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tidge

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Everything posted by tidge

  1. Digression! That thread brought up old feels about why I more-or-less checked out of the original forum(s): From my PoV there was often a lot of heat being generated over asymptotic edge cases, and it wasn't unusual (in my experience) for those sorts of edge cases to end up dominating certain discussions. I'd forgotten how polarizing/triggering the Purple Patch was at times! The most common manifestation of that sort of old-school thinking/advocacy are in-game or in-forum requests for specific ATs (with or without specific primary/secondary sets) for content that doesn't require such specificity to either succeed or be efficient at completing. I'm not strictly rolling my eyes at requests for "more healing" (that's a MMORPG trinity issue, not a CoX thing) but I do experience involuntary ocular motion when certain Tankers get poo-pooed for Hamidon raids, or when a request for "FRAD" goes out for GMs/AVs, or when Ill Controllers come up as GM killers, or "MF Warshades", etc. etc. I'm not intending to take anything away from those characters, its entirely that the game's context for when such specificity regarding optimal AT choices has radically changed. To circle this back to Enhancement Diversification... if the game didn't have the enhancement limits enforced by ED, we'd pretty much have even more asymptotic builds. I've no doubt this could be a fun intellectual challenge, but there isn't anything like a need for it.
  2. ^This^ sort of argument ("kludgy suggestion to get the one thing that will make the game better for some extremely narrow part of the game", often by an account with a rather low-ish number of posts) has got to be the number one reason why many long-time forum participants join into discussions... it's not because there is a cabal of nattering naybobs of negativism, its because so many of these types of suggestions are both/either kludges and/or missing the point about some key game factors. Before tripling-down on a kludgey suggestion and attacking other forum participants, how about we read what those folks are saying? Specific to *this* suggestion (My TLDR: "give some MMs weapons/attacks from other MMs"... my thoughts are "read the room" MMs recently got a "balance pass", so radical changes to the powers in the AT are not likely There are other ATs (besides MMs) that are just as restricted as far as "weapon types" (e.g. VEATS) so focusing on MMs is probably even more narrow than might be recognized Players want Whip attacks, and have for a long time. Whatever may or may not be happening in (closed) beta... I believe it is only a matter of time before HC releases a "Whip Attack" set. The animations exist, and HC recycles animations when possible. There are some obvious "gates" holding back "Whip Attack", with the number one thing probably being "How to build one (or more) 9-power set based on the Whip?" Personally? I get the OPs dislike of the Bow attacks in Ninja! The discomfort I feel would be addressed by alternate animations and not by re-imagining the primary AND power pools.
  3. Hard agree about the debuffs. I used to make a point to take my Invulnerability armor characters into the Shadow Shard and Cimerora for some solo +4x8 map missions to get a feel for their performance. In most cases it "more offense" is the answer to whatever problems the game might throw at us.
  4. "Dumpster Diving for XP" *was* a peculiar (IMO) choice, but it was essentially the same idea as "Asteroid AE Farm". It didn't become a thing until Peregrine Island was available and it required things like "bridge" characters to spread the XP around. It was MOSTLY for power-leveling, as the only thing to spend Inf on were store-bought SOs. The "fire farming" of those early days was due to the AI of enemies like DE Swarms, which would glom onto fire tankers and yield easy XP, starting at Talos Island. I missed the lack of an Aggro cap but only for silliness like herding all the Rikti monkeys (and sometimes Giant Monsters) to Portal Corps. The game is better with the aggro cap IMO. *This* is closer to my (pretty much) faded memory about the whole "Nerf Regen" narrative. I had been somewhat turned off from the CoH forums *long* before this... my recollection is that I felt there were some serious imbalance issues among power sets and complaints were not tolerated... even if many of those imbalances were later addressed (ehem, Invulnerability). The "Regen Scrapper" rings true-ish to me because even before CoV existed it was pretty much the case that Scrappers were out-performing Tankers for everything except "herding entire maps/GMs" once levels 41-50 were available... and bits of my memory are reminding me how annoying it was that the Live devs were pretty much only addressing a narrow issue (Regeneration on Scrappers) and kinda missing the bigger picture (Tanker performance). I know there are Brutists who see the HC changes to Tanker melee as a "nerf to Brutes", but as a player since day 0 I'm impressed that the HC changes for Tanker Melee channel a lot of my pre-aggro-cap feels about Tanker utility that have been missed for a very long time.
  5. Sometimes, but not always./ Perhaps a status affect application is forcing redraws..
  6. Invulnerability is hard to "get wrong", I see a few things I do differently (which I've posted elsewhere), with the primary points of difference for me: I never slot more than 3 of Shield Wall I 6-slot Preventive Medicine on Tankers. There isn't much content you should need "perma" Dull Pain for, but I smell what you are cooking. YMMV, but I like the Kismet unique in Tough Hide, and some Franken-slotting in Invincibility. On the offense side, I personally don't like taking Epic/Patron pool attacks to complete an attack chain. Dark Melee can feel like a lot of "waiting around", at least to me. Touch of Fear doesn't suck on Tankers.
  7. My Robotics MM still does a redraw when switching between the Pulse Rifle and the Mace. Am I supposed to visit the tailor to get rid of the redraw?
  8. JE certainly didn't come across well in light of the ED discussions. I have a narrow list of gripes relating to his leadership/game choices, and ultimately ED is pretty low on my personal list of gripes. If other Dwarven clans want to carve his sins into their Book of Grudges, I can't take that away from them. I'm amazed at just how much fun the game was (and still is) despite having huge amounts of pain early (the potential for crushing debt, the inability to truly FLY until level 14, gasping at the Blue bar, travel between zones, etc.) and the painfully tacked-on things like PVP, AE, and the Incarnate path/system, Shadow Shard, not to mention some later power sets with peculiar balance choices. I'm quite surprised that the IO crafting turned out to be as good as it *is*, but that took the fungible marketplace (including merit purchases) to really hit its full potential IMO.
  9. A few things come to mind: During Live: The market was pretty bad, and using the AE to generate Inf was pretty easy. Also, Inf was pretty much the only reliable way to kit out characters. During HC: The market is excellent, and AE hasn't really changed (modulo certain general game changes that also affect the AE) and we have multiple reliable ways to kit out characters. There definitely appears to be a number of folks that approach HC with a set of beliefs that resonate very strongly with "during Live" thinking, and a number of folks that view (some fraction of) HC changes as "worst idea ever", and some number of folks who are in both camps. Complaints about "marketeering" and "flipping" appear to me to be firmly rooted in some die-hard beliefs about the market, as well as generation of Inf, from the days of Live. (AE) Farming does serve an important role in the HC market, as it provides a reliable stream of raw materials for the (fungible) auction house. Some elements of (AE) farming have gotten worse for some farming activities... specifically for (nearly) automatic rewards that could be converted: for example Rikti Mothership Raids' Vanguard Merit conversions and never-ending Empyrian Merit conversions... but from my PoV those (especially the Empyrians) were like whipped cream, chocolate toppings, and fresh fruit on top of a pretty rick cheesecake... and that didn't really go away, except that a new level 50 has to grind out the same Empyrians after vet level 100 (or just live without them). I mention the last point because I believe it is possible for some Farmers to be bitter enough about the change to Empyrians to throw anger at just about anybody, including folks who make Inf from the market.
  10. And I came here just to gripe about the weapon redraw animation for MM's Patron Pool Mace Mastery!
  11. The Microfilaments (and DS, and Synth versions) are the only enhancement pieces capable of boosting Run/Jump/Fly with a single slot, MMV if the Endurance Cost reduction is also part of the thinking. As noted by @COH Radgen above: if a character has multiple forms of run/fly travel, slotting this sort of piece in Swift provides a boost to each.
  12. I am not a fan of the "dual" inspirations, almost entirely because they cannot be combined. I almost exclusively have them turned on (if I remember to do so) for MMs, since I usually have some pet (or pseudo pet) that can benefit from Red/Yellow. The MM ends up gobbling the others as they drop.
  13. I'm trying to imagine a suggestions forum where no suggestion is allowed to have potential shortcomings pointed out, and then folks who made the suggestion are left wondering why they didn't get what they wanted... and then I remember a local church with a "silent prayer" wall. Of course, I don't get to read those prayers so I have no idea what folks are praying for or if their prayers are answered.
  14. As near as I can tell, the "baseline" level of acceptable-to-devs direct rate of merits-per-unit-time for solo-play averages to approximately one merit-per-minute. There are ways to do "better" than this via conversion of other rewards, multi-boxing, alting against the daily/weekly timers, joining late to certain events, etc. I think the simplest way to accumulate merits with almost no special effort is to repeat the "Who Will Die #1" arc ad nauseum blue side, solo at x1. The first time is for 20 merits, the first repeat during a week is another 20. It takes less than 7 minutes (I've cracked 5 mins several times for full-kits) to do for at-level 20 characters (i.e. "not a level 50"), and is 5 merits each time.
  15. I start with: https://cod.uberguy.net/html/power.html?power=dominator_control.plant_control.carrion_creepers&at=dominator and then go to https://cod.uberguy.net/html/entity.html?entity=pets_creeper_patch there are three powers listed: Bramble takes Slow pieces: https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_patch.bramble&at=minion_pets and has a target cap of 16, 20' radius Vines is a (pseudo)pet https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_patch.vines&at=minion_pets that has two attacks Single Target Vine Smash https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_vine.vine_smash&at=minion_pets that takes slow and damage and KB pieces Single Target Vine Thorns https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_vine.vine_thorns&at=minion_pets that takes slow and damage pieces Carrion Creepers is a (pseudo)pet https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_patch.carrion_creepers&at=minion_pets with one attack AoE (5 targets, 8' radius) Entangle https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_entangle.entangle&at=minion_pets that takes immob and damage pieces. Note that any attack that does damage can take (and leverage) a "universal damage" piece. This power has another factor that (to me) confuses things: the patch "follows" the caster and summons vines, each summons has a chance to trigger more %damage... this reminds me of the way some AoE that target an area (rather than being cast ON an enemy) can apply %damage to enemies in the area of effect. I'd be lying if I said I could see precisely HOW to tell from CoData how this works under-the-hood (for teh wide variety of different powers), but from in-game observation getting a reliable "on-cast" application of %damage , I try to decide if that is "good enough" to stick with %damage.... Carrion Creepers turns out to be good "on cast" as well as "after cast"! TL; DR: Practically, I look at the powers in CoD and while leveling I slot an accuracy piece and then I play with different %damage and check the logs... often I create a separate tab just for "pet damage". This is how I determined my slotting for Shifting Tides, Corrosive Vial, Tornado, Singularity, Dark Servant, etc. as it is slightly more complicated than just trying to cram every potential %damage piece into every power.
  16. I've been underwhelmed by %Fiery Orb (and %Energy Font, FWIW) such that if a build is approaching 'tightness', those IOs are near the top of the 'chopping block' list. To extend upon @Uun advice: check the City of Data for pet/pseduopet attacks to get the best idea of which %damage pieces are likely to be. My default slotting (at level 50) for Carrion Creepers is 2xGravitational Anchor (for Accuracy/Recharge and Accuracy/Immob/Recharge) 3x %damage from Ranged AoE, and then one %damage from Slow.
  17. Sometimes I see the pre-reqs as "gates", sometimes I see them as "design requirements allowing for more powerful later choices". One example: no matter how weak the actual damage could be for an attack like Cross Punch, players would still be able to slot it with %damage pieces, so removing the pre-requisite picks would almost certainly mean that something else about Cross Punch would have to change, in the interest of balance. I know the mantra "sets aren't balanced around IOs", but there simply aren't a lot of examples of primary/secondary sets where AoE attacks are available without first having to choose something else. If there were no pre-requisites for power pools, I'd have characters with only Unrelenting (from Presence), Mighty Leap, Wall of Force and Unleash Potential (from Force of Will) leaving me with two other pools to pick from, and (in this example) 3 more power picks to leverage.
  18. This isn't a terrible request, as there are powers that could benefit beyond simple franken-slotting. There are 'new' enhancement sets (in the "travel power" category that *i* never consider using.. if this one didn't excite me I would simply choose to not use it. It would likely have to fall into a new category, with two sets... like Accurate Healing or "Running" (kinda sorta)
  19. I have a full set of Sudden Acceleration slotted into a (Robotics) MM's primary attacks. That character happens to bring a lot of KD anyway, and I wanted to also leverage the +MaxEnd +MaxHealth and +Global Recharge. I normally only specifically focus on KB->KD when: I can turn a damaging power into a (soft) control The power would otherwise scatter enemies 360° (Sudden Acceleration's piece is good here, as it is not unique in case the Overwhelming Force piece is somewhere else) In my experience most single-target and cone attacks become "soft control" with practice. KB from teammates IMO is not as problematic as enemy critter AI.
  20. @Yomo Kimyata care to explain? It isn't exactly straightforward to specify the "best spot" for all primaries, but there are two major considerations that Yomo explained.
  21. I can offer a few 'tricks' for dealing with runners... because some things are going to run no matter what. 1) There are Epic snipes of course, These can also critical! If the Primary contains a Build Up, the Snipe canbe a potent ST attack. 2) Combat Teleport, with a targeting macro is wonderful for melee. 3) Placate (Presence pool) should stop most runners when playing solo, but I haven't tested this with Scrapper variants. The AT-specific version does stop runners, and I know the pool variation is slightly different so I can't promise this one works as well.
  22. I always respec at 50. It is the easiest way to swap large numbers of enhancements I tend to recycle attuned PVP enhancements, non-catalyzed winters and Universal Damage pieces among pre-50s. I experiment quite a bit with powers, so while leveling I sometimes pick powers to test and/or powers I want only as mules... so power picks get shuffled via respecs when I am testing a new combination of powers. The only other thing I often use respecs for is to slot un-catalyzed enhancements into (a large number of) power picks to install crafted-but-uncatalyzed pieces into them, again to support recycling. If the AH price of a catalyzed piece is above 2M, and that piece is one I am pretty certain I'll use on a future character, I will do this using one of the many many catalysts I have on hand in order to have a previously catalyzed piece ready for a future character. The level 49 power pick and level 50 slots are convenient to use to pick a power to catalyze certain enhancement types... if I don't want that power in a final build and I am going to repsec anyway, I find it convenient to use those last four slots to catalyze extra Health, Defense, etc. pieces.
  23. Well-motivated vitriol is one thing, but this is where I think the vitriol is confounding the argument (and the hate!) Anyone who remembers pre-ED should also know that the invention system and the Incarnate system came after ED. "Crafting" was always IMO a weird sort of add-on to CoX, since the nature of the character engine and gameplay was such that "looting" is pretty much one-sided: players can collect loot from defeating enemies, and can only "lose" loot by their own actions. And the original loot was pretty much Enhancement drops (and Inf). "Base Crafting" was IIRC the first attempt at crafting (beyond combining enhancements) and with the brief period of PvP "base combat" this was I think the only way players could actually "lose" something crafted. I mention the "crafting" because despite whatever weirdness was attempted to be bolted onto CoX, landing on craftable enhancements was a pretty good innovation IMO. I'll disclose that I *hated* the craftable enhancement system on Live (but lurv it on HC) because without a fungible approach to ingredients and recipes there was simply too many unique combinations (recipes + ingredients) to be viable for a majority of players. As for Incarnates and grinding... absolutely the Incarnate system was established as a mechanism to keep players 'grinding'. I really did not enjoy the Live days of Incarnates. I remain cold to the Incarnate part of the game even today. Many players love it! Some don't feel "complete" without it... so implementing the Incarnate system clearly was a success (by some measures). The only obvious positive I see from the Incarnate system is that whatever dopamine hits it provides end up have zero affect on the level 1-45 game, as experienced by players. It really should be no mystery that the game's engine can't really provide a scalable challenge to high-HP characters with a ("pre-nerf") Regeneration set... especially if any sort of Resistances are in play, let alone minimizing enemy ToHit chances via "Defense Softcaps" or what not. There would have to be new/updates to enemy groups 35+ to do combinations of -MaxHP, -Regeneration, -Healing in order to provide a challenge... a small amount of this was added in the HC era but not enough (by my judgement) to balance a never-dying-because-always-healing character. Those sorts of targeted debuffs would murder pretty much all ATs!
  24. I feel that it was once CoH 'unlocked' levels 41 through 50 that the pre-ED effects of many-slotting of (Single-Origins, cuz that was the best we had) on game balance became painfully obvious. It was not just four more powers (in an era when the Fitness pool was not inherent and travel powers had to be unlocked) but all those extra slots(*1). I 100% agree with @JJDrakken that there are some serious rose-tinted perspectives on the pre-ED days. I won't deny anyone's good feels they got from ambitious slotting of certain powers, but like a lot of the early game this was IMO one of those elements that wasn't originally well-considered. I know it took a little while for the players to have characters that crept back towards (corner cases of) pre-ED performance, but long before Live's sunset we had that capability... and with HC making it straightforward for everyone to achieve just about whatever they want from the Invention system... there is no IMO reason to feel nostalgic specifically for pre-ED slotting(*2). (*1) I find it hard to describe just how much the extra slots and power picks from Issue 1 meant for *my* characters. I suddenly became less bothered about fitting Hurdle/Swift, Health, Stamina, 2 powers from a travel pool, and Hasten for quality of life... or investing slots in those to improve their performance, since I knew I'd get all those extra slots at higher levels. The Invention system (with globals and set bonuses) and the inherent Fitness pool IMO assuaged at least 95% of whatever grief folks should feel about "Enhancement Diversification". (*2) Unless of course, a player's "Regen" character was affected... but bluntly: I think the pre-ED ability to slot the Regeneration set is almost entirely the reason that set became an eternal target for the nerf bat.
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