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Everything posted by tidge
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I'd like to know where on the RNG spectrum the 'good' recipe drops are. It would be just like the RNG to keep them out of the 95.00% - 99.99% range!
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Echo of Statesman is the Hero Tank.
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Of the options listed, I chose only one: (B) T1 Immobilizes in control sets I know that there are players who aren't bothered at all by being forced to take a single target Immobilize from a secondary. Writing for myself: These power picks are the top of the list for nearly useless powers at all game levels (from lvl 1 to 50+), and are one of the least-optimal powers on any build to invest slots in. I've read the arguments that attempt to list the benefits of a ST Immobilize, but those arguments all read like rationalizations of a poorly-considered power to me. The cases where a ST immobilize is the first choice of an attack are so situational that they may as well not exist. I have no issues with a ST T1 Immobilizes in a primary, as I can simply skip that choice.
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Remembered one of the things I hate about CoH... its RNG.
tidge replied to Jeuraud's topic in General Discussion
Does anyone know of a way to spawn multiple targeting drones, preferably A LOT in an AE mission, so that it would be easier to collect data on AoE (including PBAoE and Cones). I firmly believe in the perception bias, but I'd like to be able to generate actual data. -
I'm not planning on any respecs for my full-kit builds, although I will allow for tweaking. I have several blasters that have stalled in the mid-levels who were due for respecs anyway. I'd caution everyone who dearly loves their blaster to try out the open Beta; not everything makes it to the HC game. Also keep in mind that there is not guarantee that some other change won't get added, either in addition to, or in place of, one of the announced changes.
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Here is my own Mandela Effect: I don't remember the "Mission Exit" button existing at launch. I have no idea if this was true, or if it just took me some time to discover it!
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/agree. I could tolerate T9 crash on something like a Tanker... if instead of more defense/resistance it boosted offense output, but have trouble imagining how this could be implemented in a way that made sense. For (my, perhaps unimaginative) Tanks, the issue isn't staying in a tough fight, but finishing one.
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New Argument and Proof in Favor of Increased Aggro Cap
tidge replied to Solarverse's topic in Suggestions & Feedback
Not that I disagree with @omega-202 position, but I must know... ...which dumpster were you diving into in week 1? -
I believe it has been conclusively demonstrated that the 'bug' is that the AH query to the database of objects (stored in the AH) is hitting another object that is also stored in the same database. You are seeing real data, just for a different object.
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I like to think that I am a potential victim of observer bias (try playing an all AoE character in x8 content and tell me that the RNG is 'fair') but despite many many many rolls of the converter wheel (in sets, out of sets) I don't feel a bias in the converters... for in-set conversions, to me it really does feel like the results are following a Poisson distribution.
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Travel powers are also a QoLife issue for me. Ultimately the P2W options are cheap enough that you can do without, but I use my Travel power to hold one of the Global Universal Travel IOs (either Slow Resist or Knockback Protection). On many characters, Knockback resistance makes a big difference on low level TFs like Positron. In the easy/cheap global Defense IO era, if I have an available power pick I will often add Combat Jumping at level 49 simply to slot a LotG Def/Global Recharge piece. I will typically have already taken Mystic Flight (The additional Teleport is useful in some areas, like Mayhem (side) Missions). I almost always have Ninja Run toggled on, which IIRC will de-toggle Combat Jumping. Occasionally I remember to turn it on when I am in lvl 50+ content. If my character has already taken a power pool (Flying or Leaping) I'll pick up the appropriate T1 to slot the LotG piece.
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IIRC, each level above 50 increases the base boost by 5%. So for an HO that increase range (20%) at lvl 50, a level 51 piece would increase range by 21% (assuming no enhancement diversification). Also if IIRC, for HOs the point at which ED starts cutting in is at 2x the un-boosted level. Using range again, the base is 20% and ED kicks in at above 40%. (this space reserved for the mea culpas upon the inevitability of me being wrong)
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The one thing the Fiery Orb does is draw aggro. This is less important at higher levels, and with permaDom, and with more controls.
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My Soldiers take both armors, but they are used to as 'slot-and-forgot' powers holding Global Resistance pieces. The exact placement of the pieces varies (on the 3 different builds available for my toon) depending on which which set bonuses I'm chasing elsewhere. With Soldiers: I don't always go into the Fitness pool but when I do it is usually for Banes and not Crabs.
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Monos King & Galaxy Brain's Mastermind Changes
tidge replied to Galaxy Brain's topic in Suggestions & Feedback
I always picture Doctor Doom as a (perma)Dominator... -
I have only one bias, and it dates from launch: "Statesman is a Tanker?"
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Holds vs other controls (Is Sleep better than Knockback)
tidge replied to Troo's topic in General Discussion
I don't consider Taunts to be control, although I take your point. The main differences from my PoV are: The attention from 'aggro' has a unique relationship between an enemy and a player, whereas a status effect is on the enemy. I can't see at a glance what the aggro situation is, whereas once an enemy has the status applied it is easy to see. There is an 'aggro cap' for a single player, but the ceiling on the number of status-controlled enemies is limited only by geography and the attributes/number of control powers available. -
I run a Fortunata that is heavy on AoE and 'controls' (including the Presence pool). It like my Fortunata a lot, but I played a Fire/Psi/Psi Dominator to 50+. Aside from inherent AT differences, the main playstyle difference is that my Dominator opens with Controls and switches to Attacks; the Fortunata starts with AoE and switches to Controls during attack chain gaps. I chose Fire, because of the Fiery Orb ATO (placed in Fire Cages). The other ATO (Recharge/%+Damage) is the 6th slot in Flashfire (along with 5xStupefy). My Dominator build has Defenses that might be considered shockingly low (certainly when compared to my Fortunata), but I was (obviously) chasing Global +Recharge from set bonuses (with no reliance on %+Recharge). Part of the global Recharge strategy for that build involved not catalyzing the 5-pieces of Ascendency of the Dominator. I only mention this because my Fortunata doesn't need that much recharge (although has plenty to keep the nuke and Aim in rotation), so the slotting options are much wider on my Fortunata.
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Even though I am aware of the AH cost differences between Superior ATOs and non-catalyzed ATOs, I've never quite been sure why this is the case... I understand the 'buy-it-now' desire, but... Even though Catalysts are not 'cheap' they are relatively easy to earn, either through: Playing a level 50 (one will typically drop every 24 hours with less than 1 hour of play) Merit Vendors (insert approximately one bajillion links to discussions about the different value(s) of merits and items on the marketplace)
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Holds vs other controls (Is Sleep better than Knockback)
tidge replied to Troo's topic in General Discussion
My beef is specifically with the Knives who trigger Glorious Vengeance or Rallying Cry (typically as they begin to run/fly away!) -
Holds vs other controls (Is Sleep better than Knockback)
tidge replied to Troo's topic in General Discussion
And I won't dispute tossing an (AoE) Immobilize after grouping isn't a bad thing. The only AV where 'running' really bothers me is Diabolique. I'm annoyed by more common enemies like Warwolves, Knives/Talons of Vengance and Teleporting Tsoo Sorcerers/Rikti Headmen for whom Immobilizes won't keep from madly dashing away from combat. I'd like to see 'Control' have a place in the endgame, but with enemies that essential ignore certain controls, I don't know what the path forward is. (EDIT) Full disclosure: If Immobilize actually stops these I've never noticed. I take a Fortunata with Subdue through a lot of content and I have never noticed certain types being Immobilized (by Magnitude 3). -
My MMs would kill for more powers that can accept MM ATO.
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Disordered thoughts: 1) Saving power tray configurations would be nice. I would be satisfied if there was simply a way to dump to a text file a configuration. Loading them is less important (because powers may not be available upon an attempted reload). 2) The non-saveable non-scalability of the missions from the Ouroboros pillar. I dislike that I have to manually expand it each time to actually see the options to pick the mission. 3) The Incarnate power-select window that doesn't allow for 'collapsing' a choice; it only allows you to select another choice. For example, if I'm looking at the Lore options, I can't just collapse the Lore but must select a different category. 4) Finding Badges. I go looking for badges to monitor progress and to pick new badge names to display. For the former I am annoyed when I've missed a specific exploration badge and try to scroll to figure out which one is missed. For the latter I hate accidentally picking a 'new' badge name and I have to go looking for the one I wanted.
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Holds vs other controls (Is Sleep better than Knockback)
tidge replied to Troo's topic in General Discussion
The highlighted portion is where my thoughts go in the discussion. I tend to favor controls that keep the enemies close and clumped. My rough ranking ignoring 'situations' is: (AoE) Confuse, and focused single-target Confuse on enemy 'support'. Seeing a large group like Knives of Artemis all Caltrops themselves is beautiful. Knockdown (and to a lesser extent, Knockup). After that, everything is situational. Single-target Holds are fine for hard targets... AoE Holds/Sleeps can be ok to 'prime' a distant group or after a group has been collected. I'm not a fan of Immobilize: the enemy groups where it would be MOST useful tend to resist it, and it otherwise gets in the way of grouping enemies. Some of the more annoying enemy groups are ranged attackers/support, so immobilizing them doesn't slow them down as much as it slows me down. Instead of Immobilize, I prefer Slow debuff (patches) with an added affect that disrupts enemy attack chains. Fear is similar in this respect from my PoV. Knockback is in a special category: It can be a beautiful thing when used with skill... but even the most skilled user of KB attacks is going to eventually upset a teammate (typically playing a melee AT, or someone who places specific areas of effect). I also like Stuns, but I don't love them, because the enemies don't really stay where I want them (I write this long after the days of stunned enemies madly staggering away at mach speed has been fixed). I really only appreciate a Stun when enough Magnitude stacks on a very hard target.