The Beta Account Center is temporarily unavailable
×
-
Posts
5818 -
Joined
-
Last visited
-
Days Won
20
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by tidge
-
My "worry" about far-roaming runners is exclusive limited to "defeat all" or needing to defeat the mobs that are required to complete an objective, such as: rescue the hostage defeat BossBoy and his lackeys final battles in certain arcs (I swear: CoT ghosts that fly away are easily the most annoying enemies in a final combat)
-
What to make now to take advantage of new changes?
tidge replied to Bionic_Flea's topic in General Discussion
I have a (theme) Blaster with Arcane Bolt at a relatively low level (it is available for all TF/SF content); with my slotting for that character it was previously approximately as effective as my level 1 primary pick, but with the extra damage boost it is something I find myself selecting more often. I can't really tell that it is faster animating... if it is, I don't notice it as much since I would previously only occasionally use it as an attack for 'flair'. -
I fully admit to only casually following PVP discussions, and typically it will be in the Suggestions forum. Fo anyone that doesn't want to go back to page 1, my specific annoyance extends past just the loss of the range... it is that NPC snipers (with their full range) can hit me with their (extended) ranged attacks, and when they do, I can no longer 'slow snipe' them back (at the same range), without waiting for some time period to expire. To be even more specific, I was taking fire from an enemy sniper that had run from his original group location and was sniping me from the middle of a different group (that was not aggroed). This was Council, I can only imagine how frustrating Nemesis is going to be. I can think of all sorts of reasons to rationalize the game acting this way, but I don't like it... and the circumstance of mob aggro (see just above) break whatever illusion that could justify the game mechanics for me. YMMV.
-
Even though there are a few instances of the following, mechanically I think CoH handles them clumsily. Stealth Missions - The closest is IMO Part 3 of The Strange Case of Benjamin A. Decker, with the Mayhem 'theft' missions as well. I don't really put 'Casino Heist' in this category. Core game elements like 'click a glowie', enemy perception, spawn sizes, power suppression... not to mention the concept of balancing rewards... all sort of get in the way of being able to design an appropriate mission where you avoid certain groups, "silently" take out others. I am not asking for Deus Ex type options, its just part of the 'world' that I imagine exists yet it is something we don't really experience.
-
Frankly: I was Well Aware of the upcoming changes to Scrapper/Stalker Snipes, both in %proc rates, Range changes, %crit changes. It wasn't explicitly spelled out in the discussions I followed that Blaster snipes were going to be touched at all... so when the claim was made in a post subsequent to mine that ALL snipes were buffed... I was genuinely curious as to what I missed. Folk who make epic pronouncements and link to the patch thread (which I have read) but include a broad statement that there is a buff to a power where I am seeing some subtractions... I asked what I was missing. I fully expected to get either a response detailing how across Blaster primaries there was some re-jiggering and that explains the loss in range for (fast) snipes, or a flat out admission that the poster was wrong (ALL snipes DID NOT get a Buff) , and possibly edit the original post with the incorrect statement. I've been wrong about some things here, I've admitted it, I've made corrections to incorrect posts. It's not that big a deal to walk back an exaggerated statement, nor is it the end of the world to correct your own mistake without trying to blame the audience for reading what was written.
-
Allow Universal Travel to be slotted in Sprint
tidge replied to kelika2's topic in Suggestions & Feedback
CURBS!!!! -
Widow's Mask Presence vs. new Invisibility
tidge replied to detour's topic in Arachnos Soldier & Widow
Ooo... I like. I have always had the opinion that we couldn't color the green stabby effect so that it couldn't look like blood, but some energy pom-poms or fisty-electic-crackle would be spiffy. -
Widow's Mask Presence vs. new Invisibility
tidge replied to detour's topic in Arachnos Soldier & Widow
So close! I felt like it was from a JLA cover... The collar told me "Zatanna" but the eyebrows and pout whispered "Modesty Blaise". -
Widow's Mask Presence vs. new Invisibility
tidge replied to detour's topic in Arachnos Soldier & Widow
I don't think the Concealment pool needs any further buffs (all Widow buffs accepted!), but it would be more awesome for me if the Presence pool's Pacify worked like Placate to allow the crits. BTW, is that Modesty Blaise as your avatar? Zatanna? -
I genuinely do not understand why you make blanket statements that are untrue. Blaster Snipes were not buffed. You could have just as easily not included that incorrect statement.
-
So why bother writing "ALL Snipes have been buffed"?
-
Perhaps you should not have emphasized: Up to that point in the conversation, there were only two posts on Snipes... with my lament about Blaster (Fast) Snipes being the only specific one. Perhaps you should take the level 50+5 enhancement out of jumping to conclusions, and reconsider the slotting in defensive posture before trying to contribute to the team discussion.
-
You did, right after I posted the ONE thing about the patch that non-plussed me.
-
Is the lack of followup explaining how Blaster (Fast) Snipes got a buff (when they lost extra range) an indication that there really was no Buff and that such a claim was incorrect? I am open to seeing positives to this specific change, but I can't find any called out in the patch notes.
-
To echo, my comment on the Snipe changes was about the range reduction for my Blaster's (Fast) Snipe, not a complaint about a Scrapper/Stalker Epic Snipe's internal change affecting %procs. If someone can explain how a Blaster T5 primary power got buffed by the change, I will patiently read.
-
I'm non-plussed about the "normalization" of ranges for (fast) Blaster Snipes. My annoyance was solidified during a mission that included Council Marksmen in a large room: I REALLY did not appreciate that my Blaster couldn't shoot back at them without either moving towards them or waiting for the Snipe to be slow... assuming that they didn't hit me and put me back into "fast snipe" mode.
-
Dominators are somewhat unique because perma-Domination is a game changer for the class. (plenty of discussion on this point is elsewhere) As far as %procs in attacks, I typically go for a 5-piece set bonus and the 6th slot will get a %proc, but only if I consider the chance for the proc to fire to be worth the investment in the slot. If the 5-pieces include a %proc I want to use, that attack will end up with two %procs... and that's pretty much the limit for my attacks... unless... Non-DPS AT characters that I actually want to deal damage may compromise and leverage as many %damage procs as possible, backed up with Accuracy and (in the case of control types) duration/effect of the power, such as Mez. For example: there are a LOT of %damage procs in the Hold sets, so for a Controller primary that gets a single-target Hold very early in the career, slotting the %damage procs in the ST Hold is a nice alternative to relying on P2W powers to defeat enemies.
-
Debate: Softcap for non-melee/defensive ATs often not worth it
tidge replied to Zeraphia's topic in General Discussion
I don't want to yuck in anyone else's yum; I have a different opinion than some regarding "caps". As far as Defense goes, it's pretty much only my Super Reflexes characters and VEATs that have me at/above the Defense caps (solo). Those purple inspirations have an actual purpose. Chewing the floor isn't the end of the fun. I also tend to not go out of my way to hit the hard caps for S/L (or other types of) Resistance. This is not to say I advocate gimped Tanks, it's just that IMO characters not designed to soak up damage almost certainly have a better use for power picks, enhancement slots, and set choices. in a similar vein, chasing multiple %proc damage in the attacks from DPS-oriented character (especially single-target attacks) strikes me as something that ought to come after actually enhancing the attacks and finding useful set bonuses. -
How many Respecs do you use to get the build just right?
tidge replied to FullEclipse's topic in General Discussion
Compared to many who have posted in the thread, I am a liberal user of respecs. Before going any further, I should note that I also make liberal use of unslotters to test the effects of specific pieces (and sometimes sets) within a power. I'm quite capable of doing the maths necessary to analytically test slotting, but I still want to test drive. I have several characters with entire second builds that were ONLY used for testing, but this can get expensive. Here is why I find myself using respecs: Patches. When the game changes, the character often changes too. Whole-hog unloading of slotted enhancements for recycling. With a large war chest this is less important, but prior to making bank this was common for me. At level 50, to make way for the hot new Enhancement sets. I play through regular content as I level, so my builds will have used sets in powers that won't match my level 50 build. Also, many PVP pieces move from attuned to level 50 variants (for boosting) A power simply doesn't mesh with the concept or play style. I won't list the various powers that have come with great recommendations but just didn't work for my toon. If it preserves your ego, just assume I know I'm playing it wrong.... whatever it is. I have one 'free' slot and I want to see how it can help in different powers. I'm not shy about sacrificing some movement increase, or Regeneration or Defense/Resistance if I can increase performance in Offense, or Endurance management... or vice versa. Unfortunately unlotting only lets me see what I am giving up and not what I am getting. I want to try a set of different powers. For example: If a set includes a Stun, I always give it a try... but in most cases I have been disappointed. Being willing to respec allows me to discover gems that other players don't discuss. -
What to make now to take advantage of new changes?
tidge replied to Bionic_Flea's topic in General Discussion
This round of changes isn't inspiring any new builds, but it reminds me I have several characters to revisit and check on to see if my current power/slotting choices are where I want them to be. For example, I have a few characters that leverage pool attacks (arcane bolt, patron snipes) that may benefit from revisit, at least one character that could take advantage of stacking Power Transfer: Chance to Heal Self, and several characters where I will revisit the slotting of travel powers. I have one character that appreciates the change to Spirit Ward, and I now have to make some hard decisions about slotting it as a toggle. -
While leveling up my stalkers, I did not turn up the amount of enemies... not because too many were too threatening, it was because it was too tedious to deal with them as they scatter. Ironically, turning up the number of enemies all the way to x8 may mean that while some scatter, enough may stick around to keep you entertained. Obviously you have to be able to survive the ones that stick around. EDIT: The scattering of enemies is, IMO one of the two great reasons to take a Patron pool's Snipe. Of all the planned nerfs for scrapper/stalker snipes, it is the distance limits on the fast snipes that bother me the most. Some of those scattering critters can get PRETTY FAR away.
-
I wish I could offer concrete advice, because I enjoy my Dark/Time Blaster, but I have taken more powers from the Temporal Manipulation secondary than I did the Dark primary! I can write: On PUGs, I play this character exclusively as a ranged attacker. This may seem like a throwback to another era, but I mostly use Blackstar to clean up large spawns, and only when it is "my turn". Aside from the "build up", "sustain" and "auto", the secondary gets used mostly for extra control against hard targets, plus some close-combat attacks (when necessary). It is possible you can make a Dark/Dark 'blapper' work for you; I haven't put any thought into it. If you REALLY want to be in close quarters as a Dark/Dark, I have seen many builds in the various Melee-oriented AT sub-forums that can probably serve (assuming the Endurance consumption of toggles is under control).