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Everything posted by tidge
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You made a HUGE leap form someone playing with a knockback set to someone willfully disrupting team play. everything else in your post is rationalization for your own prejudices.
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Here is some classic "othering" that I'm sure we can all get behind! If only we catch 'em while they are young, we can get them to rightthink. /s
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I'm somewhat surprised that this isn't the default tactic in Hamidon raids. I know that not every character in a raid has Lores, and that it is hard to coordinate use of Lores, but it has always struck me as the absolute quickest way to defeat Hamidon. Having written the above, one of the things that sours the Hamidon raid in my experience is that an entire league will "give up" after a triple bloom (which is a possible outcome of this strategy). The villain in me sneers at the noble heroes who refuse to consider redside because they have only noble intentions of protecting their precious city who give up because 'the juice isn't worth the squeeze.'
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Rebirth Has a Nice Thing - Maybe We Ought To Have It Too
tidge replied to TWSLives's topic in Suggestions & Feedback
"Your honor, the sandwich bit me first." -
I posted my preference above. As for %mezz procs... I usually skip them, because the base durations are relatively short, and the magnitudes aren't great. Typically I find a better use for the slot, such as improvement in something like Accuracy/Endurance Cost/Recharge or an alternate %damage. For a 5-piece Very Rare set bonus, I will usually consider them in place of the pure control piece, because of the ED margins. The one %control piece I fluctuate on is the +2 Magnitude Hold... it crosses the threshold for controlling (most) bosses, but a fast recharging Hold can often do that, and would also have a poor proc rate.
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Rebirth Has a Nice Thing - Maybe We Ought To Have It Too
tidge replied to TWSLives's topic in Suggestions & Feedback
I'm in the "absolutely no rush" camp. There have been plenty of times where I felt I couldn't match colors exactly as I wanted (mostly on costumes, occasionally on powers) but more common than that bummer is that the art asset I want to use doesn't allow changing the color of the specific part I *want* to change. Again, no big deal for me. If I had to identify the most common issue I have with the Homecoming (and previously, Live) color palette: For colors of skin that no earth humans naturally have, the same shading pretty much never exists in the non-skin elements of the costume creator. Some are close, but usually it is easy to see where "skin" is used and "costume" is used. -
For Plant? I put the 6xWill of the Controller in Vines. Most of the Controller AoE holds have ridiculously long recharge times. Carrion Creepers keeps %procing!
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I should have written "it doesn't matter to me if both players and critters get the same floor." Missing kinda is lame. Obviously if a player is ALWAYS at an enemy's chance with 5%, yeah... that player would take more damage. I happen to think that one of the things that makes the game duller than it needs to be is when enemies only have a 1-in-20 chance to hit players. Players can still "soft cap", it is just that there would be diminishing returns for exceeding it... just like now.
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I doesn't matter if everybody gets a floor of 10%. There is no "base defense maximum", the suggestion would only affect (players) when facing opponents that have a ToHit chance between 5% and 10%, after that everything would be the same. Congratulations if that is you for 100% of all content! If anything, this is something of a 'nerf' for players (and critters) who debuff Accuracy/ToHit... but those debuff scales are already a little on the weak side IMO. EDIT: As for "most affected players", I think it would very likely be certain Masterminds, more than other AT.
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I wouldn't be quick to repeat any combo you already have played... it is just MHO but I think it is hard to judge the strengths and weakness of a set or combo without playing them (especially for MMs). If you want to eventually feel really powerful... I think /Marine and /Time secondaries are probably the best choices for whichever primary you pick. Marine will probably remind you of Nature.
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This isn't exactly a fair summary of the (somewhat deep inside the linked thread's) 'dev post'. In that post, I did agree with the general comment that some power sets ought to have a feel to them, beyond "lol enemy green go down". I don't think the (admittedly, in that post) casual comment relating to 'maximize defeats with minimum effort' (my wording) is 100% on point for the discussion, except of course that such thinking is almost certainly the source of a majority of players complaints... just as it is for "AoE controls leave enemies separated" and "Teleport foe stole my target", etc.
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I am not a great fan of 'gimmick' fights. I don't mind if the enemy has some sort of attack that we have to account for, but once the defeat mechanism becomes something other than Damage-over-time > (Regeneration + Healing), I start to think that this fight belongs to some other game. I don't completely object to 'puzzles', because I know that sort of thing appeals to some players. The one element of basic CoX combat mechanics that has led to 'easy-mode' type thinking is player's "Defense soft-capping"(*1). Auto-hit powers and mega-DDR have obviously been implemented, but I think a lot of what makes the game easy-mode is basically the ability to stand in place and button mash. I don't envy folks trying to bring some game balance because I think the limited toolbox available is being leveraged reasonably well (including -MaxHP, enemy healing, etc.) (*1) Would it be the end of the world if enemies had a chance-to-hit floor of 10%?
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I haven't player Marine on a MM... but I love Whitecap on my Controller. Despite how much fun it can be, my initial thoughts for a MM would be to deprioritize it, or at least slot it differently, for reasons. Mileage varies of course. The absolute best thing Whitecap has going for it IMO as far as MMs go is the AoE -Resistance effect... 30 seconds is an eternity for henchmen. Looking at the build I posted above (Robots/Traps) I'd find it hard to sacrifice a primary -Regen attack, so I might give up an Epic pool completely to fit in all the good stuff that Marine has to offer.
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Yes, it should read as "henchmen CAN'T take single-target hits" (at least not when not at full Health). Typically, once I have all three tiers of henchmen: I don't worry about losing a single henchmen. I'll do what I need to do on the MM cycle, and then resummon. If the thing I'm fighting is problematic with cones, I try to reposition the henchmen out of the cones, but rarely does that make a big difference. My Robotic MM has crazy good defenses for itself and the henches, so for almost every fight against a big baddie, I somewhat know how long before the critter gets an auto-hit against something. The slightly more problematic times are when: The critter gets a 'lucky' AoE hit against everything in my arsenal The henchemen haven't all quite server-registered as 'within range' for Bodyguard (or the Global Uniques), so only a fraction of the henches take a blow given to the MM The critter hits the MM with a relatively long-duration control, delaying the MM getting/keeping aggro There is nothing to be done about #1, and #2 is more about being patient. #3 isn't that much of a problem if fights are going smoothly.... but there are some regular enemies like Jack in Irons that will sequence AoE as well as debuffs and controls that can sour a fight. I think his fear lasts for 20 seconds on my main MM, and while (one of?) his stun is a shorter duration it isn't trivially short. Keeping the aggro (on the MM, to leverage Bodyguard mode) is pretty important... at least in my experience. FWIW, I don't like the 5-max-target Provoke from the Presence pool as it has too few potential targets. I rely on MM AoE attacks with a %-Res debuff and/or knockdown (which also helps with patches). Traps happens to have Caltrops and Acid Mortar that can also distract enemy critters over time, plus the Poison Trap's AoE control potential.
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Playing Energy Blast is more-or-less it's own reward. FWIW, I only slot a KB->KD in Nova, because the 4π scatter is where I draw the line/circumference/surface/whatever.
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We already have complaints from (some) players who don't want to visit Null the Gull so that Group Fly doesn't affect them, can you imagine the vitriol because (some) players wouldn't visit Null the Gull to "turn off Knockback"?
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I was initially hesitant to suggest faster recharge times for T9s, but I think the existence of Destiny Incarnate powers (available at levels 45+, sure) somewhat exposes just how BAD most of the T9s are: Most (all?) T9s only affect the character using it, Destiny powers have team/league effects. Destiny powers are on a 2-minute timer, T9s unenhanced base recharge times can be greater than 15 minutes. In my head, since the days when the Incarnates were introduced, I've seen the Incarnate tiers beyond Alpha as the way to let some ATs get the sorts of powers that other ATs get... basically offering a taste of what it can feel like to have a different AT; AoE ranged attacks, Pets, Debuffs, Defenses/Resistances/Heals, blah blah fishcakes. But I think the Destiny powers are more of a taste of what a good Armor T9 should be... if the Destiny powers exactly copied actual armor T9s, attitudes towards them would be very different.
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One of the things I like best about /Traps (and synergizes well with Robotics) is that with a number of AoEs in the secondary it is possible to keep a LOT of attention off of the (ranged attack) henchmen. Robots with the FFG are possible to defense cap, but zero attacks against them can be even better. Obviously I appreciate that /Traps has a number of very skippable powers too, as it allows for more expansion into power pools. The one weakness I think Robots/Traps has is this: even with high defenses, excellent resistances and the Maintenance Drone, plus whatever heals the Protector Bots may toss out, it is possible in some fights to get into a sort of cascading loss of henchmen leading to cycles of summoning/buffing. By my crude estimate, this is something like less than 2% of all fights, and it almost always involves something like a single AV/GM that uses a quick sequence of AoE attacks which include some sort of debuff and/or control. The control bit is more problematic for the MM itself, because if the MM loses the aggro most of the henchmen can stand up against the extra single-target attacks from the enemy. Nearly all of the time, 'good driving' of the henchmen is enough to avoid/recover from this sort of cascading situation... but it can be busy. In early (pre-50) levels, and especially on live, I believe this is one of the things that made /Dark such an appealing secondary (especially for Robotics)... there are a couple of different ways to have spam healing as a completely secondary effect. /Time continued this... but /Marine takes it to an entirely different level! /Marine is essentially offering (for MMs) everything I find appealing about both Traps and Time secondaries.
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I really wanted to enjoy Synapes WSTs this week
tidge replied to kelika2's topic in General Discussion
RE: Potential Synapse rework... some of my rando thoughts: The early "defeat all" could still have lots of spawns to fight, but there really should be fewer of the first four? five? and there should be some other objectives like glowies or hostages. The zone clickies should just be an instanced map of Steel Canyon, with additional team objectives. The Bertha/Long Tom/hostages/Clockwork Lord missions should have them combined, and include ambushes. Babbage spawn is fine. The immobilizer is a sort of relic... probably keep it for the way it helps under-powered teams. The final mission should have Clockwork bosses that better show that these are a boy's toys.... like DnD figures or Chess Pieces. Players should have to engage them on the way to the Clockword Lord. -
While there must be valid reasons for being hidden (stalkers?) there are some players I encounter who must (in-part) decide to be hidden because they are skirting some of the terms of service... most obviously multi-boxing in the open world at certain times.
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I'd vote 'no' for all my classic old reasons, plus a new one: If this option existed, I worry that TPTB would start leveraging Repel more often. As things stand now, I feel like I can mitigate Knockback (via slotting, or several immobilize powers), but I haven't found a satisfactory way to mitigate Repel.
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Caveat: I don't farm or use specialty builds for particular content. So for resistance-based characters: Minimally: +6% Defense (All) from the Gladiator's Armor and Steadfast Protection uniques. After that, I usually try to pick up some enhanceable Defense toggle... or leverage a power in the armor set that has a defense component that I can boost. I generally want the equivalent of a Defense IO in such powers (at minimum) although sometimes those powers get more (from sets) or less (if only holding a Luck of the Gambler piece as a mule, and/or the Kismet unique). The Unbreakable Guard Scaling Resistance piece is another must-have IMO; it requires a defense power of some sort. After these... I'm sort of picking up Defense boosts via set-slotting. The only one I can think of that I commonly go for is the 4-set bonus from Unbreakable Guard (3+% Melee positional) because it slots nicely into a resistance set's powers. For some resistance-oriented characters I've gone deep into Presence (for Unrelenting), and Experimentation (Adrenal Booster). for situation boosts to defense (among other things). I tend to treat Sorcery's Rune of Protection as primarily for mezz, but it does more than that. Force of Will (for Unleash Potential) is one of those clickies that is good for resistance-based characters.
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From a couple of recent threads elsewhere, I'm reminded by just how poor a choice most "armor" T9s are for characters, I am not saying that they can't be made to work, just that in comparison to other options they are pretty inferior. What do *I* think is wrong with them? #1: Inspirations can pretty much do most of what the T9s can do... Inspirations don't have a downside... and by the earliest point a character can pick a T9, that character will have 15 slots to hold inspirations. I kinda like when a power set includes a power that means certain inspirations can (mostly) be ignored! Most T9s don't fall into this category, for reasons: #2 The base recharge times are ridiculously long, and #3 The crashes (which don't happen with Inspirations) There is no shorter of Power Pool powers available (usually level 20) far earlier that T9s (even in a primary, at level 26) that have shorter base recharge times than T9s, no crashes, and effects rather similar to some T9s: Rune of Protection, Adrenal Booster, Unleash Potential, Unrelenting... and if we want to include the "OH $#!+" use case, Phase Shift). Obviously there are necessary pre-requisites for each of those powers, but most of my builds have a way to fit in three pool power choices by level 30 (when armor secondary T9s become available), if not earlier. Historically: I have a vague recollection that originally (Issue 0, and for the "Jack E" era) there was a deep concern about making players "impossible to defeat"... and this would have been carried over into the initial PVP-era thinking. However: The game doesn't really reward "not being defeated". Even if I wanted to imagine some sort of "unkillable tanker" (and I didn't bother to review the Tanker sub-forum to find self-described "unkillable tanker builds") teamed with a group of murder-hobos, the game still has the following mechanics in play working against (teams of) players: Aggro caps Floor 5% chances to hit Enemy-applied debuffs An undefeated enemy gives no XP, Inf, or loot drops I don't want to bust on Jack E, but this is the guy that initially thought rooting Invulnerability characters using Unyielding was both necessary and good for game balance. What would I like to see? Basically I'd like to see the T9s put on par with (or closer to) Inspirations: Remove the crashes (if T9 nukes no longer crashes, why should armor clicky T9s?) Improve the base recharge times For the latter point, I don't think the T9s should be able to be made "perma", and the enhanceable nature of powers (as opposed to Inspirations) is a kewl thang IMO. Certainly the way an Incarnate power like Destiny: Barrier (available every 2 minutes) can give us some idea of what a self-affecting buff could look like at 'maximum strength' (for non-incarnate content). I am pretty much open to re-imagining many of the armor T9s in ways other than my suggestions above. For example, some could become (weaker, for balance) toggles... or some could become (weaker and/or more limited and/or different) Auto powers. What has everybody else got?
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I was considering Blinding Powder as my (current) build's only ranged attack levering 2x 50+5 Acc/range and three %damage... but the base recharge time is such a stinker! I typically end up with around +100% global recharge at level 50 without Hasten, so it wouldn't be terrible... but this is a melee toon I'm playing! As this is also a level 28+ power, I feel like I would probably be better served picking a ranged attack from an Epic/Patron pool.