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tidge

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Everything posted by tidge

  1. The unique Overwhelming Force set IIR has a proc that also contains a Damage Enhancing component, as well as a piece that is a rare combination of Endurance Reduction/Recharge.
  2. It's been a while since I did that mission, but I very recently had the Capture Eukrisal and his research mission where Eukrisal (who was in the last spawn I needed to clear) vanished from the map. The map did one other weird thing: it showed me red markers (for CoT things still on the map, like crystals and cage doors) for a split-second, and then stopped showing them. I spent about 20 minutes trying to find anything else to defeat/destroy but he never re-appeared. I ended up auto-completing that one. I did submit a ticket but the response ended up being much later, so the debugging opportunity was lost.
  3. I'd be happy to be wrong! Although it means I'm taking too long to do what should only take an hour!
  4. The ones I typically use only last 60 minutes... and by selecting several different ones I see all sorts of different durations! EDIT: As a practical matter, I regularly grab about 5 different SG boosts at the same time, and those all expire at almost exactly the same time (1 hour). Maybe "time flies when you are having fun"?
  5. I am ignoring the "changeling exploit" for what follows. As I have written before: the general issue I see with Kheldians is that for reasons the multiforms aren't very good to play across all (levels of) content... and without multi-forms, we players will miss what is supposed to make them fun an unique. The reasons? #1 Nova form gets a "full suite" of blaster-like attacks, but they all pretty much scale like low-level Blaster attacks. On the one hand, this is to be expected. Nova form is pretty OP between levels 4 and 16... it has a 'complete' attack chain, and can fly... these things were not common in the early days of Live for low level characters! But imagine how poorly Blasters would perform if they only could use their first four or five primary powers. #2 Dwarf form get A+ resistances, as well as mechanisms to "tank", but very little in the way of offense to clear enemies. Dwarf form comes later, so it scales better (as a sort of Tank), but it never really gets any "better" at clearing spawns. Yes, we have found ways to work around this... but an always-Dwarf is going to be pretty bad at map clearing. #3 The Human form don't get trivial access to some of the important things Dwarf and Nova bring: Mezz protection (Dwarf) is a big one, but so is +ToHit from Nova. The end result is that it becomes necessary to swap forms to cover obvious gaps in whatever toolbox we need for the moment... and that some of those tools (namely the Nova attacks) generally aren't up to higher level content. There are many ways to address these issues, but at their core, I think the Kheldians are more of a unique story-mode AT designed to allow players to do different things, but to not excel. Again, I am not saying they can't be excellent... more that if a player wants a better Blaster/Tanker then picking a Kheldian is not going to be the first best choice. Personally? I find non-changeling-exploit defeat times to be a real mood killer solo. On teams, I have the luxury to swap forms and playstyles as needed.
  6. FWIW: The text of some of the SG buffs says 90 minutes, but I don't think I've used one yet that lasts longer than 60 minutes... at least not for many years (if ever the durations were different).
  7. There were a series of posts, still there, that directly insulted Captain Powerhouse (because of a 2020 post in a different thread). Also within that series of posts was some dancing around direct insults by insulting the expressed ideas motivating the thinking from the CP post, which *might* have been acceptable (even if the particular representation of the criticism was *childish*), but several posts in a row making direct insults wasn't necessary to the discussion.
  8. I plead "guilty" to the charges. I can only offer this as my defense: I think it is mean-spirited, simplistic, and possibly the signs of an evil mutant power(*1) to be able to bluntly proclaim what other people are thinking (and/or that certain categories of people are irredeemable) and then use those proclamations to make all sorts of arguments that (I suppose) seem to be irrefutable (in some minds). (*1) I use the word "evil" because if this is a mutant power, it only seems to trigger when somebody is doing something that the possessor of the power doesn't like.
  9. "Getting reported" was literally the predicate condition stated in the post I responded to!
  10. I had fun getting this build to level 50, and I thought I'd share the (current) level 50 build. I was able to run it solo through a lot of content pre-level 50. Both the primary and secondary were new to me, so I wanted to share my observations and solicit ideas on what I've missed. This combo was chosen mostly for concept, but also to try something new. As always, I don't MIDS, so all you get is a graphical image of the build. I show global recharge bonus, because that is always high on my mind. General thoughts: This build (with a +Stealth piece in Sprint, not shown above) is very "stalkery" for a Scrapper. I went Scrapper partly because I didn't want to rely on Hide and partly because I preferred the Scrapper's combo chains (from first glance). It has all the same issues non-Tankers have with melee attacks against large spawns that aren't quite positioned close enough to each other. This build has no (slottable) ranged attack other than Blinding Powder... see below for more impressions. My choice of Travel power and when I took it has no real affect on the build, except for a little more Ranged/AoE defenses. Combat Teleport is somewhat key to being able to (a) get to distant targets and (b) making the next attack in a combo-chain. The RNG more-or-less has me missing an attack on every other combo chain, which is less annoying against large spawns but is quite the grief on single-target combat. This isn't unusal, but I find it bothersome on this build because the self-buff and enemy debuff relies on hitting with (particular) attacks. The end-build choices are a sort of hodge-podge. I focused on positional Defenses Melee > AoE > Range. I went deeper into some set bonuses than I usually do, as much/more could be done with fewer slots if the set bonuses are of minimal interest. Thoughts on Dual Blades: The "all Lethal" damage is quite annoying. It took this build 17 minutes to solo the Penny Yin TF (0x1), which I think is long for a Scrapper even considering I had several unlucky rezzes/transformations. The animations are fine, and the only one that I don't really like (of what I took) is Vengeful Slice. I usually open with Blinding Feint, as it is my only 'Build Up". (+1 to Dual Blade Stalkers I suppose?) I'm not crazy about combo mechanics, but the attacks are quick enough that I ended up not minding so much. At low levels, I alternate between Nimble Slash -> Ablating Strike -> Blinding Feint/Typhoon's Edge for "Empower" and "Weaken". At higher levels, I generally open with Blinding Feint -> Typhoon's Edge (because of the %BuildUp and %-Resistance) and then: Ablating Strike -> Vengeful Slice -> Sweeping Strike for "Attack Vitals" following up with Typhoon's Edge (%-Res) and Blinding Feint, then repeat. One Thousand Cuts is basically there to be used as an attack of opportunity, and for when I break a combo chain (intentionally or not). It is essentially a single-target attack on my Scrapper despite being an AoE, I could see a Tanker maybe making better use of it (and all the AoEs). I skipped Power Slice, I didn't need/want another early level attack and I felt like trying to have the "Sweep" combo available on a Scrapper was going to force too many other compromises on my build. The build has other potential sources of Knockdown anyway. Thoughts on Ninjistu: I rather like that it has so much (positional) Defense front-loaded. It has been a long time since I've taken all nine powers in any set! I have Kuji-In Rin on auto. Obviously I have it slotted for some set bonuses which may not be to everyone's taste. The recharge time is overkill at high levels, but "about right" for lower level content. Seishintekei Kyoyo and Kui-In Sha are roughly on the same recharge times; I click when needed, or when I have a slight pause in a combo chain. Blinding Powder is the weakest choice in the set IMO. It has too small of an AoE, with too long of a base recharge to be really useful... and it is usually targeting enemies that I'm going to be hitting with melee attacks anyway. If not for the enhancement set bonuses I would make radical changes (likely including dropping it) with respect to Blinding Powder. I rather like Kuji-In Retsu (when it is available), but I can't motivate myself to invest slots in it. An Incarnate Barrier would be better I think. Alternate Considerations: The build could benefit from a pool attack(s) that don't break combo chains from the primary. Normally I like to get Wall of Force on melee, but I'd have to make some compromises... likely delaying/dropping Kuji-In Sha (to be taken late in the build or replaced with Unleash Potential) to take Weaken Resolve and replacing Blinding Powder with Wall of Force. Ultimately I'll investigate this, but I feel like the change/loss of potential set bonuses require some deeper investigation before I commit. There is a potential for +4% recovery with alternate slotting of Blinding Feint using the Critical Strikes set, as I left one piece "on the table". I'm not really seeing much of an issue with Endurance/Recovery but other choices I made are making this picture somewhat cloudy. Extra mezz/KB protection was (so far!) unnecessary. The little bit of extra KB protection from Blessing of the Zephyr is getting me a little more ranged Defense. Global recharge is pretty good, I could probably give up one of the LotG +Recharge mules and add in Tactics for team play.
  11. Copied from the 'knockbad, amiright?" thread, in response to a 'maybe a post was reported': ----- I don't know that someone-else-reporting-a-post is always the reason for a 'warning'; I have it on good authority that occasionally warnings are given to 'both sides' of certain arguments almost entirely because of a sense of 'fairness'. FWIW I don't think I've every 'reported' a post. I have had an entire thread(*1) deleted/hidden, presumably because it made certain people uncomfortable, and based on the user who posted in that thread (rather than contacting me directly) I can guess that the user reached out to a moderator because passive-aggressive open requests to lock threads seems to be their MO. In (the 'knockbad') thread? I do think that a couple of the posts went past the point of 'snark', into rather direct insults of a specific individual... and (again IMO) it was multiple times. Based on what *I've* gotten warnings for? I am not at all surprised. ----- (*1) Frankly, IMO that thread should have just been locked if discussion was past the point of utility... because my request/suggestion was one that could come up again in a slightly different context... and the specific context for why I brought that up in the first place has only gotten more sour with age, so it isn't as if it wouldn't be on nobody's mind.
  12. I don't know that someone-else-reporting-a-post is always the reason for a 'warning'; I have it on good authority that occasionally warnings are given to 'both sides' of certain arguments almost entirely because of a sense of 'fairness'. FWIW I don't think I've every 'reported' a post. I have had an entire thread deleted/hidden, presumably because it made certain people uncomfortable, and based on the user who posted in that thread (rather than contacting me directly) I can guess that the user reached out to a moderator because passive-aggressive open requests to lock threads seems to be their MO. In this thread? I do think that a couple of the posts went past the point of 'snark', into rather direct insults of a specific individual... and (again IMO) it was multiple times. Based on what *I've* gotten warnings for? I am not at all surprised.
  13. There is a pretty large level gap between when a T9 can be chosen/slotted and a Destiny Incarnate power being available!
  14. I have a Dark/Temporal, I'll embed my page 5 build in spoilers for completeness. This is an older character. Some of the secondary power synergize very well with this primary, some do not. Chronos fires every 22 seconds with an almost guaranteed %BuildUp. The melee (single target and PBAOE) are rarely used. I should note that this character was intended to be "mystical", this is the reason for the Arcane Bolt.
  15. And how often does this scenario actually play out w.r.t. to knockback? Sometimes knockback annoys me for some characters I play... but I never say anything about it....because the stakes are so small. Sometimes I see a teammate make a comment about knockback, but it is nine-times-out-of-ten because the critters we are fighting are weak to knockback (typically clockworks). Much of this threads reads to me like an over-reaction because the critters aren't exactly where some players want them to be at all times, and players are being mindlessly categorized because of some sins. It is silly and mean-spirited.
  16. You are also ascribing willfulness to hurt others, when: a) I question how the 'harm' merits such vitriol, and b) not everything everyone does in the world that you don't like is intending to upset you.
  17. 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.
  18. 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
  19. 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.'
  20. 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.
  21. 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.
  22. 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!
  23. 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.
  24. 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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