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Unless there’s Fire/Fire Blaster or Fire/Any Corruptor, where their DoT on top of good damage is more than enough to help shred even fire-resistant enemies. 😛 That said, there is a grain of truth of a few Lethal power sets lagging slightly behind at best, such as Archery, due to lack of secondary effects other than -Def (if even that), which leads to mechanic overlaps. Broadsword in particular is only helpful to combine with Shield Defense because otherwise Katana is simply better due to faster animations. This might explain the OP’s grief given that the Power Sets I mentioned can struggle against Lethal-resistant foes and got nothing to circumvent them other than reducing their Defense, something that’s only truly useful when teaming.
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-Regen tend to be hit-or-miss when it comes to being high enough to be viable though. Too many times, you either have some powers with -Regen that feels insignificant unless you stack with others, and other times you have other powers with -Regen that makes stopping even an AV’s Regen a bit too easy. Envenomed Daggers can be considered as the latter as, since it’s a START Temp Power, every player can use it… and this little dagger has a whopping -250% Regen on hit. It is balanced by dealing minor Lethal damage and minor Toxic DoT, but it is still something to keep in mind… though Brute’s Fury begs differently. -125% by Time Crawl and around -80% by Time Stop may help making Time Manipulation more specialized on -Regen as you stack on the single hard targets with these two powers.
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No Point of Suggestion (at this rate)
LightMaster replied to LightMaster's topic in Suggestions & Feedback
I admit I was on a bad mood at the forums at the time of yesterday of so, so let me the one to say: I understand. And I regret what I said in the OP. Especially now that I realize the number of devs, a bit smaller than I expected. At the end of the day, the Suggestion and Feedback threads are only that; Suggestion and Feedback. Drama (as in, intense arguments) and off-topic arguments hurted chances of an otherwise well-built and liked suggestion, and with that in mind, I don’t think the devs want to deal with any of that. -
No Point of Suggestion (at this rate)
LightMaster replied to LightMaster's topic in Suggestions & Feedback
That’s where I am getting at, and thank you very much for clarifications. I avoided mentioning you specifically in the OP to avoid possible witch-hunting, which is an Internet-wide issue as far as I know. I used to think the worst possible implementation meant “poorly balanced / strayed too much from concept”, I wonder what do you mean by people reacting like that. -
LightMaster started following No Point of Suggestion (at this rate)
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Between the whole “only 1% of suggestions be picked and 100% be implemented in worst way possible”, and some ideas comes off as pure junk (joke or otherwise), I feel like the suggestion forum started to become redundant with how seemingly little care the devs are about it. Shouldn’t be best to simply slow down if there’s almost no point that most of these are posted given the whole “only 1% picked and 100% worst” thing? I feel like the devs and / or forum admins should also hold accountable for this blatant disconnection and comes across as out-of-touch. I’m honestly surprised some people kept going despite little to no hint that any of the new ones might be picked up along the way.
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Architect Entertainment - Content Ideas
LightMaster replied to Arcanum's topic in Suggestions & Feedback
And maybe the ability to give the “Monstrosity” or whatever that called via Advanced Power Editing? (With a version that also supersizes the custom critter, useful for outdoor maps.) Meanwhile I have been pondering for a “Random Power Set” for custom enemies, with the same randomizer logic used for “Random Power” when using a Doppelganger as a boss, to allow much less tedious work on minions or lieutenants that lore-wise are a variety of powers akin to player characters. Likewise, maybe allow boss-level Doppelgangers to spawn as a group akin to the Shadow Simulacrums at the last mission of Positron Task Force Part 1. -
Robert Kogan's Arc (Major Benjamin's writing quality)
LightMaster replied to RunUpGetDoneUp's topic in Suggestions & Feedback
Good point, but keep in mind that the subject of this thread is a different kind of way off kilter in that it’s too topical compared to what came before. Live CoH’s writing may be weak, but at least it tries it’s best to be consistent in characters and lore for the most part. The PPD is meant to be the idealized police compared to real life’s own issues on police departments, while it’s the Longbow that has an occasional use of excessive measures like *gasp* murder and such when they could just arrest the fugitives and criminals. And the reason the PPD is like that? The Back Alley Brawler singlehandedly put the corrupt polices in their place (non-lethally of course) and slowly build it up into the PPD of Paragon City with the help of Blue Steel iirc. And suddenly the PPD have corrupted members we are never told about during at least some of the Homecoming’s KW arcs? I might miss some details in Live’s contact arcs but it is downright jarring with how sudden it is. Have there been simply the PPD forced to do such by an external source, or if it was Longbow doing their excessive brutality instead, then the fondation of P.E.A.C.E. will he much more believable and much less topical. If the Back Alley Brawler and Blue Steel saw what’s going on with the PPD at the KW? If I were to write this scene, they’ll be disappointed and have to sort it out before it goes out of control. -
Agreed with the above. Not only that, there’s always the by-today’s-standards sphagetti codes that can end up causing whatever change done to TF system that can cause teammates kicked off for no reasons, akin to teammates getting kicked in an aligntment-mixed team when trying to go to Ouroboros in non-TF teams. Not to mention the risk of ragequittings increased with no penalty of leaving if what the OP suggested is ever implemented.
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MM Pet Controls for Dominators and VEATs
LightMaster replied to TheLastDefense's topic in Suggestions & Feedback
I wanna make it clear; I’m not against Dominators having sort of control on their T9 pets, but the arguments on my post are part of why Controller got it first, and not Dominator so far, as a way to buff the Controller. If Dominator have some sort of control without any Domination bonus affected, and the Controller gain an additional buff (i.e. Overpower affecting AVs but only once every minute, or Pets having better survivability vs Dom’s versions, akin to only Controller’s Phantom Army having Taunt and not Dominator’s) to compensate, that’s pretty fine by me. What I am worried however is that the devs might overdo it and makes Dom’s Domination also buffing their controlled pets to an extent, with all the strong points the Dominator can already do in mind. -
MM Pet Controls for Dominators and VEATs
LightMaster replied to TheLastDefense's topic in Suggestions & Feedback
I’ll give my two cents regarding Controller vs Dominator. The thing with Dominator not having access to Pet Control is the fact that it doesn’t need it, as it already got plenty of advantages over the Controller to the point of being more desirable in most endgame content, even with the Dominator’s own downsides in mind. (Like longer than average recharge, higher than average end cost) Domination, while requiring damaging your foes, is more consistent than Controller’s Overpower, and have other benefits such as mez protection, can get you out of a mez on activation, and fully fill up your Endurance. Perma-Dom in particular essentially serves as an auto Inherent as long as you set it to Autoclick or just not forgetting to click it. Higher damage scalar and access to Assault secondaries mean the Dominator can deal a lot more damage than a Controller can even hope off; the only way for Controller to get close is with Illusion Control. With those in mind, the Dominator have a duality that must be taken advantage off depending on the situation. Against mez-resistant foes such as AVs, the Domination can simply use one Control power then dish the pain with their Assault powers. They can also use their Control power to hard mez an ambush or any other seperate group of foes, allowing their team some breathing room. These three factors alone makes it difficult to justify a Controller over a Dominator. Not that the Controller is bad, in fact their access to Buff / Debuff give them a very good niche over the latter and makes them very useful for early game content such as Posi 1 + 2, but being a low DPS Archetype for the most part means they need to rely on damage procs, their Pet and, optionally, Arcane Bolt, which means lot of cost to get the right set bonuses and proc enhancements. Even the Defender don’t have an issue thay big because they have far stronger buff/debuff multiplier and access to a nuke (or Blizzard) to make up for low DPS. Thusly, the Controller having their T9 Pets buffed to be semi-commandable and the Primary’s Pets having 33% chance to inflict Containment allows the Controller to bridge the gap by using the T9 pet to focus on a more important target, i.e. a Sapper, and makes it less grueling for soloing. The Dominator’s pets are more of an optional thing as, though useful if such Pets can taunt and can tank damages (i.e. Tri-Cannon), it’s not strictly essential for a Dominator’s success; the Dominator capable of giving some commands to their T9 Pet will end up undermining the Controller’s buff. That said, I have no problem with the Arachnos Soldiers (and also Arachnos Widows if possible) being able to control their exclusive pets. -
Feedback: Clarity of mechanics in power sets. Energy Melee
LightMaster replied to Ukase's topic in Suggestions & Feedback
I agree with additional clarity, but the Wiki already stated how the Energy Focus mechanic does… it seems like you ended up skipping some parts of the page and not read it entirely. Double Energy Focus occured when you score a crit with Total Focus as either a Scrapper or a Stalker, instead of double damage. This is due Total Focus already being one of the strongest Melee Powers a player can have. Energy Transfer is easily the most powerful Melee Power a player can have, but I’m not sure if a Scrapper can crit double damage with it; the Stalker cannot double damage but can Crit to receive no self-damage instead. As for the powers that benefit Energy Focus: Barrage: Guarantee Disorient and the foe have their secondary effects weakened. Power Crash: Hits five additional foes in a cone (or six if you are a Tanker). Energy Transfer: Performs near instantaneously. -
A player character can be as short as three feet tall without messing with the complex geometries, so the War Walker shrunk down as an Aether costume can be a possibility. I’d definitely second this idea since it gives an Aether costume of a robot with hands, unlike similar options such as the Mastermind Assault Robot and the Cataphract you already mentioned.
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While implementation might be easy, it might end up giving Dominator another edge to use over Controller due to two factors that already makes the Dominator more useful on an organized team than a Controller: Much higher DPS vs Controller: Dominator having higher damage scalar and Assault secondary already gives it an edge over the Controller, as it allows the Dominator to signficantly contribute vs AVs / GMs by simply pelting solid ST DPS. A Dominator is no Scrapper, Stalker, Corruptor nor Blaster, but it’s still in a better position vs Controller who has low DPS with nowhere as good buffs / debuffs as the Defender to compensate and relies on damage proc enhancements to catch up. Perma-Dom proving more consistent vs Overpower: Wheras Overpower relies on chance thusly not a consistent strategy, Domination can be activated at will, grants Dominator resistance to Mezzing statuses, and restore 100% of the Dominator’s Endurance. Adding the fact that Perma-Dom is possible, especially with Haste, and it’s significantly easier for the Dominator to mez the foes than the Controller in most scenarios. Unless Controller’s Overpower also temporarily reduce the “Hinder” requirement for AVs / GMs (i.e. less magnitude / hits required), I can only see it as “reason to play Dominator #X” than a beneficiant mechanic for both.
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Signature Summons- Time to update?
LightMaster replied to Spectress's topic in Suggestions & Feedback
Given the “echo” visual effect on the summoned signatures, I can assume it is his spirit coming back from the afterlife to help out, if temporarily, and ends up pulling back to the afterlife. Or an alternative universe Statesman that is still alive and can only help for a while before forcefully returning to his own world. Also I noticed that he and Lord Recluse are the Tank Signatures but deals the most damage in AoE and ST respectively, more than the Melee Signatures. I can underatand Statesman to reflect Tankers’ specialization on AoE nowadays, but Lord Recluse having the tankiness on top of summoning a loyal minion akin to a Mastermind is hilariously overpowered, at least in ST department. -
The magnitude of status attacks should be somewhat randomized
LightMaster replied to temnix's topic in Suggestions & Feedback
CoX Homecoming does have a share of issues, i.e. Defender’s Inherent being too reactive on a team wheras other ATs’ Inherents are usually active or all-time, but adding variables on top of existing variables (magnitude randomness on top of ToHit in this case) will create more problems than it solves. You know what variables that helped increase replayability of at least some missions arcs and Task / Strike Forces and helped players to improvise as needed? What type of critter thay spawns within an enemy group, encouraging not mindlessly speeding through lest a random Sapper saps our Endurance, for example. This is where you’d want to Mez high-priority targets like a Sapper before they can do something devastating, allowing damage-oriented ATs like Blasters to finish them off. Likewise, an enemy capable of mezzing, like a Mage / Master of Ruin of Circle of Thorns, should be taken care off ASAP. It’s no Director system of Left 4 Dead games, but the variable on critter spawns alone can cause your team to slow down and analyze for a second before attacking a group, and for your Controller / Dominator valuable to Mez out high-priority targets. Being a low-DPS toon on top of the low-tier mezzes not working on specific types of enemies is part of why the Dominator ends up being “the cooler Control AT” in multiple ways. While a Controller can provide buffs and / or debuffs and have a controllable pet for more strategic uses, the Dominator ends up being better in many scenarios, with Perma-Dom being consistent, and that includes DPS to allow Dominator to either defend itself, finish the job quickly, or take on a mez-resistant enemy like a War Wolf head-on. It’s say something that Illusion Control is often iconic with Controller due to high-damage powers compared to other sets and Phantom Army alone helping out with DPS (and the whole set can out-tanking a freaking Tanker but that’s not easy to do).