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MoonSheep

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Everything posted by MoonSheep

  1. there’s been a lot of updates but the mechanics aren’t fundamentally different there’s a few new (unremarkable in my opinion) powersets and some cool TFs/arcs, lots of power adjustments etc the biggest change is likely to be the power level access changes, can’t remember when that was enacted. e.g you can now pick your lvl 32 power in your primary at 26, your lvl 38 secondary power at lvl 30. you can also keep access to those powers if you’re exemped down 5 levels, meaning you can use a lvl 30 power at lvl 25 - handy
  2. i often run TFs with the enemies buffed setting enabled, it encourages cooperation a lot more and a ‘classic’ CoH feel IOs broke the game in my opinion, rebalancing would be challenging edit: i’m curious to whether removing IOs would even make a huge difference, if a team had a kin and cold def on board things would likely still roll nicely. the average player’s understanding of the game and its mechanics are far greater than on live
  3. citadel is a killer for those repeat kill all small cave missions synapse is also repetitive, but at least the maps are a lot more enjoyable
  4. i main a mind/fire which i think will play reasonably similar - pretty much everything is ranged i have perma dom and 0% def, a mezzed enemy deals no damage. i would encourage more of a dominator playstyle over a scrapper one, it gives you a lot more freedom in your build to focus on damage and fun procs when i play an AT other than doms i really notice how important survivability is when things aren’t locked down
  5. the forums are actually just a hugely elaborate windup, there is no game. we’re just roleplaying the return of an MMORPG
  6. when someone goes down once, my sharky veng eyes keep a close watch on them as a potential veng candidate for the future 👀
  7. i wouldn’t overthink it, if you have a good fulcrum shift going and have launched off 2-3 sonic attacks you’ll be doing fine my def is slotted with mostly generic IOs and some SOs, the attacks mostly just have accuracy in them some builds need a min/max approach to get the most out of it, kin/sonic just needs the player to regularly cast SB and hit FS at the right time
  8. omae wa mou shindeiru?
  9. i was just about to post this one - nemesis is quite a tough one
  10. what about the dummy rikti practice drone?
  11. i agree with you completely the missions, content and enemies in CoV are fantastic. the maps and overall atmosphere lets it down though. everything is far too drab and gloomy, all the zones feel pretty much the same - dark, things run down, things destroyed CoV also lacks a ‘third place’ like atlas park has. mercy island is overly large, hard to navigate and doesn’t have a place where it feels worth hanging out - i think this has contributed to CoV being heavily underplayed as you always feel on your own
  12. /earth, /energy and /fire are very high damage. earth definitely ‘feels’ the punchiest i’ve been maining my mind/fire for 5 years now and enjoy it, great damage output
  13. i use the polar lights or whatever they’re called on my 5+ year kin/sonic def, they have good both ST and AoE damage when hyped up by FS
  14. i was going to respond to this with some silly jokes, it’s a really good point that needs to be said more often i find +2 is the sweet spot pre-50 and around +3 for a kill most ITF. if i want challenge i’ll put a TF on +2 enemies buffed as peregrine says, it’s okay to lower the diff and enjoy the game rather than it feeling like a slog
  15. soooo.. @Glacier Peak.. is this what you were hoping for when you made this thread? 😀
  16. @Sanguinesun i agree that it can feel like there’s an “us” crowd and a separate one that gets involved in testing, however we can both opt in to be closed server beta testers if we wanted to sign up i understand the premise of having a closed beta to work through alpha stuff and maintain an element of surprise. it does feel once things hit the beta server that things are mostly set in stone my main nugget of feedback to the dev team is that a lot of the power changes feel quite bland, slow and hellbent around “balancing”. regen for example has been ignored for 5 years despite the playerbase excited to see it revamped for the modern era - instead we get another water blast set
  17. i very much appreciate this - it’s why i love running the posi TFs, alts still need to cooperate to succeed. identifiable archetypes still exist at the lower levels more sub lvl 20 TF’s would be great, posi 1 and 2 are great examples of the difficulty being just right
  18. hey i’d like to join the MO ITF run, thanks for the invite … moon sheep is in atlas park moon sheep is in skyway city moon sheep is in creys folly … how do i get to cimerora?
  19. the raid zone looks interesting if perhaps a bit complicated marine affinity.. 😕
  20. this is the type of high quality post i am on this forum for the game is ridiculously easy in its current form, there’s constant discussion of a need to make things harder as people can solo +4/x8 on squishies consider using strategy and positioning when fighting solo rather than using your blaster’s face as a shield, e.g use knockback, stuns, holds on harder opponents, break line of sight whilst powers recharge i would also say that you’re in a lucky and fortunate position to find the game challenging - it becomes boring when you can auto-win any battle
  21. i think hours to 50 is a good way of expressing it - it takes me months to get anything going up in the levels as life gets in the way at the moment either way, i generally take a long time to get to 50. i like to get to know the alt and experience the upwards progression
  22. the trick to using knockback is to make sure there’s someone on the team to immediately spam an AoE immob after the mobs get scattered everywhere chefs kiss
  23. like you i’m interested in end drain, i have an elec control/earth assault dom on test i often mess around with - conductive aura being an always on PBAoE toggle and having power boost in earth assault makes it a great end drainer having power boost on a /elec defender for short circuit + ball lightning is pretty good, but i find i’m constantly chasing that end drain and it becomes consuming to the point of a bit stressful allowing a toggle to do a lot of the work and keep that endurance low makes the experience a lot more fun
  24. the vorpal judgement power has a pretty unique animation, often overlooked during the chaos of battle
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