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MoonSheep

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Everything posted by MoonSheep

  1. oh no, not a beta patch notes thread and focused feedback posts what are we going to argue about this time? what does @Ukase think of it all?
  2. this is a huge boost to those who love playing the game at lower levels, it opens up so many powersets @Xiddo
  3. ah, that’s good to know - hadn’t noticed the aggro too much on total domination the addition of damage may open up new proc strategies that interest some people for sure perhaps i’m being too resistant to change, i should welcome a buff!
  4. love seeing someone who builds a defender focused on team support rather than trying to be a scrapper i’d swap out one of the leadership powers for vengeance
  5. hey, not a problem. i see you’ve put a lot of thought into the changes in my view the addition of damage is also the removal of stealth. on my mind dom i like that several powers have no damage, it allows me to lock down mobs and not have them aggro when the control wears off
  6. i’m not too keen on these changes and personally think that nerfing the AoE holds by adding damage is unnecessary given the powers aren’t too frequently used the accuracy in my view has never been too noticeable, slotting 2 acc IOs in an AoE hold power seems to suffice, especially given a lot of characters will have accuracy bonuses from cheap IO sets and various buffs when teaming the duration can also be increased via enhancements allowing for longer holds and increased chance of quickly overlapping an ST hold on bosses to stack the mez a small recharge time buff is welcomed, especially to allow the powers greater use at lower levels
  7. i like my mind/fire/ice dom the best crowd control, very high damage, a nice -res debuff from sleet and i picked up veng to harvest my nutrient rich teammates should one fall
  8. slotting the contagious confusion proc will also help too
  9. that’s good to hear. sonic received a significant buff in damage during the recent patch i’m enjoying the nature/dark i made the other week, only up to level 7 or so at the moment. taking it slow with no double xp i notice that dark ‘feels’ right with nature - the powers are quiet and relaxing like they are with nature. i’ve also been able to quickly build my attack chain with dark blast + gloom + snipe by level 6, makes the character feel useful! hope you enjoy your alts
  10. 1-50 and most incarnate trials i’d imagine in the average 8 man team, at least 1 person isn’t really contributing in a meaningful way. 8 people aren’t required for most content, so it doesn’t get noticed too much
  11. i play a mind/fire permadom and find the control powers are a bit pointless on bosses and above on hard mode runs unless i take the time to stack things there may be some value in targeting particularly annoying single targets, though a non controller/dom AT could also achieve this effectively if working with others earth control for its -def and location based powers for longer fights seems like it would be useful
  12. if you think EB's are too soft then you clearly haven't tried to solo this guy:
  13. i’ve made a nature/dark and intend it to be my 3rd alt i actually play. the -to hit from dark looks like it’ll pair well with nature plus, i’ve always wanted to play dark blast. the sounds, the FX etc is a classic
  14. this has been said a few times in this thread and a few others lately, i think it’s a great idea running teams with around 4 or 5 people encourages a lot more cooperation
  15. please could we have an update, @Cipher?
  16. a very high recharge time probably because it’s so powerful i think it could do with being reduced a little bit though empathy is still a great set when played by the right person who focuses on enhancing the powers and knowing when to use them
  17. we’ve been performing on the west end for the last two months when page 4 was in beta cmon everyone, time to perform the Pro vs Anti Nerf Show, start warming up for your roles i’ll say something about nerfing AE, @battlewraith will disagree, @PeregrineFalcon will then say something middle of the road @Ukase i need you to post a long, 500 word ramble where nobody in the forum knows whether to upvote or downvote it as we can’t figure out what point you’re trying to make 😛
  18. mids applies the scourge damage by default. half those numbers and you’ll see the real world damage corrupters are just defender’s uglier, smellier cousin
  19. absolutely people are kidding themselves if they think taking tough and weave on a blaster is going to help them survive. even invul tanks take a hammering on hard mode runs focusing on the main attributes of the AT is the best approach to completing hard mode TFs
  20. the amount of buffs over the years has reduced the CoH feel quite significantly - the original “holy trinity” where you needed a tank, damage and buffs has been dead for quite some time unfortunately however it’s still very much alive sub lvl 30 where some of the best content is hard mode TFs will give you that classic CoH flavour, team work is very much required to complete them
  21. posi part 2 is a favourite of mine - it’s low enough level that it retains the classic CoH experience of needing to work with your team mates, but high enough level that you have a good amount of powers to choose from the difficulty can go from easy to team wipe very quickly on the final mish especially, makes for a fun ride
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