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MoonSheep

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Posts posted by MoonSheep

  1. 7 hours ago, macskull said:

    I have seen several posts on these boards already showing slower times on missions, but it is hard to tell how much of that is due to the regen rate change or anything else. It’s worth pointing out that the change is literally doubling regen rates for most critters, which isn’t entirely insignificant.

     

    as someone who is thinking of making a radiation alt, this is good news! lingering radiation is back, baby

  2. i would say the need for speed genre the game has become is a result of two things:

     

    1. people are simply better at understanding the game and its mechanics. once you’ve experienced the 1-50 journey multiple times you know what activities are most fruitful

     

    2. the IO system broke the game and wasn’t right for CoH. all the minor tweaks for ‘balance’ are irrelevant in the face of IOs offering players a barrel of cheap high fructose corn syrup

     

    without IOs, archetypes become relevant again: defenders are needed for their buffs and debuffs, controllers are needed for their mez to reduce the chaos, tanks are needed for their sturdy nature

     

    IOs have created a game where every AT is the same

     

    added to this is the ability to juice up anytime on powerful inspirations by typing /ah (which i do with much frequency) 

     

    as a result, the only priority is to deal damage. enemies pose no threat and the only variable is my ability to mash the keyboard until the enemy is defeated

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  3. such a ridiculous change to the game. i use 348 custom coded macros and have 7 keyboards, 2 foot switches, a drum on my back which i use as left click and a harmonica in my mouth which i blow into for right clicks and this just does NOT work for my use case

     

    do the devs even think about players like me with very normal setups?

     

    i’ll be deleting all the add-ons i’ve developed on my bespoke janky code repository. they have been downloaded tens of times. i’m done with this community. 

    • Haha 1
  4. a welcomed change - much easier to understand. nice that i can stack a reasonable amount of -res on my kin/sonic again after trying it out

     

    as a note to the devs, i’m not a fan of these overly complicated mechanisms like the version of sonic currently on live. combos and similar mechanics take away from the CoH experience by making the playstyle overly complicated

    • Like 3
  5. 6 hours ago, markuswaters said:

    Ok, so I like it.

    Just because I'm wondering - if you had to get rid of something to get flight on the power list, what would be your top consideration?

    Or is there perhaps another way I could get flight with the normal flying animation?

     

    perhaps just swap super speed for it, or if you still want super speed, combat jumping can be sacrificial 

  6. 1 hour ago, markuswaters said:

    Quick side question - almost every time I open builds from posts on here, I get the error that the build is from a previous version of Mids.

    Do you get that when you open mine?

     

    nah, i get the reverse! i need to update my mids 

     

    image.png.911f45c7957ce4a25d760a36bafccfd0.png

     

    i'm highly tempted to make a rad/ice defender.. i've had one on test for years but never got round to it

     

    going to try this specific build out on test then consider making it soon as my 20 year anniversary alt and put some serious time into it. the proc for +2 mag hold in EM pulse has the potential to work very well given it has an insanely big 60ft radius. nearly perma hasten meaning pretty much perma accelerate motablism, should be good in both teams and solo

     

    blizzard having nearly -60% To Hit is an overlooked hugely powerful debuff for when things go south. blizzard + EM pulse has a lot of potential during big battles

     

    thanks for the inspiration mate

     

    Defender (Radiation Emission - Ice Blast).mbd

  7. here's some changes i made, let me know what you think

     

    - still has reasonable defense, 30% ranged, this will be complimented nicely by the -To Hit in radiation infection. 45% resistance to S/L damage also

    - better utilised available slots, e.g Enzyme Exposure Hami O's give Def Debuff, To Hit Debuff and End Reduction, it must have been made with radiation infection in mind

    - changed the levels of some powers. having vengeance at lvl 20 will allow you to use it on Posi TF's and is very useful

    - picked up EM pulse, if you have other endurance drainers on the team it'll pair well

    - got rid of choking cloud, it looks nice but the endurance cost is so high and it's only mag 2

    - i'm now tempted to make a radiation emission defender

     

    Rad Rad (Radiation Emission - Radiation Blast).mbd

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  8. the build is fine and it’ll play fine, but i do observe that you’re not leaning into the radiation emission side of things from your primary, but you’re also not leaning into the huge proc damage potential from your secondary

     

    if defense is the largest priority, have you considered a rad blast/rad armor sentinel? it may be able to achieve your targets with less effort

     

    thoughts on the current build:

     

    - mutation is great and worth taking. if you were to pick soul transfer it means you can self rez then get others going again

    - fallout is a power with huge potential, massive debuffs, definitely has a place on the build, it’s a signature debuff.

    - i’d pick vengeance, when slotted it gives almost +40% def to the whole team and very good levels of +to hit, along with some extra +dmg

    - i’m not sure why there’s so much defense in the build, slot radiation infection with more -to hit and you should be surviving just fine. perhaps target 15-20% of your build to ranged defense at most, tough and weave are a waste of potential 

    - have a look at the thread below for the damage proc potential of the radiation blast and mastery powers. procs will do well on a rad/rad given the -res from enervating field/fallout and ability to gain more -resistance from procs, especially in irradiate which is currently poorly slotted. it’s one of the best proccable powers in the game. it can be loaded nicely with resistance debuff and damage procs to become a signature power of radiation blast

     

  9. 4 hours ago, arcane said:

    1

     

    i too am a hater of masterminds and used to actively exclude them from my kin-led KM ITF runs, however i’ve found the melee ones once i’ve hit them with fulcrum shift and speed boost can actually be quite good

     

    my biggest frustration now are players who stay entirely at range miles away from combat whilst the rest of the team has +300% DMG from FS having a wild time. those ranged players just aren’t contributing to the progress in such situations but kicking feels a bit harsh

  10. 9 hours ago, Snokle said:

    This run I swapped Spectral Terror with Phantasm. I am not sure on it yet, but it is more of a test. I found I was using terror less and less as I went on. Compared to early levels.

     

    the build overall looks not too bad, i don't tend to build for defense but i don't think you've sacrified much to do so

     

    - i would pick up gloom for the good ranged damage and keep both spectral terror and phantasm

    - smite has a fast recharge, so proccing it out isn't too effective

    - i find ice storm very underwhelming and would look to have something else

     

    haven't got much to say other than that, i quite like it. tempted to make an ill dom myself

    • Like 1
  11. 12 hours ago, Maelwys said:

    Most of my own Doms end up with at least ~15% Defense; because stuff like Combat Jumping and Maneuvers and the two +3% Def Globals are low hanging fruit... but I rarely intentionally push it higher (unless I opt for a Defense based Epic rather than a Resistance one; which is almost never!) because achieving Permadom + Strong Controls + Strong Single Target Damage Output + Strong AOE Damage output simply doesn't leave me enough wiggle room on most builds.

     

    this is the approach i take for most characters also. 15-20% is a good amount, a medium purple insp contributing an extra 33% keeps the alt nicely safe when needed

     

    allows for a lot of freedom in the overall build to maximise output and have fun

     

    building for defense is a legacy strategy that is no longer relevant in HC. /ah before missions is the mighty equaliser 

  12. 1 hour ago, Championess said:

     

    And this is what makes you the 3rd best dommie.  The best know that when they log in they want to go into domination and never want to be out of it until they log off.  Dieing is antithetical to that.  Building in defenses on a dom can only be gravy young one.

     

    3rd from last mate

     

    building for defense is a waste of time unless you’re an RPer. isnps are so cheap and readily available that i’d prefer to min/max my build and focus on maximum output

    • Like 1
  13. there was a similar thread recently, pasting below for visibility

     

    my summary thoughts:

    - the penalty for dying is so minimal that  it’s usually not worth going overboard building for defense unless you’re a tank

    - inspirations are so easy to get hold of that unless you’re a roleplayer who wants to do a self survival challenge, just pop the insps

    - wait for the tank or scrapper to take the aggro, then jump in

     

  14. 11 hours ago, SeraphimKensai said:

    As a player if I get confused I always pop buildup/aim, 10 or so red inspirations and kill my teammates because it's role playing.

     

    “spontaneous PvP mode activated”

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    • Pizza (Pepperoni) 1
  15. 9 hours ago, Glacier Peak said:

    Big thanks to darkbladed, I'll be uploading these to the HC wiki for posterity.

     

    @Greycat I know you're a fan of these sorts of things. 

     

    Atlas Medallion

    image-6.png.8e2fd123eb20f64be7d27972c65d5120.png

     

    Freedom Phalanx Reserve Member

    image-7.png.01218abbdb3589d3b317d029c151cdd5.png

     

    Portal Jockey

    image-8.png.cb72b2bd2661f47ab37ca547623056a1.png

     

    Vanguard Medal

    image-9.png.365b0a005f7ffa52b709f02010e9c596.png

     

    Crey Immobilizer Pistol

    image-10.png.95e5ad362e438c020a16d00f935649c8.png

     

    oh wow! i had completely forgot about that, thanks for finding 

     

    when did the colour change? i started in summer 2005. i love the original look of the atlas medallion 

    • Thumbs Up 1
  16. 2 minutes ago, Glacier Peak said:

    I still prefer the original accolade auto power colors for Portal Jockey, Freedom Phalanx Reserve Member, and the Atlas Medallion.

     

    they’re the same aren’t they? portal jockey has always been a nice vibrant pink

  17. - back in the day, it was an impressive thing to see people with the portal jockey accolade, it was the sign an alt  had “made it”

    - the eden trial was genuinely difficult and/or i was terrible at the game

    - a 40 minute STF run was impressive

    - oldschool blaster defiance was great

    - herding parties in the hollows where a tank would herd up huge mobs and lowbies would cast AoE immob powers to get good XP

    - sirens call PvP was -the- place to be

    - having a shivan was nearly mandatory at times to complete certain events if the team wasn’t optimal

    - IOs used to have massive value, if a purple melee recipe dropped you were 200m richer. if a PvP recipe dropped you could be 1-2bn richer

    - the old sidekick system was kind of awful

    - the Cathedral of Pain trial was such a rare event, i didn’t play it until the HC days and only heard about it on live like a legend or myth

    - i took part in a few base raids which was fun

    - endurance management used to be such a massive problem in the lower levels, anything that gave a +recovery buff was a big help

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