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Posts posted by Crysis
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On 6/29/2025 at 4:29 PM, skoryy said:
The internet of 2025 is all about being mad, finding new reasons to be mad, and making up reasons to be mad if you can't find any.
…and Trauma dumping. Which this entire thread pretty much represents. Hell, half the posts on this forum are trauma dumping.
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All builds typically have at least one critter type that gives them trouble. On this new Regen, I’m struggling against +2/X5 packs of COT Ghouls. They surround me and I just cannot hit anything and just quickly die. It’s almost comical because I don’t recall running missions where I’d have packs of just ghosts before nor have they ever really given me much trouble. But now….gotta lower the difficulty to get past that Tips
mission lol.
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Ill/Rad is still a great combo, but on MM’s Rad just isn’t nearly as effective. But I love MM’s as a class, Demons are among the sturdiest out of the box, really cannot go wrong regardless of the pairing there.
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Leadership is pretty useful for MM’s because it applies to your henchmen. With level shifts going against +4’s, your henchmen are whiffing without the boost in accuracy you can give them.
Personally, I tend to build my MM’s for high +Recharge because I tend to take most of my personal attacks, thus Hasten is helpful from the Speed Pool. I proc out those attacks more for debuffs than actual damage where possible, especially on a Demon MM. And c’mon….Whip it Good!
Mace Mastery is super popular amongst many MM builds you’ll see posted here because Web Envelope can give you the Immobilize you’ve been missing for your debuffs and to otherwise keep the mobs at distance while you play, er….mastermind…and your Demons gang up on the immobilized prey and land their AOE’s and stuff. Scorpion Shield is likely one of the best single power +DEF powers you can get out of any of the pools. Whether or not you need more +DEF depends mainly on your playstyle of course, but it’s really too good to ignore. And if you’ve got the slots, Power Boost -may- give you some extra oomph for the secondary effect of all your powers. I skip Mace Volley unless I’ve got slots enough to proc it out, however.
Dark Mastery is fine, especially if you are going for thematic reasons, but with Bodyguard mode and a high personal defense (from Scorpion Shield/Mace Mastery pool instead of Dark Mastery) you effectively have great +RES given how BG mode distributes all that damage across you and your henchmen. True, Demons are more +RES than +DEF but they are pretty sturdy if slotted out properly and of course you keep Maneuvers up from Leadership.
Just my opinions. I’ve several Demon MM’s….Demon/Dark, Demon/Marine, Demon/Time, Demon//Cold and Demon/Storm. I quit playing Radiation a long time ago, have never played it on a MM since so many of those powers are pale imitators of their more powerful cousins in the Controller or Defender AT. Since you are already at 45, I’d say finish it off and try another pairing to see for yourself. Demons are just plain fun to play regardless of secondary.
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51 minutes ago, biostem said:
I couldn't quite get it perfect, but I think this is a pretty close start:
Looks very good! Thank you!-
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5 hours ago, temnix said:
Try Swabbie in Hats for falling hair. Or Matey. One of those. It won't be a pointed hood, but see how you like it. If you want cat ears, you can put them on top of the Swabbie hat. For armor - Circle of Thorns for Shoulders, Celestial for Belt, or possibly that one with the dangling front cloth as a sub-option, what was it called... Biolumo for the basic Chest and arms or else some Tights option with a Swirls, Lines or Google pattern, one of the end-of-list breastplate options in Chest Detail. The gorget is the least hopeful case, there are no tall armor pieces that protect the neck. Perhaps Mecha. Or you might have to content yourself with Victorian and Steampunk collars in the Detail 1 menu. And you can't get anything for clawed fingers. Is she to be Claws, Savage Melee? I have proposed on the Suggestions board that Claws Weapon options be opened to Savage Melee characters so that they have something to swipe with besides their frail fingers, but as always Homecoming ignored it.
Also while it would be perfect to have so many parts at our disposal that we could make just what imagined (and the menus not mysteriously contracted for some combinations), with these limitations in place we can instead of following our dreams come up with new concepts. I so often find that I simply can't make the character I had in mind that rather than settle for compromises that would be like water to wine I invent someone completely different along the way. You might do the same here.
Thanks for all the tips!I’ve always been disappointed that Savage characters cannot get claws on their hands. I did however use Monstrous hands and sleek gloves combo and it gives me at least some feminine looking hands with claws for nails.
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On 6/18/2025 at 10:15 PM, DocMidknight said:
So I've come up with this for my DM/Regen scrapper.........kinda a mixed bag for right now but has done well on some testing. Not sure how I feel about it yet.
Scrapperlock - Scrapper (Dark Melee - Regeneration).mbd 40.92 kB · 4 downloads
I’m doing some similar stuff on my Regen/Savage Brute. Personally, I tend to 5-slot Numina’s into all the Regen powers, but I see @Spaghetti Betty and others 5 slot Panacea’s. I’m guessing for the additional +Recharge rather than the slightly higher regen/health and S/L Resists you’d get from Numina’s. I don’t find myself lacking a full attack chain with Savage, and through other slotting I’ve gotten ~200% Recharge so Regen powers are up often enough. I did go the Arcane pool for RoP which I plan as my oh-crap button if I need to get some room for active regen of health.
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2 minutes ago, Jeff Krock said:
Find it in the OP? What and where is the OP?
SB's first post in this thread, scroll to the bottom of that post and you'll see the new build was posted in the thread with that last edit.
I'm trying to adapt this to Savage Melee right now. Looks like a great Regen build!
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If you are only 5-slotting it, I'd suggest 5 Ragnarok's, skipping the proc as you've likely already got knockdown covered. If you don't want to drop a Purple set in there, try five-slotting with Guassian's (include the proc), or any frankenslotting that gets you some damage and the ability to slip in the Gaussian BU proc.
Personally, across all six of my /marine MM's, I've given it 3-6 slots depending on primary. The extra damage is quite noticeable.
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2 minutes ago, Erratic1 said:
It is a challenge. But hey, so was painting the ceiling of the Sistine Chapel. You get more spectacular results with complexity than with cookie cutters sameness.
Did I mention Path of Exile earlier? This is the Path of Exile 2 passive skill tree:
Your starting place on it depends on your initial class. You then path through it picking up benefits with each level. And the number of mechanics addressed in the tree is staggering. This is utterly aside from equipment or skills or skill modifiers or ascendancy classes.
CoH is not the above, even with the IO system and Incarnates and Powerset variety. In fact, you can choose to not engage with swaths of CoH complexity and still have a good time. Yeah, the complexity it has is not likely to make every choice completely valid and balanced, but trust me, you have a far easier time messing up a Path of Exile character.
Yes I've played POE for some time. Stayed away from POE2 because of the number of times I've utterly gimped myself pathing incorrectly in POE. Huge time sinks.
I've posted elsewhere that COH was always meant to be an "introductory" MMO. It excels at that handsomely. I think some people get offended at that reality, thinking it's meant to be...well..."super" I guess maybe? It's mechanics are dated by todays standards but it's one of the more approachable MMO's I can recall playing.
All the powerset changes over the years, some have made certain AT's more fun to play, some haven't. You take the good with the bad and move on to other AT's or you simply wander off to a different game entirely. Both are viable these days since there's no subscriber fees to worry about on the upkeep, just donations. The playerbase is a fraction of what it was during the Live days but enough to get a good string of missions with a decent sized team running. It's not so focused of a gamestyle that you can't spend some time chatting in team, or respond to a Global help question while still taking down the critters in front of you. It's casual, its new player friendly (for the most part) and it seems to appeal to a certain genre unlike any other game that came before or after it. Just not enough superhero games out there, always a bit surprised by that, but it is what it is.
I'm thankful its not POE.
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On 6/7/2025 at 7:16 PM, Psyonico said:
Hey devs…
I want to tell y’all a story. My first scrapper ever on live was /Regen because, you know Wolverine and Deadpool are badasses, I was super psyched to get to play such a badass set!However, I started playing near the end of issue 6, so Regen was in a bad state. I’ve ho-hummed over the years because I’ve always wanted to have a Regen character that I liked, but just couldn’t.
I rolled a Regen/Savage tank on beta last night. Insta-50’d it and slotted it with SOs…
THANK YOU!!!!! the set feels like it has the potential now to be the badass set I always hoped it would be (with the right IO investment). I did a mission against +1x4 Arachnos. I used Second Wind semi-reactively, since it is nowhere near perma with only SOs and no hasten I used it when my health hit about 75-80% and the set felt good.
even when my recharge got tanked and I had to wait 10-15 seconds at a time before I could do anything, I felt comfortable that I was going to remain standing.
So, from somebody who never got to experience toggle-IH, I thank you.
Fave tanker since Homecoming launched is a Shield/Savage tanker. He's hard to kill, he hits hard and just feels very "rage-y" while smashing stuff.
Post this global tanker nerf, I think you are onto something. Regen/Savage may take me there again.
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I think it's fairly obvious by now that the active playerbase here really doesn't want more challenge. We have dozens of ways to up the difficulty but as evidenced by these forums and from what I can personally witness in-game, increased difficulty isn't of interest to the vast majority of the players out there.
1) Most TF's/Trials are "speed runs," choosing to avoid as many of the fights as possible in order to get to the rewards offered instead. Most are set at low level of difficulty, not +4/x8. Even though we have 1-Star+ difficulty sliders now, it's rare to find more than one being run per night. Even the really big baddie Hamidon is played as a Zerg rush of damage, without anyone taking the "more difficult" approach to defeat it. Rewards>Difficulty is the name of this game. Has been like that since Live days.
2) There are ways for players to up their own difficulty of challenge should they choose to do so. Slotting ONLY SO's, utilizing no IO sets whatsoever, intentionally removing +ACC and +DMG from their slotting or not slotting inherent powers like Stamina and Health. You've not played this game on hard mode until you've intentionally taken on +4 or harder enemies with literally floored accuracy and to-hit values, or no damage slotting whatsoever.
3) Nobody, and I do mean nobody, plays the game in perma-debt mode any longer. There was a time when it wasn't uncommon to play alongside someone who was constantly dying over and over again. Now, its rare that I have 10 deaths in the game from 1-Vet Level 20. I had alts that earned almost all their debt badges by 32 back on Live. Often times getting killed just trying to reach the costume tailor in a zone of higher level than I could handle.
This is an old game, and as such, most of the active playerbase is very accustomed to how it works and are fine with the lack of challenge. It isn't nor ever will be "Souls-like" in difficulty. Even in the heyday of MMO's, COX was always known as a friendly MMO, easy to play and not difficult to master. You CAN make it more difficult, the Devs HAVE offered lots of ways to increase the difficulty, but speed/XP rules over challenge and difficulty. I play it for what it is....familiar, comfortable and a game you play while chatting with friends. Good, wholesome but def not challenging entertainment.
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39 minutes ago, Erratic1 said:
Foot Stomp, given its area and number of targets, does more damage than it should....
...it is also the only damaging AoE in its powerset.
No, all powerset powers solid not be identical.
The challenge with this (just using this as one of many examples) is that you have to balance any power across a great number of factors:
1) How does this particular power perform relative to all other powers within the same set?
2) How does this particular power perform relative to its replicative powers for other AT's?
3) How does this power, and the set it belongs to, perform relative to all the secondary powersets available to each AT that has access to that power?
4) How does this power, when coupled with other powers from secondaries/pools, perform relative to all other AT's with access to that same type of power couplings?
5) All the above but for solo purposes against all available enemy types/powers?
6) All the above when combined with players tuned with duplicative or augmentative powersets?
...and on and on.
Honestly, the gray cube of sameness is likely the only true way to achieve total balance in this game. And at that point, it's no longer a game but just an active chat program.
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I travel a bunch for work, have been playing COH since HC came back on GPD rigs. Screen size is pretty irrelevant as I use a set of Xreal or Viture AR glasses, which are basically 1080P monitors in glasses format.
My smallest of the bunch….a GPD Win 3/4 (just upgraded) with a set of Xreal glasses. I use a small bluetooth folding keyboard and a Pebble mouse. Whole thing fits into a small sling bag. The GPD Win 3/4 device itself is fine for last-gen AAA gaming. I regularly play RDR2, Cyberpunk 2077, Witcher and many other games on it, sometimes on that tiny screen itself. It also has onboard joysticks, mouse and keyboard but those are only meant for casual use. Format is roughly the size of an XL Sony PSP handheld device.
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3 hours ago, macskull said:
I think at that point the biggest challenge the game would offer would be finding teams, since I would expect a ton of people to leave over something like that.
Kind of my point….this playerbase doesn’t actually -want- challenge added into the game. They want more costumes, more content and parity of “superness” across all AT’s, but most definitely NOT more challenging gameplay.
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1 hour ago, Wavicle said:
The game is not, has never been, and should not be balanced around soloing team content.
Oh I get that, but I think you misunderstood the context of my reply to Arcane. There was a claim that we shouldn't be taking overwhelming damage from 6 critters out of a 16 critter spawn (supposedly the other 10 were confused). That would have to be a TEAM sized spawn, or someone playing on Notoriety +4/x8 as an example.
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17 hours ago, skoryy said:
There was just a huge thread a week or two ago that said that building for defense cap was out of date, and its all about building for procs. If mobs are dying without even defense mattering, let alone control, then all the reworked IOs and special effects aren't going to matter when you can still procbomb your way through content.
If damage is king and makes everything else irrelevant, there are two ways of fixing that:
- Nerf damage
- Tougher mobs
In this patch, we're getting both.
There's a third way, but I doubt it will be any more popular.
Remove Tab-to-Target mechanic entirely. Force manual targeting (click to target or similar) and decrease the base accuracy/to-hit across the board, forcing everyone to either dramatically increase accuracy slotting or look for external damage buffs (eg; Kin or -RES powers).
They gave us tougher mobs, MUCH tougher 4-star content, tougher zones, etc. Everyone clamors that the game is "too easy" but then clearly avoid all the built-in "difficulty sliders" you can apply in-game.
Take away trivial targeting and actually make selecting the correct target and hitting it count, you'll see systemic challenges across the entire playerbase.
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1 minute ago, arcane said:
I don’t understand this bullshit argument about “I’ll die if 6 of 16 enemies can attack me”. I build for like 0% resistance and 5% defense and even I smell some bullshit.
In +4/x8 solo? I'm guessing it has to be if you are facing spawns of 16 at a time.
I mean using respites and the like, against some types of critters, I'll also survive against 6 attackers simultaneously when playing a Dominator. But doing this consistently without dying? Just depends on what I'm facing.
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On 5/28/2025 at 1:10 PM, Saarei said:
I don’t really see how plant’s selling point being two great powers is really such a problem? Many times I pick sets because of a few really good powers.
I have 3-4 Poison characters using only 2-3 powers from the primary. That just lets me take all kinds of attacks from the secondary/pool. Which AFAIK is what was intended....you can take/slot stuff as much/little as you want. Hellllloooo petless masterminds?
But apparently, in the case of Plant at least, no.....wasn't intended to be this way. Plant/Fire was such a powerful combo specifically because you could take almost all the Fire powers and Pyro stuff from pools. Now, you are meant to lean into Plant powers.I think these changes across the board are intended to push players to build/play "a certain way," not open up options.
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If the goal was to make Plant a mid- to low- tier powerset, then you’ve succeeded marvelously!
After testing, this is now a set that I will only choose for thematics and/or for grins-and-giggles group play. It’s fine for those purposes, and those purposes are entirely viable as is almost any other combination of powers in COH. I get it, that’s what you are attempting to do, bring all sets down to a certain point where any set is interchangeable with any other set, not making any one unique/special…just so they appeal to different thematics. All fine, no complaints from me for going in that direction.
You’ve succeeded in making Plants a graphically unique powerset that performs no better/worse than any others. Kinda like Storm Blast, which more or less signaled the direction you were going with most other powersets. Not like we didn’t see this coming.
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23 hours ago, Psyonico said:
Now I want to run an all Thugs tf… depending on slotting, henchmen would have between 67 and 105% defense just from Enforcer’s maneuvers 🤪
Been there, done that. In fact, one of my very first incarnated MM here on Homecoming was a Thugs/Time and I had several in-game friends who also had Thugs/* MM’s. We all setup secondary builds that somewhat gimped our soloing abilities, but when combined together was bonkers levels of offensive capabilities since the Thugs were all way beyond softcapped to DEF. Take every MM personal attack and proc them out, do some silly things with secondary slotting…..really stupid OP’d all Thugs teams.
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I mean I don’t recall anyone worrying about all the fire blasting going on turning Talos into a raging inferno, I never hear about Electrical Affinity users accidentally electrocuting entire coastlines in Peregrine because they happened to touch water, or for that matter some runaway Kinetic causing all kinds of death to poor citizens who happened to have pacemakers who are hit with speed boost. Why must radiation be the only power we worry about if we worry about any powers unintended consequences in this game???
Now if you’ll excuse me, I can’t seem to locate some of my bot henchman who wandered off and I’m worried about the newbs in Atlas sporting “Help Me” over their heads….
I am done with Brutes
in Brute
Posted
While I agree no need to nerf Scrap/Stalker ATO’s, experience teaches us it’s generally easier to tone something existing down than to create something totally new. Thus, nerfs likely to those ATO’s to bring them “in line” with all others.
Playing a bunch of Stalkers and Scrappers, however, at least when it comes to +DEF builds, Stalkers “Crit on Demand” ATO’s are obscenely powerful, making many +DEF builds a no brainer to take Stalker vs. Scrapper. I’ve a DB/Energy Aura and Elec/Shield Stalker that can in most content outperform almost identically slotted scrappers because of the ATO differences. Neither are lacking in damage, but with +DEF (minus massive -DEF debuffs) superior DPS makes up for lack of durability. Killing stuff faster than they can land hits on you has always been the motivating mechanic for this game.
I’ve been waiting for years now for Procs to get globally nerfed. Seems to me they create more imbalance than they should. Maybe just damage procs. I’m not advocating it, as I’ve entire AT’s I likely won’t ever play again if procs got nerfed, but they allow for some imbalance issues all by themselves.