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JPax

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Posts posted by JPax

  1. It says it's autohit in the combat log. But it's a big fib.

     

    I recall that powers like energy absorption and consume were made autohit in PVE scenarios, but whenever I use it, it's up in the air if it hits anything, let alone does the damage AND gives the endurance back. So far I've had occasions where mobs don't get hit at all by any part of it, and some situations where they get hit by the damage portion but don't return the endurance for the hit.

     

    I am aware of the arcana time thingy, but these situations are always waist deep in a mob I've been fighting for a while already, so no chance of it being me leaping in and triggering it too early according to the server.

     

     

  2. On 1/14/2020 at 3:04 PM, Troo said:

    Just change the set back and we'll see what's 'wrong with' it.

     

    For clarity, your statement "There's lots wrong with energy melee. Changing this one thing doesn't fix that." is incorrect in too many ways. So much so I feel I've been trolled.

     

    It has middling single target attack chains, one of the worst pbaoe's out of the melee sets, has unreliable stun on it's mainstay rotations compared to other sets and has the bad variant of total focus. Statistically. Now, I don't remember what ET was like before, so I can't speak for that. But the rest of the set is middle of the road, or complete garbage. Stun vs Clobber jumps to mind. Granted, you might have a lot of fun with the set, more power to you. Doesn't change that it's very middle of the road compared to other sets, and not even good at single target damage on damage centric classes like scrappers and stalkers, as it's big hitter can't crit. You feel like you've been trolled? I feel like I have been too. I do encourage the discussion though.

  3. On 11/9/2019 at 12:56 AM, SaltiestStoryteller said:

    I play a Mind Control/Time Manipulation controller in Praetoria. I'm level 19 and have just taken the Resistance mission to recruit Noble Savage.

     

    Thing is, I have reached the point where you have your second fight with him ('Meet Once More With James Noble') and I literally cannot out-damage his regeneration. I have tried every possible approach, including popping as many damage and accuracy buffs as I can carry and while that did allow me to bring him close to half health once, he instantly healed everything I had done to him and by then, my inspirations had run out. I am convinced there there is literally zero possible way for a controller to win this fight and there isn't even a warning in place that you may need more than one player to beat the mission. Noble Savage is just a regular boss for crying out loud and I have blown through my entire stamina bar twice in the course of the fight!

    Morana, blue side, try that with a melee pet based MM. It's as bad. She has dark armour's dark regeneration and just...fills back up off of a couple targets, if not a single one.

  4. To see your work evolve what we loved into something better. A lot of things were wrong with City of Heroes. Not enough to make it a bad experience, not at all. But that doesn't mean things should stay the same. Anyone who wants to say that they just want city of heroes back with no changes forgets that CoH itself changed a lot over it's lifetime. I would hope you continue to change it.

  5. On 9/12/2019 at 10:37 PM, Haijinx said:

    The rationale was that getting a perma build up was better than a 10 second build up

     

    Thus it needed a downside. 

     

    The game has moved on and people are willing to concede a perma build up was okay without a crash.

     

    However there are vocal advocates who want MORE than a perma build up, they want to be able to have long overlap periods of TWO buildups. (30+ seconds typically)

     

    Suggesting that doesn't warrant a downside is just being silly.

    It's not silly at all. It just needs better competition. I've responded to you in another post talking about that, but basically build up is a fairly rotten power in terms of it's implementation. Should never have been +dam%, but should have been a double hit or damage chunk that responds to +dam instead, further distinguishing the two.

  6. On 9/12/2019 at 11:08 PM, Haijinx said:

    Rage is just build up that can be made perma.  

     

    There is literally no other difference.  

     

    Any issue with buildup also applies to rage except the uptime.

     

    Double ragers are asking for long periods where they get 2 buildups running, with no downside.   

     

    They are the ones standing in the way of a crashless easy to use perma-buildup for SS

     

     

     

    Just because they use the same buff attributes doesn't mean they are entirely similar. Build Up is a 'feel good' power that works right up until the wall where it doesn't. Rage has this problem aswell, except it's on all the time and provides a decent tohit buff throughout. That's Rage's thing. Build Up needs to ALWAYS be the 'feel good' damage boost, thus why I said 'This is a problem with Build up, not rage'. Build up needs to be seperately improved across the board to further solidify the position of both Rage and Build up. Build up should NEVER have been a straight +damage buff, but rather an additional damage chunk or double hit ability that responds to +dam, keeping it always relevant whatever content you might approach with whatever team comp you might have. So, I say again. This is Build Up's problem, not Rage's.

  7. 2 minutes ago, Haijinx said:

    The rationale was that getting a perma build up was better than a 10 second build up

     

    Thus it needed a downside. 

     

    The game has moved on and people are willing to concede a perma build up was okay without a crash.

     

    However there are vocal advocates who want MORE than a perma build up, they want to be able to have long overlap periods of TWO buildups. (30+ seconds typically)

     

    Suggesting that doesn't warrant a downside is just being silly.

    This is a problem with Build Up, not Rage. Build Up is not a great power and has a bunch of flaws in itself, namely damage cap, damage buffs being less effective the more +dam you have and that it doesn't really fit the concept anymore.

     

    Rage doesn't need to have some major penalty to it, Build Up needs a change. I'm more asking what's the rationale TODAY for rage to have this crash when it only seems to target stacked Rage, where if that is the issue just make Rage non-stacking and self refreshing on overlaps. Because this change is encouraging players NOT TO STACK RAGE. So rather than making it super finicky, awkward and a general pain to use, just simplify Rage in it's new iteration, don't make it more convoluted.

  8. I don't really understand the need to make Rage crash like it does. It's a throwback to an idea that is great thematically but...well..fucking stupid in practice. Just make it not stack, make it refresh, and make it never crash.

     

    I mean what IS the rationale for making it crash NOW?

     

    it just seems like you're overthinking Rage in itself rather than just simplifying it. 

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  9. 4 hours ago, Auroxis said:

    TW has a feature no other powersets have on Tanker, with the defense buff also having strong offensive capabilities. If you wanna argue for nerfs, you can nerf TW as a whole and not focus on the Tanker version of it. You can also nerf it without forcing players to take extra powers (Crushing Blow in this case) they otherwise wouldn't have needed to pick up in order to be optimal.

    Tanker TW has one thing that all the other TW versions don't have, a -res component on their T1. Without it, it's the same as every other TW set. You aren't forced to take Crushing Blow either, you never have been or will be in this patch. I fail to see what your point is at present. The defensive T1 will still be the T1 and still do as much damage as it does now with bruising, except without having to apply bruising. Did you not read that part of the patch notes or somesuch?

  10. 10 minutes ago, Auroxis said:

    TW isn't being touched in the T1-T2 swap, but it is being touched in the Bruising removal. Bruising enabled Defensive Sweep to be used in an offensive attack chain, something Scrappers and Brutes didn't have. With the removal of Bruising from Defensive Sweep, it loses its spot in offensive attack chains and gets relegated to defensive use only. That's a feature removed (not changed to achieve similar results or having more features added on top) which fits the definition of breaking the cottage rule.

    Why specifically TW? If Defensive Sweep DOESN'T just apply bruising to the ST you're using it on, then TW on tankers is just flat out overpowered more than in other versions on live.

     

    Either way, the melee damage scalar is getting increased to compensate for the loss of bruising. This means EVERY attack gets more damage, so AoE is much better for tankers, as everything but TW has a single target attack to apply bruising with. Bruising can miss as attacks carrying it can miss, but also it means Tankers have a higher damage ceiling when it comes to -res being applied too.

     

    Bruising itself is tied to Tankers though, not Titan Weapons, so it's not Cottage Rule for the powerset. Yes, I am aware in effect it is as if it is, but the fact remains bruising is inherent to Tankers, not powersets.

  11. 9 minutes ago, Auroxis said:

    So if I have Defensive Sweep in my TW attack chain for the -res and +def, and this patch goes through, does the cottage rule not apply? I either grab Crushing Blow (a power I didn't need to pick up before) to make up for the -res loss and lose the +Def in my attack chain as a result, or stick with Defensive Sweep and face lower levels of DPS resulting from the loss of Bruising. In essence the game is telling me "tough luck, your fault for playing TW".

    No that would not be cottage rule. Also 'tough luck, your fault for playing TW' is not something that will ever be said about TW in it's current state, it is a brokenly overpowered powerset right now. The two power's functionality has not changed, cottage rule is not in effect. Bruising is being removed because it's inconsistent, instead tankers are getting an increased damage scalar that acts like bruising is always on, but is further receptive to -res and +dam buffs.

     

    Unfortunately for your argument, TW isn't being touched. Specifically for this reason. I have edited my post with further clarification as to why the changes were made, so please do revise it.

    • Like 1
  12. 23 hours ago, vonBoomslang said:

    And now your power, the power you're FORCED to take, the tier one attack of your powerset, works differently. How is this different?

    Let me explain the Cottage Rule to you first:

     

    It is a rule put forward by Castle in Live that prevented a power from doing something other than what it does in further iterations, but may have additional affects put on top of it. His example is Build Up, saying that if you logged in one day and it just happened to spawn a cottage on you instead of buffing your damage, your power no longer does what is expected of it. But, how Build Up improves your damage is up for change. It could be a +dam buff, it could be a double hit, it could be a percentage damage chunk as energy in addition to your attack. All increase the damage a power does, but in different ways, so build up is still build up. You're making the error in saying MY T1 NO LONGER DOES WHAT MY T1 USED TO DO and calling it cottage rule, where your actual argument is Gamblers Cut doesn't do what Stinging Wasp does, which is true.

     

    Importantly I feel you have really missed WHY they were swapped for these specific sets. In all of the sets the T1 and T2 were swapped, the Damage per Activation time always favoured the T2, now it is being made standard that the T1 always has the highest DPA value. You might go 'Oh but the aesthetics aren't what I wanted out of that move!' and that's fine, I can't argue with that. But these decisions aren't made by preference, they're made from an efficiency and effectiveness standpoint. Sometimes these early attacks are some of the top DPA attacks in the set, Dark melee, Energy melee and Martial Arts being some, but not all of them.

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  13. 22 hours ago, Leandro said:

    Tank Updates [Experimental Changes]

    Damage Scale

    • Tanker: Ranged damage modifier increased from 0.5 to 0.8, Melee damage modifier increased from 0.8 to 0.95
      • Bruise has been removed in favour of a flat damage scale increase
    • Brute : Ranged and Melee damage modifiers are now equal.
    • Epic Pools: All Brute and Tanker Epic pools now use ranged damage modifiers
      • Due to the above changes, Epic Pools should see no damage change at all.

    Gauntlet

    • Is now applied via a global proc. Any single target power that takes accuracy enhancements will trigger an AoE taunt. Every AoE power that takes accuracy enhancements will taunt the enemies it hit.

    Is this damage scale basically a 18.75% damage increase for tanker melee in general or does the math work differently?

     

    With Gauntlet, is that a PBAoE or a TAoE Taunt? Because the latter makes any ranged ST attack an AoE Taunt.

  14. 22 hours ago, ShogunGunshow said:

    Can't say I'm a fan of the 'fix' for Tankers being just to make them more Brute-like. 

    To be honest they're not. They have even parity just about to a brute AT THE DAMAGE CAP. Big ask though, because unless you have a pocket kinetics and are always pulling full mobs it's not going to happen, meaning brutes are still, on average, going to have better clearing potential while tankers will now have better aggro potential. I mean jesus, a 15ft radius aoe taunt on ST attacks? That's amazing.

  15. On 8/26/2019 at 9:02 PM, Leandro said:

    General

    • This is a Release Candidate. It means that we expect this patch to go to the live servers, unless we find a severe issue that blocks its release. Because this patch contains data files as they would go to the Live servers, several Justin features like all the Merit recipes being free and a bunch of badges being awarded at character creation are disabled. They will come back once we start the next round of experimental patches.

    Powers

    • Energy Assault: Energy Focus Store/Release should now [finally] work correctly.

    • Blaster > Assault Rifle: Removed old bonus damage from Sniper Rifle that was supposed to be removed when Targeting Drone gained a damage buff.

    If you're going to nerf AR's sniper rifle, can we at least get the standardised instant activation time that every other snipe enjoys? Because you've literally removed the only reason AR's snipe was good from a build standpoint, being that it was a flat chunk of additional damage that responded to +dam buffs and thus broke past it's higher activation time in terms of dps.

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