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Everything posted by Infinitum
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Seriously though why does it need to be a problem? I play my tanks more than brutes now, and enjoy them more. Ive never seen anyone get offended that more than one tank is on the team. And personally I could care less that more people are playing brutes than tanks also - that's mainly because of ae farming anyway. Ive played a lot of tanks and I wouldn't call any of them boring to play, and its not like its hard to level up in homecoming too. I just dont see any reason why the two cant share the same space. Who cares what anyone else chooses, if its fun play it. If its not don't. Dont worry about what it's title is, play it enjoy it.
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You are kinda limiting yourself in other areas though usually recharge bonuses dont have good defense bonuses or resistance bonuses you already have. I like building for a little of everything depending on what set I'm slotting already provides. I go for incarnate defense caps first on defense builds, resistance caps on resistance builds, defense soft caps on squishy builds first. Then I start rounding everything else out, damage, recharge, regen, recovery. This balances the build out nicely IMO. But if you focus on one set bonus you are almost self nerfing your builds balance anyway.
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Wanted to update here. I've fiddled around with my invul/SS build and I will tip my hat to it now as being at least equal to shield if not ever so slightly stronger than shield. Mainly because as it is now the both survive equally well, both have ageless for ddr, but invul has dull pain. Shield has no heal unless I slot rebirth instead of ageless, but that IMO isn't as reliable as dull pain or beneficial as ageless to even a hybrid defense build. Now to be fair I haven't needed a heal on shield and it also has OWTS to rotate if I needed it. I haven't needed the heal from dull pain either but it's nice to know it's there. It's nice though to see my first ever live toon and first ever 50 be ultimate again.
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Ageless is a good way to eliminate the rage crash altogether. Ive been running the heck out of SS lately with a revised invul/SS build and ive pretty much made the crash non-existent between ageless and conserve power.
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I want to say SS simply because you can double stack rage, yeah it crashes hard but if you slot right and incarnate right you can get by that. Rad has the intangible of contamination though... Its honestly a toss up but i would give a slight edge to SS.
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Are you using the Blazng Aura? nevermind thats Fiery Aura, sorry brain fart. I didnt realize the shield defense taunt aura was broken though. I run Street Justice, but ive never had issues with agro honestly.
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vain? get a life, you are like the crazy person yelling at anyone walking down the street and when someone confronts you about it you say nope was just yelling at the clouds... just the clouds or the birds YEAH THOSE DARN BIRDS. lol i get a laugh every time you try to deflect something derogatory, or accusatory that you actually said. too chicken to admit you actually said it and stand behind what you say. You talked about men being men again a few posts back, well be a man or woman - as i dont know what you are behind a compter screen, and stand behind what you say instead of trying to act like you arent targeting someone. Just dont act surprised when you get called out on it.
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It would be a nerf, plain and simple. It would be a huge nerf to the billion inf builds out there everyone has grown accustomed to. Ok answer this, are you talking about changing the whole game or adding an enemy faction that poses this threat in limited end game content? There are ways a player can choose to negate some of the debuffs now though, under your method there wouldn't be any way to negate what you are suggesting. Even with decent ddr a pure defense set will cascade, then you want to limit also the number of characters that same pure defense set can engage. With hybrids like shield or Ninjitsu or even rad with all its mechanics it probably wouldn't even affect them. Then also how would you factor in regen sets like willpower and regen? I think the way it is now with the various debuffs is better than what you are suggesting because at least then there isn't an arbitrary line in the sand that instantly makes you weakened and there isn't a thing you can do about it. The various debuffs and what you are suggesting accomplish the same thing, only one way allows us to attempt to game or plan around it. That's why if you are looking to making new endgame content difficult I wouldn't be opposed to sour suggestion being a new enemy faction - or maybe even making end game Malta an annoying threat again. I still think there would be more fun and engaging solutions if difficulty level is what you are going for like the exotic damage route I was suggesting. If applying this to the game in its entirety is your goal... Sorry but /jranger. What is your objective here, whole game change or end game enemy faction?
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1 if you negate pure defense sets or even hybrid you will lose the hero moment that makes the game fun. This includes the slotting that allows blasters, controllers and others that can do it now too. If you cant have hero moments whats the point of playing a super hero game? Multi opponent nerfs will remove That from any setup That exists for those types of character. That answers point 2 also. Thats why I think the size of the mob is the wrong way to increase difficulty. Exotic damage is what is in verious Itrials and the apex tf that makes them interesting and requires a change in strategy to the 1-50 content. Are we taking about new content challenge here which I am for making harder in interesting ways. Or are we taking about redesigning the whole game to make coh2? That I'm opposed to. I dont think anything should be done to change the game content thats current. As for New content, game on. How will exotic damage make it require different strategy? See apex only on a larger scale that you cant even answer the attack until you figure out how to survive to the enemy. Imagine a whole story arc and additional task forces to face the unseen enemy and ultimate threat. Once You blitz past you will at least have a chance facing apex like enemies or even like the ones you face in the Itrials which are no joke as is even without an artillery like barrage before you ever face them. Point is conventional strategy and OP slotting wont matter in the opening phases of this content. But as you push through you turn the tides Isnt that what we are looking for here a challenge thats different without redesigning the game?
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What you are suggesting I don't think can be implemented game wide either, and it negates too many accustomed roles that's been established. What I'm suggesting actually accomplishes the idea you are going for but is still inclusive of all the same power slotting we have grown accustomed to, but also opens the door for teams to search out other power pools for closing that gap before they get picked apart. In normal world map gameplay I wouldn't want to see any of this implemented. I think exotic damage would be a better way to go about accomplishing what you are looking for than just nerfing defenses based on the number of enemies. We can get a glimpse of how this would potentially work in the apex TF with the blue sword exotic damage, just have more of it, faster attacks of it and a scaling damage negate defense and resistance altogether but would decrease the closer you got to the origin. That would also open the door for new roles for stalkers and stealth based toons. Sure they could try to bypass and tp but what if the ultimate enemy had sentry spawns that can see through hide? This way wouldn't step on any toes, would definately increase situational difficulty of new content, but in a way that would be challenging and open the door to renewed thoughts on how to accomplish it while retaining the incarnate level of super powers. Also to that the batallion were incarnate devouers so you could also add that in, various situations that would negate incarnate powers you would have to fight around.
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Well honestly it's personal preference, I like to fly and fly fast so I get hover to get to afterburner. But hover and afterburner also gives you a slot to mule defense set uniques like luck of the gambler. Ultimately you don't have to use fly at all in these builds - that's just what I like. On other squishy builds I utilize hover as a death from above tactic to keep them at range and keep the field of battle under control. Combat jumping on the other hand gives a good defense bonuses and maneuverability so there's not any build I have that doesn't have CJ in it. Every build I have except my farmer takes fly, hover, afterburner, and Combat jumping.
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Yeah I was confusing because my brain spit it all out too fast. The enemy has super insanely strong ranged powers with huge range, I'm talking about hitting you before you see them over the horizon style. Those powers get weaker the closer you get. It hits every AT equally and by ranged I'm not talking about blaster range I'm talking exotic damage range so once the team makes it to the target using whatever strategy they can to close the gap even at blaster range the enemy range qualifier has dissipated. This would require huge maps and should have other dangers closing the gap also. I think maybe the exotic damage should be reduced but not negated by stealth powers. So that would give you a few ways to strategize around it. And yeah I'm thinking instances TF type content for this, save the world style.
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I think it would be hard to implement what you are suggesting per AT without implementing it for the whole game not just new content. I guess it could be a zone engagement rule also to not affect the game in its entirety. Whatever would be done would have to be done by enemy faction numbers and I'm not sure if they can per AT debuff like you are suggesting.
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Or how about this, what you said here reminded me of the battle of agincort. English longbow archers - ranged - anhilated the French heavy melee type forces. Talking about a potential Battallion type enemy engagement. What if you kinda reversed it so melee is weak to ranged numbers and give the ranged enemy insane range so part of the strategy would be to close the gap so that the closer you got the more durable your melee character would become thus requiring strategy to engage a potentially superior force until you close the gap. That would open the door to utilize teleport powers and other mechanic to try to close that gap as quickly as possible to engage the enemy at your strengths rather than at their strengths. See charge of the light brigade. Only this time maybe the light brigade wins. Now that would be fun.
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But you arent talking about top level enemies in your proposal, you are talking about a pack of council machine gunners being able to take out my Invul/ss tank if i take on too many. And that should never be the case. Do we need content to stretch the legs of our incarnates? sure like when the Jedi encounter the Yuzhon Vong (dont know if i spelled that correctly) The Battalion come to mind. Other Well of the furies stuff. Do we need our incarnates to be challenged by content designed to challenge a leveling character? I think not. The problem again, is the fact we are playing a resurrected game with high level end game characters that never got the development on end game content realized before it was shut down. The content that exists can be challenging even for incarnates if you dont set for easy speed mode.
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I think the 4 most important incarnate abilities in order of importance are 1. Hybrid - It's basically a T9 with no penalty and faster recharge. It also has an auto - always on buff. 2. Alpha - real good buffs always on. 3. Destiny - I use it as a prop or filler for where I may be slightly deficient or for the recharge in ageless for instance. Good team buff though. 4. Judgement - it's not totally without strategy void for instance does - damage mighty does massive Knock up. 5. Interface - cool but hard to notice its effect 6. Lore - very cool but gimmicky.
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If you do any Primary like Shield, Rad, Invul, SR, Elec, Stone, etc correctly, the secondary wont and shouldnt matter honestly.
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Still... Missing the point. But that's ok. Especially if you want to keep doing it. Absolutely not what I'm saying but keep playing your little game of attributing things to what people aren't really saying on here. You do it to nearly everyone you disagree with. News flash, that doesn't win the argument for you.