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Shin Magmus

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Everything posted by Shin Magmus

  1. All Ninjas do Hide, for 3s, only after you cast Smoke Flash. During this window, they persist in their Hidden state and have 100% Critical rate. If you want them to be permanently invisible, there are 3 sets with a Stealth aura that can be taken on MMs and there's also Grant Invis.
  2. Somewhat related: we had 3 Paladins up simultaneously earlier in the month (not the only instance of GM spam) and formed a League to fight them all at once. After beating Paladin #1, they lowered Paladin #2 and #3 to 50% health both in unison. I had seen this coming and backed far away, but it happened: they BOTH activated Coil Drain at the same time. This doubled the frequency of the Nega-Repel pulses so that people who normally jump back on reaction couldn't get away. I saw at least 7 people instantly die and it was quite hilarious.
  3. Done: the easy video game is now even easier so that there is no incentive to actually try to be good at it. Everyone is Super!
  4. Adamastor "feels fine to me". I've never failed to kill him a single time since the changes, and he's completely reasonable to solo as well. If you need help, I can send my Illu/Traps Controller your way. You could also just use Envenomed Daggers on those small pickup teams and be fine. Groups actually were taking down the GMs too quickly and easily, so the devs buffed them after the initial changes! GMs have a new auto power (Colossal) that causes them to gain Max HP in relation to the number of players around them; this is to directly counter big teams and leagues. A small team of 5 circumvents Colossal and keeps Adamastor at base Max HP, so you actually had a fine shot at taking him down. Maybe everyone on the team was just insanely weak?
  5. Empathy stocks would be super-inflated for no logical reason, like GME was. I say send it; It would be hilarious to see people piss away their inf.
  6. I always appreciate the TTs on my team, regardless of their size.
  7. Snarky, if I talked that way to someone I'd have my comment deleted (and worse). Be Snarky To Each Other.
  8. This entire time you'd already convinced yourself that wherever you move and fight is right, and wherever anyone else moves and fights is wrong. Whether they use Fold Space or not, you've already demonized your teammates in your mind because you keep using derogatory words like "very lazy". They were never going to be able to please you, regardless of what they did. I recommend solo play.
  9. ...Fold Space literally benefits melee players more than ranged players as melee AoEs are universally smaller in size, and (outside of Tankers) have reduced target caps compared to ranged AoEs. Fold Space benefits the melee ATs by grouping enemies together more closely, enabling them to get reliable target-saturated multihits with melee cones such as Flashing Steel and Crowd Control, that the default spacing of an enemy spawn is too spread out to allow. Ranged ATs can just stay where they were and shoot the far away enemy, while melee ATs would've had to move over to them (costing time). Fold Space is most beneficial to the melee ATs in the party, and often used by them.
  10. Let me up an important aspect of MMO game design, which isn't actually something a simple as "class diversity", but rather the game's systems letting a player "feel useful to a party/team". Enemies that can use MoG-type powers are being brought up again because some builds have a harder time with them. But the other builds that can effortlessly cancel or otherwise neuter MoG, like your Dominator simply Holding the enemy before they can use it, are getting the opportunity to "feel useful". If you're on a team (playing the multiplayer aspect of MMORPG) then the Support ATs and CC ATs on the team are perfectly entitled to encounter some enemies and mechanics that enable them to "feel useful". The real issue with all of these threads is that their focus on solo play seeks to make changes to the game that will affect multiplayer play. OP says they're bored when an enemy uses MoG and then they have to wait. That means that the Support AT that can counter MoG will remove boredom from the game if invited to the team: the Support gets to make the game faster and more exciting for OP; That's good game design. If the game is nerfed and made easier, so that every build can solo every enemy easily, then it will be difficult or categorically impossible for people to feel as useful to their teammates. When everyone is super... no one will be.
  11. I'm getting a bit tired of the preponderance of "nerf City of Heroes to make it even easier" threads lately. To add further to the list of ways to deal with MoG-type powers: these are powers that the enemy uses on themselves. That means that some of the buffs will be weaker if you hit them with the "negative power boost" effects of Poison's Weaken for example. You can fight their buffs with debuffs, and obviously -Def and -Res alone are still making a noticeable difference. You know that one guaranteed MoG on SBB, where one of the AVs will use MoG when near death? My Poison Defender single-handedly makes it so that the team of 3 players can reliably keep hitting that AV right through their MoG. There are some pretty good powersets in this game if you take the time to look for them...
  12. Giant Monsters specifically were given a new passive power "Colossal" that causes them to gain +Max HP based on the number of players nearby. This was added to prevent people forming massive Leagues to remove all challenge from GM fights. It has the biggest impact vs U'kon Gr'ai, who is now hilariously tough to kill. So actually, the devs want monsters to present some sort of challenge no matter how many players are engaging. How effective was this change? Eh, results vary, but my Illu/Traps solo's all the GMs anyways so it's a moot point.
  13. This is the crux of the issue, and it applies to farming in AE but it always applied to farming any enemy group or mission, even before AE. The reason that the first farmer was a Fire/Kin Controller was Fire Cages, and the reason that the first villain farmer was a Fire/Psy Dom was Fire Cages. Unless you character can instantly kill every enemy in a spawn, or has inherent Taunt procs, enemies will always try to run. So if you want to do an outdoor AE map, or want to speed-clear radio mishes or a traditional farm map in PI, then your only realistic choices must be Brutes/Tanks or niche Controllers/Doms. Lots of builds theoretically inflict massive damage on a low enough CD to be up every spawn, like a DP/Kin Corruptor completely loaded with dmg procs, but enemies run away while you're doing it. Having a powerset with a very strong autohit AoE Slow will not prevent enemies from trying to run, but it will make them run more slowly... partially mitigating the issue. I have a Fire/Psy Dom but Plant Control is the other good option and can do more damage in AE. You'll want your character to be able to apply as many of the 3x -Res procs as possible if you're solo farming, preferably very early in combat (Annihilation proc in Flashfire, followed by Fury of the Gladiator proc in Psychic Shockwave). Trying to farm without a plan is just an exercise in frustration, and chasing fleeing enemies around.
  14. Bravely running away!
  15. "There's no longer a disproportionately piss-easy option available, for me to turn my brain off and win for free, and that's terrible." It seems like NuCouncil are working as intended by bringing the difficulty up to that of the other available options. I recommend that people who complain (constantly) about NuCouncil read the patch notes for when they were released as to why: this is a choice of mission enemy faction that is supposed to have parity with Carnies and Arachnos. If solo leveling is that much of a chore for you, the Tunnel Witch AE mission is right there...
  16. Well I hope you feel better and know that your opinions do have value. I recommend a break from this blighted forum, it can do wonders.
  17. No, these players complaining about the EBs have been overwhelmingly disproven and disagreed with. The small number of players who don't want 5x Exp EBs, new badges, 10x Prismatic Aether, and sometimes any actually engaging gameplay at all, can just hide behind the rest of us. It's not hard to solo one of these EBs spawning at your level.
  18. This is correct. The Halloween event seems to cap out at lv53 enemies, whereas TFs and MSRs will have lv54 Bosses and EBs; those are the situations that actually require Ultimate Insps.
  19. This part is so real. I have a Grav/Time and I literally combat TP into the dead center of a group then TP target (using a macro) Singy onto my position so that his vacuum is centered inside the enemy clump. That character also has Wormhole and Fold Space, and uses them brilliantly. If for some reason a teammate complains about me helpfully condensing all the enemies into an intuitive, obvious, and telegraphed by both myself and my Singy single point... then they were in the wrong place.
  20. Unfortunately we can't hold players accountable for playing super duper badwrong; we can barely even point it out cus that's meanie weanie. The bad Fold Space user and the Empath not-using Fortitude or Adrenaline Boost both pat themselves on the back, chanting over and over in their heads: "I'm helping."
  21. I like this part of the comment. I just want to chime in and say that, as long as the Fold Space user stands in an intelligent position: using Fold Space is basically purely beneficial as it groups enemies together for everyone to AoE. An example of doing this would be trying to teleport more enemies into the existing pile, in the corner where 2 doors meet and 10 enemies are already present. That said, every single person here complaining about this concept of someone else "taking away enjoyment" better not have a single Energy Blast character, nor spam Meteor, and better be liberally using KBtoKD enhancements: otherwise we'd have some hypocrisy going on.
  22. The EBs are definitely tougher than any of the other enemies that can come out of the door, as is both expected and intended. However (like you say), the XP is a lot. Here's a video of my leveling build DB/Rad Scrapper (lv40) casually dispatching the supposedly more problematic EB in question: the Ancient Vampire. For 1v1s against melee ATs, I think Arisen Mummy is the most dangerous... but my lv50 MM dumpstered that one specifically because the Poison debuffs are all single target. None of them are difficult in a team, and generally only one of them will be even moderately difficult for your specific build in solo play. All of these EBs are easy enough to beat and none require a nerf.
  23. In principle this is absolutely correct, people should just address the issue currently. In practice, Ultimo will state hyperbole such as the "15 minute fight" with an even-level EB in this thread's OP, while using a Mastermind (strong AT vs single bulky enemies) with Robotics (-600% regen set) and Elec Affinity (S-Tier set for MMs well-known for making pets very tanky) that defies explanation. Most people in this thread, and in the game CoH as a whole, cannot replicate Ultimo's gameplay experiences. I'd love to see a video of that fight from Ultimo, and his build, just to be able to understand how he got that result. That said, almost everyone did address the issue at hand regardless: "Should we nerf the Halloween EBs or prevent them from spawning for solo players?", to which the resounding responses were "no" and "no", unless I missed something.
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