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Bossk_Hogg

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Everything posted by Bossk_Hogg

  1. Worth noting that the sentinel versions of the powers are far more popular. https://forums.homecomingservers.com/fotm-powers/ Screech is taken 64% of the time on 50's by Sentinels vs 37/42/42% on Defenders/Corrupters/Blasters Stunning Shot is taken 61% on Sentinels, vs 20/24/30% on Defenders/Corrupters/Blasters Disorienting Shot (Beanbag) is taken 60% on Sentinels vs 23/16/32% on Defenders/Corrupters/Blasters Suppressive Fire is taken 79% on Sentinels vs 37/33/43% on Defenders/Corrupters/Blasters Scramble Thoughts is pretty bad, as a 3 second cast time is terrible, and is redundant in a set with multiple better single target options. 31% on Sents vs 20/31/18% on Defenders/Corrupters/Blasters Tesla Cage fares a bit better, likely due to hold proc ability, but is 87% on Sentinels vs 50/53/63% on Defenders/Corrupters/Blasters They aren't quite as skipped as scrapper confronts (nothing is), but they are solidly in the garbage tier powers like Time Bomb, Black Hole, single target immobilizes, etc. They are largely eclipsed by epic pool hold choices, and should be evaluated to make them more compelling choices.
  2. No, I don't care to see Jack Emmert's Marty Stu character brought back.
  3. Yes, please. Abyssal Gaze, Lancer Shot, Cosmic Burst also all deal decent damage. Moreover, stuns have crappy proc options so there needs to be some more compelling reason to take these powers.
  4. Nope, but there's no reason not to fix a few glaring issues with the set. Thunderous Blast using the wrong damage formula, resulting in a longer recharge than the other nukes (fixed on sentinels), no T3 blast (fixed on sentinels with the Tesla Cage adjustment) and voltaic sentinel not being worth casting, let alone slotting. Eventually they will aim to add in harder difficulty settings. It would be nice to have the underperforming sets brought up before that time.
  5. It's most definitely NOT fine. Other sets which are better ALSO get secondaries. Moreover, corrupters and defenders DON'T get blaster secondaries... Elec is near the bottom for both ST and AE damage, due to not having a T3 blast, Thunderous Blast using the wrong recharge/damage formula, and Volt Sentinel being hot wet garbage. The secondary does nothing until you completely drain the endurance. Against similar level foes, hitting with dark blast is basically adding 6 -9% defense vs that foe, and it stacks up pretty fast. That's fairly significant. Sentinel Electric Blast is actually the only decent one, as they upped the damage on Tesla Cage and fixed Thunderous Blast's recharge. Volt Sentinel is still ass sadly.
  6. Given that the new set has a fair amount of -damage, and no other attack set currently does outside of chemical rounds, maybe that could be something electric blast offers? Defenders would get a stacking 5% damage penalty and scale down from there. That way your secondary does something before they hit 0 end, and the 0 end is just a perk that can sometimes come into play.
  7. This seems like a new AT, but workable. I'd go with Assault primary and pet secondary, with the three personal attacks in the sets replaced with three armor toggles. Possibly redo the level 18 ability for all of them too. For example: Necromancy could get Dark Embrace, Murky Cloud, and Obsidian Shield Bots could get Charged Armor, Conductive Shield, and Static Shield. Ninjas could get Danger Sense, Ninja Reflexes and maybe a combination of Kuji-In Rin and Bo Ryaku.
  8. I don't think anyone gave positive feedback on this change. Seemed more like someone's pet idea, but I'd say it didn't pan out. Can we get this reversed?
  9. I'd add in all the effects (resist) to make it more worth slotting.
  10. Too slow on the draw! 😛
  11. Except if drained to 0 endurance it stays up. Relevant in a set that is focused on end drain as a major support feature.
  12. I'm sorry, but "this power is worth slotting and using" seems a terrible reason to nerf it. The others should ahve their damage upped/animation cut/recharge adjusted to make them worth of being in attack chains as well. The requirement that all pool attacks be subpar is an old design element that should be stamped out. Boxing/Kick etc all need a review and their recharge upped to avoid penalizing people for thematic choices when they could just as easily pick another power instead.
  13. Sets need to stand on their own, not require a specific secondary/primary to function well. Dark Miasma doesnt need to be paired with Dark Blast to floor to-hit. It's one of the reasons elec blast continues to be mediocre. It mostly works with Elec Manipulation, so people excuse its low damage and weak in-set secondary.
  14. Sonic Siphon should give 15% damage resistance to the user. Look at Siphon Power. Siphon Speed. Siphon Life. They actually SIPHON stuff! This would help make the times a Sonic user tried to solo less unbearable.
  15. That's still just tedious setup every single fight. Two seconds to apply mez protection. Then two seconds to apply a single target damage debuff. Then two more seconds to drop the rest of the spawn's damage by 20%, then spam heal. Dont forget to try and keep a 25 second buff up! Its far too busy a set, so going to be hard to get blasts in. The spammy nature, to me, is a negative play experience. I thought scutwork like this was why they made many short duration buffs ae (bubbles, shields, speed boost). Sonic, Forcefield, and Traps all have self-mez protection as well. I'm cool with a drop AE effect, but a resist/mez protection doesnt seem the right spot for it. That's something you want to have applied proactively.
  16. Its not ground targeted. It's just is a point blank drop.
  17. Can we maybe move the name feedback to another thread to keep this a bit more focused?
  18. Faraday Cage being a static area drop is not in line with how COH plays out, which tends to rush from spawn to spawn. Given the busy nature of the set, adding another click, particularly one that provides something you essentially need every fight, just adds to busywork. Either it needs to be a toggle, or have it be a PBAE aura that follows you and lasts longer. Defib is also another weak power. I've been of the belief that rezzes need to be similar to Nature's and usable on living targets, or Howling Twilight, which can be useful even if no one is dead. Additionally, having a rez bring you back with anything less than full health is just abysmal. Consider making this a team heal that ALSO rezzes. Energizing Circuit - seriously? Crappy transfusion? Well, may as well cement this set as the poor man's kinetics. Id recommend moving the + end to Shock to help salvage that power and creating an entirely new ability for this tier.
  19. Yeah, without 100% damage, the end mod sets are kind of weak options. Both having uniques also limit their utility.
  20. So I rolled up a Shock/Electric defender. Electric blast kind of sucks on defenders due to 1) no AT specific scaling on end drain (hint hint devs) and 2) being electric blast. But I figured I would test the combo most likely to be rolled. Chose Shock as my starting power Galaxy Tutorial was a slog, and highlighted how low utility Shock will be. A single target debuff is pretty bad, given COH's AE centric and mass combat focused nature. The end drain will continue to be nigh worthless as anything will be dead before it matters in regular play. The - damage is nice, but is single target. It compares unfavorably to corrosive enzymes, which has - damage resistance, siphon power which provides a damage buff, and weaken which has an ae component and -to hit. IMO it should chain to provide early support. Got out of the tutorial, onto Atlas! Helped Matthew Haberty and then chose Sondra Costel as my second contact. I'd picked up Rejuvenating Circuit at 4, and wanted to test it out on Icedrone. Sadly it doesnt chain to yourself. So great, a targeted heal w random secondary targets that excludes the caster for some reason. Leveled to 6, got empowering circuit. The text kind of reads like it will affect you, but nope, another ally only power. The damage buff is kind of underwhelming compared to Siphon Power which will hit more of the team without fiddling with stacks of Static. The +special is interesting, but notably excludes +defense, so you can't act as a buff bot's buff bot and boost force fields. Boo-urns. The control boosts may be good on a team, at least until control becomes more irrelevant in the march to City of MOAR AE DAMAGE. Devs take note - this particular power is going to skew early info on this set, due to the large numbers of shock defenders rolling around buffing each other with this power, and make it seem like end drain is much more effective than it is. I'm hoping to avoid the repetition of TA and Sonic's beta test, where due to the proliferation of defenders on teams the sets came out underpowered. Decided to run Shining Star for old time's sake. Got to the "Defend shining Star Base" mission, and you can't use Empowering Circuit or Rejuvenating Circuit on Dillo or Twin Shot, despite them being ally combatants. You CAN use it on Grym or Flambeaux, so not sure what the deal is. Also Proton... the code is Alpha One Prime? That's the kind of thing an idiot would have for their luggage combination! After lunch I'll bump myself to 12 and run some KR arcs. But looking ahead,, this set seems like crappy Kinetics.
  21. Will do! There wasnt one when I started typing it up heh.
  22. Empathy has healing aura and kinetics has transfusion, both of which affect the caster. moreover, you dont have to wait for the chain to hopefully land on the second most hurt ally.
  23. Well we certainly don't want a power pick you slot to compete with a p2W temp power!
  24. So I rolled up a Shock/Electric defender. Electric blast kind of sucks on defenders due to 1) no AT specific scaling on end drain (hint hint devs) and 2) being electric blast. But I figured I would test the combo most likely to be rolled. Chose Shock as my starting power Galaxy Tutorial was a slog, and highlighted how low utility Shock will be. A single target debuff is pretty bad, given COH's AE centric and mass combat focused nature. The end drain will continue to be nigh worthless as anything will be dead before it matters in regular play. The - damage is nice, but is single target. It compares unfavorably to corrosive enzymes, which has - damage resistance, siphon power which provides a damage buff, and weaken which has an ae component and -to hit. IMO it should chain to provide early support. Got out of the tutorial, onto Atlas! Helped Matthew Haberty and then chose Sondra Costel as my second contact. I'd picked up Rejuvenating Circuit at 4, and wanted to test it out on Icedrone. Sadly it doesnt chain to yourself. So great, a targeted heal w random secondary targets that excludes the caster for some reason. Leveled to 6, got empowering circuit. The text kind of reads like it will affect you, but nope, another ally only power. The damage buff is kind of underwhelming compared to Siphon Power which will hit more of the team without fiddling with stacks of Static. The +special is interesting, but notably excludes +defense, so you can't act as a buff bot's buff bot and boost force fields. Boo-urns. The control boosts may be good on a team, at least until control becomes more irrelevant in the march to City of MOAR AE DAMAGE. Devs take note - this particular power is going to skew early info on this set, due to the large numbers of shock defenders rolling around buffing each other with this power, and make it seem like end drain is much more effective than it is. I'm hoping to avoid the repetition of TA and Sonic's beta test, where due to the proliferation of defenders on teams the sets came out underpowered. After lunch I'll bump myself to 12 and run some KR arcs. But looking ahead,, this set seems like crappy Kinetics.
  25. From my early testing, this set sucks way more than FF does. Trick Arrow better watch out, as there's a new contender for worst set! Shock Treatment, or whatever it ends up being called, needs to be balanced on its own merits, not held back awaiting a FF buff that might never come.
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