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zenblack

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Everything posted by zenblack

  1. A little over 2.5 hours until COWAPALOOZA in Khalisti Wharf. COME CHEW THE CUD
  2. http://gph.is/28VtBDB Everlasting Server TOOO-MOOOOOOROOOOOOOOO! 6 PM EDT, WHARF, 500million in prizes for winners of Costumes with HERD type winners including BEST HORNS (ox head only)
  3. http://gph.is/28VtBDB TOOO-MOOOOOOROOOOOOOOO! 6 PM EDT, WHARF, 500million in prizes for winners of Costumes with HERD type winners including BEST HORNS (ox head only) MYSTERY CATTLE DONARS for larger prizes allowed!
  4. Trick Arrow Disruption Arrow and EMP Arrow do not leave a risidual arrow in the ground. They need to fix so they make sense
  5. COSTUME CONTEST AND GENERAL HERDLIKE ACTIVITY. You need an OX HEAD costume to attented and participate. I will be 1 judge, there will be one judge selected at random, and 1 vote to the herd on 1st, 2nd, and 3rd place.
  6. COWPOLOOZA 11/15 6:OO PM EST BRING YOUR HERD TO MEET OUR HERD! Khalisti WHARF with Straw for everyone!
  7. There should be scaling Radio missions with Praetorian factions. Powers Division. Resistance espionage.
  8. Take any Ice?Sonic could be very nice. The booster would make some holds even more annoyingly strong.
  9. What is arrogant and absurd is the absolute ease of which it takes to get the accolade (as Jimmy stated) is too much for people to do and it must be further catered to whatever YOUR play-style or lack of getting badges is. HC has bent over backwards to make the teleport/enterbasefrompasscode transition as painless as possible in all ways. Yet there are still people who are unsatisfied and if you don't agree it's "callous", which again, is absurd.
  10. You are not losing your travel hub/base teleport abilities at all. You can always try to get on the beta and see for yourself. This seems to be a big thing that people wandering into this thread are misunderstanding/ignoring.
  11. If none of those toons have a single exploration accolade then I guess you've made your own bed.
  12. Once you've done the Atlas explore runs once or twice you can hammer out the entire zone in 5 minutes. I often do it while waiting for a characters' badge DFB to form. This isn't even close to onerous.
  13. Heading to the front of the revamp que, in no particular order: Sonic Attack (Def/Corr/Blast/Sent) Assault Rifle (Def/Corr/Blast/Sent) Regeneration (Scrap/Brute) Stone Armor (Tank/Brute) Dark Melee (Tank/Brute/Scrap/Stalk) Kinetic Melee (Tank/Stalk) Mind Control (Cont/Dom) Pain Domination (Def/Corr/Cont/MM) Ninjas (MM) Mercenaries (MM) Medicine Pool
  14. You may not be understanding how it's being implemented but if you care to jump on the Beta and try it out yourself you'll see you don't actually lose much functionality unless you are immediately repeating the command over and over. The delay isn't that bad and in normal TF you won't notice it, in a speed TF going for record you'll have to coordinate your Supergroup portals, but even then it's doable.
  15. Would it be possible for the PowerOwned / PowerReady entry to be invisible if it is not owned or is this beyond the capability?
  16. Is there a reference file for the commands that are accepted and the syntax in the launcher command line parameter?
  17. I would be happy if they made it so that I could even consider Agility or Spiritual Alpha again, but I hope it doesn't severely impact how the current system works.
  18. Feedback (Warning: Long post ahead) T1: Sonic Thrust (Melee, Minor DMG(Smash/Energy), Foe Knockback) A focused attack of intense sonic power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Recharge: Fast This attack is a fine T1. It has the benefit of not being an immobilize so it's already doing well but the fun/PVP factor of kicking people around or out of range is a fine version of CC. The range is so close that it is mostly a novelty when doing PVE because most LT/Bosses are going to get into melee range and at least get 1 good attack off before you can target and boot them. It would be nice if this had a bit more range for that reason. T2: Strident Echo (Melee, Moderate DMG(Smashing/Energy), chance for Hold) Strident Echo deals minor damage over time. It has a low chance of causing a migraine, leaving the target shaking in pain and helpless. Recharge: Slow DoT has been accelerated to deliver its damage in 2.1s instead of 5.1s With the change to the damage to be more rapid this became much more attractive. A standard Blapping T2 but with hold procs (psi) is okay, but from a PVE angle it isn't great since Psi tends to have extra resistance on most of the enemy faction later in the game. The migraine mechanic on this particular power is very poor. It almost never fires, even with Sound Booster and so it feels very tacked on and secondarily the base migrane time of hold is so short and on this power, the mag so low that it seems like you are paying for something that has no value from a player perspective. More on this at the summary. T3: Echo Chamber (Ranged, Minor DMG(Energy), Foe Hold) Encases the target in a field of sonic waves, dealing energy damage and holding them in place. Recharge: Slow The only ranged power that this set offers and a decent hold. It also has a nice effect with the hold so it's unique in that way. As a hold power there is no reason you are not going to take this with it's recharge/proccability, it also has no migraine associated it, so thumbs up. T4: Sound Booster (Self +DMG, +To Hit, +Special) Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Moderately increases the duration of mez effects. Moderately increases the chance for Sound Manipulation powers to induce migraines. Recharge: Long This is a very decent build up due to it's damage modifier. As far as it's secondary application of "increasing your CC" it doesn't do a good job of it at all with the exception of Sound Cannon. T5: Deafening Wave (Melee (AoE), High DMG(Sonic/Energy), chance for Hold) You create a large field of sonic waves, causing damage to all foes around you. It has a moderate chance of causing migraines, leaving them shaking in pain and helpless. Recharge: Slow Your short range AOE. With 10 targets max it is a little difficult in lower than high notoriety settings due to most things not being clumped up. It has decent damage akin to Spine Burst but it doesn't do well with most procs. The migraine mechanic for this is under performing by a high degree. Even when using Sound Booster on a group of 10 you are lucky to get 1 hold with very rarely a 2nd and since you have to consider your slotting carefully you can't increase that very low duration stun with our current enhancements. This is a good showpiece to the set where it has a thematic component, but it just doesn't work well or provide you with moments where you feel that sonic is much different than any other blapper heavy set. This may be bugged, have too low Mag holds, or is just in a bad RNG spot to be effective. T6: Sound Barrier (Toggle: Self +Absorb, +Recovery, +Res(Smashing, Energy, Sleep)) Creates a barrier around the caster which reduces incoming energy and smashing damage, provides protection against sleep effects and grants an absorption shield. Recovery is also increased. Recharge: Moderate Oh boy, here we go. As a sustain this power is under-performing. The components that are an issue (with decent slotting) are +10.52 lethal/energy resistance, and the absorb 8 abs/2sec, Max shield 50.4-58.4. The endurance is fine and on par with the rest of the Blaster sustains. The keystone or player learned mechanics of the game are that Sonic deals with resistance. Whether it's improving or removing them, that is an expectation when something says "Sonic". The resistance that this gives is very weak and confusing. Not just the 1/2 of the physical resistance, the very low value overall of the resistances, but that it's only offering resistance to 2 categories. From a player perspective this is getting the short end of the stick. Tack on top of it the EXTREMELY low value of the absorb, the fact that to even get that low value you are spending at least 2 Enhancement slots, and the feeling that again, you are getting the short end of the stick (even poor Plant that was GUTTED of it's absorb looks at Sonic and feels like a sad panda). There may be a mathematical breakdown that makes all of this very sensible but from a game perspective it has a lot of negative features including how the player feels when playing this character and how it feels it is thematically represented. I will provide some suggestions with reasoning to try to explain this. T7: Disruption Aura (Toggle: Foe -Res) You emit a constant wave of sonic energy around yourself, weakening the Damage Resistance of all nearby foes. Recharge: Moderate This is a short range -14% aoe resist. I feel the 15" radius is too small. With how this set has gone full BLAPPER only build it would go a long way if the -res that you do get can be applied to more PBAOE enemies instead of the very underwhelming version it has currently. T8: Sound Cannon (Ranged (Cone), Foe Stun, Knockback) You generate a powerful sonic wave that will knock back and disorient foes in front of you for a short time. Recharge: Long So here we have the Control power of the set. It is the only one that actually seems to benefit from Sound Boost. For me, the range of the cone is too short. It doesn't scream "CANNON", it quietly says "Please come close so I might actually hit 10 of you" and the cone makes it difficult tactically and it's use as an "Oh shit" button is marginalized by needing Sound Booster to be effective. The second issue I have (for having a 2 power combo CC) is that both the CC components are very low mag or duration. Before I unslotted this for my final build because it was just too much baggage to keep I had the 5 set of Absolute Amazement (-proc) and 1 KD+5 and even then the KD was weak and the Stun had wildly variable effect duration (from 5 sec to 15 sec). Some number crunching improvements is all this needs to make it a good CC power. T9: Earsplitter (Melee, Heavy DMG(Smashing/Energy), chance for Hold) You generate an earsplitting sound wave right in the face of your foe, inflicting great damage. It has a good chance of causing a migraine, leaving them shaking in pain and helpless. Recharge: Slow Kind of hard not to like a heavy hitting melee smash that has a number of good procs. My main nit-picks here are the animation itself is a bit of a let down. I was hoping/expecting something really flashy as I blow up (er arrest) people's brains. The migraine effect on this seemed largely superfluous since it was mostly unused either because the damage took care of whoever it was aimed at or the mag was too low to affect the guy who could survive it. Conclusion: My conclusion is this is a decent enough set with some problem powers. I think it focuses a little to heavily on the blapping (3 melee attacks, 1 pbaoe, 1 short cone, 1 ranged, 1 small aura) so that it is definitely pigeon-holed with just one way to play it. There isn't a lot of flexibility in creating a different style but that could also be said of other sets. The set itself has very little identity, outside of colored squiggled lines when it attacks there is not really a sense of what makes it special/unique. The migraine mechanic needs to be fine tuned and a look at creating an identity within the set. I also feel that there is enough room in terms of where it stands as a power metric that there can be additions that won't push it ahead of the top sets. Suggestions: These are not all feasible or to my knowledge possible within CoH, but I kept getting ideas that I jotted down while playtesting this. Have Sound Booster give +Perception/Immune to Blind, similar to sonar Have power(s) use their resistance against them (some sort of formula that the higher their smashing/lethal resist they are taking bonus damage) (this might be better for Kinetic Melee) -Recharge or Confuse added to certain powers to simulate the effect of getting blasted with sound Sound Resonance crossovers: Sound Barrier having the same resistance +10.52 added to certain thematic categories Sonic Dispersion does all but Psi, and Sonic Barrier includes Toxic so there are precedents to having a little wider spread. Sonic Barrier there also provides +20 resistance to some statuses Echo mechanic that does a secondary lesser portion of damage at or nearby enemy. Echo mechanic that provides an Echo to your own location, providing you a defense boost or some other effect as your enemy is hitting your Echo, not yourself. Have Sound attacks pass "through" certain resistances (not damaging them) and instead just ignoring a portion of said resistance. That's it. I hope the Dev's get something they can use from this and I encourage people to play the set and get their feedback out there. Edit: Sound Booster can be counted more valuable if you take a Primary that as affected by the Booster. I still think that the boosting within the set needs work, I think this is a great complement if the Blaster power of CC of Primaries that have that option.
  19. I agree that it seems the Dev team puts effort into communicating, especially with this particular open beta. My point was that this particular suggestion is not a good use of resources.
  20. I hate this idea. I would rather the limited time that is available for development be used for development. If they choose to engage with the community it is completely up to them.
  21. The original costume selection for Sound Barrier says "Show Floaters" which doesn't show floaters, the 2nd option that says "Show Floaters" does so it might want to be renamed "Original" like the other powers
  22. If this is more work than it's worth don't worry about it, however, all of these do not have a preview with the exception of the slide. Would it be a problem to get a preview of these in color customization?
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