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PoptartsNinja

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Everything posted by PoptartsNinja

  1. All powers are the same size, and have nothing to do with the size of your character. A smaller character will have a smaller weapon (if you're using a weapon set) unless they use the Legacy weapon models, which don't rescale, but the size of the weapon doesn't have any impact on the size of the power.
  2. Sadly, Force Bubble no longer exists.
  3. For Tanks and Brutes, no. For Scrappers, Stalkers, and Sentinels it very much does. Ice Armor was originally designed with tanks in mind, and getting a "tune up" on the squishier melee ATs might be worthwhile.
  4. Every change to the game should be communicated in the patch notes.
  5. It's an unenjoyable busywork toggle if you try to use it as-is. If you macro it into a powexec_toggle_on you can just put it on your bar and treat it like a normal attack without risk of accidentally turning the toggle off. Just hit the button as part of your attack rotation and if it's already on, no harm done, you didn't accidentally detoggle. /Macro ATT "powexec_toggle_on Attune"
  6. That's correct, Numina isn't dead so she isn't a ghost. She's astral projecting while her body is in an unrecoverable coma. The other ghost tags are fine, but Numina shouldn't have them.
  7. That's a shame. Is there a way to have choosing the power also grant a powexec_toggle_on macro? I genuinely believe "I keep accidentally shutting the #$&%ing toggle off, this set sucks!" is going to be a pretty big source of negative feelings when this set goes live; so anything you can do to plan for and mitigate that now will help.
  8. My thought's on Attune / Sonic Melee as a whole: The Good Attune definitely speeds single target clear times. At low levels performance is about the same as most other builds at low levels--as long as you're hitting whatever's attuned. Attune always seems to be ready to go when I need it. It looks nice. The Questionable If feels weird to use. That doesn't mean it's bad, but it's definitely an adjustment. I can't think of any other single-target anchor toggles, which makes me wonder if Attune was originally designed as an anchor AoE and then slimmed down to a single target power because the AoE version was too weak because the Homecoming team appears less willing to make exceptions to the power formulas the way the OG devs were. Attune punishes target cycling If you want to avoid wasting a heavy hitter on a target that's almost dead, you're either stuck waiting for other powers to recharge or you're wasting that heavy hitter's potential hitting something that isn't attuned. If you need to swap targets to try to grab agro with Punchvoke/Bruteslap, you're hurting your damage potential even further. This hurts brutes more than it hurts tanks, but it still hurts tanks. Tanks don't get to pick how the taunt splashes, so Attune is counter-productive for agro management. Sonic is either going to 'leak' more agro than other sets or be forced to underperform Suggestion: If Attune was a small (5' radius?) AoE for its non-damage portion that enhancements other powers, that would at least offer a tiny amount of flexibility in target selection while still being unlikely to hit more than maybe 2-3 things at a time. The Unpleasant Attune's power is just shy of openly hostile to new or inexperienced players. This is a very newbie-unfriendly power. Attune's damage isn't really visible outside the chat log, which could result in new players skipping it; but without Attune the set's damage is anemic (and it isn't stellar with Attune active). It feels like the power is too core to the set's functionality to be skippable; like it should be baked into the set in some way rather than making it a power players can skip. This isn't the only set that does this so on its own this is forgivable. Because Attune needs to be activated frequently, it really needs to live on the 'main' bar with the rest of the attack rotation powers. The same attack rotation powers that some players habitually double- or triple-press while waiting on the tail end of animation times. It's simply too easy to accidentally Attune off moments after activating it; or get stuck constantly watching your power bar to make sure you're not fat-fingering it and losing half your damage instead of paying attention to the actual mission / your teammates. This is first time I've needed to write a powexec_toggle_on macro ( /macro ATN "powexec_toggle_on Attune" ) for a melee damage powerset. For anyone who isn't used to playing some Defender/Corruptor combos (like: Storm/Storm), a macro like that isn't going to be second nature. Suggestion: Could Attune be split into a "toggle power on" toggle with an "off" button that pops up in the temporary power tray (like the travel powers / ITrial temp powers)? I feel like that would immediately alleviate this issue. I feel most players aren't going to be voluntarily turning Attune off before their target dies unless they accidentally tossed it on the wrong target when they were trying to attack an AV. The Inherited Sonic's visuals are fine (in every set), but Sonic's audio is awful (in every set). This is not the fault of the Homecoming devs and we've all been living with it for a while, but... Long-Term Wishlist Suggestion: Could we please get audio set options added to power customization, with Sonic getting the priority? Sonic could really use 3-4 options like: "Classic" - the current awful audio set Masculine - male-presenting yells Feminie - All female-presenting yells Dog - More howls because Beast Mastery (and demons) shouldn't hold the patent on being annoying (and if we get some more wolf howl variants maybe the beasts can get randomized so they'll be slightly less irritating?) Musical - Something like some short guitar riffs, or small clips from the CoH zone music files, or drums. (Or really just anything that isn't clearly human or the current mess of awooo / belch / yelling into a fan / mad about dropping that steak on the floor)
  9. Burn does cause panic, it's just (mostly) counteracted by the taunt aura / punchvoke combo.
  10. IIRC Force Fields create a no-collison object that isn't a particle effect, in the same way part of the Mitochondria / Hamidon is a transparent ball so you can still target them even with /noparticles active. I support anything to make the hex shields easier to look at, though, like freezing their animation or dimming them significantly. They're genuinely nauseating in a way even the old moving bubbles aren't.
  11. The one thing I'd do with Super Speed is turn Flurry into a toggle that costs a little end and gives all of your powers a small chance for a damage proc (with one of the ghost fists from the flurry attack animation popping out of you to show it triggered). But the people who love flurry as it is would miss it, so I'm not sure the tradeoff is worth it.
  12. I'm aware, I didn't mean to imply it was one. It's just pretty easily skippable if you need another power choice.
  13. Savage Melee pros: The set is pretty great on Brutes, since it builds a stacking/spending resource that helps it attack faster. If you've got an armor set that needs all or most of its picks, Savage lets you safely skip 3 powers (Shred, Hemorrhage, Taunt) so you can pick up a few pool powers you might need. It's a very efficient (end cost) attack set so it pairs really well with armor sets that don't have any built-in endurance recovery like Super Reflexes or Invulnerability. Savage Melee cons: Spending Blood Frenzy and exhausting yourself kind of sucks, so you have to either pop your spenders at 4 blood frenzy or avoid popping them at all. All of the sets AoEs are spenders, and of those I only consider Rending Flurry to be decent. Shred and Hemorrhage are kind of a waste of your time. The set is still really fun on brutes because of the built-in recharge boosting from Blood Frenzy,
  14. This is patently not true, but keeps getting trotted out as if it was. The mastermind was always advertised as a pet class. They didn't even have bodyguard mode at the start, that was added in Issue 7.
  15. If you're talking giving players control over the display color of their name in chat? I'd be all for that. While we're at it, could we get emotes to display the speaking/acting character's name color the way all other forms of chat do?
  16. Isn't Shatter also budgeted as a single target attack? I'm fine with most cones being standard melee range, but most of the powers with less than a 90 degree arc aren't fun. Shatter's the exception (-ish, that animation time is brutal. You could probably shave a good quarter to half-second off the end of that animation). Psy Blade Sweep and Jacob's Ladder feel awful to use. Heck: half the reason Psi's pretty good on Stalkers is because they don't have access to that albatross. Psi Blade Sweep's animation makes it feel like it should be hitting targets out to 120*-130* arc at a minimum. The animation ends with your arms in the Naruto running 'reverse V' pose, but the psi blade sweep actually hitting a second target feels like a *miracle*, and hitting 3 requires actual divine intervention or a second player and perfectly-timed Fold Space shenanigans. Jacob's Ladder really should probably be a 30*/15ft that takes range enhancements like Breath of Fire / Frost. It would hit harder if it was. I'd still probably skip it, but it'd be a slightly harder decision.
  17. It's pretty clearly a Hurricane reskin. i.e. when the Devs were making the power they found an aura with the right size--Hurricane--and used it as a baseline to build Genetic Contamination. Since Bio's IIRC an unfinished holdover from Live, it kept the funny knock-on effect of debris orbiting that the OG Devs didn't catch.
  18. It comes with an EMP when it ends, which is a nice chunk of -regen to anything caught in the radius. That's been impossible to leverage before because the crash left you with 10% hp and likely all your toggles down unless you timed Power Sink perfectly. We can actually make use of it now.
  19. I've always hated how many "unnecessary" resistances power surge added, but with the removal of the instant-death suicide crash I've realized there is an advantage to Power Surge over-capping your resistance on Stalkers, Sentinels, and Scrappers: increased resilliance against enemy -resistance. I still wish we could get a version of the power that didn't hide the character model, since the Gremlin form hides weapons like War Mace and Battle Axe. I'd think a version that just overlayed the gremlin over the player without hiding them would still be pretty visually striking.
  20. This doesn't turn sleep into Terrify. They don't get hit, wake up, attack, and go back to sleep. It turns sleep into a hold with a duration that drops as the slept target takes instances of damage, making it a more reliable control. It's really good, you should try mind control out.
  21. I'd also like to see my scorecard, if possible!
  22. Much as I hate the Incarnate Blasts, I do think they're pretty well balanced against each other (with the exception of Cryo and Vorpal (Void is good!), but cones are always going to be a hard sell). Pyro's the fastest so it's a good fight initiator and the easiest to get solid results out of, mighty and void have great utility, and Ion is slow but guaranteed to do the most damage if used well. The trick to Ion is: it isn't a snipe and it isn't a fight initiator. Because it's single target, it has a good chance of only alerting its initial target until the damage component goes off, so if you toss it out from max range there's a good chance that target will have charged out of range of his friends before ion hits it. Instead of using it like pyro, Ion is more of a mid-range attack. You'll get much better use of it in any (or all) of the following ways: - Fire it at just the very edge of the mob's vision range, where they're likely to turn, walk a step, and then pull out their pistol or any other ranged attack option before they charge for melee - Fire it against a target on the far edge of the spawn you want to engage (rather than the closest target) - Fire it after aggroing the spawn through another means like a ranged aoe, a hold, or via just a good old-fashioned body check. Because if the whole spawn is together, through whatever means you choose, you're going to devastate them.
  23. Even if they couldn't be combined, I think the dual inspirations would be more useful (for the ATs that find them attractive) if they replaced the standard inspiration drops rather than being in addition to them. So if you would've gotten an orange or a purple, you got an orange/purple dual; if you would've gotten a yellow or a red you get a ketchup/mustard dual, etc. Being in addition to the standard makes them compete for space, which makes it harder to get 3 to convert; so I always keep duals turned off. They're quite literally in the way.
  24. Oh, that makes perfect sense to me. Except it should be psychic damage, to represent the sympathetic pain the mobs feel for the poor Regen user. It should also cause them to do the cringe animation every so often. Yes, that is a joke.
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