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Everything posted by Troo
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A controversial topic: is it time to make all items free?
Troo replied to Yomo Kimyata's topic in The Market
Is that a PvP reference? It looks like there is still a good point or two offered with each page of the discussion if one is willing to comb through the trolling, sniping, passive aggressiveness, gas lighting, and cat memes. If this topic was closed a page earlier, the Powderwisp perspective (which I found interesting and applicable) would not have been added. -
I am okay with folks playing however they choose. Devs, they don't feel the same. They have repeatedly shown as much. Claws, Super Strength, and others are going to get the same treatment as other sets have. It is framed as an effort to address overperforming and less desirable powers. I would actually have left existing sets alone, allowing only minor adjustments and Qol. Not everyone agrees with that approach. It is my opinion that we don't need to make everything same-same, we don't have to race to average everything out. We don't need to make existing powersets unrecognizable, we don't have to force respecs and/or shelving of characters. We can still have room for improvement where needed. We just don't need to jerk existing players around to do it. There are so many great things that have been added I don't understand the penchant for griefing our own. As you said "I guarantee that'd piss a few people off so there's no real solution without heartache somewhere".
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Are the Button names working for anyone in binds?
Troo replied to BlackSpectre's topic in General Discussion
@BlackSpectre This can happen sometimes using a controller. Updates and/or patches can do strange things. One of options will change on the dropdown at the key mapping screen via options. Might be something might not (not at gaming computer right now). -
Hold on now. What I asked wasn't a hard question: "Should the set rely on more than three or four powers?" I also pointed out what seems to be a disparity between archetypes using the same powerset. A number of folks have been able to manage a reply based on their opinion and their experience, without the need to lash out at me personally. Seven or eight 'you/your/etc' in four sentences seems unusual. Question: Is there a reason this topic has triggered such a response from yourself? It's just a discussion.
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Listening to players who actually play sets, it would be a novel idea.
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A lot of information is anecdotal. Data mining can be misleading. Relying too heavily on numbers can sanitize the fun right out of things.
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Can we go back to 1,500 players for the no multiboxing limit?
Troo replied to kelika2's topic in Suggestions & Feedback
Would you mind expanding? Is the difference between 2 & 3 dots lag related? Is it the case that two dots is playable and three puts it over? -
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doesn't matter
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lol, what?!
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Energy Melee Power Crash Feels Bad to Use
Troo replied to Bugsydor's topic in Suggestions & Feedback
Adding the janky mechanic was not the best. @Bugsydor you are not alone. -
the forum may be experiencing heightened spam
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yeah, that's bullshit. thanks for the heads up @Zombra
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Can we go back to 1,500 players for the no multiboxing limit?
Troo replied to kelika2's topic in Suggestions & Feedback
If not playing with other players, why would being on the most populated server matter? -
-vs- It's troo discussion often gets stifled by trollery.. some feel trollery can be entertaining, even the GMs like it to a point, and sometimes folks simply can't help themselves.
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You are not wrong. It's a clever way to split up a team from a design point. Someone gets toggle dropped while the rest of the team speeds forward leaving the endurance drained player to fend for themselves often against a orange or red target. Those least likely to be able to deal with it are the ones effected the most. An endgame build playing down barely notices. This aspect of the game is repeated in a variety of ways in many of the enemy groups. Phasing enemies, un-hit-able enemies, enemies casting vengeance, etc. Situational awareness. Know thy enemy. Have a plan. Have a backup plan. As @MTeague wrote, simple tactics and available tools can over come.
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@SuperPlyx interesting question.
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Check Ston's data if that's your benchmark. Scrapper and Tanker have Claws at #6. Brutes drop to #13 while Stalkers see it plummet to bottom 5 on pylons. Trapdoor times move Scrappers up while Tanks go down. "Claws over performs on Scrappers compared to other archetypes" Top 3 or 4 on one AT vs bottom 20% on another - Disparity worthy of discussion. As for the trend of trying to get sets down to only 3-4 powers. This runs counter to Devs who have said, even recently, that all powers in a set should be valuable enough and worth using as more than just set mules.
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Answers: ish (hopefully what I wrote helps) Craft as you like. There is a point where an IO can exceed the enhancement vale of an SO (33%). So there can be an ideal level to start switching from SOs to IOs but that will vary player to player. Attuned Invention Origin Set Enhancements.. maybe not worth it at the beginning. This is a story for another time where there is some value but really it comes into play later in the game for something different than it may appear now. No, this is not the end of gearing/builds. Just remember there is no need to stress about gearing beyond managing accuracy, endurance, damage, and recharge at the beginning and through much of the game.
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It's gonna be great. At first it can definitely seem overwhelming as a brand new player (but it only seems that way). This game is very forgiving. No need to stress about making a mistake. /ah = Auction House and can be accessed anywhere so long as a player is not in a supergroup base or mission. just type /ah into the chat line and the popup will appear. Short Version Dual-Origin Enhancements Single-Origin Enhancements Often referred to as SOs, provide twice as much improvement as DOs. Invention Origin Enhancements IOs bought from the /ah or crafted from recipes. Invention Origin Enhancements Sets Similar as above but with additional nuances. Dual & Single Origin Enhancements are tied to Origin and can be slotted up to 3 levels higher and 3 levels lower than the character. Enhancements 4 or more levels above the character display their level in red. They cannot be inserted into slots. Enhancements 4 or more levels below the character provide no benefit as the character has out leveled them. Enhancements that are already slotted may replaced or combined with appropriate-level Enhancements (combing has chance of success based on the level difference of the enhancements). Invention Origin Enhancements - Regular ones such as plain accuracy or damage don't get out leveled. That's the primary difference between SOs and IOs. These will continue to work as a character levels but stay at their value (a higher level enhancement will have a higher value). Bought from the /ah or Crafted from recipes by using an Invention Worktable at a University or in a supergroup base. Invention Origin Enhancements Sets Same as above These can provide more nuanced enhancement like +acc/+dam or +acc/+dam/+rech rather than just one aspect. Frankenstein slotting +acc/+dam from multiple 'sets' is a common strategy for a power. On the flip side of frankenslotting are the Set Bonuses. This is where slotting multiple enhancements from a 'set' can provide a bonus to the whole character rather than just to the power. Note: Enhancement Diversification/Diminishing Returns keeps us from slotting 200% damage in a power. Enhancement Diversification is based on a system of diminishing returns on enhancements slotted to raise bonuses to a very high level. Example: After say 99% enhancement, each additional enhancement may provide less improvement. We can still do it but return on investment is lower. https://homecoming.wiki/wiki/Enhancement_Diversification Others to worry about later (seriously, no need to learn about these at first): Archetype Enhancements Winter Origin Enhancements Special Enhancements Boosting Enhancements Catalyzing Enhancements Long Version https://homecoming.wiki/wiki/Enhancements I'll leave at that as you may have additional specific questions.
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Such cool animations. One of the best Assassin's Strike long animations (it's very smooth with a nice pop at the end) But the rest is simply trash. For years we got to hear how bad Regeneration was, even though some were able to pilot them just fine and even excel. Is there anyone out there who feels Kinetic Melee can excel that could provide some insight or tips? Much appreciated. Top questions: Which archetype has the best version? Skippable powers? Special slotting?
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Claws over performs on Scrappers compared to other archetypes. Should the set rely on more than three or four powers? Typical buzzsaw attack chain: Follow Up -> Focus -> Slash -> [epic/other] -> repeat Power Level Effect Swipe 1 Melee, DMG(Lethal) Strike 1 Melee, DMG(Lethal) Slash 2 Melee, DoT(Lethal), Foe -DEF(All) Spin 6 PBAoE, DMG(Lethal) Follow Up 8 Melee, DMG(Lethal), Self +DMG, +To-Hit Confront 12 Ranged, Foe Taunt Focus 18 Ranged, DMG(Lethal), Foe Knockdown Eviscerate 22 Melee (Cone), DMG(Lethal), +Special Shockwave 26 Melee (Cone), DMG(Lethal), Foe Knockback
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not everything has to be the same.
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I think scrapper versions of Lightning Rod is 16 and Tremor is 10 so these target caps may be working as intended.