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Troo

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Everything posted by Troo

  1. More overall. I agree, I have had to spend more time testing regen than I wanted but my participation has not been limited to just regen. There are a lot of new shinys and changes.
  2. Some folks don't know what the cottage rule is or where it came from. If you would like to discuss it, feel free. I included my thoughts regarding the cottage rule, do you have any?
  3. The Cottage Rule is less of a hard rule and more of a design guideline. "The original quote used the analogy of a player using Build Up one day to buff their own damage and tohit, then the next day after a patch it now builds a small cottage at your feet instead. It can be a nice cottage, the best around in fact! But it doesn't buff the player as they had expected anymore." Is Homecoming throwing this concept out? I don't think so. I've gotten the impression there is effort to be mindful of impacts of changes. Has the Homecoming team made changes that seem to go against the Cottage Rule? It can be subjective. "as long as the original, core functions and purpose of the power is intact it does not violate the rule." - Player-1 My take or wish has been that Devs be respectful of existing characters and the time that players had put into them. Tweaks up and down are to be expected, this is how it is. Significant functionality changes to existing characters would be taken seriously with care and thoughtfulness. Has this always happened here on Homecoming? No.. but there is often, like it or not, a reasonably decent explanation. Players stating what is or isn't worth a Dev's time: "I've also heard the devs say that their time shouldn't be used by players as a rhetorical sword or a shield. The Devs are big boys and girls and can decide for themselves if they think an idea is worth their time." -the Great @GM_GooglyMoogly
  4. It's effectively 13.5 seconds. (15s - 1.5s MoG cast time) 3.5s of +25% (5%+10%+10%) 5s of +15% (5%+10%) 5s of +5% Maybe using Moment of Glory every ~3 minutes makes up for "Regen's clickiness cut into your damage output". (I guess 'clickiness' is Reconstruction usage interrupting an attack chain maybe every 20-30 seconds and Dull Pain/Second Wind once every ~2 minutes) The +Damage is likely not offsetting a proc'd out damage aura. Here's how it is shown in game for a level 50 Brute: +10.00%% strength to all damage for 5.00s on target Ignores buffs and enhancements unresistable +10.00%% strength to all damage for 10.00s on target Ignores buffs and enhancements unresistable +5.00%% strength to all damage for 15.00s on target Ignores buffs and enhancements unresistable Thematically? Like character just had to heal 40% of their health and now the character is 'pissed off' or 'focused' at/on attackers for a short time? So could go in a heal. Could go in Resilience as the ability to _________ despite being attacked resulting in slightly increased damage. Could go in Revive/Second Wind as part of an ability related to coming back from the brink of defeat. It's all made up stuff.
  5. Did you just call me a "Bitch" and City Council member gave you a Haha reaction?! That's cool.
  6. Having a second heal earlier in the game helps. This adds to the responsive feel of the set even if it is only used occasionally. It also separates Regeneration from Willpower's set-it-and-forget-it. If not level 10, maybe level 16. Taking the option away from existing characters to use Reconstruction and Dull Pain (now Second Wind) situationally is painful. My squishy Stalker sure notices. Dull Pain has never been available all the time, folks know that, it is in the description for new folks, there is no trap here. No more trap than building Defense on Regeneration which is now even more designed to take hits.
  7. It appears there are undocumented changes in Moment of Glory Removed in exchange for lesser values? 100.00 knockup protection for 15.00s on self (reduced to 7.50) {at level 1} 100.00 knock protection for 15.00s on self (reduced to 7.50) {level 1} 100.00 repel protection for 15.00s on self (reduced to 7.50) {level 1} 1,000.00%% resistance to knockup for 15.00s on self (reduced to 100) {level 1} 1,000.00%% resistance to knock for 15.00s on self (reduced to 100) {level 1} 1,000.00%% resistance to repel for 15.00s on self (reduced to 100) {level 1} 9.00 immobilize protection for 15.00s on self (reduced to 7.50) {level 1} 20.76 reduced to 17.30 at level 50
  8. So you think Invulnerability should get revamped as well. Fair enough.
  9. Troo

    Boy am I ticked.

    oof a SSD.. with a harddrive that has or is failing; removing the drive and FREEZING it then put it back and start the computer can and has provided me the time to copy what I could. Not sure that will help a SSD.
  10. As I am assuming we are fairly committed to something along these lines at this point. Suggestion: Take another look at the power ordering. I would strongly suggest at a minimum moving Second Wind (if it is to remain the second heal) to the level 10 spot. (Sentinels could have a different opinion and stick with their order) This could help mitigate the feel of losing Dull Pain for existing characters. It may also help retain some of the reactive aspect. Doesn't depart substantially from the beta design. Part of me is guessing this was already a potential adjustment that would be considered if (reasons). Heaven forbid Regens get a rez earlier in the game.
  11. I'd like to point out that for a reactive set, the player seems to be removed from reacting. Hide > Toggle Reconstruction > 60sec base recharge Click Fast Healing > Auto Ailment Resistance > Auto Integration > Toggle Resilience > Auto Instant Healing > 10min 50sec base recharge Click -or- Reactive Regeneration > Toggle This guts much of the timing, situational awareness, game play skill from this set. Feels like variety is being removed while racing to make everything the same. Stalker Regeneration (beta): (potentially 3 autos, 2 toggles, 1 click) Toggle > Click > Auto > Auto > Toggle > Auto > Toggle -vs- Stalker Regeneration (current): (potentially 3 click, 1 toggles, 2 autos) Toggle > Auto > Click > Click > Toggle > Auto > Click Stalker Willpower: (potentially 3 toggles, 2 autos, 1 click) Toggle > Auto > Click > Toggle > Toggle > Toggle > Auto
  12. Question: These aspects cancel each other out? The benefit of making all heals 15% stronger does not apply to Second Wind? Dull Pain > Second Wind This heal ignores resistances. Revive > Ailment Resistance Grants -15% resistance to heals (making all heals on you 15% stronger).
  13. General comments: Again, thank you for the Moment of Glory cast time change. Do we really need the +Damage though? I find the changes overall interesting. I can see where this helps some players and where it's a forced play style change for others. I really wish some of these changes were put into Integration & Resilience rather than requiring Brutes/Scrapper/Stalkers to use a Revive power location replacement. For many existing characters/builds adding the Revive replacement results in an additional power pick. Integration & Resilience probably are not often/never skipped. I use all nine powers over the 50+ levels, respecing out of Revive when I have a more flushed out build allowing other power picks. I use Dull Pain differently at lower levels than I do in later levels. It evolves with the character. (primarily another big heal -vs- perma +Max HP plus a big heal) Losing that big heal early on has an impact. Maybe that isn't as big of a deal for ranged characters (Sentinels). Stalkers with the lower base HP having an extra heal at level 10.. it gets used. Maybe Brutes and Scrappers don't need the heal. In a nut shell, this feels like Sentinel tuning which is being proliferated to Tankers and then pushed as a revamp onto Stalkers/Scrappers/Brutes.
  14. Oh geez. If folks can't see any story, any attention, as a good thing then folks might be missing the point. City of Villains/Heroes is still here AND new things are happening. The rest of the opinion column tagged "previews" and "community" is just that. "Now, first and foremost, I want to be clear here: CoH is an incredibly big game with a ton of moving parts. I am well aware that everyone who is working on the game is doing so in a volunteer capacity. And these balance changes are not apocalyptic by any means." - the linked article "These balance changes are what people think of as the way the game is supposed to play." - again, the linked article and then Bree's (another massively/coh person) "I genuinely cannot imagine volunteering for a developer team on a free MMO and then spending my time nerfing things (especially ATs already in trouble) when I could be building new sets or giving real love to problematic sets that have only been given lip service. I would be giddy at the prospect of making people happy after all these years. And you know that’s what the people writing arcs and building new sets are feeling. They’re gifting their time and energy to all of us." I have no problem with someone saying more new sets rather than revamping existing character's sets. It's an opinion. I have no problem with someone saying Kinetic Melee or similar could use some attention rather than revamping xyz. It's an opinion. I have no problem with someone pointing out the lack of a road map or stating goals. It's an opinion. I have no problem with complaints about revamps of existing powersets forcing respecs, changing the nature of existing power sets, and/or changes driving changes in play style. It's an opinion. Wait, sorry, that's my opinion and as such it is gospel. Quit making me defend stupid shit. Bottom line: A preview of new stuff potentially coming soon™ is a good thing.
  15. Well said. Request: Can we add the quoted statement to the patch notes?
  16. Some T9s are getting better and more folks might want to pick a T9 but only have room in their build for 8 of 9, or maybe even 7 of 9 of the powers. I can't see taking less than 9 powers in this set. There's a confuse hole and only a couple powers help fill it. It can start to pigeon hole builds. I like these changes, my only comment is I got confused a lot when I tried them out.
  17. Ha! All you suckers in this thread got shushed.. Go get em @Ruin Mage. ..and you shush too @Snarky HA! this may be a drunk post and is not intended to offend anyone.
  18. Yep. I was just saying: I'd rather have a couple powers in any powerset, that choosing not to take, wouldn't cripple the set. Especially if the set's 'hole' is filled by pool powers. If we wanted the T9, maybe we could skip one of the others or vice versa. I wouldn't want to punish players for wanting to or needing to use other powers. Having every power in a set nearly mandatory limits options and variety. Just my opinion.
  19. So more powers in the set are desirable but mitigation is found in pool powers and epics we may not now have room for. Got it.
  20. aww I was gonna agree but then you've got two requests for Tar Patch. Requests = Tradeoffs and that is a hard no from me on Tar Patch. Darkest Night Cast Arcanatime = 3.432 sec but Animation Time Before Effect = 0.5 sec So I'm okay with it. Being only a half second to take effect is the important part. It's a huge and enhanceable power we might not appreciate the tradeoffs. Fade.. On Corruptors it is Shadow Fall and yes absolutely a new team friendly visual would be appreciated but I think the Team Stealth aspect might have an impact and be a reason for it being clear that the power is on. If all the Team Stealth related issues are addressed this probably happens right away.
  21. Running around KW on a kitted but not fully incarnated Elec Armor Tank and I got to spend a lot of time confused. I went through 5 breakfrees in one encounter. I got terrorized a couple times but it wasn't as bad as the confuse. How else do I get some Confuse status effect protection? It makes the fights very very long solo. I wonder what would happen on a team with Fold Space and the big AoEs I'm spamming.
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