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Troo

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Everything posted by Troo

  1. 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
  2. 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).
  3. 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.
  4. 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.
  5. Well said. Request: Can we add the quoted statement to the patch notes?
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. This sounds exciting. In the mean time could we leave it as is for these characters?
  13. I like em. There's a good amount of variety to unpack. Their regen or healing when they get low is very noticeable.
  14. Neighborhood pins on map and names missing? I only see a couple. Neighborhoods One Statesman Plaza (Music) Christie Square (Level 40-44) (Music) Paragon University Medical Campus (Level ) (Music) Kallisti Medical Center(Level 40-44) (Music) New Flagtown (Level 45-48) (Music) Flagtown Memorial Park (Level 45-48) (Music) Paragon Trade Center (Level 49-54) (Music) Blackwing Headquarters (Level 49-54) (Music) Kallisti Marina (Level 40-44) (Music) Maxwell Stadium (Level 40-44) (Music) Theatre Row (Level 40-44) (Music) Collier Industrial Park (Level 45-48) (Music) Adamstown (Level 45-50) (Music) Adamstown Infirmary (Music) Old Slough (Level 49-54) (Music)
  15. Love the small bubbles they are soo cool. Hate the big ones, they just obstruct too much.. maybe they could be faded much much more. Please don't give the big ones to players, we can't be trusted to show restraint and instead blind other players or obstructing their views already. (Give us the small ones though asap 🙂 )
  16. Zone Music No welcome to the zone music when zoning in at base portal or leaving the train station. Music doesn't change quickly when crossing neighborhood lines. (audio queue for entering red neighborhoods) Music fades when leaving a neighborhood. I like that. But doesn't seem to fade from the neighborhood around Black Wing Neighborhood (haven't test all) (don't like this) Will come back with more music comments
  17. Got to test the new Regeneration Revive power thats for sure.
  18. I agree there should be no garbage primary/secondary powers. I prefer more nuanced choices where a player can choose to take everything or decide to focus on specific aspects of a set. Like a set that does both knocks and stuns where a player can choose to focus on or lean into one or the other through power selections and enhancement slotting. To me, that is more elegant design with the benefit of more variety. If a player wants to lean into a set's knocks and isn't interested as much in the set's stuns, that doesn't make the stuns garbage.
  19. This makes sense however a counter point is that it can TAKE AWAY flexibility, forcing players to take additional or all the powers from the power set to remain effective and not being able take other powers (pools, secondary, and/or epics). I completely support making all powers viable. I do not support forcing existing characters to respec to stay playable. I prefer to avoid power creep. No one said this would be easy. Many sets have more than one control and players can choose if they want to focus on something. In this way players do not HAVE to select all the powers in a set.
  20. It is tricky keeping it brief and accurate. I get that there can be sometimes situations or exceptions. I am okay with the expectation having some positive exceptions. There should be no negative exceptions or surprises. I appreciate your attempt at making it clear. If you boiled it down and distilled it to basic troo-ths.. If a player doesn't ever respec. I don't have any characters even in their 40s which haven't respec'd much less characters that have gone through a revamp. ymmv. I edited the line to include what you are saying. This as I understand it, this would be a bug.
  21. Hello Player 1. Thank you for your response. I know this is a busy time. I am happy to make edits in order to be crystal clear and not cause grief. Should this read different? How about: Existing characters do not get to keep previous effects of slotting powers if some enhancement sets have been removed from what a power can use. Note: It is on the player to know these changes as the enhancement may remain slotted but will not work. Example: A power formerly accepted 'Accurate To Hit Debuff' enhancements but no longer does. A 'Cloud Senses - Chance for Neg Energy Dam' enhancement will no longer proc for damage and a 'Siphon Insight - Chance for +ToHit' will no longer provide a chance for +ToHit. If a character has both slotted they do not get to keep the effects. Again happy to change this one. Let me know what you would prefer. [attempted to adjust this (shown above), still open to changing it] [removed player post critique] Mucho mucho amore!
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