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XaoGarrent

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Posts posted by XaoGarrent

  1. 13 minutes ago, PaxArcana said:

    Not even close. There wasn't a single actual question anywhere in that initial reply you made, Xao.  Just assumptions and accusations.

    No question towards you was required. You gave me the needed answers already, and even if I did feel the need to ask you questions to gather more information, I wouldn't expect to be able to get good information from your replies. At least, taking them at face value, as you seem to want me to.

     

    You're misunderstanding: I asked questions about the large volume of information you've presented and narrowed down the possible results, and most of the charitable possibilities vanished long before I was done doing this.

  2. 2 hours ago, PaxArcana said:

    ... you are exactly the poster child of "MY WAY OR YOU'RE WRONG" that this thread was aimed at.  Also, you completely missed the point.

    I missed no point, your point was wrong, and you proved me correct about my initial assumption. Trying to reason with you might be a waste of time, but trying to reason with others, other that actually want to learn, isn't. And yes, those people need to be told they're doing something wrong. You're an immensely elitist, disrespectful person and you don't even realize it because the very concept that this kind of thing could go in both directions evades you. That's what *you* missed before you even made the thread.

     

    5 hours ago, justicebeliever said:

    I could be wrong, but this felt like more of a "build" conversation rather than playstyle. 

    That's fine. I made no distinction, because the OP didn't in their initial post. Despite what they say post mortum, they said play wrong in the OP, which is non-specific and applies to both usage and build. Substitute the gravity troller example to the tank with no toggles (admittedly less common now that Stamina is inherent) and my point stay the same.

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  3. Tiering is a bit more difficult for Sentinels due to the fact that they can't, at least as easily, pair their Blast primary with a secondary that shores up the weaknesses of their ranged attacks. An example of this is my Water/Bio Armor sentinel. INCREDIBLE AoE potential, but lags behind in single target. Luckily, Bio helps with that just as it helps with everything.

     

    This is partially the reason why Beam Rifle is getting such good reception, the Sentinel version of the set does Single Target really, really well, and AoE at an above average level, so you rarely end up in situations where you're useless. It's also contributing to the whole dominance issue with any Sentinel set that lacks a damage boosting secondary.

  4. 2 hours ago, PaxArcana said:

    But that's the thing: the better approach to use is, "we don't fit well on the same team", rather than "you're not playing right".  🙂

    I know anything I say wont change this faulty way of thinking... 

     

    ...But let me just be blunt in saying that when a player hears this or gets this kind of reaction (as in "why do people keep quitting the team when I bring X character") from enough other players, they'll realize, eventually, no matter how much you wish to shield them from the hard, cold reality against them, that the problem is in fact in their lap. ...And they will be all the more angry at all the dishonest, patronizing people around them, even if they *are* actually too soft to handle reality.

     

    People do, in fact, play their characters the wrong way, and when this happens, they deserve to be told the truth, in a straightforward manner. You say otherwise, but I know every single one of you here knows this is the truth, because I know you've all teamed with at least one Gravity Controller that puts the Troll in Controller, when they clearly don't mean to. There is no easy solution here, while you worry about hurting their feelings and scorn players who wish to correct them, you completely miss something obvious: That you're disrespecting the player in error by treating them like they're some combination of incapable of learning, too soft to face criticism and/or prefer a hugbox to reality.

    • Like 1
  5. 13 hours ago, PhoenixForce said:

    Cannot play anymore in other than safe mode... my PS4 joystick doesn't respond normally : toon keeps turning left even if I change key mapping...

     

    (Windows 10)

    The PS4 D-Pad inputs were also broken by this patch...

     

    For now, I'd suggest using the SCPTool PS4 controller driver. SCPTool emulates an XBox controller which bypasses the problem.

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  6. On 8/19/2019 at 8:07 PM, Captain Powerhouse said:

    Note that T1s are almost always the fastest recharging power in most sets. Making them also very good DPS is very likely to turn the T2 into a useless power, and potentially many other powers in the set (since it may result in a 2 attack set.)

     

    So, my goal is to add situational usability for the power. It's unlikely that these powers will ever become the most optimal powers on any set.

     

    Here is an idea, (not a promise) of what I have been contemplating for a long time:

    Make the weakest attack in every set have potentially no recharge, extreme accuracy and cost no endurance. Basically, a power you can still use when you are extremely debuffed and grasping for endurance. It would also result in a power that's ideal for low level players, when they cant get enough recharge to fill their attack chains.

     

    This is, however, subject to lots of analysis, and make sure no outlier power out there breaks the game.

    Bit late of a response, but... I highly encourage this. This would solve a few of the oldest and most obnoxious design problems the game has.

  7. This is actually super relevant to me right now, because I actually figured out a way to do this with a PS4 controller, SCPToolkit (basically, custom windows drivers for Playstation controllers), and a program like Xpadder... And the last patch broke my controller scheme, one I had been using since Live, as for whatever reason City of Heroes is recognizing some of my D-Pad buttons as multiple button presses at once. Seeing as those are my tab targeting buttons...

     

    I'm trying to figure out if there's anything I can adjust on my end, but nowhere else am I having this problem.

     

    EDIT: Okay, I made a bit of a dumb. I forgot that I actually uninstalled the SCPToolkit drivers, because at some point windows got its own drivers that work for *most* things. I was able to get everything working again by reinstalling the toolkit's drivers and using them instead of the basic windows ones.

     

    It should be noted, however, that anyone using a PS4 controller without the third party drivers is going to run into this problem.

  8. You'd have to make enemies in an open world area scale to players within the level range of the zone, and on top of that make them scale to difficulty settings. At least, if you really want to make this an option that is both competitive and balanced, not to mention consistent with existing design philosophy.

     

    Not saying this is impossible, but it would certainly require monkeying around with the scaling tech they use for invasions, giant monsters, etc.

  9. Just now, Steampunkette said:

    "Melee Focused Twin"

     

    Would be a Scrapper. An Instigator would be more of a split between melee and AoE and, personally, I'd prefer they had inherent Taunts in their attacks to make them into aggro managers who use Sentinel defense values and thus can't just hang out in melee. 

     

    Spider-Man. Ranged attacks, melee, and defensive capabilities. Captain Marvel: Same thing

     

    Shonen are fine and dandy, but come on! There's dozens of comic book heroes that use their powers at range and in melee, mixing it up based on their needs and their enemies.

    Spider-Man is more of a Scrapper with a couple ranged attacks, I. E. maybe take some ranged, gadget themed pool powers, if we're to put it in City of Heroes terms. I'm actually not too familiar with Captain Marvel, so you could be on target with her.

     

    My point was more that you see this sort of thing in a much more defining and consistent manner in Shonen, and honestly I'm just trying to give the strongest argument I can to create such an AT. That isn't to say you can't find heroes that are defined by a mixture of ranged, melee and defensive abilities smeared all across DC and Marvel- Deadpool immediately comes to mind- it's moreso that I'm looking for something that is a *defining* archetype within a certain genre, and it's hard to find a unifying concept for such in traditional comic books... They seem to be kinda scattered about without a unifying concept with which you could build an archetype's features out of.

  10. 4 minutes ago, honoroit said:

    Love it in concept, but scaling on the assault might have to be way down versus a dom?

     

    Part of why seismic smash hits like a truck, or gloom dots to hell, is a high dom dmg multiplier coupled with  thin def res natively from powersets in the AT.

     

    Unlike controller cousins, there's no secondary supporting cc not going according to plan. 

     

    Blasters I don't know enough about to comment on. 

     

    Dominator scalars are already lower than Blaster and Scrapper, and applying Assault sets to any other AT would see different base damage values. ...And Seismic Smash hitting like a truck is just kinda what Seismic Smash does. The Brute version hits even harder, once you have fury stacked up. Point is: The damage of various abilities is modified by the various mechanics of whatever AT it's on.

  11. 5 minutes ago, Infinitum said:

    Sadly I quit shortly after the EM nerf, hindsight I wouldnt have because when I returned the game was sunsetted a month later, and had so many unfinished things I wanted to do on here.

     

    The EM nerf still sucks but there are ways to work around it, but the game was so grindy back then it was nearly impossible to test things out like you can now.  I had all my eggs in one basket and they cut the handle off the basket.

     

    Things are very fun right now, there is even content that is challenging for fully IOd characters, and if you dont believe me go try to fight the jade spider.

    I think the EM nerf was one of the ones I quit over, too.

     

    Also, Carnies exist. Carnies will laugh at your IOs and spit on your grave.

    • Like 1
  12. 5 hours ago, Myrmidon said:

    I see that someone else remembers the forum storm that happened when the players said that ED was another powers nerf and Emmett and crew said something like “We didn’t touch the Powers, we just changed Enhancements!”. 🤣

    Funny story: I didn't actually play CoH around that time. I was LOOKING INTO joining the game around that time. Basically, everyone I knew who played it told me they were quitting, and not to touch it with a ten foot pole, and directed me to that exact thread as the reason why. Y'know the one, the one that had so many pages of angry players that I think it actually broke the forum software. As you can guess, I went "nope" and went to spend my time and money elsewhere.

     

    I actually didn't start playing until I9. And after they nerfed some powers I liked and it became abundantly clear how grindy (at the time) it was to get a character IOed out, I quit the game. Once it came out, I moved to Champions Online. Which I then quit for reasons that should be fairly obvious, lol. I came back to it when they started un-nerfing stuff, only to quit again when the nerfing started again (as well as broken garbage like Gravitard), leaving the entire Superhero MMO genre (and for that matter MMOs altogether) in the trash bin until Homecoming came online.

     

    I still have a great screencap of the forum meltdown that Champions had after the launch day patch that ruined literally everything in the game. I *probably* should have screencapped the chat in the MSR I was doing the other day, where a bunch of people were lambasting Jack's name with an impressive level of hostility. Anyone who thinks this stuff doesn't kill games is woefully naive- It doesn't just kill games, people remember and hold grudges and it can hurt entire studios.

  13. Both offensive and defensive boosts are kinda crap, and even if we didn't have the numbers, everyone who plays sents just knew that intuitively by now.

     

    My Water/Bio Armor makes it super evident, because that build has no use for the endurance management Defensive gives, but at the same time benefits from having both T1 and T2 in order to build Water's specials.

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  14. On 6/17/2019 at 6:38 PM, JusticeBowler said:

    Bob The Janitor

    Qz4xkii.jpg

     

    Bob is tired of watching other heroes make a mess of Paragon city streets. He's vowed to clean up this town, sweeping the villains up without making such a mess in the process. With his trusty broom and orange scented cleaners he's protecting the citizens of his hometown, on call, day or night!

    In the movie, you do realize he's going to be played by Bruce Campbell, right?

     

    I mean... Just look at him.

     

    ...

     

    Just making sure.

    • Like 2
  15. 2 hours ago, Sunsette said:

    @XaoGarrent and @oldskool, thanks for the feedback. After some more thought I think it may be best to eliminate a per-set section discussing dissynergies and instead have a primer section discussing common benchmarks optimizers try to reach and considerations that should be taken into account. This will reduce per set clutter. Such a primer would also be a good place to discuss hidden mechanics like how defense and resistance work to begin with,  PPM slotting, Enhancement Diversification, debuffs, etc.

     

    The powerset review would retain a per-set review of strong synergies, just not a warning section.

     

    Does that seem like a better alternative?

    Yeah, it does... Having a rundown of synergies on a powerset by powerset basis sounds like it'll be easier to compactify and organize anyway.

     

    Though the mechanics stuff does sound a bit broad for a Sentinel thread specifically, I can't bring myself to complain given I don't know of an up to date, detailed and accurate source of that anywhere... And I'm still really foggy on many of the details myself. >_>

  16. 11 hours ago, Sunsette said:

    I actually completely agree, which is why I named the section something more cautious than "BAD COMBINATIONS" but perhaps a better name could be chosen? Looking for suggestions. I just think it's good for people to realize walking into a set combination if they won't have a lot of freedom to still hit something close to what we might be thinking of as a benchmark.

    You could just make a section that focuses on the objective synergy of various sets, with different categories (good offense, good control, good survivability, jack of all trades, etc), and put combinations that have no real synergy under a "no synergy" or "bad synergy" category. If the goal is to create easy access to accurate information for Sentinel newcomers, I think categorization is a good goal, and "BAD COMBINATIONS" is just one single state among many that a given powerset combination can occupy.

     

    I. E. from the discussion that's gone on already, it seems like BR/Bio is sub par defensively, but has above average damage potential.

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  17. With most of these, you just chug some purples, maybe some reds, and become as gods. It's a little harder in the early game, where you have a limited tray, but It's good to start learning how to ration and use insps early in the game because they're what makes the difference between a wipe and literal godmode in the late game. Inspirations stack freely with each other, and are *massively* powerful if you use the right number of the right insps in the right situations.

     

    Or really, you can just team up with a tanker, a support, or as suggested a Mastermind. But you don't *need* to, just remember you have buff candy, especially as the game will keep giving it to you if you keep using it while fighting.

  18. 15 hours ago, Six Six said:

    Special Mention to DP/Time. I saw this post that his concept was a No-escape gunman. Once you're in his grasp, you're bound to get shot. Not sure how it works in actual game, though.

    I actually had this idea, the name I was considering was "Trapshot." The idea being a super professional and methodical vigilante with guns and time powers, that carefully crafts no win situations for his prey... Then I realized I was just basically making Hit with guns.

  19. 3 hours ago, Seroster01 said:

    I'd like to disagree a bit with your input on Offensive Adaptation.  In addition to the +25% damage mod it gives +7.5% to-hit AND it adds an effect to your attacks that causes bonus Toxic damage.  I'm not sure on the #s for Sentinels, but for Scrappers the Toxic dmg is about 10% of the base damage.  -7.5 resistance to all damage is a comparatively higher cost for Sentinels than other ATs given our lower base #s, but barring an odd situation where you're the primary tank for a large group I think Offensive Adaptation is well worth it.

    7.5 To-Hit is more than Focused Accuracy gives. Given that multiplies against your accuracy bonuses, it's actually substantial.

     

    Toxic is one of the least resisted damage types in the game, you can pair it with a blast set that is primarily elemental, and I *think* (I'm not sure, I haven't tested this, I'm just eyeballing) the toxic bonus is outside the normal buff stack. That's actually pretty significant since even if the bonus is small it's not getting dwarfed by random auras, buffs and FS on your team, but instead multiplying off them.

     

    -7.5 only applies to resistance, not defense or HP, and is *flat* and not multiplicative. Y'know what this means? If you start piling on resistance IOs, the percent of resistance lost doesn't scale. Shield wall will almost completely make up what you loose in resistance alone.

     

    Offensive Adaptation is A+ on Sentinels. It's good on Brutes and Scrappers, sure, but it gives Sentinels an in-set damage boost, something they're sorely lacking in.

     

    3 hours ago, Seroster01 said:

    In a bit of a different vein, for whatever reason, BR/Bio felt significantly weaker than my Dark & Water /Bio Sents.  My anecdotal assumption from my time playing him is that BR doesn't look like it gets as big of a boost from the +toxic portion of Offensive Adaptation, probably due to how the set is balanced around the Disintegration mechanic & as such the base damage of the abilities (& thus the toxic damage) is lower, but I have no empirical evidence for this.  It could also simply be due to the fact that the other options have better defensive bonuses in their kits (Water has significant KD, Slows, & a self-heal in its main rotation,  while Dark has a lot of to-hit Debuffs, a short hold, & a bit of Knockdown itself), or it could just be that the AOE doesn't seem very strong without some Disintegration luck... IDK.  But he felt significantly less damaging than the other 2.

    It's the latter reason. Bio benefits MASSIVELY from any powerset that can interrupt incoming damage in an AoE, due to its reliance on regen and click heals/shields. Willpower and to a lesser extent Regen on your bog standard melee has always been like this too, due to how RTTC works, but Bio seems to benefit even more. The reason why this is important is that some sentinel sets do have ONE thing going for them that melee typically doesn't: An improved ability to reliably hit a large area with something that interrupts incoming damage.

     

    ...Honestly, I would rank Bio as the #1 Sentinel powerset right now.

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