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InfamousBrad

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  1. I use keybinds instead of buttons, but yeah, when I'm in /help I tell people they need three: pet_com_all: Att Def (attack my target and immediately return to bodyguard mode) Foll Def (bodyguard mode) Foll Pass (stop everything and return to me)
  2. The problem with this is two-fold: * All five of the base CoV archetypes were designed to suck at any one role. Look at the primary/secondary modifiers: all five archetypes have worse primary stats than any COH AT's primary stats, but better secondary stats than any COH AT's secondary stats. They're all innately multi-role. And ... * CoV was designed specifically to not have any fully-adequate tanks or supporters. None of them have survivability primary powers. None of them have support primary powers. I remember arguing, the whole first year that Masterminds existed that they, not Brutes were the red-side tanks but I was wrong. They're way too squishy against AoEs. But Brutes aren't tanks, either. Their self-defense powerset operates at only 2/3rds of what a Tank's does, and their inherent buffs damage, not survivability. There is literally only one archetype in the whole game that has survivability as their primary, and that's Tankers. There is literally only one archetype in the whole game that has support as their primary, and that's Defenders. Now that I see what you're getting at, you're dragging us back to the bad-old-days pre-issue-5, of people standing around the Hollows yelling "3 dps lf tank and healer." The only way to even vaguely make this work is list every AT with survivability above a certain modifier under tank and every AT with damage above a certain modifier under DPS and every AT with support above a certain modifier under defender. And it's still going to be counter-productive in that it's going to make team formation all that much harder because the reward's too good to risk not getting.
  3. OMG, you finally added more Christmas decorations. I've been asking for this so long, I may actually cry. Thank you!
  4. I'd go so far as to say that AoE sleep powers should be removed from the game, period, since they overtly do nothing at all if you, or even one other person on your team, has an AoE attack.
  5. The name and animation of Buttstroke and Heavy Blow are backwards. I guarantee you that a rifle butt attack hurts more than just getting punched.
  6. There are very-bright hanging orbs called something like Red Hanging Light 1 (and 2), Blue, and Green. Set the attachment point to Floor, set the grid to None, set Enable Room Clipping. Position them so the "hanging" cable sticks up through the tree where you want the light, then shift-drag the actual light down to where you want it. It's the best I got. (I've stopped asking for the pre-lit Christmas trees from Winter Forest/Atlas Park. I'm told it's because they only light up at night. I'd take it.)
  7. Is the Blaster version of Mud Bath supposed to be ticking +defiance every pulse, even when idle?
  8. And in shallow water it doesn't activate at all. The only way to make it work and look right is if you're in water that's just the right depth for the "swimming" emote to put your head and shoulders out of the water. All the outdoor maps use that depth, and I think all but a couple of instances. And I'm pretty sure there isn't a thing they could do to make it work right in water of the wrong depth.
  9. I had assumed that it was the pulsing -spd that was doing it, but I can't duplicate it. I guess it was only Seismic Shockwaves, and that's getting fixed in the next patch.
  10. I don't understand why Granite even still has the +rech and -dmg penalties. It's not THAT impressive a power.
  11. There may need to be a power-customization option somewhere for this, because I know there are people that screen-shake makes sick, but without it, I would have a hard time telling if that visual effect was coming from me or not.
  12. Level 19 seismic/stone blaster and I'm averaging about 50% up-time on it, which is awesome. The info window says it's 7% chance per pulse to knock down, but the pulse rate is fast, like once a second, which means that every enemy is getting knocked down about every 7 seconds while it's up -- which is consistent with what I'm seeing, and suggests that it's auto-hit, which is crazy-good. Combined with the 15' radius, which also seems really generous? I want it to go live just the way it is (with the fix for it breaking sleep, of course). I hope it's not considered too good.
  13. Tiny little text glitch having to do with Tombstone. On the Enhancement screen, if you hover over it, it says it has base accuracy 1.0. If you open the Info panel, it shows the correct base accuracy, 1.39.
  14. Having Salt Crystals and Mud Bath in the same powerset is counter-productive, because Mud Bath makes it impossible to use Salt Crystals. You run in, fire your AoE sleep, it autohits, one second later Mud Bath wakes them. (I ran into the same problem with the Seismic Shockwaves power.) Any chance of making the blaster version of Salt Crystals targeted AoE instead of PBAoE?
  15. I've found two bugs with this power so far. At least, I think the second one is a bug. Hovering over the Seismic Shockwaves buff icon shows that it grants knockback protection -- but it doesn't. Confirmed via the combat attributes window, and by being knocked back by multiple mobs while it was up. Either the hover text is wrong, or the self-buff isn't applying correctly. Despite the fact that it's not a damage power, it "notifies" mobs, which wakes them out of sleep. Which means, for example, if you run in and fire Salt Crystals while Seismic Shockwaves is up, it immediately nullifies the AoE sleep. I feel pretty strongly that Seismic Shockwaves should have "Notifies enemies" set to false.
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