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Everything posted by SeraphimKensai
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98% sure that was a score change.
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The way the code is: origin, at, primary, and secondary get essentially hard baked in to each character. It's not impossible to change, but would require substantial effort to do so. It would probably be easier to add an option to unlock a secondary origin or character development option to allow us to build off the origin powersets. That said once all the origin powersets are done, I think if you have a matching origin, you should get a +15% bonus to matching origin powers, and if they ever add a secondary origin, then a 5% bonus to those.
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Attuned IO slottable below minimum level?
SeraphimKensai replied to Yomo Kimyata's topic in Bug Reports
Maybe they should just change attuned IOs to be used from lvl 1 on that way there's nothing confusing about when you can or can't use them? -
I'm still a strong believer that: 1. Human form should get some Mez protection. 2. Toggles should suppress while shape shifted instead of drop. 3. Dwarf form damage scaling should be buffed slightly. 4. Nova form should get some kind of sustain built-in to it.
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Now if only we could have an area to sit in the blimp and not fall to the ground. Could be very scenic.
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I've never liked travel form suppression and would happily do an Irish jig over it's grave if we removed it. Mind you I used to be a hardcore PvPer years ago, but I also like the idea of a superspeeder getting to fight at superspeed (think the flash, as he wouldn't be that powerful if any time he attacked he had to stop running).
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I would strongly suggest that when making a build for anything aside of a Domi or an Illusion controller that you first and foremost focus on defense and get that as close to the magical softcap of 45% then aim for extras like damage, +HP, recharge. For Domi's and Illusion controller focus recharge until permadom and perma PA, then defense. You'll get significantly more mileage out of any room, blaster included if you're still able to blast because you're magically only hit 1/20 times your attacked. For blasters the damage bonuses are largely dwarfed due to defiance and aim/buildup. So you'll already be doing a ton of damage. Goodluck.
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I have an incarnate stj/rad and it's just like the above poster said. You'll want to proc out rad therapy and ground zero, and then be sure to get Shadow Meld.
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sorry about digressing from the original LBE topic. neutron bomb - time to apply damage. testing methodology: stop watch from time power was cast (averaged result from 5 timings). sentinel: 3.46 seconds blaster: 4.34 seconds defender: 4.44 seconds test was in PI near portal corp on lvl 50 COT Death Mages using a 50+ rad/rar sentinel, a 50+ rad/fire blaster, and a lvl 50+ poison/rad defender. All extra sources of damage were turned off, powers were slotted identically. Possible issues with my test: 1). User error. 2). Small sample size, it's hard to rule out the possibility of latency 3). Range of power traveled. It appears that the time it takes for damage to be applied is subject to the distance of the player to the target, with longer blasts taking a longer travel time for the projectile animation to arrive to the target. I tried to equalize for this by testing within PBAOE range. Looking at my numbers, blaster/defender are pretty close, I assume the rad blast was a direct port to blasters from defenders (as it used to be a defender exclusive). With the decrease in time compared between the two and the sentinel, that was nearly a second difference which i felt was significant, i didn't do the student t test to prove the p-value on that, but at such a substantial value difference I think significance can be safely assumed. I think its entirely possible when the set was ported to sentinels, perhaps something besides the nuke recharge reduction that sentinels received when introduced on SCORE's server prior to COH leaking and going as public as it is. Lastly, I have had a few beers tonight, so my reaction time on the stopwatch could be affected. Perhaps this merits testing of someone competent, as I am definitely not the best suited for the task.
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I try to avoid making builds for people and instead help them make their own builds. That said Kinetics is a powerset that is honestly rather cheap to IO at least the Kinetics part as neither siphon power or fulcrum shift actually allow set IO's as all. Note that slow enhancements in siphon speed will actually increase your speed as well. Repel can be fun proc slotted for Sudden Acceleration and Forced Feedback, the issue is though, you want everyone in melee range of you, so if you take repel make sure you at least use a KB to KD proc, as repel uses knockback and not actually repel like is used with force Fields and hurricane despite the power name. Kinetics typically plays best in Melee, and since you'll be using Short Circuit as your main sap, it's a pbaoe as welo, you'll be best served looking to bolster melee defense as a primary if you're working on positional defense. Typed defenses may be easier to come by though given ancillary and patron powers. Since you're going to be up front, it might be beneficial to look give psi mastery a serious look for mass hypnosis as an opener before fulcrum shift and short circuits. Also you could exploit TK pinning a target in a corner and refilling with transference. Otherwise Black Scorpion has an AoE Imob and it's signature lethal, smashing and energy defense armor. As someone else already pointed out Elec blast is not a top tier blast set for damage, but your secondary allows you to reasonably give more slots to your primary which gives you better opportunity to proc slot damage procs into attacks. If you do that, don't slot heavily for recharge in your individual damage powers, as it can hamper your chance to proc, instead keep siphon speed double stacked, and perhaps Adrenal Booster for a hybrid Hasten/Buildup. Also for your hybrid you'll want Clarion for mez protection, but also a boost to your saps. More on Sapping in general, yes when a player gets sapped they have a hard time as our powers are balanced around endurance. A lot of NPC mobs that isn't exactly the case as some of their attacks only require a miniscule amount of endurance to use. So sapping endurance in conjunction with applying -recovery can be fairly effective. The only attacks with -recovery you'll have reasonable access to are Short Circuit and Thunderous Blast. That said Short Circuit recharges fast enough it's easy to keep a group floored of endurance, and yes you can sap an AV, or even a monster. Typically a lot of mobs heavier attacks require more of their endurance than their lighter attacks, so sapping mobs can significantly reduce the incoming damage to yourself and your team. Use Mids and plan out something that you think will work for you, hop on the test server, use the free IOs and give it a whirl. If it works make it on live. Goodluck.
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36 here. Played since beta back in '04. The first sg I was in though back at launch had an fire/ice tanker that was played by a 74 year old grandmother, who wanted everyone in TS to call her grandma, as she joined with her 20 something grandson who was playing a fire/fire blaster. If she's still out there playing she'd be 90/91 now.
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As someone that used to tank Hami with a regen scrapper and remember the days of IH toggles and perma Mog I've seen a lot of changes impact regen. That said, I'm in favor of a few ideas to adjust regen, as I feel that no powerset (willpower) should out regen the regen powerset such as: 1. Fast Healing, give it a scaling regen magnitude based on damage taken (from 20% and lower, the amount of regen from Fast Healing should be like a capped Rise To The Challenge). 2. Reconstruction, add stacking resistance to regeneration rate debuffing, should allow Regen Rate Debuff Resistance to stack 2-3 times. 3. Integration, take off the taunt aura on our Mez protection. Ever try to stealth by something on a Regen Brute only to agro everything or if you shut off integration, you get seen and mezzed and then have to fight after breaking out of.the hold? 4. Instant Healing, I still want this to be a toggle again. The original regen value though was argugably too high here, like I said, I used to tank Hami solo. Perhaps looking at this power to add an absorb shield on regen similar to the Sentinel version. TheTaunt aura can go here for Brutes and eventually Tanks. 5. Revive, turn it to an auto power, give it a weaker version of Fast Healing/QR's regen/recovery and give it a slightly delayed auto Rez. You can kill me sure, but you can't keep me down. 6. Moment of Glory, +Defense and a large absorb shield sound great here. 7. Resilience, add some Regen/Recovery Debuff Resistance. 8. Dull Pain, is pretty good as is, maybe if any changes are due, changing the magnitude so slotting it's easier to cap HP. I know it's a pipe dream, but a fun pipe dream.
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[Staging] Patch Notes for October 6th, 2020
SeraphimKensai replied to The Curator's topic in [Staging] Patch Notes
I'm by no means intentionally computer shaming, as I thought my tone was fairly easy to recognize as facetious despite the drawback of it being written. So sorry if the tone of the jest was not received. I'm more surprised that the game actually still runs on a machine using Windows 7, let alone as Number Six said XP, given the developments since then. -
[Staging] Patch Notes for October 6th, 2020
SeraphimKensai replied to The Curator's topic in [Staging] Patch Notes
There's still windows 7 users? Must be one old PC in a Museum of Archaic Technology and the Curator fires it up every once in a while to remember what it was like using AOL Instant Messenger, and HTML 4 while being limited to 8 GB of RAM on Windows 7 64 Home Basic Edition. -
A little off topic, but neutron bomb is definitely cool, I just wish I didn't have time to fold the laundry and put it away during it's animation.
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There's already LBE, Glinting Eye, and X-ray Beam
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The existing issue with a lot of npc only costume pieces is clipping on character models, as we have male, female, and huge. Some of the npc flagged costume pieces might not necessarily match up in the correct slot on the various models. So it would require someone that has skill in 3D modeling and someone with skill in texture design to make it feasible to match up with our existing character models. It's all definitely doable work, and I'm sure many people have the skills to do it, it mainly comes down to the time required to actually do it.
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Dark Servant take flight!
SeraphimKensai replied to SeraphimKensai's topic in Suggestions & Feedback
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Quick and easy idea for a big QoL upgrade to Dark Servant. As it is Dark Servants are stuck on the ground. They are fairly similar to Phantasms in appearance. Dark Servants are stuck on the ground while Phantasms can fly. Wouldn't it be cool if Dark Servants could fly as well? Is there any reason one would object to this? Thanks.
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Honestly I don't care about xp. Then again I have like 70 characters that are made, and most are incarnate and IO'd. I occasionally run a select build macros to swap off my IO's and just use SO's just to remember the old days. Some characters are never meant to get to being an incarnate God, and get permanently froze in the teens or 30's. I've encountered several other like minded individuals that don't care really care about xp. Then again if I'm trying to level a character, teaming is very inefficient, and I personally see my enjoyment/time more valuable than leveling inefficiently. I guess to each there own.
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I have been summoned. Sorry I haven't been playing too much lately, but I can definitely insert my 2 cents to the discussion as my rest has been disturbed. Right now from an AoE Hold perspective there's really no reason to roll a controller having a base 240 second recharge, whereas newer blaster secondaries have AoE holds in them have a 90 second base recharge for the same magnitude as a controller minus the overpower proc. Then blaster's damage scale is far superior to a controllers. That said I love controllers, I think I have maybe 8 incarnate controllers that I've IO'd out at this point. I also have 3 incarnate IO'd Domi's as well. Between the two, Domi's once again have a stronger primary between the two due to domination. I don't think anyone can reasonably argue otherwise. Controllers secondary buffs and debuffs can really shine especially when stacked, but a team of 8 permadoms can be insane as well, just like a team of 8 defenders or peacebringers or any stacked AT. As an AT inherent overpowe, as it is, is mediocre at best. If changing the Overpower mechanic is on the table I think controllers would be better served by a revamp such as: "For every mezzed target the controller currently has, the controller receives a recharge reduction towards it's AoE holds/stuns/sleeps/etc" (perhaps 10% recharge redux for an AoE Mez active since they either in 90 seconds for AoE soft controls, 5% recharge redux for targets under a single target hold/Imob/confuse, and 2.5% for mobs under an AoE Imob?). That way it rewards a controller for controlling with more frequent access to it's long recharging AoE powers. This would help change the dynamic between controllers and dominators while still sticking to the core cottage rule of the AT. Thanks though and hopefully something good comes to controllers down the way.
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So, how about a low-level Strike Force?
SeraphimKensai replied to Paradox Fate's topic in Suggestions & Feedback
I support this idea, but to expand on it think we should have some gold side assault and subversion forces as well. Wouldn't it be a grand idea to get people gold side too? -
Energy Melee changes: 1. Revert ET animation 2. Shave .5 seconds off Total Focus animation. 3. Larger radius to Whirling Hands. 4. A mechanic built off of Energy Melee's ability to introduce stuns, so if a target is hit with an EM attack that is stunned, they take 20% more damage? I feel that's more in line with originally stun toggle dropping a target and then hitting for more damage. 5. Buildup works more like FollowUp?