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SeraphimKensai

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Everything posted by SeraphimKensai

  1. I'd fathom that HOs/sHOs/DSO/etc could be added to a new IO category that is comprised solely of HOs and their like to enable them to be convertible via converters. Otherwise an NPC to trade them for others. Maybe they trade them in for a token. Which is used to buy them from the vendor at a tier range going from 1:1, 2:1, 3:1, 4:1, 5:1. What balance reasons are you referring to? Making HOs of all types more accessible for everyone seems like an equitable ideal that seems in line with the very nature of balance. But then again maybe you're referring to the existing economic stratification of the player base that makes it more difficult for newer players to be able to slot things like veteran players? Regarding your suggestion about stockpiling...Yes I have a stockpile of enhancements, as I've been here for a long time, which I assume is obvious given my 3k+ post count, have close to 300 lvl 50s, and the majority of all my toons are IOd to the gills. But hoarding the wealth doesn't reduce the economic barriers that newer players face in being able to build our their characters. So for that reason having the ability to convert a HO to a more useful type is balanced (as the effort required to get them is the same whether it's a Centriole or a Cyto, or a Amylophast vs an Ectosome).
  2. Well I agree a balance pass to the drop rate is merited, I think I'm going to list a few provocations I have in my enhancement bins and run some tribox Aeons this weekend to replenish.
  3. I've said for a long time the best solution to HO/sHO/Dsync/Titan is to allow them to be convertible via converters. This will help equalize the value of them over time and help available stock of all of them. And then there is something to do with bad HOs aside of deleting them.
  4. Cross punch can work well enough, esepcially proc'd out. Spring Attack, we all pretend doesn't exist.
  5. 7 clones of me playing with me. AT/Powerset doesn't matter.
  6. Thanks for having me albeit briefly. I missed the start so ended up on the mission team. Unfortunately it was radio missions, which lose my attention almost instantly as there's no story progression to them so I was only around for a couple missions. Hopefully everyone had fun.
  7. Just be careful DMing Crumpet asking for a sourdough recipe as they'll want to face time out while cooking to make sure your making the recipe correctly. Those Lingonberry Jam Tarts were amazing btw.
  8. Thanks for the clarity. Personally I've only ever used Sandolphan's numpad binds for a MM control, and now modifying them for controller pet control.
  9. I definitely don't want better discussions on the forums. I just want the masses to take my statements as the gospel and to buy the ice I'm selling in Alaska.
  10. Pyro time runs fine. Both power sets synergize well together You're in luck that @Auroxis posted a build as I don't publicly share builds. Their build takes a different approach then mine, but that's alright as there's more than one way to get to a destination.
  11. In-game detailed power display doesn't show anything beyond attack types: AoE defense, Energy Defense. I imagine it should show damage and end drain stats.
  12. Define "advanced" mode. Are you talking about using a buff like Equip Thugs or Enchant Undead?
  13. Good morning, With the release of Regeneration on Tankers, it's got me thinking about how the fundamentals limits on maximum hit points/regeneration effect play especially at lower levels. Please see the following as reference material: https://homecoming.wiki/wiki/Hit_Points https://homecoming.wiki/wiki/Limits#Health_Regeneration https://homecoming.wiki/wiki/Health_Regeneration Characters sub level 20 experience a scaling level modifier that reduces what their maximum hit points would otherwise be. With the lowest level characters affected the most significantly. Melee characters also are subject to lower maximum regeneration values than what their respective ATs provide if they are lower than lvl 20. Tankers and Brutes are subject to a lower theoretical maximum regeneration rate than scrappers/stalkers (this is due to at game launch the regeneration powerset was a scrapper exclusive, which was later proliferated to each of the melee ATs). *Tankers/Brutes are limited to 500% Regen less than Scrappers/Stalkers, perhaps this should be equalized amongst melee ATs? Last night I took my lvl 50+3 IO'd Regen/Stone tank on a Posi 1 TF set at lvl 11. As you can imagine my regeneration values took a nose dive (Luckily their was a cold defender on the team that was kind enough to shield us). Why do we set level modifiers on player maximum HP and regeneration? We don't do that for player maximum resistance or defense. As such, characters that rely on regeneration are adversely impacted by this design aspect while other characters are not similarly affected. Well I didn't stay below level 20 long, nor do I often exemplar below lvl 20, do the sub level 20 level modifiers even make sense to keep? As they artificially reduce the effectiveness of a character that a new player might choose to make and then be discouraged due to the lower effectiveness of their character. Personally I don't see why Tankers/Brutes theoretical maximum regeneration rate is lower than Scrappers/Stalkers in this day and age post regeneration powerset proliferation (not that many characters outside of using rebirth radial would see the theoretical maximum regeneration rate). If you've made it this far, thanks for sticking with me. Hopefully you all have a great day.
  14. This is not a bad costume piece suggestion. Kudos.
  15. Todd McFarlane. Hell he can take a pick of any of my characters. I'm down.
  16. Considering Atlas is a destination, I'm in favor of having all starter zones on the list.
  17. I'll probably check it out at some point but my free time is limited enough that I hardly even get online here as much as I used to.
  18. It's interesting to note that a Scrapper only needed 23.5% of the attacks to do the same job as a PB, and was 7 seconds faster at that. A PB needing to make an additional 62 attacks over what the scrapper did to kill the same target speaks volumes about how bad the DPA of a PB is.
  19. As a retired pvper, there was a long time where the only secondary power set that Blasters had access to was Energy Manipulation. The other ones did not exist at least to me and a lot of my friends. /EM was the predominant blapping power set combined with jousting. Such a fun play style. When I occasionally pull out my fire/em or ice/em that I recreated and play them in over that way on teams I get some weird comments like I'm moving around like a ping pong ball on Adderall.
  20. SS isn't bad if you build enough defense to compensate for rage crashes.
  21. You're in the Brute sub, so no tanks here. That said the best slow tank money can buy is going to be an Ice/Spines tank. They are awesome and I have one with /soul for darkest night to stack -damage with chilling embrace well adding tohitdebuff with my defense and it adds as a secondary taunt. Mine happens to be a teleporter that worked in fold space to maximize density saturation for energy absorption, but bringing everyone in close helps them get caught in icicles/quills/chilling embrace/darkest night and I just laugh at their hopelessness.
  22. Back when the game launched I occasionally played with Frostfire the player on Guardian. When the Hollows dropped he was the first one I knew to get name nerfed and he quit the game after logging into his lvl 40 blaster and seeing he was now generic hero 00001 or whatever number they gave him.
  23. I miss pre i13 PvP. Honestly if I didn't end up on the dedicated PvP team I was on back when i4 dropped I probably would have just left for wow, but CoH PvP was super fast pace and had that twitch. Also being on a dedicated PvP team we had practices, scrimmages, and tournaments all the time it was awesome. Now I'm pretty much just here out of nostalgia's sake.
  24. Going on the record, that although I do have an infinity changeling PB that I enjoy playing (I usually limit it to solo unless the team is alright with the shape shifting explosions which I let them know about ahead of time), I'm merely here to try to get a better understanding of dissenting opinions and not looking to pour kerosene on any fires. I'm effectively Switzerland. Generally, I find relying on pylon times to be an inaccurate snapshot of DPS that one can realistically achieve in game. Trap door/Mission Office simulator times I think get a better approximation but rely on RNG for mission layout. If I'm not mistaken the higher end DPS pylon times that were tested were on the Closed Beta server with buffs that aren't normally accessible in regular game play. In my personal experience having an infinity changeling, it can move like I said a decent scrapper or low tier blaster as far as damage goes, but it comes down to the driver, their binds, and also connection speed to the game. I personally don't find it to be game breaking by any means, but would fully support increased max damage/damage scalars/human form mez protection at the expense of a 0.5 second CD on shape shifting which would effectively end the changeling exploit that is being discussed, while making all three forms of a PB or WS viable. Anyways I wish everyone well and hopefully you can find something about the day to enjoy.
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