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Everything posted by SeraphimKensai
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Resistance Debuff Enhancements/IOs
SeraphimKensai replied to SeraphimKensai's topic in Suggestions & Feedback
Honestly I'm not necessarily against lowering base values of resistance Debuffs, if any only if those values are enhanceable. I'd have to take a look at numbers to look at overall net change, but having the ability to enhance powers I think is a useful tool to have. -
I've been mulling it over for awhile now and the thought came back to me with the release of Sonic Manipulation, why do we have Resistance Debuffs as one of the only player debuffing aspect that we don't have any debuffing enhancements or IO sets for? I don't mean have a proc like Achilles chance for Resistance Debuffs, but straight up having enhancements. We have enhancements for To Hit Debuff, Defense Debuff, Slows, Endmod, but no enhancements slotting for Resistance Debuffs. What I'd propose here would be to discuss the merits of adding enhancements to enhance our abilities to debuff resistance on our targets. A Proposal, in the event that Resistance Debuffs enhancements would ever be made: Drop Rate 0.57% (which mirrors Defense Debuff enhancement drop rates) Fit in Schedule A for Enhancement Aspects (see below if you aren't sure what this means) Making corresponding IO sets for Accurate Resistance Debuffs, and Resistance Debuffs varying with Drops from Pools A-D, with some procs (essentially mirroring accurate defense buffs, defense buffs, and maybe even a Chance for Defense Debuff proc) This would allow more powers to be adjusted to allow slotting for Resistance Debuffs, including Sonic Blast, Sonic Manipulation, Sonic Resonance, and even some scattered powers across other sets that do -resistance. Note for those not aware of the four Enhancement Aspect Schedules: Schedule A is as follows: Accuracy, Confusion, Damage, Defense Debuff, Endurance Modification, Endurance Reduction, Fear, Fly, Healing, Hold Duration, Immobilization Duration, Intangibility, Jumping, Recharge Time, Run Speed, Sleep, Slow, Stun, Taunt Aspects in the Schedule A category are enhanced by 33.33% when slotted with a Single-Origin Enhancement of equal level to the character, 16.66% when slotted with a Dual-Origin Enhancement of equal level as the character, and 8.35% when slotted with a Training Enhancement of equal level as the character. Would something like this be interesting to the community? Thanks.
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Help! How to make a targeting keybind?
SeraphimKensai replied to mrultimate's topic in General Discussion
Protip: if you make it a macro instead of a keybind, once it's made you can right click it and it edit and type any name you need for an on the fly targeting macro. That's what I would do for team PvP, and have a whole tray of targeting macros with one for each of the enemy team so when a target was called for a spike, I was on target every time. -
That said, liquify needs a cooldown reduction.
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Sounds good but only if they call it Sonic Assault.
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Leading by Example! The Commander (Pet/Armor AT)
SeraphimKensai replied to dangeraaron10's topic in Suggestions & Feedback
Interesting albeit repetitive concept. Not saying it would make a bad toon. I think you're numbers are overtuned. HP which I don't feel should be higher than a Brute's as they are meant to be the Redside equivalent of a tank albeit doing more damage than one, given the taunt bot nature of the AT, I'd agree to match it with Brutes. Damage, since the primary amount of damage coming out of this is obviously pet damage, the actual Commander damage scales and cap seem higher than they should be. As such its much closer to a Mastermind, so damage cap seems 400% like an MM seems equitable, the melee scale that you suggest given a 400% cap seems fair. Resistance Cap, without stepping on a Tanker/Brute's toes, perhaps mirroring that off the Kheldian damage resistance cap of 85% might also be in order. Realistically, taking the lower values I suggest still when properly built makes you pretty damn sturdy. The reason for my counter suggestions is to account for the fact that you'll have essentially 6 "immortal" pets, as if I read correctly as long as they are near you, you take the damage not them, running around attacking things for you, I'm trying to think of some balance or kryptonite to balance this out. -
Gentalia and euphemisms on the bad word filter
SeraphimKensai replied to mechahamham's topic in Bug Reports
I honestly don't have numbers for that, but I figured the bulk of us started back in 2004, assuming most people player were adults at the time due to the $15/month (12 if you bought a whole year) cost, then consider the that we started playing this 17 years ago. I was 20 when I started playing, and for the player interactions I had at the time, I was honestly in the younger crowd at the time, heck my sg's original tank was a 72 year old grandmother, who passed away about 10 years ago, which is surely an outlier. At the time the youngest player I knew was 11, who happened to be her grandson, once again another outlier I'm sure. Sure its possible and likely some parents introduced their kids to the game, others found about about it via reddit and wanted a free game to play. So realistically, I'm just guessing on the average age based on my limited observations and conversations. I suppose the most pragmatic means to determine the average age of the CoH player would be to create a blind survey that allows individuals to self report their age, which introduces some bias into the data, but likely the easiest means of getting a sense of that data. -
I think they should have better DDR, eliminate the -dam%, or give it a buff to balance out the -rech%, and Stone armor users not be rooted to the ground when using rooted/Granite (you could even make Rooted's effects work better the closer to the ground you are like grounded in Elec) to free up jumping and flying and then you got yourself a deal.
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Gentalia and euphemisms on the bad word filter
SeraphimKensai replied to mechahamham's topic in Bug Reports
That said the average age of a CoH player is in their 40's as well. -
Honestly Tanker SR should probably be adjusted to change up Elude in the first place as you can Softcap positional defense off generic IO's so there's really no point to Elude other than as recovery buff that crashes.
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Malaise pattern does not line up top to bottom
SeraphimKensai replied to Take One's topic in Bug Reports
Best bet wear a belt and cover the seam. -
I've have to look at the numbers but off the top of my head sounds reasonable so long that Granite can jump/fly and not be slowed down.
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Transparent crystal granite armor where you can see your character could be cool, or amber.
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SUGGESTION: Remove -tohit from group fly
SeraphimKensai replied to Kid_Gloves's topic in Suggestions & Feedback
^This, also same treatment to PB Groupflight as well. -
Check out this thread regarding Granite Armor...
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Honestly if they did have an IO to invert Repel, I think it would be fun in those powers as well. Imagine Telekinesis drawing a target that tried to run away, and you shout "Not today ISIS". Otherwise Froce Bubble trapping enemies inside, "Welcome to the Thunderdome".
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Theoretically they could be as the forms cod inject a modifier into various powers as is done with Dual Pistols, Staff, Bio, etc. If that was the case Knock Up would see more use than knockdown as it adds more time to a target being ragdolled. ----- Regarding Repel, I do like the idea of the reverse repel IO proc, but I understand that option isn't perfect as well. I understand the perspective of a lot of purists, and if something like an IO or the later form toggles didn't exist I would never have even made the original post, as hurricane can definitely be a rewarding power when used right, although also detrimental when used wrong. I'm a big fan of theory crafting new build ideas, and prompting build diversity. Having multiple options available is always a.good thing.
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I have the following fully IO'ed incarnate stalkers: 1. Psi/SR 2. Elec/Bio 3. BS/SD They all work extremely well. I would recommend defense based stalkers, with the exception that bio armor shines on everything. Reason being softcap percentage is universal, and resistance based toons that are non tanks/brutes/Kheldians only go to 75%. All the above toons work really well and are extremely hard to kill, but that might be more so how I build my toons in the first place. Psi does great damage on all except robots, robots it's a little lacking, but most mobs in the game aren't robots so it's a good choice. I would look at Psi/Shield or Psi/Bio as they seem interesting and I don't think I've actually played with anyone with those sets together. That said, EA, Ninjistu, Ice all can be well built as well. Maybe give them all a try? I mean we have a thousand slots and can get more with multiple accounts.
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Lately: Cyberpunk 2077 A heavily modded Skyrim in VR using my Quest 2 via Oculus Link CoH Star Wars Squadrons in VR Star Wars Jedi Fallen Order Orwell and Vampyr (waiting on VTM:Bloodlines2)
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Than you run the risk of alienating players that don't have a buff/debuff/armor/control powerset. Each AT has 2 sets of ATOs. Balance in that regard should be maintained. My god imagine the difficulties making an Armor ATO set, trying to have it differentiate between defense or resistances, and not apply both, or perhaps apply both and have reduced mitigation to your primary mitigation method to boost a secondary. It would be a pain in the ass to balance that.
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Yeah SR tank is pretty much, you better get a hell of a lucky alpha strike that can basically one shot me, otherwise I ain't dying. Regarding EA as a Tank Armor, I'd be alright bringing it over to Tanks (they can even keep the defense modifier on Energy Drain where it's at). Maybe revamp Overload to rather provide more DDR, and exotic damage type resistances instead of defense.
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I had the same thought regarding whirlpool, and was thinking maybe the IO would have the opposite effect to Whirlpool if it could be made, as that would be a location placed hurricane then. I'm not 100% sure something like that couldn't be made using a negative modifier though, at the same time I don't have any experience really making IO's, I've only made some goofy temp toggle powers for my own server and tried experimenting with agro/targeting caps.
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Sorry that I've neglected this thread, I've been caught up in the real world with a lot of medical stuff with my elderly father, he just had surgery this week. I understand that a lot of people love corner positioning mobs, and I agree to effectively handle that it requires a modicum of skill. On the other hand, we have all witnessed numerous amounts of people either not able or unwilling to gain/utilize the power in such a fashion. Perhaps the solution, lies with the creation of an IO that instead of removes the repel effect, gives it a negative modifier so now mobs are drawn into the hurricane, similar in scope to something such as a water vortex? It would allow a slightly different style of play, pulling mobs more centralized towards the player. The development of the IO would allow those who prefer to the outward repel to keep it, but also open up some further build diversity. Either way let's keep it civil though. Thanks.