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BlackHearted

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Posts posted by BlackHearted

  1. 9 minutes ago, th0ughtGun said:

     

    The idea that building around softcap is bad for teams is simply objectively false. Now, for PvP it’s a different story, because of DR. But for PvE, this is what most people are reaching for and it is for very good reason. Because it works.

     


    This is incorrect, as should be quite obvious, building to self soft cap on a build that is intended for team play is counterintuitive to the idea of team play and ignores all the other potential sources of defense and other buffs for the sake of this misguided notion that having a softcap build is a must.
     

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  2. Not saying /all/ builds that solo well are bad in teams... just specifically things like when a defender skips buffs to self soft cap etc. B/c apparetely that's not obvious to some ppl and needs to be pointed out..

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  3. 3 minutes ago, Bionic_Flea said:

    If a character can solo at +4/x8 how can it be bad on a team?  If all 8 can solo at +4/x8 how could that possibly be a "problem"?


    Just b/c a build can solo Council radios on +4/8 doesn't mean it'll have that same performance in all content. The problem here is ppl saying "well sense i have to build for softcap it throws this that and this out of balance."     B/c it's working under the assumption that building soft cap is mandatory.

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  4. 7 hours ago, Jitsurei said:

    People have lives, jobs, and responsibilities. Not everyone can expect to always be on a team with the same people.

     

    Basically what you’re saying is “if everyone plays how I play, this doesn’t matter in the slightest”. Great! It’s wonderful that it doesn’t affect you! However, other people are allowed to think and say things too. And it isn’t always about flat math, but community perception as well. Many people don’t play corrs because they’re villains, or because they have defender nostalgia, or because the buff/debuff numbers are higher on defenders. If the damage numbers are even anywhere close, defenders can quickly become more appealing.
     

    You’re right that it’s not enough to call for a proc rebalance on its own. But PPM was an unfinished system that would almost certainly not have made it to the live servers in this state for many reasons stated elsewhere in the thread. Anyway, this has really diverged from the stated point here, so I’m out and sorry to the OP.


    So you've got time to build multiple soft capped def builds ....... But can't be bothered to make one toon for teaming with others that's not a solo build?  The solution to your issues is to stop trying to team with builds that are set up to solo and then being surprised the solo build doesn't do great on teams... this is all sounding like bad building as the issue.

    And... Please do not misrepresent what I said.  I said the option is there for people to build either way.. If people are choosing to build for def cap instead of proper balanced team builds, then it's quite obvious that's the problem. .. People are quite free to do what they please.. but that doesn't mean they should expect Solo builds to be better on teams than solo..... these softcap solo builds just aren't good for teaming... That's not gonna change with alterations to the proc system.

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  5. 3 hours ago, Apparition said:


    I can’t assume buffs from anyone while teaming, so I have to build all of my characters to be as self-sufficient as possible, including Corruptors.  All of my friends build likewise.  So yes, Defenders and Corruptors are built for soloing, as it’s the only way to guarantee soft cap defenses, even on a team.  And, as BlackHearted stated, damage procs are an issue with Defender builds built for soloing with softcapped defenses.


    So... The idea of building team friendly builds is not something you considered suggesting to your friends? B/c it seems like the solution is right there infront of you........ And please don't misrepresent what I said.  I said those builds have other issues that make them bad ideas objectively, and that specifically the procs where not the issue, the building decisions are. Also this fuzzy math ppl are pointing at saying defenders do more dmg than Corrs with x y z f conditions on a tuesday when they solo without inspirations..... is really a dull point to keep bringing up... it's so niche i dont' see how it's being seriously presented as a realistic concern.... defender dmg is not anywhere near causing balance issues.. the idea that it is just sounds silly...

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  6. 5 minutes ago, Jitsurei said:

    No one said procs should be balanced around just defenders or solo defenders. It’s one example out of the concerns that others brought up. 

     

    The situation you’re talking about isn’t particularly niche, though. Building for def isn’t optimal damage, sure, but it does contribute to team flexibility, one of the strong points of CoH. I’d be surprised if every random team just happens to have the correct composition to give the entire team a suitable level of survivability. Doesn’t seem realistic. 


     Doesn't seem realistic to have a troller or a defender or a corr or an MM on a team?? i mean.. i guess if you intentionally don't invite ATs with support sets...

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  7. So.. do i even need to say that balancing procs around solo defender play is prolly not a great idea or is that obvious now?

    cus this all seems like a very niche situation... like yes if you do x y z and F a defender will do more dmg than a corr... but that's really b/c of xyz&f.. not cus of procs...

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  8. I was simply giveing maneuvers as an example of a common way in which ppl get +def from team mates.. lets not forget the other 94 powers in game that grant +def.

    And what i said was that unless you want to solo w/o insp it's objectively bad, if that's what you're into then the idea for soft capping would hold merit but i don't know why ppl would solo on a defender intentionally.

  9. 2 minutes ago, Jitsurei said:

    Since this is apparently a misunderstanding, no one is claiming defenders do higher damage than a corruptor with the exact same build, slot for slot! They do not have the same stats and shouldn’t be built the same.


    This is kind of working off the assumption that the only way to build is for soft cap'd defenses then isn't it?  

    objectively that's not really a good way to build unless one plans to solo and not use insperations... which seems like a silly plan for a defender....the instant you're on a team being soft cap'd becomes waistful in a build.. team with 7 ppl that take maneuvers  that's an extra 20%+ def to all....    So if the claim is that soft capped defender builds do more dmg than soft capped corr builds.. i don't really see where there's an issue that needs resolving.... People are free to build better and then corrs are very clearly out infront of defenders.

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  10. 21 minutes ago, Jitsurei said:

    The access to one single proc of a different set simply does not add up to the buff/debuff values between defenders and corruptors nor does it change the fact that the disparity of values means defenders have more slots to use on procs in total. The blast sets that truly excel with procs have a lot available anyway and many damage procs are not uniques, unlike AT procs. 
     

    I do like the idea of AT scaled damage procs, I’ve seen it thrown around a few times. You’d probably still end up with more damage than regular enhancements if that were implemented, but it wouldn’t be as drastic of a damage boost so variability in builds would increase as it became a more interesting and nuanced trade off for set bonuses again.


    Care to put that to the test? b/c an extra 5% on your -res is /not/ doing to make a defender do more dmg than what scourge offers in terms of dmg boost.  I'm happy to compare pylon times if you wanna prove this.

  11. I've done rather extensive testing between corr's and defenders, if anyone actually thinks their defender does more dmg than a corr please post a link to a video of pylon test. Corr's  do notably more damage than defenders... it's not even close and i don't see why ppl would think that adding procs (which are gonna do the same dmg on each AT) would in some way pull the defenders ahead.... corrs have the same slotting options as defenders but with an extra proc from the ATOs... it's not mathematically possible afaik.

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  12. I'd imagine ice/fire is still the best for mega fast active farms....
    but i'd be realllllly hesitant to call that the best farmer...
    imho a good farmer is one that takes very minimal player effort to get rewards...... so an afk spine or rad /fire brute would be better long term...... you can easily run one of those in the back ground anytime you're gonna be playing CoH or generally just when you're around your house... I do most of my farming and power lvl'n while  I watch TV and then just reset the map in between episodes or w/e... so while that may not be as fast as a ice/fire for active farms... you'll end up with more time to play and more money overall farming passively with a brute.

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    • OnlyAffectSelf.png.58f9796877712b9b9a363e9094f5fc30.png Only Affect Self
      • Activating this power prevents you from attacking foes or aiding allies - all powers will only affect yourself
      • If you are attacked, this power will suppress, allowing you to fight back
    • Disable_All.png.8c716acc1a4ff27a88690a0dd3bd366a.png Disable All Powers
      • Activating this power will stop all your powers and set bonuses from working
    • Both of these powers can be acquired from the P2W vendor in the Prestige Utility category for zero cost



    I am super happy about these specifically.  
    BIG BIG Thanks to the team for putting these options together to make sure everyone is able to keep their nitch preferences for small detail stuff like this!! 🖤

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  13. 21 minutes ago, Troo said:

     

    While you are correct in some regards, you are clearly mistaken as to what I am referencing.

     

    Some issues were created from the last round. If PvP specific changes are being made now, it could be a good time to address some low hanging fruit.

     

    Your "hop'n by any arena area to purchase the pvp temps" is a work around at best, not a solution.


    Care to list any specifics as to what you view being "low hanging fruit" with pvp problems? just saying there's problems isn't a lot to extrapolate from...

    As for how correct I am.. pvp has been very different from pve sense i13. That's over half the games life, seems like long long time ago is an apt description 🤷‍♀️

    And as for the Sirens thing, your "problem"  is not a problem.. it therefor doesn't need a solution.. you're complaining about the way the zone was designed originally.. if you want the store in sirens.. you need to win the zone..... that's not a  new thing.

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  14. 3 hours ago, Troo said:

     

    While I support efforts to try and improve the HC PVP experience, I believe that having some zones radically deviate from the rest of the game is not good.

     



    This is how the pvp has been in CoH for a long long time. 

    As for the merchant in Siren's call, it has been that way sense the zone was created: if you wanna use the store for the side you're on in the zone you have to win the zone.

    There is however always the option of hop'n by any arena area to purchase the pvp temps.

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  15. 4 hours ago, Galaxy Brain said:

     

    I agree that it is tough to play, and if everything else stat-wise is covered then it for sure has strengths! My issue though is that it gets real fuzzy to even compare things if you have capped stats and team mate coverage as... well at what point does it even matter what armor you have?

     

    The bigger issue is that until you get to that point, Regen is hard to play and on it's own or in a less saturated environment it can struggle to match the performance of playing another set, on top of having WP and Bio as "regen themed" competition. Regen SHOULD keep it's theme of being hard to play, it just needs to be ALLOWED to play that way (it really needs debuff res for mechanical and I'd argue thematic purpose) as well as be more REWARDING to play the way it is meant to be up until you have a whole team+ buffing you. 

     


    So the only reason i'm even talking about it compared to other sets in a realistic setting like being on a league etc is b/c it was brought up by other people that they think it's the best overall at top end 50 gameplay... something that's a lil subjective.. but.. I have also sorta noticed it being particularly good ...

    In the course of leading every incarnate activity in the game multiple times I've found that compared to my wp tank .. and my dark tank.. and my stone and my elec and my shield and my invun and my fire armor etc etc etc brutes/tanks (that I've also lead that same content with) that the regen stands out as being particularly good... *not* particularly bad... I don't really have a horse in the debate of if it's technically the best.. I personally think maybe dark armor on a tank would outperform it slightly in these settings b/c dark's just so good...but I also think which one is the best of the best is a silly thing spend too much thought on... once you get past "ya it won't die no matter what" it's all a matter of preference for which armor you're using at the end of the day.

    Regardless, I agree that it could stand to get some debuff resistance. (specifics as to which ones in previous post) But I disagree that the set struggles to match performance of other sets. I would word that as the player base struggles to get the same performance out of it due to the nature of the set.... which in and of it's self may be something to take note of and adjust around...  I've been hearing newer players and more casual players say they found regen hard to play for a long long time... And will gladly point out it can be a grind to lvl up and get going cus the lower lvls are fairly clunky with it.... it doesn't perform too well until you've got slots.... But even if it did get changed I wouldn't want to see IH go back to a toggle... it's nice in my opinion to have an armor set that's not just "turn on these toggles and you won't die, here's your 1 click heal".

     

     

    10 hours ago, BioFlame said:

     

     

     

    Well, if you're using the argument that on teams with full buffs Regen is good at least say how much BETTER are the other sets, also fully buffed.

    Common....

     

    The argument being made isn't whether Regen is good or not (I say it underperforms, but that's not the point). The point is this: in the current day and age of CoH, IH being changed back into a toggle won't be more powerful or gamebreaking than a lot of stuff we already do in game.

    And IH as a toggle is a lot more fun to play with, as it was on launch and life before it got obliterated.

     

     

    I'm specifically saying the opposite of that: Regen is BETTER than several other sets in that setting imho.

    As for making it a toggle again and why not to do it I answered that in my original post.

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  16. On 4/5/2021 at 12:20 PM, Galaxy Brain said:

     

    True! Though if you have capped Def/Res with all those buffs, there would also assumedly be a lot of debuff on the enemy and allies with heals as well? To me, the lines get verrrrrrry fuzzy when a whole team is involved buffing you beyond what any one set can achieve


    I can see how it would get fuzzy to look at on paper, but I regularly tank for itrails, hami raids, etc and have used several armors over the years doing those activities.. Regen def stands out to me as preforming very well in those settings where you have  a lot of team buffs...  And I have had other people who I know to be good players tell me they have similar results/experiences with their regen brutes... again either way.. point being the set never struck me as underpowered, just not simple to play.

    I could see adding in a 30% end drain resistance and increasing the -heal debuff resistance by some notable percentage maybe make it 1.5 x what it currently is.  But aside from that it really doesn't need anything to be good.  A slight decrease in the recharge in dull pain would be nice for lvling it up I suppose.. those lvls can be somewhat awkward... but i'm not sure how that would affect balance across the board so I hesitate to suggest that.

    -addendum:  Some amount of built in slow resistance would be a nice addition as well I suppose, this can currently be added via IOs but has to be stacked rather high to have notable effect, if the set it's self had some smol amount built in that would make it easier to build in resilience to something people often complain about it being weak to.. like off the top of my head if it has a 30% res to slow effects that would be a seemingly reasonable change in my view.

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  17. 6 hours ago, Galaxy Brain said:

    As for the teaming bit this always confused me, there is nothing special about Regen in a team that a SR or Invuln wouldn't get either.

    Actually there is.  SR has capped def, invun has capped resistances.  ergo they(sr/invun) stand to gain less from team buffs to resistance and defense than a regen does... especially when considering how much more common +def and +res are than +regen.

    Pretty much any league you join for an itrial will have buffs flying everywhere... a good one will definitely have everyone res and def cap'd.  So assuming cap'd resistances and defenses regen armor will shine compared to an invun or SR which a lot of team/league buffs are a lil less helpful on sense they're already at caps on some stats; also regen will have more ability to mitigate spike dmg under these cicumstances... when you get hit on a SR even while at res/def caps.. you pray you don't get hit again.. when you get hit on a regen while at caps there's always a heal or buff to activate to make sure it won't matter if you get hit again.

    All that said it's a much more click intensive/"timing stuff right" type set to pilot so it doesn't surprise me the majority of people don't like it as it requires paying close attention to cool downs etc to get the most out of.

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  18. While I can not speak to the reasoning behind other peoples decisions, I can fairly confidently say that IH being just put back to a toggle as a stand alone change would def be OP... it was like that on another CoX server  before they shut down, and I could tank anything with just SOs.. like go afk in front of 3-4 +4 mobs and def not be dead 10 mins later when I came back... so from a balance perspective doing just that change seems like a bad idea.

    As for other things that could be done to the set, it seems like a lot of work to redo an OG set all together when it's quite clearly the #1 armor in pvp.. and arguably one of the better armors for teaming in pve.... granted it's not the kind of set where you can park afk  infront of mobs and not die, but I have tanked almost everything in the game on my regen brute on HC and it for sure doesn't seem woefully underpowered and in need of buffing to me.

     

    That said, if they wanna buff one of my favorite sets I'm not gonna put up a huge fight over it. 🤷‍♀️

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