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Everything posted by Monos King
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Without a doubt. The summoned entities would need to be at least lieutentants in harder content though, or else initial waves of AoE would just level them with everything else. Fighting mobs of level 50 DE can be a lengthy process because of the Boulder's summoned Cairn +30% res pets. DE aren't much of a threat, so it doesn't become deadly, but it's a concept more should certainly get.
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It most certainly does if your player patterns are the result of being indomitably overpowered. With con increases, rush and murder tactics really would be something possible only for a team of 6 dps types and 2 control types or some other damage focused combination, and not the work of one scrapper or blaster as it is now. Like I was saying, it definitely affected my strategy with the dark astoria experiment, and it was the most fun I've had in a while. I'm curious if you mean boring to play or simply not very dramatic a mechanical adjustment. One of those is inevitably overlookable for all intents and purposes considering the environment and resources we have in employ. All of these are great suggestions as well, however. I think that some variation of selection between yours and previous proposals would probably mend the issue greatly. I'm particularly fond of the mob buffs.
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I don't think using the assets that are already available is at all lazy, especially if by it's very design it would solve a lot of the existing issues. Just simple, should it end up effective. Con increases effectively encompass all of the stat and damage suggestions, and is considerably easy to implement. If that were to be considered, whether or not making it default in certain content, or an accessible option for all of it, is what would be worth discussing.
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Actually, +6 enemies are the perfect challenge; when I was testing that out I went to dark astoria as a 48 exemplared maxed out scrapper and the results were pretty fantastic. I could still pick off minions and even lieutenants, but if 5 of them gathered the layered -res and -rech instantly became too much. I had to strategize, it was not at all dps day but the damage was efficient at my high level of power. Judgement took about 10% of a minions health. If it's of interest, I'll run tests again and cone back with specifics. In team play, this would mean that the ranged dmg dealers would have to be working with CC users so that the scrappers can continue to do damage and the tanks did not die. As things should be. The enemy types that Dark Astoria had were ideal for end content, with their debuffs, AoE and minor team buffs, and a simple con increase makes them exceptionally formidable.
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I noticed the AE testing tools (Invisibility, Kill Target, etc) are currently available to all team members, and not just the leader. This wasn't the case on live, and there are various instances where these are not abilities I want my fellow testers to have. They often defeat the purpose if I find them using them. Having the option to give them the ability would be nice, but as of now I think it's a bug.
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I liked caves because of shadow cysts. Just DO IT
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Can Mercenaries be given Swap Ammo?
Monos King replied to shrikefire's topic in Suggestions & Feedback
When Galaxy and I were discussing merc changes, swap ammo came up. I had a really ridiculous idea for it involving temporarily unlocking new abilities in a way akin to equip and upgrades, which probably couldn't happen, but I'd love to see mercs get different ammunition types in any form. A direct DP port would definitely be cool, but it'd have to get some tweaks so it actually improves performance and isn't just pure fun factor. -
Can Mercenaries be given Swap Ammo?
Monos King replied to shrikefire's topic in Suggestions & Feedback
That isn't possible luckily. -
No, just like you can't summon Lord Recluse or DE Giant Monsters and receive the Usurper badge or rewards. You can, fun fact, get Vanguard Merits from Rikti in AE though. It's way inferior to mothership raids however.
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The Strikeforce is supposed to grant the participants one of 3 Coral Temporary Powers: Coral Hammer, Coral Shards, and Coral Amulet. However, for both me and some of my Supergroup mates, the taskforce has been failing to award the temporary powers. Ordinarily, if you have a temp power, you would receive one of the temps that you lack until you have ran the SF 3 times and gained all 3. Currently, there are runs where none are granted. This is an issue for my SG and I, particularly when I am trying to introduce them to the wonderful world of Temporary Powers. I do not currently posess Coral Shards, but at the end of the SF, as you can see, I received no Coral Shards.
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It used to have a model, idk why it disappeared.
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Allow "Reach for the Limit" to accept To-hit Buff sets
Monos King replied to Chance Jackson's topic in Suggestions & Feedback
But Swap Ammo doesn't have any buffs to slot -
It's more likely a glitch that the enhancement screen suggests you could slot it. Total Domination doesn't do any damage, so it wouldn't accept the SoA ATOs.
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Power transfer: Chance for self heal proc change.
Monos King replied to Warspite's topic in Suggestions & Feedback
Nah man, you missed a whole thing. Power Transfer originally DID work like Theft of the Essence. And what we discovered was not that PT would be made to work like Theft, but that you might want to appreciate the way Theft works now because that's next on the list.- 1 reply
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Teleport Pool now that /enterbasefrompasscode exists
Monos King replied to zenblack's topic in Suggestions & Feedback
For conventional purposes, yeah. Which are most of the purposes, so double yeah. Everything is futile next to god of damage mega-men. Granted that's primarily regarding level 50 with IOs and Incarnates, but as there isn't much station in the not level 50 region now (because reaching 50 is currently hysterically easy), it's kind of a whole game issue. Anyway, that's not the point. Here's the only uses that come to my mind for teleport foe atm: 1) Snipe the attention of a boss-AV away from a mob (overshadowed by actual snipes, scarcely used because a mob with an AV is no longer frequently a threat) 2) PvP instances (limited to PvP instances) 3) Bringing an enemy to an objective (not certain this is even a mechanic anywhere) 4) Creating a faux-pet by confusing an enemy and teleporting it around with you everywhere 5) Teleporting an enemy into trip mines, damage patches, or another location debuff (doesn't work on bosses or above as they are immune) That's all I have on that one. They're all pretty situational, and definitely irrelevant now. -
Teleport Pool now that /enterbasefrompasscode exists
Monos King replied to zenblack's topic in Suggestions & Feedback
I really miss strategy in this game. -
The most GMs you can put in any AE map is 2, so it probably wouldn't be the same.
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That's honestly not really out of line, as I recall it they could practically unleash purple death.
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Monos King & Galaxy Brain: Thugs/Beast/Demons
Monos King replied to Monos King's topic in Suggestions & Feedback
Necroing this thread to say this should probably be changed: Living Hellfire don't do Fire damage, seems a bit odd. -
I absolutely love Faultline, particularly New Overbrook. I remember stumbling in there as a street killing noob, no idea the tunnels actually took you to a new zone, and arriving at this super chill area with a donut shop and a lot of NPC interaction and purples because I was like level 7 and shouldn't have even been in Skyway, much less there. But the New Overbrook theme felt so dramatic, and that experience makes Faultline one of my favorites.
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Does your daughter play on your account?
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He made particular notice of "end game" content, which is why the capacity of the individual player is relevant. At end game, something as solo incompatible as a defender is capable of soloing at +4x8 due to the immense strength of incarnate and IOs, which was meant to speak to the extreme strength of a team of self-sufficient archetypes. Because of how potent everyone is on their own in the end game, almost every buff is going to seem irrelevant at that stage. So suggesting, as he did, that is pretty unimportant. Saying that the buffs aren't that good later on can be said of really any of them aside from the exotic few I mentioned earlier, so using whether or not buffs have a lot of value in the end game as the criteria for whether or not it is lacking isn't really a good idea. That isn't just in regards to mike, but it is something I wanted to get out there. Everyone does tend to have the high combat attributes that he mentioned at higher level, but it is primarily due to the power of their own builds, and not the other sets that are seen like cold or kin. Otherwise, it would just be a meta-induced issue of people just liking those buffs more than others, as of course you wouldn't need elec affins buffs as much if you were layered with +def or +dmg from other sources. If you ran a LRSF or a BAF with only elec affin players as the support, you'd be fine. But it'd be slower. The issue is how powerful each person individualy is; they don't need what elec affin has to offer. But that doesn't make it lacking. Don't get me wrong, elec affin is a only situationally powerful set that really has no place in the running and jumping about of incarnate content, but if the complaint is that the buffs themselves are not of real demand in high end stuff, I think that's to be expected.
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See, letting it stack might seem OP, but it isn't even at all. Sleet offers -30% res in an AoE, and it does stack. You can get it to -90% a bunch of enemies, mixed with heat losses -22% and thats AoE 112% res. From cold alone. And cold is just really good, far from OP. Sonics thing is supposed to be -res but it gets hard overshadowed by cold. I'd like your other suggestions too tho.
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I should just clarify I find this thread itself to be the issue for aforementioned reasons, and not the GMOTD. That's an appreciated gesture of support. This is troublesome.
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People easily take things personally and poorly on the forums and those are about A Game. It's at least possible to reconcile differences in that regard because at the end of the day, CoH players are united over mutual interest in improving the game and it is a minor issue. While most people are united over improving the human experience as well, that is Not an issue where disagreements can be quickly reconciled and is a MAJOR issue. It is not fit to be discussed here. This is an emotionally charged, contemporary, enormous matter. Because of all the innate anger people have from being suppressed and attacked for so long, because it is a matter centered in something as exclusive and cultural, and impossible to understand without having lived it yourself, even in person the most well meaning person can be subject to intense anger and attack because of how engrained and emotional the suffering is. They'll ask questions, and anger will rise. It's only natural because the suffering will interpret it as scepticism. A lot of people, without being at much fault, Just. Won't. Get. It. Not easily. That's with face to face, real life relationships, tone of voice and all these other humanizing gestures involved. And it's believed having this conversation through the limitations of cold typography on a video game forum is going to make some kind of progress? Stop this. This is inherently futile and seriously inappropriate for an in game platform, some of the damage from disagreements won't heal. There are places to heartfully express ongoing real issues, this isn't it.