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Everything posted by Akisan
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That's also a power pick, so not really comparable to a granted "free" power (2 really, since Tactics requires at least 1 other Leadership power), and usually will cost at least an endurance reduction (it's expensive, as a leadership toggle), if not several slots if you're putting a set in it. So are "the really hard way" and "until the end of the world", but I don't think they should be worth extra power either - they're already really good for bragging rights, especially since I only rarely see them around the city.
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This is one of the reasons I'm somewhat on the fence about this instead of solidly in the "NO" camp. To be fair though, such stats could be extremely misleading after any sort of PuG TF - your team comp and tactics (buffs/debuffs/herding/etc) can have huge impacts on those stats, without any indicator of such in the stats. For that purpose, having the option for the stats to show up after running solo missions (radios, AE, whatever) would be much better. (The stats would also be very relevant after TFs run by dedicated teams though, so I'd have that option available everywhere) That's... huh. Sorry to hear that she's having troubles like that. Not all (and I hope very few) of us are like that (random build "advice" whispers, I mean, come on, really?). I get it for the build channels, since some people are there to show off their latest and greatest (not a blank check to be a jerk though...). My worry here, and the reason this currently has a "no" vote from me, is that this system will make it easier for that sort of elitism to infiltrate *all* of the game, and not just those pockets where it already exists. I've seen it in several of the MMOs I tried while waiting for CoH to come back, and certainly don't want it here. (Somewhat related - I also think the "Set Bonuses" listing in Info should have a public/private toggle. I think it's silly that some people judge based on what's in there, but some do, and I'd be 100% okay with taking that toy away from them. My Powers may be public knowledge, but my enhancement loadout shouldn't be)
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Yes, that was my counter-proposal, unrealistic as it may be (seeing as it reduces the chance of a miss by 20%, if you're overcapped). I also like @JasperStone's Perc. buff, especially if it's just enough to still see the CoT ghosts and Tsoo Ancestor Spirits for a few feet as they're starting to flee. And yes, Defense works just like negative to-hit, and is always applied before accuracy multipliers (which is why +4 mobs still have a very small chance to hit someone at the 45% softcap). Most mobs don't have any though, and since we get Accuracy enhancements, in addition to our set bonuses, it doesn't really have an impact until they have a LOT of it (even a mob with 30% defense will still have a 90% chance to be hit with a 2x accuracy attack). And, a side note for fighting very high defense mobs: Accuracy is nice in that it also affects your tohit floor - it's clamped at 5% before multipliers, so an attack with 3x accuracy will still have a minimum 15% chance to hit, even if the target has hard-capped defenses (or you have a negative to-hit value, which happens sometimes. The CoT ghosts got me down to a -15% base to-hit chance the last time I ran a Posi 1)
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It may not be implementable as this, but perhaps as "Grant <3x larger> amount of absorb shield", counting both self- and ally- absorption (the larger amount assumes that not all generated shield is used, maybe 30-40%)? Then you could have a full set of 6, as a counterpart to the "Medic" line of achievements. Worded like this though, without checking if that Absorb was used, it'd be trivial to get with certain powers (like my /Ice blaster's sustain, which constantly generates an absorb shield). Though, to be fair, you can get the Medic line by granting +Max HP with Rebirth Destiny, so... not terribly problematic.
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Too late, the magic words have been spoken. We may be able to delay them with the right counter-summon though... *clears her throat* Hastur.... Hastur... Hastur... It's certainly an interesting way to gradually increase a well-played character's power, without it being something you can simply buy (so, definitely approve there). I'm not sure about those values (if you're going to add them, make them *useful* [1% status resistance is almost meaningless, given that resistances are inverted, multiplied together, then re-inverted]). I'd comment about making badging mandatory for the min-max crowd, but that's already there for the big 4 accolades, so... @Rudra 's already summed this up pretty well, but yeah, to-hit is generally *much* better (and harder to acquire) than accuracy, especially since to-hit is applied before accuracy is, so it gets multiplied out: 50% base w/ 1.5x acc -> 75%, 55% base w/ 1.5x acc -> 82.5% acc. (It also is a 1:1 offset for enemy (or player) defenses, which is one of the reasons Nemesis Vengeance is so dangerous - it adds a stacking to-hit buff, so the enraged survivors also hit defensive targets a *lot* more often). 1% won't break the game, but in general, I'd much rather have 1% to-hit over 5% accuracy.
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Yes, that would be the design intention. I'm questioning whether that design decision is valid. This is... the kind of argument I'd expect if I was complaining about not being able to solo AVs, or Hardmode TFs, or Trials. Not the kind of thing I would expect to be said about facing a standard enemy group.
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Said robots also resist Lethal (usually a 50% resistance as well). Psi also has the distinction of being the least often resisted (tied with Negative Energy), though when it's resisted, it's usually heavily resisted. I'm not complaining that my damage type is being resisted (it feels like it'd be easier to list of the enemies that don't resist Lethal, than list the ones that do). Probably half the enemies in the game resist it, usually by about 20-30%. I'm complaining about the severity of the resist, especially since every enemy in the group has it. (Pretty sure no other group does that to *any* damage type. Not entirely sure though, that's not listed on Galaxy Brain's resistance listings.) (And no, I don't run the proc-mongering perma-everything either. Takes most of the challenge (and, for me, fun) out of it, so I'm sitting at ~55% recharge, and ~20% def/all. Higher difficulties are a proper threat challenge) Did not know that, and it's very helpful, thank you. I have to be *much* more aggressive against the Rad PPs, locking them down first. Fair enough, I'll pick a different group for buffs. How about buffing Nemesis to the gills? For someone that's always 2 moves ahead, he's starting to feel really far behind on the tech curve...
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Yes, and there is the problem. Below level 46, it's not as noticeable, since they're mixed in with mobs that have no or minor Lethal resistance, so Lethal builds can clear some/most of the spawn, then work on the hard targets. And, worth noting again - for some reason, the Paragon Protectors magically gain those exact resists too (they've no inherent resistances below 46). Funnily enough - I didn't see a single Cryo Tank the entire time (used to be just Voltaic & Cryo minions). Were they removed in favor of the Gamma Tanks? Running at +1x5 (+1 to match Alpha's level shift). The level shift makes +0 or -1 a cakewalk, even at x8, and at +1x5, I'm usually dying more times per Crey mission than I do against +3x6 Malta, since there I can at least remove the priority targets (and yes, all Malta have some Lethal resistance, IIRC). Agreed: Crey *are* easy - below level 46. They've always been rather annoying for me (and thus, avoided) at 46+, since it's always been all Tanks. With the changes though, they've got good killing power in addition to obnoxious resistances, so they're now extremely dangerous for my build. I'm not asking for them to be nerfed or made less challenging overall, I'm asking that they not be disproportionately punishing for primarily Lethal builds. (And, as @Saiyajinzoningen mentioned - buffs to other groups, even if only to make Crey stand out less, would be appreciated as well)
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It's less that they need a nerf (it is nice that I really have to prioritize targets), it's that they *all* have the exact same resists - 50% Lethal, 25% Smashing/Fire/Ice/Energy, 0% Dark/Psi/Toxic, which rather discourages anyone dealing primarily Lethal damage. Mixing up which tanks have which resists (example - Voltaic Tanks have 50% Energy resist, instead of Lethal) could go a long way towards fixing this. (Side note on that prioritizing targets bit - It'd be really nice if I could tell what powers the Paragon Protecters have *before* engaging.) I'm okay with this. Can we start with making Council relevant again?
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So... running a solo Dr. Q. (WST) as an Archery/Ice/Fire blaster. Can we please get a look at the balancing of level 45+ Crey? They're brutal as a nearly pure Lethal build. Literally every enemy in the group has 50% Lethal resistance, which makes them take significantly longer to drop than any other group. (Which also makes them *much* more dangerous for my build, since I've somewhat low defenses...). They're not a problem below that level, since the majority of them don't have Lethal Resist. It's just that, starting at 45, they're all "Tanks" (and the Paragon Protectors become Elites, which grants 50% Lethal resist as well...)
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Move Detective Selnum out of the police station
Akisan replied to Forsetti's topic in Suggestions & Feedback
Could be camera perspectives, but I get the feeling that a lot of the buildings we have access to are "bigger on the inside" - especially City Hall and the Arenas. Not sure if the police stations are on that list, but it wouldn't surprise me. So, they'd likely not only have to bring it up to the surface and change out the doors, they may have to make a significantly smaller / simpler interior, or you wouldn't even be able to *get* to that elevator without being escorted (shoved) out of the building by a patrolling NPC. I believe this is right - if you target a teammate, then walk into a store, you can still see them targeted... about 200-300 ft above your head. The AE buildings may be exceptions to this, as you can see people flying by the upper windows while you're inside. (You can even see people standing on the balcony outside the upper doors, IIRC) -
Of course not. The reward's the friends you make along the way. Kidding aside, a badge to recognize it would be nice, but a the same time - they *are* still adding content. They'd have to update this accolade every time they add a new TF/SF for us, as well as address the issue of "does changing the badge requirements mean we need to take it away from everyone that already earned it". (Generally, I feel like their stance there is that if you already have the badge, you get to keep it.) And I'm not sure this accolade needs to grant a combat bonus - something like a non P2W Mission Transporter would be more appropriate.
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I'll counter with +1% maximum to-hit - because then I might be tempted to break my blueside-only stance on my badger. (I'd still love some sort of diminishing returns for >95% tohit, along the lines of 100% -> 95%, 200% -> 97.5%, 300% -> 98.75, etc. But that's a topic for another thread)
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While this would be amazing (I'd love to have macros that chain emotes, turn all my toggles on, or activate fly then a flypose), it also feels like it'd be very exploitable for making entire attack chains fire with minimal input. As for running pauses, the big problem I could see happening (given the possible fragility of the codebase), is that a "pause" could have the unhappy side effect of locking out your chat and/or controls and/or powers while the command is being executed. (Synchronization is Fun!) Hopefully, that's not the case though.
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That is good to know, thank you! And in that case, no, Alpha shouldn't be a requirement for those TFs (though, I doubt I'm the only one that missed that change, so people will probably still advertise for it that way...)
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This one at least makes some sense - you have to have Alpha unlocked to participate, but if you don't socket something in it, you're forcibly equipped with an Alpha "power" that gives you -4 level shift. Any Alpha, even a common, slotted there prevents this.
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This would be why I consider Injection to be the most valuable power on my tray, at least below level 45 (people having Clarion makes it kinda redundant). Freeing a Support AT usually keeps the fight from going very, very sideways. (That, and 2 free blasters hit a lot harder than 1 free and 1 CC'd blaster)
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Yep! You can read the thread from november HERE, and yes, I'm still against this sort of thing. (Reasons posted in the older thread)
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Make the game look more modern
Akisan replied to The Mighty Paladin's topic in Suggestions & Feedback
1) I haven't personally checked the 2004 pricelist, but I'm pretty sure that CRTs were cheaper than flatscreens then, and probably more durable too! (Haven't checked, I don't have a CRT handy for testing). Given that, and how common office invasions/general supervillainy is, I'd bet most companies aren't willing to upgrade to newer flatscreens. I would, however, be in favor of having more room tiles added to the pool for offices, to mix up the mission layouts a bit. Maybe one of the new dead-end or final room tiles could be an IT den/small lab with those newer computers (flat-screens, not alien/sci-fi ones). 2) Can we instead get the glass ones replaced with opaque ones, so we can change costumes without revealing our secret identities? 3) Already been hashed out (yay, FedEx missions!). I'd be ok with something being done with those silly "Patrol for activity" missions, though (the ones where you have to go tag 5 police callboxes in a zone). My level 24 scrapper is getting tired of running laps around IP... -
Better than that absorb barrier, though Heal Other's more consistantly useful (and a higher priority pick) vs. Absorb Pain (a very useful, but also situational power). As far as Magnanimtity & Aggrandize - they're an interesting take on getting your foes to empathize with you (and thus, not fight as hard), but could easily fall into some of the problems that other debuffs have: by the time you cast them in a regular fight, that fight's winding down. Well, assuming you didn't neglect your green buff duties to cast them. One of the nice things that Empathy does have going for it now is that it's mostly 60sec+ buffs, so you can cast stuff *before* the fight starts, freeing you up to either heal, blast, mez, w/e during the fight (which is good, because it's a click-heavy, reactive powerset). For Resurrect - The 2 sets that have AoE rezzes (Dark and Electrical) have trade-offs to make them AoE: Dark requires an enemy be nearby, and Electrical requires you to be in melee range. The other sets that have rezzes have side effects; either not fully topping off the rezzed player, or causing some weakness effect after 90s. Having a "free", no strings attached rez is nice (and kinda makes sense, as this set is/was the basic, no-frills, "intro to support ATs" set). I'm not sure how much I'd sacrifice to make that power AoE, though I'd be ok with it having a shorter cooldown instead.
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Since the trade for "everything is AoE" is usually "everything is weaker", definite no thanks. Plus, have to agree with @Rudra here - losing signature set powers is always rough, and I know I'll miss being able to instantly top off a critical HP Tank with Absorb Pain (plus, you know, I use Heal Other pretty often, so...) That said, Clear Mind could really use the AoE treatment that a lot of other buffs got - it's very tedious trying to keep a team of 7 other squishies mez-free. I'd also campaign for Absorb Pain to temporarily reduce Max HP instead of preventing you from being healed (similar effect - you're still down that much HP, just implemented in a much less punishing manner). It's so obnoxious to save another defender from a loose boss, then die to that same boss because I can't be healed anymore. That, and I've noticed that I tend to get heals tossed my way after casting it (so heals we probably needed elsewhere got wasted). Please no. Auto-casting your AoEs and then forgetting about the rest of the set is a huge waste of potential. Fort and AB are two of the best buffs in the game, and an outmatched team can require near-constant casting of the 3 heals. I think the main problem people have with Empathy is this: it can bring a crumbling team together, and make them shine, but won't really make a good team roll harder (compared with, say, Kinetics, which is typically the opposite - a good team becomes unstoppable, but a weak team still has problems.) And in the current meta, teams usually start at "good", and go up from there - they don't really need the extra healing/recovery, and the more typical buff/debuff sets are usually better. (Similar to why Force Field isn't in a good spot - most end-game builds don't need more +def)
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This is definitely my go-to strategy here. Not only is it pretty constant (if random) buffs, it's pretty easy to trade out a medium (or large) in the burn slot for one of the smalls (or mediums) that you want to keep for later - so when a fight does go sideways, you can pop a single medium or large purple instead of 2-3 smalls (which I see happen all the time with newer players). The only inspirations I do turn off are wakies - they're "sticky", and can't be simply clicked to burn them. Even the small drops are nice boosts for just random fights.
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Implement more measures to curve market manipulation.
Akisan replied to crimson72's topic in Suggestions & Feedback
We do get a notification for large posting fees (I've turned it off on my end, as it gets really annoying if you sell a bunch of high-end items). I've also accidentally posted white salvage for 1,500,450 inf before, which put me out 75k per piece. That seems punishing enough for a mis-type, thank you. (Said mis-type is most common when the AH has input delay, and doesn't clear out the inf value of my previous price) -
That's how mezzes work in PvP, IIRC. Really not a fan of that system, as layered holds don't stack duration. I mean, yeah, we can rotate through and coordinate our holds, but that can get to be a headache (especially if they keep *any* protection on top of this, like bosses' needing 4 mag to be held) This, and @Bionic_Flea's suggestion could work well - even a little bit of control locks out (and/or severely dampens the recharge and/or boosts the end cost of) high-level powers, with additional controls locking down more and more powers. It'd be super tricky to code a debuff that only affects certain powers, but it'd be a nice twist on effects that don't quite overcome critter protections.
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Yep, missed a patch note, all the way back in March 2020 (Issue 26, page 5): Something similar for Jacob's ladder could be useful, but Electric Melee's got other good AoE powers. (I checked - the Dark/Dark scrapper I have hasn't been played in 1124 days... probably why I missed this patch note).