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Akisan

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Everything posted by Akisan

  1. 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...
  2. 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)
  3. 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?
  4. 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...)
  5. 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)
  6. 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.
  7. 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)
  8. 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.
  9. 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...)
  10. 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.
  11. 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)
  12. 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)
  13. 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...
  14. 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.
  15. 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)
  16. 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.
  17. 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)
  18. 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.
  19. 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).
  20. Did I miss a patch note? I know I haven't played a Dark Melee in a while, but Shadow Maul's had this tiny, 40 degree arc since the beginning, and with its *long* animation, I don't bother hitting single targets with it.
  21. It's pretty easy to hit 2 or 3 (or more) enemies with Jacob's Ladder or Shadow Maul - just target the mob in the middle, and take a step left or right before activating those attacks (so the targeted mob behind another mob). You don't have to be literally toe-to-toe to hit in melee (that 7' range is to the edge of their hitbox, not the center). Usually though, I treat narrower melee cones (like Jacob's Ladder & Shadow Maul) as Dual Target attacks (I use it when I can line up 2 enemies), with anyone else caught in it as bonus damage. And yes, there is a Ranged cone that is in that "extra targets are bonus damage" category - Piercing Rounds (Dual Pistol's snipe). It's got a 2 degree arc, with a 3 target cap, to simulate "shooting through" your target. As an aside, my record is 6 enemies caught in Jacob's ladder - but one wasn't counted since the target cap was 5 at the time (Cap's 10 now, I don't think I'll be reaching that one). And yes, it was *loud*, since it stacks that zzzPOP noise for each enemy.
  22. Agreed, PUG'ing shouldn't be forced, and +1x8 isn't OP for a well built character. The trouble is, the game's balanced around low end characters - someone using just SOs, no P2W, and no incarnates. While this means that just about any character can solo at +0x1, it does mean that when you stack 6-8 high-end, trigger-happy incarnates there isn't much challenge left... My take on it is this - back on Live, when Incarnates were fairly uncommon (subscription only, plus the time to run the iTrials), and IO'd out builds cost hundreds of billions of inf (so, also quite rare), this imbalance wasn't as noticeable. The occasional incarnate joining a team usually made the team's run much easier, and if, by some miracle, you got 3 or more, you'd chew through almost anything with ease. Now though, since *everyone* can easily T4 their incarnate powers, and fully-kitted, "dream build" IOs are readily (and pretty cheaply) available, 50+ teams tend to have 3+ incarnates all the time. There's really not much to burning through missions any more, and some of us would like the option to preserve that difficulty while we team (because this is an MMO, not a solo game). I tried a few, while CoH was gone: Warframe & Destiny looked like they could be good, but I never got into them (doesn't help that I really dislike shooters). DDO was fun for a while, but power creep got involved in a serious way, and the specialized builds I liked to play stopped being relevant (that and the Spell Resistance on the Epic critters is... not enjoyable). Tera was enjoyable to play, but while leveling I got the distinct feeling that builds in that game are very cut and dry. Didn't stick with it long enough to find out if that holds true at the level cap. I also keep drifting back into Mabinogi occasionally, but that's somewhere between an MMO and a Fantasy-Life kinda world. And if you're into ARPGs, I'd recommend Path of Exile. It's got a lot of mechanics though, so you'll have to do quite a lot of tinkering & researching to make your own builds. (There are quite a few good builds online though) And yeah, I do swap between CoH and other games, but there's something about how CoH flows that keeps me coming back to it.
  23. In @Vanden's suggestion, they don't get a free pass either - it's keyed to the x<whatever> of the mission, not the number of players in the instance. It does give ST-heavy, assassin-style builds like mine a (mostly) free pass though.
  24. Archery/Ice/Fire blaster here. Yes please to this! One of the reasons I don't team much above 45 is that Blazing Arrow pretty much only hits living targets if I initiate combat with it, and even then, not a guarantee. (Another reason is that I have 2 Holds in my build, and control powers are much less valuable if spawns instantly vanish). An alternate option here, which has also been asked for - Disable non-Alpha Incarnate powers in non-Incarnate content. At the very least, multiply cooldowns by 10x. People getting extra "panic buttons" for regular content is one thing, but everyone having a nuke up every 90s is very bad for game balance. Ditto for having access to effectively infinite endurance & recharge (IOs + Ageless Destiny) - these undermine the point of having light, inexpensive, fast-recharging powers in our powersets. One of my thoughts for increased optional difficulty was "Swarm Mode". The entire teams' +L difficulty is averaged, and the xS difficulty is summed (allowing for up to +4x64 missions), with enemies combined per usual spawn rules so no spawn is bigger than 48 enemies. (And yes, at team sizes above x8, multiple special enemies are allowed to spawn, so a +2x29 Malta spawn could have up to 4 Sappers). As an aside, since we're already discussing indirectly buffing my build, can we also remove a lot of the Lethal resistance from certain groups? Like 45+ Crey? I swear, it feels like every single enemy in that faction has 50% lethal resistance...
  25. That, or if it was removed from the WST rotation. I get that the WST is there to incentivize people to run specific trials and tasks (especially those that are underplayed), but it's always felt like a trap: running this WST gets you an impressively bad 14 merits, especially since it then locks you out of the double reward for the other available WSTs that week.
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