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Posts posted by Vanden

  1. 4 minutes ago, arcane said:

    Quite the claim! Since absorb is not uncommon, are you really just talking about -recharge, -damage, and ice patch? Doesn’t strike me as all that special on paper compared to (1) a set that protects you by encouraging ranged play (TA/Devices) or (2) Drain Psyche, but it’s not nothing. Would be happy to hear your thoughts as this is one set I haven’t tried yet since live (along with dark, electric, and martial I believe).

    Ice has tools for everything. Shiver and Frigid Protection keep enemies at range, while Frozen Aura (which is worth taking now) and Freezing Touch control enemies that get into melee. Ice Patch works for both ranges; sure, you can plant it and just stand in it, but you can also plant it a fall back a bit, using it as a choke point. If you haven’t tried Ice since Live, you’ve never tried Frigid Protection’s massive 30-foot radius slow aura, which naturally puts the 10-foot radius it had as Chilling Embrace to shame.

  2. 19 hours ago, Take One said:

    From what I've heard, all SS attacks do less damage than they should because of Rage

    Sort of. Jab, Punch, and Haymaker follow the damage formula exactly, they're just sort of a tier below where you'd expect their damage and recharge to be, given their place in the power set. Punch is a tier 2 power, for example, but its damage and recharge are what you'd usually see in a tier 1 attack, for example. And Knockout Blow has a 5-second recharge penalty.

    • Thanks 1
  3. I dunno, they’re worth like triple? I think? the normal XP of a lieutenant, so if they manage to summon a pair of minions you have to defeat for no rewards it’s still a net gain. If you could interrupt their summon with just damage, they’d be much more rewarding than normal enemies without being notably more dangerous.

  4. How many Ice Patches are you throwing out at a time? Knockback powers were reworked with a new mechanic called Knock which replaced the old knockback mechanics. The old knockback powers couldn't stack knockback from different sources, but Knock can, so putting down multiple Ice Patches can often send enemies flying.

  5. 1 hour ago, KaizenSoze said:

    Replace their single target placate with a better version of Concealment: Misdirection. Depending on how it's implemented, this could be the venom nade for NW and Banes. Of course, it would have to preclude Venom nade for the banes.

    You can make VEATs' Placate AoE like Misdirection, but making it mutually exclusive with Venom Grenade ensures my Bane will never take it.


    1 hour ago, KaizenSoze said:

    Also, give them a weak taunt aura. Nothing that would interfere with tanker or brute taunting. Would make soloing a lot easier.

    VEATs are not sturdy enough to survive having a taunt aura on teams.

  6. On 3/31/2021 at 5:52 PM, Andreah said:

    On the other hand, we know at which level we took powers, that's essential to exemping effects on power availability and such. So, for example, the power taken at level 49 can't have more than four slots in it, because it comes with one, and we get three slots at fifty, so no matter how we slice it, that power can have at most four slots. Maybe that's the only hard limit?

    SCoRE got rid of that limitation years ago. You can put your slots wherever the heck you want when respecing.

    • Like 1
  7. 3 hours ago, Tyrannical said:

    Well there's always the Rebirth server.

    I know Rebirth tries to keep the closest to the "classic" CoH as possible but I don't think they took it so far as to turn the clock back to issue 4.

    • Haha 3
  8. 19 hours ago, Bopper said:

    When looking at the math and factoring in the 2.1s cast time, the gains of Takeoff is minimal. At best you're adding about 1% more speed using Takeoff assuming Takeoff is perma'd.


     Sometimes you can skip the animation of Takeoff by jumping at the exact right moment during activation, though, and when you do, hoo boy!

  9. 10 minutes ago, RunoKnows said:

    "Have to" is way different from "can", though. If Impact gets applied, you CAN use Haymaker or Jab if you want the AoE damage; however, in this situation, you can make the conscious decision to utilize the effect, or not. And in a situation where you need more AoE, you'd want to take advtange of Impact anyway -- if you don't need Impact at the time (say, if you were focusing on single target damage), you absolutely wouldn't have to trigger it, and you could continue to hammer the enemy in question with single-target attacks just like you would normally.

    This is all stuff you'd have to think about that you don't have to think about now when playing SS. That's going to change how the set feels to play.

  10. 9 hours ago, VinceBlood said:

    What about this idea would you have to manage?  You'd still be using a power and it would still just do its thing.  You wouldn't have to play the set any differently.


    Yes, you would have to play it differently. If you get Impact on a target, you have to follow up with one of a specific selection of powers. If I hit a target with Punch and Foot Stomp would be enough to finish it off, but Impact gets applied, now I have to use Haymaker or Jab if I want the AoE damage. If I'm a Brute without a Taunt aura, I have to spread my ST attacks around to grab aggro, but this mechanic requires that you focus your power use on specific targets. This subtly changes how the set feels to play.


    3 hours ago, Captain Citadel said:

    The proposal wasn't to only add Impact to certain powers and force a specific rotation, this would be something applied by every attack in the set. The idea is that successive strikes are applying the effect by chance over time, not any specific attacks.


    Reread the OP - the proposal only adds the mechanic to Jab, Punch, and Haymaker.

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