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Posts posted by Vanden
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NPC only, I'm afraid.
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2 hours ago, Oneirohero said:
So the teal deer is: Physics and modes of mobility stacking on top of each other is why Jumping is faster than merely running.
This is true in some games, but there doesn't seem to be any reason for it in CoH. Jump Height and Jump Speed are discrete, separate stats, and there's no apparent reason why Hurdle's buff to the latter are so strong.
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1 hour ago, oedipus_tex said:
I suppose that's an option. Is it really any better at this than Sonic or Dark, both of which have powers with guaranteed knockback (which Energy Blast does not, for some reason)?
Energy Blast does have guaranteed knockback, in Power Push (and Sniper Blast IIRC). And it can knockback said boss with every attack; unlike Sonic or Dark who only have the one each. (And Sonic's has an accuracy penalty.)
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More like Eternity of Glory!
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You already opt out of incarnate content by not crafting any incarnate skills. A setting to disable drops and incarnate XP would only have the effect of you not seeing some otherwise harmless messages, which doesn't seem like a worthwhile addition.
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On 8/11/2019 at 5:30 PM, Vanden said:
The only problem is the "whoosh" sound is synched with the normal, slow animation. Any chance a new one could be made that syncs with the new one?
Expanding on this, the glowy hands are synched with the old animation time as well - could that be fixed?
Also, I noticed in the character creator that Fling Thorns in Thorny Assault seems to hit the target before the projectile even fires. Someone else was saying that the same thing happens in-game to Hurl Boulder in Earth Assault, and that's apparent in the creator as well. I wasn't able to test it out myself, but it seems like that probably happens in-game to Fling Thorns as well if it shows that way in the creator.
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5 hours ago, oedipus_tex said:
Honestly [Energy secondary] doesn't have a ton of synergy with the Energy primary
You kidding? Energy Blast's knockback means even bosses can be rendered temporarily harmless, long enough to dash in and get free hits with Energy Manipulation's excellent melee attacks. It's great synergy!
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53 minutes ago, Razor Cure said:
Oh yes, I get that. But not everything should be super quick. Marias arc is one of the coolest in the game anyway!
Actually, even with this change running the arc would still be by far the faster method of getting Dimensional Warder.
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It seems ridiculous to me! With both, you jump 50% faster than you run at base. I always took Swift and never Hurdle before Stamina was inherent, because I hate how Hurdle turns you into a bunny-hopping weirdo if you want to move fast. I asked Castle once why it was that way, and all he said was "Weird math." Which makes no sense to me, since Combat Jumping barely increases your jump speed at all, so it doesn't seem like Hurdle HAS to make you jump faster in order to work.
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Fly is already at the flight speed cap at all levels. There's nothing for the Jump Pack to buff. Try using it with Hover, or while Afterburner is running too.
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If you read the description for the power you'd see that it's working as intended, many of the buffs kick in when the power is toggled off.
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You'll appreciate your 50 more if you earn it.
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I think it's a hoax.
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I tried out the new Total Focus for Doms, I was afraid it'd look silly but it's fine. I like it. The only problem is the "whoosh" sound is synched with the normal, slow animation. Any chance a new one could be made that syncs with the new one?
Edit: BUG! Power Burst in Energy Assault plays no sound on activation.
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On 8/5/2019 at 5:15 PM, Honest Abe said:
Selecting the best attacks...and pacing oneself...are important skills for a protracted battle.
I did not notice an endurance issue...and...of course...any issue will become less of an issue after completing the stat increasing accolades and other incarnate powers. (I also run my fire shield at all times.)
Well, forgive me if I'm out of line, but that makes it sound like you have endurance issues if you don't pace yourself. I tried out your build with the changes I posted about earlier (plus a few more) on Justin, and I was pretty pleased with the results. Just seems a shame to have so much melee and AoE defense and no powers to really take advantage of it.
But I did notice a few other things you could improve on your build. For example, why Positron's Blast in Fire Breath? You could put Ragnarok in there and get better versions of all its set bonuses. You could even 5-slot Ragnarok minus the Damage IO, and keep the Positron's proc in exchance for losing the toxic and psi resist bonus. Also, you've six-slotted Ring of Fire with Enfeebled Operation to get the melee defense bonuses, but since you said your playstyle is to hover out of range and blast, why do you need the melee defense? You could put an Apocalypse or Gravitational Anchor set in there for more global recharge, for example, or put the slots into Melt Armor for some recharge and accuracy, or put some slots into Fly and Afterburner to make them faster.
Lastly, about the endurance thing. I break into hives if I don't try to maximize recovery, so when I tried the build on Justin I changed the slotting for Cauterizing Aura. Instead of the Preventive Medicine set, I put 2 50+5 End Mod IOs, 2 50+5 Heal IOs, and a Performance shifter proc, and moved the last slot to Stamina for a 50+5 End Mod IO. (This cost a little global recharge, but I made some of it up by swapping the Positron's Blast in Fire Breath for Ragnarok, like I said above.) I actually forgot to slot the Panacea proc in Health, but had absolutely no end problems without it using that slotting, so you could put the Preventive Medicine proc in Health instead so you don't have to lose that proc.
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(And the ninjas' version in the Summer Blockbuster too)
Getting slowed to a crawl when fighting these guys suuuuuucks. If our characters have slow resistance, I'd like to be able to benefit from it.
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1 minute ago, Sidney said:
Is there a visual indication of this status change? Like will the icon for the power show the fast/slow mode that it's in?
It's the same as on the regular servers, a yellow circle when fast snipe is active.
That said, I can foresee an issue where even though this isn't a nerf, it could feel like a nerf. On the normal servers, when you get that yellow ring, it's like a big "push me!" sign that you want to jump on. Now, that yellow ring is on pretty much all the time, but if you've been conditioned to nail that ring every time it appears, the damage will feel lower because the ring doesn't appear with the 22% ToHit threshold that makes the damage identical to what it used to be. Maybe the ring could be a different color if you have 22% or more ToHit?
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Been trying out the 64-bit client, haven't noticed any real issues. We'll have to try to get a mothership raid or Hamidon raid running on Justin to see if our modern machines are still bottlenecking.
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44 minutes ago, Leandro said:
Targeting Drone now gives your first attack from out of combat a Built-Up effect (80% damage) and continues to provide a 20% damage buff while in combat.
Do these numbers stack, for 100% damage total on the first attack, or is 80% the actual total damage buff (meaning it's a 60% damage buff that suppresses in combat)?
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3 minutes ago, Tutonkamech said:
What were the motivations behind these changes? Why were they made?
Issue 24 was left in a very incomplete state on the test server when the game was closed. Homecoming team is trying to figure out what the Live devs' final plans were for some changes and implement them, according to Leandro.
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Just now, Selenne said:
- Base 2.28 scale damage in their "quick" form, down from 2.76 scale.
I would say that is a nerf
Only if you don't read anything else. On the live shards, to achieve fast snipe, you need 22% +ToHit. That'll get you a 2.76 scale damage attack. On Justin, while in combat, if you have that same 22% ToHit, the fast snipe still does 2.76 scale damage. You are just able to use fast snipe without the ToHit, but at lower damage scale.
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5 minutes ago, Selenne said:
Im kinda curious but why nerf blasters when its the brutes which are stupidly and horrendously overpowered and you see them farming maps day in day out? Wouldnt have been wiser to focus on that first?
Blasters haven't been nerfed.
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18 minutes ago, Kimuji said:
And this just for what? For a few players who can't suffer the presence of other competent tanks outiside their own Tanker. Just like Defenders have to deal with the existence of Corruptors, Tankers have to tolerate the presence of Brutes on a similar role.
Corruptors are not as good at buffing/debuffing as Defenders, and Defenders are not as good at dealing damage as Corruptors. That's a fact, and you can't close that gap with IOs. However, you can close the survivability gap between Tankers and Brutes with IOs, and when you do, you have two ATs of identical survivability with indistinguishable aggro generation abilities, but one does much more damage. That's not the same situation Defenders and Corruptors are in.
23 minutes ago, Leogunner said:Like I said before, if only moderate non-specialized amounts of aggro management is necessary (people often get by quite swimmingly without a Tanker OR a Brute), it's like grasping at the fact Tankers could grab entire maps of mobs at one point in the game therefore that is the totality of their existence. I just don't see it that way. If all you're going to add to a team is being the aggro grabbing guy, you probably should just get a Dominator unless its an AV.
This is really downplaying the value of having someone on the team to take alphas and hold aggro. It is incredibly useful. Dominators can't do that nearly as reliably as a Brute or Tanker can.
25 minutes ago, Leogunner said:That aside, if your whole issue is that Brutes hold aggro AGAINST a Tanker (because if you've got a problem with sole-Brute holding aggro, I've got many other arguments to leverage against you) well, why not just focus on the hate algorithm? I'm not sure exactly what or where this is centralized in the system but apparently every action has an affect on aggro compounded by modifiers that lower/increase aggro generation. Again, if Brutes seemingly grab aggro so well, why not just drastically decrease how much damage applied affects aggro generation as a whole? Then you'd get situations where debuffs, heals and controls draw lots of attention (more than damage) and taunt would be actually necessary.
That being said, you'd end up with situations where you put both these "aggro management" ATs (Tanker and Brute) in direct competition with their actual rivals for aggro management: control specialists. Suddenly, those AoE slow patches, AoE immobs and knockbacks/downs might rip aggro off those melees.
Well you kind of answered your own question here. Modifying the powers of one AT is also much less work and much less likely to have collateral effects that ripple through the whole game.
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7 minutes ago, Leogunner said:
I'll just say it feels wrong making sweeping generalizations on "what the AT is built to do" when it's mainly the powers that do that.
Maybe, but aggroing enemies is literally the entire purpose of the Tanker inherent (regardless of how that's actually implemented mechanically). There's a strong case for it. And there wouldn't be a Tanker/Brute conundrum if the only thing Brutes had was the potential to reach Tanker levels of survivability; Brutes' ability to grab and hold aggro just as well as a Tanker is an essential ingredient for that contentious soup.
To hit debuffs and Elite Bosses?
in General Discussion
Posted
Archvillains resist debuffs including -ToHit by a large amount, and retain this resistance even when downgraded to Elite Bosses by your difficulty settings. However, normal Elite Bosses have no such universal debuff resistance (though it’s possible for individual examples of EB mobs to have some debuff resistance).