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Vanden

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Everything posted by Vanden

  1. They do, although Cross Punch doesn’t do the full double damage, I guess because it’s an AoE.
  2. Alignment missions is located on the red side of Pocket D on top of a truck. Null the Gull can be done starting at level 20, when Tips will start dropping off defeated enemies. Tips have a dedicated tab in the Contact window.
  3. If it's one or the other I think you're better off with Shocking Bolt. It's not as fast or as strong, but it's ranged and it lasts much longer.
  4. Back in the early days of CoH, my buddy hit level 50 for the first time. He grabbed the mission "Arrest the Airplane Attack Commander" from Crimson, and we never did it. There were always better things to do with our 50s than some random Malta mission for Crimson. Seven years later, CoH was shutting down, and we finally did that mission that'd been sitting in his mission list for almost the life of the game. But it turns out that Arrest the Airplane Attack Commander is one of those chain missions where you immediately get another mission after completing it; obviously I was uninterested in some random Malta mission with no particular significance to us, so I said, "Whatever, we'll do it seven years from now." The seven-year anniversary of the shutdown is coming fast, and we gotta get him back to 50 and keep that appointment!
  5. They’re never going to be equal, because Ice has Defense to Smash/Lethal, which is often paired with Fire damage, but not always. In fact, you probably have it backwards; Fire is likely more vulnerable to Cold than Ice is to Fire, because of that defense. Also, Cold usually comes with -Recharge, which messes up Fire with its reliance on its self-heal, while Fire Damage rarely comes with any other side effect.
  6. I have no controllers, but I have Boxing & Cross Punch on 2 of my brutes. I noticed after i got Cross Punch that using boxing would cause mobs to become "fatigued" but I have no real idea what impact that really has on mobs, does it cause -recharge?
  7. It’s a goof people are doing, that’s all.
  8. I took all three on my Fire/Thermal Controller to help with soloing while leveling up, and it’s... actually kind of awesome? He’s no Scrapper, to be sure, but I can definitely get the ol’ Scrapperlock.
  9. Clones were actually gonna be the basis for one of the unreleased incarnate slots.
  10. If you attuned an IO that has an upper level limit, such as Adrenal Adjustment or Rectified Reticle, and then level above the limit of that set, mousing over the attuned enhancement will show it enhances as if it were a set IO of your level. However, it still only enhances as much as it normally would at its maximum level. I'm pretty sure this is just a display bug with attuned enhancements.
  11. And how do you identify them? They don't have names or numbers, they're all just Grate. And there's about 18 of them.
  12. The APP versions of the power have had the debuff numbers cut in half. On top of that, those archetypes have weaker scalars for debuff numbers than the ATs that get it in Thermal Radiation, so the debuffs are even lower than that.
  13. How are you supposed to assign people a grate? There's no way of identifying them...?
  14. The damage tick happens once when the power connects, and it's based on the base damage of the power. DoTs are part of the base damage of the power, so the damage proc will take them into account.
  15. Depends on your archetype. If you're a Defender or Corruptor it's a great power that helps obliterate mobs. If you're a Tanker or Scrapper it's a weak waste of time on a long recharge.
  16. The original post was made with the idea that a single power should be looked into by the numbers people and dealt with accordingly, though the thread of the thread's been lost along the way, veering into concepts for an over-engineered rework. Mind is fine, but a little bump wouldn't hurt. After seeing Elec's AoE confuse in action I can confirm that it takes a little while to propagate and it isn't a sure-fire confuse-all-the-enemies-in-the-spawn power; I'd need to get my hands on it to say more. Meanwhile, I have very high opinion of Our Lord and Savior Plant Control, which you can probably guess, but I'm gonna say something that you very rarely hear people say about their pet ATs or power sets: You're right, it could be nerfed. You could increase the recharge and decrease the duration by a third in each direction (25-ish second confuse on an 80 second cooldown), and it would still be really, really good. (Also, come on guys. "Thrall?" The proper term is "mindslave.") The main reason I don't think Mass Confuse's recharge should be reduced is that I don't think it should be possible to lock down an entire spawn permanently with one power. (That's why I'd be fine with buffing the accuracy.) Seeds of Confusion can do that, so when the topic of MC vs. SoC comes up, I always lean towards nerfing SoC rather than buffing MC. I don't know what kind of nerf would be most appropriate; I don't want SoC to suck, but it's clearly overperforming. Maybe reducing the max number of targets from 16 to 10 or 5? Can't permanently lock down an entire spawn if it can't affect an entire spawn
  17. What would you do with time bomb? I agree it could use some looking into. But I can't think of anything. Maybe having it attach (as in "anchor") to a mob that detonates after some time (like a sticky bomb). That way you can target the boss and it will go off. It still wouldn't do too much AoE damage, but it'd see some use. Then again, I'm not even sure if that's possible. Well a "quick fix" in my opinion would be to make Time Bomb function like Crab Spider's "Omega Maneuver". Every time I use or see that power being used I think "That's what Time Bomb should be". I like your idea as well! I also feel it overlaps too much with Trip Mine. They feel kind of redundant. So maybe some sort of extra debuff attached to the Time Bomb could help distinguish it. All the people who take Omega Maneuver say it's not very good, either. Too slow.
  18. I’ve played a lot of Mind Control and have never felt like the set is underpowered. I’ve played a little bit of Elec and Plant, not really enough to get a read on the sets, but from the way players talk about their confuses it sounds more like they need to be nerfed rather than Mind’s buffed, though I wouldn’t oppose Total Dom and Mass Confuse have their acc penalties removed.
  19. Think I found a bug; the 6-slot set bonus for the Overwhelming Force set is adding 3.33 points of KB protection to the total values, instead of the 4 points it actually gives.
  20. The businesses of Spanky's Boardwalk finally won a long-running lawsuit with the owners of the Talos Island arena over lost parking space, resulting in the Talos Island arena being torn down.
  21. It doesn't hurt, but right now I have no ability to make new icons; the PiggViewer program I used back in the day doesn't work to make new .texture files in Windows 10, and everything in the download is from 7+ years ago. I'm not surprised that it causes some weirdness with Sentinels; I haven't played them since the servers came online so I'm in the dark as to what most of their powers look like.
  22. Looks pretty overslotted for Recovery. I'd get rid of the uniques in Health, and move the Preventive Medicine proc there. Frigid Protection's +Absorb is tiny, and not really worth enhancing, IMO, so you could put another Endmod IO in there and then move the other extra slot somewhere else. I also doubt you need that 4-slot Recovery set bonus from Gaussian's, so move that Chance for Build Up to Build Up; it'll have about a 70% chance of going off whenever you use it. You probably don't need Victory Rush, either; I'd find a way to drop it and pick up Aqua Bolt, and you can move those Apocalypses in Chilblain there too, where they'll be more helpful if you're mezzed. Also, you've got Chilblain and Geyser six-slotted with purples, but unless you really want those Toxic/Psi resist and Psi Defense set bonuses, you can drop the pure Damage purple IO from both and still hit the ED cap for damage by enhancement boosting the Damage/Recharge IOs to +5. That'll give you some extra slots to work with, maybe to put into Bonfire so you can get the knockback protection from Overwhelming Force.
  23. Why does SS have to be middle of the pack? Where precisely do you think it should be, and why? That person I quoted is talking about adjusting it to make sure it's just an average set, like there's some sort of problem with Super Strength being the best or worst.
  24. Why does SS have to be middle of the pack?
  25. The Kama temporary power, earned from the Family zone event in St. Martial, has an attack range of only .8 feet, well below the standard melee range of 7 feet. Has to be a bug, right?
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