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Vanden

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Everything posted by Vanden

  1. It depends on the procs you're talking about. Force Feedback's proc will only be able to affect you on initial cast; after that it will only affect the patch itself and the vines, neither of which can actually benefit from the effect. However, damage procs can be triggered on enemies by both the patch and the vines, so they're still useful.
  2. Shiver is on my list of powers to take on my Ice/Ice Blaster, however if I grab it at 28 I won't be able to fit in Afterburner until 47 or 49. Is it worth grabbing when it opens up, or would it be better to leave as an 11th-hour power pick?
  3. The badge for beating all 16 possible nightmares is beyond tedious when you only get 3 random nightmares in the whole trial. What's the point of making all the nightmares in phase 4 not count?
  4. Frostwork is objectively not a garbage power and I'm not sure what gives you that idea. I was expressing my loathing of the cottage rule in general. It's a poor argument for not making a power useful. Some things basically have no place in "modern" CoH. Any set with a cage power basically has one less pick as far as I'm concerned. It's never an argument for not making a power useful, it's an argument to not making a power not itself.
  5. Attunement has plenty to do with the bonuses of the enhancement by itself, it makes them go up as you level up if you slot them before 50.
  6. Because it's a decision I made on all my characters with the knowledge that it isn't relevant, and there's no way to change it. Brainstorming idea: When making origins relevant, allow origins to be respecced. This is something that we've known for a long time would be very difficult to implement.
  7. Because it's a decision I made on all my characters with the knowledge that it isn't relevant, and there's no way to change it.
  8. LOL it clearly is. Look at the numbers in the parentheses. Why show a final number calculated on that extra 5 endurance I have, which is 5% over 100 end? Your toggles cost a total of 1.48 end per second. That is 1.41% of your max endurance per second. That's what that's showing. I realize that. So, I'm gonna get my 'static' cost and see what they total, because I believe they total 1.41 end/sec. If they do, it's actually costing more end to run them based on the extra endurance. Ok, so it appears it's 1.55 end per sec which works out to be 1.48% of 105. When I had looked at this before the numbers that were added up didn't make sense. They could just show the static numbers instead. That would be easier to figure out since it's not very clear how it works. They are showing the static numbers. That's the number in parentheses.
  9. LOL it clearly is. Look at the numbers in the parentheses. Why show a final number calculated on that extra 5 endurance I have, which is 5% over 100 end? Your toggles cost a total of 1.48 end per second. That is 1.41% of your max endurance per second. That's what that's showing.
  10. It's just showing you your end costs expressed as a percentage of your max end. It's not calculating them that way.
  11. Origins should not be more relevant.
  12. There is literally nothing wrong with knockback. Objectively untrue.
  13. New cottage, different rules. I see no problem with replacing or changing bad powers. Also this. It's a good guideline, but honestly it's been *years* and there is a much different audience / no need to model the game to a subscriber base or publisher guidelines. None of which are why the Cottage Rule exists.
  14. Entangling Arrow is one of the few powers I'd seriously consider throwing out the Cottage Rule for. It's just mind-boggling, what is a single-target immobilize doing in a buff/debuff set? And the -recharge is less than half as strong as Web Grenade for Blasters!
  15. If, as Vanden says, there's tech in the game somewhere that lets intangibility only apply to the character and not to enemies... I'm fine with keeping the intangible.. GREAT! If not... I'd rather have either a hold, or better yet make it a toggle so that we can decide when it stops being affected. The toggle idea is really starting to grow on me. The tech definitely exists; Hamidon is capable of killing the otherwise invincible Phantom Army with his attacks.
  16. I think the game doesn't have a way to easily brings things together without it being like a secret Teleport. Both Repel and Knockback only seem to work away from the caster. Mathwise, it's trivial to code "knock-towards" and "reverse repel" if you've already coded knockback and regular repel, you just swap the positions of the target and the caster in the formula. That might not translate to being easy to implement of course. But for reverse knockback, there'd be nothing to stop the target from simply flying over the origin point of the knockback and ending up farther away that it started. But I'm not sure if the game engine can do that with the current implementation of the Knockback effect. It doesn't know where the knockback came from, only who the knockback came from, and it goes outwards from that direction. That's why if you throw Explosive Blast in to the middle of a group, even the ones in front of the blast point still fly backwards from your direction. I feel like knockback would need to be reworked in order to make it function another way. I would guess that reverse-knockback in the current engine would only be understood as knockback protection. Explosive Blast works exactly as I described. It knocks the targets away from the caster (you).
  17. I think the game doesn't have a way to easily brings things together without it being like a secret Teleport. Both Repel and Knockback only seem to work away from the caster. Mathwise, it's trivial to code "knock-towards" and "reverse repel" if you've already coded knockback and regular repel, you just swap the positions of the target and the caster in the formula. That might not translate to being easy to implement of course. But for reverse knockback, there'd be nothing to stop the target from simply flying over the origin point of the knockback and ending up farther away that it started.
  18. It's a discussion I remember from the Live forums. Apparently it's got to do with the tick rate of the servers or something, it's just too low for a power like Force Bubble to keep out faster enemies if it's too small. Even now fast enough foes can push into it.
  19. Detention Field should be a toggle. The tech exists to have powers still affect intangible targets, so there's no good reason to keep it a click. You lose the ability to make it perma, but as it stands one full duration of the power is already too long, plus as a toggle it won't wear off faster against higher-level enemies. I honestly don't think Force Bubble can be fixed by simple numbers. The reason it's so massive is because it needs to be, otherwise enemies could push in against it long enough to still get melee hits off against players inside it.
  20. That is not actually remotely true. 95% of cards are designed for Draft environments. As for Serum - It doesn't need a redesign, it just needs a buff. Halve the base recharge. Get rid of the Crash, and maybe have it heal the targeted minion to full so it can be used as an "Ohcrap button" that gives a pet that has gathered aggro a way not to die. Halved recharged would still be very long, and the power kicks in much too slowly to use it as an "oh crap" power for a pet that is low on health.
  21. I assumed you meant Digital in reference to the fact that the blasts come from the fingers.
  22. Just imagine it! Healing blankets! Dispersion Bubble beacons! Hold phases! Like in the old days! But maybe boost the rewards, 'cause otherwise no one's gonna bother.
  23. It's Left Shift + one of the thumb buttons on my mouse.
  24. Yes, the pool with the single most used power in the game needs help.
  25. One Super Enhancement Booster boosts an IO to +5. They cost 25 merits at the merit vendor. Please add so boosting isn't so tedious.
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