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Vanden

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Everything posted by Vanden

  1. This is a worringly widespread belief. One even-level Acc SO is enough for a 95% chance to hit on even-level targets. To hit a +1 enemy 95% of the time, you need 46.2% enhancement. For +2, 69.6%. +3 needs 98%, and a +4 needs a whopping 143.6% enhancement to hit that 95% cap.
  2. Boosters rarely result in noticeable gains over unboosted IOs when you've got full sets slotted. Where they really shine is when you're frankenslotting and working with limited slots.
  3. There's a number of long-duration PBAoE buff powers in the game that you probably really want to get when your teammate uses them. However, if you're not in range when they click the power, you're out of luck until it recharges. What I'm proposing is to use existing mechanics present in other powers to make that a little more forgiving; if it works, you should be able to get within range of your teammate for as long as their character is still animating for the buff power, and still get the full duration of the buff. The powers that would benefit from this change are Accelerate Metabolism, Fade, Recovery Aura, Regeneration Aura, Chrono Shift, Farsight, Mind Link, and Inertial Reduction. Step 1: Instead of the caster being the source of the buff, the powers are instead changed to pseudopet powers. The pseudopet is summoned at the caster's location and is the actual source of the buff effect. With the new pseudopet code that was implemented for Page 5, this step should be much easier to implement. Step 2: The pseudo pet constantly pulses the power's buffs for the duration of its life, which matches that power's cast time. This means that if a teammate is just a moment too late to get in range at the moment of activation, they can still get the buff on subsequent pulses. Since (correct me if I'm wrong) none of these powers can stack from the same caster, this means that if you stay in range and get buffed multiple times, it just refreshes the duration of the power on you. I believe the new Page 5 pseudopets are coded such that they still count as the caster, so if you were to get any of these powers' recharges down to perma-territory, they still wouldn't stack if you cast them again. I've played other team games where the PBAoE buffs players can give each other have similar grace periods for getting in range of them, and I'd love to see that convenience make its way to CoH.
  4. Elec Armor is fine without Power Surge or Grounded, as long as you find a place for a KB protection global. Invul can skip Unstoppable and Resist Energies or Elements quite safely.
  5. Any power icon image on the wiki has the same filename as it does in the game. So, for example, if you wanted this icon for your image macro, you'd use FieryFray_Scorch, same as that file's name on the wiki.
  6. It's a proc with a 100% chance to go off. If you put it in a click heal, you'll have the bonus for two minutes after you use the heal. If you put it in an auto like Health, it'll refresh the 2 minute duration every 10 seconds.
  7. I could see this happening, but only if there's a behind-the-scenes system that translates the name into only standard characters. So, for example, if you name a character "Señor Bob," it's equivalent to Senor Bob. People can invite that character or chat with them by typing "Senor Bob," that's how it's stored in the database, and if Senor Bob already exists you can't make Señor Bob. But the displayed name in the game will always be Señor Bob if that's what you named them. I suggested this back in the beforetimes.
  8. You can also get that power slot by just not taking Hasten. Try it some time! You can actually still play the game without it!
  9. Most of the loudest voices I hear advocating for the end of the cottage rule either misunderstand it, or are suffering from a lack of imagination. For example, Serum in Mercenaries is absolutely terrible, but there's no need to violate the cottage rule to fix it. A short-term buff to a single pet is a perfectly fine idea for a power, the problem is it has atrocious uptime and when it is up it's underwhelming. You fix those problems and it could be a good power, no cottage rule violations needed. This is the case for the vast majority of powers that could use dev attention; you could count on one hand the number of powers where a cottage rule-violating fix would likely be necessary, and you wouldn't even need every finger. That said, I do like the idea of more mutually-exclusive power options.
  10. This customization already exists, you can turn off the ice blocks and have just some snowflakes form on your body.
  11. Inside the tower, go through the round door to the left of the reception desk, take a left and it's the large noisy portal behind the map.
  12. They didn't really "make" it so you can't use the P2W vendors in a TF, it's a quirk of the game system. Most P2W vendors are have that whole spiel they go through when you talk to them through the Contacts system, but when you're in TF mode all dialog from contacts besides the TF contact gets overridden by that "you have something more important to do" dialog. This means you can't access the dialog trees to open the P2W crafting menu for most of them. The one in Pocket D works differently and just opens the P2W crafting menu immediately when you click on her, that's why she's still usable.
  13. Call me old-fashioned, but I feel like if you take powers that are supposed to cover you in ice they should look like they cover you in ice.
  14. How is getting more criticals, which you have no control over, not just more damage?
  15. It's still just more damage. You're still just clicking the next attack in your chain regardless of if the procs go off or not.
  16. I don't see it. They let you get more crits, they're basically damage procs of another flavor. If anything they restrict how you should play your AT, since when they go off it means you have to avoid using any powers that don't get proper criticals to get the most use out of them.
  17. "Par" and "gold standard" do not mean the same thing.
  18. Let's think about this. There's 26 set of ATOs in the game, yet 4 of them are being claimed to be much better than the rest. Does that sound like we should consider those 4 sets to be the "par" level?
  19. Right, it's a Toxic proc, which slows
  20. Could you clarify what you mean by this? If you mean double Rage all the time, that's not that easy. You need 300% recharge for that, which is a lot, and you generally sacrifice a lot of potential defense to get there. A more typical case is 10-20 seconds of double Rage; that's not difficult, but then you're getting similar uptime on your double Rage that other sets get on their Build Up.
  21. That's the beauty of my suggestion. The damage of the powers doesn't change, and in fact taking advantage of the buffs Jab would get results in a big DPS hit, since you have to use it so frequently. Thus, no change to Rage is needed.
  22. I suggested a cold damage proc when I first proposed Bombardment, but it's not ultimately what they went with.
  23. Girls don't have muscles, they move their bodies through a series of low frequency sonic vibrations
  24. Scrappers only land critical hits 5-15% of the time, though.
  25. A permadom is a heavily IOed character. Any character IOed to the nines will outperform any character with only basic enhancing. Anyone who builds for defense softcap is grabbing a lot of the same powers and IOs as anyone else doing the same. You talk about Dominators building for permadom making similar choices to each other like it's something you only see on Dominators, when it's really a phenomenon you see across all builds and ATs. How much of this isn't also true of Controllers? Outside of a handful of Buff sets, they also have no defenses and their controls are exactly the same as Dominators with the exception of an unreliable chance of +1 mez magnitude.
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