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Everything posted by jack_nomind
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What melee primaries are bad at what they are trying to accomplish?
jack_nomind replied to cprice's topic in Scrapper
No. Being the best at solo i8 damage doesn't meaningfully inform anyone in an i25 world. -
To the best of my knowledge, slash commands don't support conditionals and a concatenated powexec command will only trigger the last power in the string.
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No, powexec_auto in a macro is the same as ctrl-click manually.
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I'd say your chances aren't worse to get an entirely new set than they are to get a set that's very similar to an existing one for the same ATs. But somewhat more likely than either is to get "bubble"-style animations for EA, if that's the main objective here.
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So first, let me say it does my heart good to see all the support here. Y'all rock. Inf all around. So as someone who ends up playing the forums more than the game due to some comparable factors, two things I've done to push that xp bar are to run Ouro arcs (good xp, good merits, enough story to keep me interested, and delicious delicious badges) and to multibox a farmer/farmee (back on Live, but I understand it's permitted off-peak here as well). Farming is incredibly dull for me but sometimes it's just the best way to get through a sticky patch of levels, since "clearing one spawn at a time" is a lot easier for me to focus on than "finishing this arc." If you can force-focus for an hour or so a few times a week, I also heartily recommend the ITF. I will very often form/run them myself because it gives me that little bit of eustress that helps me focus.
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I'm not sure I quite understand what's separating this from Energy Aura -- it looks like you even borrowed a few powers from that set. What's the niche this hits which that doesn't?
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[*]Allow more pool/temp powers in alternate forms. Example: Leadership. I don't know that it would be particularly OP just to allow all pool powers in forms (I realize that having no animation would make some look silly), but even if Weave or Rune of Protection is somehow gamebreaking on a Nova, Vengeance and Aid Other really aren't. [*]Ease the slotting burden. I'd personally prefer for Kheldian powers to just automatically come with two slots, with pool/etc powers still only having the default one. That's a significant power level increase given set bonuses, I realize... and that's not entirely unintentional. An alternative would be to give them something like a built-in Alpha Slot, a single power they can slot to provide (reduced) enhancement bonuses to all relevant powers (e.g., "Kheldian Alpha" is slotted with one damage IO, all powers get the equivalent of half of one damage IO added, subject to ED as normal). A third option is to significantly boost some or all of the Form powers but make their effects unenhanceable, so the slots are only useful for procs. All of these are bad hacks in one way or another -- it's not an easy problem -- but I'm sure there are more solutions. [*]Add a new Quant type that only does a stacking debuff (perhaps to recov+regen+defense) instead of a damage proc. This would be the only type of Quant encountered at low levels, giving weaker Kheldians more of a chance to run away or burn down the spawn. At higher levels (35+?), the combination of debuff and damage Quants would provide for a new challenge layer as the players are feeling confident and powerful. If possible, it'd be best if Khelds running on -1/x1 only encounter the debuff form or even no Quants at all, regardless of level. [*]Add Kheldian EPPs. It's seemingly a small thing -- as mentioned above, Khelds are already a bit lopsided on powers to slots -- but it would make Kheldians feel a lot more 'personal' if players could choose to specialize just a little more into melee/tank, control, heal/support, or debuff/nuke roles. Giving crabs-centric players the option to specialize into something like Phalanx Fighting or Grant Cover (or both), or novas something like Tar Patch or even Transfusion, would give players a way to feel a little more like a unique hero rather than Kheldian#7893. [*]Tintable squid and crab bodies. What else belongs on a wishlist like this?
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It'll be a little easier to help if you post on the forum for whichever specific AT you're playing, but Regen is a very challenging secondary for most.
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Rewrite Lt Harris's arc redside so it's not so offensive
jack_nomind replied to GamerKate's topic in Suggestions & Feedback
I mean that checks out, definitely "progressive pushing for change" here, so -- guilty as charged? -
What melee primaries are bad at what they are trying to accomplish?
jack_nomind replied to cprice's topic in Scrapper
Kezeal's spreadsheet -- yeah, I know someone who's working on an update with some more realistic assumptions (e.g., 100% haste or permahasten vs "max haste", and looking at sets at different +dmg levels), but they're not quite ready to put it up for public engagement yet. My statements about comparative damage are based on what they've shared with me. Their rankings put TW, MA, WM, Ice and Fire at the top for DPS (still evaluating Dark) and Broadsword firmly at the bottom with KM, Staff, and Electric Melee just above that. For what it's worth, I'm questioning some of their assumptions about Staff and Kinetic Melee -- I don't think their system is accounting for combos or Siphon very well right now -- but that's the knowledge-base I'm coming from. As far as Kezeal's sheet, he makes some assumptions about rotations and secondary effects that aren't quite right and in some cases significantly shift the rankings. Despite the list, Katana does not offer the best AoE in the game for Scrappers even at high recharge, nor are Dark Melee and Martial Arts the worst-DPS primaries. -
Rewrite Lt Harris's arc redside so it's not so offensive
jack_nomind replied to GamerKate's topic in Suggestions & Feedback
Well -- not all mmos are limited in the same ways. Your point is well-taken, but I've got a little rhetorical flip here. In the context of this interactive story, I don't feel like I have agency, I don't feel like "Harris' GF" has agency, and it seems pretty insane for me to say that Harris has agency. So who's the protagonist of this story? To me that seems like bad storytelling at any level, interactive or otherwise. (But especially interactive.) No? No one's forcing me to play the mission and I'm not. It sounds like I'm not the only one who'd rather see this kind of hideous little revenge story shifted a few degrees into "betrayals and villainy" territory from... whatever it is now, though. So here I am, saying -- this story bothers me, for reasons similar to what others have said; the object character of the story is not compelling and we have no way to engage with her other than act as someone else's legbreaker, a binary choice that drags us along in a normalization of sexual violence in narrative if we choose to interact with the story at all. So sure, the game'll go on tomorrow if this doesn't happen. I won't even think about Harris, or the other shitty redsider arcs with similar problems; even so I kind of have to join with the chorus who calls for its change. We can do better, in so many senses. -
I dunno how they do things in Hawaii, but My new band name is "violating the design method." And welcome back, ma'am.
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Trying to decide a secondary for my Titan Weapons.....
jack_nomind replied to JnEricsonx's topic in Brute
Partially seconded. Rad is perfect for TW. I don't know if it's perfect for "draconic," but I think your life would be easier with this than with Invuln (which is tougher up-front but doesn't have the sustain or haste aspects Rad does). It also, rather thematically, has Cold as its weakest defense. -
Rewrite Lt Harris's arc redside so it's not so offensive
jack_nomind replied to GamerKate's topic in Suggestions & Feedback
Without committing one way or another on the "evil" bit, what bothers me is that I have to do it even though I'd rather just turn on Harris beforehand. I know I can't have full blank page autonomy, but I feel like I'm being dragged along on a stupid journey for a stupid reason -- and what seduces me to villainy is the idea of being the mover vs the heroes who just preserve the status quo. My solution, which has been working for me just fine, is to mostly not play redside. Heck I've spent more time goldside than red. But if we're talking about things that would get me over there -- well here's one right now. Open this up to some different flavors of bad guy other than 'hired hitjagoff.' -
Rewrite Lt Harris's arc redside so it's not so offensive
jack_nomind replied to GamerKate's topic in Suggestions & Feedback
well hold on now, the logical syllogism was invented by aristotle, and socrates never taught in a classroom; it was plato's academy and merely a disruptive stunt, not a disproof of something. all of this is very, very important to clarify and adds a lot to this discussion. -
Without IOs, maybe. But Stone (taken as a set) doesn't have any holes. Dark Armor, Shield, Bio Armor, and Willpower are also all excellent all-around; they all easily build for all content.
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No. Sort of. You can autocast only one power, by default with Ctrl+LClick (it sounds like you already know this). I'm personally in favor of more autocasts being available but a fair bit of the community believes it would be too much like botting.
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What melee primaries are bad at what they are trying to accomplish?
jack_nomind replied to cprice's topic in Scrapper
That's mostly due to the behavior of Blinding Feint. In terms of the damage of the combos themselves, Attack Vitals is the best damage-per-interval for both single target and AoE thanks to the cone proc at the end. BF stacking throws all that under the bus -- triple-stacked BF is just so much better than anything else -- but with e.g. a capped Fulcrum Shift you'd do better going back to AV. (The easiest fix would be nerfing the heck out of BF and putting the difference into Empower, but I think there'd be a small riot.) -
I'd like Tankers to have a bonus when hitting (or Taunting?) a target Bruised by themselves or another Tanker, but I don't like them unable to taunt targets away from other Tankers. I love the idea of Tanker powers getting a field effect that splits some portion of damage taken by anyone on the team with all Tankers on the team.
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Rewrite Lt Harris's arc redside so it's not so offensive
jack_nomind replied to GamerKate's topic in Suggestions & Feedback
Y'all, left field was six exits ago on our right. I think we're lost. -
Without enhancements, yeah, BS/SD is better than Kat/Invuln or w/e. The difference is pretty minimal at normal Fury and slotting levels (~100% recharge, ~100% dmg, 75 Fury). At higher build scores, or with something like Bio as the secondary, Katana pulls back ahead. It really is that much better. SD's awesome though, and I'm not talking about survivability or anything like that here.
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What melee primaries are bad at what they are trying to accomplish?
jack_nomind replied to cprice's topic in Scrapper
Most of the powers listed there don't do equal damage to each target; they hit as single-target strikes (at lowish damage), and then jump or have a chance to jump to another target for less damage. I agree that it's intended as an AoE set, but it can be outdamaged in AoE by other sets which also have better ST damage, like Dual Blades. So it really kind of falls by the wayside at that point. Two caveats: EM can be incredibly satisfying to play, since it can result in a lot of simultaneous defeats, and it regains some of its ground towards DB/Claws/etc at high +dmg values (where follow up/blinding feint/etc stop providing much bonus). As noted, Lightning Rod also functions as a nuke that yields a lot of up-front damage and is very helpful at clearing minions. (so that you can then try to st down the boss. with one of the worst stdmg sets.) -
Maybe! I do worry that might be a bit too much like Black Hole, often voted "most skippable power." Pause buttons aren't terribly popular in CoH -- most people are looking for the fast forward.
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Katana does more damage at any level of recharge than BS, and the difference increases in favor of Katana the higher-recharge the build is. /crossfit /my first 50 was BS/SR hoverscrapper, no regrets
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Very roughly, your effective defenses can be modeled as 100/(100-2D) * 100/(100-R). D is your Defense (limit to 45) and R is your Resist (limit to 90). The number that comes out is how many times more survivable you are than at base. Here's a little chart with Defense on the vertical and Resist on the horizontal. D/R 20 40 60 80 85 90 10 1.56 2.08 3.13 6.25 8.33 12.5 20 2.08 2.78 4.167 8.33 11.11 16.67 30 3.13 4.167 6.25 12.5 16.67 25 40 6.25 8.33 12.5 25 33.33 50 42.5 8.33 11.11 16.67 33.33 44.44 66.67 45 12.5 16.67 25 50 66.67 100 I'm not clever enough to figure out how to add borders to cells in BBcode, unfortunately. That being said, looking at the diagonal line can be pretty instructive. Tankers in the "middling" range of 30%/60% end up with 6.25x effective hit points, but pushing out to either end (45% or 90%) without changing the other value raises that to 25x. The last little bits at the end really matter -- note that the steps final few steps (e.g. 80-85-90 for Resists) are tiny, but have enormous impact.