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Solarverse

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Everything posted by Solarverse

  1. Did you play before the aggro cap nerf? I don't mean did you wait at the door and wait on the Tank to herd the whole map. I mean, did you play in those days. If the answer is yes, then you remember the Tank having to hold the aggro of not only anything in range, but also anything that was accidentally aggroed by mistake. So maybe the Tank had the aggro of 20 NPC's. A Blaster misfires and hits the NPC that is in the other mob...the Tank now grabs the aggro and saves the life of the Blaster (This was back when Blasters actually needed Tanks to survive ( and now the Tank had pretty much the whole room of mobs smashing on him, while the Controllers scrambled to lock them down, while the Healers were on the edge of their seat keeping the Tank alive, while the Blasters were giving those mobs everything they've got. That my man was fun...kept my heart racing. Back in those days, players were actually careful not to aggro another mob, because it was risky to do so. Blasters would pull using their snipe in those days, because the Tank diving in was a risk. Even a Blaster pulling was not always sufficient, sometimes that Blaster pulled a bit more than the team could chew. Also, bigger mobs made bigger booms when Blasters hit them, it really had a real feeling to it, even though it was a simple game. These are my personal reasons that this was fun to me. Nowadays, we have rush rush rush from mob to mob without a single care in the world, all while beating Task Forces with record numbers with very little to no much risk. Now the game is pseudo fun, IMO.
  2. I don't have any problems with that, however, I don't want to limit myself to those three areas of the game either. As far as your first comment, you won't stop players from power leveling. This isn't about them...they already do what they do. This is about players who enjoy running as teams. I personally feel the average players of the game shouldn't be denied a greater challenge and more fun environment due to the people who enjoy power leveling. As said before, this is not about them, PLers will do what PLers do. This is about us...you, me...and anyone else who loves to play the game in a regular teaming way.
  3. Yeah, I wouldn't want to go back to that either. We went from one extreme (Tanks herding entire maps) to the opposite extreme (Tanks only able to hold the aggro of 17 NPC's at a time). The reason why I say 17 is an extreme, is because a single room has more than 17 at times, and when this happens, you have a Tank holding the aggro of 17 NPC's, while all the other mobs just stand there watching, completely oblivious to the Tank's presence until other members of the first 17 start dying off. Personally, IMO a nice round number of 30 would be more realistic. This would prevent the Tank from herding maps, while keeping things on the edge of your seat in missions. With all these super powers out there and IOs making players practical Gods in end game, there honestly doesn't seem to be any real challenge for players. Mobs die faster than a Tank can gain the aggro of them more often than not. I personally think that 17 max is an old has been implementation during times before IO's. Now that the game has severely progressed and changed, the max number being 17 feels like a very outdated mechanic.
  4. I'll be damned, good work, Riverdusk. Thank you!
  5. Also, I should have put this in the help section and I failed to do so. Can a Moderator please move this to the correct section? This started off as a "Have any of you been having this problem?" issue, but since I have figured out the problem, I think the best place for this would be the help section. Thank you.
  6. Okay, for any of you following this, I found two things. First, I found this... svchost (5096,R,98) TILEREPOSITORYS-1-5-18: Error -1023 (0xfffffc01) occurred while opening logfile C:\WINDOWS\system32\config\systemprofile\AppData\Local\TileDataLayer\Database\EDB.log. I was able to fix this by creating the folder that was missing. The second issues I found, which is the actual cause of my PC crashing during game play was this... The device driver for the Trusted Platform Module (TPM) encountered a non-recoverable error in the TPM hardware, which prevents TPM services (such as data encryption) from being used. For further help, please contact the computer manufacturer. This one I am having a much harder time with. Seems some Windows Update has created this issue, but I can't find a fix for it. This only happens on some systems, not all of them...my system is the unlucky one. I have a DX79TO Motherboard by Intel. Still hoping somebody knows something that I don't.
  7. I call BS. Way to jump on the man for simply asking a question. Your one of those types of people who like to put words in to people's mouths, then you jump all over that instead of actually talking about the subject matter. I have sen it many times on these boards and it is the very reason I rarely post anymore. Too many people like this. However, I do agree with you, I just simply don't agree with your villainizing comment that you followed it up with.
  8. This started yesterday night. Before yesterday night this has never been an issue. Only happens when playing this game. Happened 3 times today, and once last night. Anyone else getting this or should I consider internal issues?
  9. This usually happens when either A: Your target goes out of LoS or B: The collision mechanics causes you to get pushed in the middle of an Assassin Strike late enough in to your attack that it does not interrupt it, but instead robs you of your hit. The first one is normal and is working as intended. The second one is a flawed bugged with the Collision Mechanics that I have brought up numerous times, but nobody else cares to comment on. I can't push for that change alone, so since nobody else is willing to comment on it, it most likely will never be fixed. Just consider it a negative perk of the Stalker. Highly unlikely it will ever be resolved.
  10. This is great news. I was trying to decide if it was worth slotting for tohit debuff. This is more than worth it. Thank you for the info. It was driving me crazy trying to figure it out.
  11. So after a small bit of investigating, I found that Spectral Terror uses Cloak of Fear, which is a Scrapper/Brute/Stalker power. Cloak of Fear has a -5% to hit debuff. So is it safe to assume that Spectral Terror also has a -5% tohit debuff?
  12. So I have been looking and looking, even went to this web site that is known for having the most detailed information about powers possible, and I cannot find the debuff percentages for this power anywhere. Can anyone show me where I can find the actual percentages for this debuff? I am specifically looking for the tohit debuff percentages.
  13. Agreed. We need to focus on perfecting what is being fixed, and get it right before moving on to others. Too many changes all at once can create serious balance issues.
  14. Spines has always been my favorite of all time for Stalkers. There are other sets that are better (Pis Melee) but let's be honest, that set is as dull as they come. The animations are just straight to the point; boring. Very stiff, no body movement, all arms, absolutely boring to play. If I can't have fun playing, I don't care how much damage is behind it, I will always gravitate to the fun set. Spines is not only fun, but if built right, can dish out a ton of DPS. I'm sure most would disagree with me on this, but as somebody who played a Spines/SR Stalker on live and who's main was a Spines Stalker, Throw Spines is completely optional, and since Spine Burst breaks hide and gets you attacked before it even animates, I tend to skip this one as well and replace it with Fireball. Here is my current build. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Casket: Level 50 Magic Stalker Primary Power Set: Spines Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Teleportation Ancillary Pool: Blaze Mastery Villain Profile: Level 1: Barb Swipe -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(11) Level 1: Hide -- DefBuff-I(A) Level 2: Lunge -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Rchg/HoldProc(17) Level 4: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(17), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(25), LucoftheG-Rchg+(25) Level 6: Assassin's Impaler -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(9), SprStlGl-Rchg/Hide%(11) Level 8: Build Up -- RechRdx-I(A), RechRdx-I(31) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Placate -- RechRdx-I(A), RechRdx-I(50) Level 14: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(33), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def(34), LucoftheG-Rchg+(34) Level 16: Super Jump -- Empty(A) Level 18: Impale -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(19), OvrFrc-Acc/Dmg/End(19), OvrFrc-Dmg/End/Rech(21), OvrFrc-Acc/Dmg/End/Rech(21), OvrFrc-Dam/KB(23) Level 20: Combat Jumping -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/Rchg(36), LucoftheG-Def(37), LucoftheG-Rchg+(37) Level 22: Kinetic Dampening -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37) Level 24: Hasten -- RechRdx-I(A) Level 26: Ripper -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Rchg/KDProc(31) Level 28: Energy Drain -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(31), LucoftheG-Def/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39) Level 30: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(34), LucoftheG-Def/Rchg(40), LucoftheG-Def/EndRdx/Rchg(40), LucoftheG-Def(43) Level 32: Assault -- Empty(A) Level 35: Energize -- Heal-I(A), Heal-I(40), RechRdx-I(46) Level 38: Overload -- RechRdx-I(A) Level 41: Ring of Fire -- Apc-Dmg(A), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(43), Apc-Dam%(43) Level 44: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46) Level 47: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50) Level 49: Recall Friend -- RechRdx-I(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- EndMod-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(33) ------------ ------------ Set Bonus Totals: 15% DamageBuff(Smashing) 15% DamageBuff(Lethal) 15% DamageBuff(Fire) 15% DamageBuff(Cold) 15% DamageBuff(Energy) 15% DamageBuff(Negative) 15% DamageBuff(Toxic) 15% DamageBuff(Psionic) 18.5% Defense(Smashing) 18.5% Defense(Lethal) 31% Defense(Fire) 31% Defense(Cold) 13.5% Defense(Energy) 13.5% Defense(Negative) 11% Defense(Psionic) 16% Defense(Melee) 9.75% Defense(Ranged) 26% Defense(AoE) 75% Enhancement(Accuracy) 67.5% Enhancement(RechargeTime) 122 HP (10.13%) HitPoints Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 75% MezResist(Held) 75% MezResist(Immobilized) 75% MezResist(Sleep) 75% MezResist(Stunned) 75% MezResist(Terrorized) 75% 20% (0.33 End/sec) Recovery 78% (3.91 HP/sec) Regeneration 60% ResEffect(SpeedFlying) 60% ResEffect(RechargeTime) 60% ResEffect(SpeedRunning) 26% Resistance(Smashing) 26% Resistance(Lethal) 29% Resistance(Fire) 29% Resistance(Cold) 5% Resistance(Energy) 5% Resistance(Negative) 5% Resistance(Toxic) 5% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1447;661;1322;HEX;| |78DA6594594F1A611486BF81413A086571418B20A2A00519A1ED7D53D12E5612137| |A4F26FAD512091086266ADB8BFE83AE77DD4CD3A4AB4D5BEDF22FBADE75FD015D92| |FE007B9CF3A2344C429E99F7FBDEF3BDE79099FCF2947BFDD8C5C342F1E4CA86691| |60B0DA3BC24EB8EBCB1589AB70B213A7286B9241B4EBAEDC662312FCB52EA855AA9| |22CD50539C92A765C594FA7445D617578A47CED60DE19EAB56CBFAAC3468EBA2CB7| |A28D4A45CF036F5055937CF946A01EBF91495AD55EB0DA351AA5602D3B5D2BC3E59| |365665316F980D595FE9A30C71FAAD6B02D796432CAB426455615B015799EA39F03| |CD3758139B9ED552CAF101161694F3548544FB9C4FBDC97C12BCCBD57C16B4CDF75| |668EBC76AEA7DA7D0AAFF999BD5DCCBE6EB087F98C3C0EF6381C6FED96D6F10E7CC| |FDCF301FCC8747D623E27AF93B32ACE14E78F80D3B4A6A1376D88B517A475627F27| |F665C1295AF320BB07D9A3C81E45F621641F42F6201DEEE57AC2BB4597D8A02A7E4| |CCFFF995306BE805F99DDDFC0EFCCDE1F2055EBC224BAFEB2367C1244A261241A41| |921124394AE7F6B057E909D24D98D60EB037467583984410DD6ED2FE7EE4ECBFC1F| |FDEBE9BE02DE6C06DF00E33B2C63C4EDE90A258930A2157043912C897C0C412C8E9| |A70C614C37ECFB7F8AA3F08CC2938427409E41E41EB4A67B824E8E716A5B6C843B1| |905D3E86C46E3F762DB1587B6E611620CDD8E8DDB2C6D7F1AD4C109663203669977| |C99B8237759F2730FE007C083E62A61F834F98F7C8ABC3AB6FB036B109BE045F31B| |3AFC137CC38759F411F19F4115277DEF5AD81DDFBED479A4EB24DC9B429D936E560| |AB92E6730EB5ED9A555BBE141A4F664EDDF9520825CA4ECD475F0024FCE9A275781| |454FEDDAAE19FFBD5AA8DB1F66757539AB5A3E03F2F77D39B| |-------------------------------------------------------------------|
  15. It would be nice to see Energy Transfer get its old animation back, even if that means lowering the damage it gives and adding a crit chance to it, then; release it to Scrappers on the same day EM is fixed. I would be tickled pink.
  16. Has there been any word on Energy Melee for Scrappers? I figure this would be a huge request at some point. What are the odds Scrappers will eventually see Energy Melee?
  17. This just in! https://news.yahoo.com/red-dead-redemption-ii-announced-pc-stadia-launch-155931691.html
  18. I get that Collision Mechanics are needed, although I don't really agree, but I get it. I have stayed quiet about the mechanic in general, because it's honestly a minor irritation of the game...until now. So, back in the early days of this game, my Ice Tank could drop Ice Patch, and nothing; try as they might; could push me off of it. I was set in my spot and although NPCs and players tried, I stood firm on my perch. However, it would seem over the years the Collision Mechanics have gotten out of adjustment, and now, my Ice/Ice Tank is being shoved off his Ice Patch fairly regularly. My Stalker from the days of the old, would never be shoved while prepping Assassin's Strike to a point that it literally interrupts it. However these days, from time to time, my Stalker will queue up Assassin's Strike, and suddenly will be pushed out of the way by a Scrapper. I will be pushed so far of a distance, that it will literally interrupt my Assassin's Strike. It may be a minor problem to some, but this is starting to swell a bit beyond annoying for me...and the irritant is growing ever so slightly over time. So, what can be done about it? It was not always this way to my recollection, which stands to reason that if it indeed was not this way at one time, then it can be fine tuned to be that way once again? Anyway, reporting this as a bug, and hopefully one of the Dev team members can fine tune this to prevent collision shoving in game. 😞
  19. I have been noticing lately (about a little over a week I think) that when I click and drag enhancements, they can't decide if they want to let me move them or jump out of my grabby hand of my mouse pointer. At first I thought maybe that my mouse was starting to go bad (even though I have only owned my newest Razor Basilisk for a couple of months now) so I tested it on other things, like clicking and dragging Windows pages, or clicking and dragging pictures from one folder to another. Works perfectly. Yet in game, clicking and dragging enhancements (or anything else) can intermittently cause my enhancement to spazz out and drop someplace unintended. I have asked around in game within the Help channel, and it looks like I am not alone with this newly found experience. Hope you guys look in to this...this has foreseeable bad potential to cause players to lose a purple enhancement. The rage on these forums would be real. 😄
  20. I would agree, except the very same people who are doing this, are the same people complaining about how easy the game is. Seems like a catch 22.
  21. Nope, it helps tremendously. Hopefully if anyone else is confused about this, they will find their way to this thread. Good a direct answers to a very direct question. Very helpful. Thank you all.
  22. I do appreciate you coming out to help educate me. Very appreciated and thank you.
  23. Okay, thank you for this info. That helps put things in clear perspective for me.
  24. Reading the patch notes and trying to find info on this is difficult, since there are over 59 pages of that thread...and it has been locked. So according to City of Heroes Wiki, the max aggro any player can have is 17, right? A Tanks AoE can hit 16, and their cones can hit 10, but their taunt only hits 10. So am I to assume that a Tank can only hold the aggro of 16 max NPCs through AoE? Or does the 16 stack with the 10 taunted along with the 10 from Cone attacks? My point is, I was under the impression that Tanks were going to get a higher aggro limit, but I don't think this adds up to what I had thought. This looks more like nothing has changed in the way of a Tank's ability to hold a higher number of NPC's in aggro count. Can somebody please help me put this in perspective? It seems like there should be a math equation here, but since I do not know if those numbers stack, then it leaves out a very important piece of the puzzle. And if they do not stack at all, then it looks like a Tank can actually hold less now than he could before; going from 17 to 16? Help me understand, please.
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