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aethereal

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Everything posted by aethereal

  1. Does the inherent malus to self-damage-bonus mean that a Tank under these rules would get less out of +damage set bonuses?
  2. If you a tank can keep blasters safe, a single blaster really, really, really ought to be able to kill an AV, unless there's some uniquely bad matchup (AV with good fire resistance against a fire blaster or something like that) or the blaster has end problems. Sustaining >100dps while not being attacked should not be a problem for a blaster.
  3. Super Jump is a rare case of a "second best at everything" winning out over all the first-bests. It's not as fast as Superspeed or Teleport, but it's pretty fast. It doesn't have the vertical of Fly or Teleport, but it's got enough vertical. It's not as totally-in-control as Fly, but you don't have to babysit it like Teleport. Which sucks, because honestly it's really hard to recommend any of the other travel powers over SJ. I think Fly should get a hefty speed increase, SS should get a little bit of jump (since it's presumably de facto impossible to allow running up walls), and god I don't even know what we could do with teleport. Wrap in long-distance-teleport to the basic power, maybe? But that still won't be useful until/unless they take away enterbasefrompasscode.
  4. Defenders, controllers, corruptors, and masterminds should not be as durable as armored classes. I don't know what's complicated about this.
  5. But now SS tanks don't need to have Jab in their attack rotation, since it no longer provides bruising, and Jab is terrible, right? Surely that more-than-covers an extremely minor decrease in overall damage, when you look at sustained damage for an attack rotation.
  6. I thought even-level minions had a 5% chance to hit you at softcap, not 10%.
  7. Also, come on, balance changes aren't QOL.
  8. Or play a sentinel!
  9. The contacts who show up in the "Find Contact" interface are a small subset of all the contacts available to your level range.
  10. Gygax, not Gigax. Also, I don't think that old-school D&D actually is significantly the origin of holy-trinity team roles. Fighters in D&D were damage dealers, not just tanks, and in fact had relatively few tanking tools. Thieves weren't really DPS: yes they had backstab, but it was difficult to use in combat. Holy Trinity (tank/dps/heal) was created more by video games who had to find more of a combat role for D&D classes, than by D&D per se (which significantly balanced the classes through non-combat roles: thieves kinda sucked in combat but had a whole bunch of stuff only they could do). Mez protection is a creaky mechanic in CoH, no doubt. It kinda sucks that it's such a, to borrow an actual D&D term, save-or-die effect. Most characters either have essentially total immunity to mezzes in PVE, or else get really screwed over by them. It would be nice if there were some half-measures, if for example you could get partially affected by a hold which gave you a slow or a modest damage debuff, if a partial knockback caused you to have a very short stumble animation, etc. Honestly, probably the best balance for mez protection we have in the game are the (somewhat reviled) clicky mez prot powers that don't just let you set up a toggle that you completely forget about afterward and which gives you nearly 100% ability to ignores mezzes. But we shouldn't give blasters 100% mez immunity to everything forever the end. If you like to play Sentinels (and I do!), play Sents. Giving blasters some level of mez mitigation is find (note that there are anti-mez powers in at least a few blaster secondaries). Defenders would be ridiculously, grotesquely overpowered if they could put their armors on themselves. I don't enjoy playing buff sets, but hey, there are debuff Defenders. And holy shit, the last thing that CoH needs is to make Defenders tougher than scrappers.
  11. Sure. I'm not saying they're overpowered. I thought you didn't know what dragonhawk was referring to, not that you understood what he was referring to but disagreed whether it constituted overpowered. Obviously, the sniper change constitutes a buff for characters who have snipes available.
  12. Snipes are now fast in combat (that is, they do not have the wind up/interrupt time before doing their animation and damage, if you have attacked or been attacked in the last 8 seconds). They do good damage while fast, and more damage if you have +to-hit. They do even more damage when they are slow (ie, when you are out of combat).
  13. There are apparently dominators with access to power build up that can Pierce purple triangle Mez protection.
  14. That sounds like a bunch of basically good ideas that comes together into an incredibly complex package. If people don't understand the sentinel inherent now, how would they figure out all those different, largely invisible, abilities?
  15. Dude, if the cottage role is, "what if build up built a cottage," that's a violation of the "wow" rule, which is, "what if build up logged you off, created a new account for you in World of Warcraft, and logged you in there?" You're proposing an entirely different AT.
  16. I wasn't actually thinking of taking away -end and -recovery, just adding a chance to chain to, I dunno, maybe Lightning Bolt and Zapp. But my point was, not trying to tune -end and -recovery UP into a more useful secondary. They're such an all-or-nothing debuff that it's really hard to get good balance around them. My main on live was an elec/kin corruptor, and it was like "no secondary effect, no secondary effect, no secondary effect, EB is mostly locked down, AV totally ignores my secondary effect." EDIT: Maybe instead of Zapp, Tesla Cage could produce chain arcs in a short range around itself throughout its duration, that'd solve the "Tesla Cage is not good" thing while also giving Electric Blast a bit more oomph and theme. This would admittedly be a nightmare to balance.
  17. Resistance debuffs are not affected by the purple patch as far as I know.
  18. It would be a much bigger balance chore, but I think that the best way to improve electric blast while giving it more of a unique theme would be to add a chance-to-chain to one or two of the attacks (like the electric melee attack or the electric control knockdown). More AoE to a set is always welcome, and -end and -recovery is an inherently problematic secondary effect.
  19. Okay, but couldn't we just reduce those mags in PvP only? That seems like the easier fix than making it mandatory to slot a bunch of useless sprints.
  20. No, seriously, can someone tell me why PvP KB mags are so high? I assume there is some reason, it seems like an obvious fix otherwise, but I'm now really curious about what the reason is.
  21. Homecoming is, right now, inherently massively infringing NCSoft's IP. NCSoft has so far not murdered them with lawyers. Homecoming does not, by mere virtue of its existence, infringe Disney/Marvel or Warner Brothers/DC's IP (or a host of other superhero rightsholders), and also those entities have no demonstrated track record of tolerance to Homecoming's existence. I do not think that HC's policy against copyright-infringing characters is designed to prevent you from naming your character after obscure parts of City of Heroes lore. It is about keeping the number of people who can at any moment sue Homecoming out of existence down to just one, NCSoft.
  22. I feel like if NCSoft wants to pursue a copyright claim against Homecoming, they don't need the pretense that you named your red-and-blue superstrength tanker "StatesDude."
  23. I'm (genuinely) curious, why are PvP KB mags so high? Can't they be set independently from PvE KB mags? It seems like we could get the same benefit that the OP was describing, with less effect on the rest of the game, if there weren't a whole bunch of 30+ mag KBs in PvP. It's not a lot of powers, based on the list someone published mid-thread, couldn't we just tweak them all down to sane numbers?
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