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Seldom

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About Seldom

  • Birthday January 1

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  1. Yep, I do play all sort of alts/AT's, but end up having certain ones that just end up resonating either with playstyle or story that if I really want to play them, they're the one I think of. To the point that when I scroll to them and see the other AT alts, I'm like "Oh YOU! I remember you! I forgot you existed!" In their defense, it's not their faults. They're all good rogues/vigilantes/villains/heroes. I'm just slowly losing my mind. I played dominators from CoV release, and my first 50 was a dominator. (Yes, from back when they had half damage without domination.) With all the buffs and time, the mind/psi dom has become my 'main,' both of characters and dominators. I still love trying other ones, but they have to do something different, and I still go back to the main one. Mind/ is just so great on a dominator, to the point that I've never used it on a controller. I had some even older characters, but none of them stuck the same as the one above, strangely until I made a bio/rad tank. They are often my go to 'alt' and my main tank by a long shot. I've used the same powers elsewhere on other AT's, but the tank's character made them stick. I don't go out of my way to have a 'main' for every AT, but sometimes there's one that just 'clicks', to the point that others can't compete. I wonder, as far as other folks go- is it concept or powers that make the 'main' characters stick? For me, I realized it's mostly when I have a concept that I love, I end up spending way more time with them than any others.
  2. At the very least, I'd like to at the very least use the 'Warburg' rogue Arachnos alternate colors for most of those, since many of those models already exist, and no extra texture work would even need to be done.
  3. I've taken to making pages for each specific AT, since it was hard to keep track of anything. Outside my 'main' I had a long term plan to fully 'finish' one of every AT, but new power sets and concepts came up, so it's now 4-7 of every AT, most of them finished. (Sets, incarnates, all that) It's hard to remember them all, much less use them. So I found a 'spin the wheel' app that can be customized, put in all my 50's. Now if I don't have a plan for my main or a concept to level up, I spin the wheel to see which 50 gets its time back on the road!
  4. 1. Change the colors for all my widows/soldiers! 2. Update costumes for my 'main' with all the fancy new costume options! 3. Level up my lowbie widow who's been shelved for a bit, to see the new tweaks and content as I level!
  5. The worst possible answer: "It depends!" What enemies are you facing? As mentioned above, innate resistance weakens -resistance effects. Bosses have higher resistances in general, so on paper +damage is better in those cases. On the other hand, +damage is applied to the players' base damage numbers, and damage type. So for characters with high innate damage and little-resisted damage effects, as well as high damage caps, it's GREAT! But on low 'base' damage characters, those with often resisted *coughLETHALcough* damage types, or low damage caps, -resistance will be noticeable. Beyond these, damage buffs, while good for multiple matches, can be more tricky to keep up across a large team, depending on the power. A lot of +damage buffs are given out on longer timers or only to allies in an area. If you are playing with team members who hang back or run around, it can be harder to keep the whole team buffed. -Res, on the other hand, doesn't care where your ally is...as long as they all hit the debuffed target, you see the value.
  6. To points of feedback: Thank you thank you THANK YOU for adding previews of these characters. I have always been scared when buying costumes that I'd buy the wrong one, and finding the right page on the homecoming wiki to see what each looked like was cumbersome. At some point, can we get civilian NPC costumes? I'd use the HECK outta them, for either an 'in disguise' or mild-mannered secret identity. (Especially if I could choose a specific NPC model, and match costumes to it!)
  7. To me, while I do love the oddball power pairings, I do like to start with 'pure' combos. My altoholic tendenciess have made a few 'Missing' thematic pairs really stand out to me: Psychic buff/debuff: We have mind control, psychic blasts, the best you can do for these controllers/corruptors/defenders is....empathy? It still isn't psychic. It's more of the traditional game buff set than anything about messing with minds, or protecting from manipulation & psychic damage. Go ahead, borrow from all the psychic epic pools and fortunata buff powers! Leadership/battle strategies-type buff/debuff: There are no pure 'natural' support options, especially for the unpowered characters that aren't tech either. Earth buff/debuff: to go with earth control/seismic blast. Toxic blast sets: There isn't a mutant/bio blast set, and this to me is the missing match for 'Poison' defenders/corruptors and bio sentinels. Light blast: There really isn't anything that lets you do pure light/laser-type abilities. This would eventually play to the need for a 'light' buff/debuff and manipulation set. Weather control: Not the blast, nor the buff/debuff, but actually locking down enemies using weather effects. It's odd that we can have a storm/storm corruptos/defenders, but not controllers.
  8. Wish list item: Group flight revision This is the ONLY power in the game that I actively get told to NOT use almost any time I use it. It by default forces other users to use a movement they may not be comfortable with It ACTIVELY DISABLES other players' powers that cannot be used with flight. The flight is EXCELLENT to help pets fly, since almost no summons actively fly. (Not sure why most summons just have improved jump) The power gives unlimited range flight for summons, which is awesome Flying minions/pets are AWESOME. Flying minions have FAR fewer pathing problems, something they struggle with even on hills. Suggestion: Reduce ongoing cost for group flight, and by default only effect self/summons, as well as providing the summons a strong -fly resistance Give the power an available hotbar power while toggled called 'air lift' that DOES affect players, but for added endurance cost. Hopeful final effect: Team members don't have to stay away/go to null the gull/shout at me to "stop that!" when they go airborne against their will, while my pet characters can whiz about with flying zombies and the like with abandon. For the rare occasions when I DO want to pick up non-fliers, I can do so, but only situationally.
  9. I'm not sure if this is the correct place to bring this up, but it's a bit odd to me that Cold Domination's 'Frostwork' is being changed to "absorb", but empathy's 'Absorb pain' is still a largely wasted giant heal with a debuff to the caster that could arguably use this sort of transition far more. Absorb pain is often a skipped power, its effect often redundant to heal other due to the crossover of both being a targeted high heal. Changing absorb pain's heal to an absorb would only be a buff, unless I'm completely misunderstanding the interaction. On a nearly dead ally it would still be a heal, but with the absorb effect anything usually 'wasted' could be applied for some additional protection. This could be done without changing any existing slotting.
  10. I'm sure this is the fruit of many hours of work and much discussion. Very glad to see NCsoft giving their permission, and all that effort come to fruition! Also, this gives me way more peace of mind. I've loved my years back in Paragon/Rogue Isles around here, but there was the worry at the back of my mind of what could happen if this got shut down as a black-market/pirated software. Having NCsoft's blessing assuages this worry!
  11. I hear this each time empathy buffs come up, but I wonder, why would that be? Regen as an effect is great when layered, but looking at empathy, the most protection it can layer across the team is the at max around 24% defense from fortitude. (lower on controllers/mm's) Besides this, all regen does is give you more leeway between spot heals. Much of game escalates not in DoT, which regen directly works against, but in burst damage. Burst damage doesn't really care about regen until it hits truly absurd levels...but 500% regen is deceptively mediocre. This is the same as a willpower tank with all toggles off except Rise to the Challenge and 4-5 targets surrounding them. Watch how long that tank might last... that is not incredible/god-like survival. Recovery Aura is awesome, but it's an enabler with a low ceiling...there are very few powers players have access to that they don't run/use freely due to end cost. Most players, even without high invention investment, have found means to use their powers in rotation by the time their build is set up without extra buffs. recovery aura certainly shines in places like against -end debuffs (How there, carnies/Malta) but also doesn't give resistance to -end so drains still can bean issue with it up, if it's done in a big enough burst to start detoggling powers. It a wonderful convenience power, but not something unbalancing. Clear mind came up as it's asking for a power pick, but gives very little value for most of the game, while requiring way more micro than the effect rewards. The characters that need this the most have ways to resist mez already, and many foes don't actually even have any mez. So you're asking empaths to waste a power pick on something that and is mostly covered by a quick break free for the rare occasion. Adrenaline boost is potent, but only can hit one target...I will never compare how powers do with lots of other buffs, as that's not a given. As-is, it does make one target able to do ridiculous rotations with the +recharge/Recovery combo, I'd just want it to be something accessible via more than the +recharge set buffed builds, especially in a way that needs less cooldown tracking.
  12. I kind of agree on the toggles, but unfortunately the costs are in line with the game. Empathy is strong with high recharge, but is hurt by the recharge/duration mismatches, and has less to offer in high control or good mitigation situations. That and it's focus on heals (a third of the powers) doesn't offer many different solutions.
  13. Fair point to the age, but as sets are added or playstyles/understanding evolve, these two stuck out as the ones that need to work harder to do what other sets do with ease. As to Numina, I would rather a set be improved for characters and then resolve the bosses/enemies than hamstring players.
  14. Being a recovering altoholic driven to have one character of every powerset, it's been eye-opening to see just how good some powersets are, and how the 'product of their time' powers line up to these. Two in particular stand out in my recent experience: Empathy (Particularly in the shadow of Nature affinity) and Sonic Resonance, in the shadow of Cold/FF/even thermal. Starting with Empathy: Absorb pain has a lot of overlap in a powerset that already has many heals. Many folks skip this, it doesn't add much new aside from a burst of what is available already. Suggestion: Add an actual absorb effect, with an added 30 sec duration, 18 sec recharge. This won't change slotting, but will give some more wiggle room for timing to save allies, if not giving some added prevention. The heal part AND heal debuff could remain, but only if the ally is damaged. Clear mind is a mez protection that's hard to keep up broadly, costs a full power slot in a game with limited mez enemies and plentiful other mez protection paths. In a powerset with limited protective capabilities and plentiful clicking, make it better at mental protection more easily used. Suggestion: Make this into a 30ft ally Aoe, (similar to shield buffs) providing broader mez protection to the team, as well as an enhanceable/non-stacking +15% psi resistance. Recovery/Regen auras both have 500 sec recharges. Meanwhile Chrono shift is 360 secs while doing a lot more, Wild bastion 240 for a similar heal area buff. Suggestion: Setting RA's to either 240 or 360 would make the powers for more available. Adrenalin Boost is a single target buff that lasts 90secs with a 300 sec recharge. Most other high impact single target buffs (temporal selection/forge) last 120 secs. Suggestion: increase duration to 120 secs to allow this to be kept up more readily. Sonic resonance: Disruption field is the same cost as many other toggle AoE debuffs, but requires good positioning from a pet/player outside of you (not always available) while only having a single effect. Suggestion: Make the power able to toggle on an ally OR an enemy, like enflame from sorcery. Add a minor -tohit to give unique pairing of multiple effects. Sonic Cage slows down any fight it's used in, and often protects a target from the kill speed of many players teams, leaving folks to wait for it to come down. Suggestion: make this a timed toggle, like dimension shift. 35 max duration, 60 sec recharge. Liquefy is handy, but lasts too short a time (30 secs) for its recharge. (300 secs) It does many things, but many of the effects aren't needed. Suggestion: pair down the effects, and extend the duration. Remove the damage, hold, -jump. extend duration to 240 secs, like emp arrow.
  15. I remember back in issue 0, playing my first character: a rad/rad defender. After doing missions solo in atlas, (Though to be honest mostly street hunting) I decided to go to Perez as I'd heard that's the best way to get levels, and I couldn't wait to get hover. I went there, and the team leader told me radiation emission was bad (weak heal) but while he and the other tougher folks killed slimes, my job was to keep pumping heals. I was told to not use the toggles as they took away endurance needed for healing, and didn't kill anything. In retrospect I can see why they thought this way, especially if they came from other more traditional MMO's of the time. At the time I shared the account and had limited time, so didn't have time to get to know the game that well. Fast forward to the time CoV came out I had my own account and more time to learn the game, and for whatever reason I glommed onto v1.0 dominators. (The ones with lowest damage in the game sans domination) Starting issue 0 on a poorly understood version of one of the most versatile, powerful (at its job) defenders to knowing the game but playing one of the weakest archetypes in the game and still finding success and fun, I understood why the game was so good. Most games have a simpler number of dials they play with for approach. The 'trinity' aspects (damage, resilience, healing with a bit of boosts) certainly align to these. The biggest difference in my mind are that buffs, debuffs & controls have such a strong place at the table. This means that there's a huge spectrum of approaches, and these aren't limited by AT or role. Each powerset might dabble into many of the resilience/damage/healing/buffs/debuffs/control directions. Want control/resilience? Dark armor. Damage/debuffs? Rad/sonic blasts. Damage/control? Fire/gravity control. Buffs/damage? Kinetics. Every primary/secondary on every AT will give you new chemistry in this broad alchemy of approaches to combat. I know debuffs/control/buffs aren't unique here, but their power levels are pretty much on the same level as damage/resilience/healing, (and sometimes higher) making the 'optimal' approach really dependant on the team makeup. Can you focus on toughness/healing/damage? Sure. It might actually be hard to form a team that doesn't go beyond these in focus, but it'll still work. But so will a team with all control, all debuffs, all buffs, or best yet a broad representation of all. Now that you have all the different invention sets, it lets builds do things they couldn't do before, shore up their weaknesses, or do stuff you're good at at such a higher level it lends completely new tactics. This is one of the best reason for the longevity of the game: each set combo, AT, and build tends to have its own particular approach, making playing from character to character or team to team its own unique spin on things. Honestly, I prefer seeing teams make stuff that "shouldn't work" do so due to this complexity: I was on one the other day with only control types, masterminds, and one stalker. The buffs, controls, debuffs were so crazy the stalker was well nigh invincible, (We called them our sneaky tank) while the pets swarmed the weakened, helpless mobs. It was a hoot.
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