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kenlon
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Everything posted by kenlon
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Personally, I think it's hilarious. The way that people stubbornly refuse to grasp the idea that in an eight member team, no single person will be vital is comedy gold to me.
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Thanks to these charts, I have now rolled my next set of alts: The Loudest Ninja (Sonic/Ninjitsu Blaster) Doctor North (Battle Axe/Ice Brute) Arbiter's Shadow (Mind/Trick Arrow Controller) Just A Soldier (AR/Traps Corruptor) E9-NEM Support Drone (Sonic/Beam Rifle Defender, also not a nemesis plot, we promise!) Winter Spirit (Ice/Thorny Assault Dominator) Thunderberg (Ice/Elec Scrapper) The Scurrilous Imp (Fire/Fire Stalker) The Watcher's Eye (SR/Katana Tanker) Good times.
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Astonishingly, all those points are addressed by what I actually said, which is apparently not what you read. The buffs from any Defender primary (including Empathy) are more important than pure heal-per-second. That doesn't change the fact that a facepalmingly large percentage of the Empathy defenders running around are basically healbots who put Healing Aura on auto and assume they are done. Empathy is a fine set. Empathy Defenders are excellent team additions. "Healers" are not.
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You really shouldn't be - people are stupid and want "healers", and by that they mean Empathy. (Never mind that the buffs defenders bring are always more important than pure heal-per-second. . . )
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Anyone else looking at the least used power combinations and planning out their next alts already? (Though I'm not doing both an AR/Traps corruptor and a Traps/AR defender. That's just too silly for me.)
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issue 26 Patch Notes for August 27th, 2019
kenlon replied to Leandro's topic in Patch Notes Discussion
Players with +22% to-hit will have the exact same behavior they had before the patch. Nothing changes for them. Nothing. Changes. Therefore, no one can be losing anything. Players who don't happen to have known that +22% to-hit is what gets you fast snipe. or who don't bother to math out builds, gain an attack that can be added into their in-combat attack chains, one that couldn't be used before. Or, they can continue to not use snipes in combat, in which case nothing changes for them. How, on God's green and fuzzy Earth, can anyone be losing anything from this, other than the ability to feel special because they get to use fast snipes and other people don't? -
issue 26 Patch Notes for August 27th, 2019
kenlon replied to Leandro's topic in Patch Notes Discussion
There's a bunch of changes that were made in i25 that were clearly there because of the tiny population of SCORE and (arguably) hurt the game now that there's more people playing it again. But you're literally complaining about the devs making it so that a category of powers that is shared across multiple archetypes is more usable generally without having specific build knowledge, without taking anything away from those who do have that knowledge. Think about that. This is pure "Well, back in myyyyyyyy~~ day" -ism going on here. -
issue 26 Patch Notes for August 27th, 2019
kenlon replied to Leandro's topic in Patch Notes Discussion
Yup, that's about right. -
Blasters are more raw damage. Tankers don't need the buff support - a Corrupter/Brute combo is very good, though.
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- willpower
- staff fighting
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The best accompaniment for any Tanker is a blaster. We have no DPS. They have no survivability. It works perfectly.
- 11 replies
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- willpower
- staff fighting
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True - I'm currently at around 20% fire def and I'm doing reasonably well at plowing through +3 at speed. (With my T3 alpha in, so it's only a +2 level gap.) Still, once I get enough cash to get all the winter enhancements I need to hit cap, I can set up macros/keybinds to combine all insps into reds and go to town. Rather looking forward to that.
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Like I mentioned, this is just the initial build I'm aiming for to get basic competence at farming. I'm hoping to get some better builds out of people so I know what to aim for once I have actual cash to put into it. (Hence why I'm mostly using 50 common IOs rather than sets.)
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That is way, way too much melee defense. Why are you aiming for so far over the soft cap?
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I have a tanker build I want to make. It will cost me several billion, from some back of the envelope calculations. Therefore, I have made a fire armor brute, but since I'm allergic to doing things in the proper, meta way, I made a Claws/Fire. 😄 As he has now hit 50, I'm looking at getting him basically kitted out for farming +4/x8 fire farms - he can do +1 or +2/x8 with his ghetto leveling build, but now I need to kit him out relatively cheaply for his job. I came up with this build for now - the winter sets are the really expensive stuff in here, and I'll probably start with generic IOs in those powers to begin with, putting in the Winter ones as I raise the capital for them. I do have some of the IOs already - the defense uniques from Steadfast Protection and Gladiator's Armor, the Performance Shifter and Panacea Procs, and the Shield Wall +5% res, so I'm not starting from a purely common IO build. I do have about 100M between my various characters that I can pool together to buy/craft IOs, also. Please tell me how terrible this is and why should I feel bad about it: Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Beeflet: Level 50 Magic Brute Primary Power Set: Claws Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Strike (A) Accuracy IO (3) Accuracy IO (3) Damage Increase IO (5) Damage Increase IO (5) Endurance Reduction IO Level 1: Fire Shield (A) Aegis - Resistance (7) Aegis - Resistance/Endurance (7) Aegis - Resistance/Recharge Level 2: Slash (A) Accuracy IO (9) Accuracy IO (9) Damage Increase IO (11) Damage Increase IO (11) Endurance Reduction IO Level 4: Blazing Aura (A) Accuracy IO (15) Accuracy IO (17) Damage Increase IO (17) Damage Increase IO (19) Damage Increase IO (19) Endurance Reduction IO Level 6: Spin (A) Superior Avalanche - Accuracy/Damage (21) Superior Avalanche - Damage/Endurance (21) Superior Avalanche - Accuracy/Damage/Endurance (23) Superior Avalanche - Accuracy/Damage/Recharge (23) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (25) Superior Avalanche - Recharge/Chance for Knockdown Level 8: Healing Flames (A) Healing IO (25) Healing IO (27) Recharge Reduction IO (27) Recharge Reduction IO Level 10: Temperature Protection (A) Gladiator's Armor - TP Protection +3% Def (All) (29) Steadfast Protection - Resistance/+Def 3% Level 12: Follow Up (A) Superior Blistering Cold - Accuracy/Damage (29) Superior Blistering Cold - Damage/Endurance (31) Superior Blistering Cold - Accuracy/Damage/Endurance (31) Superior Blistering Cold - Accuracy/Damage/Recharge (31) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (33) Superior Blistering Cold - Recharge/Chance for Hold Level 14: Combat Jumping (A) Shield Wall - +Res (Teleportation), +5% Res (All) (33) Kismet - Accuracy +6% Level 16: Plasma Shield (A) Aegis - Resistance (33) Aegis - Resistance/Endurance (34) Aegis - Resistance/Recharge Level 18: Focus (A) Superior Winter's Bite - Accuracy/Damage (34) Superior Winter's Bite - Damage/RechargeTime (34) Superior Winter's Bite - Accuracy/Damage/Endurance (36) Superior Winter's Bite - Accuracy/Damage/Recharge (36) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (36) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 20: Consume (A) Endurance Modification IO (37) Endurance Modification IO (37) Recharge Reduction IO (37) Recharge Reduction IO Level 22: Kick (A) Accuracy IO Level 24: Tough (A) Resist Damage IO Level 26: Eviscerate (A) Accuracy IO (39) Accuracy IO (39) Damage Increase IO (39) Damage Increase IO (40) Endurance Reduction IO (40) Recharge Reduction IO Level 28: Burn (A) Accuracy IO (40) Accuracy IO (42) Damage Increase IO (42) Damage Increase IO (42) Recharge Reduction IO (43) Recharge Reduction IO Level 30: Weave (A) Defense Buff IO Level 32: Shockwave (A) Accuracy IO (43) Accuracy IO (43) Damage Increase IO (45) Damage Increase IO (45) Endurance Reduction IO (45) Sudden Acceleration - Knockback to Knockdown Level 35: Fiery Embrace (A) Recharge Reduction IO (46) Recharge Reduction IO Level 38: Super Jump (A) Jumping IO Level 41: Char (A) Accuracy IO Level 44: Melt Armor (A) Accuracy IO (46) Recharge Reduction IO (46) Recharge Reduction IO Level 47: Fire Ball (A) Superior Frozen Blast - Accuracy/Damage (48) Superior Frozen Blast - Damage/Endurance (48) Superior Frozen Blast - Accuracy/Damage/Endurance (48) Superior Frozen Blast - Accuracy/Damage/Recharge (50) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (50) Superior Frozen Blast - Recharge/Chance for Immobilize Level 49: Rise of the Phoenix (A) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Fury Level 1: Sprint
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You haven't actually read the thread at all, have you? People already don't use them - not because not using them is more 'fun', but because TOs and DOs don't do enough to be worth bothering with. And thus your powers feel weak as hell until you can slot SOs (or SO equivalent IOs, of course.)
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22 power choices and 67 enhancement slots. Lower level characters are inherently less powerful by virtue of having fewer choices and having fewer slots to enhance with, but there's no good reason why the few enhancement slots we do get are completely useless until level 12, and then they become almost completely useless until level 22. The idea that low level enhancements must be terrible comes from the same design philosophy that brought us "three minions are equal to a hero", and should be discarded just like that was. Let the powers we do have feel reasonably powerful, from the start.
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Focused Feedback: Snipes and Dominator changes
kenlon replied to Leandro's topic in [Open Beta] Focused Feedback
I wouldn't put "change the UI to match updated functionality" as something that should invoke the cottage rule. When fast-snipe is the default state for the power, the ring should only show when you're at sufficient to-hit to get the better damage scale. -
Focused Feedback: Devices, Stealth and Misc Power changes
kenlon replied to Leandro's topic in Open Beta Testing
Is this a property that is set per-object, or something global for everything the power summons? The more weighty animation works well for very heavy stuff like dumpsters, but some of the lighter objects look odd - especially crates. -
. . . wait, seriously? This is your actual argument? Why on god's green and fuzzy earth would anything need to be done to IOs if low level characters got access to SOs?
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You wouldn't be removing them just to remove them, though - you'd be removing them and having SOs drop in their place.
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One of the big reasons why DFB is the only sane way to level early on is that it keeps you at levels 1-4, meaning that the fact that you have no enhancements doesn't matter. If you go out and do mission arcs, the fact that your powers are way below what they, sanely, should be (SO level enhancements), makes it painful. I've been playing in a duo with my wife - no XP boosters, no DFB, basically recapturing what we did way back when the game was first live - and it makes it abundantly clear just how badly balanced the game is before you hit 22. Even getting DOs in only helped a little. And as far as actually getting low level SOs, assuming you just replace the drop table spots for TOs/DOs with their SO equivalents, then you can get the SOs from doing missions, or from the AH from other people who are doing low level content. I mean, sure, doing DFB will still be better XP per time spent, but having access to actually decent enhancements would make *not* doing DFB far less painful. And that would be a good thing, I think.
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This is a pipe dream, but: The biggest problem with the early game in CoH, and the biggest reason that people want to powerlevel past it as fast as possible, is that playing before you get SO level bonuses *sucks balls*. (Yes, I know that most people are using IOs, not SOs, but the principle applies. Having a limited selection of powers and a small number of slots in them is limiting enough, without having enhancements that do almost nothing for you. If we could slot in SOs right from the start, then doing mission arcs or radio missions would actually be a fun alternative to running DFB over and over again to get to 22. Thoughts?
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They were talking about the Elusivity idea that you floated in your defense rework proposal.
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To give them the benefit of the doubt, you could change their statement from "Math doesn't tell the whole story of Catrina's defense" to "Build designer math doesn't tell the whole story of Catrina's defense", because it is true that Pine's/Mid's doesn't have knobs for adjusting the incoming damage amounts based on effects like slow/-to-hit, etc.
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That makes no sense - the only thing that Tough gives is S/L resist, so I would get nothing out of taking it if I'm at the 90% cap already. I already don't die at +4/x8 with my current build (which includes the fighting pool), but I take ages to kill things. What do I need to be tankier for? If I can keep the same or better level of tankiness but increase my damage output, I can do more with my tanker. If someone understands the tradeoff they are making by dropping fighting, and are willing to pay the silly amount of inf for the enhancements needed to do it, a build like this could work fine for anyone. It's an excellent power if you have the power choices to spare and you need the defense, I agree. My current build skips Energy Punch and Bone Smasher and takes Boxing, Kick, and Cross Punch instead. I know how much damage they do. My final build has defense numbers of 44.1% S/L , 42.8% F/C, 43.5% En/Neg, 13.1% Psi, and positionals all in the 22%-27% range. These are comparable numbers to my current build. (I'm more over-cap on S/L, but otherwise within 1.5%.) My resist numbers are all better than my current build with fighting in it. 25% better for F/C, 16% for E/N, 8% for toxic, and 10% for psionic. And I get more damage, better to-hit bonuses, more recharge, significantly more net endurance recovery, the whole leadership pool for team bonuses . . . This might be a silly-expensive build. I would certainly get far more damage out of putting this inf into any other AT over this one, but so what? This is still a good build.