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PancakeGnome

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PancakeGnome last won the day on January 27

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  1. After using my t9 geode for a while, I've noticed a pretty frequent bug where it just breaks RIGHT after you use it on the first hit. At first I thought "maybe I just got hit really really hard and it broke through?" .... so I've been watching, and now I'm noticing it happen even on things I KNOW can't do that much damage in a hit. So something is breaking it right after using it sometimes. Maybe a bug that if I get hit in a fraction of a second after I use it it will break? Or? Anyhow, definitely not the intended behaviour.
  2. I wish you would give us some pre-made building exteriors. Just like skyscrapers, and random shop buildings and stuff. You don't have to be able to enter them (we can figure that out), but just being able to make a city scape and stuff like that would be MUUUCH easier with assets from zones to use. We build outside of bases now, don't be afraid to give us big stuff.
  3. Eh, that is EXTREMELY unlikely. Open PVP in an MMO at the time CoH (and CoV) was already a thing devs knew about ..... Everquest had different races, light and dark, and just didn't let people open PVP except on a special PVP server. A dev might have said that, but it was likely just covering for the "need for an expansion as a 2nd game that you can't access as a hero unless you pay for the expansion". This is another thing MMOs already were doing and had. You can have different zones that different factions use more often than not. Villains could have been encouraged to stick towards their areas more very easily..... but, again, saying these excuses is a good way to get players onboard with buying another expansion and explaining why it can't be one game that all players can access without opening their wallets... lol Everything you list they could have just done, made villains start there, and just allowed cross over (or designed in a gameplay where there were guards against heroes in villain areas or something, so you COULD go there but it would be more hostile). And, again, all of this was already being done in MMOs. It was already figured out. The excuse is they just didn't know how to do these things and that having a paid expansion that only those who paid get access to was the ONLY POSSIBLE WAY is just silly.
  4. Lex Luther doesn't live in a different part of the city where Superman can't get to.... and if Superman goes over to Lex's building, he didn't do it by becoming a "rogue". This idea that if you walk into the wrong part of town you are "actually a villain of some sort" isn't how it should work. Sure those more shady parts of the city should have different sorts of jobs / task forces / missions..... but just going there because you have a reason to shouldn't be gated behind needing to compromise your hero character. The ONLY REASON it works this way is because of economics. City of Villains was released as an expansion (and one not everyone had access to, you have to buy it). So they had to treat it like its own separate game. But now on homecoming we can just have a single super powered game. Where YOU get to decide what kind of character you are and where you go. And again, there is no reason going into the bad part of town should require your hero to "fall from grace".
  5. How do you do, I am Dr. Nova Quark, and I'd like to share my revolutionary discoveries into battle science!!! While I achieve these results with my amazing Cybercell Technology, you may achieve similar results with enough dedication to your own craft. May my research help you in your efforts to achieve greater power as you investigate this area of SCIENCE!! So sit back and let us dive into what makes me..... Dr. Quark: Super genius of SCIENCE!!!! What you will see is enhanced by Agility Core Paragon. An incarnate ability of great power!! Enhancing endurance modification and recharge rate and defense even more than my science can do alone!!!! First, I am what many call a "defender", though such a label fails to grasp the full scope of my genius! For I do far more than "defend", I also offend!! And arrest! And defeat any foe that dares step in my path towards ultimate SCIENCE!!!! The first aspect of my power is the ability to inhibit even the most dangerous of foes. Though I've learnt, through much research, that while draining the energy of foes is the primary focus.... you can not focus entirely on it!! No no, you must strive for some balance with your damage as well. First off is Charged Bolts. Here is a quickly executed attack which can be thrown in most anywhere. Combined with a chance for toxic damage AND a boost to endurance drain.... this attack is perfect to keep things locked down. Next is Ball Lightning. The meat of what does damage to group of foes and can finish off the drain from Short Circuit. Though it also uses research into Synapse's Shock to increase my global recharge and natural movement speed! A critical aspect which can not be overlooked!! Along with a proc for additional damage from Bombardment. Now Short Circuit is where you get into the backbone of what can inhibit foes. The drain is enough to shut down all but the mightiest of foe!!! Especially when enhanced temporarily (as we will get into). But, like before, it is also enhanced to give global recharge and additional proc damage from Armageddon. Now, for the longest time, I did not have this ability. But I quickly found when soloing ITF that my single target damage was underwhelming. Taking Zapp corrects this problem and gives you a strong single target attack to throw into the mix. Again, enhanced with a proc from Sting of the manticore AND the proc from Apocalypse!! Turning it into a truly fearsome attack! Voltaic Sentinel is another important ability. But you might notice that it is enhanced.... in a very special way. Overwhelming force gives it a knock down proc, Energy Manipulator gives it a stun proc, and Soulbound Allegiance gives it a build up proc!!! Turning it into not only a highly draining ally that will follow you around and keep difficult targets locked down.....BUT ALSO provide useful procs and damage!!! Truly my genius knows no bounds!!!! Here is the greatest of draining attacks you might have at your command. A thunderous blast can drain an AV over half of their energy!!! Along with an additional damage proc from Positrons blast. You can see the energy drain is top notch, the recharge is quite good, and even damage / accuracy is respectable! I suggest leading into groups of foes with this attack boosted. They will all be shut down instantly if you have it up. And finally, Charge Up. It's easy to believe this is just a build up....BUT IT ISN'T!! It ALSO gives an enhancement to your endurance drains!!! Not as powerful as power boost later, but still plenty useful to take!! As, remember, shutting down enemies is the primary purpose of this science!!! And double finally, POWER BOOST! Which not only increases your energy drains...but also increases your defenses and shields for others! For 15 seconds!! Allowing you to easily overcap your defenses for the alpha strike!! Originally I took this from energy mastery.... but later I switched to soul mastery for a much better effect (it recharges faster and other soul mastery powers are better in terms of resistance, even though no T9 resistance buff)) So that covers the damage and the great science of shutting down foes..... but what good is simply being able to shut down foes? If they can defeat you easily? This is where my true genius shines!!! For you might notice my power armor, capable of defending myself against even AVs without a sweat!!! Battle tested and quite strong!! Not only for myself, but also for all of my allies!!! Truly, this combination is what takes things to the next level!!!! First off is a personal force field generator, enhanced even further with passive knockback protection AND scaling damage resistance!! Along with having the defense enhanced.... so that it is strong enough to deflect even attacks in a 4 star advanced difficulty mission!! That's right, this armor can take on the most extreme of extreme challenges!!! Genius? No.... no... SUPER GENIUS!!! These two shields will go far in protecting your allies when you are not nearby. Giving 25.4% defenses!!!! While also enhancing your own movement and recharge speeds!!! Now this is where we find the first element of the armors great personal defense for combat. As you can see, it has been enhanced in a quite special way... fully slotted to give just about everything you could want! Additional resistances and recharge! Along with giving your allies additional protection when you are nearby. It's the full package!! Additionally, Maneuvers will enhance your shielding aura! For yourself and allies!! Together with Dispersion Bubble.... this is over 23% in defenses! To yourself AND allies!! Softcapping all of your allies defenses, had they not had so before!! It took me some time to appreciate what this does. But in can truly turn the tide in more difficult battles. Protecting you against having your defenses shredded.... and helping to reduce the enhancements of foes (such as nemesis vengeance, turning a dangerous problem into a minor annoyance). Notice the enhancement to defense, this will help further protect your own defenses from being torn through so easily (as well as your allies). Now, so far the armors defenses are good.... but it must be enhanced a bit more to take it to the next level. To make it truly ready for battle. Here you can see it isn't really enhanced that much, only with some passive defense increases in the slotting (and it should have a 4th enhancement for PSI resist also)). Additionally, Weave is quite important. Since while your allies may be well protected... you are still falling behind. But you can see further enhancements to resistance here as well! This is the core of your resistance!! From Soul Mastery!! Enhancing the armor with the power of dark energy will take you to a new level!!! But first... Let us talk about side powers. I highly recommend these basics in first aid technology. Since while you can defend yourself quite well with these sciences... you can still be worn down without a way to recover without use of inspirations. Additional aiding other can be quite useful to save fellows in emergencies. Especially when you bring them close to you to protect them with your additional shielding and science!! Next, some teleportation technology!! This will allow you to shield yourself and proceed to infiltrate missions. While also rescuing in trouble allies and bringing them under your protection. I've saved countless heroes with these, and it creates immense utility. But, moving around in missions with only teleport and a skiff is quite troublesome. Which is why many of my powers were enhanced with passive movement speed increases. Turning my normal move speed into a quite respectable rate. I also added a 3rd slotting with -res here. But it just helps increase your power to take down large groups. Finally is Assault. Though this is very much down to preference. I just figured the additional 20% damage to the group was probably the best use, over accuracy. BUT, I could see someone taking tactics instead and slotting it with the chance for built up or something of that sort. Also it's worth noting how these are slotted. As you can see there is some passive healing and shielding and focus on endurance recovery, since endurance is going to be your greatest problem (though largely solved, it can still be an issue if enemies drain). SO! Let us talk about what the armor can do in the end!! Behold!! The power armors defensive stats!!! Quite strong in general, and able to handle a wide range of threats. Especially enough to shut them down with energy, as you can't just face tank forever, shutting down enemies is key. BUT! With power boost, you can overclock your armor for 15 seconds (to take alphas) Making you easily jump into the middle of enemies power boosted, then follow up with a boosted Short Circuit or Thunderous Blast to completely shut down your foes!!!!! Additionally, you can use the melee incarnate ability to have a strong RES and Regen increase, along with Eye of the Magus to give you even more RES and DEF. Effectively covering you in almost any situation. So, not only do you softcap your allies....give them 20% damage buffs....AND can control / shut down large groups of enemies..... but you can also just run in first as the primary tank!!! You don't have to taunt things to tank, since once you are in there and everything is drained, no one is being attacked anymore. Truly this is the height of science!! The height of GENIUS!!!! Now go, take my research... and improve upon it!! I just pray it does not fall into the wrong hands, for it is too powerful.... far too powerful!!!! Hero Defender Build plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Force FieldSecondary powerset: Electrical BlastPool powerset (#1): TeleportationPool powerset (#2): MedicinePool powerset (#3): LeadershipPool powerset (#4): FightingEpic powerset: Soul Mastery ────────────────────────────── Powers taken: Level 1: Personal Force Field A: Reactive Defenses: Scaling Resist Damage3: Reactive Defenses: Defense3: Invention: Defense Buff45: Karma: Knockback Protection Level 1: Charged Bolts A: Gladiator's Javelin: Chance of Damage(Toxic)5: Gladiator's Javelin: Accuracy/Damage/End/Rech5: Gladiator's Javelin: Accuracy/Damage7: Invention: Endurance Modification7: Gladiator's Javelin: Damage/Recharge9: Gladiator's Javelin: Damage/Endurance/Recharge Level 2: Deflection Shield A: Luck of the Gambler: Defense/Increased Global Recharge Speed9: Gift of the Ancients: Defense43: Gift of the Ancients: Defense/Increased Run Speed Level 4: Ball Lightning A: Synapse's Shock: EndMod11: Synapse's Shock: Damage/Rechage15: Synapse's Shock: EndMod/Recharge17: Synapse's Shock: Damage/Accuracy/Endurance17: Synapse's Shock: Damage/Recharge/Accuracy19: Bombardment: Chance for Fire Damage Level 6: Insulation Shield A: Luck of the Gambler: Defense/Increased Global Recharge Speed19: Gift of the Ancients: Defense43: Gift of the Ancients: Defense/Increased Run Speed Level 8: Teleport A: Warp: Range / Increased Perception Level 10: Short Circuit A: Synapse's Shock: Damage/Rechage21: Synapse's Shock: EndMod23: Synapse's Shock: EndMod/Recharge23: Synapse's Shock: Damage/Recharge/Accuracy27: Synapse's Shock: Damage/Accuracy/Endurance29: Armageddon: Chance for Fire Damage Level 12: Dispersion Bubble A: Luck of the Gambler: Defense13: Luck of the Gambler: Defense/Endurance13: Luck of the Gambler: Defense/Increased Global Recharge Speed15: Luck of the Gambler: Defense/Endurance/Recharge25: Luck of the Gambler: Defense/Recharge31: Luck of the Gambler: Endurance/Recharge Level 14: Aid Other A: Healing Level 16: Aid Self A: Panacea: Heal29: Panacea: Heal/Recharge Level 18: Teleport Target A: Blessing of the Zephyr: Knockback Reduction (4 points)(Empty) Level 20: Zapp A: Apocalypse: Chance of Damage(Negative)25: Apocalypse: Damage45: Apocalypse: Damage/Recharge45: Sting of the Manticore: Chance of Damage(Toxic)50: Apocalypse: Damage/Recharge/Accuracy50: Apocalypse: Recharge/Accuracy Level 22: Maneuvers A: Luck of the Gambler: Defense48: Luck of the Gambler: Defense/Endurance/Recharge48: Luck of the Gambler: Defense/Increased Global Recharge Speed48: Luck of the Gambler: Defense/Endurance Level 24: Boxing (Empty) Level 26: Damping Bubble A: Luck of the Gambler: Defense/Increased Global Recharge Speed27: Luck of the Gambler: Defense/Recharge37: Luck of the Gambler: Defense/Endurance/Recharge40: Luck of the Gambler: Defense Level 28: Voltaic Sentinel A: Soulbound Allegiance: Chance for Build Up31: Energy Manipulator: Chance to Stun31: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown34: Overwhelming Force: Accuracy/Damage34: Overwhelming Force: Accuracy/Damage/Endurance34: Invention: Endurance Modification Level 30: Thunderous Blast A: Synapse's Shock: EndMod36: Positron's Blast: Chance of Damage(Energy)36: Positron's Blast: Accuracy/Damage37: Synapse's Shock: EndMod/Recharge37: Positron's Blast: Damage/Recharge43: Positron's Blast: Accuracy/Damage/Endurance Level 32: Tough A: Steadfast Protection: Resistance/+Def 3%33: Unbreakable Guard: Resistance/Endurance33: Gladiator's Armor: TP Protection +3% Def (All)33: Aegis: Psionic/Status Resistance Level 35: Dark Embrace A: Unbreakable Guard: Resistance36: Unbreakable Guard: Resistance/Endurance39: Unbreakable Guard: Resistance/Endurance/RechargeTime46: Unbreakable Guard: +Max HP Level 38: Power Boost A: Invention: Recharge Reduction39: Invention: Recharge Reduction Level 41: Weave A: Shield Wall: Defense42: Shield Wall: Defense/Endurance/Recharge42: Shield Wall: Defense/Endurance42: Shield Wall: +Res (Teleportation), +5% Res (All) Level 44: Soul Drain A: Fury of the Gladiator: Accuracy/Endurance/Recharge46: Fury of the Gladiator: Damage/Recharge Level 47: Charge Up A: Invention: Recharge Reduction Level 49: Tactics (Empty) ────────────────────────────── Inherents: Level 1: Vigilance Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Numina's Convalesence: +Regeneration/+Recovery11: Miracle: +Recovery40: Preventive Medicine: Chance for +Absorb40: Panacea: +Hit Points/Endurance Level 1: Stamina A: Performance Shifter: EndMod21: Power Transfer: Chance to Heal Self46: Performance Shifter: Chance for +End50: Synapse's Shock: EndMod/Increased Run Speed Level 1: Shocked Level 49: Quick Form
  6. I think more about increasing the power of the group than just myself. Like I used to play more tanks / blasters that were individually very strong. But now I understand a single strong character isn't anywhere near the power of a decently strong character that ALSO has a big buff on their group (my main right now is a bubble defender that can softcap everyones defenses by being around, along with defenders 20% damage increase to group with assault). It's the same with new appreciation for debuffs and just more team minded play. When you get multiple people with that view in mind.... the power levels of the team shoot through the roof.
  7. Oh ya, I was just using it an example of how the "ATs are just a set role" isn't how CoH works. Kind of like someone arguing "mammals don't fly", and me going "you heard of bats tho?" and then you go "this isn't a conversation about bats". Hehe.
  8. The original devs also had the "rule of three"... where a single character shouldn't be able to take down more than 3 even matched mobs solo. They never imagined +4/8 solo, that would have blown their minds.
  9. Or they just do it differently. Like an illusion controller that has a perma phantom army. Those things are the ultimate tanks, they taunt AND there are 3 of them (so can hold a higher agro cap). I've had many many groups where I summoned them to tank things like 2 AVs no problem, while the tank just couldn't survive at all. That's why the game is so fun, because there are so many different ways to contribute in different scenarios. And that's why so many people have alt-itis... because we love making new characters and trying out interesting new combos and seeing what else is out there. Like "Hmmmm, what about a RANGED SCRAPPER?! Using claws?!" Or "Hmmm, what about a controller blaster? that just mega focuses on cold and shuts down the recharge of everything while sacrificing their damage?!". or... "What about a peacebringer that ignores the forms, goes 100% human and medicine pool to boost their healing up to empath levels?!". or "Ok, a defender...but they maximize the knockback! Forcefields + energy blasts for perma positioning control and knockdowns. Force bomb + repulsion bolt + repulsion field.... then everything slotted to corner massive groups of mobs and keep them flopping. They can power boost their defender level knockbacks to even flop giant monsters!!!! Nova having over 45 knockback value!" The crazy stuff this game allows is really fun to mess with.
  10. When you make a group with people.... you don't invite an average of what that AT's primary power pools on average perform compared to other powersets. You are teaming with an individual hero with their own build and own powers that perform WILDLY different depending on how that person has built their character..... No. Again, we are dealing with INDIVIDUALS, not averages. Especially for people more familiar with the game and mechanics that design interesting characters that go beyond "tanker just absorbs damage but doesn't deal any damage" type of thinking. There are a billion "niche" builds.... that is what City of Heroes is about. That's why the game lets you pick your powers, and has power pools, and advanced power pool and incarnate system and invention system...... If this delusional "ATs are one role" type of mentality is to be pushed on new players, then just do it when they are under level 20 or something. Leave the rest of us out of it. This thread has actually proven there is a HUGE problem that this sort of "archetype trinity" thinking is actually more prevalent in the community, and a lot of people are stuck thinking "a defender can't tank, lol, they are support". If anything, we need a system that rewards people for playing their ATs in different ways than they might first imagine. Because it seems like so many people are missing out on a really unique / interesting part of City of Heroes. Ever since people discovered blappers and were like "wait, blasters can actually melee and survive AND do damage?!".... then people discovered tankers can actually dish out crazy damage.... and then people discovered defenders can tank and control.... and so on and so on. This isn't "niche". This is city of heroes.
  11. Oh yea, prismatics as rewards for doing some less done arcs would be neat! Make it so everyone on the final mission team gets one. Rewarding people for playing more of the game content and engaging with the story is a lot better than trying to force them to form "holy trinity" groups.
  12. haha, that's really funny. It reminds me of when I teamed up with this tanker on my TF who was super proud of his extreme HP. Anyway, after he and the brute and rest of the team died.... I jumped into the middle of that 5th column army in the Aeon TF and solo bodied the entire thing while everyone watched with their mouths open lol. I'm sure they thought "NO a defender is not equal to a tanker" before also. Is a very very very very high end tanker stronger than me? Yea! But I'm stronger than 80%+ of tankers..... Because CoH isn't about black or white. It's about different levels of capabilities rolled into a single character. Here, notice how this chart isn't just "how much support is your defender". Instead it's ALL OF THE CATEGORIES, and my character has different strengths in all of the categories. But the "AT's only have one role" people are completely ignoring this reality of CoH..... Like this is where I would put my defender. AMAZING control, really good defense.... passable damage.... and mid level support. Basically I'm a tanker + controller that can survive long enough to completely shut down huge masses of mobs. Sticking your fingers in your ears and going "no no, your main role is support!! you are primarily support because you are defender!!" is crazy. I would challenge ANY controller in their ability to control. Because defender electric is THE BEST draining set in the game (and even giant monsters can get shut down permanently with drains, but it takes 2 or 3 electric users to do it). That's the thing... you are looking at "hold times" and "hp totals" and trying to extrapolate that to the entire capabilities of an AT. THAT ISN'T HOW THE GAME WORKS.
  13. Yea, that is the real problem with a lot of suggestions, time! Game development in general is painfullyyy slow (and always takes longer than you first think). That's why I was thinking more towards blanket buffs and going up the level limit a bit more. Something actually possible within the next decade haha. It's why I wish the team would get some funding and be able to afford more full time dev time... but a lot of people are super hostile to the idea of monetization in any way (rip). So it's just going to be a slow slog over the next 5-10+ years. But those settings don't really give different rewards? The fun thing about bigger challenges is the game patting you on the back for it in some way. That's why the star rating TF was a ton of fun. Huge rewards! and pretty challenging!! I love what they did with the stars 😄
  14. Haha, you don't think a targeted heal for 40% hp is support.... but I'm sure you probably think a rad defenders AE heal for 20% is..... Ok, yea, we just have completely different ideas of how the game works. I'm talking about how things ACTUALLY work when playing the game. Who contributes what when people are ACTUALLY fighting and trying to do content..... not just the AT name....
  15. I did a +2 challenge star ITF yesterday with the main support / healer being a peacebringer. The very low recharge glowing touch was HUGE support (way more than my defender was doing to keep people up). I was off running control shutting down the mobs damage (as a defender)... while also doing pretty ok damage. You can't pretend that our roles were "incidental" on a 2 star advanced difficulty haha, my control was top notch in keeping a lot of pretty challenging enemies shut down. I don't know why you are pretending things don't work the way they work in City of Heroes..... it's great how flexible your character can be depending on what skills you take and how you build your character and where you focus your attention / actions. Shrugging and just pretending none of that exists though? I don't get it. Why? haha
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