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Everything posted by Force Redux
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I always thought that waking up was making you sluggish. So upon breaking Sleep, there is an Unresistable -Recharge / -Movement / -Damage that lasts for say 12 seconds. In this age of AOE attempting to keep things asleep is a thankless job, so at least when its broken have it provide something useful. Likewise, if all or a portion of it were unresistable, it would make sleeps useful vs. EBs, AVs and GMs.
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Solarverse's SFX Consolidated List of Mods
Force Redux replied to Solarverse's topic in Tools, Utilities & Downloads
@Solarverse or others, is there some kind soul out there who could make a very low-volume sound for Radiation Melee's Irradiated Ground toggle? It is just very loud, and sounds like a whole bubbly sauna is following you around everywhere. I'd be forever grateful! -
I've been on teams with Bots/Storm. Utter chaos. CHAOS!! (OOC: while its not always 'optimal', I enjoy the chaos of CoH combat. Powers lighting up the room. Bodies flying (thank you PhysX!), things running. Its so different from the old ritualistic days of Everquest where you'd carefully pull, mez, tank and spank, rest, then rinse and repeat. Yes, I do recall early CoH was similar, with people frequently 'Taking a Knee', but I think its better nowadays, overall (even if its a bit more rush rush speed zerg)
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Use Kallisti Warf to spruce up other zones
Force Redux replied to AsbestosBill's topic in Suggestions & Feedback
Sorry if I missed that, I was reading quickly on my phone. I whole-heartedly approve of your statement. (I think the Cold War child in me loves the Brutalist stuff in a sadistic, meloncholy, nostalgic way.) -
That's why I'd love to see the power selection give you three separate powers! Just like Adaption does in BIo, the choice gives you three exclusive toggles to choose from, with small, medium and large radiii...same power, but choose the best size for the job/map. 🙂 Also, reduce the power cost to 0.36 END/sec and it's just fine. Please devs, make it so! 😁
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Use Kallisti Warf to spruce up other zones
Force Redux replied to AsbestosBill's topic in Suggestions & Feedback
I like some of that brutalist architecture though... 🙄🙄 -
Can we get a fix for Phantasm going into melee range?
Force Redux replied to robobl4de's topic in Bug Reports
Only semi true. He's a T9 power and should be useful, just like other pets. Likewise, when solo or exemping down, the extra damage and aggro distraction are helpful. I'd like for both of us to find reasons to keep him... Rather than give up on the power 😔😔 -
I like Repel. My experience is generally with FFs Force Bubble. My wish is that the radius could be adjusted. Perhaps the power choice could yield three child powers with different radii: 10', 20' and 30'? It's a very unwieldy tool on many maps.
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Many good suggestions made. I will second NRG/NRG Blaster, with honourable mention to NRG/FF Corruptor running Repulsion Field full time: you will be a solo god, even if you don't want to be 😁
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Thank you, friend!
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Thanks Taco! I'm 42 right now, and definitely loving VG. Have it slotted with 4 basilisk, the Lockdown hold proc, and ghost widow's psi proc. With my global recharge it's up quite often. As a controller between time and Earth I can lock down even large spawns very safely.
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May I ask, what neck piece is that?
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I see no one responded to this as yet. May I ask did you respect and continue with the character? I'm leveling mine up and while I'm very familiar with Time, I really haven't leveled an Earth Controller up past the 20s before and I'm hitting 40 now and considering my end-game build. Thoughts?
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Demon/Dark (or Demons/Dark) - once more unto the boards!
Force Redux replied to brasilgringo's topic in Mastermind
Yes, if the pets are now given the GotTo or Stay commands, they stay at the spot they are commanded to, within 20' or so. You can independantly set the mood to aggressive or what have you. The three most common commands I use are: GoTo Aggressive (for battles) Follow Defensive (moving between battles) Follow Passive (moving outside in the city) -
No pressure. Just quietly waiting for the next installment 🙂
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I run into many Kallistis on Everlasting, and we've teamed many times, so I'm happy to learn a bit more on their backstory!
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Hello. In no certain order, I'd like to run down a few 'quick fixes' for various powers/sets that might one day make it across the Dev table and see the light of day. They are certainly open for discussion. I'm aware some of these are possibly mentioned in other posts, these are just my not particularly comprehensive ramblings. Dark Miasma (Black Hole) Defenders, Corruptors, Controllers, Masterminds Make Black Hole useful (somewhat) The issue: Black Hole is worthless for play. It only prolongs fights and it's niche use is so limited that this power was a quick pass even back in the Early Issues of Live. Using this on a team might get you kicked. The Solution: Give this the Dimension Shift treatment from Gravity. While still a niche use, it is more friendly to teams who get a quick explanation, can offer some protection, while not slowing down game speed. Earth Control (Stalagmites) Controllers, Dominators Bias against Flight Travel The Issue: Stalagmites wants you to be on the ground. Not all concepts need Earth characters to be stuck on the ground. Maybe I'm Asteroid Lad, and I fly. The Solution: Allow Stalagmites (and other Earth-based powers that require being on the ground) to work while OFF the ground. Concept is important. Energy Blast (Knockdown) Blasters, Defenders, Corruptors, Sentinels Dealing with KB. The Issue: I love the set, visually. I don't like having to deal with the KB in teams. This is an old saw, I know, I know. But there is a 'tax' to using the set if you want to convert KB to KD with IOs. Various solutions have been proposed to deal with it. The Solution: Have the Costume Creator have two choices to pick: A Knockback Original and a Knockdown Derivative. That way, you can pick and choose in the Costume Creator which attacks you want to KB (ie, your single target stuff or the Power Pushes and stuff for the GETAWAYFROMME power, and also choose which ones you wish only to Knockdown (ie, probably most of your AOEs). But this does leave the player with their own choices, and doesn't take up valuable slotting options. Force Field (the Defense buffs) Defenders, Corruptors, Controllers and Masterminds Add DDR to the set The Issue: The pre-eminent defense buffing set lacks Debuff Resistance (DDR). , and being able to hand out DDR to ATs who lack it would improve its usefulness somewhat at high levels with a quick fix. The fact that Darkness Affinity (of all sets!) has DDR and Force Field doesn't is a crying shame. Solution: Give a Defender 15% DDR each with Deflection/Insulation Shields and another 10% with Dispersion Bubble. That's 40% unenhanced, 60% at the upper range of Enhancement Diversification. Players spend $MMs of Influence to get to or close to soft cap (Blasters, many resistance sets, etc) and they can lose it so quickly with debuffs. This is a quick fix that improves FF's ability to keep its buffs valid and useful at high end. Force Field (Repulsion Field) Defenders, Corruptors, Controllers and Masterminds Make Repulsion Field more useful The Issue: The fact that Bonfire in Fire Control and in the Fire Epic for Blasters(??) and Masterminds is more reliable control AND does damage shows how poorly Repulsion Field has been maintained over the years in viability. Bonfire has an Endurance Per Second cost of 0.36 and can easily be made perma as well, and also takes numerous procs to enhance it's performance. Replusion Field is END hungry and when proc'd for KB2KD has its proc rate reduced to about 10%, neutering this power. No one has issues with Storm's Hurricane being a mobile repulsion field and yet while endurance hungry, it also debuffs as well. Repulsion Field is very lacking. Solution: Reduce cost to run the toggle to 0.36 END per second. Get rid of the extra per-target END cost. Allow the power to have KB2KD conversion without a reduction of % proc on targets. Gravity Control (Wormhole) Controllers, Dominators Make Wormhole more useful on big teams The Issue: Wormhole doesn't have enough Mag on its Teleport to move Bosses or Lts that are +4 levels higher than you. Which is a problem on large high-level teams, which include a LOT of Lts and Bosses. You try to help herd a group and the power fails miserably. At least they aren't angry at YOU, though. The solution: increase the Magnitude so that it can capture Lts or Bosses. Particularly now that Fold Space is coming with the TP power pool, let's try to keep Wormhole relevant in the new game. Illusion Control (Phantasm) Controllers Phantasm dies too easily on large teams The Issue: despite having no melee powers, Phantasm rushes into melee combat to use his Power Bold and Energy Torrent. He also has minimal resistances and a HUGE weakness to negative energy damage. He dies easily, especially on large teams and on the popular ITF, where negative energy abounds. Controller pets shouldn't be worthless on teams. Rocky, SIngularity and Venus Fly Trap are all useful on my teams. The solution: I can only suggest giving Phanty the AI of one of the other pets or some other port that changes his behavior. Likewise, Phanty has never been looked at numerically and still bears the 'old school' numbers. Get rid of his Negative Energy deficiency and boost his resistances a bit. 40% energy, 20% lethal/smash would be my suggestion. Extra suggestion: It would be nice to have the option to have Phantasm as a Male, Female or Huge form, in the Costume Creator. Necromancy (Grave Knights) Masterminds Make Grave Knights tougher The Issue: The Grave Knights are your two real damage dealers. They wear armor, too. But they have no resistance to the most common damage types in the game, Smashing and Lethal. They could use a little help. Solution: Give 10.5% Smashing Resistance, 21% Lethal Resistance and 5% Melee/Lethal defense to the Grave Knights. It fits the theme of their armor and allows them to mix it up better in melee, which is where they primarily go into. Robotics (Protector Bots) Masterminds Reduce Protector Bot bubbling time The Issue: The Protector Bots take a lot of time at the start up and then again throughout the gameplay buffing EACH and EVERY single robot. They love it. And it is a huge impingement on their attack cycle. Compare vs. Thugs, where they Enforcers simply have a leadership aura. They can spend their time hurting things. Now, the perk of the Protector Bots is that one of them will buff the MM, which is helpful. But then again, Enforcers will buff OTHER PEOPLE'S thugs, too, not just their master's own. The Solution: Have the Protector Bots apply their buffs as an AoE, much as a FF defender does. One buff, they hit all their buddies in range. BAM. Done. Back to the fight. Shield Defense (Active Defense) Tankers, Scrappers, Stalkers Give option for turning into a toggle The Issue: activation time for Active Defense can interrupt attack chains or other needed actions, such as a Taunt. It also eats up the only auto-fire power you can have without complex bindings. The Solution: already in play, sort of. Allow it to be chosen as either a clicky (some folks like the double status protection) or a toggle (call it Master Defense). Unlike the Sentinel change to Master Brawler, there is no need to add absorption or other things, just the option for click or toggle. Shield has extra HP, a -Damage aura and also decent resistances already to layer with. Super Reflexes (Practiced Brawler) Tankers, Scrappers, Stalkers Port the Sentinel change over The Issue: Super Reflexes is a great set. But not everyone wants to have the click activation status protection of Practiced Brawler, and it would also benefit from an extra layer of protection besides naked defense. The solution: already in place, as Sentinels have a version of Practiced Brawler (Master Brawler) that provides status protection with toggles and offers a clicky Absorption buff. Now you can choose. Choice is good. Some folks like the original as they can 'double up' on the status protection. Others would prefer not to break attack chains with the animation. TL;DR - quick suggestions that might help QoL with various powersets. That's all I got. Comments or suggestions welcome. Have a nice day!
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Can we get a fix for Phantasm going into melee range?
Force Redux replied to robobl4de's topic in Bug Reports
I'd like to see this power reviewed too. Phantasm is derpy and gets killed frequently. -
I have freed up the following two names: Helen Carnate @HelenCarnate did you want this? Bubble Bath
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Corrosive Enzymes? The first Nature power? Its a single target debuff...no damage, no cone. Its pretty handy vs. tough targets. For MMs without a -regen, take along an Envenomed Dagger and get the Interface Incarnate that debuffs max HP. But most MMs sets should be able to out dps an AV's regen, even if slowly.
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I have to be honest. I love /Dark so much, I have several of them. But I wish you the best with whatever secondary you choose! There are many good ones to choose from! I like the recommendation about /Rad, too. But for Necro, I really really like to double down on the control aspect of Necro with a secondary that has some controls to add to it. Plus the debuffages.
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sorry I see that you said you already tried time period I would go with the above recommendation for cold it's an awesome set and great at debuffing and buffing
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If not Dark, then Time. Has everything you could want. Buffs, heals, debuffs, and a side of control. It's the king of secondaries.
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SA = Sudden Acceleration invention origin enhancment that converts Knockback to Knockdown. Found on the market for 1-2 Million Inf, relatively cheaply. IO - Invention Origin enhancement that are crafted, but typically purchased from the market. Invention enhancements typically have set bonuses and offer unique procs/buffs. FS - yes, Fulcrum Shift 🙂 Edit - Hedgefund beat me to it!
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Spines also has excellent AoE and ST was improved in Stalkers in the port over. Solid, also has some range too.