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Grandfeatherex

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Posts posted by Grandfeatherex

  1. 3 minutes ago, macskull said:

    The manifests used by third party launchers are updated via a different process and can sometimes lag several hours behind. Tequila isn’t officially supported anymore and at some point won’t work at all, might as well get used to the HC launcher.

    i will switch only when there is absolutely no other option, i don't like the HC look or set up, and only use it now to check markets on a second account so i don't have to keep changing log in info, i'd rather wait even if it's 24hrs to not be forced to use that HC launcher which should say something

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  2. I intentionally avoided reading a lot of the body of the posts since I haven't run the arc yet, but if we're forced to get a zone change, can we at least get a generic store/quartermaster that sells enhancements in the area?

    I'm not a fan of changing things in general, but the last time i went there i planed ahead and bought SO's for the slots i would unlock... to have them go red before I could slot them, meaning i had to buy them off the /ah

  3. I was in RWZ testing on the targeting dummies with bots fully upgraded, and after about 10 min of testing, which included resummoning bots, re-slotting bots etc i still hadn't seen the assault bot actually use conserve power and was ending out even at 80% end reduction

  4. 11 minutes ago, Glacier Peak said:

    For the past three hunts today, there has been an announcement put out in game. It's in bright orange GM lettering. Some of the previous submissions in this thread have it in their chat if you look closely. 

     

    The screenshots are saved in the same screenshot folder on the new COH Launcher as it was for the Tequila Launcher. The filepath doesn't change unless you move them yourself or install in a new location. 

    I don't mean the "hey this thing is happening RIGHT NOW" message (and then killing time reading the forum post to figure out what's going on). i mean an actual pop up window when you get into the game like there was about the new issue in beta, or when the donation window opens.

    it doesn't share the same folder for me, since the only way i could ever find the screen shots was because on tequila there is a button you ca click that opens the screenshots directly, and when i took screen shots with the new launcher i had to go to tequila to open the screen shot folder and they weren't in it

  5. I wouldn't have made it in time anyway (it would have been nice if there was an in game pop up to let people know this was going to be a thing)
    but but I don't even know how to get the screen shot up here, took a minute just to read the rules and by then i was 4th 😕

    but this does raise the question I was trying to find the answer for I guess, which is, where are screen shots saved on the new launcher? I had to go back to tequilla to take and find screen shots

  6. 20 hours ago, MAH said:

    "Firstly, the mechanics of the set make the set difficult to get started with. Secondly, when fully built, Titan Weapons massively overperforms compared to other melee set in almost every metric."

     

    My perception of this was that the game developers intended to reward players for learning how to manage a relatively clunky set. Taking the skill requirements away from sets destroys any sense of pride in specialization, practice, or mastery. I view City of Heroes as a relatively easy game and the skill needed to run Titan Weapons at a high level was something that allowed players to stand out from others.

     

    Having tested the newer version of Titan Weapons I do not see any value-added reasons to play this set over any other set. I believe that continuing to make changes with this style of thinking will lead to a game where each and every character within an AT will play too similarly to one another and powersets will be differentiated only by visuals. 

     

    I have enjoyed City of Heroes for the past 16 years, but a game where practice has no impact on performance is a game that I will tire of very quickly. 

    I fell the same way that it feels like every set is being "brought into line with existing sets" (even if that means changing 2/3 sets to match 1/3 of them with the ST and AoE coming at the same levels, same with blaster versions of build up changing to all come at the same level, makes each set seem like a less interesting pallet swap

    I didn't do all the math and measure times down to the second on runs, but just for a 'feel' perspective it's lackluster and more boring than the TW's I already have
    chaining a powers time from 1 second activation to 1.1 etc might not be too noticeable, I really hate the dmg and end reduction with momentum though.

    I made a Dark/TW tank specifically because people QQ over end costs all the time and because I've never seen anyone in game use that combo, now it's just another that will fade into blandness. yes TW had high damage, but it also had high end costs and if you missed you had another slow heavy attack again and again until you got that hit (yes i understand real world physics that just swinging the TW hit or miss would add momentum, but I also understand that in the REAL world you wouldn't use a slab of concrete on an 8' poll in combat either)

    NEEDING to hit to build momentum, and the high end cost felt like a justification for that high damage, on top of it's naturally slot out of momentum attacks. 

    if changes had to be made I'd rather see a slight changes to slow it down and keep that damage again a .1 activation time not that noticeable,  keep momentum versions of attacks with the same damage, but same end cost, have taunt, rend armor, and crushing blow REMOVE momentum since the don't involve swinging the weapon seems like it would be justifiable and bring the over all DPS down but not break what made the set feel special 

    I'm really not looking forward to the inevitable kinetic melee changes either, yes, it "under performs" mathematically but i rolled my kin melee character up because they are FUN and have a distinct look and feel about them, not because I want to be able to solo a pylon in record time or have an AoE farm machine. the fun and uniqueness of sets seem to be getting put to the side in order for them to all perform the same, great if you only have 1 character maybe, but makes alts much less fun and interesting 

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  7. On 2/26/2020 at 10:02 PM, macskull said:

    Well it's a good thing that Dark Melee's not exactly hurting in the single-target damage department then, isn't it? These changes are simply making it also competitive in the AoE department.

     

    I could make the same argument and assume you're playing the same game I am, in which case I have no idea how you're moving so slowly that clearing a spawn takes 30 seconds, but I'm not going to and I'm going to point you to the fact that game's balanced around SOs which means absent any other buffs this power will be available every 45 seconds tops. I don't see how adding some AoE damage to a set that's sorely lacking it is a problem, but okay.

     

    Let's look at it this way:

    • Single-target-heavy sets are useful in encounters against single hard targets with lots of HP (basically, AVs and EBs, maybe multiple bosses) which, let's be honest, are not the majority of encounters.
    • AoE-heavy sets are useful in encounters against pretty much everything else, where there are lots of targets, which is the majority of encounters but they can struggle against harder single targets.
    • Sets that have good AoE and single-target damage might not perform as well as either of the above sets in their applicable scenarios (which isn't even the case, since they'll perform just fine) but they're going to be pretty much universally useful. There's no reason most or all sets can't fit in this category.

    I don't think any consideration has been put in to balancing around SO's for a while, or even +0/x0 settings, that seems to be what lead to the whole tank rework debacle in the first place, complaining that brutes can get to the same resist as tanks... ignoring that a tank could do it with SO's and a brute needs sets to get there


    this change again just furthers making tanks farm equipment,  for low lvs and at +0/x0 tanks are going to suffer with longer cooldown on shadow maul since you aren't fighting enough mobs to need the increased area. at lower levels or without sets you aren't going to have the deffence to pull off +0/x8 where the damage really improves, especially how much longer it takes waiting for the attack to come up now.

    keeping the recharge time, area, and damage the same, but reducing the cast time would have seemed more ideal to me as it would have been a flat net gain both for aoe and ST attacks, now it's a hindrance to ST and AoE damage unless you artificially inflate the number of mobs you're fighting, and even then it's still increasing overall AoE output at the cost of ST dmg and anyone playing the game at default settings

  8. anyway the "ranged only" could be dropped and/or only apply to pets told to stay in a certain spot? it seems every change ignores that low levels also exist, when my mercs have burst and brawl i'd much rather them move in to brawl rather than stand there waiting until burst recharges, something walks to melee them and they attack with brawl, or me having to manually move my pets into melee range when their other attacks have not recharged yet

  9. 7 hours ago, Purrfekshawn said:

     

    Because new to this game players often take Empathy with Defender trying to make a typical "Healer" build that is mandatory in another MMO's. On practive that Defender loses a lot of offensive power while being only slightly better than e.g. Corruptor with the same layout (Regen/Recovery aura, for lnstance, is as much powerful for Def & Corr).
     

    A tiny lil' request - on detailed charts, please, also print builds, those scored "0". (no one took them). Because it ends with builds with 1 player on them, it seems to be made automatically, but sentinel overall options =12*13=156, there's only 151 entries, so 5 of them probably scored 0, and due how lists are written currently it may be hard to spot what exact builds did that. Would be great to know, so ppl would try to make builds those haven't made by anyone yet.

    a cor might get the same RA's but they don't get the same buffs for fort, heal, leadership bonuses, or debuffs from attacks, on a smaller team an emp can keep cycling fort or even stacking fort for a much higher deffence bonus than a cor, as well as healing more and debuffing more with attacks, so while some might count them as "just a healer" that's not an accurate assumption, nor is it fair to say cors are more "powerful" since a deffenders "power" comes more in the form of buffs/debuffs than a cor


    i would also like to see the 0 builds, as well as power pools, epic/patrons, and SoA bane/crab/soldier fortunata/night widow/widow breakdowns

  10. On 9/21/2019 at 3:54 PM, Replacement said:

     

    Fortunately, you are wrong. 

     

    (This isn't me trying to be aggressive, btw.  I feel this is born from a misunderstanding and I need a way to grab your attention so you aren't spreading misinformation)

     

    Scenario #1: you're soloing.  Vs ST or aoe, the results are the same: you now deal, at worst, the same damage (because Bruising's power boost has been baked into all of your attacks) and more likely, better (because the new increased damage multiplier is immune to Purple Patching).

     

    Scenario #2: you're partying vs a single big target.  You lose some minor ability to increase your party's damage in exchange for contributing much more damage.  And, again, any +Recharge, +ToHit, or +Damage effects from your allies are now more effective.

     

    Scenario #3: You're partying and fighting a big group.  Obviously, these buffs will be noticeable.

     

    Scenario #4 soloing between lv 20-27 against an AV/EB and being saddled with an AoE attack instead of a heavy hitting ST attack, for all the tanks getting powers out of sequence to what they do now, to make them more AoE focused 

    if the tanks get their t1 and 2 swapped and MA has three others swapped that's 5 out of 9 getting shuffled around just to focus on AoE's

    -------------------
    it looks like everyone is focused on what they do at 50, and not how they get there can a brute hit 90% cap? sure, much harder for them to do it at lv 25 compared to a tank though or to do it with basic SO/IO's
    tanks always shined in getting, and holding aggro and dealing with it long enough to kill everything attacking them, i'm all for changes to accentuate that with more targets on taunt, but everything else seems to be to make them AoE killers instead

     

  11. 38 minutes ago, Vanden said:

    Good for you, but that's hardly typical.

    Solo isn't where Tankers were underperforming, so the majority of the changes are focused on helping in a team setting.

    i've never seen any other tank having end issues either when played smart even with SO's

    as for teaming this removes what is effectively a 20% team boost to damage in favour of the tank doing more damage themselves i don't see that as being helpful to a team
    neither is the taunt aoe if the aggro cap remains the same 

    if the aggro cap was raised i could see that helping out with the increased taunt
     but again the changes seem to screw over solo tanks, to buff a tanks damage reducing the damage by their team mates without bruise

    makes most tanks (now tier 2) attack redundant unless it's just used to slot a set

     

    there is no reason to continue my rad/axe tank, i'll reroll it as a brute on homecoming and makes the tank version on rebirth

  12. 3 minutes ago, Vanden said:

    The PPM formula ignores outside buffs to its variables (which the increased AoE sizes are being implemented as), it only includes enhancements, so procs in Tanker AoEs should be unaffected.

    ok, then the AoE's that have been reduced to have the buff expand them will have slightly better proc rates

    so that leaves solo tanks with an extra +20 end (which i've never had a build where end was an issue)
    and slightly better proc rates IF they slot procs

    in exchange they lose any reason to take what use to be their teir 1
    increases their taunt (which does nothing solo)

    increases targets hit by aoe (which does nothing for solo if you aren't farming)
    forces them to exchange single target attacks in tier with AoE attacks (moving 4 of 9 attacks around from what they are now)


    this doesn't seem to be a "tank buff" it's a buff for farmers

  13. this looks like it robs single target focused tanks to buff aoe's for farmers

    as i'm soling battle axe now i know i would not want to wait to lv 28 for swoop and have to get whirling axe instead.

     

    removing bruising makes the tier 1 obsolete if they are getting damage buffed by ~20% solo and makes them less team oriented

    moving the tier 1 to tier 2 just makes the tier 2 obsolete, where as it stands now with bruising none of the attacks are obsolete since the tier one is effectively a 20% team damage boost

    again with the aoe's this just seems to cater to farmers running /x8
    while a none farmer solo tank will suffer for having any procs in aoe/cones since the aoe is scaling up (unless you are also going to overhaul the PPM formula)

     

     

    increasing the taunt cap doesn't really do anything for solo tanks either 

     

    the extra end is fine i guess but i don't have any end issues with my tanks.

     

    right now i can and enjoy soloing tanks just fine, but with all the changes to "buff them" what exactly do solo tanks that aren't farmers get out of this other than nerfing their proc rates? 

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