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Everything posted by Kaika
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Just the nature of the beast in most ITF runs today. If its KM people tend to gather as much as they can and the melee are usually always at agro cap, so unless you play exceedingly safe, or have so many buffs that your level doesn't matter, if you are being side-kicked you are probably gonna be seeing the floor alot.
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Yes. Not sure why you think they wouldn't they are entirely different things. Choking cloud is a hold not a debuff and corrosive vial is a AoE DoT with some -def. But to awnser the question further. In about 99% of scenarios, unless we are talking incarnate interface or IO procs, all debuffs stack.
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With a changeling build actually this is not really a big issue, since you aren't really reliant on toggles for anything, and you can slot +end procs into your form shifts, and with the changling play-style you shift forms multiple times a second. Light form can be made not just perma but to the point where it overlaps a bit, so even if you bottom out on end when it falls off you still have it active and can take some time you get your end back before it needs to be reactivated. You also get conserve energy, which you can't get perma but you can have up about 50% of the time and basically removes endurance as a mechanic As someone who played PB back in the day and just recently picked up the changeling playstyle, its a entirely different monster.
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For those not aware in the Magistrum Trial, if you kill Tyrant too fast, the trial bugs out and soft locks, making it impossible to complete and forcing a failure. Please fix this trial so it no longer fails because people are too good at the video game. I understand it's probably a hard bug to squash, but I have lost so many of these trials and badge runs to this stupid bug. Players have gotten alot better over the years and its become more and more common that groups have enough DPS to run into this sorta issue. Please just do whatever you have to do to remove this, if the mechanics need to change, please change them, if tiny Tyrant needs to be removed removed him. No amount of Lore is worth losing a trial because you won it too hard. I understand this is a volunteer dev team, and this is a bug caused by the original team but its one of the most disruptive bugs in the game.
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Far as I can tell they are the old variants, most of my toons are able to solo them without much difficulty unlike the Croatoa versions and they also lack the new mechanics like pumpkin patch. It makes sense honestly considering the sheer number of them that spawn. The newer versions are made to be much harder to solo or take down with a small group so they don't get sniped by single tricked out players as easily and actually pose a threat. The Event GMs don't need to be these since they spawn so frequently, I don't think anyone really cares if someone decides to solo a Eochai thats been standing in the far corner of bricks for 3 days, since he spawns in AP every 5 mins. I assume the spawn needs to be entirely clear for the next one to spawn, thats just usually how these things go.
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Let the TRAM/Helicopter system go to all non hazard zones
Kaika replied to DrRocket's topic in Suggestions & Feedback
Many years ago before shutdown I would have loved to see this but with so many other ways to get around it isn't' needed anymore. We already have TONS of methods of traveling around, this is the sorta thing they added the tunnel system for, adding a train/heli in zones that don't already have one requires art and zone work to add them. Remember the HC team is a entirely volunteer group with limited time and resources, I would rather see time and resources dedicated to making new stuff rather then added an unneeded train station to PI. -
Twilight Grasp should apply a HoT instead of a direct heal
Kaika replied to gabrilend's topic in Suggestions & Feedback
I see no reason to change a power thats been perfectly functional, practical, and generally well liked, in a set thats also functional, practical, and generally well liked. If it ain't broke don't fix it. -
As someone who as played this game since 2004 and leveled "The correct way" to 50 many times, I'm of the impression that any way someone has fun playing this game is "correct" as long as it doesn't break the ToS. Be that level 1-50 with no outside help, no double XP, no teaming with 50, no outside money and the character is dead to you the moment the XP bar ticks over 50, uphill both ways, or immediately having another player power level you to 50 so you can get to "good stuff" immediately and spending 600 million tricking out a character only to go and steam roll over a posi 1. Regardless of what play-style you enjoy BOTH are just as valid ways to play the game. CoH is a massive sand box that you share with several thousand people and all of them are entitled to their own experience. Personally, if you couldn't tell from my post, these days I prefer to play my characters at 50 for the most part. I normally still level the old fashion way, but I very much enjoy the process of creating and making builds that are powerful throughout the whole game. Does this make the game easier, YES of course is does I'm playing this game as a super hero power fantasy, thats the point, I want the fantasy of being a super hero. To get back on topic one of the reasons I tend to split off from a group is so that I DON'T end up doing everything for them if I realize there is a large power discrepancy. If you have been reading this tread at all, a common thread is to communicate with your teammates. My point is, if you find high level players are ruining your fun, then say something or start your own team, lead your own group and cap it at 49, THAT'S FINE thats a valid way to play, but don't demonize a entire group of players simply approaching the game in a diffren't way then you, one they enjoy.
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Adding more D-SYNC Enhancements to the game.
Kaika replied to Mystoc's topic in Suggestions & Feedback
Because it's a power pool power and anyone can take this. Most of the power pool attacks are the same way, just straight up weaker versions of other powers, with flurry being arguably the worst attack power in the game (seriously brawl is better). The idea is that they provide access to powers that you might not have access to normally, they are kinda bad by design to not risk messing with balance, On the note of suggestion, please no, Heal/range would be so incredibly niche that it would only serve to further pollute the reward pool with combos no one really wants. -
Honestly I don't mind them on occasion, they definitely are... unique. However I think they are far too frustrating for content designed to be repeatable.
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However they do it, I would just prefer to not have to run to the detective/broker every few missions, it's not a big deal, but its kinda annoying.
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It's very odd to me that one of the most popular activities in this game has basically gone unchanged since it's implementation. Radios and Paper missions have alot of issues that people have just kinda accepted as part of the process, that seem like they could be fix and made way better, while still not really changing the role they fill and the experience they give. As the games main source of simple endlessly repeatable missions, for a-lot of people, radios missions are one of the main ways they play this game. I'm mainly looking at these through a lens of a level 50 hero radios, but these updates could apply to all levels and both side Significantly increase the amount of enemy groups that you can find in missions. This is the single biggest issue I have with Radios, is that they represent so little of the game , with only 4 groups at 50 regularly appearing on either side. Council, Arachnos(Hero), Carnival, and Circle of Thorns, Malta(Villian). With the occasional more unique small missions that has a different group, like Malta on hero side. At level 50 there are a TON of enemy groups that could have missions added to these radios. Freakshow Malta ( Hero) Sky Raiders Family Nemesis Crey Longbow Wyvern Knives 5th Column Arachnos (Villian) Devouring earth I'm sure there are more at 50 that could also fit without being a lore stretch or requiring more then a bit of ad lib work in the mission description. Change cave missions to the tunnels map* The blue caves (or tan if you are villian side) are just awful to get, with many groups opting to skip them entirely, and groups that don't often see their party suddenly evaporate, after too many. The small and cluttered corridors get in the way of every travel power, groups are spread out making them actually easier to take out, but take more time. Pathing is an absolute mess making enemies often spend half their time running in circles, and making trying to escort a NPC in these a nightmare, and I think nothing needs to really by said about the nightmare that is the layer cake room. The OG devs stopped added these fairly halfway through the original games life span and while it makes sense to retain them in older content, I feel radios shouldn't classify as that, due to how they are presented and the role they fill. *Edit: Snarky made a rather good suggestion here, I think it's a good compromise to still have caves if you enjoy them, but have a easier way to avoid cave (or any disliked map). Having it be a hint gives a reason to actually read some of the mission descriptions. Add a intended and official way to re-roll mission If you are gonna keep abandoning missions to be able to re-roll the missions in the game, just add a "Keep listening/read" option that just re-rolls the option for you. If this is going to remain a thing it should be an intended game mechanic and something that shouldn't have to be told to you by someone tired of fighting carnies because its all the lead is getting and they don't realize they can do this. Let us run radios in every zone. At the moment running tips in PI is rather annoying due to their being like 3 instances all filled with lag due to ToT, and I suspect a reason you don't see as many red side paper missions (aside from it being red side) is because Grandville is AWFUL for this sort of thing. I can understand not allowing it in a zone like AP, but it would be nice if we could run these at any level over the zones min level in any main zone. Let us auto skip bank missions Just a QoL thing, many groups don't want to bother with bank missions, as they are sorta their own thing that plays very differently from the rest of the experience. It would be nice if a option to "Always skip Mayhem/Safegaurd missions" or something to that effect was added to Null the gull, to just prevent the need to run to the detective ever 5 missions to say "hi" if the player isn't interested. ------------------------------------------------------------ I want to add that I understand tip missions solve alot of these issues, but I feel they are a rather different thing all together. They have a more narrative focus and heavily vary goals can lead to a standstill when the group lead doesn't realize they need to talk to Maelstorm standing on the other side of the cave, invisible. It can also be fairly common to just run out of them. I think both systems have their place, but radios are just heavily in needs of updates.
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I tend to enjoy playing 50 toons with very expensive generalist builds built to be able to solo most of the time. If my group doesn't actively need me or I'm not the one doing the tanking, I tend to go off on my own, for the sheer sake of actually having something to do. Everyone plays on 8 man teams these days and with the games heavy emphasis on force multipliers, tends to lead to just about every since team being a absolute steam roller, to the point that if you stay as a group, alot, if not, most of the damage you deal is over killing the enemies. At this point it's just a matter of efficiency, If most of my damage is over kill with the group, then if I split off on my own, my damage is more valuable. If someone decides comes with me to offer some support all the better, assuming they can survive. Most of my characters can solo just about anything at 4x8 with varying levels of difficulty but, If I die, thats my fault, and if I see my group struggling without me (or someone ask) I return to the group. Honestly though, I'm never a fan of leaders that mandate everyone stick together (assuming its not required by the mechanics) and tend to leave those groups. Sticking together tends to be the easiest way to do thing, but in normal content, specialty at 50, isn't always the most efficient, and I often find it less fun. This doesn't mean I want to solo, if I wanted to I would, I still want to play with a team, I like having that company, the back up, and its not like I never interact with the team or anything while I'm there.
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I think my issue was that council were everyone's "Super chill, brain off, thoughts are forbidden" group that was easily accessible in bulk, and now while they aren't really all too difficult, they are extremely annoying. The shear bulk of galaxy is just... annoying and having them both res and heal off dead bodies almost make it feels like they are the exact opposite now. They are designed to be extremely annoying to kill instead of before where they were very easy. Add to this the Warwolf transformations which is basically another res, into another extremely bulky boss and the group is just a MASSIVE slog to fight. It almost feels like it was done as a punishment "Oh you like farming these guys because they are easy to kill, now they take a decade to kill, take that!" from the devs, I know this isn't the case (at least I hope so) but it kinda feels that way. God forbid you end up with a full galaxy group and are there all day playing wack-a-mole with bosses with like 50% res to all or something crazy. When it was first released I did really like it since the group is legitimately far more interesting to fight now, but honestly, I would REALLY be happy if they did another pass and dialed their survivabilty a notch or 5. The better variety, and harder power sets they have now are more then enough, large amounts of negative damage and To-Hit buffs can make them surprisingly scary in some situations, not enough that they are usually scary, but it can sometimes add up, which is already WAY better then their old iteration. All this stacking resistance, heals and self reses just make them incredibly annoying and a slog to fight, at this point I avoid radio missions entirely now if I'm trying to relax, especially solo. So I wouldn't want the changes reverted just... give it another pass and make them less of a annoying slog, please.
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These are simply different badge names for the same badge, the one in question being the final damage taken badge. All these kinda "milestone" badges have diffren't names on Preatiorians, it's one of the few benefits to starting in a Pretoria, like a unique little bonus. To put it in simpler terms, it's impossible for a Preatorian character to get Immortal just like its impossible for a Primal character to get Challenger of Gods, same badge, different name
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Hehe don't underestimate stalkers, the AT is actually in a really solid place right now. IMO Stalkers are kinda like Keldians, either you are wondering how they managed to find their way out of AP/mercy or you are taking notes on all the new interesting shapes that bad guys can be folded into, with little in between.
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100% disagree, games easy enough, let it bare it's fangs the few times it does, if it's a problem you can always corner pull. We shouldn't nerf the game simply because people no longer feel the need to ever develop a game sense to check if charging blindly forward is a good idea or not. There are plenty of tools and strategies available to handle this situation and if players don't utilize them, thats on them. On the note of full ghost spawn, no they are cool, always have been, I do agree though, CoT should get a ghost boss.
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I don't know why people are comparing BS to WM or Axe, other then visual/thematic similarity the sets aren't really much alike. WM has a much bigger focus on big hits with clobber and crowd control both being insanely powerful and defining the set, with a different damage type and secondary effect. Axe after the rework isn't even comparable out side of visual similarity, it's a very unique set now. While we can certainly compare different sets, outside of theme, theirs no real reason to focus on WM and Axe over comparing to any other melee set. Katana on the Other hand is basically 1 for 1, and comes out on top in just about every power comparison, with only hack coming out on top of Sting of the wasp really, which still isn't a win since gambler cut beats it out in DPS with a extremely low 3 second base recharge, and sting of the wasp easily beats slash. As a stalker main, with how stalker play these days, I would go Ninja blade over BS any day, maybe back before the rework I could see BS having advantages but stalkers are far more scrappy now, DPA is more important, and the faster animations make it easier to build up assassin's focus quickly.
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This feels like there's a story here. Like this is the point where it goes from annoying to absolutely glorious, I want to to hear the full tale of this well fought victory.
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We did, and it got a massive rework and is now super unique, fun, and considered one of the best melee sets in the game ATM.
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My issue with BS really comes down to Katana is literally the same thing but better in every way 1 for 1, back in issue 0 Katana and BS were the same animations as well, with katana having slightly faster recharge and lower damage, but katana got revamped to get the much faster animations it has today, while BS kept the original ones. Unfortunately this was before the devs considered animation time as important to performance, and katanas new animations basically led it to not only being faster and more efficient, but having flat of better DPS as well. Honestly I don't think BS is super awful on it's own, it's not terrible in terms of performance, just on the lower end and out done in every way by another set. To add to that, it's remained unchanged basically forever while all the other issue 0 weapon sets have all received pretty significant reworks over the years. It's just kinda boring, while BS might not be the worst melee set in the game, I think it the most in need of a rework.
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Quick question on this, If I am still at my computer and able to respond ect. is this still allowed or is it just entirely forbidden. I work nights and have alot of free time at work and like to stay logged in, in AP, to chat or to help out new players, while doing other things on my other screens and I often use a TF just to avoid having to jiggle my character when nothings going on, but I'm still there and responsive if someone were to ask, would this be ok? Or is that now in general not allowed?
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This literally is the meta, 4* speed runs run with 6-7 Corrs, I'm not sure OP actually plays the game.