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Everything posted by Kaika
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If you ignore the big warning signs posted out side and the loud countdown when you enter the zone, that's on you. That's sorta how pvp works in games like this, as long as the game doesn't forbid it, it's allowed. "Etiquette" only exist to people who are willing to follow it, and if no hard rules enforce it, to many people it doesn't exist. This is a big part of the appeal of open pvp in games like this. The game gives you all the warning in the world that "People can and will attack you here" and they are entirely within their rights too as long as you remain in the zone. Personally, back when I used to PvP everyone was fair game at least once, and anyone who entered that zone was a valid target. However if I already killed someone, there was a cooldown where you get no rewards for doing it again so if it seemed they were just here to collect some badges I would let them go. Unless they started getting mad with me in chat for killing them once in a pvp zone, then it became my duty to show them how pvp zones function.
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Keep in mind, you don't NEED to do any of that as well, you can go in with a few people, or are just strong enough on your own, and just fight stuff. Sure it's easier if you know how the place works but you don't really have too, and the enemies in there give massive amounts of XP and influence. It's like never ending, harder radio mission, with a insane variety of enemies that can actually give a bit of a challenge to teams. I rarely see anyone just in there for casual murder (outside of the EB room) but I highly recommend it.
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Forgot about them, but just checked some in game, and they use the same animations that thug MMs use.
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The issue is as magericzero says, animation time is a major factor in DPS to expand on that, this means that you can't change those without majorly effecting the sets DPS. This also means to enact these changes you would basically have to entirely remove the current animations if you wanted super fast snappy ones, and create brand new gun animations. You can't have a powers effectiveness be impacted by the visual animation you choose, for numerous balance reasons and I'm not even sure if thats possible in the game engine, so everything would have to change to accommodate. While I'm not against dual pistol animations not having you go through a entire ballet routine before firing, alot of people really like the animations the set has right now, and adjusting the animation time by anything more then a fraction of a second would kill alot of the current animations. Not to mention how much animation work that would be for the dev team. If you look at the animation new sets they've added, you'll notice they basically all use preexisting player animations and mostly repurposed and combined effects. It's a efficient way to design set that fit perfectly into the games style and are light on resources, but even then it's still alot of work. What you are asking full is a full secondary set of animations, for a preexisting set, that need to be created from scratch effectively. Sure there is a handful that kinda fit the bill in Thugs and with groups like the resistance but these aren't enough to fill out the entire set, nor do they fit the power profile of the set. Is it possible? Yes. Is it a crazy amount of work and extremely unlikely, also yes. I'm all for seeing dual pistols get some kinda rework though, fun as the set is, it lags behind a bit.
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Auto hit or close enough to not matter, ran it on my SR tank and not a single attack missed.
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Look I heard the PvP timer and everything went red, the pvper in me just re-awoke like I was some sorta sleeper agent. I got the one death while I was trying to figure out how to damage a GM, he slapped me once and that was all it took XD. Murder aside, it was a absolute blast, Monty and the crew really outdid themselves (and the extra 250 mil in my pocket ain't too bad either :D)
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AV solo testing is one of the first things I do with every 50. No insp, no Temp, no daggers, no lores. It's ALOT easier then people think, I main melee and even my tanks can all solo 54 AVs in a reasonable time and none of them are specifically built for just that. You just need a solid build and a good understanding of how DPS works and how to string together a decent rotation. All you need to do to solo most AVs is beat their regen, which is only around 100ish DPS(at 54), anything after that is just speed. From my experience this gets easier the lower level you go as the game expects much less from lower level players. A fully kitted out 50 can absolutely make a low level AVs look like EBs in TFs like you saw, regardless of AT. Corrupters are very good at this as well as strong debuffs sets make it trivial to beat the regen, and their damage is high enough they they can likely manage even without, specially with a set as strong as fire.
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What is Meant by "Weak" or "Underperforming" Powersets?
Kaika replied to Waljoricar's topic in General Discussion
I'll give you that, didn't realize you were going THAT far back, however I still stand by what I said. Howling Twilight being usable off oil slick is very clearly an unintended niche interaction, removing it was more of a bug fix then a nerf. It just isn't a good example, especially considering it requires knowledge of the game balance from 2004-5ish. If you want to use old Dark miasma as an example of a under-preforming set, that was a good explanation, but that specific change isn't. Anyways this is getting a bit meta. Edit: Also looked it up just for clarity sake, Afraid was changed to fear in issue 3, the -res was added to tar patch in issue 4 and TA as a set was added in issue 5, so dark was good when that interaction was patched anyways -
What is Meant by "Weak" or "Underperforming" Powersets?
Kaika replied to Waljoricar's topic in General Discussion
No Dark has ALWAYS been good, TA honestly used to be horribly underrated but was always ok (and is now insanely good BTW). In particular this interaction was nerfed because it goes against the strengths/weaknesses of the established powers and caused them to over-preform in a niche setting (hami raid). Oil slick arrow is target-able just due to needing a way to be lit on fire, howling twilight needs to target enemies as a condition to both add a level of risk and limit the powers effectiveness. Using oil slick to activate howling twilight, while a neat interaction from the player side, goes against the intention of how both powers are used, removing the risk and requirements for howling twilight's incredibly strong res, while using the oil slick in a unintended way. This is what we call a exploit, when abilities in a game are functioning correctly but able to be used in a unintended manor. If anything the change you are talking about was less of a nerf and more of a bug fix. Neither Dark nor TA got any worse outside of the specific niche scenario, where you have players with both sets together, alot of player bodies, and no enemies to target off of. That's not really a nerf or anything "underpreforming" -
What is Meant by "Weak" or "Underperforming" Powersets?
Kaika replied to Waljoricar's topic in General Discussion
Are you just... trying to make up an example here or...? Trick arrow and Dark miasma are both considered very good atm in end game. Even if you are just trying to give a hypothetical here I'm not sure what your point is under-preforming sets aren't like that because the devs have some vendetta against them. They are considered underpreforming because they are considered to preform below the standards of their peers, this doesn't mean they are unusable junk the devs nerfed into the ground because someone found something cool. An underprefoming set can still be good in isolation, Just that the sum of their parts arguably adds up to less then that of other choices. Not counting beta I'm pretty sure kin melee has never been touched by the nerf bat, it's just that the damage is a bit lower overall and tends to be loaded into the back of the animations, making them often hit dead targets in groups, it has long animations which don't quite make up for it in DPS, and the build up replacement it gets is kinda bad. It's still fully functional, hell most players probably wouldn't even realize it's a underpreforming set if played in isolation (see OP for example) but when put side by side with something like energy melee it falls behind a bit in most situations. That's all underpreforming means. -
From a efficiency stand point you generally don't want to do the long AS after a placate as in combat even with no crit fast AS does more DPS, though if you want the fear effect or just want make sure something gets deleted it can be nice. I usually see Placate as a weird mix of people overvaluing it or undervaluing it. When leveling its absolutely amazing but once you get with enough recharge/survivabilty it tends to not get used and alot of high end builds skip it. It IS however very fun to use, and still nice utility, love it on my bane where it tends to get more value due to it being their only method of criting after combat starts.
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Considering his behavior here I would say they were 100% justified in kicking him, there is no way he didn't throw a tantrum like this when they asked him to turn it off. Null or not if the leader ask you to do something you do it or get the boot, regardless of if you think it's justified or not. Seriously he has a GM in the first page flat out telling him the leader did nothing wrong and he is still going.
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What is Meant by "Weak" or "Underperforming" Powersets?
Kaika replied to Waljoricar's topic in General Discussion
This. Sorry short rant I have a unfortunate habit of helping out in help chat, and the question "Which of these sets/combo is better/deal more DPS" is a very common question, and every-time that question gets answered with a genuine opinion and analysis of the sets, someone always comes in to call elitism and assure them that you can "play whatever you find fun" and start to derail the whole conversation. I'm not talking about just stating they like a set, but using the "I find this fun" and the "play what you want" notion in a way to just dismiss discussion, sometimes even going as far as to say "don't listen to those guys" as they bravely try to save the new player from their desire to play a efficient set. It makes discussion of balance into a absolute mess as people join into defiantly claim "I find (under-preforming set) fun!" or "I have a (under-preforming set) character and it does really well (no further context given)" despite that not being the question asked. For the record, I'm not talking about disagreeing that a set is under-preforming, that's fine, performance is very variable and sometimes sets have bad rep for really no good reason. Nor do I think there is a problem with playing a "under-preforming" set or with a odd play-style, but when someone ask a question like "which or these two sets preform better" getting defensive because you find one of the sets personally fun, isn't answering it. I get it, fun factor is a very important thing in this game, in any game really, but we don't need people swooping into every discussion about efficiency to remind us that you should have fun when playing the game, believe or not, some people find efficiency fun. It's just not helpful. anyways rant over -
Honestly I prefer smaller teams but you rarely see them outside of SBB. Something that always bugs me is people who complain about everything being a steam roll but never play in small groups. CoH is a game that has a really big focus on force multipliers, even on SOs a team of 8 will usually always stomp due to this. Bring less people and you get less force multipliers and more personal responsibility, it's still very possible that things become a stomp, but even then you usually get to do more. I see messages in LFG all the time that clearly want a slower paced group but are still looking for 8 players, and that's honestly just not gonna happen with 8 players these days, no matter what your fighting, unless everyone is under-leveled, 8 players will evaporate it.
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I actually do this quite a bit My stalker "Kaika" is normally Db/invun, but I also have alternate version where she became a PB named "Ghostflame". I have another alternate version where her mutation advanced and changed and now she in a TW/Bio scrapper going by the name of "Void Rat" to hide her identity, or something along those lines, still need to finish the back story. I even have a Preatorian version of her a Arc/nrg sentinel named "Woodwind" though you could argue that's technically a different character. My blaster "Unluck" due to her natural origin makes her rather flexible power wise, she is normally a AR/Nin but goes undercover in Arachnos as a Bane, and has another alternate character where she becomes a warshade. Basically the idea is that they are all from different story archs, in the characters overall story. Different variations based on different situations. I try to make sure every character can stand on their own though design/description wise, but try to leave hints to their identity, or even outright say it if I feel it doesn't take away from isolated story. As much as I find it fun I can't expect anyone to follow my own little internal lore for my characters, but there has been one or two occasions where someone has picked up on it.
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Is there really a massive proc nerf just around the corner?
Kaika replied to Azari's topic in General Discussion
First of all, There are tons of scenarios where a teaming build may differ from a solo build. The fighting pool for example is almost a given in most solo focused builds, but can be skipped for team builds as the extra survivability isn't often needed with support backing you up. On AT's like blasters I almost always take Scorpion shield from mace mastery due to it's extremely good def increase, however if I was making it for more team oriented play i would skip this in favor of something that adds more offense like fire mastery. Corrs and Def solo build will skip anything that can't be used on themselves, which there is quite alot in many support sets, as these have 0 use solo, but can often be absolutely amazing on a team. I mean just look at empathy, 6/9 of the powers in the set literally cannot be used solo. If you look at 4* speed run builds they forgo anything purely related to self sustain (aside from hold protection and LoTG mules) in favor of things that increases their DPS and ability to sustain the team, due to not needing it from the sheer amount of buff their teammates give them. Also runners are very much a issue on high optimized, high surviviability, high DPS builds. Enemies are more likely to run if: Alot of them die very quickly, They can't hit the target due to high defense, they are taking alot of instances of damage (Rain, caltrops, burn, ect). In really effective builds, this can happen extremely quickly, as you can often take out like 70% of the group in a few seconds, and it happens even faster if your set includes alot of DoTs. While only a few enemies might be left, if they all start running in a random direction, it can get really annoying really quickly. This is is a massive headache on well optimized stalker as well, as they always lack a taunt aura. It's also a huge headache when soloing AVs as without taunt aura they will inevitably run for the hills. It's very much a thing -
Can GMs assume control over random citizen NPCs?
Kaika replied to kelika2's topic in General Discussion
I think they do, but I can't imagine they would. I recall the OG devs talking about controlling Rikti in the original invasion at the end of beta -
Oh I know, I wasn't referring to those uses, taunt is a plenty useful power. I was referring to people taunting enemies already in melee with them, specifically like a AV in this case. They continue this regardless of whats going on in the fight, as if it's just another attack.
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There are some tanks out there that for some reason taunt on cooldown, and just..... never stop. I've had the same thing happen to me in a MoM a while back, these also tend to be the types to slot taunt for duration which makes it even worse. Never understood this, since if you are in melee your taunt aura and punchvoke takes care of it, and if anyone is able to generate as much aggro as you they are likely as well equipped to tank the boss, spamming taunt on a enemy you are attacking is just waste time, or in this case worse. The few times I've seen this happen we tried to tell them to stop, and they didn't, i doubt anything malicious I just don't think they were paying any attention. The worst I've see was someone got confused at the final boss and hit Shalice with a tier 4 rebirth, giving her absurd regen.... yeah we lost XD
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Focused Feedback: New Player Experience (NPE) Improvements
Kaika replied to Booper's topic in [Open Beta] Focused Feedback
Placing a "This is not recommended for new players" already does that, it implies a higher level of difficulty. Also blueside bland? You're stating an opinion as a fact, and while I wont disagree that maybe it's a bit more bland then gold side for vets, this is more likely due to overexposure and it being easier. It's easier for a good reason too as it's designed for NEW PLAYERS that are just coming to grips with the game and learning the basics of the system. I spend alot of time in help and alot of time directly helping new players and never once have I heard complaints about the game being bland to a fresh player, in fact if anything they are usually overwhelmed. CoH is a extremely complex game, especially compared to other current MMOs and I think it's something alot of veterans forget as we learned most of this ages ago. I was actually going to suggest this very thing but they added it themselves, as this is a common issue that crops up in help chat. I often see players asking "Is _________ set/AT just bad, did I make a mistake choosing it" and more often then not they are in Preatoria getting stomped. Adding "Not recommended for new players" is the correct move because to put it simply it's "Not recommended", if someone wants more challenge there is nothing stopping them from checking it out. Difficulty aside, another reason I would want to direct new players to blue/red side is population. Lets be honest, gold side is normaly fairly empty, aside from maybe a solo player or two in a corner of the zone. It's not the best idea to drop newer players effectively alone in the deep end of the pool, with no one to teach them how to doggy paddle. Help chat can help with this, but that's assuming they know it's there and can figure out how to switch to help chat. It also gives players the wrong impression about the games health when they don't see another soul around, and in a MMO it's very important to get the impression of a healthy population. AP on blueside is just about always populated regardless of server, even mercy usually has quite a few players around in the starting area. When players pop into Nova Preatoria and see a ghost town they may assume the games dead. This is another question I've seen pop up multiple times in help chat. I want to state I'm not against putting a bit of info stating that it's a "More Challenging experience" or something to that effect, in fact I think that's actually a very good idea as it gives a better impression of what it's like. However I feel the "Not recommended for new players" tag is VERY warranted, as more challenging difficulties tend to not be recommended for newer players. -
There is a good reason for this, for one regen is weaker on stalkers then it is on other ATs due to their lower HP pool, the trade for a active heal is honestly a good thing due to this, but it doesn't make up for it entirely. Stalker WP also loses quick recovery for Hide, which while it nets them more def, it loses the only thing in the set that could even be argued as offense. Basically the set will keep you up right, and that's about it, and it's not even that amazing at that. Honestly, even on other ATs, while perfectly serviceable, it' wouldn't really be considered "meta" for alot of the same reasons. Other sets can survive just was well, if not better, and provide offensive benefits, the big upside of WP there is it's easy to play nature. Does this mean it's a bad set and characters using it are weak? Of course not, it's perfectly viable and can work very well. Remember "Meta" only means as much as you want it to mean, CoH is not a game where you need to build into or even care about meta. Anything can be made into a monster.
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Focused Feedback: Epic / Ancillary Power Pools
Kaika replied to The Curator's topic in [Open Beta] Focused Feedback
So the more I mess with a Ice mastery on stalker the more I realize it is REALLY held back by Frigid wind, as it makes the set just Mu but worse. Both Mu and Ice have almost the same layout ranged attack Snipe AoE Utility Pet While Electric Shackles and shiver are different powers, I doubt anyone is diving into the sets for those powers (I honestly think Shackles is better anyways) The real difference is Ball Lightning and Frigid wind... and its not good To compare: Ball Lightning 16 Target Max 15 Foot Radius 80 Foot Range Target AoE 32 Second recharge 10.20 DPA (At lvl1) 18.92 End cost LVL38 End drain Frigid Wind 10 Target Max 30 Degree Arc 40 Foot Range Ranged Cone 36 second recharge 10.03 DPA (at lvl1) 21.06 end cost LV41 Slow Unless you are the worlds biggest slow fan, I don't see how this would make people want to pick up the set outside of RP reasons, or not going past the snipe. From the start a ranged cone is just a awful choice on a melee AT like stalker, as it basically NEEDS to be used from range to be effective. I'm aware energy mastery has energy torrent which is IMO even worse, but at the very least that pool comes with alot of unique self buff powers that can really make it tempting to take regardless. Ice mastery has nothing like this, the only thing really notable that it gets to separate it from Mu (outside of theme) is shiver, which is hardly worth taking the set itself for. At the moment though Frigid wind just feels like it holds the set back so much that I won't even be taking it on my ice stalker, which is a shame because I really wanted too. I'm not entirely sure what you could do here outside of entirely reworking the power, even if you made the stats equivalent to ball lightning across the board, just the fact it's a ranged cone would hold it back. Maybe make the cone MUCH larger, so it can still be used in melee and make the rest of the stats line up the same. The animation is large enough to support a bigger cone without having to change it, in-fact it looks like it should be bigger. -
As someone who helps run and participates in CCs, these powers are the bane of my existence, people tend to keep them on at all times and just obscure everyone's costume. Most people stop when asked, but some people are unresponsive or just trolling. While I'm all for using it to help lowbies out, these sets all have plenty of powers that can help out lowbies alot more.
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Yeah stalkers miss out on a few melee sets, TW being one of them It's mostly fairly accurate but the tiers here are very up to debate. I personally feel putting rad armor in C teir is a crime considering how much offense it can add to a build and how tanky it is when built right, but for the most part it's pretty accurate. Croax's guide is still excellent.