Jump to content

Search the Community

Showing results for tags 'enhancements'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Announcements & Information
    • Announcements
    • User Agreement & Code of Conduct
    • Getting Started
    • City of Heroes: Homecoming Discord Server
  • Help & Support
    • Help & Support
  • Development
    • Developer's Corner
    • Homecoming Beta
    • Bug Reports
    • Suggestions & Feedback
    • Homecoming Launcher
    • Website Suggestions & Feedback
  • City of Heroes: Homecoming
    • General Discussion
    • Tools, Utilities & Downloads
    • Archetypes
    • Guides
    • Base Construction
    • Badges
    • Roleplaying
    • Mission Architect
    • The Market
    • The Arena (PvP)
    • Art & Multimedia
  • Servers
    • Torchbearer
    • Excelsior
    • Everlasting
    • Indomitable
    • Reunion (EU)
  • Real World
    • Reconnect
    • Video Games
    • Comic, Hero & Villain Culture
    • Off-Topic
    • Fallen but not Forgotten
  • Mids' Reborn Hero Designer's Forum
  • Unofficial Homecoming Wiki's Forum
  • PC Builders's Forum
  • The Dawn Patrol's Topics
  • All-Star All-Fans's Introductions
  • All-Star All-Fans's RP Events
  • All-Star All-Fans's All-Star All-Fans
  • All-Star All-Fans's RP Discussion
  • All-Star All-Fans's All-Star Memes
  • The El Cadejo Fan Club's Introductions
  • Ace Fan Club's Topics
  • Ace Fan Club's Ace Memes
  • Roleplay-a-Day's Discussion (OOC)
  • Jerk Hackers (Dupin Rares)'s Topics
  • Repeat Offenders Network's Topics
  • [Gaming] Console Neutral Zone's General Discussion
  • [Gaming] Console Neutral Zone's How-to for Hardware
  • [Gaming] Console Neutral Zone's How-to for Software


  • Costume Contests
  • Weekly Strike Targets
  • Other Contests
  • Seasonal Server Event
  • Monster Mash
  • Excelsior Player-Led Event
  • Everlasting Player-Led Event
  • Torchbearer Player-Led Event
  • Indomitable Player-Led Event
  • Reunion Player-Led Event
  • The Dawn Patrol's Events
  • Roleplay-a-Day's Roleplay-a-Day Calendar
  • Cham Co.'s Events
  • Repeat Offenders Network's RO Events
  • Ordo Imperialis's Events

Product Groups

There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

Found 13 results

  1. Sorry for a dumb question, but what is the reason that Power Surge (in Electric Armor) has Holds as an enhancement set category? I see that PS says it applies a 3.00 mag hold on the target. But, isn't my own PC ("Self") the target? Will my PC be held when I activate PS? Meanwhile the enhancement thing is a little confusing if PS does not apply a hold to enemies (which I don't see that it does in the description), so why would one want to add hold enhancements to it? Would there be much point in slotting the Holds enhancement sets into PS? PS may be a decent power choice for my level 44 electric tanker. But, I thought it's probably worth understanding these things whether or not I take it (it would be the last of his Electric Armor powers).
  2. ‘City of’ Idea For Special Origin Enhancements Ver. 2.3 Or Increase the usefulness and longevity of Special Origin Enhancements (Hamidon Origin, (Crystal) Titan Origin, Hydra Origin and D-Sync Origin) Challenge: Right now, Special Origin Enhancements seem to have a limited use and have been this way ever since the Invention system and sets were introduced. Currently these enhancements are received through Hamidon Raids, the Lord Recluse Strike Force and the Ms. Liberty Task Force. Lessor versions can also be earned from the Eden and Abandoned Sewer Trials. But what if these enhancements had an additional use? What if, the more you had of each type of special origin enhancement, the more you could do a particular thing, in addition to what they do now? Goal – The Goal of this idea, is to increase the use and feasibility of Special Origin Enhancements. I propose that to do this, a new mechanic be created to give each special origin a unique global ability. Doing this will make the enhancements more desirable as rewards to be kept, and to use alongside or in place of IO sets and procs to increase build diversity. Solution - I propose a two pronged solution. First, to give each of the Special Enhancement Origins groups a specific Origin ability or Proc. My suggested ideas of these are listed Below. Second, and due to the above idea, give players to the ability choose which type of special origin enhancement they rank up to level 53 at the outcome of combining like enhancements. Hamidon Origin: Having been exposed to the power of the Hamidon, you now gain the ability to output some of that power as your own. (Specifics – Each slotted enhancement will provide a 1.25% chance to proc for minor Special/Untyped damage on all your attacks. Note: A cap of 20% is the suggested max for this ability, or about 16 enhancements in a build.) (Crystal) Titan Origin: Having fought the Crystal Titan, you’ve learned to deal with the special energy attacks favored by the Devouring Earth’s largest threats. (Specifics – Each slotted enhancement will add 1.25% damage resistance vs. Special/Untyped Damage. Note: A cap of 20% is the suggested max for this ability, or about 16 enhancements in a build.) Hydra Origin: : Using Hydra cells to augment your abilities has resulted in a strange mutation that makes you harder to put down. (Specifics – Each slotted enhancement will give a 1.25% chance for the character to ‘Fight on’ and prevent knockout when they otherwise would have been defeated, keeping them at 1 HP. Note: A cap of 20% is the suggested max chance for this ability, or about 16 enhancements in a build. This ability would give the chance for the character to continue on instead of being defeated, by keeping them at 1HP for a # of seconds (tbd). Similar to1 the Original Moment of Glory. I suggest at least a 120 second cool down.) D-Sync Origin: Utilizing the D-Sync System, to sync with alternate-dimensional versions of yourself, you can now call one of your ‘Ripple’ selves to aid you for a short time. (Specifics – Whenever you use an attack power, you will have a 1.25% chance per D-Sync enhancement for a ‘Ripple’ clone to appear and charge the selected target. They persist for X seconds (tbd). Note: A Cap of 20% is the suggested max for this ability, or about 16 enhancements in a build. The clone would have minimal HP and a minimal taunt or attack. Not unlike a one man, Phantom Army. Recommend a 120 second cool down.) Challenges – While understanding that this may not be the easiest of feats, due to current code and functionality restraints. It would be interesting to see how feasible it is to do this. Previous discussions with @Faultline on the subject revealed that, right now, straight enhancements cannot have Set Bonuses and anything with Set Bonuses can’t be slotted more than once. There is a good chance that a new Global Origin ability would most likely have to be created separately from either of these options and this means both some development and testing time. In Closing - Ultimately, I believe this will benefit the player base as it gives more options for their characters and builds. This also has the potential to future proof enhancements to some extent, as new Special Origin types could be added in the future (such as the D-Sync Origin will be) with new abilities. It would be nice to see these Special Origin Enhancements get back to being top tier rewards again as they were before. However, for now, merits and incarnate rewards seem to be more desirable and hold those slots. Of course, it’s possible that with the upcoming Aeon Strike Force (ASF), where Villains will gain another avenue to receive these types of enhancements (D-Sync Origin), along with new combinations of enhancement boosts, that Special Origin Enhancements will rise in popularity again. In the end, I hope all those who look upon this idea will be receive it with due consideration. After all, we love this game and only want to see it thrive. For now and always. Good luck and good hunting! -Vagabond With many thanks to GM Impervium, Faultline, Iron Joe, baneypantz, Take One, Albion and Amur for their help and input.
  3. Greetings, I hope your day is full of wonder, I noticed on the AH there are many IOs being sold for less than the cost of crafting it. Example: level 50 IO has a base cot of 450,000(ish) [not memorized] - listed for 200,000(ish) The enhancements are being sold at less than half this amount. I am not implying there is anything wrong with setting the price at this level, I am hoping to understand the motives for doing this. I can imagine several reasons being: Influence to burn. has the recipe memorized (which would make it 'at cost' at the price listed) accident. I know curiosity killed the cat, however - I enjoy discovering the 'who' what' 'when' 'where' and 'how' of things. Peace! \o/
  4. (Is anyone here getting semantic satiation out of the word 'Knockback'? Just me?) The Problem So there have been a lot of Knockback threads, and my personal pet peeve is that KB to KD IOs tend to be a bit of an IO tax on high, random knockback powers that people want to use constructively. I've previously suggested a powerset revision myself, but it occurred to me in the shower that there was an easier way of dealing with the problems. First, let's review the problems with Knockback. If you're not interested in reviewing my ennumerated list of current problems, you can skip down to 'The Proposal' below. A) Can scatter groups of mobs, weakening the effectiveness of AoE powers. B) Can move an individual mob, forcing melee who were on it to chase. C) When it occurs randomly, it's difficult to selectively use it. Knocked back mobs are resistant to further KB, so a random low magnitude knock can prevent an effective knock when you need it. Now, let's look at various solutions (current and commonly proposed) and their problems: D) Knockback to Knockdown IOs in Knockback Sets SOLVES: A, B PROBLEM: Effectively removes an IO that you may have wanted to use for something else. These can potentially be significant. STATUS: Good, but unfair to tax a whole powerset this way. People end up skipping these on single target powers usually for a reason. E) Shoot the mob from above or when they're already against a wall. SOLVES: A (sometimes), B (sometimes) PROBLEM: Myriad. Low ceilings, aerial enemies, forces flight as a power, time spent positioning is time spent not killing, foes aren't always next to walls, flying is a bad idea in some incarnate content. It adds up if you have to do it all the time. STATUS: Okay, but not reliable. F) Lining up shots on foes recovering from a knockdown SOLVES: A, B, C PROBLEM: You already need a reliable source of knockdown on the target or targets you're going to hit, constraining you to work after that power's cooldown. The second attack you're using has to animate fast enough to actually hit during the animation. STATUS: I've done it, usually not worth the effort. G) Use an AoE immobilize with KB protection or resistance. SOLVES: A, B (usually. I have knocked back enemies under AoE immobs that have both when I've used multiple high mag shots in short succession, but it happens very rarely, like not even a percent of the time). PROBLEM: Sentinels, Controllers, and Dominators can do this on their own, but not most Blasters, Corruptors, or Defenders. Not all AoE immobs (none in the Sentinel set) offer KB resistance without protection, effectively meaning you've used a power to negate all of your primary's auxiliary effect entirely. STATUS: This is my current primary tactic but believe it or not I do actually enjoy knocking things back! It's fun, I just want more control over it. H) (Proposed, only) Null the Gull Setting SOLVES: A, B PROBLEM: i) Can this even be done? Very hard to predict, not sure there's a precedent. Would need to be a global Knockback multiplier. ii) Doesn't allow for fine control over individual powers you may want to knock. I) (Proposed, only) Change existing sets to reduce randomness and focus on strategic skill of KB. SOLVES: A, B, C PROBLEM: i) Some people like the RNG Status Quo ii) It may be difficult in the coding The Proposal We have to find some way to enhance damaging knockback powers without unduly enhancing knockdown powers, which are overwhelmingly melee, or giving too many benefits to support powers. Knockback improvements can be pursued as either additional single Knockback Enhancements that are powerful, making them compatible with sets that are strong at the five-piece set bonus, or by making new sets that are worth slotting all the way. Currently, there are no sets in the Knockback category which are routinely recommended for five-slotting, and only one that is rarely recommended for six-slotting. In consideration of these points, there are three parts to this proposal: An alteration to Sudden Acceleration. New Knockback Enhancement sets. New damage sets that enhance knockback. 1. Sudden Acceleration I would like to swap the 5- and 6-piece set bonuses, so that global recharge is granted by the 5-piece and HP is granted by the 6-piece. What follows below is a statistical overview of the set as it currently is. Piece Set Bonus Knockback/Recharge 1pc: N/A Knockback/Damage/Recharge 2pc: 7.5% bonus move speeds Knockback/Damage/Endurance 3pc: 2.25% bonus endurance Knockback/Accuracy/Damage 4pc: 2.5% global damage buff Knockback/Accuracy 5pc: 2.25% hit point bonus Knockback to Knockdown 6pc: 7.5% global recharge speed A level 50 set grants the following bonuses: Category Base Bonus +5 Boost Accuracy 47.70% 59.62% Damage 63.60% 79.50%1 Endurance 21.20% 26.50% Recharge 47.70% 59.62% Knockback 111.54% 139.43%1 1 This is the raw value. The real number is slightly reduced by the effects of enhancement diversification. (Green zone) Note that this set does not cap anything, and even with an appropriate alpha slot enhancement, it only gets close to the cap on Damage -- staying in the 'yellow zone' on Mids. It is not a compelling set to take beyond one piece for any reason; while all of its set bonuses are good, you're locked into six slots to get the best option there, and your power will neither knock people far back, nor will it reach its highest potential in damage. As it stands, the 2-, 3-, 4-, and 5-piece set bonuses just aren't worth interrupting a better set, even in the notoriously underwhelming Single-Target Ranged Attack set options. Furthermore, the +2.25% HP set bonus is already available in Devastation (3-piece Ranged Damage), Eradication (4-piece PBAoE Damage), Shield Wall (3-piece Defense), and Gladiator's Armor (5-piece Resistance), which are all more popular options for survival already, for various reasons. There is little compelling reason to believe that many were five-slotting Sudden Acceleration for the health bonus and would be upset to get a recharge bonus instead. While Sudden Acceleration is unlikely to become a top choice if the swap between the 5- and 6-piece bonuses is made, it becomes a reasonable one to make in situations where a power absolutely needs Knockback to Knockdown, can spare a few percent of damage, but can't spare global recharge bonuses. UPDATE: I would also like to suggest that Sudden Acceleration's IO receive a +accuracy/damage/endurance component; Schedule A, split IO. By being a four-way split it ensures that this set still doesn't receive full benefits of damage compared to a pure damage set, while acc and end are relatively negligible bonuses on high end builds. It also makes the IO more compelling at low level builds. 2. New Knockback Sets Escape Velocity - Very Rare (Level 50) Almost every control condition has a very rare set of its own, and it's time for Knockback to join their ranks! Escape Velocity is an improved combination of Force Feedback and Sudden Acceleration, the way most Very Rare sets are improved versions of a Rare set. As with all Very Rare sets, all pieces are unique. Piece Enhancement Bonus (+5 Boost) Set Bonus Knockback/RechargeU 59.6 (74.5) / 33.1 (41.4) 1pc: N/A Knockback/DamageU 59.6 (74.5) / 33.1 (41.4) 2pc: 4% Endurance Recovery1 Knockback/Damage/EnduranceU 47.7 (59.6) / 26.5 (33.1) / 26.5 (33.1) 3pc: 6% Resist (Fire/Cold), 10% Mez Resist1 Knockback/Accuracy/DamageU 47.7 (59.6) / 26.5 (33.1) / 26.5 (33.1) 4pc: 15% global accuracy bonus1 Knockback/AccuracyU 59.6 (74.5) / 33.1 (41.4) 5pc: 10% global recharge speed1 Knockback/Chance for Power UpU 95.5 (119.375) / 2.5 PPM 6pc: 4% global damage buff2 1 A common set bonus for Very Rares. 2 At least one other Very Rare doesn't give resistance for the sixth slot. Amenable to changing this to something else. U Designates a unique enhancement. Category Base Bonus +5 Boost Accuracy 59.62% 74.5% Damage 86.10%1 107.6%2 Endurance 26.50% 33.1% Recharge 33.1% 41.4% Knockback 369.7%2 462.1%2 3 1 This is the raw value. The real number is slightly reduced by the effects of enhancement diversification. (Green zone) 2 This is the raw value. The real number is heavily reduced by the effects of enhancement diversification. (Red zone) 3 For the curious: after ED this comes out to 210.3%. This is enough to turn a knockdown into Mag 2.1, or Nova into Mag 51.5. In comparison to Sudden Acceleration, Escape Velocity swaps some of the enhancement recharge for Damage, ensuring a full damage cap and allowing recharge to be entirely skipped if wanted. Endurance remains low, as is common in many Very Rare sets. Chance for Power Up works similarly to chance for Build-Up as in Decimation and Gaussian's except that it's Power-Up from Energy Assault -- a smaller damage boost, but a huge utility boost. The proc is given a Schedule D single (not split) enhancement in order to discourage its casual use in sets that prefer knockdown without also being used with Sudden Acceleration. Fusionette's Fury - Rare (Levels 30 to 50) Not all categories have a set named for an iconic character, but Knockback doesn't have one yet, so why not? Fusionette's Fury follows the same philosophy as above of making knockback sets more desirable by pairing them with beneficial other effects which you cannot escape. Fusionette's Fury is patterned after Force Feedback, allowing four regular enhancements to carry Knockback, in addition to the one on the proc effect, for reasons described under Escape Velocity. In fact, this set is the reason why the Very Rare set calculates Knockback on its Proc as a Single IO rather than a Dual IO -- at level 30, a Dual IO on Schedule D would not be enough to enhance Knockdown to Knockback. Chance for Disorient works as usual for Disorients, but with a higher trigger rate. If you need a lockdown effect you can just spam this set on your knockbacks and ensure that they never fail. Piece Enhancement Bonus (+5 Boost) Set Bonus Knockback/Damage 47.7 (59.6) / 26.5 (33.1) 1pc: N/A Knockback/Accuracy 47.7 (59.6) / 26.5 (33.1) 2pc: 1.35% endurance bonus Damage/Endurance 26.5 (33.1) / 26.5 (33.1) 3pc: 7.5% movement speed bonus Knockback/Accuracy/Damage 38.2 (47.7) / 21.2 (26.5) / 21.2 (26.5) 4pc: 2.5% global damage bonus Knockback/Endurance/Recharge 38.2 (47.7) / 21.2 (26.5) / 21.2 (26.5) 5pc: 6.25% global recharge speed Knockback/Chance for Disorient 76.4 (95.5) / 3.5 PPM 6pc: 9% movement speed bonus U Designates a unique enhancement. Category Base Bonus +5 Boost Accuracy 47.7% 59.6% Damage 74.31 92.9%2 Endurance 47.7% 59.6% Recharge 21.2% 26.5% Knockback 248.2%3 310.3%3 1 This is the raw value. The real number is slightly reduced by the effects of enhancement diversification. (Green zone) 2 This is the raw value. The real number is moderately reduced by the effects of enhancement diversification. (Yellow zone) 3 This is the raw value. The real number is heavily reduced by the effects of enhancement diversification. (Red zone) Compared to Sudden Acceleration, Fusionette's Fury has a bit more damage, getting close to the territory of a true damage set -- however, its set bonuses are markedly worse by most standards, having niche application outside of the good, but not exceptional, 5-piece bonus. Ballistic Dismissal - Uncommon (Levels 10 to 20) A set for when you really want people to get out of your face, Ballistic Dismissal pairs your knockback with a powerful repel. By coming online at level 10 as an uncommon, it's fairly accessible for ranged characters who need a panic button beginning at level 7. The proc is unique to prevent repel abuse. Piece Enhancement Bonus (+5 Boost) Set Bonus Knockback/Endurance 28.9 (36.1) / 16 (20) 1pc: N/A Knockback/Accuracy 28.9 (36.1) / 16 (20) 2pc: 3% movement speed bonus Knockback to Knockdown/RepelU Mag 8 Repel, ∞ PPM 3pc: 0.75% hit point bonus U Designates a unique enhancement. Again, went for something very different here. The unique turns unreliable knockback effects like Energy Torrent into reliable crowd pushers that can redirect part of the fight where you need it to go. 3. New Damage Sets that Enhance Knockback (?) New Enhancement Sets that include unique Knockback IOs. Why damage sets? Well, by targeting these specifically, we can exclude melee from getting benefits they really don't need. The question I'm not sure of is if these are still needed; these were part of my original proposal, but I feel the above two parts supersede these sets by addressing the situation in a more elegant way, and three sets is already a lot to add at once. Are any more sets still necessary? The relevant part from the original post is quoted below for posterity.
  5. I've been mulling it over for awhile now and the thought came back to me with the release of Sonic Manipulation, why do we have Resistance Debuffs as one of the only player debuffing aspect that we don't have any debuffing enhancements or IO sets for? I don't mean have a proc like Achilles chance for Resistance Debuffs, but straight up having enhancements. We have enhancements for To Hit Debuff, Defense Debuff, Slows, Endmod, but no enhancements slotting for Resistance Debuffs. What I'd propose here would be to discuss the merits of adding enhancements to enhance our abilities to debuff resistance on our targets. A Proposal, in the event that Resistance Debuffs enhancements would ever be made: Drop Rate 0.57% (which mirrors Defense Debuff enhancement drop rates) Fit in Schedule A for Enhancement Aspects (see below if you aren't sure what this means) Making corresponding IO sets for Accurate Resistance Debuffs, and Resistance Debuffs varying with Drops from Pools A-D, with some procs (essentially mirroring accurate defense buffs, defense buffs, and maybe even a Chance for Defense Debuff proc) This would allow more powers to be adjusted to allow slotting for Resistance Debuffs, including Sonic Blast, Sonic Manipulation, Sonic Resonance, and even some scattered powers across other sets that do -resistance. Note for those not aware of the four Enhancement Aspect Schedules: Schedule A is as follows: Accuracy, Confusion, Damage, Defense Debuff, Endurance Modification, Endurance Reduction, Fear, Fly, Healing, Hold Duration, Immobilization Duration, Intangibility, Jumping, Recharge Time, Run Speed, Sleep, Slow, Stun, Taunt Aspects in the Schedule A category are enhanced by 33.33% when slotted with a Single-Origin Enhancement of equal level to the character, 16.66% when slotted with a Dual-Origin Enhancement of equal level as the character, and 8.35% when slotted with a Training Enhancement of equal level as the character. Would something like this be interesting to the community? Thanks.
  6. Hi! I was wondering what you think of a new enhancement type that effected the radius of PBAoE powers that did NOT effect max number of targets? Giant Monsters, Hami and TF/Trails are a challenge to add dps/buffs/debuffs as mdps. (Burn as an example with an 8' radius will hardly effect 1 Giant Monster or larger Bosses with adds). Just throwing this out there.
  7. When logging into the beta server I no longer have the freebie popmenu. I have tried to re-validate and re-install tequila to see if that fixes it but nothing. What am i doing wrong?
  8. Hello all! I would love some thoughts/critiques on my dark melee/bio armor build below. I am usually pretty good at maxing out stats in more focused builds, but the layered nature of /bio and the nuances for dm/ (both are new to me) makes it feel a little like I'm spreading out the benefits a bit thin. Thoughts? Villain Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Venom: Level 50 Science Brute Primary Power Set: Dark Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Shadow Punch -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(9), TchofDth-Dmg/EndRdx/Rchg(37) Level 1: Hardened Carapace -- StdPrt-ResDam/Def+(A), TtnCtn-ResDam(5), TtnCtn-ResDam/EndRdx(11), TtnCtn-ResDam/Rchg(34) Level 2: Smite -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(3), TchofDth-Dmg/EndRdx(9), TchofDth-Dmg/Rchg(37) Level 4: Environmental Modification -- Rct-ResDam%(A), Rct-Def(5), Rct-Def/EndRdx(11), Rct-Def/Rchg(48) Level 6: Shadow Maul -- BrtFur-Rchg/Fury(A), BrtFur-Acc/Dmg(7), BrtFur-Dmg/Rchg(7), BrtFur-Acc/Dmg/Rchg(40), BrtFur-Dmg/EndRdx/Rchg(40), BrtFur-Acc/Dmg/EndRdx/Rchg(50) Level 8: Super Jump -- Jump-I(A) Level 10: Adaptation Level 12: Siphon Life -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(13), TchofDth-Dmg/Rchg(13), TchofDth-Acc/Dmg/EndRdx(15), TchofDth-Dmg/EndRdx/Rchg(42) Level 14: Inexhaustible -- Prv-Absorb%(A), Prv-Heal(15) Level 16: Ablative Carapace -- DctWnd-Heal(A), DctWnd-Rchg(17), DctWnd-Heal/Rchg(17), DctWnd-Heal/EndRdx/Rchg(34) Level 18: Dark Consumption -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech(19), SynSck-EndMod/Rech(19), SynSck-Dam/Rech/Acc(23), SynSck-Dam/Acc/End(23) Level 20: Evolving Armor -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(21), TtnCtn-ResDam/Rchg(21) Level 22: Combat Jumping -- ShlWal-ResDam/Re TP(A) Level 24: Spring Attack -- Mlt-Acc/Dmg/EndRdx(A), Mlt-Dmg/EndRdx/Rchg(25), Mlt-Dmg/Rchg(25), Mlt-Dmg/EndRdx(46), Mlt-Acc/Dmg(48) Level 26: Soul Drain -- Arm-Dam%(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(27), Obl-%Dam(31), Erd-%Dam(31) Level 28: DNA Siphon -- Mlt-Dmg/Rchg(A), Mlt-Dmg/EndRdx/Rchg(29), TchoftheN-Heal/HP/Regen/Rchg(29), TchoftheN-Acc/Heal(46), TchoftheN-Acc/EndRdx/Rchg(48) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(42) Level 32: Midnight Grasp -- UnrFur-Rchg/+Regen/+End(A), UnrFur-Acc/Dmg(33), UnrFur-Dmg/Rchg(33), UnrFur-Acc/Dmg/Rchg(33), UnrFur-Dmg/EndRdx/Rchg(34), UnrFur-Acc/Dmg/EndRdx/Rchg(50) Level 35: Genetic Contamination -- FuroftheG-ResDeb%(A), FuroftheG-Acc/Dmg(36), FuroftheG-Dam/Rech(36), FuroftheG-Dam/End/Rech(36), FuroftheG-Acc/End/Rech(37) Level 38: Parasitic Aura -- DctWnd-Rchg(A), DctWnd-Heal/Rchg(39), TchoftheN-Acc/Heal(39), TchoftheN-Heal/HP/Regen/Rchg(39), TchoftheN-Acc/EndRdx/Rchg(40) Level 41: Soul Tentacles -- Ann-ResDeb%(A), Ann-Acc/Dmg(42), Ann-Dmg/Rchg(43), GrvAnc-Acc/Rchg(43), GrvAnc-Acc/Immob/Rchg(43) Level 44: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(45), MckBrt-Rchg(45), MckBrt-Taunt/Rng(45), MckBrt-Taunt/Rchg/Rng(46) Level 47: Boxing -- Acc-I(A) Level 49: Tough -- GldArm-3defTpProc(A), GldArm-ResDam(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 50: Resilient Radial Paragon Level 50: Mighty Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Arachnos Core Superior Ally Level 50: Ageless Radial Epiphany Level 50: Assault Radial Embodiment ------------
  9. i feel kinda dumb because i’m new to this stuff! but i got converters & every time i try to drag an enhancement to the “input”- nothing happens! can anyone help? thanks!
  10. Here are some suggestions to appease both sides of the argument, and bring back game balance to what is often considered the prime of the game. Homecoming exists as a sort of capsule of City of Heroes, which is much easier for returners as a result. I think that reinstating some of the difficulty from before, and adding new options will benefit everyone. What do you guys think? Discuss new options below.
  11. It really isn't fun forking over 25-100 million for some of these Hami-o's while others sell for less than 2 million. I am looking at you Microfilaments.... I can't see any real harm in allowing converters to work with HO's? Normalizing the value of HO's shouldn't impact attendance to Hamidon raids, but I am no economist. If you take PvP seriously at all you know how sought after some of these are and why paying 350+ million influence just to max out super speed & super jump just feels terribly asinine. Thoughts on how to tackle this? edit: There are some great suggestions on how to tackle the overall issue; normalizing the economic value of HO's. enhancement converters or allowing the player to pick one from a selection post Hamidon defeat in particular are existing elegant solutions that could be implemented. Current HO prices: Membrane >=50mil Microfilament >=50m Cytoskeleton >=35m Nucleolus >=25mil Enzyme >=10m Lysosome 5-10m Ribosome 1-8m Centriole >=5m Peroxisome <=1m Golgi <=1m Endoplasm <=1m
  12. If we're buying Enhancement Boosters, it's probably because we want to boost our Enhancements all the way to +5. I mean, why would anyone go to +1 or +2 and then stop? But boosting Enhancements to +5 requires going through the motions of +1ing each one five times. If you're doing a whole set, it can take forever. Please, please add the option to boost an Enhancement 5 times in a single go, using up 5 Enhancement Boosters if we have them in stock. It would save soooo much time. Thanks.
  13. Background for readers who may not be aware: Because of the way Enhancement Converters can be used to speculate using the conversion system the players who work to make money at Wentworth's are able to hoard Enhancements that would otherwise be lowering the price on the auction house. This is likely to continue to happen, and as more Influence enters the economy (from defeating bad guys) this will drive inflation. One way the moderators were able to forestall a rapid runaway market was to seed the auction house with cheap common and uncommon salvage before opening to the public. (This is why there are ten million or so of every common salvage available for $1 000 each.) What happened earlier this month: As you are no doubt aware, there is consistent demand for the special Luck of the Gambler Enhancement that reduces global recharge. The price has been consistently dropping (to about $7-8 million), which was making them affordable for "regular" players. Then someone purchased all of them from the auction house and relisted them all for $12 000 000. This kept the market from making the Enhancements available to non-speculators. Problems in dealing with this: There are several things the moderators could do to address the issue. My personal thought is that there are fundamental flaws in how the Influence and Invention systems currently operate, and a larger conversation about how the in-game economy should work is merited. Barring that, just deciding to seed the "usual suspects" of Enhancements at some fixed market rate isn't going to do enough. Just like in real life some humans actually enjoy amassing wealth. I liked playing around on the auction house, then I found out that Enhancement Converters were being used to speculate. In a way this is a good thing, you know, since we don't have enough active accounts on 24/7 to fill the large demand perfectly calculated builds require. In another way this leads to levels of wealth that the system was not designed to accommodate. This game has an Influence cap and experience with other games says that seeding high end useful items will just turn those items into a different way to store any Influence you earned in excess of the cap. The hoarding will get worse as the items now have a guaranteed value they can store long-term in abundance. (For an example, see what happened on Team Fortress 2 with buds. Though in that case an economist actually suggested adding them so that exact thing could happen.) Trying to seed the auction house with Recipes instead seems like a practical idea, but that just shifts where the distortions happen (onto Rare Salvage), although this sort of stopgap is practical, and helps to influence players from speculation on those Enhancements, other recipes will be affected because they happen to share the same Rare ingredient. To summarize: Allow players that aren't trying to speculate on the auction house to buy what they're trying to buy. That means altering the @#$%^&*~! economy.
  • Create New...