Jacke Posted April 7 Posted April 7 (edited) 16 hours ago, Akisan said: I generally stick to the normal inspirations, with 2 exceptions: Medium team break frees last for 180 seconds. Super regular break frees last for only 120. Well worth it against mez-happy groups, even if you only use them on yourself. On low defense builds, a single large purple doesn't quite hit the softcap, and 2 of them is way over. I usually stock both large purples and large dual def/resist inspirations on those builds, as 1 of each puts me to a little over the softcap, with some bonus resistance for whatever does hit. The second point is very interesting. In a similar case, I'd likely carry Large Dual Def+Resist Inspirations and pop 2 of them. But your point about keeping Def over softcap to allow for Def Debuffing (especially without Defence Debuff Resistance) is very important too. However, the duration values for break frees in some of the in-game and external documentation do not match what is current in the game. I've just tested all of them in the last 2 days and submitted a text bug report for the /linkinfo Info tab, which is in-game and at the top of their pages in CoD2. I submitted a similar typo report to the HC Wiki and it has already been fixed. There are 3 durations for Break Frees: 30s for the Small Break Frees available from Nurse and Contact stores, which also drop frequently 60s for the Medium Break Frees (Emerge) 90s for all other Break Frees: Large and Super, as well as all Team (Medium, Large, Super) https://homecoming.wiki/wiki/Inspirations Edited April 7 by Jacke 1 2 Remember! Let's be careful out there! City Global @Jacke, @Jacke2 || Discord @jacke4913 @TheUnnamedOne's BadgeReporter Popmenu Commands Popmenu including Long Range Teleport Available Zones Finding Your City Install Root on Windows for HC Launcher, Tequila, Island Rum
Chance Jackson Posted Monday at 11:54 AM Posted Monday at 11:54 AM I like them alot probably more than regular inspirations 2
Scarlet Shocker Posted Friday at 08:25 AM Posted Friday at 08:25 AM I'd not really thought of this much until @Snarky posted the thread, but it has made me consider them in greater depth and the more I think about it, the more I dislike them. My reasoning is quite simple and I'll try to explain as concisely as possible. Let's assume for the moment that my character is running out of End and also needs Healing. At the same time. I can pop a blue in green and all's right with the world. Everything is fixed and we can continue with the mayhem. Except that almost never happens exactly when... so suddenly I'm either needing some blue, or some green, and I pop one because it's all I've got - I have buyer's remorse because I've literally just wasted half that precious insp's value. A similar scenario is the red/yellows. I remember many years ago on live, Arcana explained why popping a single yellow was pointless. The details of why and wherefore are forgotten to me but I remember that it was usually necessary to pop two small yellows to be effective otherwise a single one gave you pretty well nothing. So popping a red/yellow seems like you'd need to pop two anyhow. Pointless! If the small red/yellows have the same values as a standard red or standard yellow, then to gain any benefit from them you'd need to pop 4. That's not viable. Orange/Purples: I am playing a character that is usually either defence or resistance focused. If I'm over 50 my build is probably there, or thereabouts, as good as I want it to be. So if I've got a strong res build, then the purple element is likely to have minimal effect. So it's wasted, and vice versa. There's clearly a caveat here in that I'm oversimplifying for the sake of example and I've never probed their values in depth but my core point is that when I use an Insp, I use it because I need that component, not the other thing - and so I don't experience the value of it, rather I see it more as a loss. That's a phenomena known well in Economics. I don't think these things add much value to my playing experience. See Richard Thaler for more on behavioural economics if you are interested. But one good thing I've learned from this thread is that I can turn them off at the START so I'm giving serious consideration to that or vending them 1 1 I neither know, nor care, what the difference between ignorance and apathy is
Snarky Posted Friday at 08:45 AM Author Posted Friday at 08:45 AM (edited) 20 minutes ago, Scarlet Shocker said: I'd not really thought of this much until @Snarky posted the thread, but it has made me consider them in greater depth and the more I think about it, the more I dislike them. My reasoning is quite simple and I'll try to explain as concisely as possible. Let's assume for the moment that my character is running out of End and also needs Healing. At the same time. I can pop a blue in green and all's right with the world. Everything is fixed and we can continue with the mayhem. Except that almost never happens exactly when... so suddenly I'm either needing some blue, or some green, and I pop one because it's all I've got - I have buyer's remorse because I've literally just wasted half that precious insp's value. A similar scenario is the red/yellows. I remember many years ago on live, Arcana explained why popping a single yellow was pointless. The details of why and wherefore are forgotten to me but I remember that it was usually necessary to pop two small yellows to be effective otherwise a single one gave you pretty well nothing. So popping a red/yellow seems like you'd need to pop two anyhow. Pointless! If the small red/yellows have the same values as a standard red or standard yellow, then to gain any benefit from them you'd need to pop 4. That's not viable. Orange/Purples: I am playing a character that is usually either defence or resistance focused. If I'm over 50 my build is probably there, or thereabouts, as good as I want it to be. So if I've got a strong res build, then the purple element is likely to have minimal effect. So it's wasted, and vice versa. There's clearly a caveat here in that I'm oversimplifying for the sake of example and I've never probed their values in depth but my core point is that when I use an Insp, I use it because I need that component, not the other thing - and so I don't experience the value of it, rather I see it more as a loss. That's a phenomena known well in Economics. I don't think these things add much value to my playing experience. See Richard Thaler for more on behavioural economics if you are interested. But one good thing I've learned from this thread is that I can turn them off at the START so I'm giving serious consideration to that or vending them I never overmath the CoH game. This despite some studies I have done through multi variable calculus. Which, for me, was extremely difficult. I enjoyed normal calculus and it’s simple beauty. Every toon and every player is different. I tend to run high accuracy builds with kismet+to hit and leadership accuracy or equivalent. So a small yellow might help me. But…. More than likely if you are screwed into needing accuracy your entire strategy in the fight has gone toilet mode. As a Dark Dark player, approaching a tough fight the first things i will do is debuff as much accuracy on my enemies as possible. I call this “making them fight uphill”. If they have done that to you…. Oof. In the end I agree with everything you have said. For me, it is by “feel” and common sense. The damn duals cannot be combined, so they “clog” your tray waiting for the “perfect” time to use them. Not using inspirations is like hording powers… so much that if you are not using them, or using them much less to “save” them, you might as well have picked a power you would use. Team inspiration are gold, in that you can use them as individual when needed (only carry them if you are willing to burn them) or they can prop up a team to keep pushing forward. regular inspirations are great in that they are flexible with the combination strategy, especially with a large tray. Creating a purple, wakie, or break free can really change things. but Duals? Neat idea that is garbage in a CoH/V actual fight/TF/SF/Trial. in my opinion… Edited Friday at 08:46 AM by Snarky 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now