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Quote:Interesting, can you give us any numbers? Currently the single damage resistance types have a base value of 1.25% and the duals have a base of 0.63%. So with this change will the new duals copy the old ones or are they getting upgraded to 1.25% (as was done when the defense bonuses were all made triple type)? What about the status resistance portion of the bonus? Currently the general "status resistance" set bonus has a wired progression compared to other set bonuses, are we keeping that or getting different values?Actually, I think I can talk about this. What were previously +Immob, Hold, Sleep, Stun, etc. Resist have been changed to be +Res Fire/Cold, Lethal/Smash, Energy/Negative energy and resistance to all common statuses. So basically you get a small amount of +damage resist to 2 types and +status resistance.
Also, all old damage resistance set bonuses have been improved to work this way too.
Synapse
It's hard to know if I should get excited about this without values in front of me .
Quote:Please make sure that these improved set bonuses are an uncommon value so we don't end up breaking the "rule of 5".
The following is speculation based on very little information, it's worth exactly what you paid for it.
Now admittedly we don't know for sure what Synapse is doing but considering he said that all mez resistance and damage resistance set bonuses are being changed to provide resistance to two damage types and mez I think it's a safe bet that we'll end up with four resistance bonus types:
<Size> Smashing/Lethal/Mez Resistance Bonus
<Size> Fire/Cold/Mez Resistance Bonus
<Size> Energy/Negative Energy/Mez Resistance Bonus
<Size> Toxic/Psionic/Mez Resistance Bonus
So any set that provides a single damage type resistance bonus will likely be changed to the equivalent dual type (as was done when the defense bonuses were changed) and any status resistance bonuses will be changed to a new triple resistance bonus of indeterminate type. -
I've been thinking about making a Nature/Archery (or Archery/Nature) character with a Tarzan-style theme. Alternatively maybe I'll for a Disney Princess style character, not sure what other set would work there though (Beast Mastery would make the most sense thematically but I don't really want to play it).
As for Dual Pistols even with the upcoming changes I have no real desire to make one, I just don't care for the set.
EDIT: Hmmm.... Nature/Sonic for the singing-princess motif. -
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Princess Bride:
My name is Inigo Montoya... -
Things that are stored on your computer (that I can remember):
Preference save files (i.e. bind export files, window position files and default chat files)
Character server order data
Saved costumes
Player notes
Mission Architect Arcs (note that when you publish the arc is stored on the server but you can't get it back so modifying it requires re-making it if you lose the source)
The first two aren't a big deal, you can easily rearrange your characters so they are in the order that you want and losing the preference files won't impact your existing characters (you will need to re-export them before you make a new character though).
If you have Saved Costumes that you want to keep, you make extensive use of player notes or you have AE arcs that you may want to revise then you may want to copy those over. -
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Well first off DON'T bother using the LFG tool, it isn't that good for forming a group so people tend not to bother with it so it's very hard to get a team using it. For TFs watch the Looking For Group channel and for iTrials go to wherever your server forms them (Dark Astroai on most servers) and check broadcast.
For Trials and TFs your best bet is just to join a group advertising and go for it UNLESS they are specifically advertising a speed run (good speed runs require that the people involved know how the TF works so it's not a good choice for a first timer). The majority of Task Forces are pretty straight forward, it's generally just a series of linked missions so join the team and just smash what they smash until you get to the end. You might mention that you're new to the TF so the leader knows to tell you about any specific tricks for that TF but for the most part it's pretty simple.
Incarnate Trials are a little more variable. My advice would be to start with Behavioral Adjustment Facility (BAF) or Lambda Sector (LAM) and once you've run them a few times and gotten your Tier 3 Alpha Boost do a Keyes Island Reactor (Keyes), TPN Campus (TPN) or Underground (UG). For the trials I do recommend reading up a bit about them (either on the wiki or the trial summaries on the official site). None of them are particularly complicated but it will make it easier to follow what other people are doing. As with the TFs it doesn't hurt to mention that it's your first time so the leader knows you need a bit more direction. -
The rumor is that I25 is when Battalion will attack. Since that is the big thing that been hinted about since beofre Issue 9 if it's true then I25 will be pretty big.
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On the plus side we'll be able to start busting out the "wibbly-wobbly... timey-wimey ball" image macros.
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Wow, that looks VERY nice. Lots of fun stuff for everyone.
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As long as it includes normalizing the Leadership toggle cast times as well I'm all for it.
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Quote:Well maybe and maybe not, all we know for sure is that the game can now distinguish between them in enhancements. It doesn't automatically follow that the game can distinguish between them in terms of global buffs (which was always the issue before). It's a logical inference but considering how finicky the game is at times it's not guaranteed .Actually, the game CAN make that distinction now (see: Alpha Slots and the Hamidon Enhancement "nerf"). Perhaps it's time to ask Synapse to do a pass over powers built like this and alter them as appropriate.
Still it's a good point, it might be worth asking Synapse if they can change that now. -
Well the simple answer is because back when CoH was first made the Devs at the time made the decision that Regeneration Buffs and Regeneration Debuffs would not change for ATs (which is why Health is always 40% Regeneration).
Of course this raises the question of WHY they made that decision which I doubt we'll ever know for sure but I can hazard a guess (although this is VERY much a guess). Regeneration buffs and debuffs are unusual in that their effectiveness scales according to the target. For example a 30% resistance debuff will increase your effective damage by 30% of the damage you would do without it whether the target has 0% natural resistance of 90%. Conversely Regeneration changes effectiveness based on the target a Tanker regenerates more HP/Sec than a Defender for the same Regeneration Buff and similarly a Regeneration Debuff will be more effective on a Boss than a Minion.
Now given this the devs could well have decided that they wanted Regeneration Buffs to not scale to avoid Tankers "double-dipping" with powers like Health (since they would get more Regeneration and have more HP for it to work on). Now if you look at the early game the devs seem to make buffs and debuffs work roughly the same so if Regeneration Buffs didn't scale then neither should Debuffs.
Of course this is all extreme guesswork. If you want a real head-scratcher I have a better one. There is no AT scalar for Hold strength. Instead Hold use either the Immobilize scalar, the Stun scalar or are unscaled with no real pattern that I can determine. WTF? -
I'm also hoping they are. The time feels about right for them.
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Quote:I'd love to see this as well but I don't think that it will happen. By my count there are currently 97 powersets in the game (with at least 6 more on the way) so making an Incarnate slot to do this would probably cost as much as making 12 new powersets.I can't remember which thread it was, or who posted it, but I'd be happy for Omega to be a choice between a tier 10 Primary or tier 10 secondary power.
Of course this is a situation where I would love for the dev team to prove me wrong but I just don't see it happening. -
Yeah, I think that would be the easiest way to add Absorb to FF. They seem to have the tech to do this now and it makes a power that is extremely situational into an easy to use power without taking away the situational use form those that like it. Of course the slotting would be interesting.
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I don't think there's a solid answer to this, the devs have been relatively cagey when asked about it in the past. My guess (and it's only a guess) is that they'd like to do it but don't really have room in the development schedule.
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Quote:Unfortunately setting it not to stack doesn't really solve the core issue which is that either the shield is hideously overpowered or you create a situation where a FFer has to spend basically all of their time spamming shields.Like I said, a cap could probably be set. Or it might just be flagged not to stack.
Think about how Absorb works from a practical viewpoint, it is a shield on your HP saying that you have to take X amount of damage before your HP gets damaged. Now from a balance point of view what matters is absorb is the size of the shield and how often it is being reapplied.
It's also important to understand the actual mechanics of Absorb. Absorb is actually two different mechanics applied in parallel. First the power applies a Max Absorb buff which increases the maximum amount of Absorb your character can have (this is 0 by default). Second the power increases your current Absorb which basically functions like a heal only to your absorb points instead of your hit points. Now the Maximum Absorb portion of the power has a duration and is associated with the caster while the Current Absorb portion is not (similarly to how Frostwork is a lingering buff increasing your MaxHP but Healing Aura doesn't remain in your buff bar once the healing portion is done). All Absorb powers provide equal amounts of current Absorb and MaxAbsorb and while this isn't strictly speaking a requirement it would require some odd synergies to make a useful power that provides one without the other.
Now assume that both Deflection Shield and Insulation Shield have an Absorb feature added. What time frame do you balance it around? The shields last 4 minutes which would be the obvious time frame to balance around but a Force Fielder alternating the two powers could be adding a new Absorb shield to a character every two seconds if that was all they focused on. So this no becomes the problem. If you gave the powers a decent sized Absorb buff then having an FFer spam them would make a target nearly invincible. If, on the other hand, you base it around the assumption that the FFer is spamming them then you setup a situation where an FFer is almost forced to spam them to really use the absorb.
Remember, you can make the MaxAbsorb not stack but you can't stop the FFer from spamming powers to refill the absorb shield as it gets used up.
EDIT: Ok, I did think of one possible option which would to be to add it to both shields with a low MaxAbsorb but then make the actual absorb an Absorb over Time on a 2-second pulse duration where the absorb granted each pulse equals the same as the non-stackable MaxAbsorb. That being said I would be concerned about the impact of pairing FF with a set that has a long-duration MaxAbsorb buff such as Nature Affinity since it allows the FF pulsing Absorb to refill the long duration MaxAbsorb. Additionally FF is already a set that gets by on three powers. If the set were to be buffed I'd prefer to see one of the less useful powers buffed rather than adding more functionality to the few good powers int he set. -
I would love it if Catalysts could be traded. I need a ton of them.
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Quote:I think the OP may have been operating under a misconception and assuming that character names are global and not per server (i.e. if I have a character called Adeon Hawkwood on Virtue no one else can have it on any server).After four pages of reading, I haven't seen this question answered: what the heck is a dead realm?
Is he talking about the under populated servers? If so, why would those servers get blamed for the problem? I would tend think the more active servers would also have a higher number of names in use among both active and inactive accounts. Seems like they'd free up a lot more names with a sweep of Freedom than Pinnacle. (Not that I agree any servers need to get swept for names) -
Quote:This attitude really, really bugs me sometimes. There's absolutely nothing wrong with a character spending powers to support the team. Now I'll admit that Aid Other isn't a particularly good power but skipping it just because it doesn't directly aid you seems like a poor reason to me. Besides, as a Dominator you can use it to heal your pet.Medicine requires a junk power - you're not a Defender or a Controller, you don't need to be spending powers on something that won't benefit you - and can be interrupted.
On the general subject of Medicine for Dominators I'd say that come I24 it's well worth looking at if you can spare three power picks. Having Field Medic means that Aid Other will have a short un-interruptable cast time so you get a decent self heal and a semi-decent ally heal for teammates and your pet (you could take Injection instead of Aid Other but that doesn't strike me as a hugely useful power for Dominators).
Similarly with the I24 revamped Presence Pool might be worth considering for some Dominators. Most Dominators won't get much bonus from it but for primaries that are a bit lacking in hard control (such as Ice) Invoke Panic will offer a reasonably decent AoE Fear power and Unrelenting looks like a decent self buff. -
Yep. In fact my experience with Radial Rebirth is the reason my first reaction to the changes was "that is AWESOME" whereas a lot of other people seemed to feel that it was a useless change.