Zombie Man

Ebil-o FTL June-21 & Feb-22-2010
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  1. Quote:
    Originally Posted by Golden Girl View Post
    I could see any-warm-body/any-warm-body slash working quite well.
    fixt.

    and we know you could.
  2. Pro tip: Synapse goes much much faster if the team gets Shivans first and then takes turns spawning them in missions, especially against the bosses. You'll even be able to take out the GM without begging the server to help.
  3. Quote:
    Originally Posted by Forbin_Project View Post
    Yeah, George Washington 2. Emphasis on the initials.
    We *are* allowed to talk about competing MMOs if they're produced by NCSoft.

    Within reason.
  4. Well...

    When it comes to Legacy content, we've seen Atlas redone as well as Posi TF.

    Now, they've moved onto Kings Row in the next issue (I24). I'm a little disappointed that the legacy arcs weren't removed (or thrown into the police scanner bin). They are as bad as the oldest TFs. Also, they're given out by different contacts depending on origin which interferes with co-op mission completion.

    Those arcs should have been replaced with a new "intro to the villain groups of level 5-15" arc given by one contact.

    Anyway, it seems the Devs are revamping legacy content from the ground up, which is the logical thing to do so that you can build on a overarching arc.

    This means we can only hope that a Skyway update and a revamp of Synapse TF will come out in I25 (or even I24.5!).
  5. If it weren't for forum moderation, every thread would be turned by some into an anti-PvP rant.
  6. Zombie Man

    So, 22% to-hit

    Quote:
    Originally Posted by ClawsandEffect View Post
    Enhancement Boosters on Tactics slotting and a Kismet +Acc will put you a small yellow away from the threshold.

    I don't know about anyone else, but I'm swimming in yellows most of the time because they don't do much for you after you have enough accuracy through slotting.
    We need a macro specialist to make up a bind that converts to yellow and pops it.
  7. Zombie Man

    So, 22% to-hit

    Quote:
    Originally Posted by Fire_Storm View Post
    Agree....what else? are there any IO sets that i am not aware of besides unique 6%?
    From here: What Else Gives +ToHit?

    Quote:
    Originally Posted by Zombie Man View Post
    • Other IO Procs:
      • Decimation (Ranged Damage set IO): 5% chance for Buildup which is +100% Damage and +15% ToHit for 10 seconds
      • Gaussian's SFC (ToHit Buff set IO): 5% chance for Buildup which is +100% Damage and +15% ToHit for 10 seconds
      • Analyze Weakness (Accurate Defense Debuff set IO): 10% chance for +[200 Melee_Buff_ToHit%] ToHit for 10 seconds
      • Siphon Insight (Accurate ToHit Debuff set IO): 10% chance for +[200 Melee_Buff_ToHit%] ToHit for 10 seconds
    Links are meant to be followed for more information.
  8. Quote:
    Originally Posted by Tyger42 View Post
    Can you give any better explanation for it?
    Some Devs think every NPC and PC have psy 'holes' in their 'armor' and turn down psy damage accordingly. We saw this with Incarnate powers that do DoT... the psy DoTs were made lower out of fear it would be too strong against the PvE foes.

    The reality is that NPCs don't have such holes.

    So... rather than PvP driving PvE mechanics, the exact opposite has happened.
  9. Quote:
    Originally Posted by Tyger42 View Post
    ....giving player psi powers lower damage because of concerns of it being OP in PvP? Were you not paying attention to the post I quoted?
    The quoted post where someone prefaces their remark: "I don't have any official basis for this..."

    lol
  10. Quote:
    Originally Posted by Tyger42 View Post
    Except for the balance decisions that affect PvE being made purely for PvP concerns....
    Which are....?
  11. Quote:
    Originally Posted by Tyger42 View Post
    One of the many reasons I hate PvP in a mainly PvE game. Whatever happened to the promises that PvP balance wouldn't impact PvE?
    PvP doesn't impact PvE since it uses a completely different battle mechanics to avoid that... you know, what all the PvPers hate about PvP and have been screaming about for the past few years.
  12. Quote:
    Originally Posted by Lothic View Post
    Which is actually a point of contention now that the Devs have haphazardly decided to let the annual vet badges go unsupported. This means that people like Bimble who were lucky enough to get his 8th anniversary vet badge are probably going to remain one of the lucky few to ever get that badge. Most people since CoH:Freedom went live have not gotten their latest anniversary vet badge (my 8th for example was due in April) because the Devs somehow lost the ability to reliably award those badges to the vast majority of players.

    Bottomline it's going to be a bit more confusing to determine "the total number of badges any one character can have" because now there are some people who are quite randomly going to have more possible badges than others.
    I had an idea...

    When 'fixing' the Anniversary badges, make the new one replace the old. This way, the badge still accurately states how many years you've subbed, but there's only one badge doing so.
  13. Quote:
    Originally Posted by UTBenCB View Post
    Ok so 1400 is the max....does that include or exclude the veteran rewards?
    It includes the yearly Vet Badges.
  14. Zombie Man

    Ascension

    Quote:
    Originally Posted by DLancer View Post
    Prometheus will open a portal to another parallel world, this particular one unlike any seen before. You'll be deleveled to level 1 and find yourself in the land of Ascalon.

    Ascension is when we cross the sea to the Crystal Desert to gain the favor of the gods, beat our doppleganger and Ascend to level 20. At that point we'll be able to take on the Mursaat in the Shiverpeak mountains and finally free Tyria from their Tyranny!
    If there are no talking lions there to accept as my personal Lord and Savior who will then make me a king of the realm, then no way, I'm not ascending!
  15. Quote:
    Originally Posted by Roderick View Post
    It's quadruple merits, which totals 20. After you've accepted the 20 merit reward, it's replaced with an infinitely-repeatable 5 merit reward.
    Oops.

    Still, 20 Merits in 8 minutes can't be beat.
  16. What is *not* a secret is that Freedom Phalanx Penelope Yin is a psi melee toon and she has these powers.

    Player villains have already been at the receiving end of these powers.

    Any guess how that gets ported to PCs is open for speculation.
  17. Mothership Raids.

    Just ran two of them, and the leeching toon on my second account went from 29 to 38.

    You do need level 50s to anchor the teams, which is hard to find on Double XP weekends, though.
  18. The most efficient?

    1. Run as many toons as you have through the fastest SSA arc (e.g., #1.1 which is always under 10 minutes) twice. Once for the Hero Merit and once for the double [EDIT: quadruple] Merits (40 of them [EDIT: 20 of them -- still worth going for]).

    2. Use incarnated toons to run the Apex/Tin Mage Incarnate TF duo once a day per toon for the total of 80 Merits for less than an hour's work.

    3. Run as many toons as possible through one running of as many 'speed versions' of the various iTrials available for the Empyrean Merits once a day.

    4. Always run all your toons through the WST each week.

    5. To break up the monotony... keep an eye out for a TFs forming on your grouping channels and join them for fun. There will be plenty of XP and INF and drops and the final Merit rewards to justify it.


    You will soon have more than enough Merits, A-Merits, and iMerits to do as you please.
  19. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I call it CoX sometimes.
    Chose the form of your snarky reply, mortal!

    1. I meant to say "no one of import calls it CoX anymore"

    2. I meant to say "no sane person calls it CoX anymore"

    3. I meant to say "no one calls it CoX anymore except Adeon Hawkwood whom I have on ignore"



  20. Jack had a lot of great ideas and was able to get a great game launched.

    His problem developed after launch when he got locked into seeing CoH as just a mechanized version of a table-top roleplaying game where, he, as the GM, kept the players in the dark not only about content and lore (which was mostly appropriate, otherwise, massive spoilers would have ruined the fun for a lot of folk), but also in the dark with regard to mechanics.

    Jack thought that knowing the mechanics would make the game less fun. The problem with that is that the mechanics had a lot of flaws and imbalances and just wrong numbers. And Jack (and the powers team at the time, excluding Castle) would purposely turn a deaf ear to the players. On top of that, the players would find all sorts of loopholes and exploits which became nearly impossible to fix since... the Dev team run by Jack weren't in dialogue with the players and the players didn't know what the real numbers were to test.

    On top of that, the playerbase would change the focus of the gaming habits (hating streetsweeping and using just the instanced missions for level-appropriate foes, e.g.) and Jack was slow to respond (if he ever did) to how the players wanted to play. He tended to be inflexible to what the players were supposed to consider to be fun.

    On top of that, when the playerbase became loud enough to not be ignored, he was a public relations nightmare. I won't go into all the stories of foot-in-mouthisms he was guilty of.

    On top of that, while keeping players in the dark over mechanics -- else our fun would be destroyed -- he took a paycheck from a player-guides company to publish all the mechanics.

    On top of that, he negotiated with other companies to create a CoH-killer alternate Supers-MMO while putting CoH on a shoestring budget.

    Jack deserves credit for the initial impetus of the game. He also deserves blame for all the inflexibility, the imperious attitude, and the betrayal of the game.