-
Posts
6270 -
Joined
-
Well I am somewhat disappointed in this since while I do intend to use the new level 1-20 content (at least once) and am loving my Dual Pistols character the Incarnate system was probably the thing I was most looking forward to in Going Rogue.
That being said I agree with the "better to delay it and get it right" crowd. However, I am impatient and I was REALLY looking forward to finding out what the Incarnate system was all about. Since it is still being covered by the NDA I will presumably not find out anything until the I19 beta. So with that being said could you perhaps give us some info regarding how the Incarnate system will work. I realize you're still changing things but surely SOME of it is solid enough to give us a few teasers? Pretty please? *puppy dog eyes* -
That's an interesting point, have you actually tested this or are you basing it on known mechanics (I'm not doubting you, just curious). To be honest I don't think I've ever actually seen someone using Sonic Repulsion.
-
-
Quote:That is a fair argument but at the same time it basically means you can't make ANY changes to how the powers system works. You can overhaul things and fix some longstanding bugs (like the HO issues) and open up the capability for cool new features but still sticks you with a lot of legacy issues.Ergo: if you already are tossing most of the MMO rule book of bad design choices out the Window, why bother keeping any of them. One of the big problems Everquest ran into is that players weren't willing to leave behind their epic level avatars from the previous game. Why repeat that mistake?
Also, this isn't Everquest. People are just as attached tot heir characters but are (generally) less attached to their uber-loot. I think you'll find more people upset about not being able to import their costumes to CoX2 than not being able to bring over their IOs.
Quote:The thing is, CoH's Archtype system isn't broken. It's actually been proven to be fairly predictable and a stable basis. Many of the limitations the developers have run into is not with the basis of how the avatars play, but in how some things are processed in the game, such as Water Effects.
Quote:The problem I have with this is that it assumes that a CoH2 would be developed like any other MMO. Paragon Studios / Cryptic basically built their business on NOT doing what other MMO's do. -
I would slot for Recharge first and Defense second since having it on more people increases the chance of someone having the defense bonus when they need it.. The to hit bonus is large enough that you don't really need to slot for it.
-
Quote:I would be very surprised if they did something like this. I could possibly see soemthing to allow you to covert your costume over but importing your entire character seems unlikely. Making an MMO sequel is always going to be a risky business. You will lose some of your customers who can't or won't make the switch and you risk splitting the player base and ending up with two MMOs neither of which has sufficient players. The main reason to do so is therefore to redesign the systems from scratch to update it and fix anything that seemed sensible at first but proved to be problematic in practice. Allowing import of characters (even if they are reset to level 1) forces you to adhere to certain aspects of the old design that might not have been optimal.The rumor is that Paragon Studios won't do a second game unless you are able to import your existing CoH avatar into that game. Enabling avatar importing would also mean that a second game would largely keep the same base avatars and power systems as we know them to be, meaning that a second game wouldn't drastically change the Archtype / Power Selections we have now.
-
When forming a team I assume that Brutes, like Scrappers, will charge into melee and start hitting things. I assume that Brutes will draw a larger portion of the spawn to them than Scrappers will simply because they have a taunt component to their attacks and are more likely to have a taunt aura. I don't presume it's their job to specifically hold aggro although when facing a single tough character (such as an AV) it's almost a given that one of the melee characters will do so incidentally.
-
Rigel_Kent's original post was sarcastic, he does not really believe that Defender = Healer (this is made pretty obvious by the rest of the post detailing powers to put on auto-cast). You made a serious response to it and people were trying to gently point this out to you.
-
The devs stated (at some point) that this will be the case. When you switch sides you keep your current pool however if you do a respec you are limited to the pools from your current side (APPs for Heroes, PPPs for Villains). No word yet on what the new pools for both sides will be though.
-
Quote:Implication nothing, the math shows that you do need a 1.93 accuracy mod to get a 95% chance to hit on +2s with your tier 1 minions when they use most of their attacks (some attacks such as fire breath have a higher base accuracy). If you disagree then please, show me proof.You imply with your chart you need an ACC mod of 1.93 to hit at 95% on a plus 2 mob. But you don't really need that much.
Quote:Nor is 95% accuacy really as vital as people will claim. -
I'm not quite sure what you're trying to prove. The numbers given there mach up almost exactly with what I would expect.
You have an accuracy of 1.192x and your minion is fighting what are (to him) +4s. Base To Hit against +4s is 39% plus he gets an extra 10% for supremacy.
1.192 x (39 + 10) = 58.408%.
Admittedly this is a little over 1% off from your observed to hit so there is something weird going on. 5th Column don't get any defense buffs so the most likely culprits are either some sort of rounding issue or that the values given on Paragon Wiki are a little off.
Regarding minion con colors my assumption was always that for whatever reason they use the lieutenant code for conning. To hit chances are based on relative levels and their levels are +0, -1, and -2 as appropriate when you select them.
EDIT: I guess we could try and summon Arcanaville
EDIT2: Ran a test with my scrapper. It gave a base to hit against +4s of 38.99% so Paragon Wiki is correct with the value of 39%, so no clue why your to hit was 1% off. -
Quote:In that case I'm really not sure what to suggest. The Mastermind Secondaries are buff/debuff sets so whatever you select you're going to have to do some buffing/debuffing unless you want to completely ignore your secondary. The reason I suggested Traps is two fold, first the powers are mostly on 90+ second recharge so you can just use a couple and then ignore the set until the next spawn and secondly because Traps works well in melee range which is sounds as if you enjoy. For example Poison Gas Trap is pretty bad if you place it and then try to draw enemies over it but if you jump into melee gather them round and THEN use PGT it works wonders.I'm familiar with Storm and Traps, and I've never been able to get them to work with past Masterminds (or in the case of Traps, at all). I might try them again with different strategies, or I might attempt something different and see if my playstyle can adapt.
-
The other option used for similar situations is to place one power on auto and re-bind W to both move you forward and attempt to fire the other power.
-
Quote:It's 50 points. So little to no chance of overcoming it.That's what I was wondering: how much is it? I thought maybe the PToD were the same for all of them in this regard, so I was wondering what the bar was that I needed to get over (or if it's completely unfeasible).
http://wiki.cohtitan.com/wiki/Purple_Triangles_of_Doom -
Probably because as Bill said it happens 2 seconds after the attacks so you've moved on to other attacks and assume the critical hit was for them.
-
Well the problem with that (besides the fact that Blasters get Surveillance in an epic pool) is that it would violate the Cottage Rule. Time Bomb is bad, but I don't think it's bad enough to need a Cottage Rule violating change. There are quite a few options that stick with the basic formula of "a big boom" without violating the cottage rule. Quite a few people in the other thread were in favor of a remote detonation option but personally I'd like a power where you just throw a satchel charge (kinda like a short ranged version of LRM Rocket).
-
So, time to drag out the old Targeting Drone versus Tactics discussion again.
I was tweaking my AR/Dev's build a bit and decided to look at what would happen if I did this. Obviously I needed to drop something somewhere to pick up Maneuvers as a prerequisite for Tactics. I chose M30 Grenade since I mostly only use it for cleaning up a bit after an LRM anyway (other options considered were Recall Friend and Trip Mine).
I also added a Kismet +6% to hit IO to combat jumping. The net result is that I lost about 5% to hit, a large amount of to hit debuff resistance, and an attack I don't use a lot but picked up about 2% defense, (wow!), 12.5% global recharge and the ability to buff my allies at least a little.
The loss of to hit isn't a huge issue for an IO'd build. Even if I exemplar down I've got a +15% accuracy from a purple set that will keep me at the to hit cap against +4s even for my least accurate attacks and even for a non-IO'd build +9.8% to hit (representing Tactics with 2 SOs) will hit cap you against +1s with a single accuracy SO (or +2s with a level 50 common IO).
What I think I will miss is the to hit debuff resistance. I'm going to fight some carnies on the test server before making the build official and see how bad it hurts me. I'll also miss the little guy buzzing around my head . -
Well Force Field is the obvious one. A FF character with 4 powers (PFF, the two shields and Dispersion Bubble) provides the defensive benefits of the set which is the big thing. The other powers in FF are nice but you can probably manage without them. However having to recast the small bubbles every 4 minutes sounds like the sort of thing you will hate.
With that in mind I would actually recommend Traps. The powers are almost all fire and forget powers with long recharges (Web Grenade is the exception but you don't really need to spam it much) and the nature of the set encourages close in play rather than hanging back so it sounds like it will fit with your style.
You have to take Web Grenade and will definitely want Acid Mortar and Force Field Generator. Other than that you can probably survive without the other powers but I'd recommend taking some of Triage Beacon, Poison Gas Trap and Seeker Drones if you can find any way to fit them in.
In general though one thing I'd recommend is looking at the more debuff-based secondaries. Dark, Traps and Storm are all focused on debuffing your foes rather than buffing your allies and as such encourage a very different play style to the more buff-based secondaries that you will probably find suits you a lot more. -
Quote:Another useful slotting option is the Damage/Accuracy HOs. Three of them will ED cap a pet for damage and accuracy.This is exactly right. The mastermind pet damage IO sets help to slot more accuracy and damage with fewer slots than SOs.
Quote:Set bonuses are still good for MM's. I generally stick to +Health, +Def and even -mez duration. +Acc is still handy for /poison and /Pain that have some debuffs that require a to hit roll.
To answer the OPs original question here's a chart I made showing how much accuracy you need to slot to get a 95% chance to hit based on your pets level relative to you, your enemies level relative to you and the usage of supremacy and tactics. Obviously it's ignoring the possibility of defense (either enemies with defense buffs or you using defense debuffs).
-
Quote:You might want to check out this thread:As an aside - anyone think Devices could be 'fixed' by adding a +Damage component to targeting drone? Maybe 15% or something?
http://boards.cityofheroes.com/showthread.php?t=223069
I believe the general consensus was:
1. Targeting Drone is ok
2. Cloaking Device is a glorified pool power and would be a good place to add some +dam
3. Time Bomb needs replacing with something useful -
Quote:While there are some situations where a team needs all three (for example a Master of TF run) for general play all you really need is Damage. Everything else just makes delivering the damage safer.Every single team needs buff/debuff, agro management, and damage.
Aggro management is easier to manage without than buffs/debuffs. I find a lot of players overestimate the need for aggro management against regular enemies. Good aggro management does make the game easier, but it is not required. I've taken alphas on my Blaster simply by using a purple inspiration beforehand and eating a green afterwards. It's not as effective as true tanking but as long as the rest of the team follows me in it gets the job done. And of course the right buff/debuff sets render the need for inspirations irrelevant (on mt Traps defender I use seekers to eat the alpha and rely on my defense for the rest).
Buffs and debuffs can also be dispensed with but doing so is more painful than managing without aggro management. As others have stated the all-blaster team is a viable option it's just that it has less margin for error than other teams. The primary advantage of buffs and debuffs is that they greatly increase the margin by which the team survives so if something weird happens (such as someone going AFK suddenly because their cat spontaneously combusted) it's not going to cause a cascading failure. -
I don't recall ever seeing anything like that in the belt selection.
-
Mids is not an official CoX product so I can't really see the devs making something to allow it to directly interface with the game.
-
And honestly the PvP population of CoX is almost certainly to low to support dedicated FFA PvP servers even if they did want to implement it.
-
Quote:I think it's mostly social convention. Defilement of the dead is regarded as being bad in most cultures (baring special circumstances such as training medical professionals) and raising the dead as zombies would definitely fall under that heading. Not to mention that depending on how the magic system works raising the dead might also involve pulling the souls of the dead bodies out of the afterlife which most religions would regard as evil.I don't see why Zombies would be all "!?!?" Necromancers don't have to be evil, they're just talented.
As such in fantasy Necromancy tends to be an "evil" form of magic. Even in works which have "good" Necromancy the good necromancers tend not to do things like raising zombies and if they have undead servants at all they will frequently be non-corporeal spirits who serve the necromancer willingly.
So no, necromancy doesn't have to be inherently evil but because of the nature of western society the raising of zombies would be considered "bad" by a lot of people.
A couple of examples:
In Diablo 2 the Necromancers were of the dead raising variety however they weren't really "good" they were said to be staunchly neutral acting only to preserve the circle of life.
Dominic Deegan also serves as an example of the "good necromancers don't raise the dead bit"
http://www.dominic-deegan.com/view.php?date=2008-06-28