Adeon Hawkwood

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  1. Quote:
    Originally Posted by Dark_Inferno View Post
    With all powers turned off does (for example) a Tanker have a better chance to evade and resist attacks? (I know the Tanker has more health than other ATs.) Or, are the differences just in the powers?
    As others have noted the base HP does vary by AT and the power scalars mean powers have different effects. Outside of that the only difference is that different ATs have different limits. So, for example a Tanker or Brute with no shields turned on who was being buffed by a lot of Thermal/Sonic characters would cap out at 95% resistance while anyone else would cap out lower (85% for EATs, 75% for everyone else). The Tanker/Brute isn't getting a larger effect from the shields, they are just able to benefit from more of them.
  2. It happened on my DP/Sotrm corruptor as well. I suspect it's a bug so I filed a bug report but it could be WAI I suppose.
  3. Quote:
    Originally Posted by New Dawn View Post
    Oh really? Why not?
    Pretty much for the reasons SpittingTrashcan and I were discussing. You've got to have a toggle power that does one thing when first activated (make a bomb) and another thing when running (stop bomb from exploding). There are currently no powers in the game that work like that (at least as far as I know) which makes me suspect ti wouldn't work at all. Of course, this is solely guesswork.

    Quote:
    Originally Posted by SpittingTrashcan View Post
    True. I can see a way to do it, where the toggle actually has a chance to drop a bomb on every tick, but uses the Pistols code to change that chance from 100% to 0% when it is active, but that would be a hell of a hack.
    The problem there is that the pistols code is keying off the character having another power active. You'd need to key off of something to determine the percentage and I don't think the placed bomb would work for that. You could use the grant temporary power function maybe but that probably has it's own set of problems.

    Quote:
    This is actually not as much of an issue. I know for a fact that it is possible to have an AoE power that only affects your own pets: see the Mastermind minion upgrade powers. The toggle might end up affecting the caster's other pets, but since its effect is basically only to interrupt interruptable powers and most pets don't have any of those, I don't see a problem there.
    Good point, I forgot about that.
  4. Quote:
    Originally Posted by Fulmens View Post
    Babs wouldn't have had to make "An animation", he would have had to make something like 40 animations. Per weapon type. Flying, huge, female, etc etc etc.

    When you're adding a new weapon, you're doing those 40 animations once (for the new weapon). Which is still a big deal. When you're redoing all the old weapons you're doing it EVERY time. Which may be a big deal or not, I dunno...
    That's actually not quite correct. It actually requires separate animations based on stance for a total of 12-16 animations per power (according to BABs):
    http://boards.cityofheroes.com/showp...0&postcount=26

    But yeah, that's still a lot of effort for minimal return (even if I would like it).
  5. Quote:
    Originally Posted by Roderick View Post
    Who said that? Not me. I said that exporting your build from CoH to Mids' isn't a valid reason. And it's not, because neither development team works on nor supports the other program, so neither should make an effort to integrate the two.
    Agreed, the devs do not need to integrate Mids and CoX. HOWEVER, the ability to save a build and then load it during a respec (in the same manner as costume files) would be a reasonably useful QoL feature on it's own (especially if it was combined with an improved respec interface). That fact that by exporting the build to a text file it would be possible for the Mids' team to make an import/export feature for Mids' would be a nice bonus.
  6. Well the big downside is that DP has the longest redraw animation in the game (or at least it feels that way). The good news is that TA is a set that, for the most part, works well with you laying out the debuffs in a group and then concentrating on blasting. So while the redraw is annoying it's not as bad as, say, Empathy/DP where reactive usage of empathy powers is more important.
  7. Also one final note with macros, it is important that the gototry command be at the end. There is an intermittent bug where the macro will lose anything after the gototray command.
  8. Adeon Hawkwood

    Online Store

    Quote:
    Originally Posted by DarkJestah View Post
    Yeah that I could handle but its been a week since my last purchase. And I've tryed pay-pal and 2 different credit cards. I just really want my Dual Pistols.

    -Edit-
    Could it be possible that its not 24-48 hours after purchase but attempt? Because I got kinda angry and spammed it lol. ^.^
    It shouldn't be. If it's been a week I'd contact customer service, it sounds like something might be wrong.
  9. Quote:
    Originally Posted by ChargerIIC View Post
    If I understand this, I can prepruchase through NCSoft and get the powers now or prepurchase through gamestop and get the perks but not both? Or have the gamestop preorder codes not come out yet?
    That is correct. When the original pre-purchase thing came out it was stated that people pre-puchasing would get the powersets early but would not get the perks from the complete collection (specifically the extra costume sets and new power) or the free month. The Gamestop pre-order bonus of extra enhancements is an extra perk from people who pre-order the complete collection though gamestop.
  10. Quote:
    Originally Posted by Arcanaville View Post
    Also, the only resistances I'm aware of in the mutation buffs so far are mez resistance buffs (meaning: "reduce duration of mez" buffs, not magnitude protection).
    You're right, I was mis-reading things and getting confused.

    Quote:
    Originally Posted by Arcanaville View Post
    But also, and I don't mean to single out Adeon Hawkwood personally, but when I hear someone reply to a comment on the oddity of defensive type splitting, and without skipping a beat suggest converting accuracy to tohit which is an unrelated component of the power, my spider-sense goes off immediately and I think people in general are seeing an opportunity to hand-craft a far better buff than it was intended to be.
    My thought train is pretty much this:
    1. Splitting the defensive powers means a lot of characters (basically any with either decent IOs or a defense based armor set) will get minimal benefit from one or the other.
    2. Combining the defensive buffs into one power (Tough Hide) solves this problem
    3. Without the defensive bonuses Acute Senses is rather weak
    4. 3% accuracy bonus is pretty much useless since most characters already have decent accuracy (whether through accuracy slotting or just incidental IO bonuses) while a small (say 3%-5%) to hit bonus is more generically useful without being hideously overpowered.
    5. Adding moderate resistance to -to hit and -perception to Acute Senses gives it a bit more flavor in keeping with similar regular powers but since those are only situationally useful isn't overpowered.
  11. Quote:
    Originally Posted by SpittingTrashcan View Post
    I can just about see a way to do it. The power would have to create a bomb pet on first activation, that constantly tries to use an interruptible self-destruct power. The toggle then creates an aura whose sole purpose is to apply a minor effect periodically to the bomb pet. This interrupts the self-destruct, whereupon the pet tries to activate it again. When the toggle is turned off, the bomb is no longer interrupted and detonates. The bomb would then also go off if you walk too far away from it, similar to a radio deadman switch.
    The issue I can see with that (besides it probably becoming another Oil Slick Arrow in terms of bugginess) is that you have a toggle power that has to apply one effect when originally activated (place a bomb) and then perform a different action while it's active. I have no clue if that's possible or not, but I can't think of any other toggle powers with a similar effect. The other issue is that this toggle has to only affect bomb pets (I think that's doable, but I'm not certain) and would probably affect the bomb pets of all of the players on the team.

    Personally my inclination is to just change it to a click power where you throw a bomb that explodes almost immediately. This is simple, robust and still keeps the basic concept of "big boom".

    Failing that I say change it to a two power power. Powers like Swap Ammo and the Kheld Forms give you extra powers when you select them so why not change Time Bomb to Remote Bomb. You get a (slottable) Remote Bomb power that places a bomb and then a (unslottable) Remote Detonator power that detonates it. Admittedly that has it's own set of problems but I think it's doable (maybe?) although I suspect that like the above it would allow you to detonate bombs belonging to other friendly players.
  12. Adeon Hawkwood

    Online Store

    Quote:
    Originally Posted by DarkJestah View Post
    Yeah could be but I just got a message from NCsoft support and apparently my purchases can't pass the "Fraud Prevention System" which is ridiculous.
    Oh that's standard. After you purchase an item with a credit card there's a lockout before you can reuse the same credit card (I think it's 24-48 hours). Blame the gold farmers.
  13. Adeon Hawkwood

    Ugh!

    There are none so blind as those who refuse to see. I always see people looking for a "tank and healer" before starting their TF, generally I just add a player note and move on.
  14. Quote:
    Originally Posted by DevilYouKnow View Post
    This is for a fully funtional base with TP's to all zones, Flashback, medbay (with Autodoc), Storage (2 Enhancment tables, Inspire collector, 14 storage racks, empowerment station, invention table) and necessary power and control.

    Perks: Mission Computer, Holodisplays, Breakers, upgraded plot
    Decorative Items - (Not included)

    Total cost in Prestige - 3,355,000

    Using the method I suggested above:

    Influence - 30,000,000
    Prestige - 355,000

    Does anyone really think that you would need to "market like crazy" to make 30,000,000
    You do realize that the current inf to prestige exchange rate (which you advocated keeping) is 500:1 not 10:1 as you seem to be assuming. So 3million prestige in inf is actually 1.5 billion inf not 30 million.

    Personally I think providing a better inf to prestige conversion rate would make it a better inf sink since people are more likely to go for 100:1 or 50:1 (or maybe even as low as 10:1) instead of the current 500:1.

    Heck, based on Fulmen's work a lot of people are willing to go 250:1.
  15. Quote:
    Originally Posted by New Dawn View Post
    I disagree on attaching a timebomb to an enemy. I prefer to see it changed to a toggle that if you dont detoggle it, detoggles itself after the 15 secs so it can be a either a timebomb or detonated. The detonated bit is more or less just setting the time to detonate yourself.
    It's an interesting idea, but I don't think it would actually be possible within the mechanics of the game.
  16. Some general comments on the slotting:

    1. Blazing Arrow with only one slot is pretty worthless. I assume you're intending to use it for Oil Slick but it's a very powerful attack and I hate to see it wasted. If you don't have the slots I'd recommend dropping Aimed Shot and using the slots from there (this also gives you room to pick up PGA as New Dawn suggested).

    2. My general suggestion when 5-slotting Positron's Blast sets is to ditch the Dam/Range and take the Proc. Posi is overslotted for damage and the Range is of limitied utility. There is some advantage to having the range bonus in Fistful but personally I find I don't notice the extra 6ft of range.

    3. Oil Slick is a VERY powerful attack (when it works) so I'd drop some of the defense debuff for more recharge and damage.
  17. Quote:
    Originally Posted by Liquid View Post
    I agree with this. There aren't any RES bonuses from what I've seen so far, so having Tough Hide be +7.5% (or whatever) RES (all) and Acute Senses be +3% DEF (all) would remove the situation where all powers are useful to some powersets but not others.
    There actually is a resist all power but, like most resistance bonuses in the game it has the same magnitude as the equivalent defense bonus making it half as effective *sigh*.

    Alternatively how about making Tough Hide provide all defenses and then make acute senses a to hit bonus instead of an accuracy bonus and give it res(-to hit, perception) alongside the to hit and perception bonuses?
  18. Quote:
    Originally Posted by Mod_Noc View Post
    I just think when people are putting a team together and they have a hard time finding defenders or corruptors for the damage/(de)buff they will fill the spots with Doms.
    Fixed

    EDIT: Just to clarify a bit, with the way the game is balanced the idea of "needing" a particular role filled is laughable. But if you are trying to optimize team composition for maximum speed then you don't bother stacking damage sets, you stack the buff/debuff sets. If you can't find characters with buff/debuff sets then control sets make a good second choice since control itself is a form of debuff and several of the sets provide useful debuffs along with the control.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    Sure, they can open up all the travel pools for Kheldians, but that would probably involve making them spend a power pick to get what is currently inherent.

    Now, if you had to spend power picks on Flight and TP with Khelds and were STILL locked out of the opposite pool I'd be calling foul myself, but since you get them for free I feel it's a pretty fair trade.

    So, I guess it's not really a FREE power after all. Instead of costing you a power pick, it costs you the opportunity to take the opposite's power.

    Personally, I hate Teleport anyway. If I could choose to get, say, Super Jump for free on a character in return for never being able to take Teleport I'd take that trade in a heartbeat.
    I'm, not actually advocating opening up all travel pools for Khelds, I'm advocating opening up the one they don't have access to at all. Both types are locked out of Flight and Teleport despite only getting inherent powers from one of them. Since it is kinda annoying that PBs can't get Recall Friend I think opening up the power pool that they do not get as an inherent would be fair. Presumably they are only locked out of both for thematic reasons anyway.
  20. Quote:
    Originally Posted by DKellis View Post
    I'm beginning to think that many players don't know what each Blaster secondary is for either.
    I think it's more that even with the same powerset combos there are generally several valid ways to play the blaster, especially while solo. Some of it is situational but it's also based on your personal style.

    I think Slashman really hits the nail on the head. Blasters have a lot more tools at their disposal than people give them credit for (with the exception of Fire Manipualtion anyway). I personally don't care for the tools provided in some sets (for example Energy Manipulation's reliance on melee range stuns or that Electrical Manipulation doesn't have any decent -recovery built in) but they do have them. The real trick is leveraging them to survive and in many ways that's dependent on your playstyle.
  21. Quote:
    Originally Posted by Genesis Man View Post
    Mutation: Tough Hide
    • +4.5% Def(All) - typed [oddly, +3.5% on my blaster, 4.5 on my controller]
    Like most powers the magnitude of the powers are modified by the AT modifiers. In this specific case it's modified by the melee defense attribute and has a base value of 5% for ATs with a modifier of 1 (Tankers, Defenders and VEATs) and less for everyone else.
  22. Subjective Feedback: The Tough Hide secondary mutation provides typed defense but not positional. I realize that this is thematically appropriate but it means that the mutation is essentially doing nothing for characters who already have good positional defenses. Acute Senses provides positional defense but it also provides accuracy and perception so it is at least giving some bonus to characters who have high typed defenses.
  23. 1. MY SG is dead and while I have people on my firends list I very rarely team with them so basically 100% of the time.

    2. See above

    3. Most of the time, probably over 75%

    4. Quite rarely. People who do completly stupid things seem to be the exception rather than the rule.

    5. Almost never but that's more a case of I'm anti-social and rarely make friends in games.

    6. Very rarely, I've encountered a few who I felt acted like jerks but they are definetly the exception not the rule.