Accualt

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  1. Congrats at the promotion, you were always great at this. Best of wishes.
  2. I would hope the new graphics hit CoH with CoV (like bloom lighting, reflective armor, ect). The cutscenes do sound great but I don't imagine they are in every single mission so I could be patient enough to see them added to CoH sometime after CoV...not too long.

    I mean cutscenes, graphic boosts, power effects boosts, bases woudl be enough for me to buy CoV just as an expansion. I"m going to be rather upset if I buy CoV and the only boost I see right away in CoV are bases. I honestly think from a customer satisfaction point it would be best to take some workers off of i6 (for instance) and toss them onto CoH's CoV upgrades. After all many people have no interest in playing a villian but Cryptic still wants them to buy CoV. Thats fine, you guys deserve the money,j ust give us heroes a reason to buy that naught looking box. =p
  3. You guys with this "skilled" arguement are killing me here, have you played PvP in other MMOs?

    Yes skill DOES have a good deal to do with it BUT so do the "behind the scenes" numbers. Also people making the "skilled" arguement seem to forget that some skilled PvPers are going to ALSO be the ones who have fully-slotted HOs. Hell the skileld PvPers are going to be MORE LIKELY to put in the time it takes to get all those HOs because they are competitive.

    Not to mention, in an MMO where numbers play a big part in fighting mechanics, if one guy has especially more powerful "equipment" than the other he has to suck pretty bad to lose to someone with much crapper "equipment."
  4. That is exactly what I am talking about. Any +dmg buff that a Defender can give becomes worthless to people with six-slotted Hami-Os. Hell people in that thread are talking about dropping Build Up because they have Hami-Os. If that isn't a bad sign I don't know what is.

    I would be interested to know if HOs can cap people's Def as well.

    When you think about it HOs are really only hurting the Defenders and, to a lesser extent, Controllers. What the hell do you need support classes for if you can reach the cape on your powers without their buffs?
  5. Has anyone pointed out the fact that six-slotted Hami-Os on attack powers for anyone except Scrappers puts them at the dmg cap?
    Think about that for a second, Blasters/Tankers/Defenders/Controllers can reach the dmg cap simply from enhancements. That sounds awesome, right?

    NOT IF YOU ARE A KINETICS DEFENDER! I'm rather upset at the moment. A Kinetic Defender's ability to buff dmg output is one of two things we are well known for, the other being Speed Boost. Way to potentially take away a large part of a Kinetic's usefulness in the 45+ game. I really appreciate that.

    I'd suggest making it so only one or two Hamidon Enchancements can be slotted on one power. You can't just raise the DMG cap becasue that brings up all kinds of balance issues.
  6. I wish were were just limited to 5 Hami-Os or maybe only one per power. I do NOT like the idea of having to farm the hell out of Hami just to be an an equal playing field with other lvl 50s.

    If I wanted a game where time sink loot improved my character so much in PvP I'd go play WoW.
  7. [ QUOTE ]
    Still here...been busy with visitors this week. Plus - we've got E3 around the corner and, of course, City of Villains (though I'm not saying anything other than "this year" for a time estimate).

    And I've been working some on the Arena (playtesting) and even Issue 5 stuff. Oh - and whatever comes AFTER City of Villains. Wouldn't you like to know that?

    [/ QUOTE ]

    As long as we get some underwater zones, and hopefully the ability to swim under water everywhere, I'll be a very happy hero with the content after CoV.
  8. I wonder if Inertial Reduction will get some type of added effect for PvP. I'm not saying I think it has to just that I'm curious.
  9. Sounds good to me, especially putting the #s next to names in the team window.

    How about making the health bar go purple on anyone's name who has a hold/sleep/ect on them so we can easily see who is being held in the Team Buff Window?

    Also, please, take auto power icons OUT of the team window. Maybe even give us an option to choose if we want to see other player's auto powers, self buffs, toggles, ect or not. The window gets very cluttered making it hard to tell who has what buff on them and therefor who I need to rebuff.


    Also it would be nice to have the health bar of anyone who CAN NOT be healed (like MoG players) grey. I'm always freaking out trying to heal them when their health drops. :P
  10. [ QUOTE ]

    Hmmmm Apparently Slowing down bosses isn't an advantage
    Hmmmm Apparently have a travel power at lvl 6 isn't an advantage either!
    Hmmmm Apparently not get the Accuracy Penalty associated with Super Speed isn't an advantage either!

    [/ QUOTE ]

    Advantage? Sure.
    Big enough advantage to take the power? Not for most.

    Also the lack of a stealth on Siphon Speed got me killed a whole lot in beta. I wouldn't recommend the power to anyone, especially Meleefenders.
  11. I agree entirely that Defenders, short of maybe Storm, are best in the front lines because they can effect the most team members (of course sometimes it is best to have them in the back, all depens on the group). The difference between Kinetics and all the others is we HAVE to be up close to get the most from our own powers. That is why I play Kinetics the way I do, in your face. My problem with soloing is, as a Rad secondary, I need to be in fairly close as well since Cosmic Burst is one of my best defenses and has the range of a lunging slap to the face. I hate soloing but sometimes I have to.

    Right now I'm trying to figure out a good way to redesign my build for better survivability, even in groups, than what I currently have. With the upcoming changes in I3 I can switch around my slotting a bit. PBAEs are the bain of my existance, that and surviving the Alpha Strikes from a group of mobs.
  12. After reading your build and how you play Kinetics I understand better why we bump heads so often, we play two entirely different styles. That is understandable, Psionics is better fit for range than Radiation (not that Rad is bad at it).
    Since Beta (when I was Kin/Energy) I've played the up close and "In Your Face" style of kinetics. It suits me, I garner more debt than most Defenders but I enjoy the thrill. I've always played this way because it is how I can best take advantage of my own buffs/heals/ect from Kinetics. I've tried the "support from range" style of Kinetics but it just isn't for me. Sometimes I wish it was, I'd certainly lvl faster with less debt, but I'm all about the journy not the destination in MMOs.
  13. Now to squash that Death Cast Bug that drives my Kinetics Defender up the wall!

    NOTE: I posted this in the wrong thread, woops. You can ignore it.

    I've always felt making Scrappers the Boss Killers was a bad design decision. You didn't give Tankers anything at the same time.

    I honestly think one of the best ways to balance out Tankers and Scrappers would be by giving bosses and lts the same critical hit chance against Scrappers as Scrappers have against them. This way solo a Scrapper would have to do hit and run tactics, just like in the comics, but in a group the Tanker could hold aggro and take the beating while the Scrapper shreds away at the boss.

    This wouldn't solve everything, obviously, but it would be a good start. I'm thinking a big critical hit chance against minions. Just entirely reverse the two melee ATs so a more defensive prone character would go tank while more offensive minded one would go Scrapper. Tankers take longer to kill but won't be getting killed to often while Scrappers kill much faster but are more prone to death.

    One other solution I always thought made sense would be to make all Scrapper defensive powers +def and all Tanker +res. In the comics Tankers don't dodge anything, they get hit and shrug it off. The opposite is true with Scrappers who can't take the hits but can certainly dodge them.
  14. Wow and I felt like a walking group insperation before.
    <-----Kinetics/Rad Defender
  15. Accualt

    More answers....

    Will you be looking at the issue of Transference and Transfusion's "heal" effects not working if the power lands on the mob as it dies?

    This is a VERY frustraiting thing for Kinetics, especially considering how quickly mobs die in large groups.
  16. My biggest concern with PvP are AE hold/mez powers. Those really sucked hard in DAoC.
  17. I have no problem with mob difficulty being ramped up, in fact as a Defender and Tanker player I welcome it. My only slight concern is risk vs reward. If mobs become harder to fight I woudl want to see better EXP for them. As is CoH has too slow of a lvling curve for me after about 26. OF course I'm also not an uber AE build.