_Dawun_

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  1. Would there be a problem if the Dev's swapped a portion of the +dmg bonus from the inherent and in order to add more damage to Kheldian powers across the board?

    They could do a fix similar to what was done for dominators instead of defenders. Dominators had the extra damage from domination removed and added to their powers.

    I don't want our damage buff removed completely, but the Devs could cut our 20% dmg buff by 5-10% and add more damage to all powers to balance this loss. We would have more consistent damage instead of allowing random players to sway our inherent boost from 0-140%. We wouldn't need 3 team members of a specific type to break even with other damage dealers and it would give us better damage while soloing.
  2. Cool idea but I have one question:

    How would we slot these characters if they are able to absorb the forms of different enemies at random?
  3. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I could've sworn I noticed interface working on judgement, too... I have the 75% fire dot, and I've seen ticks of damage go off after my initial judgement cast.
    You are correct. Interface procs work with judgement in addition to the alpha slot.
  4. Quote:
    Originally Posted by Bionut911 View Post
    That would be much better, but then the WS crowd may complain that with the self TP inherent, the +jump isn't a justification. I say to make it even just give the PB intangibility +jump and lower the end cost to that of Neb Form on the WS Side; or just remove all movement bonuses and make it .065end/sec like Phase Shift
    I had the same idea. Drop the end cost and add +jump. The devs could rename the power.... "Quantum Leap".
  5. Quote:
    Originally Posted by Dechs Kaison View Post
    The only difference between Quantum Flight and Nebulous Form will be fly or jump.
    The major difference will be Q-fly's end cost of 6/end per second vs Nebulous forms end cost of 2.6/end per second. PB phase costs over twice as much as the WS version so it needs to come down.
  6. Quote:
    Originally Posted by Memphis_Bill View Post
    We didn't have ATs locked into roles 6 years ago, either.
    Maybe they weren't "locked" but the original AT's were not as versatile as they are now.

    Quote:
    Only reason ever needed to invite someone: "Hey, want to play?" If you need more than that, you're (generic you) stressing over it too much.
    I'm glad you're not picky, I'm not either, but there are plenty of players that have a low opinion of Kheldians and they do stress over the usefulness of team members. You can point to any of the other AT's and invite them to play a specific role or because they offer some specific powers that benefit a team. It's harder to make the same argument for Kheldians.

    For example, you could place an outstanding Kheldian on a team and they might help that team slaughter mobs for hours. That player could leave a positive impression of Kheldians based their performance. Does that team lose a significant benefit when that guy leaves? Not really.

    It would be nice to be able tell a player that doesn't know much about HEATs, "Hey, invite that Kheld because they can do ______ for us. It would be great to have someone with _____ for this TF/trial". Adding a some type of team enhancement to both inherents could fill in those blanks for people.

    If we're going to ask dev's to change the kheldian inherents, then team-friendliness should be considered along with solo performance.
  7. Quote:
    Originally Posted by Starcloud View Post
    Yeah, that's the reason Widows and Soldiers were given cheaper versions of the leadership toggles, to make them an asset to the team.
    Instead of the flawed HEAT design, which makes the team an asset to the Kheldian.
    It's been obvious to me for more than a year that the Kheldian inherent NEEDS to be changed to provide a decent benefit to the archetype ALL the time, not just on teams. And that to make a Kheldian an asset to THE TEAM, there needs to be a benefit provided to THE TEAM and not the other way around.
    Making matters worse for this "Selfish buff while teamed" approach to the inherent is that most moderately coordinated teams will steamroll through content whether or not the Kheldian is there.
    I agree with Starcloud. The dev's aren't going to rework Kheldian powers to start granting team buffs like VEATs but they can alter the inherents. The Kheldian inherents should provide some benefit to team members in exchange for all the buffs that Kheldians receive.

    Kheldians need to bring more to the team than "I can kinda mimic AT's A, B, and C" because that idea is outdated. We don't have AT's locked into roles like we did 6 years ago.

    The game has evolved with powerset and epic/patron proliferation that allows for specialized AT's to crossover into other roles without the need for Kheldians to fill in those gaps. There needs to be a reason for members of a moderately coordinated team to say "Invite that Kheld!" besides filling a space.

    I'd also like to see a solo buff similar to the vigilance changes.
  8. Quote:
    Originally Posted by Von Krieger View Post
    Also Dark Nova Emanation says in the power text that it has Knockback, but it does not have that feature as a part of the power. Odds are it's a copy/paste error that needs to be removed.
    Wow, it's been bugged for over 6 years. If they fix this power to be like the human version it would give Warshades more knockback. Hopefully, they'll change the text and remove the slotting option instead.
  9. Quote:
    Originally Posted by Big_Soto View Post
    My incarnate slots Update:

    Alpha: Spiritual Tier 3
    Destiny: Ageless Tier2
    Judgment: Ion Tier 2
    Interface: Reactive Tier 3
    Lore: Seer Tier 2


    For the few of us PB's that like to PvP, what do you guys like better for the Destiny Ageless or Rebirth?
    I'll probably get both of these eventually but I got Ageless first. Rebirth adds an extra heal plus regen but Ageless covers our inherent weakness to debuffs. PB's are vulnerable to -recharge, -recovery, and -tohit debuffs. If I'm threatened, it's because -recharge is preventing heals/attacks from coming back in time or -recovery is forcing me to play less offensively. Those threats will become greater in pvp as people add interface proc's to their attack chain. For example, Gravitic interface can reduce recovery, rech, and heal values by 40%. Your regular heals would come up slower and all of them would heal you for 40% less. You can erase these threats with capped debuff resist from Ageless. Ageless is still an effective counter to these debuffs when it degrades to its lowest level. Ageless has no end cost and gives you a tier4 blue so you could use it to recover from a Light Form crash instead of Geas or a blue.

    You can pick up Rebirth to try to be more like a regen, but you will still die to the things that kill regens... -rech and -recovery. Wouldn't it be nicer to get hit with heat exhaustion or slows and continue to fight like nothing happened (with more recharge) or do you really need a 3rd/4th heal that badly?
  10. Quote:
    Originally Posted by AlienOne View Post
    I was under the impression that it was perma (i.e. it lasts for 2 minutes, and has a 2 minute recharge time)...

    As far as I know, from what I read in the description for the power, you would have at least mag 3 mez protection at any given time--if not more, depending on which point you are at after the powers activation.

    "Alien"
    It's actually better than what you were told. The core side, which is pure mez protection, does go perma and DR's down to mag 6 mez protection. The radial side, which includes +special and +range as a bonus, caps out at a 90 second duration for tier4. The radial side goes down to mag 3 mez protection before it expires. Clarion core epiphany is amazing but I am still considering the benefits of Ageless.
  11. Destiny: For me its a toss up between Clarion and Ageless. I like the radial side of clarion more because of the +range and +special but it doesn't go perma at tier4 which means I still need breakfrees. Ageless effects can be perma. Ageless offers the debuff resistance khelds lack and it will be helpful for dwarf form. The +end will also be helpful for lightform and nuke crashes for PB's. Since destiny powers are clickable in forms, Ageless offers a +recharge power that can be used at moments when dropping forms to click hasten would be inconvenient.

    Judgement: I really like the animations of Pyronic and Void. Pyronic does more consistent damage but Ion has the potential to do more damage to more targets. I'd have to try an upper tier Ion on a trial to make the final call.

    Interface: I'm going with reactive based on the real numbers for interface powers. Diamagnetic and paralytic seem like good concepts but I felt like the numbers were too weak to make a difference in most encounters. The -special and -rech for gravitic was actually decent but extra damage from reactive was too good to pass on.

    Lore: I'm leaning towards Seers but I considered Warworks and Clockwork too. The lore support pets are kinda "meh" with the exception of seers providing fortitude so I based my decision on the bosses. The Mk-VI "Victoria" from warworks is the queen of damage for lore pets. She probably does more damage than I do and it's a mix of melee and ranged damage with crits. The clockwork dismantler does almost as much damage as vicki but it's all ranged. Seer's do psi damage which is really nice to balance situations where smashing/energy damage isn't as helpful. Seers are the only lore pets with fly which make them more useful for hovering in human form or using nova form. Seers are forced to run into melee when they use dominate mind because the power has a 5ft range. The cool thing is they will fly back to the player and continue to stay at range for their other attacks.
  12. _Dawun_

    Quasar?

    Quote:
    Originally Posted by Kinrad View Post
    If I explode using 'Quasar', can I refill my end bar with 'Stygian Circle', or is that rendered useless for 20 seconds by negative recovery?
    Yes, you can use Stygian Circle to refill your end bar, but you may need to pop one blue to have enough endurance to use the power. A performance shifter or panacea proc will usually kick in before the 20 seconds is up if you use either of those.
  13. Quote:
    Originally Posted by PC_guy View Post
    pvp fixes and khelds. thats all i want to know about atm
    ^^^This. Ask a direct question about PvP and wait for an epic matrix-style dodge. The kind where they give you response that does not answer the question, includes a vague comment about datamining or feedback, and shifts to PvE and Incarnates. Ask things like: "After 2+ years of overwhelmingly negative feedback, is there a plan to fix pvp? What is the plan?", "When/how do you plan to address these issues?", "Sir, when you say Soon™ is it safe to assume that means 2+ years of waiting since that's the answer we've been getting since i13?"

    There have been thousands of posts about this stuff on the forums and players have never received a meaningful response. I never hear about anyone asking those tough questions at these events so it would be interesting to hear about the response you get in person. I get tired of hearing about people that fly across the country to ask Dev's about costume pieces and superficial BS. Please go ask some real questions about future powers, systems, content, cross-server possibilities and any plans to fix stuff that has been broken for years.
  14. Quote:
    Originally Posted by SoilentGreen View Post
    If the WS were able to slow the PB enough with the blasts from nova, it might give him enough time to slow down the incoming damage and heals enough to get a victory every so often...theoretically.
    I've tested the stacking of WS slows in pvp and DR kills them too much to be that significant. Players that are worried about slows can always add a winter's gift to counter it. In a nova battle the PB could be sitting on a lot more HP with essence boost and still have another heal to spare. You can add more procs to PB attacks so a PvP PB build would probably hit harder. The PB can always drop nova for a moment to heal but the WS is going to have to enter melee to get their heals.

    If the PB is smart, then they will be evading/blasting and they would be kiting with Incandescent strike. I really can't see a PB giving a WS a lot of chances to heal. The WS might score a free heal if they used the ranged stun or starless step but that's it. A WS victory over a PB would be a matter of player error.
  15. Simple answer: A PB will always beat a WS 1v1 when the build costs and player skill levels are even.
  16. Quote:
    Originally Posted by MrLiberty View Post
    CoH PvP is great to me mainly because of the Pace/Speed. Having to fight another team over a map that can be up to several square miles large, with everyone zooming around at 90MPH, launching damage spikes with thousands of points of damage while support tries to out heal them is pretty cool. I know it was viewed some time ago as "A bunch of people bunny hopping around where occasionally someone dies" but what makes it fun is the coordination it takes to get that kill.
    I share the same view as Lib.

    The speed, pace, and coordination required to win in pre-i13 pvp are what got me hooked on this game. This is why CoH is the only non-FPS game that offers fun pvp experiences for me. Those factors are restricted to team arena now.
  17. Quote:
    Originally Posted by Icerose View Post
    Right behind Director 11 in the Tin Mage TF.
    Same thing on a Master run.
  18. Quote:
    Originally Posted by Fiery-Enforcer View Post
    So you're saying the level shift doesn't do anything against player enemies? I haven't had a chance to mess around with it myself.
    Right, it has no effect on player enemies. I tested using two characters with the +1 from a non-damage alpha. I tested damage with and without the tier3 for both characters and it was the same.
  19. Quote:
    Originally Posted by Donna_ View Post
    Defense Alpha tipped my Widow over the softcap before MindLink, woot...

    Also, will level shift be allowed in Zonal where you are auto exemped?
    The level shift has no direct effect on pvp. It may benefit pvp in RV because the level shift works against NPC interference. You lose the shift when you drop below level 45.
  20. Quote:
    Originally Posted by Elimist View Post
    I tried it, but I couldn't quite pull it off.

    Here's what I was equipped with:
    - Mind Dom, level 50, incarnate unequipped (heard of this being done before, so i figure the incarnate is cheap) S/L capped, 180 recharge.
    - Temps- All pet temps, venom dagger, power analyzer, 3 nukes

    The first two missions were easy, just patience. Here's my issues on the 3rd mission.

    2 AV's. With a mind dom, this should actually be a good thing. It was at first. I confused Requiem, and had him kill Romulus. I'm thinking what the best thing to do from here is, so you don't waste your nukes and temps, confuse an EB into killing Requiem. I'm pretty sure you can get this to happen.

    I had trouble pulling it off. First: Requiem tends to kill the 2 EB's next to Romulus before he kills Romulus. Second: Pulling one from the canyon doesn't seem to work because they don't want to aggro once you get it up to the platform. I had them both confused, and they were standing literally hip to hip. But neither of them took a swing at the other.

    I reset the mission, and I tried to park Daedalus somewhere in the air above the platform so I could use him once I cleared it. I'll try this again on my next attempt. But for now, it seemed like I couldn't get him pulled into the air before a patrol aggroed him. And he's impossible to keep alive.

    I finally got fed up, and I pulled all my pets except the vanguard heavy, launched all my nukes, and went to town on Rommie once we'd killed Requiem. I just tanked it and had him to a sliver of health before he killed me. So it's definitely feasable with nukes. I'm just trying to kill Rommie using Requiem, and then kill Requiem, all without temps for this mission. Any suggestions?
    I suggest you come equipped with an ill/rad next time.
  21. If you go on test there are 2 versions of Concentrated Strike. I didn't check every KM power but I know CS is the one people care about for pvp. One is an aoe version and the other is single target. On a lvl 50 Scrapper, the AOE version is 234 average dmg while the single target version is 441. The single target number on test is the same as live. The aoe version may be a source of the rumors. You can use these two power links on test to see the difference: [Concentrated Strike] [Kinetic Melee.Concentrated Strike]
  22. Quote:
    Originally Posted by Smiling_Joe View Post
    Except the major difference in damage numbers DOESN'T come from build-up vs mires. The difference is in the pets.

    Remove pet damage from the equation, and you've got the following:

    Peacebringer damage potential:

    Human Single Target: 103.24
    Human AoE: 131.71
    Nova Single Target: 105.3
    Nova AoE: 226.71
    Dwarf Single Target: 75.52
    Dwarf AoE: 125.24

    Warshade damage potential:

    Human Single Target: 75.08
    Human AoE: 87.82
    Nova Single Target: 98.08
    Nova AoE: 100.82
    Dwarf Single Target: 84.08
    Dwarf AoE: 167.82


    Note that the above figures still takes build up and mire into account, along with all burst damage powers. With the notable exception of Black Dwarf (which is benefiting from more attacks and dwarf mire), the Peacebringer's burst damage and build up combination wins out every time.

    But let's look at those figures without the burst damage, leaving only the raw dps damage weighted by build up and mire:

    Peacebringer damage potential:

    Human Single Target: 99
    Human AoE: 119
    Nova Single Target: 101
    Nova AoE: 214
    Dwarf Single Target: 74
    Dwarf AoE: 96

    Warshade damage potential:

    Human Single Target: 68
    Human AoE: 68
    Nova Single Target: 91
    Nova AoE: 177
    Dwarf Single Target: 77
    Dwarf AoE: 143

    So it looks like Peacebringers actually get more out of Build UP than Warshades get out of mire *on average*.

    The argument could be made that a fully saturated mire would make more of a difference between the two, but IMHO not enough to warrant the criticism build up has received at the expense of mire.

    Changing the Photon Seekers is almost all that's needed to close the dps gap. The current suggestion I'm currently running the numbers on gives photon seekers the Fiery Embrace treatment, where their self destruct power also grants the player an extra 15% energy damage buff on each of his attacks PER SEEKER for 30 seconds, giving a total damage buff of 45% for 30 seconds after the seekers explode, provided they all explode at the same time. This, along with lowering the recharge to somewhere around 120 seconds (and if I'm calculating correctly you'll have to have considerable IO investment in recharge bonuses to bring that recharge down to 30 seconds, and I don't think you'd bring it down much lower). Flag the photon seekers the way MM tier 1 pets are flagged - making them unique after 3 - and call it a day.

    Theoretically. I'm still on the fence about it. I've got the numbers plugged into my master spreadsheet, and it brings peacebringer damage potential ALMOST to Warshade levels, but I'm currently uncertain about how much the recharge could be abused and how doable the unique flag is.

    I've also thought of an alternative being a 30 second recharge boost granted (with the same figures per seeker) that might help the Peacebringer in ALL areas, from damage to team support to self mitigation. Haven't had much time to think about that one, though.
    Do these Warshade numbers represent one enemy or two? What are the numbers with the extra mire? Is Unchain Essence included in the WS human AOE number? The extra 20 seconds of mire build up isn't helping the warshade pull ahead? Are you saying a change to PB pets would be fine without a change to build up since I suggested combining the changes?

    I'm just trying to understand how you got these numbers or if my suggestions would help the issue. I know your numbers are based on SO performance but I'm used to comparing the two based on IO's and lots of mobs so the results seem a little odd.
  23. Since the major difference in damage numbers comes from build up vs mires, wouldn't the solution involve a change to the PB damage buff?

    Peacebringer build up could be swapped for a clone of super strength's rage. It would give PB's a perma build up power like Warshades. It would follow the theme of PB's having self buffs and carry the damage to other forms like the WS mires. I don't think this would break the cottage rule since both powers are a "build up". Photon seeker recharge/dmg would need to be altered to match Warshade pet dps. A few other powers might need to be tweaked but I think these changes would close the dps gap.
  24. Quote:
    Originally Posted by Blitzkrieg88 View Post
    Then why is there a badge for running 1, 10, and 50 WSTs after you have already gotten the reward? All the triumph badgers will want these 3, including myself.
    I think they made the badges so more people would be willing to run the WTF after they got what they needed. They are just there to make it easier for people to get WTF teams every week.

    A CoP will never take longer than a hour so it's not stealing potential WTF team members for very long. Organizing a CoP takes more time than running the event. If Ozi can secure more commitments here on the forums, then we might see a 15 minute CoP like you would on other servers. That's roughly the same amount of time it's takes to get a WTF going. The CoP is a great opportunity for people to see the performance changes caused by the level shift. I'm really interested in hearing about the difference it's makes so I hope this CoP happens.
  25. The OP is unwilling to ask for help from players on his server or "beg" as he put it. However, the OP is willing to "beg" for similar help on the forums. Did anybody else notice this is the same idea? After receiving all the info he needed to solve the problem, he's also unwilling to wait till level 40 for another solo method of obtaining the badge. Good luck to the OP in whatever game is going to please him. I get the feeling that game does not exist.