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So something else just occurred to me in regard to crashless nukes. I generally don't take Aim on my Defenders since they tend to be pretty tight for powers and I don't find it that useful on them. However with the change of procs to PPM in I24 the Gaussian: Chance for Build Up proc should have a 90% chance to proc in Aim (ok, the one in the store technically already has that but I refuse to buy those on principal).
That turns Aim for Defenders into a 130% damage buff most of the time which might actually be worth taking, especially when combined with a crashless nuke. -
Quote:But they don't. Even ignoring pool powers a lot of non-melee characters have toggle powers that are linked to their survival. Admittedly they are more likely to be a debuff power than a self buff but they are still frequently linked to a character's overall survivability.However my point is that non-melee has their entire 2.48 end per second + base endurance to dish out damage.
Doing a quick scan 4 out of 7 Blaster Secondaries have a survival oriented toggle (3 out of 7 if you discount World of Confusion, which is borderline). 8 out of 13 Buff/Debuff sets have a survival oriented toggle that will likely be run during combat (I'm not counting Kinetics since Repel is rarely actually used) and most of these have a End cost of 0.52 end/sec. 4 out of 9 Control sets have a survival focused toggle.
Not to mention that most non-melee characters have a defense or resistance toggle in their epic pool which have an end cost of 0.325 End/sec. Ok, those are Epic powers rather than primary/secondary but they are still pretty important to staying alive at high levels for a lot of squishies. -
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Quote:The wiki has a good list:Can't watch the video right now. Can someone post the bullet points?
http://wiki.cohtitan.com/wiki/Issue_24 -
The base is not included so you can go up to +400% (which reduces recharge time to one-fifth of the base). Also keep in mind that enhancements slotted in the power DO count towards the 400% so if a power has ED capped Recharge you don't benefit from global recharge about 300% or so.
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Quote:It depends on who you ask. Speaking for myself if Khelds were changed so that the forms modified existing powers rather than granting new ones I'd be ecstatic (including your resistance toggles simply increasing or deceasing in effectiveness with forms rather than detoggling). Practically speaking though I realize that a lot of other players would dislike it.I agree, but that seems to suggest that the forms should simply be buffs and all powers should be usable in the forms. So instead of getting four blasts only usable in Nova, the human form blasts would have different effects based on if you're in Nova or Dwarf form. But I can see there being an uproar if that was suggested by the devs.
Arcana's suggestion of form specific slots is a good one (or possibly a Kheld specific power that allows you to trade a power pick for more slots). -
Quote:Or just change them all to function like SBEs.And for the levels to go to multiples of 5 like the S/D/TOs so that the market doesn't have all those entries that only vary from their neighbor by less than one percent. That level of fine detail isn't needed. (And change the -3 Levels for bonuses to work to -5.)
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My theory is that we will see more level shifts but not "Incarnate Level Shifts". I think we'll see some new type of shift "Advanced Incarnate Shifts" or some such that only function in the Battalion Incarnate Content.
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Quote:Well then good news everyone, we don't have an AoE Placate in two pools. We have a single target placate as the first tier in one pool (i.e. easily accessible to all) and an AoE placate as the fifth tier in a second pool (i.e. only accessible to people who invest int hat pool).Thematic explanations aside, we don't need an AoE placate atop two pools. But we could really really use a taunt aura at the top of Presence. No, wait... really really really use. Because that third "really" makes the difference here. Arbiter Hark and Synapse won't be able to deny me if I have a third really in my post.
Sounds like a good split to me.
Adding a Taunt Aura to Presence would bring back the problem it currently has: Most characters that want the later powers in the pool don't want the first couple of powers and most characters that could use the first couple don't need them since they have better powers in their primary/secondary. Now I wouldn't strongly object to a Taunt Aura as the fifth tier in the Presence pool, but not the first tier. -
I never thought I'd say this... but with the announced changes to Medicine I'm contemplating taking it on a few of my Defenders who lack similar powers in their primary. Having Aid Other + Field Medic sounds like a reasonably decent reactive power combination.
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Quote:Correct, in fact if you look at the healing enhancements on City of Data you'll see that "healing" enhancements actually enhance four different attributes, For example:No. It's healing. Even though they use the same enhancements, they are different effects.
http://tomax.cohtitan.com/data/power....Mutation_Heal -
Quote:The problem with the Praetorian approach is that in a world of Heroes and Villains it's a bit immersion breaking (unless you want to go all out and have open world PvP). It works in Preatoria since it's more morally ambiguous and no one really cares if you beat up members of your "own" faction (heck, I think Marauder says in an early mission that he doesn't care if you beat up the Preatorian Police).Maybe if the made a COH2 they could Take the Praetorian approach that way you can have both sides in one world. *Day dreams*
In Paragon City though it's more immersion breaking. Imagine that the Unbelievable Man is walking down the street in Steel Canyon and he sees a group of proud members of the PPD being set upon by a villain. He'd certainly want to help them out wouldn't he? But he can't because the villain is a player character and this isn't a PvP zone. It also opens things up for griefing since Unbelievable Man could potentially start buffing or healing the PPD (who are allies to him) with the villain fighting them unable to stop him.
I think one option that would have been interesting is if Heroes and Villains had different instances of the same zones. So there would be two versions of Steel Canyon that were physically the same but have different spawns and such for the the two alignments. -
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It depends a lot on the type of power you're using. In general the chance of them firing off together will be about the same or increase in simple click powers but will decrease in powers that have a frequent tick rate (auras and pseudo-pet powers like Caltrops).
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Quote:You are correct. However if they fire at the same time then the magnitudes get added together and become knockback.Hrmm...shouldn't both procs be firing at separate times though? The ragnarok chance of KD proc doesn't change a power like OF's IO does. So I would think that having both procs being slotted should only affect the chance of KD not the increased mag of KB.
This also happening supposedly in non KB powers...I need to test this first to be sure my self before I can go any further. -
Quote:Just as a general point, a lot of self heals in Armor sets are also flagged to ignore external buffs since they have a Toxic Resistance so they aren't going to get ANY benefit from Field Medic.Actually, most self-only heals are flagged to ignore resistance, meaning that no matter how much heal resistance (negative or positive) you have, the heal hits for the same amount. These abilities will be affected by the Heal Strength buff from Field Medic's active use, but will not be affected by the -Res(Heal) portion of Field Medic.
Oh well. -
Something to keep in mind here is that with the change to PPM in I24 the issue of procs in AoEs versus Single Target powers should be largely sorted out.
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It depends on the AT. My Blaster's tend to stick Blaster's Wrath there but for several of my Defenders I'd rather have the PBAoE heal proc in one of my single target attacks (particularly if it's my only self heal).
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Quote:Precisely, most people who take it now take it to heal themselves. So clearly the set as it is currently implemented can be considered reasonably successful in terms of providing self healing to those who want it (with the change to Stimulant being a buff for them). The changes therefore seem to be mostly targeted at people who would like some way to heal their allies.If I wanted to heal my allies, I'd play a healing set already. If I'm playing a healing set, then I probably wouldn't use the other powers in the pool.
I think most of the people who pick medicine now pick it mostly for aid self or (In the case of MMs) to heal their pets. This isn't really that good that a person who takes aid self would want it. Hey, maybe this is another power mostly targeted at MMs since they haven't fixed the pet AI yet! They wander off and get hurt? Least you can fix them. ;P
You mentioned Masterminds and historically they probably have been the primary users of Aid Other since they can more easily work around the interrupt and animation time than a lot of other characters. Well with the change to Aid Other/Field Medic the Medicine Pool now becomes a more attractive option for players who want to support their team.
Historically the majority of my characters have taken the Leadership pool, if they have a few spare power picks it's a quick and easy way to add a bit of team support into my build irregardless of AT. With the change to Medicine I may well switch some of them over to that instead since in some cases it will provide a team support setup that works better for them.
For example I have a Domiantor where I'm thinking of switching out Maneuvers, Tactics and Vengeance for Aid Other, Aid Self and Field Medic. I probably wouldn't bother with Aid Self on its own since it doesn't mesh well with his playstyle (it will be useful for topping up between combat though) but with the change to Aid Other and Field Medic it gives me a good tool for patching up my teammates and Animated Stone which is useful (the loss of the recharge form the LotGs will hurt though).
Finally I'll note that sets that already have Healing are the LAST place I'd take Field Medic. Field Medic is a nice buff to have but I can't imagine a situation where I'd find it worth three power slots to boost my healing potential. Even on a set like Storm which has only a single target heal I'd stick with that over Aid Other/Field Medic (although admittedly that's not a perfect analogy since O2 Boost is a lot more than a heal and a generally awesome power). -
Quote:I would say that the power is mostly aimed at characters who want to pick up Medicine for Healing their allies rather than those who just want a self heal.So the value (IMO) for this power for non healers/ masterminds is basically a Click me to help your teammates heal you. Very disappointed.
Assuming that the interrupt reduction works by decreasing the cast time (as is being done with snipes) then Aid Other will have a cast time only a little higher than the cast time of normal single target heals (Heal Other, Cauterize, O2 Boost etc.). Field Medic itself buffs your healing which will help make up for Aid Other having a longer recharge than other similar powers.
Yes, Field Medic will help people who are using Aid Self but I think the devs want to make it so that Aid Self is still worse than having a proper self heal in your Primary Secondary while simultaneously bringing up the ability of Medicine to function as a means of supporting your team.
Overall though it still seems like good options. We've got the Aid Other and Field Medic combo (plus Aid Self or Injection) as a light-Empath option and Injection + Aid Self (+ Field Medic) as a decent self-defense option.
Speaking for myself I'm toying with the idea of taking the new Medicine on my Cold/Ice Defender. I've got room for the powers (if I drop one leadership toggle and Vengeance) the question is just finding the slots. -
I doubt it unless you really, really want Aid Self and/or Injection. It doesn't boost regeneration effects and Reconstruction and Dull Pain and since Reconstruction takes Resistance enhancements it doesn't benefit from global buffs so only the -Res(Heal) would boost it, not the extra heal strength. That doesn't seem worth three power picks to me but YMMV .
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Quote:This one is not actually true you can change the difficulty in between missions. Admittedly you can't easily reset a single mission but you can technically do it by having everyone log out for a bit (which is normally more trouble than it's worth).- cant dynamically change the dificulty. If the team is doing well, the leader can increase the diff for more xp. Conversely, if the diff is +1 or more, the diff can be lowered if the team is getting wiped. If the leader started the Tf at +3 diff, and the team gets thrashed repeatedly in the 2nd mission, then running at +3 is earning more debt than xp. The leader cant reset the mission with a lower diff.
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Yeah a heavily customizable signature power would be AWESOME. I doubt that's what it'll be though. Personally I'm thinking that it'll be a very powerful attack.
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