Adeon Hawkwood

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  1. I would agree with Fulmens. I always play my blaster assuming that I will not be given mez protection (the exception is if we have a Traps or FF on the team in which case staying inside the bubble is my responsibility not theirs). I carry break frees for emergencies and I would much rather the Emp concentrated on using Fort, AB and his blasts with the occasional emergency heal than on keeping clear mind up on me. I won't complain if it's used (especially re-actively) but I'm a big boy, I've been mezzed before and there are probably better uses of the Emp's time than casting Clear Mind on me, especially if he's doing it pro-actively.
  2. Quote:
    Originally Posted by Shadow State View Post
    Only thing I can think of is that timed missions are suppose to be fail-able and allowing them to be dropped removes that element.
    Some yes, but an awful lot are actually timed to stop people from farming them (the werewolf ones in particular).
  3. Adeon Hawkwood

    Open Archtypes

    Quote:
    Originally Posted by Cuppa_LLX View Post
    well CO has frame works, pick "fire" and you have a list of fire powers at each level, to choose a different tab and pick from there.

    So you would still defautl to say the Fire/em "framework" but could change tabs to pick a new power.

    Maybe for balance something like a 5% debuff on "extra sets" and make it cumulative so if your
    The thing is that CO was designed from the keel out for this sort of power selection. Trying to add it to CoH at this point would be a balance nightmare (heck, CO is horribly unbalanced despite being designed with it from the keel out). It's the sort of feature that we might see in CoH2 but are unlikely to see in CoH.
  4. Quote:
    Originally Posted by Silver Gale View Post
    Wait... are you telling me that Devs might want to curtail PLing for any reason *other* than pleasing a small minority on the forums?
    Inconceivable!
  5. The global channels change every so often as they get filled up with inactive accounts. Head down to the champion ofruma nd ask what the current ones are.
  6. Adeon Hawkwood

    Open Archtypes

    Quote:
    Originally Posted by Sharker_Quint View Post
    please go up and read what i wrote. i suggest that it be limited to attack sets only. not buff/debuff, armor/shield, or manipulation sets, except for a dom as that is their attack set. i also suggest that it limit the choices to 2 sets. now, i also agree that this is not something to do in this version of CoX, but if there are any plans for a CoX2 i give a 100% signed to at least trying this in alpha and making changes to it for balance issues and the like.
    You did, but the OP didn't and I was responding to him. Even with the limit on Attack sets it's pretty broken. Do Fire & Assault Rifle replace Sniper Rifle, Beanbag and Ignite with Fire Breath, Aim and Blazing Bolt. You basically took AR, already the premier AoE set and upped it's AoE damage and Snipe damage significantly at the cost of a single target stun and an annoying to use single target blast. Sure it has some redraw but I could live with it for that kind of AoE power. There are other combinations (including some that are probably better) but this was the first one I thought of.
  7. Adeon Hawkwood

    Open Archtypes

    The problem I see with this is balance. Sets of the same type don't follow identical progressions. So making a mixed set even with the rule of one power from each tier would be horrible for balance.

    For example a Blaster could easily take 4 or 5 AoE attacks plus one of the crashless nukes and out AoE any other Blaster. Devices gets Targeting Drone instead of Build Up. The idea being the drone boosts your to hit all of the time while Build Up occasionally boosts damage. With this I could take both.

    Buff sets are similar. Kinetics is a great set for damage boosting but is weak on mitigation. However a lot of it's damage boost is in fulcrum shift so putting that as the T9 in would be an excellent tradeoff for a lot of the buff sets. I could combine several sets to make something horribly OP pretty easily, no set has excellent powers at every tier but for every tier has at least one set with an excellent power there.

    I could go on but I think you get the point.
  8. Quote:
    Originally Posted by Kelenar View Post
    marketeers: Why won't they stop eating babies?
    Because they are delicious and the bones make good toothpicks.

    To the OP: As someone said up-thread, join the global channels for your server, they are normally the best resource for finding teams.
  9. Join the global channels for your server that tends to be the best place to find teams. There are plenty of level 50 TFs that you can run. ITF is probably the most popular but LGTF, Khan TF and STF all get run with some regularity. The shard TFs are propably the only level 50 ones that people don't run much (because they are a horrible, horrible grind).
  10. Adeon Hawkwood

    ELECTRIFY!

    Quote:
    Originally Posted by IanTheM1 View Post
    /em boggle.

    Just one problem: Electric sets quite simply do not give up damage in exchange for endurance drain. I'm a bit fuzzy in regards to pre-I3-ish CoH (what with me not being around for it) but at this very moment there is no imbalance; it's a myth that's been propagated for who knows how long.

    I can only assume that it's a misinterpretation of how Electric Blast as a whole is designed. Yes, Electric Blast gets lower raw damage output than other sets, but for two very clear reasons - the inclusion of a powerful debuff (Short Circuit) and a questionably useful pet (Voltaic Sentinel), which replace a cone and third-tier single target blast. There is no direct trade-off between endurance drain and damage; it acts like any other secondary effect.

    But, quite obviously, this only affects Electrical Blast. Electric Melee does not get saddled with any subpar powers whatsoever, and last I heard Electric Assault was a favored Dominator set.

    Samuel identified the real problem with endurance drain, which is that most Electrical powers drain end, but don't debuff recovery. Hopefully now that Electrical Control is on the table, they'll re-evaluate endurance drain on the whole.

    As for Elec Blast, it's just a matter of buffing Voltaic Sentinel from sorta-okay to good, and maybe give Tesla Cage the Cosmic Burst treatment and make it both control and third-tier single target blast.
    Yeah, I'm not quite sure where the damage thing came from. In any case it doesn't change the fundamental issue that endurance drain is basically all or nothing and getting the all is almost impossible unless you also have -recovery or are an Elec/Elec to have both Electrical attacks for the primary drain and a steady ticking aura to keep them drained.
  11. Quote:
    Originally Posted by Redbone View Post
    The one thing I don't get is what use is a stealth power where you cannot move? Going AFK in a mission? I've wondered about this since it was rumored to be in the "Natural Booster" that eventually got Ninja Run.
    Agreed, I really do not see any benefit to this in PvE since NPCs don't really move around that much. I guess time will tell but at first glance it doesn't sound very useful.

    Quote:
    Originally Posted by Golden Girl View Post
    Hiding from patrols?
    Well chances are if you're dodging patrols you're attempting to stealth the mission anyway and being able to dodge one patrol every 10 minutes isn't much use for that.
  12. Quote:
    Originally Posted by Damiontech View Post
    i been realy bored on my claw/regen so i was hoping on making a alt well i want to make a pure supporter class u know a class with healing for raids and posabilby tping but i dnt know wat to pick and supporters out there can plz help i need power sets also just for a idea mainly
    Well other people have explained why playing as pure support is a bad idea, Defenders get blast attacks in their secondary and a good Defender uses them.

    Here's the breakdown on the Defender Primaries:

    Cold Domination: A mix of debuffing and defense based buffing. Primarily a mitigation set but has some debuffs to increase damage at higher levels.

    Dark Miasma: A very odd set. Leans towards debuffing with a solid mix of both resistance/regen debuffs to increase damage and mitigation debuffs/controls to decrease incoming damage. Also has an AoE heal but you have to hit for it to work.

    Empathy: The "Healing" set. This starts off with only healing powers but once you hit the mid 20s and can slot SOs the focus really shifts to buffing. The problem is that the important buffs (Fortitude and Adrenalin Boost) are single target so the hard part with this set is learning who to buff for best effect. Unfortunately a lot of Empaths never do learn this or insist that the buffs are worthless and only the healing matters so the set has a somewhat poor reputation amongst players who do know how it should be played.

    Force Field: Primarily a mitigation set. Can soft cap the entire teams defenses on it's own as well as providing additional mitigation through other powers. The downside is it's a very boring set. The upside is as long as you rememebr to re-bubble every 4 minutes you have a lot of time to shoot things.

    Kinetics: A mix of debuffs and buffs. Provides some mitigation but it's primary advantage is that it can really boost damage through both recharge buffs and damage buffs. The big downside? Hearing "SB plz!!!!!1" ALL THE TIME.

    Radiation Emission: Primarily a debuffing set with a little bit of buffing/healing ability. Has VERY good damage increasing abilities especially against single tough targets like AVs. Mitigation isn't bad but it's not the best. A very popular set.

    Sonic Resonance: Very similar to Cold Domination but focusing on Resistance rather than defense. A somewhat unpopular set in aprt due to the unappealing visuals. Still it's a solid set.

    Storm Summoning: A tricky set to use correctly. It's got some very powerful debuffs and a few ok buffs. However, several powers do knockback. Used correctly this is of great benefit but it takes practice to use them correctly and a poorly played stormy can cause a lot of trouble for a team.

    Traps: Primarily a debuffing set but does have a couple of solid buffs as well. The powers in general tend to be more powerful than those in other sets but in compensation have longer recharges and are frequently immobile once placed. A strong set with a nice mix of damage boostign and mitigation.

    Trick Arrow: A pure debuffing set. Can add a LOT to damage both through resistance/defense debuffs and straight damage through oil slick arrow. Adds some mitigation but generally not enough on it's own to keep a team alive. Has one of the best AoE holds in the game. A decent set but not one of the best.

    I'm to lazy to cover the blast sets.
  13. Adeon Hawkwood

    Ff/ar?

    It's probably not a great combo if you solo a lot. AR's forte is AoE damage but it is weak in ST attacks. On a Defender you really want some resistance debuffs in the primary to or a single target hold/immobilize to allow you to use ignite since the lack of ST damage makes fighting bosses and such very hard. Additionally ARs mitigation is mostly in the form of knockback which FF already has plenty of.

    If you team a lot it is better. AR provides AoE attacks out the wazoo and you can let someone else provide the ST damage.

    Redraw wise I would consider it moderate. There are only two FF powers that you're going to be frequently interspersing with blast attacks: Force Bolt and Repulsion Bomb. It will be annoying if you want to use Force Bolt for mitigation since you'll be virtually alternating between Force Bolt and AR attacks. Repulsion Bomb is on a longer recharge so it's less of an issue there, you should get several attacks in between each bomb attack.
  14. Quote:
    Originally Posted by Techbot Alpha View Post
    Wow... that really, really sucks. On the plus side the usefulness of stelth powers has not changed. Where did you get that from?
  15. Quote:
    Originally Posted by Redbone View Post
    If it follows the trend, it will be a limited utility power. Every "extra" power gotten through a preorder or special edition and to a lesser degree the booster packs, has been of limited utility (reskinned sprints, TP to PocketD, TP to Mission Door, Jump Pack, Self-Destruct, Tarot Card Buffs). There's no reason to expect this one to be any different. Useful, especially in the lower levels, but situational.
    Actually I would argue the opposite, if a stealth power is useful at all it will be in the higher levels when you've got something to stack it with and/or have Recall Friend. Besides, all stealth powers are inherently situational. They do jack in a kill all mission
  16. Quote:
    Originally Posted by LiquidX View Post
    Yes, it was mentioned to be a stealth power. But we don't know exactly how it's going to work yet, so it's best not to assume how it will.
    Why not, mechanically speaking there are only a few ways it can work. And it seems reasonable to assume that ti will be on a similar level to the existing bonus inherent powers.
  17. Quote:
    Originally Posted by LiquidX View Post
    You know what they say about Assuming, right?
    It is specifically stated to be an invisibility power. Given the way stealth works in the game to avoid providing PvE stealth when stacked with a stelath IO it would need to be VERY low magnitude which would render it completely useless. The only powers of that low a magnitude are the phase shift powers and they provide something useful aside from stealth. The only alternative would be if it were a short duration click power rather than a toggle.
  18. Quote:
    Originally Posted by Muon_Neutrino View Post
    Sooooo, my question is, what if you want to get the pistols/demon summoning early, but want the item pack too? Will you have to preorder GR for 30$ and then *also* buy the complete collection for 40$, or will you be able to preorder the complete collection? Because, while I definitely would love to get dual pistols/demon summoning early, there's no way I'm buying going rogue twice for the privilege. In a contest between getting pistols/demon summoning early and getting the costumes/etc permanently, the preorder option would definitely lose, which is annoying because this is one product which I'd *definitely* like to show my support for by preordering.
    I would assume that you can pre-order the complete collection to get early powerset access but I concur, the wording is rather vague.


    In regards to the Complete collection itself I'm a little upset about the new inherent power. It sounds like a stealth power and presumably it will provide PvE stealth (either on it's own or stacked with a stealth IO). My problem is that this further decreases the utility of the various stealth powers already in the game. I'm not to upset about the Stealth Pool since that's a separate power pool but for the sets that contain a natural stealth power this is kinda annoying. Some (i.e. Cloak of Darkness and Shadow Cloak) provide useful benefits along with the stealth but a lot of the others (Superior Invisibility and Cloaking Device) provide only a negligible defense buff. PvE stealth is already very easy to get, I'm not a huge fan of making it easier.
  19. Quote:
    Originally Posted by Luminara View Post
    It works the same, mechanically, either way. You're suggesting "If X + Y = True, then +Recovery" (simplified). I'm suggesting "If X + Y = True, then -Endurance Cost Y" (simplified). It's still checking to see if two or more toggles of a similar nature are active, then doing something else. Yours would note that two or more similar toggles were running, then "cast" a power which increased Recovery on the character. Mine would note that two or more similar toggles were running and substitute a reduced cost version of the additional toggles (or "cast" a restricted form of Conserve Power on each individual toggle). In both cases, the same checks are made, then a power is "cast" for each check that comes back as True.

    But a reduced endurance cost will benefit the player immediately, whereas a Recovery bonus may not benefit him/her until seconds later.
    As Umbral said you can't dynamically reduce the endurance cost of a single power (look at electrical attacks). You can do either a recovery bonus or a static regen amount but you can't do an end cost reduction on a single power. Also this would actually be a function of the power itself not a separate power that needs to be cast. I'd prefer the recovery bonus myself. Given the pulse rate of most toggles you'd be adding a very small amount of End frequently. A recovery bonus adds larger chunks less frequently. Although a direct payback would probably work better balance-wise since it's the same bonus regardless of your total endurance. In either case you're paying the full cost of the toggle and getting some back at a later point though.
  20. Adeon Hawkwood

    ELECTRIFY!

    Quote:
    Originally Posted by Umbral View Post
    My personal solution would be for AI to be altered so that enemies don't use certain attacks depending on what endurance quartile they're within. The problem with this is that it would actually require a huge review of every enemy in game and various power activation suites to be created for them all to account for the laughable existing contribution of a single secondary effect.
    Yeah, I just don't see that as a practical solution. In addition to the amount of work required there's the simple fact that many enemies have fewer than 4 attacks. So you still get the all or nothing mitigation just at a different point.
  21. Adeon Hawkwood

    ELECTRIFY!

    I like the core concept of making end reduction a more gradual mitigation instead of the current all or nothing implementation. I'm not convinced that this is the best way to do it, but I don't ahve anything better so /signed.
  22. Quote:
    Originally Posted by Luminara View Post
    Sort of, but not quite. Every toggle would still be a toggle if no other similar toggle was active, but if a similar toggle was active, then the other toggle or toggles would fall back to "upgrade" mode, providing their benefits for little or no endurance cost.
    The thing is I'm not sure that this is doable with the current power mechanics hence why I suggested providing a recovery boost if multiple toggles are active. It works out roughly the same balance-wise (although obviously it isn't identical) and would fit in better with the current power mechanics.

    EDIT: Actually it might be possible to do the "reduced cost" as a positive endurance boost. The problem with both this and a recovery is dealing with endurance reduction (both the power slotting and abilities like conserve power) since there is no way to stop that from keying off of the baseline endurance.
  23. Quote:
    Originally Posted by Umbral View Post
    The biggest problem I can see from this standpoint is that, by turning all but one of the shields of a set into a passive power that simply flags the base power to contribute additional types of resistance, you're freeing up a lot of slots and making it so that some powers have nothing to enhance
    Yeah, as I noted above you'd pretty much have to do it the other way around, the actual buff is on the passive and it keys off the toggle being active.
  24. I'm don't think that I agree with the premise of your suggestion but i do see where you are coming from. In any case, I think the basic concept you're going for is mostly doable with the current power mechanics but I don't like it.

    First off, let us consider how it would actually work. Consider the power Sniper Rifle, it has a special ability that provides bonus damage if the "Targeting Drone" toggle is active. This means that it is possible for a power to have different effects based on the presence of another toggle (or passive) power but probably not just if you happen to have a click power. In the case you suggest Penumbral Shield and Twilight Shield become passive powers that only provide their effect if Gravity Shield is active. Mechanically this is sound (with one caveat I'll discuss below) but the problem is that if the Warshade wants to skip Gravity Shield then Penumbral Shield and Twilight Shield become useless which is a clear violation of the cottage rule. I think a better option would be for the toggles to provide a small recovery bonus if other specific toggles are active. This solves the core problem of endurance management without violation of the cottage rule.

    My primary concern with this mechanically is server power. Sniper rifle is a click power and so the sever is only being asked to check if targeting drone is active rarely. Most toggles on the other hand 'tick' every two seconds (plus or minus a bit depending on the toggle) so this is increasing the server load. I don't know if it would be a problem, that's a question for the devs but it is something to keep in mind.

    Finally I'll note that I would be opposed to changing the power pools. They shouldn't be designed to work better or worse with any specific sets beyond the enhancement or diversification they already provide. Limit the changes to within powersets and the occasional case of different powersets for the same AT.
  25. Adeon Hawkwood

    Ancillary Pool

    Quote:
    Originally Posted by Zamuel View Post
    Should I save up the money to get a Ragnarok to put in Fireball?
    Probably not. Positron's Blast is almost as effective for a fraction of the price (leave out the Dam/Range and put in a generic recharge if you 6-slot). Purple sets can be useful on a scrapper, but I'd work on a purple set for my melee powers before putting one in my epic pool.