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As Aett says, Mids is not supported by NCSoft it's an independent program developend by members of the community. If you really want to suggest it to them you'll need to go here:
http://cohtitan.com/forum/index.php?board=61.0
I doubt they'll do it though, it's a awful lot of work for something that is honestly pretty useless. The AE interface in the game tells you everything you need to know about the critters stats, you can't give them enhancements so there's no point mucking around with slotting. -
I think that you are misunderstanding how costume pieces (especially weapons) work in the game.
A single character can have any number of "weapon" costume pieces and there is no technical reason that the devs couldn't allow you to set all weapons for your character. However in practice the devs only allow you to set ones that they will actually use for their powers since there is no point in setting ones you won't use. When a character uses a power that requires a weapon (except for temporary powers) the code checks to see if the character already has that weapon drawn. If the weapon is not drawn then any existing weapon the character is holding vanishes and he performs the "weapon drawing" animation for the new weapon. After this it performs the actual power animation.
It is therefore impossible for a player to use the wrong weapon in an attack (barring a bug at least). Additionally making so that an attack has different effects based on what weapon you have out is probably also not possible with the current engine (although I'll admit I've never seen a dev comment on that one way or another).
As for scabbards and holsters ect. for weapons. This is something that has been requested many times in the past. The devs are aware that people would like this but apparently there are technical issues with implementing it (similar to how we have wings but not rocket packs).
In regard to your proposed power sets, "Enforcement" is not suitable as a Blast set simply because Blast sets do not have melee attacks. What it is an an Assault set (aka Dominator secondary). Now a weapon based Assault set is not out of the question although from a practical point of view I'd like to see it avoid the redraw issue by carrying the melee weapon in one hand and the pistol in the other (I'd also prefer it to be a sword rather than a baton so I could have a Sword and Pistol Swashbuckler). And yes I realize that going this route would mean it could never be used with a Shield, it's still how I'd do it. Additionally regardless of whether it's a Blast set or an Assault set a Gang War clone would be hideously broken. The only pet type power in Blast/Assault sets is the Voltaic Sentinel in Electrical Blast/Electricity Assault and a new Blast or Assault set with a summon should probably keep it at about that level.
I really don't see how you could make a practical Buff set that uses a Shield. Overall I think that Force Field fills the same thematic role for a Defender while allowing him to shield allies without standing right next to them. The obvious solution would be to allow shield pieces to be part of a standard costume rather than a "weapon" for the Shield Defense set. Unfortunately the devs have stated that this is not practical since it would require changing to many animations. In fact the Shield Defense set was made for this very reason, players wanted the ability to have shields but the devs could not make shields work with the current costumes and animations. The Shield Defense set was basically a compromise by the devs to let us have shields on some characters without the massive breakage caused by giving all characters shields.
Basically I see your suggestion as boiling down to one of two different requests:
1. Make a new AT with an Assault primary and an Armor second (and a new weapon based Assault set to go with it)
2. Make a new Cop based Epic AT
Both of these have been suggested before on multiple occasions (check the suggestions forum) and overall I think the second is much more likely but to the best of my knowledge the devs have never officially commented on the future viability of either one.
The EAT option would also allow the Primary and Secondary to vary a lot more from the established norms since they would only be applied to one AT which in turn would only have one or two powersets available giving the devs a lot more leeway to use the AT modifiers as a form of balance. -
Quote:As others have commented, the recipes in question are mostly Pool C/D. Yes they do tend to be a bit pricey (unless you're a farmer or you play the market) but you can generally get them without to much difficulty if you really want them.I'm talking about orange sets and yes it is difficult to get them. It's not like they drop really often. Some of the individual IO's from these sets sell for 10-20 mil each. So you're stuck either playing away hoping to get the right ones or saving money so that you can bid on the 5 or 6 that are available.
The glib answer is to just play your level 50s, most level 50s can make 20mil in a few hours of playtime. There are several better methods however. The simplest is to run TFs (or story arcs, Hamidon raids, GM hunting etc.) and use your merits wisely. The safe way is to save up 240 (or something like that) and direct buy one of the high value IOs (level 25 LotG recharge are a good choice since they generally got for 100mil or more). With patience you can do a entire build for less than 100mil and even if you're going after rarer recipes 100mil should buy you one or two full sets. Alternatively you can spend your merits on random rolls (I like level 35-39), if you're lucky you'll get some of the recipes you want but even if you don't some of the rolls will get you stuff that other people want and you can sell it for the inf to buy your desired enhancements.
The other method is marketeering. A simple suggestion that I've stolen from Fulmens is to find an IO that you want, purchase two recipes, craft both of them, slot one and sell the other. Obviously you should check the prices before doing this but many times the crafted ones sell for enough that you basically get the one that you're keeping for much less than the normal price (or even turn a small profit). -
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Don't forget the Carnival of shadows are apparently the Carnival of Light and are presumably associated with the resistance.
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Quote:According to RedTomax the power itself is auto-hit (so all enemies get the perception debuff). However the -ToHit portion of the power is not auto-hit.Are you sure about Smoke grenade? Mids shows it as being auto-hit in PvE like smoke and flash arrow. I've never noticed it to miss.
http://www.redtomax.com/data/powers/....Smoke_Grenade -
Well blueside the procs are normally available at level 50. They are on the pricier end as far as recipes go but they're normally in stock.
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Unfortunately I don't have mids currently available so these are just general comments based on my reactions:
1. Stealth is unnecessary. Super Speed and a Stealth IO in Sprint will PvE cap you against the vast majority of enemies (exceptions I can recall are Rikti Drones and some Ralaruu). The Stealth pool is useful if you want to stack LotG +rech IOs for more recharge however.
2. Even if you aren't going for perma-haste you probably want to three slot haste for recharge. See below for some ideas on where to get a few slots back.
3. There are a number of sets that you've six slotted that don't really benefit from it. In particular purple sets have significant overkill in terms of enhancement bonuses and can generally be 5-slotted with next to no impact. Add in the fact that the 6-th bonus is either toxic resist of psychic defense which while useful aren't what you're slotting for.
3a. For Fire Ball, Blaze and Inferno I'd say lose an IO from each set. The best option is normally the Dam/End or the Dam/Rech but take a look and see what works best for you.
3b. Similarly in Fire Blast the Devastation set bonuses you want cap out at 4 IOs. You might want to replace two of the IOs with two of the triples from Thunderstrike. You lose two set bonuses you don't hugely need (Hold Resist and Psionic Defense) and pick up an extra Recovery bonus.
3c. Kinetic Combat also falls into this. Unless you really feel the need for movement speed the fifth slot doesn't help much, unfortunately the first set bonus in most melee sets is Immob Resistance which isn't hugely useful although you could always put in a level 50 triple or quad for more enhancement of the actual power.
4. You don't really need two -Kb IOs. I run with one on my blaster and that protects from most of the knockback in the game, but since you don't really need anything else there you might as well leave them both in.
5. As with Haste for both Aim and Build Up you really want them slotted for recharge. I see where you're going with the slotting but you're going to lose uptime on both powers by doing so -
Well Flash Arrow is only auto-hit in PvE, in PvP it requres a hit check. But then the to hit debuff in Smoke Grenade isn't auto-hit anywhere and it can't take Accurate To Hit Debuff. so yeah, I'm not sure what logic the devs used when assigning these sets either.
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Except PFF buffs Base defense so it shouldn't matter.
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Quote:Because it isn't necessary. There are already plenty of functions in place that allow you to adjust the challenge to suit your power and preferences they simply aren't mandatory. Personally I tend to enjoy a bit of challenge and will push the difficulty to the point where I'm almost dying (although I have little interest in setting it to the point where I'm going to die since that's not enjoyable) however I have no interest on forcing my play style on other people.I don't know. The fact that they were able to predict this might happen seems to lend that thread some credibility.
You mean to tell me you don't believe that there should be some form of function in place to balance PvE so that PvE maintains it's difficulty for all range of players?
the game currently doesn't take into consideration IOs or benefits gained from. So why is a DR like function in order to balance this disparity in the game not your flavor?
This is the fundamental difference between PvP and PvE. In PvP a certain amount of balance is required between different characters types otherwise you end up with one build that is the be all and end all of PvP. In PvE everyone can do their own thing, if I choose to solo at +0/x4/no bosses and someone else chooses to solo at +4/x8/bosses what does it matter to me? I'm having fun doing my thing and they're having fun doing their thing. This game has tons of levers to allow you to play at a difficulty appropriate for you either using the standard difficulty setting, the Ouroborus/TF challenge settings or the AE (at least in single player, I'll admit the team difficulty settings break down a bit at the high end).
Now was DR the right choice for PvP? I can't say, I don't PvP have no interest in PvP and wouldn't particularly care if the PvP zones vanished from the game (although I would miss the Shivans). That doesn't change my view that DR is the wrong fit for PvE.
I will note that this thread and the actions behind it have caused me to lose any respect for PvPers in general. I apologize to the decent PvPers who have been tarred with the same brush but trolling on behalf of PvPers is not the way to make PvEers like you. -
Ok, first off no blast sets do not get melee attacks. They sometimes have PBAoE attacks but those tend to have a longer range than just melee.
Given that a Dual Pistols set is being released soon I can't see the devs making another set based around single pistols. It might be possible for them to take the Dual Pistols set and do alternate animations so it only uses one pistol although I'm not sure that they'd bother for the same reasons Defenders have trouble with shields...
The problem with giving Defenders a set that uses Shields is that the Blast sets are all designed around using two hands. When Shield Defense was released the devs have to forbid it from being paired with several melee sets due to animation issues.
Even if you said it couldn't be paired with the worst offenders from the Blast sets (AR, Arch and DP) you'd still end up with several attacks per set that looked odd when wielding a shield. -
Quote:Yep, ironically they got pulled because people were using them to make the TFs easier. Hopefully they'll be back eventually so that those who want to run STFs are +4 with the enemies buffed challenge setting can.Obviously, the recent changes in the difficulty sliders are a step in this direction but I think they got pulled for TFs.
Quote:Along these same lines, at GR the Devs said that the new ways to make your 50th level characters more powerful would allow them to 'trivialize' the current content. Certainly that will come with more challenging content, don't you think? -
Quote:I disagree with the assertion that it would be easier to implement. But in any case it's irrelevant since the majority of the player base does not particularly want either DR or challenging content. If there's one thing developers should learn from NGE it's that making major changes to the mechanics of an established game is a good way to lose customers. From what I've heard that almost happened back when ED was introduced but overall I think ED was good for the game (if a bit heavy handed) whereas I see no real benefit to DR.It's much easier and cheaper to implement DR than it is to build challenging content that still works on the basis of builds running on SOs.
That is all.
Now this will probably be considered heresy by some but I actually wouldn't mind some content being balanced around IOs as long as it doesn't give greater rewards, doesn't award any new badges and doesn't lock SO'd players out of content. My suggestion would actually be to copy from WoW and introduce "Heroic" versions of some of the higher level TFs that feature significantly tougher enemies and AVs but still award the same merits/badges as the existing TFs. This way people who want a challenging TF can get it but people who just want to play the TF for fun, merits or badges can still do so without feeling like they're missing something.
EDIT: Actually now that I think about it a way already exists to do this to some extent in game. Run a TF with the Players Debuffed and Enemies Buffed challenge settings. -
Quote:I don't know of any but it should be pretty simple to make some. Make a group of custom enemies with all powers (ok, maybe leave off the god-mode powers in the armor sets since those are just annoying). Give the group a wide range of different powersets so that whatever defenses you have at least some will counter it. The AI for buffing and debuffing is a little iffy so you might want to try mostly Blast/Armor or Melee/Armor. If you're running a team with limited mez protection maybe try a Control/Something set for the defender sets you'll probably want the ones with debuff powers. Add some Pet/something bosses (or even LTs). Maybe have a few Blast/Devices with Caltrops, Smoke Grenades and Targeting Drones.If someone can point me to a MA arc that is freakin impossible to do, I would love to try it with a team. Maybe that's my outlet, I haven't really been active since PvP died. But the whole arguement of "Its your fault its to easy" Just CAN'T be the only answer.
Alternatively try making custom groups comprised of the more problematic members of standard factions. A custom group of Carnies and Malta should give most characters pause.
If all else fails, make a custom group comprised solely of the biggest, baddest meanest EBs you can. Sure you'll get horrible rewards but you can't deny that it would be a challenge. -
In that case the end of Halloween is almost certainly your answer.
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So you trust Silverado but not me *pout*. (just kidding, I'd take his word for something mechanics related to)
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Quote:In general it doesn't matter. However if you have a TF leader who exactly on the upper limit for the TF then anyone SK'd to him will be one level below the limit whereas a higher level leader would put everyone on the limit.What is the practical differance between the two. You've explained the technical differance, but why does it matter?
In practice it doesn't matter to much (it just means more XP for the lower level guys) but the mechanics surprised me when I noticed it so I figured I'd point it out. -
Quote:I'm sorry but why? I can see the argument for PvP that you want to limit the off-spec power of ATs (i.e. Blasters shouldn't have to much defense, Tankers shouldn't have to much damage) but why is it needed in PvE? Yes plenty of people like to play easy mode because it's fun but there are still challenges out there for even the most IO'd out toon. Simply using the difficulty settings is more than enough for most characters. Yes there are builds that can solo +4/x8 but they're rare and even then there are still challenges available to them. If that's not enough oyu can run TFs with small teams or use the AE to create horrendously powerful custom enemies. Until someone manages to solo a MoSTF claiming that there are no challenges left in PvE is wrong (and even then you could probably use the AE to make something that was more difficult).The point is that you shouldn't be able to get so powerful in the game. We all saw with the whole AE nightmare that if you dangle a piece of steak in front of a dog hes going to grab it. Easy mode is that steak, players are, well... the dog.
Most people will take the easy road. What I believe they are saying is that the easy road shouldn't be a option. Let me rephrase that, the extremely easy road shouldn't be a option. Cap defense on squishies at 20% like they did in PvP so blasters cant get a unfair advantage but still are able to have a slight edge over other non IO'd players. Make IO's still have a function but don't over do it. DR is the perfect tool.
I agree that it would be nice to have some decent team challenge settings (x16 spawns!) but just because you want more challenges in PvE is no reason to take away the fun for people that enjoy easy mode. -
Also as a slightly interesting note on SSK and TFs. Characters who are below the maximum level are SK'd to the leader's true level before being exemplared down to the TF level.
For example suppose three characters of levels 12, 15 and 20 are running a Positron TF. If the level 15 character leads then the level 12 will be SK'd to him and will be level 14 (the level 20 will of course be exemped to 15 as well). If the level 20 leads however both the level 12 and the level 15 will be SK'd to level 19 before being exemped to level 15 for the TF (making the entire group level 15).
This applies even if the leaders level changes during the TF. So in the first example if the level 15 hits level 16 during the TF the level 12 will stop being level 14 and become level 15. -
Quote:I don't know where you find this sort of person but I've only ever seen two cases where a person forming a team requested IO'd toons. In one case the requestor was roundly mocked for it (deservedly) by the other denizens of the global channel. In the other case the person was setting up a very high end challenge (a 4-man MoSTF attempt) where asking for IO'd toons is reasonably justified (and even then he said he'd prefer IO'd toons, not that they were required).I probably would have liked old CoH. I have been kicked a few times from teams because of my build wasn't up to the teams standards.
a week or two ago my emp was kicked from a posi because they said my recharge would be too low and they wanted a emp that would perform better. meaning one with more recharge bonuses.
In general the only time I really notice if a toon is IO'd or not is when I see a squishy character go flying because they don't have a -KB IO. Even then I'd never refuse someone a place on my team just because of that. -
No problem, it's very confusing. Here's a link that explains the differences between Globals, Procs and Proc120s:
http://wiki.cohtitan.com/wiki/Invent..._IOs_from_Sets -
Quote:DSorrow is correct. Resistance debuffs are always resisted at the un-debuffed resistance value. This is why defense is subject to cascading failure and resistance isn't.That's about 59% more damage than you'd do with slotting alone, but of course that only applies once you've already got the -res stacked. Also, that's ignoring one additional complication you've missed: resistance debuffs inherently debuff resistance debuff resistance. Or to put it another way: -res makes subsequent -res stronger. Stacking two (with that chain you should actually have brief windows of 3 stacked, no?) -13% debuffs doesn't result in -26%, but in -27.69%; the second one becomes -13 * 1.13 = -14.69. A third -13% debuff would then be -13 * 1.2769 = -16.5997.
http://wiki.cohtitan.com/wiki/Resistance -
Well for me personally anytime after 8pm is normally good. (although States is the only one I actually need)
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A slightly harder (but cheaper) method. By some cheap T3 common salvage, use them in th emepowerment station, delete the buff and reapply.
Good options that require only one piece of normally cheap salvage:
Confusion Resistance
Increase Flight Speed
Increase Jump Speed
Increase Perception
Increase Run Speed
Knockback Increase
Endurance Drain Resistance
Immobilize Resistance
http://wiki.cohtitan.com/wiki/Empowe...nd_Ingredients