-
Posts
6270 -
Joined
-
-
See I'm the opposite. When I think of Superheroes I imagine them fighting powerful Supervillains not mowing down hordes of mooks.
-
True, but part of the reason that people are spreading misinformation is that they have no real information. People see apparent trends and assume that those are how it works.
-
Quote:Huh, the wiki says they are Intangibility Duration enhancements.Incorrect. Intangibility is like Knockback in that enhancements increase magnitude instead of duration.
http://wiki.cohtitan.com/wiki/Gravit...imension_Shift
http://wiki.cohtitan.com/wiki/Hamido...isome_Exposure -
Quote:Actually Intangibility enhancements will increase the duration of the mez, not the magnitude.It's my understanding that the IOs and HamiOs that improve intangibility & mez will increase the magnitude of the power. It's also my understanding that the level gap will substantially reduce the magnitude of any mez.
Since Dimension Shift is only mag 3 I don't think it will phase shift bosses unless two characters stack it although I'll admit I've never tested it. -
I do a variant of A. I drag my pets as much as possible (mostly set on passive) but I also make a lot of use of strategic resummoning (I can resummon my drones every crate and the toher bots every two). It's not the best option but it gets the job done.
I'll also sometimes separate from the main group and spike a crate on my own (especially on smaller leagues). It's not necessarily the best option but it is a way to get my bots into play for a longer duration. -
If I were in charge my goal would be to attempt to provide a more tightly balanced teaming and solo experiences without breaking the "bring what you want teaming" appeal of CoH1.
The general goal would be that every character should act as a force multiplier on teams but also solo well. Not all characters would provide equal levels of force multiplication but all characters would provide at least some.
Now in order to keep the ATs distinctive the general goal would be to change the ways in which they provide this. Melee ATs would have force multiplication in the form of either toggles (such as the VEATs) or added onto their regular attacks. Ranged ATs would be more like the existing Defender or Dominator ATs providing force multiplication through buffs/debuffs/control as separate powers.
The general goal would be to create a situation where the strength of a team is more easily predictable based on size and also quadratic (i.e. 2 players are more than twice as powerful as 1). I'd then change the spawn size scaling for teams, spawns would get larger as team size increased but the individual enemies would also increase in strength (higher to hit, more damage, more hp etc.).
Ideally if done right this would create a situation where, like in current CoH, team composition is very flexible while also allowing content difficulty to be more easily scaled up or down as required and avoiding the situation where some characters can solo content meant for a full team. -
What Forbin said. Also given the fact that the BAF currently lags horribly on full teams there needs to be a way to run non-full teams.
-
Except that the queue will just add any extra people as a new team. Locking teams does not prevent the queue from adding more people.
-
The other option is to run with small teams. I find I get no lag on a 12 man team and only minimal lag on a 16-20 man team
-
Ok, I ran three BAFs on Virtue tonight.
12 man: No Lag
19 man: minimal lag
24 man: slideshow level lag
So it looks like forming BAFs in the 12-16 range should be reasonably lag free (I recommend not pushing much beyond 16 in case you pick up extras from the queue). -
Quote:Short answer: he's deliberately trying to make it more complicated than it needs to be in order to hold his attention.I read your tournament and my mind got fuzzy.
What exactly are you trying to do? Without making me feel dumber then I already feel put it in easy to understand words.
Steelclaw is one of those people who gets bored with "simple" systems such as CoH and so overlays his own more complex system to keep it interesting. -
Quote:Correct. It's also worth looking at what the partial set can offer. A lot of sets only need 4 or 5 IOs to get the "good" bonuses so it's worth considering what the set will look like with that slotted and what you might want in the remaining slots.Sets vary in how maxed out an aspect of a power can be, so maybe Ghost Widow's Embrace doesn't get you to SO ED Hold, but perhaps Set X gets you to SO level Damage, etc. It varies and you can't assume.
For example Positron's Blast is a popular choice for Targeted AoEs. Recommend leaving out the Da,age/Range enhancement because:
1. Having all 6 only gives a toxic resistance bonus
2. The set is heavily overslotted for damage
3. Range is of limited use in Targeted AoEs (although it is handy in cones) and the single half aspect doesn't do much on it's own unless you use the 6th slot for a regular range enhancement or take the Cardiac Alpha.
Quote:Common IO's can be used to achieve SO like values in just one aspect, but at the expense of set bonusess *and* you become narrowly focused on just that aspect. This would only be done in a very particular cases and would cost you set bonuses. This I assume is not really done often if at all.
They aren't used as much in high end builds but even there most builds will have a couple of powers with common IOs. Two level 50 commons gives about 85% enhancement pre-ED which can be a useful way of saving slots on a power that needs some enhancement but isn't critical.
For example on my Bots/Traps MM I have two level 50 Recharge IOs in Repair since I want maximum recharge but don't have a spare slot to ED cap it.
Quote:Frankenslotting (for example two slots by two sets in four slots) can be used to really hone in on the very special case of really wanting to highlight just two aspects or if you want two by two bonuses, or you dont have the resources to go deep into purchasing a full set. This is also cheaper, I am guessing because you don't go for the more exotic set pieces and can use lower end sets.
For example my AR/Dev Blaster used to have LRM form Munitions Mastery. I had it frankenslotted for Damage, Recharge and accuracy because the only useful set for it was Positron's Blast and I already had 5 Large Recharge Bonuses.
Quote:The reason you see full sets in medium to high end builds is that once you can afford it, buffing so many aspects and getting so many bonuses is worth it much, much more than becoming some kind of mono maniac about just one aspect of a power being 15% off of some SO based yardstick.
An example of this was a build I saw on these forums (A Dark/Inv Brute) IIRC where the owner was so focused on getting recharge bonuses that he was slotting his attack powers with mez/debuff sets at the expense of damage.
A good Set IO build is about more than just tossing sets into powers and hoping for the best. -
Quote:True, but we're assuming that they will keep the Villain SF as Ice Mistral and pair it with Numina again (as it was the first time) rather than changing both WSTs.It will have been 12 weeks since Statesman and Lord Recluse by then. They'd be a better 'haven't done that recently' TF/SF IMO.
Also as a general note the WSTs have been trending to lower levels recently (April and May between them have one week that had a level 50 WST). I suspect that the devs are doing that deliberately. Since most level 50s are running the trials the WST is currently being run largely by lower level characters so making it more accessible level-wise means it gets run more. -
Quote:Agreed. I don't have any Steampunk characters but I do have several characters who could probably use some of the bits from the pack.I'm not a huge fan of steampunk as a genre but I love the fact that we're getting a pack of parts I can mix & match. I'll find uses for the parts in costumes that aren't strictly steampunk just as I've never made a martial arts guy but use the MA pack parts all the time.
-
That wouldn't surprise me, although I hope they do it before that week rather than changing it halfway through. Of course, since that's during the Preatorian Invasion (which presumably involves zone events) Numina won't exactly be a popular choice either.
-
The Crab Spider backpack is more your powers influencing your costume rather than your costume influencing your powers though.
-
Quote:Well in the case of M30 versus Full Auto, the fact is if you look at the Blast powers in general Cones get a HUGE discount on End costs (and shorter recharge) relative to targeted AoEs for the same damage. Maybe the devs should look at reducing the end cost of targeted AoEs (or increasing the end cost of cones), I really don't know. Changing the end cost of just M30 though would be a mistake, plenty of other blast sets have identical (or nearly identical) powers so it really amounts to changing the formula used to balance those powers.M30 Grenade: Changed to around 12 end
Flamethrower: Changed to about 15.18 end
Why does M30 have the same end cost as the Tier 9, Full Auto, which is vastly superior in pretty much every single way? And why on Earth is Flamethrower 22 end as it stands now? The power is simply not impressive or powerful enough to merit that endurance cost.
Flamethrower is more interesting case since no other set has a directly comparable power. It has higher damage than any cone except Full Auto and has a 45 degree arc. Compared, however, to Fire Breath the end cost does seem excessive. Personally I think the problem is that the endurance equation overestimates the value of the wider arc. Yes it's nice but target caps make it less useful. Personally I'd say keep the end cost the same and increase the target cap to compensate (same goes for Full Auto although it should probably have a slightly higher end cost). I know 10 is the standard cap for cones, but AR is supposed to be the cone heavy set, it should be allowed to break some rules. -
I hope they have/will fix it, if not that is going to be a fun week for the WST. Has anyone tested it recently?
-
Quote:No it doesn't. Empty Clips is basically a clone of Buckshot (with a much longer animation) and Bullet Rain is almost identical to M30 Grenade (slightly higher damage but also has slightly higher recharge to balance it) both have the same target caps as their AR equivalents. HoB does have a higher target cap than FA but it also has twice the recharge and requires you to be in melee range instead of working at full range. HoB does get a damage boost but since the tics only hit 60% of the time it's only about 14% so overall I would consider FA to be superior to HoB.and higher target caps for their high tier AOE powers than AR.
And of course AR has a fourth AoE in Flamethrower (which is a heavier AoE than Buckshot, M30 Grenade and their DP equivalents). -
It always made sense to me (at least for PvE).
The perception debuff is really all or nothing, due to aggro mechanics if one enemy in a spawn sees you they will generally all attack. For it to do any good you need to hit the entire spawn. Since hitting caps at 95% making it auto-hit makes the grenades a lot more useful for sneaking.
The To Hit debuff is not all or nothing, if you miss a particular enemy it doesn't decrease the value of the debuff on the enemies that it did hit do making it require a hit roll is reasonable. -
-
Quote:The value of Build Up to a Blaster varies a lot depending on your opinion. Personally I don't have it and don't particularly mind since I tend to chomp red inspirations a lot anyway. Other people will tell you it's essential.I wanted to stay away from blapper type build so I was thinking of devices as a secondary, given it's more defensive focus and lack of melee attacks although it does lack build-up. Is build-up very important for a blaster? Certainly open to suggestions of alternate secondaries, although this character concept fits better with a more technological/device based set.
Devices is an ok set, and it matures early which is nice however I would rate Ice as a better set for keeping a non-blapper safe. Yes, it has some melee attacks but those are a minor part of the set. Later powers (primarily Ice Patch and Shiver) give you similar abilities to keep out at range while Frozen Aura gives you the ability to stop foes long enough to disengage if necessary.
Quote:How do these sets perform, I kind of like the swap ammo concept of DP, gives a bit more flexibility against a variety of foes, but the powers in AR seem to destroy DP damage wise. I don't really want to be putting out weaksauce damage.
Quote:The other option is to go Dp or AR with /traps corruptor. How would that option stack up?
You do lose some damage switching from Blaster to Corruptor but you'll make some of that up from having a resistance debuff and better survivability. -
I think the growing up the tree comment refers to unlocking the remaining 5 slots.
-