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Your version of Dark Manipulation makes snese to, the only comment I'd have is on Siphon Life (see below).
Regarding Dark Blast I think there are two issues the devs would need to consider.
The first is Nightstar. When the PPPs were proliferated Blasters got the ability to take Nightstar and the devs have generally opposed a character getting two powers with the same name (this was pointed out to them at the time but ignored). Honestly though I'd say keep Nightstar anyway and if necessary rename it, it's a good chunk of Dark Blast's AoE damage. The second issue is Life Drain, from a balance point of view I can see the devs not wanting a Dark/Dark Blaster to have both Life Drain and Siphon Life. I think I'd replace Life Drain with a "standard" 3rd ST Blast (think Power Burst with -to hit instead of kb). -
Quote:I agree that from the player's point of view that would be better (at least for those players who use global channels anyway) the issue is how practical is it for the devs? Teams have always behaved weirdly with people who are out of zone:Why not allow players to join a group and go to trial regardless of what zone they are in? WoW does that for its PvP Battleground queues, so there is precedent from another game company.
1. You can't do a cross-faction invite unless everyone is in the same zone
2. People's AT does not show up on the team window until they are int he same zone
3. You can't rearrange league teams if people are split between zones
This suggests to me that there allowing trials to launch from multiple zones might not even be possible. -
Quote:I'm sorry but that doesn't make any sense. Unless you are planning to stop running trials at all (and thus not get any more threads ever except the groups of 10 from shards) you will continue to accrue threads and as such will be able to use those 7 for components.I think it's counting on you converting any left over threads into iXP as well as what you get from defeats.
If you end up with 47 threads after breaking down any merits you are inclined to, there is no real reason not to convert those 7 left over threads into iXP. Those 7 threads aren't going to do you any good by themselves and there's no guarantee it will even out with subsequent runs.
Essentially at the end of each trial if you use as many threads as possible for components you will have somewhere between 1 and 19 threads left (since all components are a multiple of 20). Keeping those threads gives you extra components every few trials. Converting them to iXP seems like a waste when you get it in trials for free. -
Quote:It applies to the set bonus name. In most cases this means bonuses only conflict if they are the same bonus type and bonus value but there a few exceptions to this, notably:Another question.. I've heard of this rule of 5 where you can only stack the same set bonus 5 times .. does this apply to name or value? and what takes priority?
1. Global IOs (notably Luck of the Gambler recharge bonus IOs) have thie rown set bonus name and as such are counted separately from regular set bonuses.
2. Defense bonuses have a slightly weird naming convention, more info here:
http://wiki.cohtitan.com/wiki/Invent...nt_Set_Bonuses
Quote:For example if I managed to get 5x +10% damage .. and 5x +5% damage Would this give me a total of +50% damage , +25% damage, or +75% damage? -
Quote:The way they Dual Pistols Swap Ammo powers work is that all of the DP powers have a set of "proc" effects that have either a 0% or 100% chance fo activation depending on which ammo power is selected. The ammo powers do not change anything about the DP powers, the DP powers change themselves based on what buffs you have active.To start with, let me say that I'm no programmer and I'm just making educated guesses at best.
When playing my Dual Pistol Hero I click on one of the special ammo Icons and they do in fact continue to use whatever enhancers are in each attack power (accuracy, damage, endurance, recharge, etc), so I'm just guessing that for shields, they would do the same, only "override" duration and endurance cost depending on which Icon you selected (x2, x3, or x4).
If it turns out that it can't work this way, oh well, I gave it my best shot (pun intended) at coming up with the most reasonable and least intrusive way to fix this problem that I could.
So for example using pistols is used with Lethal Ammo the game implements the following effect:
43.79 Lethal damage
100% chance of 18.77 Lethal damage
Defense -0.07 for 8s
0% Chance of 18.77 Fire damage
0% Chance of 18.77 Cold damage
0% Chance of 18.77 Toxic damage
When you activate Fire Ammo it implements the following effects:
43.79 Lethal damage
0% chance of 18.77 Lethal damage
Defense -0.07 for 8s
100% Chance of 18.77 Fire damage
0% Chance of 18.77 Cold damage
0% Chance of 18.77 Toxic damage
Essentially the Swap Ammo powers themselves do absolutely nothing. Instead when a power is activated it sets it's proc chances based on the swap ammo setting. Such a system could be implemented to increase the duration of FF powers (as I mentioned above). However that doesn't change the fact that for various reasons I consider increasing the duration to be a bad idea. -
Quote:Nope. There are a few that work reasonably well thematically (i.e. taking Pyronic and pretending it's a high explosive grenade) but you will still get redraw.Is there any incarnate ability that matches AR or Dual pistol? My AR/ice basicly focus on AR only (only clickies and toggles from /ice), so i have my weapon drawn all the time. The APP matches (munition) my gun very nice, but as far i see there is no 'weapon based' incarnate ability?
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Quote:The problem is, I don't think this would work very well. First off additional powers wouldn't inherit the base power slotting and if you allowed them all to be slotted that would actually be a pretty substantial buff (since you could slot one power to use and use the base slot on the others for a global IO). Secondly you need to avoid the issue of "double dipping". A single power can be tagged to not stack with themselves but I don't know if the devs can make a power not stack with other powers but only when cast by the same character.So, in that regard, how about we take a page from Dual Pistols and borrow their tech.
Every Force Field, Thermal, Sonic, and Ice shield powers come with 3 additional icons, just like Dual Pistols.
I think you might be able to do something toggle based where the power grants 15% defense for 240s and, if a toggle is active, grants a second "tic" of 15% defense for 240s after 240s but that would be a bit cludgy.
I'll also add, as I commented above that I think increasing the duration is the wrong option. Making it so that you have to be near them once every 4 minutes feels about right to me. -
Quote:No, they used to go for 40million-60million but this was several years ago, (back before the AE). I remember acquiring a Ragnarok set for my Blaster at those prices.Maybe it's just me but anything like a Hecatomb, Armageddon, Apocalypse, etc...always did at least 200-400 million +.
Only purples that I've seen go for less than 100 million were things like the pet set, sleep, stun and maybe a few of the hold IOs....oh and the confuse set.... -
The cause of the price rises is a combination of a few factors. In particular Merits and the AE drastically shifted the relative supply of items while Inf earning rates went up due to both the AE and a "bug fix" that essentially doubled inf gains for level 50s.
The net effect was that prices overall went up somewhat, the price of some highly desirable items (such as LotG 7.5%s or the special healing IOs) dropped due to increased supply. Purples ended up getting hit with a double whammy, in addition to the general increase in prices due to more inf coming in the ease of AE farming caused a decrease in the popularity of farming regular missions and a decrease in the rate of purple recipe production.
As for inflation the economy seems to be relatively stable for the moment so hyper inflation is not something I'm hugely concerned about. -
Quote:I agree with this. Earlier in this thread I mentioned a certain other MMO increasing Buff durations to an hour. I would very much oppose such a change in this game.I will give them credit for getting two things right: the powers are useful enough to be worth casting (a serious flaw in some other games), and their durations are short enough that the players can't just leave the buffer at the mission door. IMO it is a pretty good foundation for a buff system. What was missed is that this set up essentially created an optimal strategy that is the buffing equivalent of having a confirmation pop up show up on the characters screen once a minute. This is essentially related to the fact than building a blast set with 8 good powers and a 9th one that recharges in half a second and does three times as much damage as anything else; you can choose to "not use the T9" to make the game more fun, but then you are just hurting yourself. Hence, balance through frustration.
The way I see it the small shields are (or should be) essentially balanced as if they were a toggle power with an extreme radius. They are a bonus you always get for having the character on your team and remaining reasonably close to them but if you spend to much time away you lose the benefit until you rejoin them. Using that logic extending the duration would break this balance but making them easier to use would not. 4 minutes seems a very sensible duration to me, it's long enough that the caster doesn't become a buff-bot but short enough that you can't have them door-sit. -
Quote:The problem with this is two-fold. First off it would make them pretty much the only powers in the game to be balanced around animation time. The only other case I can recall of animation time being stated as a balance factor are the first two powers in Blaster primaries which have standardized animation times. Apart from that animation time is considered separately from damage/recharge/endurance.I think this is a distortion or a dysphemism. They are currently balanced against time, not inconvenience. The fact that spending time on them isn't enjoyable is another point entirely (and one on which I agree with you).
If players were able to cast these powers with fewer actions they would be free to do other things. That means more heals, damage, debuffs, etc., and I think it's a reasonable assumption that those are part of the overall balance equation. To say that it should take less time to buff more players is to advocate for a buff to the archetypes.
Secondly you can (and generally do) buff people with shields in between combat which means they aren't using up casting time anyway. Few encounters last longer than 4 minutes.
So overall I don't consider the "casting time balance" argument to be valid.
Quote:Do you feel they are underpowered or just annoying?
What that means to me (combined with my points above) is that the sets are balanced around the idea of the buffs being up 100% of the time and that casting time isn't a concern. As such I feel making them easier to use isn't so much a buff to the set as a general quality of life improvement.
Quote:I disagree with this on several levels. The first is that DPS classes don't scale upwards the way buffers do. To balance these buffs with 100% uptime on a league would mean a serious rebalancing in 8 player play, aka a significant nerf.
Damage in Leagues is not evenly distributed over all league members but instead disproportionately focused on a few (mostly melee characters). From a general damage taken point of view shielding the entire league is only marginally superior to shielding the small portion of characters who are actually taking damage. -
Quote:How powerful are they now because it's possible to do that already. I mentioned it on the first page but balancing powers by making them inconvenient to use is a bad idea. If a power is designed to allow 100% uptime on an entire team then is should be balanced assuming that it's going to be up 100% of the time.Lastly, I ask again how powerful you guys think the enemies in these missions would need to be if they were balanced around characters having a full set of buffs from 5 or more support characters on them at all times?
Now, a compromise solution would be to turn the shield buffs from ally targeted to an AoE that only affects Team Mates. I don't think that is necessary but I also think it would be an improvement over the current implementation. -
Quote:That's a very interesting idea although I'm not sure if it would work. Previous powers that did something like this (notably Dual Blades and Dual Pistols) only varied the effects of the power, not the area.CoH could have the same options. It could be easy as giving some of the powersets a new toggle switch. When the toggle is on, shield buffs become AoE buffs. Add whatever penalties you think would be appropriate: increased endurance cost, can't affect the caster, etc. When the toggle is turned off, the shield buffs become single-target buffs again, just like they've always been. You can still use them to buff stragglers and players who have been defeated. Players would not lose any flexibility in buffing others. They would simply gain new options, and hopefully make the process of buffing a bunch of people at once less tedious.
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Interesting idea, I'm not sure how valid it'll be for everyone but I'll give it a go. Here are my recommendations on Traps.
Interface: These all stack with something in Traps so I'd say take the one you feel is most useful to your playing style. The only piece of advice is if you do go Diamagnetic take the core tree rather than radial. Traps already has plenty of -regen. If you solo a lot Reactive is probably the best choice for pretty much any Defender.
Judgement: The only one I don't recommend here is Cryonic. Cones are nice but the long range of Cryonic combined with the close in nature of Traps makes it seem like a poor option. Void should work well enough since you'll be in melee range for PGT anyway. Pyronic and Ion are, of course, good options for any ranged character.
Destiny: Clarion seem like a waste to me since you already have AoE mez protection in FFG. Barrier is ok, but the lingering buff seems a bit weak to me. Ageless and Rebirth both seem like sensible choices for a Trapper. Ageless is pretty obvious, Recharge is like catnip to trappers, you cannot get enough of it and taking Ageless will help you get Traps up more often which is always nice. Rebirth does a good job of making up for one of Trap's weaknesses which is the lack of any panic button power, a strong heal/regen power is a good way to keep your team up until PGT recharges, plus it stacks with Triage Beacon which is nice during long fights.
Lore: I don't think there is sufficient difference between the groups to really matter so it mostly comes down to what you want. The only real thing I'd say is that if you do go for the support option the two trees with Battle Orbs (IDF and Warworks) are probably worse than the other trees since the Battle Orbs mez protection abilities are wasted with the FFG. So for support go either Clockwork (better heal) or Seers (damage/to hit bonus). The damage side matter less although personally I like the extra control from the Seers.
EDIT: Lore update. Based on reports the Warworks boss apparently offers the highest damage. The good news here is that Trappers work relatively well in melee so you should be able to offer at least some support. The bad news is that Traps has limited options for keeping her alive outside of keeping her under the bubble and whatever Destiny Buff you took. Still if you're looking for damage Warworks is probably a solid choice for the agressive Trapper. -
If you have a complete live install you can copy it over, run the NCSoft Launcher and point to the copied directory, it should work.
Quote:I have ran through theses steps half a dozen times and I always get a message telling me:
The name 'C:\Program Files (x86)\City of Heroes\CohUpdater.exe -test' specified in the Target box is not valid.
Is there a different way of doing this with Windows 7? I had no problems on my old computer with XP, but I haven't been able to get it to work on the new box.
http://wiki.cohtitan.com/wiki/Training_Room -
They aren't having the effectiveness increased, they are simply being made easier to use. I'll also point out that any buffer with an AoE buff has it's effectiveness tripled when joining a leage. Why should people with shield powers be excluded?
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Quote:I did exactly the same thing on my Tanker. I believe my exact words were "Memo to Self: Hit Elusive Mind BEFORE charging psionic AV".My funniest (for me at least) was on a LGTF. First mission, I was on my Invulnerability/Super Strength Tank and handling stuff just fine.
Yep you guessed it, got to Clockwork King, ran in threw taunt and was dead before it finished animating. Oh yeah, Invulnerability doesn't do well against psionic damage, guess I should have hit a purple and orange or two before doing that -
Quote:Using that logic, the Incarnate trials are Praetorian content, set in Praetoria, so why don't you start them in Praetoria? you have all the facilities there that you need.
1. Is is co-op?
2. How convenient is it to get to?
3. Does it have inspiration vendors and somewhere to sell loot?
4. Are there any other problems with the zone?
Here's how the various co-op zones rank:
RWZ: Is Co-op, Easy to get to, Has both vendor types in close proximity.
Pocket D: Is Co-op, Very easy to get to, Has Inspiration Vendor but nowhere to sell.
Cimeroria: Is Co-op, rather inconvenient to get to (minimum of 2 zonings), Has both vendor types in close proximity.
Midnighter Club: Is Co-op, somewhat inconvenient to get to (entrances less convenient than RWZ), Has selling vendor but no Inspirations, appears to have a lower than normal population cap.
Preatoria: Is Co-op, rather inconvenient to get to (minimum of 2 zonings), Has both vendor types but they are dispersed.
So based on that analysis the RWZ is the best option. Pocket D comes in second (for most people the lack of a vendor is outweighed by ease of access). Cimeroria comes in third, it provides the same facilities as the RWZ but is harder to get to. Preatoria comes in fourth, its facilities are less convenient than either the RWZ or Cimeroria and it's harder to get to. The Midnighter Club comes in last due to zone cap issues. -
Quote:No, the RWZ is for people who want to run the RWZ missions, Vanguard TFs and Mothership Raids. It's popular as a launching pad for Incarnate Raids because it's easy to get to, has all required facilities and is co-op but that does not make it a "raid zone".We've got that. It's called the RWZ.
But apparently people launching trials don't like it because it's full of people launching trials.
And that annoys them so much that they go to the Pocket D to launch trials because there's no one there launching trials, and are then surprised that people are annoyed at them for launching trials there.
Having everyone in the RWZ makes running a Mothership Raid harder since you need the Incarnate Raiders to clear out of one instance to make room.
The idea behind a dedicated Raid Launching Zone is to allow lots of people to gather for raids without causing problems for any non-raiders. All of the current options inconvenience some other portion of the playerbase (either TFers, MS Raiders or RPers). -
Doing a direct comparison isn't really feasible since the two sets are very different. Traps is a Buff/Debuff set while Devices is a Manipulation set.
From a strict numbers point of view Traps is superior but you could say the same about comparing any Buff/Debuff set to a similar Manipulation set.
The question then becomes how do they rank against other sets of the same type? Traps is generally considered one of the best Buff/Debuff sets for solo play and is a very strong set for team play. Devices on the other hand is generally considered one of the weakest Manipulation sets, it trades quite a bit of damage compared to other Manipulation sets but doesn't really get much in return, it offers some survivability but Ice Manipulation provides similar benefits along with more damage.
That isn't to say Devices is useless, it can be a lot of fun to play especially if you enjoy soloing and are willing to spend some time setting ambushes and it isn't useless in team play although you won't get as much benefit as some of the other manipulation sets. In the case of DP/Dev this is made worse by the fact that DP is on the low end damage-wise compared to other Blast sets. -
I dodn't discount it, I just find that doesn't reliably cover the entire spawn which means I'm less concerned about having the maximum values.
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Check Kinetic Combat, the Dam/End and Dam/Rech IOs are one A-Merit each and normally quite valuable.
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I play a Traps/AR Defender but to be honest I would say that for Traps Corruptor is better. Of the 9 powers in Traps, 3 are actually the same for both ATs (Caltrops, PGT and Triage Beacon) and one (Trip Mine) is actually more powerful on Corruptors (ok, Time Bomb is also better on Corruptors but it's still useless). Another advantage of Defenders (being able to skip Web Grenade) goes away when you pair Traps with Assault Rifle since you want Web Grenade to setup Ignite anyway.
That means a Traps Defender only has four advantages over a Corruptor:
1. Longer duration on Web Grenade
2. An extra 6.6% resistance debuff from Acid Mortar
3. An extra 3.3% Defense from FFG
4. Slightly better debuffs from Seeker Drones
The Web Grenade and Seeker Drone ones don't make a lot of difference, Web Grenade has a pretty good duration anyway, especially if you slot it and I personally use Seeker Drones for taking the alpha more than for their debuff.
The loss of the defense is probably the most painful change going from Defender to Corruptor. The Defender is quite a it easier to softcap since in addition to the extra 5% form FFG he gets better values from pool defense powers as well.
At the end of the day it really comes down to personal preference but for Traps/AR I would say the Corruptor is a better choice than the Defender but at the same time it's not enough better to tempt me into rerolling mine.
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Quote:I said I had my conspiracy theory hat onRight now Astrals are basically free threads. I can imagine the devs adding essentially astral sinks which in effect put pressure on threads because astrals will be diverted to the New Stuff. I don't really consider that a nerf to their value either: if anything I consider that a buff to their value, which causes them to experience shortages rather then their current oversupply.
. In any case my point was more "Schrodinger's Rewards". We have no clue what value the devs will assign to Astral/Empyrean Merits when they provide other things to spend them on, as such they could conceivably be waiting to see how many people are accruing before they set prices.
Quote:I expect that it (the nerfs) will be crushing in that you can only get the major reward once a week and you will get only threads otherwise. And probably not a great amount of them.
Except the value of Astral and Empryean merits right *now* makes it trivial to grind out your entire tree if you can stomach running the trials over and over.
There's no real gating.
In the past the devs have not shied away from implementing time gates on rewards where they deemed it necessary: the WST has a weekly cooldown, Merits Rewards have diminishing returns, Tips, Alignment Merits, Grai'Matter and even the new Empyrean Merits all have 18 hour cooldown. On the other side if the devs ever had any doubt that a certain portion of their playerbase will happily farm things until their eye bleed if the rewards are worth it the introduction of the AE should have cured them of that. As such the logical conclusion is the devs did not implement any additional gates on the trial earning rate because they do not believe it to be necessary. Now maybe I'm wrong and the devs did not intend this but honestly if they didn't then they will have demonstrated a fantastic ability to not learn anything on a par with sticking their fingers in their ears and say "la, la, la, la, I can't hear you".
Now, the other side of it (and this is where my Conspiracy Theory Hat comes in) is that in their current incarnation the Trials essentially produce nothing except "Experience". You get a small amount of inf and stuff but due to team sizes this is lower than running normal content, all of the major rewards from the trials (threads, components and merits) are bound to a single character and have only one use: incarnate progression. Eventually the new merits will be used to acquire other things but the rate at which they will do so has not been set.
Put this all together and what it says to me is that the devs do not care how fast people progress through the incarnate trials in terms of calendar days, they simply care about playtime. This isn't unreasonable, after all progression from level 1 to level 50 is not gated in terms of days simply in terms of how much time you spend playing. However there is a need to keep people interested after they have acquired the new slots and that is where the new merits come in. However rather than attempting to set fixed values for the new merits and adjust the rate they are awarded at to balance rewards the devs are planning to spend some time monitoring the practical rate at which players acquire them and use that data to set the values.
Now this is obviously all supposition but I think it's just as valid as your supposition of DOOOOOMMMM!!!!.