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I'd love for this to be what is happening but it does seem kind of crammed in, first half of this year went by fast, I think we'd be lucky to see 16 by November-December and Going Rogue by May of next year. A whole new expansion has a lot more to fill than an issue.
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I get it!
The point of this thread is and Owl is a weapon! Grab it by the tail feather and beat the hell out of baddies, teach them what accuracy or targeting is all about. IT BELONGS IN THE WEAPON MASTERY! PLEASE DEVS?!?!?!
(This is just my speculation but I bet i16 power customization won't really bring much more than changing power colors, if it does then that is cool but not ready to get my hopes up) -
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Wait....
...your trying to prove your cooler by stating that you played WoW instead?
Maybe you SHOULD have let him take you under his wing.
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Hey WoW is a good game, alot more depth to it, alot more stuff to be done, but I still like CoH
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Hope you're kidding, but if you are being serious I wouldn't doubt a 2D game could have more content, the graphics allow space for more grinding. -
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Sorry but this makes no sense to me, how/why would a Tech origin character gain access to a Mutant animation?
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With The technology that we are able to role Play our characters having, a Technology Origin Hero (or villain) could easily make their entire power usage look like anything from any other origin.
Sufficiently advanced Technology is indistinguishable from Magic (or Mutant, Science, and Natural)...
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The point was why is it one Origin would be able to use any other Origin's animation?
I could see how tech could roleplay in, but what about Mutant using Natural? Natural using Magic? Magic using Tech? Science using Magic? Mutant using Science? Or any other ways it could go.
I mean, when I start a new player I am stuck with that one origin power if there is a reason why a Tech origin can use a Mutant animation why don't I have access to its origin power? -
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If it didn't have SOMETHING, it'd be lame. Just "pop" and there you are. With the animation, at least you've got something to look at and judge your timing with, since it IS a clicky power.
If they made one animation for each of the Origins, *and you could choose among them* ... maybe.But not if it was enforced per-origin, and certainly it's not an emote-possible power so choosing on the fly (like flight, pardon the pun) is extremely unlikely.
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Good idea. When someone picks teleport, we could get 6 powers added: [Teleport.Mutant], [Teleport.Magic], [Teleport.Science], [Teleport.Technology], [Teleport.Natural] and [Teleport]. Then, we could choose which one we put in our tray and which animation is used... much the same way that the Veteran [Sprint] variants are done currently.
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Sorry but this makes no sense to me, how/why would a Tech origin character gain access to a Mutant animation?
But we do need another/more teleport animations, the current animation is reason 2 for while I never take teleport, it is plain and boring. Even no animation at all would be cooler. -
Nice, gratz!
I've only done 1 Dr. Q in my life time, and don't plan on doing it again. It took 6 hours.
But it can be done in as fast as 2 hours with stealth+tpers. -
It doesn't, afk messages disappear when you move or say something in chat.
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Me neither. Crazy kids.
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Yeah, them crazy kids... -
I think most my toons except my fire/emp can solo pillboxes, one good way it to say out of the line of sight.
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I'm actually pretty "meh" about double doorways - sorry, Nights_Eclipse.
Since it seems we only get a very small part of what we want here in Base Construction, it's not even remotely near the top of my list of what I want to see. So if it means I can't have some of the other things we have been listing that we want to get, then it would be fine with me if we never got them back.
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Well for me it is the #1 thing I want, I could care less about water in bases, I am a die hard base builder and the only thing I seem to be missing is my double doorways.
I have my hero base set up with them but the parts of the base I have added since i13 have no love with double doors. -
To all over you that are saying there are too many AE buildings, well I'm glad your opinion is very unlikely to change that.
I'd way rather have many different zones to go to, not because of travel problems but because of how much farm spam is in each zone. I think I like the Galaxy and Faultline AE building the best because they are so abandoned that I can carry on AEing without an annoying of lag or farm spam.
As for RWZ, it is the only zone we can do Co-Op missions, without an event, that it fit in, and Cim it just doesn't fit at all. -
Well I don't think [/e afk5] You sitting on the toilet would be appropriate, maybe your toon tossing up a roll of toilet paper and catching it in their hand again like a baseball?
But I like the idea. -
Yeah I could careless about drops most the time. I wouldn't touch AE if they did this. And if they happened to do this it would increase farming even more. Not everyone that is "exploiting" AE is PLing others, most of them are farming for tickets to roll and flood the market.
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I'm popping less attacks, have more end drain, and killing less efficient as I was before. Popping less attacks but I have just as much to more end drain and it is keeping my blue bar empty, which keeps me popping less attacks, which from there holds me back on killing effectively.
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Let's do a comparison. Let's look at a set that was changed a lot. Let's say... Energy Assault. Before you had:
Power Bolt: 5.2 cost, 1.0 damage scale
Bone Smasher: 8.528 cost, 1.64 damage scale
Power Push: 8.528 cost, 0.4 damage scale
Power Blast: 6.864 cost, 1.32 damage scale
Whirling Hands: 13 cost, 1.0 damage scale
Total Focus: 18.511999 cost, 3.56 damage scale
Sniper Blast: 14.352 cost, 2.76 damage scale
Power Burst: 10.4 cost, 2.12 damage scale
Total: 92.855999 cost, 13.8 scale damage
Now you have:
Power Bolt: 6.86 cost, 1.32 scale damage
Bone Smasher: 10.2 cost, 1.96 scale damage
Power Push: 8.528 cost, 1.64 scale damage
Power Blast: 10.2 cost, 1.96 scale damage
Whirling Hands: 18.51 cost, 1.1 scale damage
Total Focus: 20.18 cost, 3.88 scale damage
Sniper Blast: 18.51 cost, 3.56 scale damage
Power Burst: 13.5 cost, 2.6 scale damage
Total: 106.488 cost, 18.02 scale damage
~92.86 endurance to ~106.49 endurance is an increase of a little under 15%. 13.80 scale damage to 18.02 scale damage is an increase of a little over 30%. That's based JUST on the damage scale changes to the powersets themselves and IGNORES the changes to Dominator scale damage, which were in the neighbourhood of a 50% increase. For a more in-depth study, let's look at the numbers separately.
Old Energy Assault has:
Ranged: 37.856 cost, 7.6 scale damage
Melee: 40.039999 cost, 6.2 scale damage
At level 50, the current Dominator ranged damage mod is -36.147, so that's a sum total of -274.7172 ranged damage for 37.856 endurance. At level 50, the current Dominator melee damage mod is -41.708, so that's a sum total of -258,5896 ranged damage for ~40.039 endurance, or a sum total of -533.3068 damage for ~92.86 endurance. With enhancements - call it 94.993%, or 3 even level SOs for good measure - that's ~-1039,91.
New Energy Assault has:
Ranged: 57.598 cost, 11.08 scale damage
Melee: 48,89 cost, 6,94 scale damage
Damage mods aren't as straightforward. Based off AT mods, damage mods are calculated as BaseDmg - [ BaseDmg * LvlMod * ( 1 - AT_Mod ) ]. At level 50, LvlMod is 1.0 and BaseDmg is -55.6102. So at a ranged damage mod of 0.95, Dominator new ranged damage at 50 would be:
-55.6102 - (-55.6102(1-0.95)) = -55.6102 - (-55.6102*0.05) = -55.6102 + 2.78051 = -52.82969
Dominator new melee damage at 50 would be -55.6102 - (-55.6102*(1-1.05)) = -55.6102 -(-55.6102*(-0.05)) = -55.6102 - 2.78051 = -58.39071
With these mods, new Dominator total ranged damage at 50 is -585.3529652 and new Dominator total melee damage at 50 is -405.2315274, or a total of -990.5844926 unenhanced. Enhanced at the same level as above - 94.993% - that's a total of ~-1931,57.
Let me lay down the numbers for you:
Old Dominators:
92.86 cost to -1039,91 damage
New Dominators:
106.49 cost to -1931,57 damage
A cursory examination of this shows that for a less than 15% increase in cost, damage has increased by 85%. Even allowing for endurance wasted to overkill, there is still no way old Dominatiors were more efficient.
BUT WAIT! I left out Domination! Surely old permadom Dominators were more efficient than new Dominators whose Domination doesn't give a damage buff at all. Well, let's have a look see.
New Dominator damage remains unchanged at -1931,57. For old Dominator damage under the effects of Domination (a 75% damage buff for 90 seconds), we'll have to go back to unenhanced damage, which was -533.3068. We need to improve that by the sum of enhancements, which is 94.993%, added together with the damage buff from Domination, which is 75%, for a total of 169.993%. Total damage then becomes ~-1439,90. Hmm... Is it me, or is that somewhat less than (as an absolute value) than -1931,57? Granted, not by as much, but still by a little over 34%. So that's a 15% endurance cost increase for a 34% damage increase over PERMADOM, and an 85% damage increase over plain old Dominators. That is NOT less efficient.
I did not take recharge time into consideration for the simple fact that, outside of simple burst damage, it doesn't really play a factor in efficiency. It DOES play a role in determining how FAST you go through your endurance, but does not affect how WELL you use it. Yes, new Dominators expend endurance faster. Kind of, if you let rip with all of your powers. However, they also kill faster. But on a pure comparison of damage dealt to endurance expended doing so, new Dominators are actually significantly more efficient than old PermaDoms, and SIGNIFICANTLY more efficient than NonPermaDoms at zero cost of investment.
I fail to see how that's worse.
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Just from the first sentence it is obvious you weren't reading my posts, so I didn't bother reading yours. I never said energy assault anywhere. Also Energy Assault was one of the lightest hit. -
Good morning, what's your bid?
Cactus
Cactus
Cactus
Cactus
Cactus
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Cactus -
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This is no illusion, my Dom is a level 50 Plant/Fire, he is slotted with Genric level 50 IOs and has even worse end issues on test than on live. His recharge isn't as good and he seems to be killing just as effectively except with end issue while some of the fire powers not up as much.
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It's not an illusion, but it is also not a direct result of the changes. To a great extent, it's the effect of player perception causing players to do MORE than they used to, and thus use up more endurance. That, and the increased overkill from bigger attacks are the greatest contributing factors.
To my eyes, what counts the most is that Dominators are now awesome without Domination. I can't say what effect the changes will have on permadom Dominators, but then the stated aim of the changes was to improve regular-play Dominatiors without affecting permadom Dominators too much. Which kind is yours?
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PFFT!
Now you need permadom more than ever for the end drain! I never had permadom on my Dom but now it seems like I will have to get it to perform as well as I do on live.
I'm popping [u]less[u] attacks, have [u]more[u] end drain, and killing [u]less[u] efficient as I was before. Popping less attacks but I have just as much to more end drain and it is keeping my blue bar empty, which keeps me popping less attacks, which from there holds me back on killing effectively.
It is a chain of cause and effect. -
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It's a solid buff. The only thing that really got nerfed was psionic shockwave, which needed to be nerfed. The entire rest of the set got buffed to make it viable.
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I see it as a nerf, my Dom on live has end problems and now they have buffed my damage but made my end problem even worse and tacked on recharge to totally screw it up.
I'd take damage problems over endurance and recharge problems any day. I can play a toon that doesn't dish out a lot damage, but a toon that doesn't even have the endurance to activate the powers and the recharge to keep the powers up? No thanks.
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This is wholly an issue of perception. Endurance costs went up for the most part only with increases in damage which are on top of the AT modifier buff. Mobs die much quicker on test, one-two shots instead of three-four.
As for recharge, I've always had the problem with Doms that they get too many attacks. Low recharge (esp 4> recharge attacks) attacks typically becomes wastes of time.
Except for the tip top of top tier builds, I see nothing but buffs. PSW is still a good power. Saying it's been gutted is hyperbole.
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This is no illusion, my Dom is a level 50 Plant/Fire, he is slotted with Genric level 50 IOs and has even worse end issues on test than on live. His recharge isn't as good and he seems to be killing just as effectively except with end issue while some of the fire powers not up as much. -
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It's a solid buff. The only thing that really got nerfed was psionic shockwave, which needed to be nerfed. The entire rest of the set got buffed to make it viable.
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I see it as a nerf, my Dom on live has end problems and now they have buffed my damage but made my end problem even worse and tacked on recharge to totally screw it up.
I'd take damage problems over endurance and recharge problems any day. I can play a toon that doesn't dish out a lot damage, but a toon that doesn't even have the endurance to activate the powers and the recharge to keep the powers up? No thanks. -
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I personally don't like the changes, it makes the toon easier you level from 1-50, but if it is already 50 it seems to be borking it.
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I don't understand, wouldn't an easier time leveling indicate that you were buffed? How would you then be borked at 50? I don't get it.
Not a big Dominator player - I don't really have a dog in this fight - but what about the change do you think does this?
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Well I said that in my personal experience, there are only about 4 powers from each of the secondaries I would take and it looks like those 4 got more of a nerf than a buff.
Personally I'd rather do crappy damage than have an end and recharge problem.
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I'm just curious, i play quite a few dominators, but none of them are level 50, and none have pema dom, but whats the general idea about the new Dom changes in i15...
is it....1. Great Buffage with a few nerfs or 2. OMG loadsa powers have been nerfed with this new Buff.
Just a question, as I never have the time..or inclination, to play on test.
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From what I understand, the buffs have been paid for heavily by drastically increased recharge times and endurance-costs. Psy Shockwave has been completely gutted; thank you God I don't have a /psi Dom. I'd be furious.
This is just me, speaking as someone with a level 50 Dom under my belt: I thought Doms needed a damage buff badly. What I don't get is why they had to pay for that with this other stuff... Doms will still be an under-performing AT. What has basically happened is that they have shifted the under-performance from Damage to Rech. and END: the AT as a whole is still just as situationally bad compared to other ATs.
Buffing Dom damage while leaving everything else alone might have gotten more players to consider playing one. As it stands now, looks like even fewer people than before will be playing them.
Yay for "buffs," I guess.I play a Mind/energy Dom and I can tell you that from my experience on Test, the END issues she has now are straight out of the pit of Hell, and yes she does have Stamina. Its like I'm still a Dom... but now have the END. issues of a Brute. If this stays unchanged on Live I will be shelving this character for the foreseeable future.
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I like how you put it, pretty much now instead of needing Permadom to do good damage, you'll need it to keep your end and recharge under control, the recharge part coming from all the global recharge you'll need to get Permadom in the first place. -
I hear that it isn't as bad as the numbers look, some people on test said overall it is better some say it is borking their toons bad enough they quit the game. (in fact I know a few people who did)
Though what is on test isn't final so there may be some tweaks after the feedback.
I personally don't like the changes, it makes the toon easier you level from 1-50, but if it is already 50 it seems to be borking it. I already neglect my Doms and I think these changes will just increase the neglect.
Purpled out doms will see it more as a nerf than anything but doms without perma dom might see this as more of a buff. -
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Free slots? Possibly.
12 more slots per server? No.
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Thing is, if they come out with some free slots for Going Rogue, seems like they kind of jibbed the people who already bought out their home servers, doesn't it?
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If I know anything about people who have 36 slots, it's that they actually want more, not a reason to hate having bought those original slots. If anything, adding more slots is the only way to be FAIR to those people. We have 18 ATs right now with specific powersets and combinations, with 36 slots. If we double that by allowing the ATs to cross sides, add more powersets, and possibly new ATs without giving them more slots to try them, that's pretty lame!
It's kind of like the free CoV thing. Knowing now that the odds are rather high that EVENTUALLY Going Rogue will be offered free like CoV was, will you wait the undefined amount of time (possibly 2 years+), or is buying it when it comes out worth it to you?
There will eventually be some people who try to twist it around because they feel they deserve the stuff for free, but you bought it because it was worth it to you. If you didn't think it was worthwhile, why did you buy it?
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Yeah I guess I could see that, I bought them all fast because the Altoholism got to me. Before then I had Champion's 12 slots filled, then just about every other server filled with toons which would get neglected. I just wanted to be able to tell myself I had a build, even though I'd never play it.
Since the increase I've actually been playing all these alternate builds I've wanted. I do have 11 50s, 10 on Champion and 1 on Virtue thanks to a level pact with a friend. But without the level pact I wouldn't have ventured beyond Champion.
I think maybe another slightly less supported option would be to be able to trade slots from one server for slots on another server. I'd be willing to trade all 12 on multiple servers to get more for Champion. -
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I thought the whole point of renaming the studio Paragon Studios instead of NCNC was to emphasize their commitment to City of Heroes? Seems odd to do that and then immediately start developing a new MMO, unless by "new" they mean a sequel or an expansion.
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You do realize that development studios tend to usually have more than one project running at a time right? I mean, look at Blizzard, Starcraft 2, Diablo 3, The WoWbeast's updates, and the "unnamed mmo" they've been working on....
Or how about Cryptic, the former owners of CoH..Star Trek, Champions, that new Neverwinter Nights one from the other day...
Development studios dont put all their eggs in one basket, its just not smart for them to do so...
Besides, the Paragon team has been expanding by leaps and bounds since that name change, and the reinvestment from NCsoft. They're hiring more people so they can manage running multiple projects...doesnt mean they're cutting into CoH, and the fact that they've announced a new boxed expansion just adds to the good outlook.
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I think what peterpeter meant was that he thought the same as I did that Paragon (like the city in the game) was supposed to be committed to the City of franchise. Blizzard does have a lot of projects but they still haven't taken and made a sub studio apart from themselves and named it after WoW.
Anyways to the OP, I think what that is talking about is Going Rogue, like City of Villains was a game apart from City of Heroes it could just as well be a game apart from CoH/V. -
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Free slots? Possibly.
12 more slots per server? No.
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Thing is, if they come out with some free slots for Going Rogue, seems like they kind of jibbed the people who already bought out their home servers, doesn't it?
I know I don't plan on using any extra server slots I get on any other server but Champion, and if they don't plan on come out with more I guess I'll be waiting for ever.