BrandX

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  1. Quote:
    Originally Posted by Kron View Post
    So we all agree that the KD proc from Kinetic is useless?
    Now what should I drop for the LOTG set or are there powers worth the full set of 6? Only ever hear recommendations for 1,2 or 4 slotting LOTG.
    Well, I've used the proc a few times...4 slotting brawl like EvilGeko has, also on my FM/ELA Scrapper as a way to simulate super strength with the knockdowns.

    But normally? I skip them.
  2. Quote:
    Originally Posted by CBeet View Post
    Should Ninjitsu be ported to Scrapper, I would like to see both Blinding Powder and Smoke Flash replaced with more Scrappy powers and for a few powers to be moved up the list, and of course there'd need to be a replacement for Caltrops. Personally I think Blinding Powder and Smoke Flash are very there as support for the Stalker playstyle, as in they're calculated uses for the tactical fight to put it in the character's favour. Scrappers, in my mind, froth at the mouth and charge in like a dancer of death and beat the snot out of everything in sight, so my suggested replacements are more to compliment that kind of playstyle.

    Ninjas Reflexes
    Danger Senses
    Kuji-In Rin
    Silent Steps, a simple stealth toggle with some +defense
    Kuji-In Sha
    Of Body and Mind, auto +resistance to Smashing/Lethal, +resistance to Placate/Confuse/Taunt/Fear. Replaces Caltrops.
    Sudden Movements, a short-range targetted teleport which adds a brief +defense and invisibility, as well as increasing critical chance for the next attack, 90-120 second recharge. Replaces Smoke Flash
    Bolas, a ranged cone Knockdown, Immobilize, chance for hold, 3 targets maximum, 20-40 second recharge. Replaces Blinding Powder.
    Kuji-In Retsu

    Thoughts? I know I'd want one
    While something like Of Body and Mind has also been thought up by me as a replacement for Caltrops (it's an auto power so no new animation is needed), Id have to say no to replacing Smoke Flash and Blinding Power.

    The reason? Because it changes it to much from the Stalker version. Stalkers players may look at it and go, "But Stalker's should have those options instead"

    Now, Tankers may be thinking the same thing with Ice Bastion, but that's a different in the fact that Hibernate had to be replaced with something similar.

    I'd say just replace caltrops with the glue pellet idea, as it keeps to the intention of Caltops, but changes it just a bit as to be different and not just Caltrops with a new name.
  3. Quote:
    Originally Posted by Ultimus View Post
    Its cheaper to buy all the individuals pieces then it is to buy the set.

    Set costs 400 Points,

    Individual pieces are:

    ACC/DMG -- 50 points
    DAM/END -- 70 points
    DMG/RECH -- 85 Points
    DMG/END/RECH 113
    Knockdown Bonus -- 70

    Total cost 388...
    Even cheaper when you realize you don't need the KD Proc
  4. Quote:
    Originally Posted by Deus_Otiosus View Post
    This is coming from someone who isn't that concerned about RP reasons for using or not using X power.

    It would seem that its very hard to "pretend" you're a bad guy with the alignment system.

    The Villain and even some of the Rogue tip missions generally require you to really get your hands dirty.

    On top of that, you have to actually work for one of the patrons, and do all their dirty work for them.

    And lastly, you are basically doing all of this to obtain what is effectively "power" - which is the least heroic thing you can really do.

    It's a long stretch imo to write off all of that.


    Even if you could write all of that off, your actual reasoning of doing all of that for ultimately a good cause is really what at best a vigilante would do. For someone who really wants to be a "pure" hero, even that is a step across a moral line.


    While it doesn't help the OP, it seems to me that it would actually be easier (concept wise) to start out as a villain and be redeemed as opposed to a hero going villain and then turning around and going back to hero.


    That's just a non-RPers opinion. I usually have a general concept for my characters and whether they will need to go villain or not will be worked out from the start as part of the concept. (and that's about as far as my concepts go)
    Speaking as a RPer, I've had no problem saying "Totally OOC, just going redside to grab this power which will be thought of as part of the character and not some power taught by Ghost Widow or whatever patron"

    This isnt to say I havent RP'ed it either.

    I remember my Elec/Thermal villain (before the alignment system) who was more of a rogue (theif with hero tendencies) choosing patron just by the text for them...

    "Mako wants to see you..."

    "What?! Me?! Why?!" *gulp*

    And that was basically how I chose my patron for that one.
  5. Quote:
    Originally Posted by IzzySoft View Post
    I did! And was not really sure what those previous posters were talking about, so i didnt say too much!
    I still wish there wasnt as much KnockBack though.. in Human form!
    If I could I'd allow players to Slot KnockBack enhancements.. and Only Then would it Knock Back.. otherwise.. it would just KnockDown.. well, for the Humanform Footstop at least.
    Yeah, while I don't want AT/Powersets to change to KD, I fully admit it's the KB that keeps me not liking to play PBs. :/
  6. Quote:
    Originally Posted by IzzySoft View Post
    I dont know about you, but.. CoH is a great game and i've spent close to 7 years in it... and gotten great enjoyment! I feel kinda bad that I got to enjoy something sooo good and not really giving back to show my appreciation. So... once in a while... i purchase more character slots or whatever i think i want.. and I do it knowing that its going to secure CoH's future for a good few years longer. Or at least I hope it will!
    You can delete characters if you want, but... lets let the developers ballpark the time/effort involved themselves!

    This is the eventual AT, and as you can see.. even with VEAT', people will start asking for More VEAT Powers, More, More, More. They will eventually want most of the powers from some of the powersets added to a VEAT. And it wont just be one powerset.. Eventually it will be Most of the powersets! This new AT will Nip that need in the BUDDD!
    You paid them back by paying for the subcription
  7. For an MMO I never heard of, I find the idea of 65million registered accounts to be interresting.
  8. Quote:
    Originally Posted by _Force_ View Post
    I've got this totally rad idea that will fix the problem here!

    So for 8 days, just 8 days, pretend your character is actually you, a guy or girl sitting behind a computer trying to make his/her character better. (You can go on hide on said character if you'd like to hide from the "shame" of stepping out of character to make your build better, maybe even make a plain costume that looks like you!) And then, once you've got that covered you can proceed to do the tips/whatnot needed to get to redside (Obviously it's not your character doing this, he's on vacation in Mexico right?) Once you get to redside, do that patron arc, get the power and then do your tip missions to become a hero again.

    And then BAM, all the sudden your character comes back from vacation and WOW he found a shiny rock or whatever at the train station that gave him this cool power that makes him more powerful! It's crazy I know, I would have never guess something like the above was even imaginable. It's pure science fiction! Inconceivable!





    Obviously I'm not a role player, so take all that with a grain of salt if you must.

    Just sayin'
    It'll feel like less time going redside if one doesnt do the vigilante tip untill the next day.

    Get to vigilante alignment, get the ten alignment points filled up, and instead of doing the villain morality mission right away, wait till the next day.

    This allows you to play on the side you prefere. Then the next day, do the morality, and do 5 villain tips while speeding through the patron arcs.

    Next day you go rogue!
  9. BrandX

    Regen Help!

    Quote:
    Originally Posted by Werner View Post
    You want recharge, recharge, more recharge, and then some defense. Recharge itself can give you defense in the sense of making Moment of Glory and Shadow Meld (if you take it) come back faster.
    But how much is some defense? 22% to all positions enough?

    I find most try to softcap S/L or go the route of Blade sets for softcapped melee.
  10. BrandX

    Regen Help!

    I back to trying to trying to improve my Regen's survivability. Messing around with the build, and I can't help but wonder, how much defense do I need to work into the build?

    I would think it doesn't need to be softcapped, just enough to give it breathing room to click the heals or give them enough time to pop back up.

    Is this correct? Will giving all the +RCH I can be the better way to go for the best survival?
  11. Quote:
    Originally Posted by Arcanaville View Post
    And the reason why blasters should have less than full protection is? Because, and I'm totally serious here, Blasters are the only archetype which is defined to have to occasionally die to be seen as working as intended.

    Dominators get an entire control primary for damage mitigation but its not seen as extravagant for them to get mez protection - the real kind - in domination. It didn't seem extravagant for Widows to get it, and few thinks melee characters aren't entitled to full mez protection by divine right.

    Not that I'm specifically asking for mez protection per se, but rather mentioning that giving blasters melee attacks without careful consideration of how they are supposed to use them, said consideration being consistent with the consideration given to all other archetypes, is part of the general problem of blaster secondaries not having a specific purpose. You look at Ice Manipulation and you think, ok, well that might make sense. Ice Patch and melee attacks; seems logical. Then you look at Fire Manipulation and you think, ok, six PBAoEs and no damage mitigation: that's suicide for most players. And it probably is.
    Well, was Domination intended to be perma from the get go? I don't think it was. And without Perma Dom, they won't have full time mez protection.

    But something they could do for Blasters is give them inherent mez protection, test it of course to see if it makes a big difference, but enough mez protection that allows the first hit to not effect them and thusly requiring stacking by the enemies might change it up just enough.

    No idea really, just a thought.
  12. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I thought that was the poibnt fo Defiance 2.0? Give Blasters limited mez protection without giving them the full protection afforded to melee ATs.
    Only, at least imo, while an improvement is still kinda, meh. I can use Tier 1/2 from the Primary and Tier 1 from the Secondary.

    Might not be so bad on the Primary, but then, again imo, a lot of those tier 1's in the secondary are kinda set aside as only useful when mezzed and only because I have nothing else to use. The rest of the time, that tier 1 is left unused.

    Blaster Melee damage is another one I don't understand why they don't just up it to the same damage mod as the range. Doesn't really help Devices out much, but it's a different beast from most other Manipulation sets.
  13. Quote:
    Originally Posted by Amanita View Post
    I bought two complete LoTG sets for one of my alts, and before this weekend's out, I may pick up more for a couple of characters of mine who use WP as a secondary. I also grabbed one each of windfall and XP gain, those are useful when trying to level up another character.
    I wish Numina would go on sale, I've got lots of alts who would be all over that!
    Since you bought the LotG sets are they set to a minimum level of 30 or is that typo?
  14. Quote:
    Originally Posted by Dispari View Post
    I did mention the two ways of buffing archetypes a few pages ago. Stats and adding gimmicks.

    I do think that there's such a thing as too many gimmicks. If an AT becomes too gimmicky they can be too unwieldy and eventually be too conceptual and hard to balance. Adding extra gimmicks means extra variables and you can't always assign a value to them. So you can't balance them in a spreadsheet and trying to ascertain value from data mining people playing can be just as problematic.

    Stalkers are one of the most gimmicky ATs already. I do think they should be careful about adding more.
    My thought is that Assassin's Focus is a great idea.

    The problem is they have Criticals, they'll have Assassin's Focus and they'll have the Increased Chance to Critical with teammates around.

    One of the reasons I just like the idea of upping their crit chance to a flat amount, and giving them Assassin's Focus, and doing away with the Team adds to crits.

    That all said, I'd still want Stalkers to match if not beat out Scrappers/Brutes just a bit on the ST DPS.

    Being Kings of ST Burst isn't bad, but it doesn't help where needed saddly. :/ and it never has.
  15. Quote:
    Originally Posted by Deus_Otiosus View Post
    I'm disappointed too. I was hoping for things like the exorbitantly priced Enhancement trays and other consumables like the enhancement boosters to go on sale.

    Honestly, I thought more consumables across the board would go on sale.


    Seems like a missed opportunity for the paragon store.
    Hmmm...I wonder if the enhancement boosters went on sale, would I have bought them? Hmmm...

    But yeah, I was looking for more of the other stuff, I might have bought the Recipe and Salvage Storage Increase too if I saw them on sale.
  16. ...I was looking to see if there were anything being sold that I'd want to get, like an 80% off Enhancement Tray.

    Sadly, the extra Enhancement Tray's are not on sale.

    However, I did notice the Luck of the Gambler Set was on sale. But what struck me as odd was it's normally a 25-50 Set, but on the market it's a 30-50.

    Is that a typo on their part or does the store bought set limit itself to level 30?
  17. BrandX

    Spring Attack

    Loving the attack on my recently respeced DP/TIME.

    Both Spring Attack and Hail of Bullets have the same initial recharge, and in my build Spring Attack is just less than 2 seconds off in recharge.

    Spring Attack into the group and then release Hail of Bullets

    It does add to the clickie nature of /TIME tho, but damn if it wasn't fun and had me staying busy.
  18. Quote:
    Originally Posted by IzzySoft View Post
    I see. It still sound to me like you want more variety in the Existing VEAT's.. not so much to remake a whole new AT! Sure, animations can be added.. some powers can have 2 different animation styles. You want Dual Handed stances instead of the Grip the Rifle stance! Thats understandable! Hehe.. now i cant stop thinking how silly those MasterMind Minions look, standing still with dual pistols! hehe kinda just want to say to them "There There.. that stance suits u very well" then look to the side and roll my eyes!
    My idea is more of a way to pull off what I (and others) want and make it possible.

    I will disgaree that such a thing or what your suggesting is a waste of time in the creation department.

    Especially in the new market system. They could create it, give it to VIPs for free and have it be a puchasable AT for Preemies.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    Actually, you have me right there with you. Pretty much since the beginning of time, I've seen Placate as a very good power in potential, but at the same time a power which is entirely too hamstrung by the... "Cautious" balancing of Stalkers circa I6. I realise how strong the actual placate effect is (that is to say, the one which makes enemies unable to target you), and I'm more than convinced that's why the power's use is so limited by time and animation. However, Placate has the strong potential to be a GREAT help with scoring Hidden criticals, but that's prevented by two factors:

    1. Placate's recharge is very long. 60 seconds for all of ONE critical hit is beyond not worth it. Even if it offered a great DPA increase, it's still not worth much in terms of DPS because it's available so infrequently.

    2. Its animation time is ***, especially in comparison to WHEN it applies its Hidden status. Let's be realistic - all Placate has you do is wave your hand. How does that merit a 2s+ animation time? Since it only gives you Hidden status for ONE hit, making it this long is just a detriment in terms of DPA. Not only that, but the power applies your Hidden status to you at or near the start of its animation, meaning you could have that Hidden status broken by enemies attacking you before you're even done animating. That's just bad.

    Personally, I wonder if Placate shouldn't become two separate powers, with one being inherent. One would be JUST the "Don't attack me!" portion of Placate on a long recharge and one would be a means to regain your hide quickly. I've actually suggested changing Hide from a toggle to a click with a long duration (say 10 minutes) but a short recharge (say 20-30 seconds) that put you back into your Hidden status when you used it. That way, with slotting, you could drop a Hidden Critical on your enemies once every 10-15 seconds in combat without needing new powers for it.

    I fully realise that Placate + Attack is rarely that much better than just attacking, which is why I primarily use Placate as a survivability supplement tool, but that's what I want to improve by finding a better way to regain your Hidden status than even Placate. It's slow and infrequent.

    As for the Demoralisation aspect of Assassin's Strike... I'm thinking it could do more. At the very least, either have a longer Fear duration or a higher (absolute?) chance to inflict its fear component. The to-hit debuff is pretty handy for defence-based sets and it being unresistable is decent against AVs, but I've found the effect is too rare and lasts too short a time when I've used it.

    And, no, I would not in the slightest be opposed to the Assassination Critical hit for scale 9.0 damage



    I don't know what to say. I've seen Placate affect elite bosses, it just doesn't affect them for very long. And I'm really not trying to use it defensively so much as set up a Hidden Assassin's Strike, which tends to fail as often as it succeeds.

    ---

    Also: I know people have been talking about the changes being "too good" and talking about dialling them back, and while I disagree (at this point, I don't think anything can make Stalkers "too good"), I have to say that as long as I can use Assassin's Strike in combat without it being interrupted... I'm OK with anything else that happens to the power. NNNOOOOTHIIING in this game is so good as to be worth its interrupt time, with the possible exception of summons that I can do outside of combat, but even then that's just more trouble than it's worth. Out-of-combat powers like Mission Teleport, Rest and so forth I can see being interruptible, as that's actually a not all that a bad means of ensuring you're out of combat when you use them, but for actual combat powers? HELL NO!

    My primary concern is that I be able to use Assassin's Strike in combat. Everything else is secondary to that. I'd love to have the Assassin's Focus criticals, too, and I'd love to have Assassin's Strike from Hide be uninterruptible and hit harder, but what I really, really want the most is uninterruptible Assassin's Strike out of Hide. First and foremost.

    Second after that, I want a better way to regain my Hidden status. Exactly how this is achieved isn't important: Better Placate, different Hide, re-hiding on critical hit or enemy defeat, self-hiding every 8 seconds like I have POTD, whatever. The means, to me, isn't as important as the acknowledgement that we need better tools to help us hide.

    Probably third after that, I want to mess with Build Up and criticals in general.

    For Build Up, I honestly do want to see it ensure guaranteed criticals for 10 seconds, though I hear not all sets can benefit from that. At the very least, I want to see it provide a 100% damage buff, if not more. Or we can do it like Swap Ammo and have Build Up enable additional damage components in each power.

    For criticals, there is so much we could do... We could make critical hits from Hide do more damage, such as 150-200% base damage in addition to being guaranteed. We could have Hidden criticals apply status effects or debuffs. Or - and this is my favourite - we could have Hidden criticals still allow non-Hidden criticals to occur still, meaning if you're lucky, you can score a double critical from Hide. What this means is that, if you're lucky with Assassin's Strike, you could score your Assassination Critical AND score an extra 2.76 scale damage on top of that from Assassin's Strikes regular critical hit for some impressive, if fairly rare damage.

    Personally, I'd up Hidden criticals and increase the damage on the Assassination Critical to scale 9.0 as a first step to make Hide more relevant, then increase the damage of hidden criticals to 150% base, but leave the out-of-hide Criticals as they were officially suggested. Optionally, I'd allow Hidden attacks to score their Hidden critical AND score their unhidden critical on top of this if the random roll is favourable. But that's just me
    I never thought the changes where "to good" and they needed dialed back.

    The idea of gimmick on gimmick when it comes to their inherents just seems terrible, but maybe that's what makes them different?
  20. If they're getting rid of the fog, they should lift the fog in the original DA for a week sometime before it goes live!
  21. Quote:
    Originally Posted by JayboH View Post
    That's because they are. They did a VERY good job on the VEATs. I have always thought the inherent weakness to Kheldians gimmick should have been scrapped after ED hit.
    That's why I suggested the Gunslinger AT!

    It can copy the VEAT style of powers easily.
  22. Quote:
    Originally Posted by IzzySoft View Post
    > Keep the Dual Pistol animations we have now, combine it with various hand to hand moves from Street Justice and Martial Arts...

    Hmmm.... If we learned anything form the new Incarnate system, then you know those would not be allowed at the same time. Maybe.. Maybe.. there could be a Cooldown Period before you can switch from one tot he other!.. I dont think everyone will like a melee mixing too much with Ranged damage! Well, Kinetic Melee has how many ranged Damaging attacks? But what do I know anyways?
    That's why the idea is a new AT akin to Widows/Soldiers which have a mix of range and melee attacks and defense sets.

    As for combining the attacks, it would just mean having punches with the pistols in hand and no reason the pistols can't be in hand while performing a kick.
  23. My goal is simple. To obtain enough DPS to solo AVs before Incarnate abilities are a factor.

    How much does Time's -Regen from Time Crawl help in the DPS?

    Pistols - Executioner's Shot - Piercing Rounds - Repeat looks to be the best for DPS, but I'm not to sure it's possible.

    Replacing Pistols with Dual Wield is just a bit under it in DPS.

    Would love some help on this
  24. Quote:
    Originally Posted by Pitho View Post
    What was changed on life drain?
    It's now a worthwhile attack.
  25. Wouldn't a zone revamp for Terra Volta be more in line of getting rid of the Lost, as we went about curing them?

    As for Perez I'd rather not to see more "MAGI Vault has been robbed!" storylines myself.