BrasswireBrush

Legend
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  1. [ QUOTE ]
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    sounds good .but i would like to see a personal storage box for cross sever influence and stored enhancement's. Like in Guild wars.

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    I'm guessing that the chance of a _cross-server_ item transfer are pretty much zero.

    Although a cross-server Hami-O swapping network would be amusing, I don't think the devs would see it as a feature...

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    I agree, the Devs dont like any sort of transferring things between your own characters.

    However since Positron has said that server switching is coming (with a fee), Im not sure how they're going to prevent it. Unless the fee is enough of a deterrent that they figure it will keep this kind of transferring to a minimum.
  2. [ QUOTE ]
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    no, the new threat is a new villain group. does anyone remember when the invention system was announced? well they described a new villain group, the bastion or batallion i think, which would be very resistant to normal damage powers but verry susceptible to crafted powers. mega-lame.

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    Was this Pre-I3? I don't remember this. BTW, Bastion = Citadel.


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    I vaguely remember that discussion. I believe Battalion was the name of the villain group.

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    as far as wings in i8, i would not be surprised if both the costume piece and the EAT were included, there would be too much of an uproar if it were otherwise.

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    According to interviewees who talked to Positron, when asked which EAT is gonna come out next, he said it was neither the Avilans or the BotBS.

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    And knowing this it seems Coralax is a fairly safe assumption for the next Epic AT after CoV Nictus.

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    nictus in i8, not surprising at all, i've thought about it for a while myself and while it would be cool to have i'd much rather see coralax or avians. i might want to see bloods if i knew more about them. and villainous khelds already exist in the pb and shade arcs. they con at boss level and can be seen as 'white dwarves' and 'bright novas'. check them out, fun stuff to brawl against. i would not be surprised if the nictus was a warshade who was not confined by moral boundries and could use it's soul extraction abilities on living enemies instead of dead ones. the evil khelds, or the 'warbringers'? if they exist, i can't see being any different than standard peacebringers and would make a lame EAT in my oppinion.

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    The BotBS interests me because of the whole egyptian theme. Based on Egyptian mythology, there are tons of possibilities, not to mention fantastical or mythological things I want to see alive in CoX. Shapeshifting, as far as I'm concerned, is most likely gonna involve totem animals or god-like animals.

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    Im really looking forward to them as well. The whole mythology angle is a neat one too. Im not up on the whole CoH historical canon, but it seems to me that if there exists a Well of the Furies that can give Statesman and Recluse the re-incarnated powers of the ancient Greek Gods, then it is at least reasonable to think that there might exist a similar place, tapping into a similar or the same source of magic as the Well of Furies, that could give someone the re-incarnated powers of the ancient Egyptian Gods.

    Either way, Im almost more interested in knowing what the story is the Devs are cooking up behind the scenes than in actually playing them or fighting them in the game.
  3. [ QUOTE ]
    I'm sorry but if the lowsey heals in the hospital is the way it's supposted to be in Recluse's Victory, I have to say I'm dissapointed. Any where else we get full heals. Except of course in bases where they only have the basic medical teleporter untill Sg earns the prestige & badge to build the improvements. I feel very strongly that Recluse's Victory should be the same as any other Standard hospital Teleport. If the developers are planning to make all hospitals like the ones in R.V. I'll be more then dissapointed. Debt is the most penalty we should get from death & having to go to hospital.

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    Actually I kind of like it for the pvp zones. So if you defeat someone they're actually out of the fight for 20s while they use Rest instead of hitting the hospital and being right back in the fight almost instantly.
  4. [ QUOTE ]
    So, are the psi-cops going to include an AV/Hero named Kinnison?



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    Please. And one named Bester would be great too.
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    How would an energy blaster knock you out of the sky if you were flying?

    Knockback just sends you backflipping while in flight. You have stun protection, so they can't drop you with Total Focus easily.

    Superjump has a slight disadvantage, but you only spend a few seconds in the air with SJ to be vulnerable.

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    Because every Blaster and their grandmother has Air Superiority (slotted for Accuracy too!). I should know )_)...(_(...so Mr. Energy Blaster (although I'd expect Elecs to do it more, since they are 100% Eng while Energy Blasters tend to be 60/40 or 80/20...nm, I take that back, the rest is S/L, so yeah, they'll do it just as much...) will just Fly (likely following you), use Air Superiority, watch you fall, and finish you off...I, for one, intend NOT to use this cheese, because my established modus operandi works better anyway.

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    I still dont get it. How is this different from anything else? No set has -Fly resistance that I am aware of so wouldnt this trick work on any Flyer? Knockback protection will not protect you from -Fly that I am aware of.
  6. [ QUOTE ]
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    the devs have already put contamineted in rv so the so called "waste ot the devs time" is put out of the way

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    *raises her hand at this point because she just can't help herself*

    <huge snipp>

    Basically no one -won- anything here...

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    Oh I wouldnt say no one won anything. Some of us are getting a very good laugh over seeing some people totally freak out about a completely meaningless badge.



    A certain subsection of the population asked for Isolator to be offered outside of Outbreak, "no matter how hard it is". Careful what you wish for, you just might get it.

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    *sigh* How many times do I have to state that I am -not- pro-Isolator in these threads?
    Why does everyone always respond to my constructive criticism as if it where the typical pro-Isolator whine?

    You may be having a very good laugh with the Devs getting away with piss-poor offerings to its player base - I’m not. If they are willing to stoop this low for the RV Isolator hack whose to say they won't try it again with something more important?

    I assumed the Devs would ultimately botch a 'fix' like this, that's why I never asked for Isolator outside of Outbreak. At least for me you are preaching to the choir - the idiot pro-Isolators allowed the Devs an opening to set a precedent that will let them get away with more stupid s*** in the future. At this point I could care less about Isolator - I'm just upset that other more significant future player requested items may now be handled in an equally thoughtless way and that's something none of us should be laughing at.

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    Nothing in my comment suggested that you were pro-Isolator so I dont know where you get that from. If you're referring to the "you" in the last sentence, it's a common proverb and is not specifically directed at you. If anyone it would be directed at the "certain subsection" referenced in the previous sentence.

    Anyway I, unlike you, dont see this as "botched" or "thoughtless" so any future predictions of doom dont apply as far as Im concerned. And whatever your opinion of this I happen to think that this qualifies as a rather unique situation and cant really imagine anything in future being handled in a similar manner.
  7. [ QUOTE ]
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    the devs have already put contamineted in rv so the so called "waste ot the devs time" is put out of the way

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    *raises her hand at this point because she just can't help herself*

    <huge snipp>

    Basically no one -won- anything here...

    [/ QUOTE ]

    Oh I wouldnt say no one won anything. Some of us are getting a very good laugh over seeing some people totally freak out about a completely meaningless badge.



    A certain subsection of the population asked for Isolator to be offered outside of Outbreak, "no matter how hard it is". Careful what you wish for, you just might get it.
  8. [ QUOTE ]
    Unless they specifically state that base buffs are not intended for PVP then the case LotD will present will try to establish the need for extended buff timers for high end play in both PVE and PVP. Afterall, there's little point to them in the low end of the game.

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    Positron
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    empowerment station buffs are currently set at 15 minute durations (far longer than any other non-toggle buff in the game). They are bestowed on you as soon as you craft them, and last 15 minutes from there. The idea is to have enough time to get you past that sticky part of a mission that was giving you trouble.

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    That's the quote I was basing my comments on. Does it specifically rule out pvp? Well no. But it says right there the idea of empowerment stations is to help with missions and missions are pve content.
  9. [ QUOTE ]
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    Oy veigh. Even after the costs were adjusted, these Empowerment buffs are a complete waste of time and Salvage. 2% movement buffs and 5% resistance buffs vs. 1 type of damage? That's not even noticeable. Maybe if they affected the entire SG there would be tactical uses for them, but come on, this is for 1 person. The buffs need a massive boost in power to be at all worthwhile.

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    Everything is based on this (time investment = reward).

    Simply put, from a PVP VG perspective base enhancements are not anywhere near rewarding enough to justify the time and expense needed to obtain and retain base buffs.

    To take over Siren's Call can sometimes take hours, and the same methodology applies to Recluse's Victory. Leaving every 15 minutes to rebuff effectively blows away your entire effort at trying to control the zone, and then you come back to start over at 0.

    To make it worth it and to jive with PVP, these base buffs need to be a minimum of 60 minutes but preferably 90 minutes. That way we could cycle team members in and out of the zones while keeping the momentum we have in the zone.

    The same thing applies to the high end PVE missions. These things can take 2+ hours, and what good to 15, 30, or 60 minute buffs do you then? Its just not worth the effort.

    I'm a firm believer in being honest to the devs in the most respectful manner possible. I believe if a dev puts the hard work and time into creating a new game feature, then they truly intend for that feature to be useful to us. I, along with others on this thread, have provided that feedback.

    To accomodate PVP and PVE playstyles at the high end these buffs need to last 90-120 minutes. These buffs really aren't needed for the quicker, easier missions and should be designed for the longer, harder high end missions/PVP goals.

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    Part of the reason the buffs are so short is that they *dont* want them to be used in PvP. That is the whole reason for the 15 min. timer according to Positron's earlier comments.

    As for PvE you may have a point but I dont think Ive ever been on a single mission that was 2+ hours (well Atta maybe but that's not really high-end). A Task Force sure, but not a single mission.

    The cost and strength of the buffs may need adjusting (5% seems ridiculously low), but adjusting the time for pvp concern is the exact opposite of the Devs stated intentions for this device.
  10. [ QUOTE ]
    an update on what I said...
    I realized I didn't check out the level 2 buff station! There is a Resist End Drain power there. It costs 26 Power, 3 Hardware and 3 Prototype. Which I assume would be 8 Power, 1 Hardware, 1 Proto when the costs are corrected. Still, that's 10 salvage, 2 at medium level, for this resistance. Way too much.

    There's also a Disorient Resistance. This just drives home my comments about reactive vs pre-emptive. As was leared from inspiration, players just don't want to protect from these ahead of time. Also learned from inpirations (I thought) was that splitting the types of protection was a bad idea - we should get Mez protection in one place.

    I see no point to even test Cold or Energy resist, the tactical problems still exist as I described above.


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    On the reactive vs proactive argument, I think you're missing the Devs stated purpose for the stations. It's to give you a temporary buff to help you get by a particularly nasty mission in which you've just been killed. Since presumably you know what just killed you, and will be going right back to face it, it is for all intents a reactive buff.

    On the splitting mez protection thing, I think it's really just a way to protect from pvp abuse. If you could get total mez protection from one of these buffs then you can bet that every squishie who ever pvp'd would be hitting their base every 15 mins.

    As for the cost thing, Id have to look at the cost of the other buffs to say for sure, but considering how rare Endurance Drain resist is I dont think that sounds too expensive and basically turns any malta mission from a nightmare into a cakewalk.
  11. [ QUOTE ]
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    You're trying to tell us that a toggle locks people into certain powers, but it's fine that by not changing the power we would be locking people into SJ. Good logic.

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    No he's saying that you can't fix one problem by simultaneously opening up the exact same problem somewhere else. He didnt say it was fine, just that this is not the solution.

    People are miffed that they have to take Leaping or Flying to get Knockback protection. They dont like being locked into Hover or Leaping. You can't fix it by giving them a power with -fly and -jump which would effectively lock them *out* of Flying and Leaping and into Teleport.

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    It's a toggle, if you'd like to travel turn it off. As it is, if you want to stand up you take accro or hover/tp. With the toggle you can take any travel you want and avoid working up to accro.

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    But the reality is that turning it off is not always an option, and in those circumstances you wont be able to get up a curb without Teleport, ask any Stone Tanker. You're creating exactly the same situation that you're seeking to resolve, that of locking players into a specific travel power option.
  12. [ QUOTE ]
    Ok, I'm getting really tired of saying this, but if you plan on using the word "lag" in a post, know what it means. I have a helpful guide in my signature to let people know.

    LAG IS NOT LOW FRAMERATE! LAG IS PACKET LOSS DUE TO POOR INTERNET CONNECTION PERFORMANCE! ARGHHHGGGHGHGHG!

    Phew, glad I got that out of my system.

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    And y'know the thing that's either really great or really annoying depending on your point of view, is that if enough people use the wrong definition for long enough, they will eventually become right.
  13. [ QUOTE ]
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    the suggestion is that it only has the -jump and -fly, not the -speed

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    Two things...this would affect speed as you can't jump away...even if you don't have SJ or Combat Jumping. This would also lock people more into picking up a non-leaping and non-flying travel power which...is one of the main reasons people are miffed about the set to begin with. They don't want to get locked into Leaping Pool.

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    You're trying to tell us that a toggle locks people into certain powers, but it's fine that by not changing the power we would be locking people into SJ. Good logic.

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    No he's saying that you can't fix one problem by simultaneously opening up the exact same problem somewhere else. He didnt say it was fine, just that this is not the solution.

    People are miffed that they have to take Leaping or Flying to get Knockback protection. They dont like being locked into Hover or Leaping. You can't fix it by giving them a power with -fly and -jump which would effectively lock them *out* of Flying and Leaping and into Teleport.
  14. [ QUOTE ]
    This situation is kinda strange to me.
    I'm not sure what should be done about it.

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    You're right it is strange. But Im not sure it's altogether bad.

    As you pointed out, the base builder(s) can place a worktable when they need to create something and delete it when they're finished. And it prevents other SG members without the right permissions from wasting their salvage or the SGs prestige with created items.

    I like it from an efficiency standpoint, and I like that it takes me out of the difficult spot of having to delete an item someone else created and then explaining to them why I had to delete it. But I dont necessarily like that it makes the "base builder" role even a little more exclusive than it already was. Not sure if it's necessarily bad or good, there are both advantages and disadvantages to this setup and Im not really sure how I feel about it honestly.
  15. QUESTION, possible bug:

    Has anyone else tested the "Globe" symbol? Everytime I try to get the "Globe" symbol to appear it comes out as the "Biohazard" symbol on any of the new base items (wall banners, podium, table, etc.)

    (The Globe symbol is the one that shows the skeleton view of a globe, not the one which shows continents).

    Ive tested it with two different characters so if someone else could confirm or deny that would be great.
  16. [ QUOTE ]
    I only want to bring up this point. The base damage for the highest power for EM is Total Focus at 9.8889 not avalible till lvl 38. Superstrength has Knockout Blow with a base damage of 9.8889 as well. This is avalible at lvl 20. Now I suppose an issue can be made about different types of damage for those 2 powers (Total Focus has 2.7778 Damage in Smashing, and 7.1111 in Energy Damage. Knockout Blow has all it's damage in smashing.) The choice at least for me is simple, more power at 20. Instead of waiting for the same base at 38. JMO

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    Not quite. Energy Transfer is more damaging than both and is available at lvl 35.

    Plus you have the Build Up vs Rage issue to consider. Build Up is more dmg and more to-hit bonus, but over a much shorter period of time.

    So technically if you're only looking at one-time burst damage, Energy Melee has two attacks that are more powerful than anything in Superstrength. And then on top of that you have damage type to consider (energy vs smashing).
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    Actually Im pretty certain he's talking about Masterminds when he says "Defenders, Controllers, Corruptors and Dominators are NOT at the bottom of this list, by any stretch".

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    Why would he say this if Masterminds are *already* confirmed as getting a boost?

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    Because they dont have any data yet about how Masterminds do with the boost since it's not implemented yet?

    If currently Masterminds are on the bottom of the list then it would make sense that they would receive a boost, which they are. Until that boost goes live they are still on the bottom of the list. I could be off base but that's how I read it.
  18. [ QUOTE ]
    From Castle's post :

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    I think you're letting your ATist rhetoric blind you to the point that Castle's list strictly discusses solo PvP, which he explicitly qualifies. Furthermore, he goes on to vaguely suggest that PvP-performance hierarchy is wholly different on teams -- which is ostensibly what PvP is built around.

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    In team play, most AT's are within 30% of one another. The few exceptions should be looked at. Defenders, Controllers, Corruptors and Dominators are NOT at the bottom of this list, by any stretch.

    "Release the numbers" -- I can't. It really is proprietary info, and the generalities I'm providing are about as far as I can go.

    "OMG! He's nerfing EM!" -- Nope, at least not for I7.

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    Could it be that tankers are the exception that are going to be "looked at" in terms of PvP?

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    Actually Im pretty certain he's talking about Masterminds when he says "Defenders, Controllers, Corruptors and Dominators are NOT at the bottom of this list, by any stretch".

    By the same token he said last week that Stalkers were outperforming everyone else by huge amounts. Therefore they'll likely be "looked at" at some point and will probably get a little nerf bat love.

    Honestly Im not sure anything in his post is really referring to Tankers. I think we're probably pretty average performers in solo pvp on the whole. Not the kill experts that Stalkers, Scrappers, and Blasters are but able to stay alive alot longer and put out decent damage compared to most Defenders, Masterminds, Controllers, and Dominators.
  19. BrasswireBrush

    Placate Nerf

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    Ok I am going to say it and I am going to be flamed.

    IT IS EACH AND EVERY SINGLE STALKERS FAULT THIS HAPPENED.

    I have been saying from beta if the stalker comunity sits back and let the people spewing propaganda about this AT with no voice of reason they would win. So you all set back and flamed me every time I said it and now its going to happen so thanks for letting uninformed BS spewing toolboxs distroy our AT because you were too busy flaming me when i told you this would happen.

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    It has nothing to do with people listening or not listening to you or whatever you're talking about. It also has nothing to do with people not understanding the AT or being confused about it's uber-ness.

    It has to do with what Castle said: Stalkers are *dominating* pvp in Bloody Bay and Siren's. Now I have no problem if they're more powerful than everyone else, they're supposed to be, that's the way they're built, but it's a matter of degree. According to Castle the numbers are beyond being horribly lopsided. And so an itty bitty little teeny weeny nerf (which this is) would not seem to be out of line.
  20. [ QUOTE ]
    And doesnt Seismic hit multiple targets that are close together or no? I could be wrong there.

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    Yes, you are wrong.

    Although the animation makes it look like it should be a small AoE, it is in fact a single target attack only.
  21. Howbout this for confusing. There's a low level story arc given by Mr Bocor, the one where you face Duke Modrogar, and in it you're supposed to recover a journal. Who wrote the journal? Good question. Over the course of four missions the person is referred to as:
    Padre Henri
    Padre Hardi
    Padre Hadri

    Rather confusing since there is also a Father Henri who plays a role in the history of the Isles. Same person? Possibly, but then why the Padre/Father switch. Father Henri is supposed to be french so I wouldnt think Padre is appropriate anyway. Very distracting and immersion breaking. Normally I think this is a great game, but that just had me shaking my head in embarrasment.
  22. [ QUOTE ]
    IF they add a way to get Isolator then i say they add and extra badge so people know you did the uber hard way, not just the kill 100 in the Tut.

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    Naw, I think if they wanted to add it it should look identical to the tutorial one. So you if got it the uber-hard-after-the-fact way no one would know. It's more fun that way. Besides, if they made it different then you would still need the one in the tutorial since technically they would not be the same badge.
  23. Edit: Y'know what, nevermind. You admitted you made a mistake and apologized to M_E. But please, continue to debate what I said, call me names, and make yourself look silly.
  24. [ QUOTE ]
    You came along and claimed you were soloing on Rugged without any acc enhancements...let's look at some of your statements:

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    My TA slots acc in acid arrow, and can't solo the second dificulty due to encountering bosses

    [/ QUOTE ] The second level of difficulty is the exact same level of mobs as the first....the spawns are bigger. So claiming the the "second diiculty[sic]" level bosses are a show stopper means the first level ones would be a show stopper, which means you are lying i.e. Making stuff up.


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    Mieux. The first level of difficulty doesnt even have bosses. The only bosses you will see on Heroic difficulty are hard-coded end of mission bosses. And even those function at the level of Lieutenants. Bosses do not spawn as random mobs on the first difficulty level. End of mission bosses are functionally Lieutenants in terms of dmg, hit points, mez resistance, etc. Don't accuse people of lying if you don't even know what you're talking about.
  25. [ QUOTE ]
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    The reason my TA/A defender can't solo anything but heroic is quite simple really. Since there's no freaking way I can actualy prevent damage other then ice arrow, a boss tears me apart. It's the small fact that Ice Arrow can't hold a boss ever. Against minions I can lessen damage enough that 3 or 4 enemies is survivable, barely.

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    I know exactly what you mean about ice arrow. Mine is 6 slotted (1 acc/3 recharge/2 hold duration) simply because there's no other way currently (until I get EMP, which is on a longish timer) to completely shut down a mob to keep him from hitting me. At least with this setup I can make a double application if necessary so as to hold a boss.

    My level 25 TA/A currently solos on the lowest setting as well, and as of now I wouldn't dare up the mission difficulty. Even taking on so much as 2 or 3 even cons at times can be hazardous, and I often find myself having to make speeding retreats so that I can rest up and continue the fight (he doesn't have the medicine pool- not yet anyway).

    I'm actually looking forward now to the coming buff to PGA. With a 50 to 66% chance to sleep, it'll be very much worth it to slot for sleep duration enhancements. Then it'll be a more useful tool to mitigate incoming damage.

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    I concur. In my original Trick Arrow build I did not take Ice Arrow because I didnt figure a single target hold with short duration and no damage would be as useful as some of the other AoE powers in the set. Well, that experiment failed miserably and I ended up having to reroll the character after eating pavement time after time after time while solo'ing. Tried a second time and took Ice Arrow and 6 slotted it. Now I can solo reasonably well at least.

    Still the safest method for solo'ing I find is to use Flash Arrow for the -perception, and then use pulling tactics. A bit on the slow side, but still faster than waiting for all my other powers to recharge all the time.