Coffin

Legend
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  1. NCSoft has my subscription history to look at.
    It should strongly imply that I'd continue to support Paragon City, given the chance.
  2. Hello citizens of Virtue!

    There was, at some obscure point in history, this thread right here on these forums about Virtue's B-listers.
    The non-celebs, the average heroes and the common villains.
    Lurkers woke up from their slumber and popped in to claim they should be C or D-listers at best.

    Well, I should probably be on Virtue's Z-list.

    Since the launch day I have spammed broadcast with you, laughed at VirtueUnited with you, admired the awesome characters you came up with on a daily basis, fought my way through missions gone bad with you, rolled new alts just to RP that crazy spontaneous idea with you.

    All of you.

    The creativity, attitude and interaction generated on this little corner of the internet where strangers shared their ideas and dreams with each other and learned to just go with the flow?
    Frak it, get your teary eyes on, I am going to miss all of you.

    This is my love letter to the best server community I have seen in any online game and a final call of sorts for all lurkers to pop in and /wave before ZE END.


    PS: Mindswipe, Mud and the Rogues Gallery. You are extra awesome.

    PPS: The ma/sr scrapper who teleported me to a ledge and handed me the remains of my dm/fa brute in seconds back in the day, yes you, that was awesome. Man.
  3. Coffin

    Scrapperlock

    A long time ago, a young scrapper on the boards asked whether he should fight from the front line or the rear line.
    The answer was "The only line the scrapper fights in is the line of fire.".

    Scrapperlock forever.
  4. Quote:
    Originally Posted by Arcanaville View Post
    That would seem to be impossible, since inherents post-date launch by a significant amount, and even then the first bunch were not really logical to slot: gauntlet, criticals, defiance, and containment.
    I am sure you could also see lots of room for speccing and customization in those inherents with a bit more of an open mind.

    Off the top of my head:
    For Gauntlet I could think of taunt AoE, duration and magnitude. Could work in Bruising enhancements into this to expand it.
    For Crits I could think of crit chance, crit damage, crit scaling, options could be separated into ranged/aoe and melee variants.
    For Defiance I could think of bonus stack chance, stack duration, boost amount. HP/DMG conversion rate for old Defiance. More room to put more game into this with the upcoming changes.
    Containment is more of a one trick pony but even that could be expanded with containment damage, crit mez chance and something more out there like aoe splash chance for the damage or mez effects.

    Keep in mind I mentioned redesigning the inherents to be slottable, so you would have more decisions to make as a player.
    I would have loved to see mez protection being made a slottable attribute for (at least melee) inherents as well as special enhancements made for each archetype's inherent power.
    The way I see things something like Fury could have been simply a slottable archetype enhancement for Tankers instead of an entirely not-new archetype.

    I never liked IOs and would have preferred a more elegant solution that would have been more in line with the simplicity and accessibility of CoH.
    Maybe too late for all that but I like to remember old ideas.
  5. Quote:
    Originally Posted by Garent View Post
    Do you actually mean removed or do you mean make everyone's modifiers the same? I don't advise the former since they're convenient ways to quickly proliferate powers from one archetype to another. I don't advise the latter because then you have tankers, scrappers, stalkers, and brutes being exactly the same except for inherents, which means that the brute is doing twice as much damage as everyone else.

    I should have phrased my point better.
    Let me say that archetype mods work against the point of power pools and remove diversity from the game instead of adding it.
    I would like to see AT mods not applied to power pools in any kind of revamp scenario.

    As for the other side of this topic where we talk about some archetypes being too similar without AT mods, let me point out that over time these mods got closer to each other already.
    This is a can of worms though and a whole big discussion that we should save for its own thread.
  6. Quote:
    Originally Posted by Arcanaville View Post
    You can't really do anything but concentrate the buff or spread it out, unless you want to start talking about lockouts and stack-prevention. And those have even worse public relations issues.
    That, or you could simply add your archetype-wide fix to the archetype inherent.

    Around CoH launch one of my suggestions was redesigning the AT inherents to be slottable with generic or special enhancements.
    I still stand by that one.
  7. Quote:
    Originally Posted by Garent View Post
    Blasters only take more attacks because their modifiers for everything else is abysmally low. Once the blaster changes hit beta, the first thing I'm suggesting are increases to specific blaster AT mods.



    This is what I was hoping for, and is what I'm going to be suggesting once these things hit beta.
    I would love to see the AT modifiers removed from the game.
  8. Quote:
    Originally Posted by Starsman View Post
    Ugh no! I'll take a single Dwarf Form that I can at least decide how to slot over a homogenized inherent.
    I understand the desire to customize and spec your new shiny toy, but then these enhancements are all about giving blasters some extra HPs over time to keep them going.
    Consider that this is going to be AT-wide, it's being pushed as a fix and we are not really getting a new power -just getting some non-enhanceable and some enhanceable hit points doled out over time in one way or the other- do you really want to see blasters pick the same powers every time like how melees pick their shields and mez prot?
  9. Quote:
    Originally Posted by JohnnyKilowatt View Post
    Now that I think about it, I've had tohit in the combat attribute monitor list on my main blaster for a while now. There are a lot of things in the game that debuff tohit. I'm not talking about the big, super noticeable ones like Circle of Thorns. Lots of little things that bounces tohit up and down by small amounts all the time. For example, New Dark Astoria is pretty much non-stop in small amounts, not enough to be all that noticeable in normal play, but with quick-snipes on the line it could be a really big deal.
    I think that's great because it opens up a new avenue for risk and reward in moment to moment combat, something CoH could really use.
  10. Quote:
    Originally Posted by Arcanaville View Post
    Speaking as someone who has championed build diversity for just about as long as I've been here, I'm pretty sure I got the point fine. But lets say for the sake of argument I missed it somehow. Having acknowledged that build diversity is important, my reply now is:

    You don't have to take it if you don't want to. Just like Regen scrappers don't have to take Integration. Conversely, if the buff is something the devs perceive to be necessary to improve the set, then if its spread out among many different powers only the players who take *all* of them will get the intended buff. Everyone else will not. That's often a worse problem.
    The survivability enhancements don't need to be spread out among several powers in every set.
    I think it would be best if the +regen / absorb / HoT was added to the Defiance inherent power like the SoA passive bonus in Conditioning.
  11. I am excited about the changes to snipes, T3 blasts and the possibility of less/faster gun twirling in DP/.
    The survivability additions are a good idea in general, but maybe their placement could be adjusted or more proliferated.

    Also, I really liked the tohit req for the fast snipes because it's very systemic and not as gimmicky as stacking marker buffs.
    A hero's tohit can be buffed and debuffed, can be affected by friends, foes, inspirations and character spec.
    This is cool.
    I also know that the CoH playerbase is used to stacking everything all the time and not very fond of situational powers.


    I have two /dev blasters (an archer and a beamer) so /dev getting some love is definitely something I look forward to.
    More specifically, these changes further develop the different playstyle /dev always offered, so that's great.

    What I fear though is that once other secondaries catch up via pool powers and IO slotting, /dev will be once again left behind.
    Also, fast snipes will surely be great but they don't help /dev's case against other secondaries when it comes to boosting AoE attacks with BU.

    One other issue I have with the changes is that the survivability enhancement for /dev going into Cloaking Device -Field Operative-.
    Forcing me to run a stealth power that hides my hero to keep my regen on is not fun.

    I would very much prefer to have the survivability bonus come in the form of a passive addition to the Defiance inherent
    (as passive +regen or hot or absorb shield) so it is:
    >> Available from lv1 on
    >> Players don't become forced to take the same power on every build
    >> And run it all the time

    I don't mean to rant against the changes as I welcome them, but activating the same click boost every minute to keep my survival going is annoying and staying cloaked forever to regen is the opposite of fun.

    Tanker, Brute, Scrapper and Stalker survival sets as well as shield buff sets and MM primaries show their age in design mindset.
    I never liked having to take multiple buffs that I just keep stacked with little to no gameplay to them (toggles and passives) and click buffs that I need to maintain every x seconds.
    I would rather not see blasters follow suit when there is new design work being done on the archetype.


    Looking forward to the test drive on all my ranged heroes, but of course mostly to the /dev blasters.
  12. The highlights from the Twitch TV stream:

    1. *Snipe changes affect other ranged archetypes as well.*
    Snipes skip the interruptable period when the hero has over 22% tohit bonus.
    Yellow inspirations, BU, Aim, Stacked Tactics in teams, or Targeting Drone from /dev help the Blaster use their snipe often in combat.
    Ranged power sets without a snipe might receive additional changes, this is dependant on the upcoming beta tests.

    2. *T3 blast changes affect other ranged archetypes as well.*
    T3 blasts are getting normalized to 80 ft. range.

    3. Secondaries except /mental are getting survivability enhancements added to existing powers.
    Examples are:
    /dev Cloaking Device becomes Field Operative, gives +regen.
    /dark Touch of Fear becomes Touch of Beyond, puts +regen and +recovery on the blaster.
    /fire Blazing Aura becomes Cauterizing Aura, works as a heal over time.
    /ice Chilling Embrace becomes Frigid Protection, periodically puts an absorb shield on the blaster (every 3 secs). Range is increased to 30 ft.
    /elec Lightning Clap becomes Force of Thunder, adds +regen and +recovery.
    /energy Conserve Power becomes Energize, adds more +regen.

    These powers do not need to hit enemies to apply their buffs to the hero.
    Players will not need to respec to receive the updates to these powers.

    4. No changes regarding Mez.
    Arbiter Hawk mentioned the possibility of adding mez suppression to NPC powers in the future to modernize the game.

    5. No changes to Nukes in i24.

    6. Dual Pistols might be getting faster animations.
  13. I wanted to see the stalker and /ea changes on a new hero, so I rolled a db/ea stalker.
    Just hit lv31 today. I took all db/ and /ea powers available up until this point.
    Have only basic IOs or SOs slotted, only pool powers are Teleport and Provoke.
    It's been a great journey so far.
    The new /ea feels so capable and robust, combined with the stalker update this db/ea feels like Scrapper 2.0.

    I use the stun aura from time to time, I dont keep it running permanently.
    It gets minions off my back when I need a bit more breathing room.

    By far, the biggest annoyance I find in the /ea set is the particle effect for Power Shield.
    The set feels that strong and versatile that I can complain about visuals for one toggle.

    I haven't tangled with psychic or toxic heavy mobs too much yet though.
    Hopefully Energize will help with those when I get to the later levels.
  14. I would suggest not playing /dark if you are giving brutes a try. You'd probably have a better time with a powerset that has built in end tools.
  15. Yup, scrapper dark embrace No Fade option works fine, the brute one is sadly broken.

    Fairly easy to test out:

    1. Roll a lv1 /dark brute
    2. Pick No Fade of Pulse in power customization
    3. Once ingame, turn on dark embrace
    4. Observe that you are fading and pulsing like a champ
    5. Quit to character select

    6. Roll a lv1 /dark scrapper
    7. Pick No Fade or Pulse in power customization
    8. Once ingame, turn on dark embrace
    9. Observe that you are not fading or pulsing
    10. Enjoy being able to see your scrapper!
  16. If you want to feel brutish and like an active playstyle go for stone melee / fiery aura. Take hasten asap, throw in an endred into your heavy hitters and damage aura. Done.

    I have a super str / electric armor brute that feels like diet coke (yes even after footstomp) compared to the sm/fa.
  17. Quote:
    Originally Posted by Bill Z Bubba View Post

    I'm somewhat sure that the same occurs on the damage debuff, but I don't know how the purple patch affects damage debuffs.
    I remember reading in one of the guides that damage debuffs were the only debuffs not affected by the purple patch.

    It's been ages though; this is probably worth testing. *wanders away*
  18. Quote:
    Originally Posted by Golden_Girl_EU View Post
    I'm in it for the spandex, so no other NCSoft game would really interest me
    +1
  19. The new sounds are nice.
    After hearing the old ones for years though, the new footsteps freak me out a bit when I am running around.
  20. Coffin

    Earth/elec

    [ QUOTE ]
    Grav/Electric is a hard core, but ultimately very rewarding build.

    [/ QUOTE ]

    Hurm?

    I have been sitting on a grav/elec concept character for a while.
    Was thinking about leveling him up now with all the shiny buffs.
    Would you care to explain why it's a rewarding build?

    I mean, having a sing and a VS up at the same time would look nice, but I guess you meant something more than that.
  21. Coffin

    Damn you, i15...

    Hehe, haven't spoken Deutsch in eight years.
    Getting rusty.
  22. Coffin

    Damn you, i15...

    If my memory serves me right, you need the name to be one word, Flammenzauberin.
    Can also go with Zauberin der Flammen or Zauberin von Flammen as suggested above.

    I think Zauberin der Flammen sounds best.

    Edit: I had to go find this song. http://www.youtube.com/watch?v=PLgLO7Glmtc
    Subway to Sally - Herrin des Feuers (Lady of Fire)
    Now she has a theme song too.
  23. I think more people would complain.