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Posts
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Joined
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Yeah, I'm not a huge fan of blocking.
In CoH, in a really tough fight, I could load up on inspirations, get some tmeporary powers and think my way around the situation a bit. If I couldnt win, it didn't matter.
In Champs, it came down to trying again after a tricky boss, hoping they'd drop a green bottle (a health insp basically) when they got to one of their 1/3 health bars, and hoping that I blocked better. And often the XP was gated behing the boss fight, since mission complete bonuses were way bigger than the xp for defeating minions along the way.
I discovered some consumables I could craft later on, for heals and shields, but they weren't as effective as 4 small purples and going to town.
That said, the game was still fun. -
I've played Champions before, and it was pretty good. I have my gripes with it, and believe some of them may be fixed now, eg the newer Alert system covers the holes with PUG teaming and running out of missions to progress.
Its still probably twitchier than I like, with Blocking, and I really will miss inspirations, but its still a nice enough sandbox for realising super-characters.
The art style, fortunately, is at its worse when you're looking at your character's face, which is not most of the time. Dont turn around suddenly and you'll be OK
Its really nice to see the CO community extend this hand of friendship.
I'll definitely be giving them another go. -
I made a Champions character once who worked mainly via pets, a few years ago.
I had a fire breathing demon, a very Tron-looking robot/golem, and I think another pet as well, plus some buff powers to help them out.
Checking the wiki...
Arcane Sorcery - Ritual of Arcane Summoning - this was the "Tron Golem"?
I think each magic tree had a Ritual of Blah Blah summoning power, and the "Unbound Ritual" advantage let you summon it even with other pets. By default they're mutually exclusive.
Tyrannon's Familiar did something too, was it an Earth Golem type creature?
Anyway, I had three pets most of the time. Halfway there. I explained it all as just telepathic illusions
Then there were Attack Toys (uggh!) and Support Drones for the techy pet controller.
There were some direct controls that popped up, like "Attack this target" but I never mastered them. And it was a while ago like I said. -
Thats what gets me the most. The game was better than it had ever been, and looked like it was only going to improve in leaps and bounds.
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The support sets made this game for me.
My main and namesake was a Dominator, but I played plenty of Corrupters, Defenders and Controllers too, and loved having the ability to transform a team's performance by showing up.
I also loved having other supporters turn up to my teams. I ran PUGs frequently, and would count the support icons, and then check everyones info to see who did what, and often get a warm fuzzy feeling that we were about to kick ***.
I played on an Empath duo. Few people semed to get this, but I know how it rocked.
Thanks to everyone who helped me be super. -
I wont miss the number of fire/ice characters I didn't make because they had to use stupid looking swords to be effective.
And I wont miss the Eye of the Storm animation. I never played Staff after buying it because of that.
The game was highly polished, close to perfect. I'm really scraping the bottom of the barrel here, aren't I? -
I'll be playing.
I'll be living in the moment, more than I ever have.
I'll be burning all those Character Items that accumulated in my email account.
I'll be wearing the Wedding Band to do whatever mission I feel like.
I'll actually use those Signature Summons that I bought on a whim.
The game was always pointless, but nevertheless enjoyable. -
Whew! Snagged one, with a sneaky log in and copy-pasting during work.
I agree with Muon - I'm really happy to have one, but that wasn't fun. A time limited code that didn't get consumed but expired after 48 hours or something would have been nicer.
I will gain no pleasure from anyone else NOT having this particular aura.
Oh, and happy birthday, Mr Kirby. -
I'd never got a Brute to 50, I fixed that a couple of months ago.
She's now 50 (+2) and an absolute joy to play. The 40s whizzed by in an orgy of destruction.
I love playing a Brute, and love teaming with them.
Yay for Brutes! Your puny weapons only make them stronger! -
I've unlocked it on two characters whom I no longer play.
I'd love to be able to buy it for one of my newer characters - I looked at the requirements again the other day and decided not to bother.
I see a lot fewer of these than I used to. When I had my PW's going, it was not uncommon to see someone pop one in Talos Wentworths and have four or five people gather and use it. These days, I saw one last week and almost fainted.
Possibly its players in the same situation as me? They've made it once or twice on their mains back when it was new, and can't be bothered doing it again now they've moved on to new main characters?
I'd pay for it. It would be a slap of relief. -
You need to get to +300% recharge to perma PA
You have:
Hasten: 70%
Accelerated Metabolism: 30%
Enhancements in the power: 95%
You need 105% from set bonuses (which will make Hasten and AM perma, by the way).
LotGs (Up to 5) in either Invisibility power, Hover, Combat Jumping, Manouver or Vengeance. 5 of these = 37.5%
Basilisks Gaze (4 pieces) in Blind, Flash, Choking Cloud 3* 7.5 = 22.5%
Decimation (5) in Spectral Wounds 6.25%
Malaise's Illusions (5) in Deceive: 6.25%
Doctored wounds (5) in Radiant Aura 5%
Call to Arms/Expedient Reinf. (4 pieces) in Phantom Army and Phantasm: 2* 6.25%
That's 90%, we need to find about another 20% from somewhere. Two purple sets in your epics?
The Controler ATIO set (I forget its name) would also be handy.
If you're in a supergroup, dont forget the Base Empowerment Station. That can give you +20% for an hour while you're levelling in exchange for a few bits of common salvage.
I know you asked for concise, but here's the source of my info:
http://paragonwiki.com/wiki/Category...prove_Recharge -
Signed to removing this restriction.
Having to land to cast Stalagmites when all my other powers involved telekinetic "dont need to do anything more than gesture" animations always bugged me.
I wanted to hover through combat, but never did because my per-spawn opener forced me to land.
I'm guessing the bottle neck is partly due to the time required to make flying animations for all these powers. -
I'd definitely pay for alternate sound effects for some sets.
Street Justice could use a bit more "Oomph".
I'm considering using pink coloured Sonic Blast again for a telepathic character - being able to tweak the sound effects would be a nice bonus.
Beam Rifle gets a bit annoying sometimes. -
Yeah, in the long run Klaw's probably right.
A lot of the key powers come much later, and you wont be soft-capped to defence, but you're also packing heals, a To Hit/Dam debuff aura and whatever other mitigation you have in your secondary. Scourge and higher base damage is worth giving that extra safety up for.
So its probably worth toughing out the lower levels as a Corrupter if this is a long term project.
On the other hand, do many dedicated duos last well into the 40s? Mine have tended to fall apart round that level. -
So you think you'd be incapable of completing 5 hero tips?
Have you ever tried, or just counted powers in the set? -
You log on as an Empathy Defender.
The chat channels are all dead, and you really dont want to switch characters.
Do you think you have enough power to knock out 5 hero tips or radio missions on your own?
I would say that you do. And I'm not even resorting to the dirt cheap temporary powers at Wentworths here.
You can god-mode every 3 or 4 minutes with the two RA's, which is enough for most bosses. You can heal yourself, and your seocndary probably has some mitigation built in, like a hold or stun. You can carry insps and use them.
You wont solo like a SS/Fire Brute, but you can still solo. -
Yes it does.
Every time I Fortitude someone, or Adrenalin Boost them, the XP starts coming in faster. I find that quite rewarding.
If I play a Dark Melee character solo on x1, the Soul Drain will only hit 3 enemies most of the time, making it inferior to Build Up. Does that mean it needs fixing too? -
Dual Time Defenders are very powerful, almost up there with two Empaths. You can look forwards to...
+40% Defence from two slotted Farsights. Manouvers will make this soft-capped to everything.
+130% Recharge from two Chronoshifts (50% each) and mutual Temporal Selection (30%). Add Hasten and you're at +200% and all of this will be permanent.
+25% To Hit from double Farsight. (perma-insta-snipe in I24)
Passive regen and all the heals you could nned with that defence.
The one thing you dont get is mez protection. Unless you both take Stimulant from the Medicine pool.
Enjoy! -
Quote:Because its easier to solo than to find a team. You log on and go. Finding a team, or forming a dedicated duo or whatever, requires time, organisation etc. Why not have some powersets that reward players for that?This. I'm finding it hard to swallow the whole "they'd make themselves too powerful" argument when they can already make EVERYONE ELSE MORE POWERFUL then they would be when buffed.
Looked at the numbers for Parasitic Aura and a full group of enemies lately? Other AT's can already achieve incredible levels of power without external buffs.
Its an example of high power gated behind a restriction.
Just like nukes - large damage, but you can't use them every spawn. If you lift the restriction of the long recharge it becomes unbalanced. As it is it (or will be in I24), they reward players for finding or creating the right moment, or chasing recharge buffs.
Same with Soul Drain, Parasitic Aura etc. They rock if you risk a large group of enemies to fuel them, but you wouldn't just say "Oh why not let me get the full buff from one enemy" without it becoming unbalanced, would you? As it is it rewards the player for balancing risk and reward.
If you lift the restriction from Empathy needing a teammate to use their best buffs, that becomes unbalanced too. (For full-strength Empathy buffs at least.)
Surely you can see that? -
Quote:Go play two empaths with a friend, and then say thatOh no, a moderately survivable character with low HP, weak lethal damage, and no aggro control, crowd control, or debuffs that still falls on the low end of the contribution spectrum when it comes to most teams and leagues.
I've done it for 40 levels (after which it got too boring) and can show you the numbers that make the empaths two Super Reflex/Regen Scrappers. Surviviability is not an issue, believe me.
Do you just feel like it might be weak, or can you back up your opinion?
And what's "weak lethal damage" mean? -
I'll go Apex.
Its the one that feels like an actual two-parter JLA comic or similar.
The first mission is split into different fight scenes (Clockwork, Sewers, War Walker assault) each with their own character/style.
The second one is just epic. Battle Maiden dropped from the sky and knocked over a massive statue, radioactive swords falling everywhere. Its brilliant. And its insanely difficult, unlike running say Citadel at +0 and chatting about movies on the way through. -
Good post, Johnny.
I too really like the progress thats been made since I started playing. Tankers got their "Sunday Punch" powers beefed up - KO Blow, Clobber etc. Set bonuses let us make tough "squishies" and so on.
Temp powers were added so anyone can carry a bit of conventional weaponry if they want to.
While we're still bound to archetypes, we're not being pigeonholed into roles so much any more, and it looks like its going to keep getting better. -
That is true.
But, I'd argue that the first self-heal (the one we already have in those three sets) is the one that makes the big difference.
Being able to heal yourself at all makes a much bigger difference than being able to chain two heals together, especially when the first is on such a short cycle.
0 self heals - you have to wait, use rest or eat greens between groups if you took a beating.
1 self heal - you can quickly recover between groups and heal yourself in combat. Greens become in-combat emergency fodder.
2 self heals - you can survive a higher DPS than the 1 self heal case if you spam your animation time solely on healing.
I guess my general point is that the ally only buffs/heals cant just be given self-targetting without putting out inter-set balance, and that watered down buffs/heals for the user would be watered down so much as to make little difference. -
Quote:At the risk of repeating myself, this is already the case.I'd be perfectly happy if 50% of a single-target heal could be self-targeted.
The main healing sets with a single target heal (eg Heal Other) also have an aura heal that heals for half the amount (eg Healing Aura). The end cost is the same, so this is exactly the same to your character as targetting yourself with a half-effect Heal Other.
Empathy does, Thermal does, Pain Dom does.
Poison doesn't. Its a terrible set in need of fixing.
Storm doesn't. It gives you heaps of alternative self-mitigation, notably Hurricane, and isn't a heal-based set primarily. -
This is already the case.
An Empath can already buff and heal themselves (The 3 Aura powers), but not as well as they can to their allies.
Force Fields and Cold both give the user Defence buffs (Dispersion, Arctic Fog), but not as much as their allies (same plus Shields).
Sonic already gives the user Resistance buffs (Dispersion), but not as much as their allies (Dispersion and Shields).
Kinetics can speed boost themselves (Transference + Siphon Speed)
This already happens across the set as a whole, even if it doesn't happen on a power-by-power basis. Taking the Deflection Shield power doesn't boost your defence, but taking the Force Fields set does.