EvilRyu

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  1. Let me say this having done Ninja/Poison to 50. My advice dont do it. Its the hardest possible mastermind combination in the game next to Ninja/Trick Arrow. You dont get much aoe debuffing until the end of the set. Ninjas are already retarded as it is so your going to have all kinds of hell keeping them alive. Of all the things in your build I would get rid of the fighting pool. You have no business getting attacked as a mastermind anyways and when you do get stray aggro there is always bodyguard. I would change out the fight pool for the medicine pool so you will have the extra heal while your main heal is recharging. Even using full body guard with provoke is better than just taking tough/weave on a mastermind.
  2. Quote:
    Originally Posted by Zombie Man View Post
    [/LIST][/LIST]Which Dev is getting all bothered and upset that players find an alternative way to solve a problem?

    You know, in the comics, separating a foe from their power source is usually a winning tactic as much as destroying their power source.

    There's a pattern here. A bad one. Where other MMOs get applauded that encounters are not rigidly designed to be completed in only one way, CoH, which *used to* be like that is heading down the road of the egotistical Dungeon Master who forces players to find the *right way* or die.

    Rather than applauding player ingenuity in finding non-exploitive alternate solutions, they get punished.

    I find that reprehensible.

    For shame.
    This x 1000, all its going to do is make me take 6 days to get an incarnate slot unlocked instead of 3. I am never doing that mission with the 2 AVs in it ever again. Its too hard for those who dont have max resists or max defense. The trap door thing is just a huge waste of time more so than it is a challenge. Just gonna drop the misison to not have to deal with that crappy frustration of it all. If they are going to do all of this then why not make it into a TF itself? I been saying that since day 1 because as it stands now it does require a group for the more squishie folk who do not abuse inspirations.
  3. I have always wanted to play this set to 50 but having no real aoe control for 26 levels has always stopped me, also the retardely long cast time of propel that doesnt balance out for its damage. For how long that power takes to cast it should be equal in damage to energy transfer at the very least. In almost all cases the target is dead when on a team well before the power finishes being cast. Maybe when castle decides to finally fix this set and move wormhole to lvl 12 and get rid of dimension shift. I know there is the cottage rule and all but think of gravity as a cottage that has some severe building code violations that must be fixed or the cottage will get torned down.
  4. Quote:
    Originally Posted by Jade_Dragon View Post
    THIS, I believe, is what is WAI. Castle never said that it was his intention for Stalkers to do less damage than Scrappers overall.
    This I dont believe for one second. If it were really true Castle wouldnt be so scared to buff stalkers. Back in the recent beta I made the post about wanting stalker changes and he reposted his response in the live forums. For some reason the devs are seriously out of tune as to what the game problems actually are. He thought one of stalkers main problems was shared aggro on teams when actually thats like the very least of our concerns. I know in that thread pretty much everyone said that was the last thing stalker players worry about. Our issue is the lack of AoE and not having single target damage strong enough to warrant giving up said AoE and certain defensive powers.

    So unless we get a stalker revamp that either gives back all the missing powers or they raise stalker and blaster melee mods (yes blasters dont do enough damage to justify their squishieness too) to the point way above scrappers and give them the real build up instead of the watered down version all the other classes get, I dont see stalkers ever really benefiting the team. Some would aggro the stalker team crit buff fixed this but to me it made the problem even more noticeable. Stalker only really see a benefit if there is a melee heavy team, but if you already have melee damage why do you need a stalker in the first place? This is why I felt the buff should have been what the old sidekick range was so that stalkers could always benefit from it no matter the team composition and at the same time keep stalkers from wondering off from the team getting themselves kill.
  5. Quote:
    Originally Posted by FireWyvern View Post
    Not true. For some it's a buff.
    In my case it's a clear nerf.
    No idea what it will be for the OP.

    For those who could easily be at "max" fury before, you definitively lose damage now that the "max" is lower.
    This by far. My fury bar is alot lower. I never had issues building fury ever. I always had brawl or tier 1 on autofire. So having 90% fury was a constant thing. So for me its definately a nerf.
  6. Quote:
    Originally Posted by Golden Girl View Post
    I was expecting some stupidity about elitism when I19 launched, but this is from a totally unexpected angle
    I was expecting this too. But in a different way. I was expecting people to be asking if your geared just to do a TF or something kind of how it is in other MMOs. When the whole point of the instance is to get the gear?
  7. Quote:
    Originally Posted by Fritzy View Post
    Incarnate System: an insult to skilled players

    1. Using the RNG (Random Number Generator) to distribute Incarnate Shards puts them in the hands of undeserving players and can deny the shards to worthy players. Randomness should not be used to determine who obtains Incarnate boosts but should be rewarded to those who succesfully demonstrate mastery of their individual skills.

    Individual players need to have their skills tested before being rewarded with something as important as an Incarnate Shard. Using the same type RNG system as is used to determine the pick of real world lottery and slot machine numbers is an insult to the Incarnate System and the Incarnate characters. Skill, not luck, should determine who becomes an Incarnate.


    2. I am concerned about the lazy programming that we seem to be heading towards with the future of the Incarnate System. Indications are that the future holds nothing but Raids involving many players. This means that the programming staff only need to create a couple of new TF's for each Incarnate slot release and throw them out to the user base while letting the RNG determine who gets the good stuff and who doesn't. Skilled players not required.

    Look at the new content for Incarnates in issue 19. Two new difficult TF's...and that's it. Let the grind begin as these two TF's (and the others that give Incarnate rewards) are farmed over and over again by every type of PUG that can be assembled. Surely, the programming staff and management of this game can do better than that to weed out those deserving to be Incarnates from those not so worthy.


    3. The Incarnate System should be totally skill based throughout. There are multiple ways this could be implemented but I will suggest two:

    a. Create a huge arc wtih Ramiel as the primary contact where the rewards at the end of each mission is a Shard and the reward at the end of the arc is a Component. Each mission would fit with the Incarnate lore and would reveal more as the arc progresses. Missions could be done in teams or individually with equal rewards for a successful (not auto) completion. Arc could be repeated via Ourobouros.

    b. Create a large, related series of Shard missions that are offered randomly to level 50 players who have opened the Alpha slot. A similar system is already in game offering TIP missions and a Shard Mission system could be derived from that programming. Yes, it would take a lot of work to create quality missions but this game deserves to have that work done so that individual players have a fair chance to demonstrate their skills to the esteemed Incarnates like Statesman and Lord Recluse.

    4. RNG based rewards inevitably leads to incessant grinding which, most players will acknowledge, is the bane of any MMO game. Skilled players want content and massive amounts of meaningful content that provides them with a story line they can follow and be rewarded accordingly at the end for their diligence in completing it. Unskilled players just want the rewards without the thoughtful work and those players should not be Incarnates.

    5. The Incarnate System could and should be much more individually testing that what it is and seems to be headed for in future releases. As it is now, the laziest, most unskilled players can join a TF PUG and be rewarded richly while more highly skilled players receive far fewer rewards (or none at all). In the lore of comic super heroes, the lesser skilled pretenders fail while the more highly skilled ones succeed. Allowing the RNG to determine who moves forward and who lags behind runs counter to everthing super hero lore is based upon.

    Summary: Even with the first inteeration of the Incarnate System, the players deserve better and more than what has been done to this point. Allowing the RNG to control the system is an insult to the player base and to the Incarnate characters and lore. Change the thinking soon or risk the system crashing into disuse due its denial of skilled players the challenges and rewards they so richly deserve.
    Gawd Complex much???
  8. Quote:
    Originally Posted by Turgenev View Post
    Explain, "pack"? Badge-hunter and CIT both support Issue 19 badges, and Vidiotmaps has their map pack updated for Issue 19 as well, if that's what you're referencing.
    Ok long story short, at launch of going rogue I went to badge hunter .com to get the installer to update my maps. It had been ages since I been there and the links that I saw required a forum login. I applied for membership but my account never got activated for some reason. So I came to this forum to ask for help. Someone just posted the link to download it from another website. So now with issue 19 I am needing the updated installer again without having to go thru all the member login crap.
  9. Recharge and endurance reduction kind of get hit twice with dimenishing returns. One on how the formula for recharge and end reduction works and then ED. So even if your powers were fully slotted or you had other recharge some where else in the build you might not notice the alpha slot. As it stands now I would not be slotting for bonuses that you already get via inventions, maybe when they come out with rare and very rare you could go that route. Right now what I focus on what attribute I could go for that would allow me to move a single slot away from that power and still be ED capped with the alpha slot. So for defense or resistance base characters this means I dont have to fully slot passives or I can choose IO sets that dont have much recharge in them to get other bonuses.
  10. arctic are is really good with procs but thats just about it. -Recharge isnt that great when brawl can still be used. It kind of suffers from the same thing that sapping does until they created a real sapping set with electric control. So now they need to make it where with enough -recharge the powers never ever recharge period.
  11. So Arcanaville do you think tanks and brutes will get regen and if they do would IH be a toggle for them but lower strength? Or do you think they will go a totally different route?
  12. Well before the changes to unyielding we did have an actual weakness that you could never plug to psi. Yeah it was extremely noticable when your the only one on your team to die from psi damage.
  13. I think its better suited to take out resistance being used in the passives. If you normally 3 slot the passives you can drop it down to 2 instead gaining a few more slots. Thats what I plan to do. The whole overslotting for that extra little bit just isnt worth it especially if I end up using a tier 9 anyways.
  14. Any chance you can add incarnate stuff to this? Its kind of hard planning defense capping builds without it.
  15. I can only see one major thing thats got to change on this tf. Its the damn death patches of doom™. Make it where they can not spawn right at the exit from the building. Too many times our whole team gets insta-killed just leaving the roof. No Lrn2Dodge isnt going to help that because by the time you character can move your already dead. Maybe give exiting the door a 3 second untouchable state or something, because right now its extreme cheating with the npcs which is something I know alot of us didnt want anymore in the lvl 50 content. We get that enough with Statesman/Tyrant/Hero-1/M.Bison's 100% resistance to damage crap.
  16. Most of my scrappers are WP who never took fitness anyways so there wasnt much to swap out. For the SR scrappers this allows me to get the passives alot earlier for exemplaring. I am more so interested in how the extra power(s) can be used in conjuction with the alpha slot to make building for the soft cap or higher regeneration numbers easier.
  17. Only thing I want is mez protection in the toggles and for them to get rid of all the void/quantum thingies and then I will consider playing this AT to 50. Right now it doesnt do anything special that warrants the epic name and the back story itself is lame and not epic. Voids/quantums just get in the way of teaming because cysts can spawn in the worst of all possible spaces, like last room of a TF right next to an AV. The benefit khelds give the team in damage is countered and then some by the risk the team takes on with cysts and such. I say move voids/quantums/cysts to kheld only arcs and that kheld TF.
  18. Quote:
    Originally Posted by Arcanaville View Post
    They changed it a click only after trying a boat load of other things that I could have told them was doomed to fail. They did more to try to preserve toggle IH than I think was actually intelligent. That does not violate the cottage rule.

    I think every time someone improperly invokes the cottage rule, they should owe Castle a buck. He'd be a rich man now, and after my 10% cut I would be pretty well off myself.
    Well in either case if it wont get changed back then they will have to do something for when this set eventually makes it to brutes and tanks. There is no way based on regens numbers scaled for tanks that the set would be tankable. IH would have to be alot stronger and they would have to give some other form of resistance or defense in the set way before mog. This gives hope for regen but not to scrappers or stalkers.
  19. I wouldnt bother with invul or dark armor. Invul is way too squishie and dark armor is like having a perpetual asthma attack on player, by always needing cabs. I find WP gets more mileage or even SR. The only way Invul is doable is with alot of IO investment which I dont think is worth it in my opinion.
  20. Quote:
    Originally Posted by Acemace View Post
    Not this tank, I'm going for recharge off the bat on a lot of my tanks, to be reevaluated with the rest of the incarnate system rolling out.
    Thats a good plan. Alot of my powers are IOed out but recharge isnt the primary thing that they have so I am lacking quite a bit. On one build with alot of recharge I might eventually go with the resistance tree when they decide to unlock the rest of the tree.
  21. Quote:
    Originally Posted by MoonlyteShadow View Post
    the functionality of IH is just fine, but it's on just a slightly long recharge to be fully useful. I think if they actually brought it in line with dull pain it would be fine. So in that case, those that dump enough inf to perma DP, would be in essence able to perma IH with it, it's a far push for a hugh jump in survivability, but I think it should be do-able. Then those that feel the need for it to be a toggle could at least get it perma, and those who feel it's fine can use as is/when needed.

    But all in all the devs hate regen, and we will never see a buff for it ever. And before people claim that MoG was buffed when it was changed, No they completly redesigned the power so it wasn't such a gamble. I liked old MoG, I like New MoG, but I couldn't tell you which I like more.
    I prefered the old mog alot more. The day the changed it I deleted all my regens. Since IOs I have tried and failed numerous times to make one that is even remotely close to survivable as my WP scrapper. I tried building for HP, recharge and even more regen. But it just feels like a pointless battle to even try anymore because you die faster than you can click the powers. I am going to give it one last shot with the incarnate system. And if my regen still sucks after that then I dont know what else to do.
  22. Quote:
    Originally Posted by Werner View Post
    Change for the sake of change would piss me off, plain and simple. Regeneration as a set is fine. Yes, it's not the Regeneration some of us old timers remember, but I've long since made my peace with that. It now is what it is and what it is is fine. Yeah, I'd cope if Instant Healing was a toggle, but why? Nostalgia? As for random changes in some completely different direction, no. Seriously, no. Plus disallowed by the cottage rule.
    You mean like when they utterly dynamited the cottage with breaking the cottage rule when they changed it from a toggle to a click? To me changing it back would be them finally addressing their initial screw up.
  23. Quote:
    Originally Posted by Cheeze_Head View Post
    I'll keep it simple, would you accept a nerf to the amount of +regen Instant Healing provides, given it was changed back into a toggle? I'm not sure how significant of a nerf, but a nerf nonetheless.
    Yes in a heart beat. This set is so much harder to play than it used to be because of the unneeded toggle change in the first place. I would rather they came out and just added -regen to player attacks in pvp so that instant healing could be a toggle again. Its sad that in order to play regen you have to play WP instead.