EvilRyu

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  1. Quote:
    Originally Posted by Siergen View Post
    The only major "running away" behavior that I've seen since GR involves ambushes. Time after time, my buddies an I trigger an ambush, but just before they reach us, all but one of the enemies turns and runs away, presumable to their spawn point.
    This happens a ton on the ITF. I remember when all the ambushes used to come at you, but now 2/3rds of them run away before they even see you.
  2. Quote:
    Originally Posted by Grey Pilgrim View Post
    Would it break a boss/EB/AV to make them so they don't run from you? And still give up their aggro at some point? Because it's kind of lame when you're fighting this big bad guy and he runs from you. No matter how much you're beating on him, it's still lame.

    I dunno, if there were something more to the AI to make this running cool, I'd be all for it. As is, it just kind of happens: and sometimes when mobs are at full health and there isn't anything to justify it.
    I would have to say above all critters the number who runs away the most is the AV Diabolique. For the most part she just isnt beatable unless you trap her in the geometry of the map or you use an immobilize on her just so she cant run away. If you gonna fix it, at least start there with this AV.
  3. Quote:
    Originally Posted by dante102 View Post
    I have recently reactivated my account after, oh maybe a year of time off. The running away is 100% the thing that stands out the most to me. I had forgotten how bad it was, or if this is hightened.

    One thing I have noticed specifically are the Mook hitmen. They seem to be hands down the worst mob I come across that will run for really no reason. Its pretty much a guarantee they the hitman will run halfway across the map, even if you just shoot them once and try to corner pull or something. Extremely frustrating.
    These guys are buggy in alot of other ways too. I remember a few issues back I used confuse on them and they stay perma confuse for some reason, well beyond what the duration is. For epic lulz I confused all of them in a map. So with all the running around they normally do plus the perma confuse on them it was like watching a first person shooter with all the sniping going on.
  4. Quote:
    Originally Posted by Castle View Post
    Critters run away for one of two reasons: A power or script forces them to or their "grief" flag has been set to true.

    The Grief flag gets set to true when the enemy's morale breaks. Morale can break because a team mate died too quickly, or because they cannot attack their enemy effectively. So, if a group of softcapped players AoE nuke half a spawn down, the rest are pretty likely to run away -- a bunch of their team just died AND their odds of being able to retaliate are at minimal levels.

    I'm not saying there isn't a problem; I am giving you, the players, more information regarding how it works internally. You should also know that runners are a part of the game and eliminating that aspect of the game isn't really likely to happen.
    But it serves absolutely no purpose what so ever. Its just annoying as hell. Please change it. So what if we kill them too fast. Its not like that 1 critter is going to over come the players at any point in time. Either give this running away thing a purpose, such as calling for help or just take it out all together. Right now its just pissing players off for the most part. Its sad that a reviewer of the game makes the running away one of the high points of the video. Do you really want CoX to be known as the game with run away mobs? This thing would be totally different if it wasnt nearly ever other spawn. Right now its just too out of hand. I reported this issue like 3 years ago and its exponentially gotten worse.
  5. Quote:
    Originally Posted by Intrinsic View Post
    You know that Mind Link is a team buff, right? I'm just pointing this out because you may find yourself using it a lot on teams even when you personally don't need it.
    Definately gonna still work in mind link, I just dont want it to be a crutch that I depend on when I need to be soft capped. I would rather start off soft capped and use mind link to make up the difference if I am debuffed. True enough I can see it helping the team which I have no problem with its just I dont want to depend on it that much especially if I am solo.
  6. Seriously though its gotten way out of hand now on the running away thing. Its forcing me to use vet attacks on the runners every single spawn. This **** is getting really old now and needs to be addressed. On teams I make it a requirement to have a troller or dom that has some kind of slow or immobilize to keep the critters from running off. Its not like the running away thing serves any purpose that I could see. In other mmos the runners usually will aggro another spawn to you or something but this has never been implimented in CoX so why put this thru this run away crap.
  7. What I am trying to do is come up with a soft cap build for both widow and fortunata but without having to take alot of powers outside of what those powersets get. Price is pretty much no object since we have the new merits now. So what ever you can come up with is good. My main concern is that I want to kill as fast as possible and be soft cap without mind link. Mind link is there to fall back on if I get debuffed a ton. I was gonna go the perma mind link route at first but I wanted to skip hasten on this toon. I might have to rethink things on it. Also would tough and weave be a good idea for those final power picks since the epic pools suck ***?
  8. Quote:
    Originally Posted by StormSurvivor View Post
    Then go change your difficulty at a Noteriety-
    Oh yeah.

    I'm actually suprised these aren't in yet. The map markers were in a couple of weeks before public release, so I thought they would be in soon. I'm hoping that they're in before long. Ideally I'd like an AnnahBeldam as well, but they're not as critical.


    You're aware that PFF doesn't phase you or anything, right? Regular foes are capable of hitting you through it; it's just unlikely. Said AV is a tad more impressive than your average hellion.
    As far as I can tell I have yet to find a difficulty changing person in praetoria or pocket d. So please enlighten me as to where they are hiding at cuz I dont see em at all.
  9. OMG, why are you guys wussifying the praetorian mobs??? Its not like they were that hard to begin with. Seriously if anything the only thing that needed to be toned down is those hellified ambushes. That part is the only insane thing at the lower levels where players would have a harder time. Now due to the change melee characters will just get ranged to death instead of being able to engage them in melee where our defenses work best. So not liking these changes.
  10. EvilRyu

    Tip Drop Rate

    The whole system is annoying overall because of this. It makes it where low damage ATs are less likely to want to convert their characters unless a team is doing these. Personally I wont be doing this on any support ATs until they add a streak breaker. Its already too long of a process to have tips to be this way.
  11. Quote:
    Originally Posted by Blaksson View Post
    It all depends on what fits into your attack chain. Miladys_Knight said it first, and I'll elaborate.

    The point at which said AoE attack sits on your bar unused is the point at which it's too much. AoE vs. Single target, AoE has potential to do far more for less effort in any situation except vs. the single hard target. DPA and DPE are almost always better (when calculating for multiple targets), and at very high recharge, it's all about DPA and DPE.

    With that said, my Fire/Fire blaster has about 170% global recharge and I dropped Combustion and Burn because I never used them. At high recharge, Breath/Ball/FSC did the trick for upwards of +2 minions, and by the time FSC finishes going off, Breath is ready to go again.
    I am not for the melee blasters. Blasters just dont do enough damage in melee in my opinion for them to even go there. Considering how defenseless they are compared to other range classes in other MMOs blasters are like light years behind. Is there a similar AoE monster combo that can do all of this but at range?
  12. Quote:
    Originally Posted by magikwand View Post
    Does. Not. Compute.
    Too much AoE... error found.
    ^^^This!!!

    Speaking of which is the most aoe combo for a blaster
  13. I was just wondering if the badge hunter install pack was updated for GR yet?
  14. Quote:
    Originally Posted by Sarrate View Post
    Castle while you're looking at FoN, you may want to look at its (and Unstoppable's) Recovery boost. It's currently flagged as unenhanceable even though the power accepts End Mod enhancements. It's been this way since at least the Combat Attributes window was added, if not release.
    This and also strength of will needs to be checked for this.
  15. Quote:
    Originally Posted by Perfect_Pain View Post
    I cant send any emails to myself or my husband and we have never ever emailed anyone in game ever.
    WTH?
    Make sure your using global names not character names. If you are and its giving the same message I got then its the same issue.
  16. I hate to say it but the guy was spot on with the review. The whole enemies run away thing has so gotten out of control to the point where control ATs are almost required unless you want to chase everything. I end up inviting doms and trollers to just about every team I make now because its just too much to deal with. Seriously Castle or who ever dev has the ability to change critter AI will you please tone down the whole AI run away thing. Its stupid and its pointless since none of the npcs ever run away to get help. I could see if it was like other MMOs where one critter could aggro another spawn on you but this has never happened the entire time I have ever played CoX. What exactly is the purpose of them running away?
  17. It keeps saying you cant send 150 messages in a day and I never sent any where close to that. What gives?
  18. Same problem with 2 deleted toons on liberty. No other server is doing this.
  19. EvilRyu

    GR installer?

    thanks, just what I needed.
  20. EvilRyu

    GR installer?

    Is there a downloadable installer to install the game but have it give the GR startup screen instead of the CoH or CoV screen? If there is no installer what about a switch command to get the GR startup screen.
  21. EvilRyu

    Free X-Fers

    Also I am not able to delete characters. When I log back into that same server they are still there even though they were gone on the deletion
  22. Quote:
    Originally Posted by Nethergoat View Post
    the devastation merits wrought on supply at non-max level tells us there was no grand design philosophy at work, it was just another 'on the fly' market adjustment made by people who don't seem to understand the system very well.
    I had been asking Synapse for the longest to try to get them to allow level selection of the IO when its crafted so that the non-max level thing would not be an issue anymore. But I havent heard anything more recent. My guess is its going to take alot of players making a big stink about it for it to finally happen. Now that we can get pool c with alot less work this whole thing is even less of an issue. For me I want all my recipes at max level except procs and uniques. For those I want them at the lowest possible level due to how most of them got crazy exemplar rules on them. Rather than deal with that I just get them at the low level to be on the safe side. As a result I have put alot of higher or near max level procs and uniques on the market to be sold over the past 2 weeks.
  23. Quote:
    Originally Posted by Rodion View Post
    No, there's nothing like that coming down the pike. Many people have asked for it, and the constant rumble is likely why you thought you read something about it.

    With the ability to send yourself attachments from any character to any character coming in I18, it's less important. All you really need is one character in your solo SG, and you can move everything in and out of storage through email. Slightly painful, but you can do it.

    But if you need someone to help you invite your alts to your SG send me a PM and I can make a temp character on your server.
    I might have to take you up on your offer on this. I got a ton of alts I am moving around with the free transfers we are getting so I am starting several SGs. Been begging one of my friends to comeback to Cox, he is usually the one I share the SG bases with but I dont think he will come back. I will end up making these bases probably 1 week after GR launches.
  24. I am just glad they added this. This along with the ability to mail things to any character has pretty much ensured I will stay subbed till the servers close down. I dont have alot of time to play the game and it was taking way too long to fully IO out a character just using merits especially since alot of players only want to run news papers. I was so on the verge of quiting CoX till they announced this system. So long as they dont make any more changes to the timers on this to negatively impact it, I think its going to go well.
  25. All Blast sets, have them originate from a staff or some kind of wand similar to the black wand power we have in game. Maybe once we get staff melee in the game you could add this to the blast animations.

    Animations that still need work, energy melee and dark melee assassin strike animations. Needs to be something cool similar to the fists of annihalation that martial arts has. All powers that have the same animation as soul drain or twilight grasps. It just looks ugly. Also I wanted to know if one other type power customization could be added to war mace. Give us the option to use a guitar as a weapon. Whether its electirc guitar or not I dont care, I just want a guitar so I can be like El Kabong http://www.youtube.com/watch?v=AmemBa1HAzU