GenericVillain

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  1. GenericVillain

    So, Demons?

    They've mentioned wanting to do demon summoning at least once before, probably more. It is something people want, but it doesn't have a cult following like Dual Pistols, so Posi mentioning it probably means they're working on it and it'll be out soon.
  2. Any idea what the before and after numbers are taking into account DR? My necro/storm MM was pretty scary in I13, wondering about I14 now.
  3. [ QUOTE ]
    Hurricane is def back to normal in this issue except a few things, hurricane can still be droped every 10 sec. Slows are still useless for storm since you wont be able to keep anyone under lighting storm long enough to do anything. Storm is still end heavy like a mother.

    So its definetly alot better now then in i13 but still a long shot from bieng as good as in pre i13 days

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    This has been puzzling me for awhile. I checked out the numbers on test and city of data and the patch notes and the hurricane -tohit debuff numbers haven't changed. It's still base -37.5% for defenders and -30% for controllers.

    So what exactly are you guys seeing here that I'm not?
  4. [ QUOTE ]
    O my good friend you are sadly mistaken, here is why.
    Blasters have little to no resist or defensive powers. The only means they have of surviving is there HP and there ability to refill it. ThatÂ’s it, there is no other way.

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    Read my post a little more closely, I'm saying you can hit the HP cap without that power. You can't get more hp than the cap, therefore the hp boost doesn't matter, only the heal.
  5. The HP boost doesn't matter on a blaster, you can get close enough to the cap with some simple IO slotting (about +15% if you want the cap)and accolades. The heal might I guess, since you could use it as another panic button.
  6. [ QUOTE ]
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    The ability to slot def/rech in Mind Link is not a bug. It was known throughout Beta and is working as intended, IIRC.

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    Honest, curious question here: If having recharge slotted in Mind Link is acceptable by the devs, why doesn't it just accept recharge enhancements directly?

    This leads to complicated and confusing scenarios like the one with the pets, where you can slot recharges into them and they get the benefit, but that's not working as intended so they change it.

    I don't want to wake up one day and find that my ML recharge time is fixed at 240 seconds when I worked to have it perma (and I'm rather squishy without it being perma, considering low HP, no RES, no heal).

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    Stuff like this is part of why people are upset. The dev team throws out stuff with no internal consistency.

    The went on the record saying it was ok to sneak rech into ML for f-sake, but apparently that is NOT ok in a different group of powers.

    I have no desire for ML to be nerfed at all, they should just change it to accept normal rech.

    A lack of consistency from them and decisions that make me question their thought processes just leave a bad taste.

    [/ QUOTE ] If they let Mind Link take normal recharge enhancements, it WOULD be nerfed. It was desinged to allow recharge buffs, and as a known side affect due to how the system works, franken-os would also work. The only way for them to block the multiaspect IO would be for them give it the SoW treatment - at which point hasten and other global recharge buff would not affect it.
    IIRC.

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    I find it hard to believe that the power is too powerful if allowed to use generic IOs but not if you use the more powerful set IOs.

    If they gave the power the SoW treatment, they'd set the uptime/downtime ratio to what they wanted like SoW and hardlock the recharge. So it'd likely be lower than it is now, sorta like SoW's recharge is lower than other tier 9s, but not perma.
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    But what about exemptions to this fix. Thats what most of us want to know about. We already know its possible for some exemptions because there have been reports that the defender lightning storm still behaves the same as on live as on test yet the controller/corrupter/mastermind version of the power is now uneffected by recharge. I do think at the very least if you are making the powers not take recharge any more and if they arent able to be targeted anyways then maybe you can up the damage or change the recharge itself. I just really hate for lightning storm to become worthless outside of boss/av fights.

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    Powers like Lightning Storm, Voltaic Sentinel and Auto Turret are precisely the powers that were targeted by this fix. Making exemptions for them would defeat the purpose, don't you think?

    [/ QUOTE ]

    Well at least I know where you guys stand on the issue.

    But I still ask that you reconsider. I was hardly breaking pve with a slotting up lightning storm, and the fact that lstorm is stationary in pvp should be enough of a setback.

    Voltaic Sentinal is undirectable too and the set's replacement for a tier 3 blast (which you can make fire faster with recharge slotting). Auto Turret I can't speak for.

    But if you won't do that, then could you at least make Lightning Storm mobile? And maybe make voltaic sentinal do more damage or cut the recharge down to simulate slotting.
  8. Electric/Thermal/Mu. Sapping > everything. Except for electric armor brutes.

    My Necro/Storm/Mace MM has never lost a duel as well though. But with -max run gone, I can't guarentee wins like I used to... smart play will beat him (although there are almost no good players left).
  9. My Necro/Storm Mastermind is pretty brutal still. I still floor people bad enough they can't hit me (but I've got a lich and a defense shield). Not nearly as good as he once was though. I'd probably be better off with like Necro/Poison or even Necro/Pain Dom, but I'm not about to level and IO another MM as I don't have the drive anymore.
  10. MMs are still fairly tanky but with the removal of -max run and addition of squishy resistances, no one should die to an MM ever. Except for maybe a poison MM.
  11. The one time I had prize money, I got a lot of people showing up too. It's a pretty good incentive
  12. I had been meaning to make a post here for awhile, stepping down as a fight night host. I've been pulled away from City of Heroes by various games, and I don't really find the new system very much fun.

    Are you planning on making this the successor of the fight nights (down to signing up and planning matches in advance and all that), or is it just sharing the name?
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    I concentrate on the MM and ignore the minions.

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    When I defeated masterminds, I did the exact opposite. I took out all the minions first and then went after the mastermind.

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    That's why I have challenge on my mastermind. If people get any funny ideas about killing my minions, I start spamming it.
  14. My necro/storm MM hasn't lost a duel yet, although I'm not saying it can't lose. I13 kind of destroyed my primary form of winning fights though... webnades + 2 -max runs used to movement floor almost everyone. Then my melee pets were on them like white on rice while I pushed them around with hurricane and dropped lstorms on them.

    Of course, storm mms still have some advantages in pvp, such as some rather nice stuns.
  15. [ QUOTE ]
    Fixed a bug that caused the +recharge components from Recharge Intensive Pet enhancements to carry over to the pet attack speed. These enhancement sets are designed to speed up the power's recharge time, not the pets' attacks.


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    Two things about this

    a) Why?? You can already boost the recharge of pet attacks through other sets like end mod. Why single out recharge intensive pets, the one set that sounds like it actually should do this?

    b) This fix also worries me because in my experience of testing this odd attribute of the IO system, either all the elements of a set apply to a pet power, or NONE of the elements apply. Meaning it's quite possible that slotting recharge intensive pet sets into pets will do absolutely nothing now.

    Real numbers lies about this element btw, so you can't rely on that for testing, you have to actually do field testing of some kind.
  16. Star Strider Forces Registry
    Name: Sister Pandora
    Global Contact: @GenericVillain
    Level of Classification: 50
    Origin: Magic
    Super Rank & Super Group: Last surviving member of Astral Prospect.
    Notes: Pandora is a retired villain who has helped out Vanguard in the past when not busy with other tasks. She will be more than happy to help deal with this latest threat.

    Star Strider Forces Registry
    Name: Black Start
    Global Contact: @GenericVillain
    Level of Classification: 50
    Origin: Magic
    Super Rank & Super Group: No Affiliates
    Notes: Yun is currently under the control of a malevelent ghost named Obayifo, but both beings have despise the Rikti and have expressed their desire to help with the imminent invasion.
  17. Hey guys, Joule just drew this super awesome picture of one of my alts. I'm posting it here in her thread so that you guys can see how awesome she is. This one is colored too.
    Shion Phoebe 2.0
  18. [ QUOTE ]
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    it's like they saw lolmelee, but want it to be LOLMELEE.

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    /e *ROFLCOPTERS in teh air where scrappers won't git meh anymore*

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    Hover is now top tier! Got mezzed by a drive by stun? It's okay, you are still 80 feet up in the air! And you can slowly float up!
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    3) Web Grenade is the power that is being replaced in Weapon Mastery.

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    For PvE, that's probably the power I'd wanna drop, but it's a fairly big blow to scrappers in pvp.

    I have a funny feeling web envelope is about to take the hit too though.

    Any chance you guys could reconsider this? -jump -fly is one of the games only counters to the legions of pvpers running around with SS/SJ and 3 slotted hurdle and cj.
  20. [ QUOTE ]


    So the MoG change was bad?

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    I saw people complain about it. Somehow.
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    The basic tack we took was "if the power is not being taken by the players, replace it with something that is." So, a number of formerly heroside only powers are now available on villainside, and a number of powers have been replaced by something we feel will be more useful in general.


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    Wait.

    Are you saying powers are being REMOVED from APPs/PPPs? D:

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    I wonder if this will be the end of Power Build Up? I believe Castle has mentioned in the past that he didn't like the way that power impacted balancing a lot of others.

    <Shoots PBU with a DOOOM Arrow just in case>

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    I don't think it's going away. I wouldn't be surprised if Power Boost ONLY affected Mezzes in pvp zones though. As in, no boosting defense, tohit, heals, etc.
  22. [ QUOTE ]
    The basic tack we took was "if the power is not being taken by the players, replace it with something that is." So, a number of formerly heroside only powers are now available on villainside, and a number of powers have been replaced by something we feel will be more useful in general.

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    I.e., a lot of pets are about to go away I bet. And probably much of leviathan. And I can't make educated gueses from there.

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    I'll be very interested in seeing the reactions to the new lists in Beta.

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    I'll adapt to whatever gets tossed at me, but I'm sure we both know that there's gonna be much wailing and gnashing of teeth, no matter how positive the changes are.
  23. Concerning Epics:
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    We looked at what players were picking more often and changed some powers completely and pruned some powers.

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    Now this scares me. I'm not making any new characters until I see these changes.
  24. Nothing new except for the hint of changes to pvp that are coming. But he used the term 'new systems' and not power balances or changes or anything like that. Which makes me curious indeed.
  25. Wow that's really awesome