Great_Scott

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  1. Quote:
    Originally Posted by New Dawn View Post
    Absolute NO to changing Confront to anything else.
    You use Confront? What for? I'm curious since I've never seen or heard of anyone using it.
  2. Quote:
    Originally Posted by ClawsandEffect View Post
    Hmmmm, maybe there could be something here.

    Tanks and Brutes have a 5 target Taunt, because they are set up to hold agro.

    Stalkers have Placate, because they are set up to avoid agro.

    Scrappers aren't really designed to do either of those things as a primary function, as evidenced by the fact that only a few of their secondaries have a taunt aura in them.

    It's also true that Confront is the most universally skipped power out of all Scrapper primaries.

    How about a tweak to how Confront works? In it's current form it is just a single-target version of the Taunt that Tankers and Brutes have.
    This is a really good idea. Change Confront into a Mag-1 Fear with -Acc attached.

    Also, great arguments; I think Confront was skipped more than Stamina was taken (before the Inherent change to Fitness).
  3. Quote:
    Originally Posted by EvilGeko View Post
    There are always plenty of issues. This is one of the more specious forms of attack used on these boards. The premise is that whatever the poster is complaining about or asking for is so minor as not to be worth the devs time. But then that's a statement of preference.
    EvilGeko is correct. This would make for a good, non-power-enhancing change.

    EDIT: Of course, EvilGeko is always correct.
  4. Generally, I do factor in Inspirations only when a build is as good as it's going to get. At that point I decide what inspirations will be most useful and convert to those.

    Like other posters have noted, I see the Inspiration system as the no-opportunity-cost replacement for Armor set Tier-9/short duration emergency powers. As a result, I don't factor inspirations into what normal mission difficulty a character can handle; missions are made of spawns and spawns are all the same.

    If the difficulty is too high I'm waiting around for power recharge (more inspirations to drop). If my difficulty is just right I try not to use Inspirations at all unless I have undesirable ones taking up space in my tray.
  5. So, I have a Elec/Elec blaster duo, and was thinking I would respec into VS. Being that VS is a pseudopet, does it benefit from global buffs?

    Specifically, other pseudopets (Rain of Fire, Burn, Blizzard) benefit from Build Up and Aim. Does VS also benefit? If anyone knows it would be helpful.

    Thanks!
  6. Quote:
    Originally Posted by Arcanaville View Post
    There is no such equation, because tohit buffs would alter the relationship. And for that matter all Praetorians would act like they had +14% tohit, and also alter the equation.
    Really? That's too bad, it would make life easier for the many players that haven't read your posts.

    Quote:
    Originally Posted by Arcanaville View Post
    The idea was to make Def and Elu like a diversified portfolio. Def was stronger against low tohit, Elu was stronger against higher tohit, Elu dampened the wild swings of Def and Def prevented Elu from becoming impenetrable. In a sense, Elu would be defense invulnerable to tohit buffs and Def would be defense vulnerable to tohit buffs and we could craft the precise amount of protection we wanted by mixing the two.
    Thanks for the description; it helps clear up some things I've read. So a way to make FF more relevant would be for bubbles to grant +Elusivity, not +Defense. Of course, the core problem would remain - people with existing defensiveness can't use more.

    It would be good if there way to re-work the current scheme so that no one could self-cap against everything, but that's not really possible without wholesale changes. It's probably simpler to redesign +Defense buffs.
  7. It's a nice build, you got IH to be up 50% of the time. That's fairly impressive. But as a mission is one long stream of identical spawns I don't know if I'd set my difficulty by it.

    I also think that you would be better served by beefing up the +Defense a tad and not worrying quite as much about Recharge. IH should still be available whenever your Inspiration tray is empty and Recon is down.
  8. Quote:
    Originally Posted by Arcanaville View Post
    If you're actually still arguing against the Issue 7 critter accuracy changes, not only is that horse dead, but even when it was alive it was only mercy that prevented me from vaporizing it with nuclear weaponry, because the case for going back to unrestricted tohit scaling for critters is less than zero. It disappeared the day perma-elude disappeared, and even its memory was vaporized when SR was proliferated to Tankers, making the need to be able to tank higher ranks before level 32 cause the option to go back all but literally impossible.
    No, I'm not arguing against it. It's a shame that all +Defense buffs needed to die so that SO-using SR Scrappers could level well from 1-40 again. But you gave (good) reasons for that, and done is done. Even worse than done; the Super Sidekick system now keeps people from fighting anything purple enough to make high Defense relevant.

    Speaking of SR Scrappers... wait, aren't they suffering because they don't have layered defenses? Yes, they are. Hmm.

    I'm sure a equation exists to convert +Defense into percentages. For example, 1% +Defense means a same-level Boss will hit you 99% of the time, and 95% +Defense means that same-level Boss would hit you 5% of the time. (Yes, I'm aware that there is an inherent miss chance now, that would change under such a scheme). It's not adequately clear to me why this is a bad idea. But hey, it would result in a Regeneration buff, which is always good in my book.

    There are two unrelated problems: 1) +Defense goes from mildy helpful to reliable (as it can now get) in a 10% range, and 2) +Defense armors can't be more defensive than someone with another type of armor at the cap. Elusivity is a great answer for #2 but doesn't help power designers with #1.
  9. Quote:
    Originally Posted by Arcanaville View Post
    As mentioned by others, DDR only mitigates defense debuffs. The spirit of your proposal is one I lobbied for often off and on: use Elusivity to rebalance defense sets in the presence of higher tohit, and give it only to defense sets and sets that rely on defense in certain very specific ways.
    When did we last talk about this? Oh yes, that's right, at the end of Issue 6.

    The math didn't work then and it doesn't work now; not in a mechanical sense (barring FF Defenders, move along) but in a Human sense. Specifically, there isn't a big enough string of integers between 1 and 45 to make +Defense buffs understandable to the average player. Jiggering the equations to make the scale 1-100 would certaintly be nice. (It would also make for a monstrous Set IO nerf without changing those numbers at all.)

    If we still had overcapping we would have an advantage for +Defense-based sets... they have more +Defense than any IO set user could get together. As it is now, "more +Defense" is typically not useful. But that ship sailed long ago.

    As a completely separate argument, where are the +Resist set bonuses? They seem a bit thin on the ground. That would be a good way to help +Defense armor sets.
  10. Quote:
    Originally Posted by Father Xmas View Post
    AMD and CoH, playing driver compatibility craps since 2004.

    ... come on box cars ...
    So, exactly who do we scream at in AMD to get this resolved? I've been patient for seven years but now I can't take any more.

    Does anyone know much about the AMD Catalyst support structure?

    Now that Freedom is released and a lot (more) people are playing this isn't exactly an obscure game...
  11. Same issue here. Interestingly, there are two different Beta server options.

    On "Beta Server", I have no points and no way to get more.
    On "Beta VIP Server", I can't log in at all... on this VIP account... so, I don't know.

    Has anyone else been getting that?

    EDIT:

    Thanks for the info, Kheldarn! It looks like I missed a step - providing credit card info to "buy" points.

    The only remaining issue that I can find is that Titan Weapons isn't on the powerset list so it wouldn't be "purchasable".
  12. I tried /bugging this, but got a message back from Support saying Premium accounts don't get support... kind of strange.

    Anyway, when my Premium accounts buy Large Inspirations from the AE ticket store, Medium Inspirations are awarded instead. This doesn't happen with VIP accounts. Bug? Feature? Known Issue?

    If anyone knows that would be great!
    Thanks,
    -> Scott.
  13. Great_Scott

    Sad Sonics

    Quote:
    Originally Posted by Turbo_Ski View Post
    I would say Sonic, FF, and TA are all about on the same level, they all need help.

    TA needs flash arrow and PGA improved to be decent. Shoot maybe even combine them into a single power like how every other debuff set does.

    Both Sonic and FF need to replace the powers that almost no one ever takes with powers that better round out the set, such as a -Def/-Res field for FF.
    I'm struggling to understand how Sonic is as bad off as FF. Have you played a FF to 50? I have. Maybe I can explain with a question or two:

    1) What's the go-to Debuff in FF?
    2) What does FF add to a team when many players are already +Def soft-capped?
  14. Quote:
    Originally Posted by Deus_Otiosus View Post
    That was my exact experience, same build and all.

    It was actually my first character, now long abandoned.
    That's interesting, because I abandoned my Claws/Regen (my Head Start character) at 50 around I6 because it felt too weak. The only truly "set and forget" Defensive set in the game became anything but. I muddled along for a bit with the Fighting pool but eventually gave up.

    To make a long story short, if I'm clicking a defensive power (on a offensive character) that means something has gone so horribly wrong that I'm out of Inspirations.
  15. Your Inspiration tray. As a En/En I have other options, +Defense and Acrobatics makes for a iffy layered mez defense.

    But though I value Lucks more than Breakfrees I still heavily use my tray. I also second (third) the comment that Blasters are a little more difficult to play than other ATs, and this isn't a bad thing. Power has its cost.
  16. Bionut911, I more focussed on melee defense and melee attacks than most of the other builds. I might just be unlucky, but I keep having multiple enemies get into melee with me.

    The layered mitigation of Temp Invuln is nicer IMHO than a +Defense shield. On that note, does no one but me use Touch of Death? It's a pain to get all L40 recipes but the set bonuses are really nice...
  17. This is KP's current build. Not a Tank or anything, but plenty survivable. I'd hate to think of what it would cost nowadays, but it works... well. EDIT: my build wasn't quite right (that's my fault for relying on memory) -> The Live character has a Steadfast Protection +3% Defense in the single Force of Nature slot.

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  18. Quote:
    Originally Posted by Ultimus View Post
    I doubt that happens again. Its a click set now the days of pure +regeneration are gone. Mainly, one of the problems is either you are dead or unkillable.
    The Click-Heal set doesn't really change this. You have a survival line... the difference between a bit of extra +Regen and Recon is academic.


    Quote:
    Originally Posted by Ultimus View Post
    As a personal opinion, (and I have problems with this with other things too) I think its fairly boring. If all you have to do is stand there with no interaction on the user's part that will get boring fast.

    Imo, all defensive sets should have clicks and cooldowns to be used strategically and at times.
    I understand your opinion but I don't find it compelling. WP and SR are both very much set-and-forget; I don't see an intrinsic reason for Regeneration to be fiddly. Historically it wasn't.

    Aside from that I find all of the click powers in my Primary and Pools keep me plenty busy. Note that I'm not an advocate of Active Play, though.

    Quote:
    Originally Posted by Ultimus View Post
    I even have a bit of a problem with how Mastermind pets function. They should be made a lot more survivable (All of them) but on the flip side they should be changed from "Fancy DOTs with unique graphics" to partial DOTs with abilities the user can directly interact with to attack with. IE, imagine if a pet had a stun, the pet would never use it on its own unless the user clicked the power.

    In essence, this could give the Mastermind more DPS similar to how someone that works an attack chain can have high DPS.
    Hmm. You should make a Zombie/Dark MM. I think you'll find that using the Secondary set well is almost an exact counterpart for your vision of Pet powers. I could be off base there though.

    I do know that proper pet positioning is a dark art and possibly the most fiddly thing in the game right now. I didn't originally believe that MM play was prone to optimization. A friend showed me that I was very wrong.
  19. Quote:
    Originally Posted by seebs View Post
    I am experimenting with dual-boxing; dark/mace tanker, emp/psy defender. The defender can contribute with /follow and occasional button pressing, and makes up for the tanker's key weaknesses quite well. We'll see.
    If you are interested in getting started with dual boxing, really, go with two identical Sonic/Sonic Defenders. The Defender boost to -Resistance effects means that your damage will match (slightly exceed) Corruptors, and I've found that dual-boxing is a lot less stressful if both toons are Ranged. Being at the +Resistance cap is a stress-reliever of its own.

    Specifically, you can toggle-bind two ranged attacks and have the secondary toon target through the first one.

    It's perfectly possible to make the "perfect team" characters but starting out I think it will be harder to coordinate them well. Think bubble sets (or pet sets) of various types, buffs not debuffs. I hope this helps!
  20. Quote:
    Originally Posted by Ultimus View Post
    No one took Reconstruction when IH was a toggle that was fully enhanceable.
    I don't take it right now. If you want a interesting look at the set, skip all of the click powers in the set (except Dull Pain). It's workable for soloing but really rough in a variety of situations.

    I don't really want the set to be buffed; I just want to play it as a +Regeneration set. Reducing IH by 75% is fine with me if it were a toggle again.
  21. I think you might be missing the forest for the trees. While a HoT would be both thematically appropriate and "look like Regeneration", I think that the main issue with the set is that it isn't one-dimensional enough.

    If it were more like SR in that +Regen was 75% or more of the sets mitigation all of the various arguments Re: Regeneration debuff resistance would need to be looked at again.

    Also, a side effect of that style of change would be Willpower losing its place as the +Regeneration defensive set. Which would be appropriate.
  22. Quote:
    Originally Posted by Twisted Toon View Post
    Doable without Stamina. In fact, +1 bosses are doable without Stamina. Maybe not 3 +1 bosses. I have managed 2 +1 bosses without Stamina. I can't say whether I would have needed Stamina on 3 +1 bosses. My health was more of the determining factor in that situation than my Endurance.
    I'm not sure what your (accurate) observation has to do with your earlier post. My quote is the developer's targeted balance goal for this game: 3 +1 minions should be a minor but meaningful challenge for a balanced character.

    So, any character not challenged by 3 +1 minions is literally overpowered. It's highly likely that every single character in the game over level 22 exceeds that standard. Which is one of the many reasons that balance discussions puzzle me. They fixate on one small drop in a big ocean.
  23. Quote:
    Originally Posted by Twisted Toon View Post
    I have felt that Stamina never should have been in this game in the first place.
    My only possible response to your post: "Three +1 Minions".
  24. Quote:
    Originally Posted by Twisted Toon View Post
    I was playing through that time as well. The Global Defense Adjustment and Enhancement Diversification were both badly needed for the game to be anywhere near balanced. A single hero, no matter what AT they are, should not be able to aggro an entire map at once and survive.

    Then again, I'm that odd-ball freak blah blah blah.
    Er... balanced? Now? Roll up a Mastermind.

    Fortunately, CoH is not and hasn't ever been balanced. "Balance" is what gets in the way of superhero simulation (software toy) which is the strong point of CoH.

    I'm not playing CoH as a game. If I was I'd be bored out of my Skuls.