Hearse

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  1. Hearse

    Bodyguard

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    I think Forcefields should be changed to resist damage instead of def simply bc that makes more sense. FFs should not make you more evasive to attacks they should just repel damage

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    I can see it either way, but I personally think of it as defense. Remember that defense prevents the shot from even landing, which could be represented by the deflection effect from a force field. Resistance means the hit lands, but some of the damage is absorbed, e.g. a flak vest.

    That thinking can also apply to many of the tanker powers: glacial and rock armor are defense because the blow never gets to your actual body, whereas the whole invulnerability set is mostly resists because the attacks are reaching your physical body. In short, high defense does not necessarily mean high agility. It simply means that something is preventing attacks from hitting the mark.
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    Oh great, this turned into an Accuracy whine thread, just like that.

    Want better accuracy? Stop fighting Rikti, Council, and Circle of Thorns. :P

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    Actually, it sounds like you're the one doing the whining here.

    You think not fighting certain villain groups is the answer to possible powerset accuracy problems?? Think before you post, and come back later with a better comment.

    I've been playing since COH beta, have approximately 50 alts, 1 50, 10 in the 30's-40's, 12 in the 20's, 11 in the teens, etc. I've played almost everyday since beta. I think I'm qualified with my observations of this game to give a valuable opinion.

    I feel that the electricity blast powerset for blasters, AND defenders is overall less accurate than the other blast powersets. Maybe it is perceived, because of the animations. I dont know. I do know how it feels compared to all the other powersets I've played with. It does need further investigation. I like my lvl 35 dark/elec defender, as well as my lvl 25 elec/energy blaster. It's just discouraging when they seem to miss all the time.

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    Really, your feelings are irrelevant. If you play that much, bring data. Bring HeroStats logs. It is pointless to dispute a post that contains discrete averments (referring to Castle's post here) with perceptions and impressions.
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    Honestly Posi, it doesn't matter the reason - you guys dropped the ball on this one, plain and simple.

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    I'm going to reserve judgement until I see how it plays. Giving the hard numbers sounds like a very good move.

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    I'm going to agree with Revolver Law, hard numbers mean nothing in this case. We can change every other power pool, and heroes can change epics, so it makes no sense for villains to be unable to do the same. The CoV side of things is already unappealing to me, and this only gives me less motivation to keep playing my villains.

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    Makes no sense? Please. The reason Posi gave makes perfect sense: the patron powers are tied to content for that villain. You may not agree with the design decision, but slipping into hyperbole just costs you credibility.

    I say wait for it to hit the training Room. Actually, that brings up another point: the Training Room is another resource you can use to test out powers before you make the final decision.

    Bottom line for me: I appreciate that some decisions have consequences. One of the reasons I play MMORPGs is that there's no savegame and I have to live with some of the decisions I make and actions I take.
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    Since when? Unless I'm mistaken, AS is like any other attack - once the attack is begun, the target could be superspeeding away and will still get hit...

    ...as long as the target is in LOS. I have to be honest and add the conditional modifier.

    There is enough total BS on the topic of stalkers - let's not add any, folks. A more accurate version of your statement would be that never staying in an area long enough for anyone to queue an attack on you is a good defense against AS. This is true.

    It is also not particularly useful advice.

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    Whenever I hear "Build Up" go off, I immediately start running BACKWARDS. It's pavlovian, at this point. It's been a long time since anyone AS'd me successfully.

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    My blaster's been assassinated once and that was enough for me to realize that you should rarely stand still in a PVP zone. While AS seems to hit if it has started already, hopping around makes it hard for stalkers to get into melee range long enough to set it up. I imagine this tactic may not work as well vs. Focus or Shockwave, but hey....it's saved my bacon tons of times.
  5. FOLLOW FREEMAN!


    ------
    " Something secret steers us both. We shall not name it."

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    I'm not too pleased about the idea of them buffing the bosses accuracy in a way that will decrease for the defense set, but the other majority of sets will only be getting hit by bossess more often now.
    Just what we need, more hits without the defense to withstand it.
    Bummer

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    I think you've got it wrong here. The way I understand it, nothing is going to change for non-defense sets. Whatever's attacking you will have the same net chance they always did, assuming you have absolutely nothing buffing your defense.

    Take Castle's example, keeping in mind that to get back to the same net AV to-hit chance they're giving them a base of 50% plus a 50% accuracy bonus:

    Old way versus resistance PCs: flat 75% - 0% defense = 75%

    New way versus resistance PCs: (50% - 0% defense) * (1 + 0.5) = 75%

    No change.

    Actually, everyone will benefit from the better effectiveness of purple inspirations!
  7. Oop....never mind. Found enough info to answer my question.
  8. Two possibilities not knowing your particulars:

    1. Debt makes you rich. If you have not died as many times as you did in CoH, you will have less inf.

    2. Sell enhancements to the appropriate stores. This includes Trainings. It makes a huge difference.

    I'm betting on (1). My main is a CoH blaster who has never had a problem buying enh. My scrappers, however, had a long period of being poor between 17-24 because they hardly ever die.
  9. Hearse

    Salvage Limit

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    If they lower the cost amount on everything, that just means that the bigger VG's (villain groups) will have MORE stuff in there base & have a a BIGGER base.


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    Buh-loney. All that is germane to this thread are the lowest-end features that will make it possible to start ridding people of the salvage they are amassing. Positron asked if those who are getting full could afford a worktable to turn some of their salvage into raw materials.

    Oh, and bases are not just for raids, hence SG trials.
  10. Hearse

    Salvage Limit

    Having STORAGE as part of any addition of bases/personal space has been a primary request since COH launched. While not promised, to my recollection, the idea was acknowledged positively by a red name or two.

    I fail to see why it was omitted. Indeed, it seems to be an issue with every MMORPG I've played. What purpose is served by so strictly limiting access to storage in these games? I guess in a game like FFXI, i.e. one with a TON of different items, the database footprint for a player can get large. Still though, the space/processing required by allowing a sizable inventory must be dwarfed by other data thast is collected.

    Anyway: I tried to create a crafting-capable base and quickly realized that due to power and control requirements our SG would need to amass about one million prestige get there. My level 41 main spent an hour in SG mode and made a few thousand prestige...call it 7000 to make the numbers easy:

    300000 (SG member bonus) + (7000 prestige / hour) * (100 hours) = 1000000 prestige

    So, in a couple hundred hours of playtime (doubling the time since I'm the only hero over 40 in our SG, although we have a lot of 30s), we might get there.

    It seems to me like base prices and whatnot are geared too heavily towards large, high-level SGs. We are an active SG with about 10 real-life players....we should be able to afford a reasonably functional PvE base in a shorter period of time.
  11. 3. WoW is newer. Guild Wars is a one-time fee. I doubt you'll ever see its price drop too much. Maybe when they come out with an expansion.
  12. deep breath

    I just reread States' original post, as well as one by CuppaJo (this one) that originally had me upset with the stealth changes.

    I confess: I was misunderstanding. From Cuppa's post, I thought that the defensive buff from the powers in primary and secondary sets was going to suppress, along with the visibility, but I was wrong!

    I actually don't have a problem with suppressing the stealth component of these powers upon attacking. I wish that Smoke Grenade would not be counted as an attack, though, since it draws no aggro. My biggest issue with the stealth changes was that they basically made powers like CD and Group Invisibility no better than the pool powers, but this is not the case.

    I play the game pretty much straight. I do my missions on Tenacious and I don't PL or herd. In this way, dropping stealth does not really change much, since as soon as I engage a mob they all come after me, even if I snipe. For crowded missions or outdoor areas, I'll have to be more careful though.

    This is a microcosmal view, I acknowledge. I have only one hero with stealth powers and it's my /dev blaster.

    I think the pool powers will still help heroes who are supporting teams and not attacking. What I think would be a good middle ground would be to have the powers only suppress on damaging attacks. Debuffs and mez powers that don't damage would not suppress stealth or the defense buff.
  13. [ QUOTE ]
    Challenger Technology - I would assume this is tribute to the 1986 Challenger Space Shuttle that exploded on take-off with a civilian on board, Kristin McAuliffe (sp?), who was to be the first civilian in space.

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    What fits better as a reference is Professor George Edward Challenger from Conan Doyle's Lost World story.

    (apologies if this was mentioned...not up to scanning 18 pages at the moment)
  14. I have done the Sky Raider respec trial 5 or 6 times and have
    beat it half the time. Balance helps, sure, but it is not the KEY.
    Balanace requires other factors, such as making sure your
    damage dealers are the highest level characters.

    The easiest thing to do is make sure your team doesn't cover
    more than a 2 level spread, either naturally or by EX/SKing.

    Again, a wider level range is still possible but that's when you
    need to start worrying more about balance. Still, though, I've
    found that if you're going with a 3 level spread, say, you
    need to make sure you have a damage-dealer at the upper
    end of the range, or you won't take out enemies fast enough
    in the final phase.

    Okay, that said, I have no idea how this applies to the 30s and
    40s versions of the reactor trial. I just know that if the sky skiffs
    and jump bots are conning purple to half your team, it's a real challenge.