IceHeart_NA

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  1. OK. I was aware of Diminishing Returns, but had no idea about Heal Decay, and that's probably where Im feeling most of the pinch now.. or likely the combination of both, I guess.

    As far as coping.. my build was more geared towards Accuracy and Damage, with a lower emphasis on Recharge Times or /regen itself, considering it was already pretty good without need of much more there. So, with those changes, in particular the Heal Decay for "multi heal clicks" seems the way to go now would be to improve 'core' regen via Fast Healing / Heal ?
  2. I was somewhat disconnected from the game for something around 3 months due to RL etc..
    As I come back in the last couple weeks, i seem to find some serious changes in the way my main toon, a Stalker NB/regen .. is able to use her /regen (as well as some of my other /regen toons), both in PVE and PVP, but most dramatically in PVP.

    Maybe i'm missing something here, but I'm really familiar with this toon, and she is definitely not responding the way she used to..

    I have been combing patch notes as well as forums, but cant seem to find an actual explanation/description of what the changes were. Apologies if this is already answered somewhere, I just cant seem to find it.
    It would appear to me core of changes is that the Recharge Time for Reconstruction, Dull pain and Instant Healing has been extended a lot -up to 600/secs-10 min w/o hastens in the case of Instant Healing???- (which seems rather excessive, IMHO). I'm still figuring out what other changes were applied.

    I dont want this thread to become a 'doom /regen waz nerfed' whine list.. I just would like to have more accurate information about the changes, that I cant find.

    Also, I'd like to hear what strategies are people using to cope with these changes...

    So, can anybody point me in the right direction , or am I barking up the wrong tree?

    EDIT:
    similar question posted in PVP forums at:
    http://boards.cityofheroes.com/showthread.php?t=187593
  3. I was somewhat disconnected from the game for something around 3 months due to RL etc..
    As I come back in the last couple weeks, i seem to find some serious changes in the way my main toon, a Stalker NB/regen .. is able to use her /regen (as well as some of my other /regen toons), both in PVE and PVP, but most dramatically in PVP.

    Maybe i'm missing something here, but I'm really familiar with this toon, and she is definitely not responding the way she used to..

    I have been combing patch notes as well as forums, but cant seem to find an actual explanation/description of what the changes were. Apologies if this is already answered somewhere, I just cant seem to find it.
    It would appear to me core of changes is that the Recharge Time for Reconstruction, Dull pain and Instant Healing has been extended a lot -up to 600/secs-10 min w/o hastens in the case of Instant Healing???- (which seems rather excessive, IMHO). I'm still figuring out what other changes were applied.

    I dont want this thread to become a 'doom /regen waz nerfed' whine list.. I just would like to have more accurate information about the changes, that I cant find.

    Also, I'd like to hear what strategies are people using to cope with these changes...

    So, can anybody point me in the right direction, or am I barking up the wrong tree ?

    EDIT:
    Similar question posted in Stalker forum at:
    http://boards.cityofheroes.com/showthread.php?t=187594
  4. Main:
    Group name: Shadow Souls
    Server: Triumph
    Side: Red
    Size/Cost: 16x16.. approx 35M.
    Other Info: My main SG , for which I also am the SG lead; Casual Raiders, full 150 SG; Top 40 in Triumph
    An earlier version of our base was featured in the City Scoop a while ago at:
    The City Scoop - Base Showcase -Shadow Souls - May 16th

    Secondary:
    Group name: Shadow Souls-Illuminati
    Server: Triumph
    Side: BLue
    Size/Cost: 8x8.. approx 1.5M.
    Other Info: Secondary/offshoot of our main redside SG, young Sg in heroside, around 4 months young, apx 20 member toons so far.


    Third:
    Group name: Elven Tree
    Server: Virtue
    Side: Blue
    Size/Cost: 8X12 apx 9M
    Other Info: SG from a friend of mine; While I am not the formal lead there, I am the base architect for that.
    This base was also featured in the City Scoop at
    The City Scoop - Base Showcase - Elven Tree - May 23d

    Available for Tours usually every day between 7 pm-ish to around 1 am-ish - Eastern time

    P.S: Plasma: thanks for putting this up!

  5. Welcome Sunstorm!!

    Ah, don't be too scared, we're mostly good folks around here, we're just bombarding you because we had nobody to take potshots at!

    I am very very happy to see 2 of my 3 main wishes being answered: to have a Dev assigned to bases, and for not having to tear down my main base to recoup prestige. those are great news!!! As for the 3rd, the whole base salvage to Invention, well, you've seen the other posts.

    Personally I like the idea of using 'brainstorms' as the base edit "currency".. how about a mixed approach of what other peoples have suggested - converting all base crafting /empowerment requirements into an X number of "brainstorms".. and convert all base salvage drops into Brainstorms as well.. that reduces the .. ahem.. "confusion" as there is only one item that is ever dropped for base salvage.. kinda like Candy Canes or Merits... still allow those to be stored in Base salvage bins, and use them for empowerment stations... and they can be traded in the market as well, so if an SG finds itself short of them, they can go to the market and buy them.. or run the missions accordingly.

    But please, please do not force the market into Base architects.. its really not fair that me, because I like doing the base design and put together the SG, now also have to pay from my own Inf.. in order to extend the base for the group; particularly when, as Impish kat has very nicely proven, there WILL be shortage, no way around it, so prices will go high, no way around it.
    It would almost be like asking me to pay for my members' monthly NC accounts...

    But, really, we're happy to see you around! Welcome again!

    /e SunStorm looks sexier than Jay...
  6. This one is for the Suggestions/Wishlist..

    Mixing and matching ideas and suggestions on storage.. and kinda merging that with some other things w plot size.... most of f this are already covered in other posts I just thought I'd throw in my particular crazy mix of ideas....

    I've seen in this and other threads the request for either a- just more storage, b- private storage items and, from a different perspective, c- the cost about plot sizes and ideas about 'cost per square', and the ability to place storage in big rooms (eg. TP room) that otherwise don't accept it and *may* signify somewhat of a waste of space.. I also realize that changes to base storage are tricky as they directly impact Server space, performance and requirements...

    One of the things thats surprised me as our SG and base moved from tiny towards middle-size was the fact that all base plots have the same maximum storage items (18). this is fairly good for tiny and small bases, but as an SG moves up in size it becomes inadequate.

    So, suggestion - do away with the storage ability 'per room' and leave it just as a general 'per base'..
    Implementation:

    - A - If the current 'plot-based' system continues in place: Rescale storage maximum to be, (numbers given just as an example): 8, 12, 16, 24... based on the plot size. That way a bigger SG has the option to have additional storage that a smaller would probably not need.
    - B - If a 'plot-less, buy-by-square' system is implemented: assign a 'storage quantum' to each square bought, say for example, 0.20 per square, which theoretically would allow 12 items for a 64-square base (8x8), 26 for a 144 (12x12), etc; Note this actually would match better as there would be no 'empty squares' in a plot-less system.

    --Sidetrack
    An advanced sidetrack of this would be the removal of room 'types' altogether and allowing items to be placed in any room/square . From a PVE perspective, theres no major reason to have room 'types' anyway. From a PVP/raid point of view, it really does not matter whether a room is 'control' or 'power' etc.. the only thing that matters is what items (destructible items) are within.. and whether it is reachable (pathing rules still applying)- .The major difference would be defense items, but since we're assuming a plot less system, you could potentially buy 'standard' squares, mostly for PVE, or 'defensive' squares, allowing for placement of defense items as well as normal items in that square. (Now, I see here's the potential for creating really mad 'gauntlet' hallways.. so a limitation of say, 1 defensive square for each 4 standard can be applied.. again, numbers as an example), or perhaps limiting the numbers of defensive items to be placed in that particular square, maybe 2 max:1 defense, 1 defense aux, or 2 defense aux.
    -- end Sidetrack

    Thus, storage items could be placed in any room/square of the user's choosing and scale up to the size of the base and owner SG.

    Just the 2 cents...
  7. @IceHeart. (note the dot ) - Triumph as home both sides and Virtue every now and then, plus a bunch of temp toons almost everywhere else.
    And I must agree with Ebon_Angel on the "BaseBuildersInc." channel. Ever since i discovered it I've been able to get many more base tours etc.
    Cheers!
  8. Yup, that was my impression as well and thats why I also added some of the HW info which perhaps may help on some of that debugging whenever Devs get around to it; as I said, low priority, and just posted it so it gets recorded (corresponding petition had been sent a while ago too) since it is -at least partially- related to costume building anyways.

    Oh well, that does not mean Jay is not Sexy - I still think the tan must help
  9. Not sure this is a 'costume' or more of a programming/OpenGL issue as it has to do with transparency..
    still, figured I'd give it a shot here.. If not, perhaps SexyJay can kick it off to the right desk 2 cubicles to the left Minor thing anyway, but would love to see it fixed somewhere in the future.

    On my Stalker, using Hair Long layers, there are some 'patches' of hair that don't apply transparency correctly when Hidden.
    - Seems to apply to all colors. Most apparent on lighter colors ( default Hair on my is White, so guess what...)
    - Happens both when using 'normal' hidden as when using +Stealth from Time &Space manipulation proc. Most apparent when using only the proc, as the transparency is only partial in this case.

    Related pics, taken with partial hidden after a teleport, triggering Time&space+Stealth proc:

    Patchy hair 1-Black (not so apparent)
    Patchy hair 2-Black (not so apparent)
    Patchy hair 3-Black (not so apparent)
    Patchy hair 4-White (very apparent)
    Patchy hair 5-White (very apparent)
    Patchy hair 6-White (very apparent)


    Now if this is instead a GL/programmming/ drivers issue, here is some basic info about my PC that might be helpful; If additional info is required, feel free to PM.

    Mobo: Intel DX38BT; Proc: Intel Core2 Extreme QX9650 @3 Ghz; 2MB Ram @1333 Mhz
    Video: 2x VisionTek ATI HD3870 / 512 VRAM, Crossfire On. ; Catalyst Suite 8.3
    OS; Dual boot Win XP Pro 32 SP2; Win Xp Pro x64 SP2 - all updates on

    /em Jay is most likely Sexy - living in NorCal must help with the tan!