Jeuraud

Apprentice
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  1. Forbin_Project's time in grade numbers are correct but he has ignored the Time in service requirements, which is only going to be ignored under very special circumstances, primarily the circumstances that he disqualified in his post.

    A Lt Col (O5) does only require 3 years in grade, but is required to have 22 years in service before they can be advanced to O6. This means that a 24 year old graduate will be 46 before they come up for Colonel.

    Quote:
    Originally Posted by OmnipotentMerlin View Post
    And promotions cause of security clearances. ]Oh and the fact the higher ranks arn't that much time based as ability based. Aka you don't have to be that old to be a General.
    I'm curious as to what your experience with the military is (Mine is 10 years, Enlisted, USN.), because my experience does not jive with this. Having a high security clearance as a junior E or O only looks good for advancement, if the bare minimum to do the job does not requires a high security clearance.
    I.e. As an Aviation Electrician I was required to have a Confidential security clearance, but one of the birds in my squadrons was a special project bird (Top Secret), that required a Secret clearance just to detach with it so that I could work on my Confidential equipment. Having a Secret clearance while only being required to have a Confidential looked good for advancement, but guaranteed nothing. .

    10 years of experience and I know of no one who has been advanced just because of a security clearance. Also eventually there is going to be a point where you are required to have a minimum level of clearance just to advance in rank (Especially in the O ranks.).

    My experience also says that time in service is also important to the advancement process. Would you mind pointing out a few of the young Generals/Admirals, who have only filled the time in grade requirements of advancement.
  2. Quote:
    Originally Posted by Madam_Enigma View Post
    I do think a whip powerset would be awesome. I just don't think it'll happen. Or if it does, it wont be anytime soon. And btw, yes some movies show guns being used in melee. But a gun is first and foremost a ranged weapon. Every movie which depicts guns in hand to hand combat, the melee strikes merely had the gun in hand, it wasn't needed for the melee strike. So I never expected a gun-fu melee set.
    First I said Pistol, not gun, but lets use the term Handgun. Truth, the handgun is a ranged weapon but it is a short ranged weapon, and easily used at point blank range. NRA handgun qualifications are at 15 ft and 25 ft. All of the articles I read about Police handgun qualification required them to qual from 3 yards to 25 yards. IAW the CDC 56% of firearm deaths are from suicide. In other words at least 56% of firearm deaths are from point blank range.

    I was not talking about melee strikes with a handgun, but if you have ever actually had one in your hand you know that they have some heft to them (Especially an automatic with a full mag.). Smack somebody up side the head with a handgun butt and they are not going to be getting up anytime soon.

    Now I was not trying to derail this thread, I just think that Lash could be used in both Melee and Ranged sets, and I know that it's a fun attack, and by making it both melee and ranged the animators would be getting more bang for their buck. The MM set does fire and poison damage but it seems to me that this set could use a swap ammo type of power as well, which would reduce the number of animations.
  3. Quote:
    Originally Posted by Madam_Enigma View Post
    They stated the three whip attacks we got were hard to do. They learned *how* to do them, but was still hard. I'd imagine an entire set would be worse. Think I remember BAB saying something along the lines of "Oh god, no" in regards to a full whip set. Could be wrong though.
    Your not, but so what. The Devs said the same thing about power customization.

    Now you could say that this is a lot of work for just a melee set, but the OP is kind of being short sighted in just proposing it for a melee set (Just as the Devs were short sighted about DP.). Lash is already a ranged set so it could be easily made into a Blast set. Whips just like pistols are a short ranged weapon in the real world, and could fairly easily be made into a melee set (Just as DP could and should have been.). There was already precedent with ranged attacks in melee sets, and KM added more ranged attacks. Also there is no reason to not use the already created animations just because they are attached to long range attacks in other sets. With melee attacks we know have the option for an Assault set. The OP has already pointed out some possible control powers so with a little thought, a Control Set might be possible as well. We now have some form of Lash in every standard AT in CoHV.

    Do you think it might be worthwhile now?
  4. Quote:
    Originally Posted by MasterDisaster View Post
    I have my Katana/SR scrapper at around 44% on defense (Melee, Ranged, AoE) so when I activate elude defense jumps to 115%. My question, does elude help any on defense if cap is at 45%? Thanks
    Something to note, the OP is not soft capped.

    Seems to me they are asking the wrong question here.
  5. Quote:
    Originally Posted by Arcanaville View Post
    Important to realize that the streakbreaker honors the *lowest* tohit within your current miss streak.
    I do not understand the purpose for this. Why in all hells would the Streakbreaker care what the lowest tohit within the miss steak is. It seems to me that it just makes the Streakbreaker more complicated, thus more unreliable. It also removes the Streakbreaker as a tool for the player.

    Example: Normal running at 95%, get debuffed down to 55% by those pain in the butt mid-teen+ CoT, and miss. Even if you were to eat a couple of yellows, or have powers that run at 75% after the debuff, you would now be locked into the 50 - 59.99 Streakbreaker until you finally hit.

    Also once you realize how this system works it makes the lower Acc powers more questionable to use.

    I see no benefit to a player at all with this, in fact this seems to me to be a pure lets **** the player, mechanic.
  6. Quote:
    Originally Posted by Leo_G View Post
    Nothing should be guaranteed in a game except what is stated in the rules. There is no rule that says Stalkers need not take any risks to gain their reward.
    No risks, are we actually talking about the same thing, team play. I'm opening up in the middle of a large group of critters that want to stomp my butt, as soon as I become visible. Hells, sooner. I'll often get hit before I get the attack of, even using my AS. Of course it used to be a lot worse before the changes to AS. But No risk, what type of team play do you do?

    Quote:
    Originally Posted by Leo_G View Post
    It also mitigates 95% of damage not directed at you while you're ambushing a target. What it's meant to do and what it actually does should both be considered when altering things.
    It only does this as long as you have not done your job. If your just going to dance around in the middle of the MOBs, playing tourist, then it's going to continue to prevent damage (Until you finally get knocked out of hide by an AOE.). That surely does make you a valuable member of the team.

    Also I have no issues with taking the damage, just loosing a function that is important to me, to a RNG. So I would have no issues with the large AOE def being removed (Which it would.), if the being knocked out of hide was removed. This would give you the risk that you say the class needs, and would give me the Hide I say I want.

    To me it sound's like you value the AOE def more than Hide, which leads to my next part.

    Quote:
    Originally Posted by Leo_G View Post
    f you're going to rely on Hide (part of your inherent and not all of it) like a Brute relies on fury,
    If Hide is not important, then why take a Stalker, why not a Scrapper? Now there's not even the "I like the redside better, but I don’t like Brutes", reason.
    If Hide isn't the primary part of a Stalkers inherent, what is? If you say criticals, then how does that not make the Stalker, a Scrapper with less hps?

    Quote:
    Originally Posted by Leo_G View Post
    then build for it. Cap your defense so *any* attack will have trouble knocking you out of hide. That'd one-up the proposed change in that, even attacks directed at you will come across extreme resistance.
    What attacks knock the Stalker out of hide, when their truly hidden, besides AOEs? If your talking about, being hit while using Placate, and getting knocked back out of Hide, that is a broken mechanic. Or do you consider that to be just one of the "risk", that a Stalker must put up with?
    What power sets besides the def ones can even attempt caping all, without using IOs? Remember IOs are not needed for the game. Or do you consider the non-def powersets unimportant to the Stalker community, along with lowbs and newbs.

    How about you step down off of that Elitist soapbox, and join this conversation with the rest of us mortals, or just move on. Either would be of benefit to this conversation.
  7. Quote:
    Originally Posted by Leo_G View Post
    And that's only if you believe there is an actual problem to be had. As far as I'm aware, the frequency people complain they are knocked out of hide on teams, is rare. Not that it rarely happens, but it's a mitigatable situation.
    But not as soon as you start your Stalker, and never down to 0.

    Quote:
    Originally Posted by Leo_G View Post
    As far as balancing it across ATs, uh, yeah...Stalkers get a power that can cap your AoE defense at level one. That's the balance. Or do people fail to understand just how powerful some things are?
    Show me a Stalker secondary that has a caped AOE def at level 1. Or are you saying they get the power at lvl 1, which is irrelevant, being you cannot attain cap without enhancing the power with a SO level buff. Also that large AOE def drops off as soon as you perform a function. It's not there to keep a Stalker from taking AOE damage, it's there to help keep them in Hide during a MOB AOE attack. It has no real power once your actually in the fight.

    The real question is whether the hide function serves the same functions as the fury function does for a Brute. I say it does, that it defines the Stalker just as fury defines the Brute, thus it should never be lost to a RNG, anymore than a Brute should loose all of their built up fury to a RNG.
  8. Quote:
    Originally Posted by Siolfir View Post
    Barring the mobs having +tohit, you need 45% defense to reduce anything that's within 5 levels of you to their tohit floor of (5% * accuracy multipliers). So your first sentence is wrong in several ways.

    Hide's AoE unsuppressed AoE defense is base 37.5%. A single SO (20%) pushes that to 45%. So your second sentence is also wrong.

    Try not making things up when you present a case. Poor arguments based on making things up off the top of your head aren't very convincing.
    Sigh, this was not made up, just way behind the times. If you've ever bothered to notice, the Defender's PFF is 75, while the Troller's PFF is 67.5. There was a reason for this at one time. Anyways I decided to get myself up to speed, and really understand what was meant by the Def softcap.

    I built a FF Defender, and ran their PFF, which is at 75 Def. This is what I found out

    0 Minion = 5%
    0 Lt = 5.75%
    0 Boss = 6.5 & 7.8%

    +1 Minion = 5.5%
    +1 Lt = 6.33%
    +1 Boss = 7.15 & 8.58%

    +2 Boss 7.8 & 9.38%
    +4 Boss 9.1 & 10.92%

    The + 4 Boss was confusing me, so I then built a FF Troller and ran the same test, and found the results to be the same. I finally understand what is meant by the 45% Def softcap. It's a bullcrap mechanic that essentially turns a +4 Boss into an 0 level minion. No wonder everybody and their dog, is trying to build to this, and no wonder there are more and more def debuffs showing up.

    Despite my opinion of the Def Softcap, this means that yes with one SO in Hide you can reach this softcap.

    My enlightenment of the Def softcap does not change the fact that to attain it you need to slot at least 1 SO's worth of Def Buff into Hide, and that the enhancement provides no real benefit beyond keeping you from being knocked out of hide. It also does not change the fact that you can loose a primary function with one roll of the RNG, no matter how you slot it.
  9. Quote:
    Originally Posted by Leo_G View Post
    Apparently you don't get it, then.

    Since Hide will pretty much cap your AoE defense with slotting (and it's not suppressed),
    This is only true in the post 21 game.

    You need a 50 AOE defense to put a lvl 0 Boss, to the 10% cap. This will require you to slot up 2 Def SOs in Hide, just for a 0 lvl boss, and who fights 0 lvl bosses on teams. And only on teams do I worry about a Boss knocking me out of hide. This means that I'm going to have to slot up with more SOs and/or have other +def powers, to take on the lvl of Bosses I'm going to face on a team.

    Why did I mention Bosses, because who is it that is going to have the PBAOE to knock a Stalker out of hide? It's going to be the Boss, and they always have the highest Acc, and a 10% chance, no matter how much defense you have.

    No matter how you slot, there is always a chance that the RNG can knock you out of what makes a Stalker, not a Scrapper with lower hps.

    Is it right that there is nothing you can really do about the RNG, till the 22+ game?
    Is it right that there will always be a chance that this function will be removed from you by the RNG, no matter how you slot?

    Do you think it would be fair for a Brute to loose all of their Fury, on one roll of the RNG? How is the Stalker's Hide any different than the Brute's Fury? There both about increasing the damage potential of the AT. And there both intrical to their respective ATs.
  10. Jeuraud

    is MA dead?

    In the lowb range, both red and blue side, I would say for a all practical purposes the MA is dead. It was pretty much unused prior to GR, now I rarely see anyone else, and I cant remember the last time I read a broadcast for a MA group. I still see plenty of people and groups outside of MA though.

    For me the MA was about creating and playing stories with Player created custom critters, and the Devs ****** this part of the MA (For a problem that was not even really related to custom critters.), and the Devs have yet to un-**** this aspect of the MA. Many of you comment about not building lowb custom critter story arcs; the problem with this is that you learn a lot of your habits in the lowb game (This is one reason newb Tanks have a problem jumping into groups when they have reached the upper levels. They learned in the lowb levels that they were pretty much just as squashy as any other AT.), and if you do not provide lowb custom story arcs, players will not get in the habit of using the MA. Of course if you do then you have the other problem of the players getting annihilated, or getting little xp, and getting the impression that the MA is just not worth the trouble.

    I don’t think the MA will ever get to the numbers that it had at release, and probably shouldn’t, being it was broken at the time, but I also don’t think it's going to get much use until the Devs go through and clean up the mission list, and get their heads out of their ***** when it comes to Custom critters risk vs. rewards. Despite the tweaks they have made this is still broken.
  11. Quote:
    Originally Posted by Fomsie View Post
    No, it is the RNG hating us...

    My new stalker with a few Acc IOs in all her attacks and usually has a 90%+ chance to hit... will regularly roll 96+, especially with Assassin's Strike.
    Especially after you have hit Buildup.

    Also there are more +1's in missions, and these will instantly loose you 10-15%, and that is a huge number in this game. This will drop your from only being able to miss 1 in a row, all the way down to 3 in a row, depending on your powers, what level you are, and whether you slotted up with Acc.

    I've always despised the CoHV RNG. Taking a percentile to the hundredths place, and not rounding in favor of the player, just gives Murphy more leeway to screw with you when it counts.
  12. Seems to me the biggest thing here is whether you primarily team or solo. Also if you have been living in a cave the last couple of years.

    If you do not at least slot up Acc, then you are going to be missing, a lot, especially as you rise in level and your base Acc decreases, and most definitely against all the +1s in the missions. Now on a team that’s not a big deal as long as the rest of the team is hitting. Hells, it's even better because you wont be agroing MOBs. Of course this means that your pretty much just leaching off of the team. Solo your going to feel those misses. Your going to be taking more damage, and using more endurance, and if you are going up against +1s your going to be doing a lot of face-planting.

    Also as has been mentioned now that we have the market, and global email, there is absolutely no reason not to at least slot Accs, and even Endurance Reductions. I put a couple of 5kinf emails out on my global and pick one up with a lowb at lvl 2. I can make this back 30 fold just by selling the large inspirations I get in the tutorial. I also bop in and out of the AE, to top off my characters levels, and I cash out my tickets at level ten. When you pick up a recipe that will make you 30mil, 5k isn't even a thought.

    For me the lvl 20 IOs are well worth their cost, whatever their type.

    I suggest your buddy comes out of their cave, and I suggest you slot up with at least Acc. Because whether you care or not if you miss a lot, solo that's up to you, but if you run on teams your teammates are going to start noticing, and then start caring, and in this day and age of The Market and Global Email there is absolutely no reason, unless you are a Newb.
  13. Jeuraud

    Ninja Run

    Quote:
    Originally Posted by zachary_EU View Post
    Yeah and personally I hate the look of ninjarun. So I can't even think to use that ever. It's not superheroic looking way to travel.
    When my lvl 5 is running and leaping from roof top to roof top in Port Oak's docks, I feel superish, and I think I look superish. When I'm in a mission, and there are MOBs on the second deck, I just leap up behind them instead of going up the stair way. Again I feel superish, and I think I look superish. I think my huge animal looking characters look good just standing there in the ninja stance, but I think my human characters do look a bit silly. Also NR burns more endurance, and if you leave this on in combat your going to feel it, fast.

    These two factors gave me an incentive to look into finding a way to toggle-off NR through normal play (Using the keybind file.), without having to go to the extra step of remembering to turn it off. Once I got something working I then slapped myself up-side the head because I realized I could have done the same thing with Sprint years ago. This also gave me an idea on how to toggle-on my offense auras, even when I had not realized that they had been shut off.

    Ninja Run has made my game more efficient, both in travel and gaming, but in the long run, it's that I find it so fricken fun, that makes it well worth the ten bucks I spent on it.
  14. Quote:
    Originally Posted by Armath View Post
    You are so wrong in this statement that i cannot stress it enough.
    My error with my statement was forgetting that my experience is not the same as everybody else's experience. That having only died 3 times by level 15 was a good day for some people. You have also made the same error.

    Quote:
    Originally Posted by Armath View Post
    All MMORPGs currently in the market share this trait at starting levels: frak it up and you die. Don't be careful, and you die. What makes you think CoX has the right to be different? What makes you think that CoX has to be different? This community has been pampered too much by the game's easyness. Stuff like:
    This games easiness is in the upper levels, where you have the slots and SOs to make the game easy. That being said the only MMO that I have played that I would say has any more difficulty than CoHV does, in the lowb levels, is the early EQ.

    If you haven't played that then you don’t know what difficulty is. You wont train a group of MOBs across the whole fricken zone. You wont have someone else train a whole group of very upper level MOBS on your lowb butt. You wont actually drop a level from dying. You don’t have to try to find your body, somewhere in a huge zone, with no indicators to tell you where your body is, so that you can get your stuff back. You don’t have to broadcast in zone asking for a upper level player to come drag your body away from the fricken MOBs that are currently camped on it. You don’t have to worry about getting that body within 2 actual days of death or all your gear goes poof. Death in CoHV is a joke compared to this, but

    I still hate dying (Especially stupidly.). It's my competitive nature, and it's how I measure my success. In CoHV everybody can level eventually. I'm also an Altiholic, I have built every AT, and I would say most of the power sets to at least the upper teens. I prefer the redside AT's to the blueside ones. If I've died three times by the time I've reached lvl 15 then something is very wrong, to me.

    My experience with Praet MOBs was not that I was dying more often, but that I was having to run more often, use my inspirations more often, take a knee more often, or not having rest available more often, with AT's I am quite familure with, at these levels. These to me are indicators that the Praet world is more difficult than even the CoV world, and to have someone else say that this is not so, because they have only died 3 times by lvl 15, definitely pushes my buttons.
  15. Quote:
    Originally Posted by Novella View Post
    At level 15 I have yet to have a single problem leveling up my Kin/Nin Stalker and I have only been defeated 3 times. I am honestly shocked that so many people are having issues playing a Stalker in GR.

    In the JFA 2010 Channel I have seen people mention that GR is harder on a Stalker, but in my personal opinion I feel that most times GR was made for a Stalker for the most part.
    Lol, I love these types of comments.

    You say this,
    Quote:
    yet to have a single problem
    then this,
    Quote:
    and I have only been defeated 3 times
    which contradicts the first part of your statement.

    Unless of course you are used to being defeated a lot more than 3 times before you reach lvl 15, and don't consider those 3 defeats worthy of being listed as even a single problem.
  16. Quote:
    Originally Posted by Dr_Ohm View Post
    To be fair, level 1-10 Longbow and Arachnos are more-or-less Hellions with different skins. I mean, the minions are even weaker, lacking the varied melee weapons your average thug packs. Maybe the lieuts are a mite tougher. Arachnos start getting tough in the teens with end-draining Mu and hold resistance, whereas Longbow only really take off at higher levels with Spec-Ops and sonic grenades.
    Are LB lowbs "more-or-less Hellions/Skull with different skins"? I don't think so, but maybe it depends on where you meet them. They seem to shine in the Burke LB mission.

    Yes the LB minion just brawls when in melee, but that brawl does some hefty damage, and it has a pretty fast recharge time. Also every one of them uses a pistol that does descent damage and will debuff your defense, and being they are not a "melee" MOB you will have at least one, and often two of them stand back and shoot you with their debuffing pistol. Another interesting thing about the LB minion is that if you try to pull the one that is in melee with you over to the one that is at range, it will not follow, but switch to the pistol once you are at range. This makes using Auras and short range AOEs more difficult. Also they have enough smash damage resistance to be noticeable, even at lvl 5. If you are primarily smash damage you are going to take at least one, maybe two extra attacks to take out a LB minion, compared to a Skull/Hellion minion. Hellions are supposedly fire resistant, but I cant remember noticing the affects of this resistance at lvl 5.

    The LB Lts have two range attacks and a melee attack. One of the range attacks will debuff your defense, and the other has a longer range and a knockdown, and that fricken riffle butt hurts, and has a fairly descent recharge time. They also have smash resistance.

    Only one Skull/Hellion minion has a defense debuff, and that’s the axe dude, which is a slow melee attack, and he has to be present in the group. Yes they use various melee tools of destruction, and have some other affects, but again that minion has to be present. Also all their damage is smash or lethal, and over time they are doing no more damage than a LB minion. They are melee and easily pulled into melee combat, which makes using auras and short distance AOEs a lot easier.

    The Skull/Hellion Lt's are a joke. I used to totally ignore them until I took out the minions, but now I will take out the Machine Gunner, because he has a defense debuff that will stack with itself as long as he does not miss, and he seems to never miss.

    At lvl 5 I have little fear of jumping a Skull/Hellion group with multiple Lts and minions. There is no way in hells I would do this with an LB group. Of course the only place I can remember finding multiple LB Lt's and minions in the same place at lvl 5, is the Burke mission.
  17. Quote:
    Originally Posted by Aett_Thorn View Post
    Okay, look at the first response. He was unsure if there was a way to respec in Praetoria. As such, he gave a completely valid alternative to performing a respec that he knew would work there.
    Except the OP was not asking about how to respec their character. The OP was asking for where the respec dude was, in a new zone mind you. Neither SerialBeggar nor BunnyAnomaly answered the question he asked. Instead the told him that it was better for him to use the second build instead of using a respec, when they do not have a clue what the OPs situation is. For me, just by asking where and not how, implies the OP has some experience with the game. Note, the forum join date does not tell when the player started the game. If the OP is like me, and has a number of vet respecs, it's a hells of a lot easier to use the respec, than the funky second build.

    Now maybe SerialBeggar was trying to answer the question they thought the OP had asked, but they still did so in a belittling manner, and there is nothing but belittlement in BunnyAnomaly's answer. What I find interesting is that you are defending their belittling answers, to a question the OP did not ask. .
  18. Quote:
    Originally Posted by Dementor_NA View Post
    A stalker's tactics are pretty obvious, sneaking around and stabbing people. Further, it's not a stretch to disapprove of such methods, feeling they are dishonorable, perhaps.
    Actually only 5 of 10 of the Stalker sets stab people. And everybody knows that Batman, The Shadow, and Kitty Pride are evil and dishonorable characters.

    Quote:
    Originally Posted by Dementor_NA View Post
    The Villain AT's have a villainous feel to them. It's one of the reasons the Hulk doesn't team up much, dispite being a "hero". His powers are furled by his anger, and it makes heroes feel uncomfortable.
    From my perspective Hulk is not an evil character, it's more about the chaos that the Hulk generates due to his low intelligence at the time he is hulking, then about him being fueled by his rage.

    Quote:
    Originally Posted by Dementor_NA View Post
    It's also reasonable for heroes to feel uncomfotable with a 'hero' that sends lackeys to do his dirty work (those ninjas/soldiers/thugs have families too, and summoning demons and zombies is definitely cringe-worthy... robots are probably okay.)
    I play primarily magic origin characters, and all of my MM pets are either constructs or beings from other plains who return to those plains upon being defeated until I call them back. It is I who causes their form to be what it is on this plain. I guess Drizzt Do'Urden is an evil character. Hells I just realized that Drizzt is a double evil character, because he often attacks from ambush, which is a Stalker tool.

    Quote:
    Originally Posted by Dementor_NA View Post
    Corruptors and Dominators can probably pass as blasters, defenders, or controllers if needed, but keep in mind dominators feed off the pain they cause, and corruptors strike with extra power when they're going in for the kill.
    There is no game mechanic that builds Domination IAW the amount of damage they do. Domination is built by how often they attack. and who they attack. Pretty much like Brutes fury, except that being attacked does not build Domination. Domination could be easily related to the excitement of the challenge, and if you think that is evil, than pretty much every athlete is evil, along with anybody else who gets a charge out of a challenge.

    Corruptors Scourge could easily be the excitement of the take down. Again something else that is common in athletes, especially those who's sport involves overpowering another opponent, such as Martial Arts, Boxing, Wrestling, and that defense player who is about to get a sack on the quarterback.
  19. Quote:
    Originally Posted by ViralShard View Post
    I can empathize with your financial situation, however because one either chooses not to or is unable to experience content doesn't make the content not so.
    You quoted what I had to say about Ultra Mode. Where did I state that it was not content?

    Quote:
    Originally Posted by ViralShard View Post
    ""The small number of missions that allow you to complete all of the contacts missions and not being at level to pass on to next contact (Completed all of the starter missions at level 3.)."
    I feel this is subjective as my personal experience was that the contacts were leveled perfectly
    This was a fact, I was able to do this. The only subjective part is whether this is acceptable or not. You think it is, I don’t.

    Quote:
    Originally Posted by ViralShard View Post
    Emphasis mine.
    A couple of your 'facts' actually aren't.

    "Mostly just a repainted world."
    Truth, this is not a fact, but an opinion, and it was my mistake that I stated in a later post that the things I listed in the earlier post were facts. What I should have said is that most of the things I listed were facts. You chose to go through my original post, a second time mind you, and then nitpick it, against a later post I had made. This does not have much good to say about your argument.

    Quote:
    Originally Posted by ViralShard View Post
    Some of your points I even concede to and agree with but I feel you are unfairly misrepresenting the content of the expansion.
    What I represented was my opinion of the expansion, along with some of the things that has influenced that opinion. This was a product that I purchased, not given to me by the company (Nor by you either.), thus I have no obligation to be "fair" to the company (Nor to you either.). If I had been impressed with GR I would have stated that and listed out the things that influenced that opinion. That also would have had nothing to do with fairness.

    If you think GR is impressive then lay out the reasons why you think so. I showed you mine, how about you show me yours. This is pretty much what I said in my first post. So far all you have done is to try to devalue my opinion by essentially arguing that it's not yours.
  20. Quote:
    Originally Posted by Blue_Fenix View Post
    One advantage of Jolting Chain is that due to it's pseduo-aoe and dual-splitting mechanics, it's virtually guaranteed to hit the full 16 targets once it's hit the first one. See http://boards.cityofheroes.com/showthread.php?t=235533 for full explanation.
    This is true as long as JC does not defeat the MOB. If it does JC does not propagate a chain. This means that if I want to use it as an AOE, I have to switch MOBs at the last moment. Not a real big deal being you will probably take out the previous MOB, it's just something you have to remember, and learn to play with.


    Now to the OP.

    JC plays like a low damage full ranged ST knockup, that happens to also be a low damage full ranged AOE knockup. It plays well with containment, and all of the damage is upfront, and all of it is energy. It is the forth dmg/control power (Thus not replacing any of the standard dmg/control powers.), in an AT that is notoriously short on damage powers, and available at lvl six, which is great for a lowb. It can be proc'd for extra damage as has been mentioned, and it seems with some pretty heavy proc's, which can make it a valuable tool in the upper game.

    Hells, how many other Troller sets have one of these?
  21. Jeuraud

    Ambushes - FFS

    Quote:
    Originally Posted by Afterimage View Post
    I'm wondering if ambushes in general are bugged.
    I think this, but more than just numbers, or the Devs are changing things to ambushes.

    Example: lvl 5/6 radio, rescue mission. I rescued the civilian, and was then ambushed by a Lt & Minion in that room. I was then ambushed by three consecutive minion ambushes just outside of this room.
    Note, that this was a blueside radio mission which do not have indoor ambushes. I /bugged this, but is it a bug, or is it the future.
  22. Quote:
    Originally Posted by Twisted Toon View Post
    Your starting level AT temp power could be used to pull some of them away from the others.
    You could pull that first group with your origin power. That is if you don’t agro that first guy with the extended agro range (Which might be more beneficial than pulling with the origin power.). Also with the new agro range you will probably agro all five in that group, and with the origin power you will be in range of all five's range attack, and range attacks, from the redside and up melee mobs, are not laughable. Once you do pull them you are more than likely going to have to kite them, unless you know you can stand up to five minions in melee.

    Now we add what seems another problem. The last time I had kited a group the rules had seemed to be changed. Used to be that the MOB you attacked would follow you the farthest, the rest of the group would turn back before them. The last couple of times I kited all the MOBs turned at that same time. If you were lucky you could attack the last MOB in the line and not get agro on the others, If not lucky you could get agro on them, all over again.

    Note, the game mechanics I experienced was not in Pratoria, but on the Blue/Red sides. It seems to be a part of the MOB buff that came with I18, not just with Pratoria.
  23. Quote:
    Originally Posted by ViralShard View Post
    I'm confused by this. What to you would qualify as a new world then? By that reasoning I could argue that any new zone at all is just a repaint of what we already have. So what needs to be done to make it "new" then? We just got beautifully crafted new zones that made full use of and were designed with Ultra Mode in mind, a new mechanic just recently released. This gives an updated feel to CoXs graphics, I feel that qualifies as a new world.
    Oh yes, Ultra Mode. I forgot about this. Maybe because I have it turned off, and have had to set many of my Advanced settings down, so that I was not constantly rubber-banding in just solo missions, otherwise in groups. I still have some lag issues and a lot longer mission load times than before I downloaded GR, but if you are going to tell me to upgrade my comp, my comp has been upgraded 3 or 4 times since I bought my original CoH, and I'm no longer in a financial situation to casually upgrade it.

    Quote:
    Originally Posted by ViralShard View Post
    At the risk of sounding disingenuous I find this an immpressive feat as by completeing missions by defeating anything in my path and not making an effort to completely clear a map, I found my self at level 4 by the end of mission two.
    With this character I accidentally picked to not go into the tutorial, because this is my norm when I play a hero character. This was my second character because I'd built an Elc Dom which I deleted right after the rescue mission, because the sound of that set was getting on my nerves. This meant that I'd already been through the tutorial, so I decided to go with it.

    In the rescue the cops mission I found all three Lt's and the Sergeant before I reached the middle of the mission map. As a potential resistance I felt it was bad to kill resistance fighters that I did not need to. In the last mission as a potential but not yet resistance fighter I felt it was stupid to kill cops I did not need to. Note, this is a RPMMOG and it's just as valid for me to RP my characters as it is for you to not do so. I completed this mission at lvl 3, almost lvl 4, but I did not know that this was my last mission from this contact.

    Quote:
    Originally Posted by ViralShard View Post
    A new player starting a hero has access to 5 ATs. A new player starting a villain has access to 5 ATs. A new player starting a praetorian has access to all 10 ATs, the freedom to experience what both sides have to offer in an entirely new world.
    I was unaware a new player could purchase CoH and CoV separately still, so I went to the NCsoft Store and you sure can. But why in a hells would a new player do so, when for the same price you get two worlds to play in (Architect or GvE ), and some nifty extras. As for a new world, to a new player who purchases the Architect or GvE for 20 bucks less than GR, CoH and CoV are new worlds.

    Something else, the things I listed that are missing from GR I feel are good things, that a new player should be able to enjoy from 1 to 20. I think it was wrong to not include them in GR, and in my opinion unprofessional not to include them.

    Note, "I feel", "I think", "my opinion", as well as "I'm unimpressed", are emotional responses that I own. The things I listed are facts of GR, how I interpret them are emotional though. ViralShard you spent a lot of time telling me why my emotional responses to GR are not valid, because they do not jive with yours, but you did not list any facts about GR that I had not already listed. Your emotional responses to GR are not valid to me in this context, because you did not shell out 30 bucks for my GR, I did.

    Quote:
    Originally Posted by Forbin_Project View Post
    Well right here is your problem. It's not the devs fault that you didn't buy CoV when it was released. The fact that you waited until the price dropped until it was almost half of what it cost on release is beyond their control. If you wanted to pay a comparable price for Going Rogue you should have waited just like you did with CoV.

    When CoV was released the direct download was $50. bucks and the boxed Collector's DVD Edition was $60. bucks. There's no way you paid $35. for it when it was released, and you can't complain about the prices each cost when you get one out of the bargain bin and the other fresh of the shelf the day it comes out.
    Hells, I'd forgotten that I had pre-orderd the CoV DVD version, so I did pay 60 bucks, instead of 50. I did get DVDs when CDs were the norm, and I did get that nifty clicket figurine which was totally extra in my opinion. Well worth the extra 10 bucks, at that time.

    Now as to my math. I'm going to drop the price I paid for CoV to 50 So here's my math:

    50 - first free month @ 15 = 35 for CoV.
    30 - no free month @ 0 = 30 for GR.
    I chose to not add the cost of this month to the cost of GR, but if I add that, then I have paid 45 bucks for GR, while only paying 35 bucks for CoV.

    Quote:
    Originally Posted by Arcanaville View Post
    Anyone who thinks City of Villains had level 1-50 content must have bought it after Issue 7 came out, which was over seven months after CoV released.
    You are right Arcanaville. My bad as well.
  24. I'm also unimpressed with GR


    Lvl 1-20 world only.

    Mostly just a repainted world.

    No new AT's.

    No novel power sets.

    No mission adjustment.

    No access to the AE.

    No access to SG/VGs.

    No Paper/Radio missions.

    No Mayhem missions (Thus no temp travel powers.).

    Clutsy contact mechanics, which includes having to double pop them, and them not telling you anything when you have completed all of their missions, but are not at sufficient level to go on to a new contact.

    The small number of missions that allow you to complete all of the contacts missions and not being at level to pass on to next contact (Completed all of the starter missions at level 3.). I find this to be very unsat, being there is only one fricken starter contact to write missions for.

    Being level restricted from new contacts with no obvious recourse but to grind out xp.

    No means to pass back and forth between the GR world and the CoH and CoV worlds, thus post 20 blue/red not able exempt down to experience the GR world. This is actually a big deal, it means that GR is just a fancy 1-20 tutorial.


    I bought the preorder of GR so after you discount the first free month from CoV, I paid five bucks more for CoV. I had already been playing CoH so CoV was not a standalone game, but an expansion for me (Despite how it was marketed.), and I would bet this was so for a high percentage of those who purchased CoV, when it was released.

    For my bucks I got a 1-50 world that was very graphically different than the hero world. I got way to many new costume parts for me to even come close to remembering. I got one AT that was totally unlike any hero AT (MM). I got two AT's that you thought were similar to what appeared to be their closest counter part until you started to play them (Dom, Stalker). All of the ATs had an inherent that was an intrical part of their AT, and changed the flavor of the AT's in comparison to their counter part. I got multiple new power sets, not just for the MM, Dom, and Stalker, but for the Corrupter as well (Can't remember if there were new sets created for Brute, or just a mix of Tank and Scrapper sets. ). Paper and Mayhem missions were introduced with CoV, including temp travel powers. I got a world that played very differently than it's counterpart, so there was some major learning curve going on. I found very fast that grouping in CoV was a very different experience than grouping in CoH, especially in the mayhem missions.
    Forgot something else CoV introduced, because it's not my thing. PvP and joined PvP zones.

    What have I gotten from GR. I've gotten another 1-20 world that’s very restricted, not really novel, and actually feels like it has stepped back a few CoHv years. I got a few more costume parts. I got side switching at the 20+ game with the mechanics and missions that go along with that. I got 4 new power sets, none of them requiring much of a learning curve (Not saying I don’t like some of them, just that they are not novel.). Global email and joined markets might be because of GR, but they are not purchased with GR. Neither is CoP.

    So how about you proponents of GR list what I might have missed that GR gives me for my 30 bucks, because I'm not seeing it. It had better be a big list to match what CoV gave me for my 35 bucks.
  25. Quote:
    Originally Posted by Another_Fan View Post
    Dark Melee
    -TO hit
    Permanent build up is possible (and it does aoe damage)
    Self heal that is part of a solid attack chain
    Endurance recovery (did I mention its also an aoe damage attack ?)

    vs

    Kinetic Melee
    small area long recharge kd
    minor -damage
    If your going to do a compare then how about doing a compare.

    The Debuffs are of equal value in Scrappers and Stalkers (5.63), while Tanks and Brutes get I higher modifier from KM (7.0/6.3).

    KMs and DMs Build Up in Stalkers are of equal recharge time, duration, and buff (1m30sec, 10sec, 20/80). Soul Drain and Power Siphon are also of equal time (2m), though Power Siphon has a different structure that can make it's buff last from 20-30 secs, instead of Soul Drain's straight 30 sec. Power Siphon also has a different buff that gives a straight 7.5 tohit, but a 25-125 dmg, compaired to SD's 2/8 per MOB hit, max of 10, for the entire 30 sec. This means that Soul Drain has to hit at least four MOBs to beat Power Siphon's tohit, and it's max damage buff will never beat Power Siphon's max damage buff. Something else nice is that I can get Power Siphon 20 levels before Soul Drain in Scrappers and Brutes, and 6 levels earlier in Tanks.

    The damage that Soul Drain does is nice, but it does not beat Burst which has the normal PBAOE range of melee attacks (8ft compared to Soul Drain's 10ft), and a fairly average PBAOE recharge time of 15 secs (Not sure where you got the "small area long recharge" from.). Even if you were able to get Soul Drains recharge time down to under 30 secs, Burst can be done twice in that time frame with no recharge reduction (And three times with just a TO.). Burst also has a 50% Knockdown.

    Cant beat a PBAOE endurance buff that does damage. To bad it's way late in the set, on a 3min recharge timer, and just fills your endurance.

    The Devs have finally made Siphon Life a valuable attack/heal. There's no arguing that, but KM has a 25% KD at 3sec, 20% Stun at 5 sec, 33% Stun at 7sec, a 40ft ranged cone that is 80% KB at 12 sec (Admittedly of limited use to melee AT's, but at least the kb is pretty much guarantied, and it is ranged.), the already mentioned PBAOE 50% KD at 15 sec, another 40ft ranged attack that is 50% KD at 8 sec, and a hefty damage 60% Stun at 20sec that also has a 1.20 Acc.

    There's a hells of a lot of mitigation built into the KM power set, and the damages are fairly equitable to DR's damages. I'm not saying that KM is better than DM. All I'm saying that I feel that it is at least equitable and that I'm having a lot more fun with this set than any DM I have tried.