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no more arguments about invul please, this is a thread abotu Requesting Purple IO's sets for the aspects of the game that don't have them.
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I'm avoiding praetoria any more, I got my dominator out of that 20 level sentence jail. i don't want to go back, it's hard to level the slow way.
until the issue release that gives us higher level praetoria zones for higher level characters to get contacts and missions, praetoria is a long job.
when it was opened up to higher levels to walk-in, I did go back but I had a sinking feeling and this thought in the back of my head: "god I hope they don't lock my character in here again by some accident"
so.. let make it easier on praetorians so it's not so much of a jail in the meantime.
how about double XP for praetorians? just until higher level zones are released. -
ok fine soft and hard cap are different and I have no idea about any of that, no matter, I'd still like some purple IO's in resistance and defense, heals and end mod.
sets of 3? that means you only get 2 bonuses from the set per power.. all purple sets that I've seen are 6 for a reason, the amount of bonuses and to make it harder for you to get the higher tier bonuses., in my set-up of 6, you can only get the 6th bonus 1 time.
anyways I would like to see a full set of 6 for all of it; unique, res, res/end, res/rech, res/rech/end, res/def (would have to add a def bonus) -
ok, my bad on my numbers, I forgot for a second that invincibility bumps mine upto 35-40% in a pack of enemies.
ANYways, leaving that out of it, I still say having a purple IO set for every effect would be awesome, and I would love more Res AND Def especially when exemplared, I think there should be 1 purple of res and 1 of def
other bonuses for set numbers (my opinion):
(2) 4% regen
(3) 4% recovery
(4) 7% energy and negative res
(5) 7% fire and cold res
(6) 10% psionic and radiation res
that would be kick butt awesome, then with 4 res powers (using set upto 5 on each and 6 on 1) counting tough; instead of 32% res to energy and neg and fire and cold, I'd be able get 70% res total
I think the def should be similar but defense oriented.
UNIQUE 10% def (all damage types)
(2) 4% regen
(3) 4% recovery
(4) 7% energy and negative def
(5) 7% fire and cold def
(6) 10% psionic and radiation def
bassically I believe if someone is gonna take the time to get expensive superior rare recipies to slot anything it should make-up for anything they are lacking in that category (without maxing out their weaknesses of coarse).
and softcap is 75%, hard cap is 90-95%, 45% gets you killed against AV's. -
again it depends on your character.
if you want the raw defense numbers I could log-on and get them, but I'll say this instead, they are around 19%
Res on invul is really good, but 19% def is poor when you step-up to most AVs
needs to be around 75% to not get slaughtered by recluse. do i have a point?
secondly 10% res and def extra isn't much,thats why I suggested it. it's not outlandish, it's not even close to being unfair. also we are talking a purple recipie, not an orange so yeah it's gonna be higher by a decent amount to make it worth the extra rarity.
3rdly, there are alot of UNUSED def and res IO sets, if you;re concerned about how many there are, lets get rid of some of the useless ones from the game and replace them with a purple.
also I vote yes on healing Purples, and End Mod purples. -
with res and def it really comes down to what kind of tank/brute/scrapper/stalker you have.
for example my invul tank caps smashing/lethal res really easily but all the rest of the damage types are left with poor stats around 33% for all and 0 for psionic.
and the DEF on a invul is really poor, even with combat jumping and weave.
I'd love to see superior resistance and defense sets that could actually give me some bonuses that could help me tank recluse without 3 large purple insp and a large orange on at all times.
also, the question comes, what should the UNIQUE Resistance IO do? and how about the UNIQUE defense?
I was thinking they should add an extra 10%res (for the resistance one) and 10% def (for the defense one) on all damage types that aren't already capped. -
ok you probably noticed the certain things don't have (superior) IO sets, for example resistance and defense.
I myself would like to request that these sets be made. I'd like to eventually see 1 (superior) type set for power aspect.
what does everyone else say? -
1: yes going rogue is released and now a mastermind can be a hero, but theres controlers and dominators. ETC. theres should be some other form of a mastermind.
2: very valid points about abuse, so more rules would have to be in place, maybe for example the sidekicks only share your Travel type powers (so they can keep up, which was my original idea for this)
3: more abuse, ok, so just limit each sidekick and the sidekicker to 1 of each type of power maximum (so they can't select more than 1 FF) each power must be different. and of coarse other pet summons are off-limits to avoid 9 pet summon powers ETC.
maybe even further limit, like; you're not allowed more than 4 Def and/ or Res powers and they cannot be of the same type.
the attacks/holds/heals ETC. could be fully custom without much grief though. -
ok nearly every archytype on the hero side has a villain side counterpart, except defender
and nearly every villain archytype has a hero counterpart, except mastermind
I had an idea for a hero version of a mastermind, it would be a bit different, the name for the archetype is still in question but for this purpose I'll call them a 'Sidekicker'
masterminds are villains that use their minions to do their bidding so they don't have to get in danger. a Sidekicker is a bit different, they train 'sidekicks' to fight along side them because they are literally a 'half-a-hero' when it comes to powers.
a Sidekick will be a fully customizable character at the tailor
a sidekick would be a pet summon-able like a mastermind's pet, however unlike a mastermind each pet summon power only summons 1 pet and you can choose whether you want 1,2 or 3 sidekicks total later on.
a sidekick fights within melee range of their Sidekicker and wont go charging into battle like mastermind pets and yet there are similar controls,
passive (doesn't fight at all, but follows)
defensive (tries to get in-between enemies and you to absorb the damage)
aggressive (follows you closely and fights along side you)
Sidekicking power sets:
your secondary powerset is your sidekick abilities, there are only 3 powers on that list to start with, each one is 1 sidekick, you can have a total of 3 but it will diminish their power.
quite literally what makes a sidekick different from a minion is that you train them like yourself, you decide what powers they get when you train (at the cost of your own abilities)
Sidekick power numbers;
1 sidekick gets 8 powers and shares your powerpools automatically (though does not share mastery or patron powerpools)
2 sidekicks; one sidekick will get 3 powers and the other gets 4 and shares your powerpools automatically (though does not share mastery or patron powerpools)
3 sidekicks: each gets 2 powers and shares your powerpools automatically (though does not share mastery or patron powerpools)
they do not automatically come with superjump, flight or super speed.
RULE: when you have multiple sidekicks you can decide to give them some of your own power selections (at a cost of one less power for you) so they have more powers, the catch is your character MUST have at least 1 more powerset power than any of your sidekicks at any given time so the amount you can give them is limited.
when you first select your sidekick power it will be a powerless meat shield summon and wont be allowed to get any new powers until your 3rd power (LV4) garaunteeing that your Sidekicker has 1 more power than your sidekick
a sidekicker gets 9 powerset powers max as well as powerpools and mastery/patron pools
seeing as both the sidekicker and the sidekick(s) will be limited in how many powers they have (making them really weak compared to any other character) I would suggest they be allowed fully custom power selections (allowed to chose any power from any set)
remember the limitation is your sidekicker can only chose 9 powers of their own being equivalent to them having 1 power set (not counting power pool powers).
each side kick counts as a power so the more you get the less powers they have. they should be allowed fully custom power selections as well from any power-set (cause they get so few powers)
it's just an idea, but I think it could work. -
ok I had this Idea before I even played the game, and after taking a look at it's lowest graphics settings, this game could indeed be run on a Nintendo DS.
a nintendo DS cartridge is around 4 GB of storage space and can be made with over 32 GB of space. (I have a TTDS and micro SD card with 8 GB of space for such atm.)
of coarse that would require making a version of the game dual-screen compatible. (and .nds format)
to achieve this is no doubt a complex thing:
i would suggest 3 powers (of player choice) and jump (space button) could be set to the buttons A B X Y
the bottom screen and top screen however are a bit different, it would be nice to have all the buttons and chat and health bars (and other powers) ETC. on the bottom screen and all the action on the top screen.
however that presents a 'real world' problem as in some powers require you to point with your mouse and place them on the ground. that would be a touch screen thing but with all the action on the top screen that wouldn;t be possible.
so I suggest that the background of the entire bottom screen be an over-head view map like the current map except full screen, and of coarse that would show players and everything else and allow zoom and power placement without need of 3D graphics in that window.
so all the action is on the top screen, and all the interaction is on the bottom screen.
the chat for DS; the chat should be expandable and contactable with the click of a button (maybe on it's top right corner) when expanded it should take up the entire bottom screen (including a typewriter) when contracted it should be a small box with chat only (no response bar) and an emote button.
the touch screen map can be used for movement, but I also suggest an additional camera control button on that screen to control rotation. merely hold the button and drag in any given direction on the touch screen.
L and R should be used for Directly UP and Directly DOWN movements
and the digital cross pad can be used for normal walking /horizontal movements ETC.
that would be a decent control setup.
the purpose of this is to create CoH/CoV on-the-go for Nintendo DS players, it will bring more players to CoH than ever before as people can play it standing up at any given hot spot.
what does every one else think? -
I would like to propose allowing recipe and enhancement storage in the vault in their own folders.
To achieve this the suggested changes would be that upon clicking the vault a selection menu with 3 options would come up:
Invention salvage
Recipes
enhancements
from there one click would take a layer to a storage folder for that specific type of stuff.
I would also like to propose the ability to buy more storage space, of coarse there should be limits as to how much you can buy during a period of time and it should be expensive.
I suggest 50 storage slots (only purchasable once a month), however the price still needs figuring. -
I agree with Winterminal, the locked doors thing would just be for fun, for those inner sanctum sort of situations.
but less about the doors and more about the music please! I suggested that it should be by room much like the lighting is set by room. I'd really be looking forwards to such a thing. -
I have one thing to say to this "it's not necessary to turn it off"
honestly patrol XP only protects you from debt, nothing else.. it doesn't enhance the rate of XP you gain either.
honestly I don't know why anyone would want to turn it off.. unless the devs do away with debt I wouldn't dare turn it off, my dominator and mastermind ETC. are just too squishy..
additionally, if this is because of a leveling pact, then I would say if you are a prideful individual who wants to earn their own XP, then don't form a leveling pact, or quit it right now.
problem solved. -
places like Pocket D have different music based on area of the building, I'd like to do something similar in an SG base (choose from different game themes and sound streams for different rooms of the base)
for example one could have some pocket D dance floor music while another darker room could have cave sounds.
I also think having access-specific doors would be a good idea, like (only sg members can go through this door, or only SG members of $title or higher can enter this door, or only members of $name,$name Etc. can enter this door.)
what does everyone else think of these 2 ideas, mods included especially. -
first of all the inventory ticket cap is 9999, secondly that'll take a while to earn in AE.
thirdly after a long hard day of AE mishes I would probably have enough tickets for 50 merits and 20,000,000 inf= 1 A-merit -
I see everyone likes these ideas maybe it's time someone PMed a dev to look at this thread.
Vote now:
Broadsword Tanker: y or n
Katana Tanker: y or n
Axe Scrapper: y or n
War Mace Scrapper: y or n
[hr]
my vote: yes to all. -
Quote:actually in alot of mission maps door camping MM's would have their pets TPed back to them by the current range especially when thier pets near the ends of most maps or the second floor ETC.Abuse is one of the things that is considered but I believe that most NPC allies will remain with the player unless you get into a situation where the mobs are close enough together to aggro on the NPC or vice versa. Something that doesn't happen often in missions. Also MM pets currently get teleported back to their master when they get past a certain range. You could avoid the door camping scenario by lowering that range inside missions or even just simply disallow following or targeting through NPCs.
^
also, if an MM did target a teammate and have his pets follow them, then door camp, the pets would die quickly, and there is a current 'set to follow range' currently it's for attacking an enemy, at a certain distance away from your target your pets will give the 'invalid target, entering aggressive mode' signal.
also pets probably wont follow other players up elevators ETC. so there are limitations to the door camping scenario which doesn't allow such abuse to be used 100% of the time, in fact I'd say it's usable 40% of the time or less. -
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there should be katana tankers too, BS and katana are very similar, plus we have all sorts of medieval Knights armor costume pieces.
and lets face it a knight on foot is famous for wielding a Sword and shield, and they are all power and very tanker-like, to call a knight a scrapper is like calling a ninja a slow moving object, it's just the opposite of what it is. -
Quote:the reason I want this so badly is cause I have a surplus of AE tickets, and find it hard to make 50 Reward Merits a day..why are we opposed to it? because there is no need for it. and the devs do not want everyone spending all their time in the AE. and again, it is not harder nor does it take longer to farm a map in AE. and i can only see 2 of you in this thread that want this, and a bunch of us that do not. and yes there is a merit/min calculation. it is 1 merit per 6 min. that is what an average player can earn. that is through extensive data mining.
merits are a reward for completeing stry arcs/tf/sf's/gm's. tickets are rewards for doing AE missions. they are two different rewards for means of getting the things you want. leave it that way.
in fact, the only reason i can think of that you want this so bad is because you can not buy specific set recipes with tickets. well, to bad. there are always people running tf/sf's and you can speed run those to get the merits for the recipe you want. you can also run AE missions and get tickets to roll for the things you want. you can obtain tickets faster then merits in some cases so you have more chances of getting what you want. deal with it. -
Quote:read my last post, 33 merits is easy going with the right flashback mission.Here's the analysis I was referring to:
If you consider what you can buy with tickets versus what you can buy with merits (either using identical random rolls or the market value of popular direct buys) the conversion ratio of 200:1 is pretty solid.
EDIT: If someone wants to provide a case demonstrating that current buying power of 200 tickets is significantly less than that of 1 merit please do so. I'm willing to concede PB's argument about cushioning and I think there is also a hoarding argument (i.e. leveling a character in the AE, and using the merit conversion to horde "random roll potential" for level 50 but I've yet to see an argument that the value of 200 tickets is significantly less than 1 merit other than the fact that it is easier to get 200 tickets than 1 merit. -
Quote:I agree with this notionI would love to see Broad Sword Tankers. I have a Broadsword/Shield Scrapper but wish he was a Tanker instead (just can't get into Scrappers).
Although Parry would be overpowered as a direct port why not just lower the base Defence it grants and increase its recharge so it is harder to stack and keep stacked? -
I don't know why some people are so apposed to this, if the rates are unfair come up with better rates, if you don't then your comments are only flaming this thread without reason.
further more the dev's have nerfed AE and many power sets, you just can't farm a AE map the same way anymore, it's harder and takes longer.
now then what this really comes down to is, one group of people wants this and another doesn't, so realistically the Dev's could put ti in, and those who want to use it can use it, and those that don't can avoid it.
also I just ran a flash back in ouro that yielded 33 merits and took me a little over an hour. lets put it this way there is no real speed per merit calculation that can be done. you just have to fire it somewhere down the middle.
honestly 540 tickets is the price of other rare salvage, maybe that should be the price of 1 reward merit, though I personally think thats a bit high for one merit. -
Quote:some missions are different sizes, and each map yields a different number of tickets, smaller maps take less time but yields alot less tickets, a good farm map takes about 2-3 hours to completely clear it and yields about 1500 tickets max.
you honestly do not know what you are talking about. if it is taking you 3 hours to run 1 mission with a tank, then you are doing it wrong. and giving out 10 merits for 1 mission is a very bad idea. plain and simple. this idea is something that is not needed.
giving out 10 merits for one mission? it's not a bad Idea when that mission takes as long as a TF to solo.