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Posts
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Quote:Yea still waiting years later for customizable pool and APP/PPP powers =\When we get to customize travel powers, can we get a vibration effect to replace the glowing feet?
Personally if the UI is such a big deal let it have a side scroll as well as collapsible vertical menus. Let players just side scroll (left to right) through each pool set to customize. Then you dont have to worry so much about too many collapsible menus on the screen at any one time. -
Yea for me if I were going to focus on "improvements" I'd probably go for extra inventory for enhancements and, if I really felt the need, boosters to push my main those few extra % on specific enhancements.
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Quote:I recently sent my MM back villain side to open the patron pools... for kicks i went and did the villain SSA 1.1 I was NOT able to get a "first time" reward from it and all my rewards were on cooldown from when I did it hero side... So unless I encountered a bug you do not get a "first time" reward from both the villain and hero versions of the SSA's.You know, it occurred to me- this may be the Devs first (albiet sly) way of giving out a solo Incarnate path)- If you are a Rogue or a Vigilante you can do both the hero and villain side. That means 20 Incarnate threads, actually 30 a week, once each side then 1 more for the timer. Times that by 7 parts and by the time the SSA is finish you'd have 210 threads, not bad in 1 week solo. Not great but it's a start.
Secondly... no you cant get 30 threads a week... you can get 10 after your freebie "first time" reward... that's it.
Basically first week it comes out and you do it you can get 20 threads. Every subsequent week will be 10 threads. Also the devs have said the SSA's are NOT the intended method for incarnate solo progression. -
Quote:Uh... the values I suggested for concealment power are NOWHERE near the values of focused accuracy >_>Mag 2 is just enough to resist a single hold - so in that sense its just enough to be viable, if not great. I do agree that spreading out some more status protection in various pools would probably not overpower things at all - just keep them about the same Magnitude. Despite clarion, I suspect that the dev's still want most squishies to have little to no status protection pre-50. Clarion's level of protection is likely due to the overabundance of status effects in the trials. (This does not mean I agree with the dev's on this issue, just pointing it out so that any suggestions would be something they might implement).
One comment on your suggestion for the stealth pool 5th power - I like the idea, but you really need to double check what focused acc gives, the values you suggested are about the same as FA, not less. FA really really sucks for the end cost, so any passive power is going to have to give almost nothing. I would figure a 20% perception bonus, 20% to hit debuff resistance and 10% acc would be about right for a passive considering the huge end cost on FA.
Focused accuracy gives:
5% TO HIT
20% Accuracy
60% Perception
69.2% resistance to To-Hit Debuffs
My suggestion gives:
ZERO to hit (none)
5% acc (15% less)
20% perception (40% less)
20% resistance to to-hit debuffs (49.2% less)
May wanna check your data before posting >_>
As to the squishies... well controllers can all have status protection by 35 with IW. Some can have some status protection even earlier depending on their secondary. Some defenders can have status protection depending on their secondary. Dom's with perma dom have status protection, Blasters inherently can use some powers while mezzed (which may not be protection but it does let them circumvent it somewhat).
I'm not sure such a balance claim about pre-50 holds water in this day and age of COH since there's quite a few squishies who can already get some measure of status protection and you would have to give up numerous other powers to stack all the suggestions I made with what already exists and even if you did... you still wouldnt have status protection equal to any of the primary/secondary defensive sets. And the opportunity cost for what you would have would be very high. Also keep in mind RESISTANCE to status effects and PROTECTION from them are two different animals, with resistance being far less desirable than protection.
Combat Jumping = mag10 immob protection
Acrobatics = mag 2 hold protection & mag 9 KB protection
Tactics = mag 3.63 confuse protection
Weave = 48% resistance to immob
Acrobatics = 48% resistance to hold
Health = 48% resistance to sleep
Assault = 42% resistance to taunt/placate
Tactics = 42% resistance to fear and confuse
**(The above numbers use blaster values which I believe are the worst of the bunch for leadership and fighting)**
That's what anyone can get regardless of AT right now. Adding my suggestions (assuming you take them all somehow) you'd have:
Hold = 4
Sleep = 2
Disorient = 2
Immob = 10
KB = 9
Confuse = 3.63
Fear = 4
Taunt = 0
Placate = 0
Teleport = 0
Repel = 0
As you can see the protection is not fully comprehensive or powerful even layering all those powers. But the opportunity cost to stack those just for the protections would probably not be worthwhile. The idea however would be to allow people to tailor their character to taste and to have some worthwhile abilities added to the pools. Also consider... -KB is accessible to anyone so long as they have access to inventions. Hell you can even grab a bit of teleport protection and -recharge resistance and status resistance (all) thanks to inventions. All in all I don't see giving such paltry amounts of protection to anyone willing to give up other powers to stack them a game breaker. The opportunity cost is very high and protection is not very strong. A blaster would have to give up 9 power picks to achieve this level of status protection which is easily overwhelmed. He'd give up 3 more to get some of the resistances and another 3 to get the concealment power I suggested. -
Quote:Yea there are alot of psi resist and defense bonuses to stack as well as the special psi resist IO's. I ended up quite happy with my tanker. She has enough recharge to suit my tastes and knowing I don't have any particularly vulnerability to a damage type makes me feel more powerful and I don't worry about any enemy type in particular beyond whether or not their damage is primarily s/l or not. Toxic isn't quite as easy to build for but there are a wide variety of toxic resist bonuses to get and the purple sets often have 5% toxic resist bonuses as the final if you really wanna build for that.This reminds me. Psi is probably the easiest type to build resistance for. Defense isn't that hard either. For fun, I capped a dark armor tank to psi defense and resistance. Didn't gimp the rest of the build TOO badly. Just a lot less recharge than I would like. Other defenses were in the 20s, and had normal resists on everything else.
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Quote:Mag 2 is very low protection. With these additional methods to stack on top it gives some viable means for AT's without access to status protection to have the CHOICE of forgoing some powers to build for status protection before incarnate clarion.Just a FYI to the Fight Pool addendums.
Doesn't Acrobatics offer a Mag 2 Hold Protection already?
I'd like to stress that if it is ok for every AT to have perma status protection via clarion then there is little reason to deny piecemeal status protection by stacking various pool powers at the cost of choosing primary/secondary/ancillary/other pool powers. -
Thanks to IO's my Invuln/SS tanker sports about 32% resistance to psi damage and 30% defense to psi ^_^
Psi isn't any more threatening to her than any other "exotic" type of damage. -
If I were to create a 5th power for the pools that don't have one yet? I'd probably create the following:
Presence:
The presence pool offers 2 very different things, Fears and Taunts. I don't think it would be fair to leave either out so I came up with:
Imposing Countenance: Passive that improves the magnitude of the fear powers by 1, provides mag 2 protection against fear and taunt and increases the range of the taunt powers by 20 yards.
Fighting:
The fighting pool is sort of like a bootleg defensive set, and as such it's missing one thing: Status Protection. So I'd add:
Strong Will: Passive that grants mag 2 protection against Hold, Sleep, Fear and Disorient.
Concealment:
The concealment pool already has many ways to make you less visible and a special utility in phase shift. I'd add:
Perceptiveness: As a master of concealment you'd also have a firm grasp of what to look for when others conceal themselves or otherwise impair your ability to see them. This power would be a passive that grants +perception bonus of about 20%, a 5% accuracy buff and 20% to-hit debuff resistance. Essentially this makes it a passive version of a power like focused accuracy but MUCH less powerful and it provides something worthwhile to grab deep in the pool when Phase Shift isn't desirable or concept fitting.
Medicine:
The Medicine pool reminds me of a bootleg empathy set and it's missing something... a dedicated buff! So I'd add:
Rejuvenate: This would be an ally only buff that grants a 100% regen and recovery buff as well as 30% regen and recovery debuff resistance for 90 seconds with a 3 min cooldown.
Leadership:
Leadership helps boost the team and self in a variety of ways but it doesn't have any resistance granting abilities so I propose:
Toughness: A pbaoe toggle aura that provides a base 4% resistance to all damage except psi
I tried to come up with ideas that seemed fitting to the pool, useful in general and/or desirable to many so as to give new ideas about how to build a particular character. -
Game time cards are considered subscription time. In essence game time cards = VIP
as for going rogue... if you bought the box you keep the bulk of the things that came with it such as the power sets and access to the zones and what not even if you let your subscription lapse. -
While I wouldn't say to quote me on this, Paragon Studios has made great efforts to drive home the point that anything you pay for you keep. Since you spent reward tokens earned by spending money in game to get those costume bit's I'd be rather shocked if you no longer had access to those costume bits if you dropped to premium. That said you would not be able to get any new tier 9 VIP items that were added if you remained at premium level.
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The typical melee status protection that provides knockback protection usually gives about 10 points. So if you have a set that provides no knockback and want equivalent then you'll likely go for three of the 4pt -KB IO's or stack an equivalent number in set bonuses if possible.
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Make an ill/rad/psi controller with perma phantom army and perma indomitable will!
Expense List:
Purple Sets:
Hold
Confuse
Ranged Damage
Targeted AOE damage
2 pieces of the pet set
LotG: x5
basilisk's gaze set 4pc
decimation 5pc
Enzyme hammi's x3
Can toss in pvp heal set x5 for radiation aura and also throw in the pvp uniques for lawls
And that's just off the top of my head! Should run you up a bit of a tab -
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hmm maybe it doesnt work if you just global friend? Cause me and my friend global friended but not server friended the specific character... i'll have to test this..
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I'd just like to say that while I can aggree that SOME items in the store are overpriced (i'm looking at you costume slots), I have to disagree with your assessment that the monthly stipend isn't enough. Sure it isn't enough to keep up with the influx of items but that is intentional. It is supposed to entice you to spend above and beyond the 15 a month.
Inventions... I can see why they aren't included in premium and frankly I don't foresee a change to the current model. For 2$ a month you can have access to inventions OR if your vet status is high enough have access forever as part of your account. I believe it is intentional to make you feel like you don't want to "play a dumbed down version" of your character. Inventions are one of the carrots to get you to spend as a non subscriber.
The intention of Freedom was never to get people to stop subscribing but it's the nature of the beast (especially in this economy) that people try to get more for less and see what they can wiggle to play the game spending as little as possible. Unfortunately many people are realizing there's a price for dropping your sub. That price used to be simply no access at all to the game, but now that price is playing with limitations... which is driving some people a little mad I think.It's easy to just walk away and forget when you have no access but to be able to poke your head in and be taunted with all the shiny you could have if you spent money can be maddening for some.
As to this poster:
Quote:Your rebuttal makes no sense. The 15 a month you pay for your sub (which includes 5$ worth of points plus other stuff) IS sufficient for INCREMENTAL content added to the game... content such as I dunno... First Ward? Time Manipulation, IDF Costume Sets? The subscription cost is giving you more than it ever did in the past. The problem I see most people having is that there's just so much stuff being dangled in front of them and points are in short supply without spending extra... which is entirely the point of Freedom. The additional revenue generated by these "extra above and beyond additions to the game" are FUNDING these "extra above and beyond additions to the game" as well as growing the profit margin for the company which is a goal of any business.I'd have to agree with some of your points, but I'm afraid it's going to fall on deaf ears.
The arguments you're going to hear from many forum posters is that they need additional revenue to add new content to the game. My rebuttal is that I pay $15 a month, which should be sufficient for incremental content added to the game. If it takes every cent from subscriptions just to keep the servers running, then something is seriously wrong.
I'm quite willing to shell out money for new expansion packs, considering the major amount of content you get in most expansion packs. However, the prices they're charging for small items would jack the price of said expansion pack 10 fold.
In short, the prices are way too high. The prices should be considerably less than what they're currently charging.
The bottom line is that, while yes some items in the store are over priced, our subs give us more now than ever before. The goal is to lure in new players with the free to play experience and hopefully turn them into subscriber revenue. Failing that they hope to at least get some a la carte revenue generation from the freebies. No one can reasonably expect to have every feature or even most features available as a non subscriber and some of the best features like inventions are gated by either a la carte pricing or paragon reward status. -
Quote:This requires all being on the same server, but:
Player A: /friend Player B
Player B: /friend Player A
There is a chat channel called "Friends". Player A and Player B can now talk to each other on that channel, regardless of where they are on the server.
/f Hi, Player B! How are you doing tonight?
Note that if Player C friends Player A but not Player B, Player C will see comments made by Player A to Player B, but will not see Player B's responses.
Unfortunately freebies cannot use the friend channel. We tried it. My friend could see my comment but i could not see his replies. I believe the reason for this is that server friending someone requires no confirmation on the other person's part and a free rmt'r could load up a friend list with names it sees in game and simply spam its rmt messages in friend chat. -
Unless I am misremembering to Global Friend someone requires the other party to accept the request. Assuming I am not mistaken wouldn't it be helpful to at least let Freebie players have access to some sort of Global Friend chat?
I recently got a few friends to try out COH but we had a difficult time chatting in game if we weren't in a group together. As much as I understand the need for some chat limitations due to RMT, it would be nice to have some method of maintaining communication with friends who are still freebies without being on the same team. -
Does it ignore psi defense? I know there's several psi powers that are only classified as psi and not ranged and only psi defense will protect you from them.
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Quote:I'll be a happy camper if they manage to fix those bugs and bring that feature to usIf they can figure out how to implement it without flat-out requiring a respec for every character in the game over level 24, levels 25-29 were providing three slots instead of two for part of the time in beta. Long enough for it to be in one of the playable convention builds.
Then it got pulled because it was found that there were numerous glitches being introduced because of how the code was originally written...like erasing every purple IO in your build because a level 50 could put the slots ANYWHERE. -
I recently tried a claws/wp brute and even at level 12 he's monstrous. he's got some minor regen, manageable end consumption, a decent attack chain, aoe, status protection and decent mitigation. All in all if I had to advise on an "easy to get into/performs well" at/power combo thats prob what I would suggest off the top of my head.
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Thanks for the replies... it's a little confusing but meh I'll live with it.
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My billing cycle is on the 30th of every month... this past cycle.. September 30th my sub renewed as usual but no points or reward tokens were awarded. I was under the impression that we'd receive our points and token each billing cycle. Is this not the case or did I miss something somewhere?
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Force Field is one of the very first power sets to come with the release of COH in 2004 and has seen very few changes since. The following are a few suggestions to possibly make FF a bit more comparable to current sets.
Forcefield has too many powers that do the same thing which is almost always knockback. That said, to keep within the cottage rule my suggestions are as follows:
Personal Forcefield - add defense debuff resistance
Deflection Shield - add defense debuff resistance
Force Bolt - This power has always been a powerful single target knockback and should remain as such. That said to make it more valuable it could see either a significant damage increase (making it a viable dps power) or perhaps a chance for an added stun.
Insulation Shield - add defense debuff resistance
Detention Field - As much as I'd love to suggest changing this to a hold I am fairly confident the devs will not alter the functionality of this power so drastically... that said there's no reason there couldn't be a -regen and -recovery debuff added (so trapped and un-damageable mobs cant just recover hp and end while untouchable) or some sort of lingering debuff after the untouchable effect ends.
Dispersion Bubble - Fill the gaps in status protection a bit by adding sleep and repel protection. Let this shield be one of the defining powers for the set and allow the shielder to provide better status protection to themselves and those near them. Add defense debuff resistance as well
Repulsion Field - As much as I'd like this power to just be completely changed at best we can hope for is some sort of additional effect. I'd suggest a to hit debuff of some sort applied to those who enter the radius much like Hurricane does.
Repulsion Bomb - Let controllers get containment benefits from this power. Also make the stun guaranteed and mag 3.
Force Bubble - Allow this power to provide a small amount of personal defense and/or resistance to the user and possibly those within its confines.
Ideas like these could make Force Field closer in performance and utility to the newer sets that were added since. -
Not for nothing but I'm glad I read this topic before wasting any money/points on the COT bundle... without those really unique pieces it just isn't worth it to me. Sadly this decision on Paragon Studio's part will make me question buying any future costume sets based on npc's since the likelihood of anything I actually want from them actually being in the release is low it seems.
I do hope they rethink these decisions and add those missing pieces (and give them retroactively to those who already bought the bundle. As it stands I have little use for the COT pack -
One thing to keep in mind for defense stackers... the same way power boost affects Farsight... also works for Group Invisibility. And while Group Invisibility's defense buff isn't nearly as potent, it makes for another 5% ish more defense stacked on top of Farsight making it pretty easy to soft cap just about anything and everything if you really want to. So make sure you PB, Farsight and then GI