Lakanna

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  1. Quote:
    Originally Posted by Oathbound View Post
    All Defenders can hit "permasnipe" for themselves with the Kismet Unique and 2slotted Tactics.

    Corruptors can hit it with a Kismet Unique and Tactics 5slotted with SOs or 4slotted with L50 IOs.

    Time Manipulation Defenders just need PBU'd Farsight and they can permasnipe their entire team. Time Corruptors can use the same trick, but they actually have to slot for Farsight's ToHit buff, where Defenders don't need to. (Farsight + Tactics is always an option too.)

    Pain Corruptors can stack World of Pain and Tactics, since I'm not sure if they can Power Boost World of Pain's ToHit buff (I seem to recall something about not being able to Power Boost powers that had Resistance components).

    All in all I'd have to say that the snipe buff is a far more notable buff for Defenders and Corruptors than Blasters, as they're more able to leverage it.

    The buffs for snipes is a buff to all versions of the snipes, and as Oathbound says, it actually benefits Corruptors and Defenders more than Blasters. I -think- the minimum range change is the same, and is a wash for bringing blasters more in line with other AT's. It should certainly raise the baseline, but it does nothing to close the gap.

    The survivability changes are gonig to have to be tested. My gut tells me that adding +regen and +recovery aren't going to be enough when a boss can easily hit for half a Blasters max HP. The Absorb may or may not be better, but I still have the feeling that without a reliable way to break mez, blasters are still going to be face-to-floor far more often than anyone else.
  2. hmmm, the minimum range and snipe changes look good for corruptors. The lack of any changes to mez is disappointing. Survivability changes that focus on +regen over, say, actually making it through an alpha unmezzed and able to fight back.

    Enough to make me want to play a new blaster. Not enough to convince me that it'll be fun after level 20.
  3. I'll be there again, still trying to get them all on my kin/sonic, and you guys are GREAT to run with.
  4. Too late for a main spot, but I'll be around as an alt. @Lakanna, on a kin/sonic defender.
  5. I'll show up. I can bring a kin/sonic defender or an earth/rad controller.
    @Lakanna
  6. Quote:
    Originally Posted by Wicked_Wendy View Post
    Congratulations and welcome to the wonderul world of "Holy Sh&%^$%^^ I added too many zeros!"

    I have had this happen to me once .. Not as profitably as you but I did get 100 Mil for an item selling for and advertised for 10 Mil. Since it was impossible to locate the poor individual that simply could not stop hitting 0 0 0 0 0 0 0 ... I donated the extra 90 mil to help feed and clothe poor neglected heroes still in those lower levels.. In other words I gave the extra cash to my low level alts.


    I'd be willing to bet this happens quite a bit and there are probably quite a few players that are either the poor soul that added a zero to many or the lucky one that collected a TON more than expected for a sale.
    Congrats, this is probably what happened. Like you, I've been on the other end of this often enough to double-check my bids now. Never been on the receiving end of this, though.
  7. Quote:
    Originally Posted by Darth_Khasei View Post
    They need to just unleash the Kraken and sell them all on the market now.
    That sounds interesting. Can't wait until this actually comes about and I can go back to ignoring the market as a necessary evil.
  8. Quote:
    Originally Posted by Caulderone View Post
    I agree with these changes in principle. Leveling the playing field with SBEs makes sense.

    However, this worries me a small bit. My main uses Dark Melee. Shadow Punch is slotted with Hecatomb Proc (normal, not SB). I have SP down around 1.08 seconds recharge time currently (from base 3).

    SP is literally every other attack for me, and Heca's Proc makes for some excellent damage add here.

    The possibility of a massive nerf to this functionality is a very real worry for me. This is a concept/theme build I am very happy with (my main) and having his damage gutted would not make me happy.

    (PS. He's a Tank, so it isn't like he's doing uber pylon-soloing damage as is.)


    In addition to the 90% chance Cap, there should also be a minimum chance Floor at the existing proc rate.
    Agreed here. My brute also uses a high-recharging shadow punch with proc to deal most of his damage. A change from static proc chance to PPM pretty much invalidates builds meant for high recharge + procs. It would require a complete overhaul of any character built to take advantage of what WAS a perfectly valid option.
  9. Objective feedback: none to give, since I can't get the new installer to run under Linux. This is a change that literally prevents me from every playing this game again.

    Subjective feedback? I can string together some pointy-sounding epithets, but I think that "prevents me from ever playing" about sums up how overjoyed I am with this change. Please consider allowing us to continue to use the old launcher.
  10. I -JUST- recently got the CoHupdater to run in wine. CoH_Installer.exe hit a serious error that forces it to colse 5/5 times so far in Ubuntu. Hopefully someone more experienced with Linux than me will be able to post the workarounds for this soon.

    Last time I had serious problems with the updater, I had to cancel accounts due to being unable to play. Now I'm being forced to pick up new software if I want to continue playing. What was so terrible about the old launcher that it HAD to be replaced?
  11. I had to tone some of the mobs in my arc down, because when they face a team, they start cross-buffing and stacking nasty debuffs. The one power that over and over messed up teams badly was Sleet. I gave it to one of my Lt-class mobs, and when you get a few of them in the same spawn, it gets ugly quickly.

    Mobs with buff and debuff powers are underrated. They actually cast them pretty intelligently, and they're especially deadly to teams that don't stick together, as they start buffing as soon as they're in perception range.

    Also, make sure that your mobs carry non smash/lethal powers. Fire is prety solidly resisted, but mobs with cold, energy, or negative damage can really mess with a team.
  12. Quote:
    Originally Posted by Teeto_K View Post
    My Earth / Trick Arrow is an odd duck that I've not seen too much of, considering the popularity of each set individually, I'm not surprised.
    Not surprising on the effectiveness. I run Earth/Rad Controllers on Infinity and am levelling another on Freedom. I ignored the advice t not take Choking Cloud, and between CC and VG, each with the Lockdwn proc, her single-target holds, Stalagmites, Stoney throwing his hold, and Earthquake, nothing gets to fight back. She doesn't do a lot of damage on her own, but she has "team support" in excess.
  13. So, what's the strangest combination of powersets you've played together. Not for 1-10, but seriously played, at least to 30. Did you enjoy being "that person?" Did the build surprise you for how effective or comical it was?

    I've played:

    AR/Rad Corruptor. Surprisingly fun on teams. NOBODY expects the corruptor to open with full auto. The Rad buffs made the teaming part work, and AR is such a diverse set, I managed a very large amount of haste in the planned build. Sadly, he's on my second, currently inactive, account.

    Dark/Dark brute. My most expensive character, he's the only one I have with a large amount of purple sets. For all that DA gets a bad rep about survival, he's pretty tough. I regularly run him at +0/x4 with bosses in all my missions, and x6 if I'm bored.

    What's your favorite off-the-wall character, the one you never see anyone else playing?
  14. Quote:
    Originally Posted by BellyButtonJelly View Post
    How is a toon that is only good at one farm type the "Very Best Farmer?” If I change the type of farm so that it resists smashing is it still the very best farmer?
    Because farming toons are, by definition, very limited ni scope. Nobody farms 5 different maps with 5 different enemy groups. A farm is almost by definition a very specific map. In order to figure out who the "best" farming toon is, you need to also specify what they're farming.


    Incidently, I farm the fab and AE missions with my dark/dark/energy brute. AoE is a bit weak, but he can survive almost anything. And what he doesn't survive, gets hit with a mag 30 stun when he stands back up.
  15. Wishlist?

    1: The ability to add my alts to my SG without having to rely on someone else.

    2: Solo-friendly rare and very rare Alpha Slot options.

    3: The ability to craft mez protection powers in the SG base like we can craft damage resistance or damage increase powers.
  16. I copied the piggs folder en masse from another computer. With the new patch, it got past checksumming and updating just fine, but it still freezes on the Loading bar, with "poll_schedule_timeout" displayed in system monitor. The program enters sleep and never comes back out.
  17. Grew up in Steeler country, and will always be a Steelers fan, even here in northern Ohio where the Browns are the big thing. And congrats to the Cincinatti fans... Taibbi from Rolling Stone actually called them coming out of the gate with all the makings of either a great team, or a disaster of unbelievable proportions. looks like they've done well so far.

    I cheer on the Saints when I see them on. I don't expect much, but I cheer for them anyway.
  18. Quote:
    Originally Posted by Blue_Mourning View Post
    Then should all AT's have similar performance levels on teams as well, and not just solo? And if that's the case, how do you bump scrappers up, add huge non-stacking debuffs to IO's as well? Adding mez protection in to IO pools "because scrappers get it" is a huge slippery slope.

    That's the problem that people don't seem to be seeing. yes, squishies are not as good solo, but scrappers are not as good on teams. If squishies are as good solo as they are on teams, wouldn't scrappers and to a lesser extent tankers be totally unwanted on teams? I mean on high performance teams they're already pretty unwanted.
    Scrappers do perform well on teams, just not every team. Blasters may have higher damage, but most of them aren't going to be in the middle of the fight when fulcrum shift goes off. Blasters make rather bad targets for the AoE sonic debuff, while scrappers and tanks are perfect. And I brought up the stacking buffs and debuffs just because of that argument. It's a bad mechanic, the devs are aware it's a bad mechanic. You really can't use it to keep another bad mechanic in the game.

    I honestly think of mez as the sapper problem. Way back when, sappers weren't limited to one per spawn solo. It used to be possible to run into a spawn of 3 minion-level sappers in a malta mission. Which meant that, no matter how well you played, no matter how perfect your strategy, you were rolling dice and seeing if you won. If they hit you, you got to do, well, absolutely nothing. No END means no toggles, no offense, and no way to get away. It really wasn't fun: it was doable with certain builds, but massive END drain has been dialed back because it's frustrating and unfun. No more multiple sapper spawns.

    Now, with the situation above, everyone got to experience the frustration equally: scrappers and tankers were just as prone to it as squishies. I understand that mez is a weakness for squishies, and supposed to give them a challenge. But it's a huge, glaring weakness. It isn't Kryptonite, which pops up once in a while, it's being deathly allergic to water: common, debilitating, and not very much fun to deal with every single second.
  19. Quote:
    Originally Posted by Panzerwaffen View Post
    Simple question for you: Do you feel that every AT and powerset combination in the game should be able to handle every difficulty level and every situation with equal success?
    Given that they are played by a decent player who knows the AT and uses all the tools at their disposal? I think it should be fairly close, yes. I don't think that certain AT's should be able to completely ignore mez, while it cripples another.

    Mez protection isn't an I win button, and anyone who says it is is just as guilty of exaggeration as anyone else. Mez effects in this game are a terrible mechanic: taking something out of the fight completely for a length of time. Controllers and Dominators both have primary control sets, and both have serious contenders for strongest all-around builds. When used against players, mez is just as absurd. Melee types get a free pass, though. That doesn't make mez effects less important, just means that the characters who already have low personal mitigation, can have their ability to fight or run cut off arbitrarily.

    As for the team of 8, that isn't mez protection, it's buff/debuff. Which the devs have mentioned as a bad mechanic, and one that isn't going to be changed anytime soon. SHOULD stacking buffs and debuffs be changed? Probably. WILL it? Probably not soon.

    What happens if the devs tomorrow figure out a way to change buffs and debuffs to not stack to absurd levels? Will that team of 8 defenders still be able to tear through content? Stacking buffs and debuffs are an aberration. I wish I could find that post with a redname saying so.

    But yes. I think that baseline, a well-built character using all the powers at their disposal should have roughly the same performance at SO level. And I think tht when comparing 2 different characters, both fully IO'd out, they should still deliver similar performance. Mez protection for every AT, be it buyable as a power or as an IO, would help to narrow the gap, for a small opportunity cost or powers or slots. (That's what I'd be willing to give up, same as certain melee sets need to use a slot or power picks to gain KB protection- the choice between picking up that power/ IO slot or picking something else.)
  20. Quote:
    Originally Posted by Panzerwaffen View Post
    I just have to say, this thread continues to be an apparently never-ending well of amusingly vapid -neg rep comments... I have gotten several lately on posts made weeks ago.
    Which is both hilarious and terrible. I'd +rep you again if I could, and I'm seriously thinking about moving my plant/rad to your server and finding you for a Posi run. I actually got a -rep for "cares about rep." Irony, meet hilarity.
  21. Quote:
    Originally Posted by PennyPA View Post
    I can't but read this as only "I want an I win button".
    If you think that low-grade mez protection is an "I win button" then you aren't going to understand. It isn't an "I win" for scrappers, it isn't an "I win" for tankers, it isn't an "I win" for VEATs, and it isn't an "I win" for defenders.

    Understand now?

    Quote:
    Originally Posted by PennyPA View Post
    Of course the game has some challenge at the higher levels. That is by it's design, otherwise, we would be fighting Hellions all the way to 50. This is the "risk" for our "reward".
    Challenge is fun and good. Being unable to react to a situation because of a bad random roll is not. Imagine if melee characters had no immobilize protection. Not stuns and holds, just immobilize. Then imagine that the enemy AI was designed to immobilize and kite. Frustrating, huh? There's a difference between "challenging" and "cheap."

    Quote:
    Originally Posted by PennyPA View Post
    I have yet to hear anyone say "wow, I just can't defeat those minions." I will grant that an AV/EB or even a boss could be a pain to some ATs/powersets and need some help either from a temp like a Shivan or get a team together.
    Tsoo Ink men in a pack of 3? Even better, 2 ink men and a sorceror/spirit? Sappers? (remember when they weren't limited to 1 per spawn? Got changed because, surprise, people hated being out of END- unable to play their characters...)

    Quote:
    Originally Posted by PennyPA View Post
    Yes, you will miss every so often and get in over your head and have a faceplant. The posters I have read in this thread all know that. Players have played every AT and powerset combo and know you will faceplant. But in the end, you will win the vast majority of times over the mobs in this game no matter what you play.

    It's not that hard of a game. That "curbstomping" isn't that common if a player uses the tools that are available and takes a moment to plan. Only time I see it is when a player takes on way more they can handle (say using +4/+8 settings). If it is, I am suprised it hasn't been discovered by now.
    Mostly agreed. The game isn't hard. It's even easier if you're playing an AT with defense, offense, and mez protection. Take any of those away, and it doesn't make things harder, just slows things down. Without defense, you're succeptible to being defeated a lot. Without offense, you advance glacially slow.

    And without mez protection, you get annoyed. A lot. And it gets you defeated if you don't have the crutch the devs provided instead of actually fixing mez to make it less ridiculously broken (and yes, it's broken both ways - remember, nobody likes fighting statues, and nobody likes BEING statues.)

    And edited to add: Thanks for the -rep and the absurd comment about mez protection being an "I win" button, to whomever anonymous sent it.
  22. Quote:
    Originally Posted by hedgehog_NA View Post
    not a bit. My point was that IO's make a huge difference when we talk about the ability to solo and the actual power of a toon. The AT determines what sets you can use but other than that, IO'd or not IO'd is a bigger difference.
    Only in specific cases. A tanker, IO'd or not, is likely not going to be able to solo the ITF: not enough damage. A fire blaster has the damage, and IO's give them the ranged defense to be able to avoid the worst of the hits. An ice blaster would likely not be able to do it even with IOs. AR or archery are questionable, but I think doable.

    And as for not knowing how the game works, the point I've been trying to make all through this thread (and I did read it all, thanks) is that grouped, not having mez protection isn't a big deal most of the time. A few points would go a long way towards letting blasters and defenders do THEIR jobs, though. My main concern is soloing, where mez protection is literally the difference between living and dying in far too many cases.

    Break Frees are wonderful things, but they are a fix, not a solution. Defeating mezzers first is a solution, but an incomplete one in many cases: a miss, and you're in trouble. In fact, anything other than perfect, instant first-strike capability means trouble. If they have a chance to hit back, mez is often the first thing they use in return. When a spawn contains 2 mezzers, then you are forced to rely on the RNG for survival. Will it hit me? Will it mez me? Will they kill me while I stand around unable to act?

    A single mez is an annoyance. A single mezzer is an annoyance. Mezzers in every spawn, each of which must be dealt with first, and have to be taken out perfectly, is frustrating. Sooner or later, you will miss. Then, they take away your ability to play the game and curb-stomp you. I like challenge, I enjoy it, but that isn't challenging: it's win or lose on a random roll of the dice.
  23. Quote:
    Originally Posted by Sharker_Quint View Post
    k i'll respond to your idea that melee needs less:

    NO THEY DON'T. unless while on a team, on your squishy, you want to be huggin the floor all the time. it is the job of the melee toons to keep the aggro off the squishies so they can do what they need to. take away even some mez protection and you would end up with the same situation as if melee had none at all. believe me when i say this would not improve the overall game experience.
    And what happens when the melees fail at their "job" of keeping aggro? Who dies first?

    Scrappers, brutes, tankers, MM's, controllers all have the tools to be completely self-sufficient. They can control a solo fight and/or have the survivability to take a few hits. Blasters, defenders, and corruptors don't have the tools to deal with mez whatsoever, with ice blast being the obvious outlier.

    So how, really, is it different in melee or ranged? There are still plenty of ranged mez attacks from enemies, and they still completely take a character out of the fight. It isn't a one-shot kill, but for however long the mez lasts, that character is not contributing to a team. If solo, they can't defend themselves or fight back. (blasters get their tier 1 and tier 2 attacks- better than nothing, but not enough when you're already being overpowered.)

    Squishies want mez protection for the exact same reasons its invaluable to melee characters. Solo, the "job" of both is exactly the same: defeat the enemies before they defeat you. Melee characters can do this easily. Squishies have the deck stacked against them with significantly less survivability to begin with. Lack of mez protection was always a bad idea considering the frequency and power of mez effects in this game, especially at 30+.
  24. Quote:
    Originally Posted by Fury Flechette View Post
    They can put in the influence/infamy equivalent of a dime (.1 inf), and reduce most (but not all) of the money sinks. It would mean that beating up that level 1 Skull would get you 1.1 influence instead of 11 influence. A level 5 training origin enhancement could be bought with 50 inf, not 500. Correspondingly, all influence/infamy hoarded by any character and any price listed on the market would also be adjusted to 10% of its current value.

    The devs could then decide what prices adhere to the reduction, and which money sinks don't, massively increasing the price of those cost sinks.

    Though to be honest, I'm sure some items (the PvP 3% Def IO for example) wouldn't take long to reach close to the max price even in this scenario. Further, such a scenario doesn't do anything other than cosmetically change the value of the numbers.
    They COULD do this, but you're right: it would simply be cosmetic.

    More and better INF sinks would help, as would cutting down INF rewards, including vendor prices for common IOs. This increases the value of INF somewhat, but I think that it won't work nearly fast enough: there's too much INF stockpiled across too many characters and servers. Any changes made to the INF supply would have to be massive in scope.

    To drop the price once and for all, they could simply increase supply, which would cut intot he earning power of those that sell on the market (crafters, flippers, and everyone who puts their drops on the market.)
  25. Quote:
    Originally Posted by Catwhoorg View Post
    In the teamed versus solo, any tweak would have to be carefully done.

    Right now, teams are faster XP/INF/prestige, but poorer drops.

    Solo is better drops, but generally slower advancement. It is good design to avoid having a single method be best for everything. Otherwise gamers being what they are, that rapidly becomes 'required' or 'the norm'.

    Going way back to the discussion over purple drops originally. I was very keen on having 1-2 from each set be Pool B drops rather than pool A. Such that people who ran and finished missions fast (such as say a defeat boss room only stalker), would have a better chance at those ones, and be able to use the market to sell them and buy others.

    It was easy to see that a method (say fire/kin farming) that produced the fastest kills, plus the largest inf, plus the largest other drops and add the best way to get purples was not a balanced design choice.

    That horse is long since bolted, but the lesson should be remembered. Make drops on large teams too good, and the perception will be that soloist or small teams are being 'penalized'. This would not be a good thing.
    Mostly agreed. A tweak to team drop rates would have to be big enough to notice, but not big enough that it feels like a penalty for soloing. I advocated using the XP modifier for team drop rates as well: on an 8-person team, the drop rate would be 2.5x what it would be soloing, and then those drops get split among all team members. I -think- this would be a good number: high enough to notice, but still far lower than a solo players drops.

    Also, with the new difficulty settings, sol is generally faster XP and INF as well. The only time teaming has a real advantage in tangible rewards is doing TF's for merits. The merits are he reward, and I see teams all the time wanting to do a "quick TF" where INF, XP, and drops are all just bonus. People are speeding through the TF, getting their merits as fast as possible, then going back to more rewarding solo content. I don't know if there's anything wrong with that, but it's certainly a noticeable way that things have changed.

    Seems to me that people don't just form teams as much anymore. they form a team for a specific goal, and disband as soon as possible afterwards. Mostly. I know I personally solo most of the time, I join TF's once in a while, and run with a small group of friends. Runnign in a PUG can be fun and rewarding personally, but running solo is what you do if you want to see the rewards that make a difference in your character's performance.