MunkiLord

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  1. Quote:
    Originally Posted by Nethergoat View Post
    speaking of shows, the little man has been enjoying Futurama on our Roku lately.

    he calls it "rocketship".
    CoH and Futurama? I like what you're doing with your son. Those are two of my favorite things.
  2. Quote:
    Originally Posted by Hercules View Post
    I agree with the assessment about travel powers - I'll be taking Flight for my tanker for example. Toggles like combat jumping or weave, however, need additional slotting to be anything other than minimally useful. In a number of my builds, that one slot would have to hold an End Reduction just to minimize end usage on an already end hungry build.

    I've read a number of posts where people intend to take powers to serve as a "mule" for LoTG recharge reduction, which is a shame IMO. A power should be taken for what it is meant to be .... not as an unused power to hold a bonus.
    I'm gonna have to strongly disagree about Combat Jumping needing any additional slots to be useful. On any build I have that is softcapped CJ with a Luck Recharge(and maybe a kismet to hit bonus) are all that is in there and that last 2% makes a huge difference.
  3. Quote:
    Originally Posted by Gaidin View Post
    Tangentally to this thread subject, since both of you play DM/ toons, have either of you considered sticking a Theft of Essence proc into Siphon Life? I was wondering how much of an impact it would make.
    Never thought about honestly. My build doesn't have Dark Consumption and my endurance is sustainable.
  4. I didn't read this entire thread(yet), so I may repeat some stuff.

    First in a review I think when mentioning quests and raids you should point out those terms are Missions and Tasks Forces in CoH. I feel that is important to educate your viewer.

    I'm on board with AV fights being boring, and PvP being broken.

    I disagree strongly about your criticisms of the market since it is stupid easy to make Influence in this game. But that is just a matter of opinion, and I do understand how it can be overwhelming to a new player.

    You way over simplified tanking, some are about defense(avoiding hits), some are about resistance(hits do less damage).

    Scrappers getting to the defense cap(soft cap really) typically are not hurting their DPS. For most sets to get there it takes a large Invention Origin Enhancement investment and if they are putting in the time to soft cap defense, they will be working on other things as well. Go check out the Scrapper forums to learn more.

    Fitness pool(Hurdle, Swift, Health, Stamina) are becoming inherent powers soon, so those will no longer be an issue. That just got announced a couple days ago, so it is understandable it is not in your review.

    Hasten, Weave, Tough, Acrobatics, and Combat Jumping are by no means required to make a good character. Whoever says that is just flat out wrong. Now if your goal is min/maxing your build, then yes several of those powers will probably be in it. But you can get through most of this games content without ever touch those powers. My most recent Scrapper that can solo AVs doesn't Hasten for example(or acrobatics, but that is another issue I'll get into soon).

    Most Tanks and Scrappers really have no use for Acrobatics(in PvE, not sure about PvP) because their sets have Mez and Knockback protection. Fire and Dark armors have no Knockback protection, but that is easily remedied with a couple IOs, saving you power picks.

    You mention one possible fix for endurance is making toggles free. While I understand where you are going with this, that wouldn't solve the "problem" you bring up. The fact is toggles don't use much endurance at all compared to attacks.

    I agree lack of end game content is a problem. But that is coming the next issue(FINALLY), and that has been known for a while now so it really should have been mentioned in your review. I think it is a valid criticism(my biggest issue with the game today actually), but for completeness and fairness sake you should have informed viewers about the next issue.

    PvP is a joke in this game. The Devs tried to fix it back in issue 13, but that was a horrible failure.

    As far as fan sites, Paragonwiki.com is a great place to get pretty much all the info you need. While most of the player guides are horribly outdated, posting in the proper section of the CoH forums will get you any info you need.

    If you couldn't find teams between 6-8PM Central time then you were going about it the wrong way. Now I don't expect a new player to know what global channels are good and what servers have high and low populations, so that is understandable. But to say the servers are dead is factually incorrect.

    Also, a new team forming system is coming to the game, but there isn't any ETA on that yet.

    While the badges for Task Forces don't give you anything, you do get Reward Merits and the end of each task force. I'm very puzzled why this wasn't mentioned, as you had to have known this and it is very relevant and important information.
  5. Quote:
    Originally Posted by GKaiser View Post
    Which stuff did I get wrong?

    As for PVP rewards, if there is unique drops only available there and not obtainable by farming PvE content, then the little information I could find about the topic was incorrect; which goes to show my point about how difficult it is to find information about the game.

    Leaving for work, I'll expand more later. Only reason I didn't do it before. Should have specified.
  6. Quote:
    Originally Posted by Kyriani View Post
    You may not be but it sure sounds like QQ to me. Perhaps I am mistaken. But it sure sounds like these people are complaining about getting 3 free power choices... they may not be but from their posts it certainly seems that way to me.

    Again, I think this comes down to the term "tighter build". I touched on it briefly once and Uber expanded on that a bit. Really what I think we're all saying is the slots to power ratio is going down. But since its going down because we are getting more powers, that is a good thing.

    Also, the term has been used very generally so far, which in hindsight I think was a mistake. Whether or not a build gets "tighter" or not is really gonna depend on what somebody's build goals for that specific character are.

    Now there were some people crying about this earlier in the thread, no doubt. Perhaps we are all getting lumped together which might be another cause of confusion among us all.
  7. Quote:
    Originally Posted by Kyriani View Post
    I just dont understand why they seem to denote some sort of negative connotation
    We're not. You are. Saying a build might be tighter by itself is not a bad thing. It's like a football coach saying he has four good running backs, but there is only enough time in the game for three of them to carry the ball. That is a nice "problem" to have.

    You and others are just jumping on something you perceive as a tiny criticism, probably because of the term used. So really this whole thing is primarily about semantics, which means every one of us loses I.Q. points for this.
  8. Overall, I didn't think it was a very good review. You got a lot of stuff wrong.

    However, you were right about AV fights being lame. And PvP is broken in this game. Though PvP does offer IO drops that you can only get from other players.
  9. Quote:
    Originally Posted by Kyriani View Post
    I'm sorry no. You do not have any less slots. You do not HAVE to take three new powers that require slots. You are being given 3 freebies to use as "powers good out of the box" as "mules for global IOs" or in some cases "3 powers you might actually adjust your build to slot"

    You are not REQUIRED to do anything. You DO NOT HAVE to change the slotting of your build AT ALL. You may WANT to but you do not HAVE to.
    I'm not getting back into the whole debate over this. It's actually quite stupid, and that is partly my fault.

    But I will say you(and a few others) sure do have problem understanding basic statements. Yall are arguing points other aren't trying to make.

    The post you just quoted qualified their statements several times, yet you chose to intentionally ignore that part. I realize it makes it much easier to make your case when you use selective reading, but it is dishonest and reflects poorly on you.
  10. MunkiLord

    New n00bs

    Quote:
    Originally Posted by Zaion View Post
    An offender is a Defender that focuses on offense and doing damage. They will use a primary that maximizes their own damage or combat effectiveness with little or no regard to team support abilities. It's only coincidence that some of those powers also effect team mates with either AoE buffs or enemy debuffs.
    I'm not getting into the term 'offender' debate, but what you just described is how I play every defender I make(which isn't many).
  11. MunkiLord

    New n00bs

    Quote:
    Originally Posted by Eva Destruction View Post
    Who are these mystical "most teams" that run at +2? Are those the same people that used to run on Invincible despite multiple teamwipes because "it's awesome XP?"
    Yes.
  12. How would this thing work in Lightning Field? Would it give me endurance or would it trigger opposite and give it to my enemies? And if it does work for me, does it work all the time or only when I'm targeting enemies?
  13. The only way I can possibly see myself using a traditional travel power instead of Ninja run in the future is if there is absolutely no other power that I want but don't have already.
  14. Quote:
    Originally Posted by Nicetry View Post

    I'm am however, still seeing a lot of people countering an argument that was never made and proclaiming victory. I haven't seen anyone claim this is a negative change and yet people keep jumping up and down decrying this imaginary position.
    A few people have earlier in the thread, but overall everybody is for it. Some are a bit skeptical, but seem pleased.
  15. Quote:
    Originally Posted by UberGuy View Post
    Yeah, I did notice, so sorry for raising it again. I was gone for those past few hours.
    No worries, you made your post about five minutes after my last post on the subject.

    I liked what you said. Your post is what made me decide to let this go. Arguing over semantics is a waste of everyone's time.
  16. Quote:
    Originally Posted by UberGuy View Post
    You comment on this further in later posts, but I do think the problem some folks are having is that we consider saying that something gets "tighter" has an inherently negative connotation.

    In common parlance, I find that people use that to mean something like:
    • People now get less return on the same investment, meaning they need to invest more to stay in the same place
    • The return on investment is the same, but they require more return, and they have no additional resources to invest.
    I think you and others are using the second definition above (or something like it). I just don't think it applies, though, because we don't actually "need" to have greater return, and so we don't need to invest more resources. Yes, you now have more powers to invest slots in, and we don't have more slots to invest. I think the part that's causing the contention is the idea that we don't need to invest any slots in the new powers, and the situation can't be tighter without that need.

    I think it's fair to say most of us would love to be able to invest more slots in these new powers, but we can't do worse than break even if we don't. I think most of us will come out slightly ahead. If we want to define "tight" as "increased ratio of powers to slots" then I guess that's OK, but I just don't find that a useful definition based on how people around me communicate.

    Also, I really do think some people have issued that as an honest to goodness complaint, and not just as a statement of ratio change.
    You're right. Perhaps slot crunch(or anything else) would have been a better term to use. At this point I'm done arguing with people about it since it is been clarified several times what was meant, and they are choosing to ignore it(at least from the posters the last few hours).

    Personally I'm fine with not getting anymore slots. I'm gonna enjoy figuring out how to maximize my new powers with the slots I have available.
  17. Quote:
    Originally Posted by Dispari View Post
    You maybe should. For all the people who are complaining that their builds will somehow get tighter, adding powers that don't need slots is the obvious solution. Even if you're only adding things for their base slot as a proc/global.
    So are yall just making stuff up? We're not complaining about tighter builds. Just making an observation. Is that so hard to get? In fact, the two most active posters stating this have said we think this is a good thing(myself and Nicetry).



    Also Dysmal, no reason to get butt hurt because I mocked your post. You are intentionally ignoring people's clarifications and it is rather disingenuous. I don't get why you're so sensitive about the term 'tighter build'. It's weird.
  18. Quote:
    Originally Posted by Mirai View Post
    It must be a perception thing. I have 67 slots to add now, and I'll have 67 slots to add when I19 goes live. I put the slots where I think they'll do the most good, knowing that I'm not going to be able to fill up every power with the maximum useful slots. As far as I'm concerned, placing the slots won't be any tighter or looser than it is now, and I'll have more options to work with.
    I'm not saying its a bad thing at all. I'm simply saying one has less slots per power, that is how I defined tighter build. To me the term 'tighter build' is simply an observation, it is neither negative or positive by itself.

    In this case I think it's a good thing because, like you said, we'll have more options.

    I think people are getting hung up on the term 'tighter build' and automatically associating that as a negative. Which it's not a bad thing, at least in this case.
  19. Quote:
    Originally Posted by Dysmal View Post
    He said that the change makes tight builds tighter. Which is not true.

    The change does not force you to distribute your slots any differently than you do now. There are many powers that are useful with zero additional slots.

    For a build to become tighter with this change, it will only become so if the player chooses to change the way they distribute their slots.
    OR

    The change does not force you distribute your slots the same way you do now. There are many powers that are next to useless with zero additional slots.

    For a build to not become tighter with this change, it will not become so only if the player chooses not to change the way they distribute their slots.


    See, I can use spin to make irrelevant points too.
  20. Quote:
    Originally Posted by Nethergoat View Post
    people have to take it, get on a team, have someone die, remember they have it and fire it off for that to happen.
    I will gladly be vengeance fodder for any team I'm on. Or you could just invite a blaster.
  21. Quote:
    Originally Posted by Crazy_Larry View Post
    It's kind of funny how people think this will make their builds tighter on slots.

    3 extra powers also means three extra free slots. That means you potentially can take powers to simply act as global IO mules. This now makes it easier to get your 5 Gamblers or however many knockback IOs you require.
    I think its funny how people assume that when someone says 'tighter build' that it is a complaint. Can't it simply be an observation?

    Quite simply you have less slots to use per power. As far as slotting goes, it is a tighter build. That is a fact. However, I don't see that as a bad thing. Primarily because there are so many other benefits to three more powers, including the LoTG IOs you mentioned.
  22. Quote:
    Originally Posted by Mirai View Post
    Well, I deny it, but I seem to have a different definition of a "tight build". For me, opening up three power slots loosens my builds up, and allows me to fit in powers I couldn't quite squeeze in before. This variation of "tight" that you're using confuzzles me greatly.
    If it helps think of it as slot crunch. Less slots to use per power. I'm not sure how much slot crunch will impact "casual players" and people that just use SOs, but people that attempt to squeeze the maximum performance from every slot will definitely notice it.

    But I think that is a good thing. It will force people like me to look at our builds in different ways to see how best to take advantage of suddenly having three more powers. When making builds like that, every slot is important. Personally I welcome it with open arms.

    I'm going to enjoy the challenge.
  23. Quote:
    Originally Posted by Nicetry View Post
    If by meaningless and pedantic you mean accurate and correct then yes I agree.



    I don't think a single person has said your build will be "worse off". If they have I missed it. All I've seen some people say is that things might be tighter for some builds. Which there is no denying. It's easily demonstrated through simple math as I did and through simple examples as I did. It seems like you guys are making up a non-existent stance to argue against.

    However, saying the build is tighter isn't meant to imply such negative connotation I'm pretty sure it is you guys that are implying all the negativity into posts that the posters aren't intending.

    In fact if you were to read the posts I've made in this thread you'd see where I pointed out that this is a tremendous buff to anyone that wants to take advantage of it. I've gone so far as to say that people that choose so will be the exact opposite of 'worse off'. They'll be blowing through difficult team content like a recharge capped pre-nerf shield scrapper could go through even cons.

    But you guys are free to continue insinuating things. I wouldn't dream of a cox thread that was otherwise.
    Agreed.
  24. Quote:
    Originally Posted by Kyriani View Post
    When you look at it from a number of slots vs number of powers I suppose that is true. HOWEVER that doesnt mean EXISTING CURRENT BUILDS will be invalidated or harmed in any way by this change

    Those builds can stay exactly as they are with 3 mule slot powers or 3 utility non-slot needing powers.
    Obviously. I don't recall Kheldarn saying builds would be harmed, and I know I didn't. So your responses imply some kind of misunderstanding.
  25. Quote:
    Originally Posted by PhoenixKnight_NA View Post
    im sorry but i take full outrage fot this comment.
    lol. You sure are sensitive.