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Quote:i wasnt trying to make it into a debate or a rant, but thats just my opinion of how i see the gameEvery time I see someone rant about how much better the redside is versus the blueside I like to substitute the "Wright Flyer" for the blueside and a "F-16 fighter jet" for the redside and just marvel at how blatantly obvious and pointless the rant really is.
The Devs who made the redside had the advantage of learning from all the mistakes and pitfalls the original blueside made. Of COURSE it's going to be better than the blueside in many ways. A person ranting about it is like a person trying to convince someone else that a F-16 fighter jet is a much better aircraft than the Wright Flyer for dozens of reasons and coming off like they think they might LOSE that argument... it just boggles my mind.
If you're going to choose a point to debate about at least choose a subject that hasn't already practically proven itself by default.
i know some poeple who swear by heros and rarely touch villains for reasons of not liking the look of the villain zones or who knows what else
i was merely trying to explain my opinion of why i dislike blueside, but it came out a little more rant-like than i hoped, i never even started playing the game till villains was released (i started about 1-2 months before i7 came out) so im sure theres a little bias in there, but from the time i have spent on heroside but i never enjoyed it
all matters aside, i wasnt debating anything, merely stating my opinion on the red vs blue question -
Quote:i figure a large reason they are so underused is because there is no badges associated with completing themI would be overjoyed if the Ouro TFs were in the rotation. They are some of my favorite TFs in the game, especially Mender Silos. They are terribly under used, and it makes me sad.

they are good for the fact they do not suffer diminishing returns on the merits and the vill version of mender silos is good for the hero slayer badge and the hero version can help with villain disruptor
other than that there isnt much incentive to participate in them -
i pretty much play exclusively on villains because i dislike 85% or more of heroside content
hero zones are way too freaking huge, AP and galaxy which are some of the smallest zones heroside are about as large as cap au diable redside
the travel is still awful (but has improved), there is still only ONE way to reach PI without ouro or vanguard and only TWO ways to get to striga, not to mention the dozen other hazard zones which have 0 direct travel too and usually are wastelands (such as boomtown)
hero tfs (with some exceptions) are overall snooze fests, heck even the new posi and STF are more boring than most of the villain equivalents
hero contact arcs overall suck, they are laden with hunts and simul-click glowies (i absolutely despise simul-click glowies), the only half decent arcs in the game were the ones involving the praetorians (tina macintyre and maria jenkins) because they are laden with AVs
i think the ONLY thing i like more about heroside is the fact that there are more GMs that are regularly out and about
/end rant
well that ended up being a little more of a rant than i expected, but as you can tell, i generally dislike heroside and avoid it as much as possible -
i figure we will see something next tuesday when they change the weekly tf again
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ive gotten the sound bug rarely from that mish, i do always feel as though i am close to getting a loop bug, and i have quite frequently seen poeple getting sound loop crashes from that mish
something i do to help prevent the sound bug is that i run in windowed mode and when it sounds like i am getting a sound loop i just click a different window, and while the other window is selected the sounds for coh/v are cut off till i reselect the window so it "resets" whatever sound problem could have occured
on another note the tin mage mishs on avg are very laggy for me on occasion, the first is usually the worst, the 2nd only the first part till you go to portal corp is laggy (as well as the sound looping), but after that no real problems -
i usually focus on the spawn size first, and i usually turn AVs on early too, i dont usually like bosses when solo unless im a melee toon but i like AVs because they are more challenging than EBs and they give helluva lot better xp than EBs which only give boss xp
tldr +spawn then +AV -
it was added awhile ago, if you stay dead longer than 2-3 min or so it auto sends you to the hosp
its not too difficult to enhance a self rez to rech faster than that timer sends you to the hosp though -
ive always had only 1 badge toon, my main whose sitting at around 1192 badges atm, most of my other toons have barely broken 300 (and thats just purely from standard gameplay with the occasional accolade hunting)
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Quote:yeah the point of the trial is not super epic, but how they actually designed it is really epic, actually running it is pretty epicI would agree to an extent - it just doesn't hit me as that big a blow to Cole.
I mean, the guy can take power from the well of furies and super power his already super powered heroes - how much work would a destroyed facility be for him to rebuild.
I am sure it's a severe dent (assuming it's a really one of a kind facility), but again, not really 'epic'
the BAF doesnt have much point and actually playing the trial is rather meh as well
its prolly more of my personal opinion but i dont usually read too much into the back story, i know why its happening but i would rather have fun actually playing the trial or task at hand, im honestly really stoked for i20, those incarnate powers are gonna be amazing and i wouldnt mind running the lambda trial a bunch for them -
the lambda sector trial i could see as a possibly world threatening type thing since they have the better tech and all that
the BAF though does seem kind of pointless and not very fun -
on my ill cold build im using now i have snow storm and infrigidate 5 slotted with tempered readiness for the rech bonus
my ill/cold is one of my fav toons so far, and only missing 3 purps on his final build, the complete build is shown below, so far he can solo darn near anything and when finished will have 208% rech with perma hasten
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Spectral Wounds -- Apoc-Dmg/EndRdx(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg(9)
Level 1: Infrigidate -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Rng/Slow(31), TmpRdns-Acc/Slow(31), TmpRdns-Acc/EndRdx(31), TmpRdns-Acc/Dmg/Slow(34)
Level 2: Deceive -- CoPers-Conf%(A), CoPers-Conf/EndRdx(3), CoPers-Acc/Conf/Rchg(3), CoPers-Conf(5), CoPers-Acc/Rchg(5)
Level 4: Blind -- UbrkCons-EndRdx/Hold(A), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-Hold/Rchg(11), UbrkCons-Acc/Rchg(13), UbrkCons-Hold(13)
Level 6: Hover -- Zephyr-ResKB(A)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def/EndRdx(40), RedFtn-Def(42), RedFtn-EndRdx/Rchg(43), RedFtn-EndRdx(43)
Level 10: Ice Shield -- LkGmblr-Rchg+(A)
Level 12: Glacial Shield -- LkGmblr-Rchg+(A)
Level 14: Group Invisibility -- LkGmblr-Rchg+(A)
Level 16: Frostwork -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/Rchg(25), Dct'dW-EndRdx/Rchg(25)
Level 18: Phantom Army -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Rchg(19), C'Arms-Dmg/EndRdx(19), C'Arms-Acc/Dmg(21), RechRdx-I(21), RechRdx-I(34)
Level 20: Recall Friend -- Zephyr-ResKB(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Snow Storm -- TmpRdns-Acc/Dmg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Rng/Slow(36), TmpRdns-Acc/Slow(36), TmpRdns-Acc/EndRdx(36)
Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Fear/Rchg(27), Abys-Fear/Rng(27), Abys-Acc/Rchg(29), Abys-Acc/EndRdx(29)
Level 28: Benumb -- Acc-I(A), RechRdx-I(37), RechRdx-I(45)
Level 30: Flash -- Lock-%Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45), BasGaze-Acc/Rchg(46), BasGaze-EndRdx/Rchg/Hold(48)
Level 32: Phantasm -- ExRmnt-+Res(Pets)(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Sleet -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 38: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod(40), Efficacy-EndMod/EndRdx(40)
Level 41: Ice Blast -- Decim-Build%(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Acc/Dmg(43), Decim-Dmg/EndRdx(48)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A)
Level 47: Ice Storm -- Ragnrk-Knock%(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Dmg/Rchg(50)
Level 49: Hibernate -- EndMod-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 2: Stamina -- P'Shift-End%(A) -
yeah thats not a bug, thats elusivity and diminishing returns
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it doesnt look too bad, but a few suggestions i would make would be to try to throw the soulbound proc into PA since the phantasm wont make as much use out of it
also the shield buffs works really well for keeping the phantasm alive a bit longer, and i would drop slots from stamina since on high rech build you will be able to nearly perma (or be able to perma) heat loss
i also personally prefer superior invis on my ill/cold due to the stronger stealth radius and availability at lower lvl
if you want to compare to my current build just toss me a PM -
on defensive sets for melee toons if it involves a click mez protection (such as active defense, or practiced brawler), i dont take hasten on those toons because you can only set 1 power on auto and if i cant set hasten on auto i tend to ignore it because it absolutely hate to click on it when its up
the only toons i think hasten is almost a necessity is doms because its extremely helpful if your looking for a cheap perma dom build
other than that i usually fit it in where possible, but if i dont want it on a toon then i just dont take it on that toon -
im not super big into pvp, but i know some of the more effective stuff right now are blasters
i13 did kind of make pvp less fun (and i dont particularly like pvp, but pre i13 pvp was semi enjoyable, now i wont even participate in it)
i13 added in heal decay (everytime you are healed the heal does less), travel suppression (which slows travel down EVERY time you use a power thats not a toggle, and it does -100% regen), and diminishing returns
if you do arena stuff then you can turn this stuff off which is the closest you can get to pre i13 pvp (zone pvp is basically dead atm except on freedom and various other small groups scattered among the servers) -
Quote:I'm not sure about making it an AOE Confuse, it'd be too like Plant or Elec then.
But a mad idea has just occurred to me, how about changing it to a placeable and making it an area of total chaos instead :
- 10% of Mag 3 Intangibilty for 4 seconds (does not stack)
- 10% of Mag 3 Stun for 4 seconds (does not stack)
- 10% of Mag 3 Hold for 4 seconds (does not stack)
- 10% of Mag 3 Confuse for 4 seconds (does not stack)
- 10% of Mag 3 Fear for 4 seconds (does not stack)
- 10% of Mag 3 Immob for 4 seconds (does not stack)
Quote:They can keep the intang aspect of Dim Shift by stealing a page out of Illusion. Alter Dim shift so that it summons 2 or 3 unkillable signularities similiar to Phantom Army. Back in the day of multiple pets, the 2 or 3 sigularities that you could summon went a long way to greatly improve your control.
Graphically they could look like storm elementals with a repulsion field/repel field around them. Attack wise they would have crush, propel/lift, and GD. Maybe crushing field.
Text: Your mastery of gravity allows you to manipulate dimensions, bringing multiple singularies into sync with our reality. These dimensonal shifts are intangible and are indestructible. Dimensional shifts are short lived and cannot be buffed or healed.
Granted it would make more sense to call them Rifts or Rips rather then shifts, but I think they would add a lot to gravity while still keeping the intang aspect of the power intact and such an alteration is useful to both dominators and controllers.
i would support either of these possibilities, maybe more so with the 2nd one (although they should not have a kb field that would just get messy) -
first off, i know i havent been very active on here lately, but i been bogged down with i19 and i19.5 stuff (alpha boosting a ton of toons, rebuilding some toons, running 50 weekly tfs on my main for badges, ect)
the dev choice arc that i ran which i have never run before was Out of Place created by @minimalist
review:
first mish - even reading through, the mish as a whole was just insanely confusing, the objectives didnt really feel like they were helping to direct me at all, the mish as whole felt kind of boring, there were almost 0 enemies in it to fight, the few that were werent too bad and designed fairly well, the names for the glowies made absolutely no sense (they were labeled as "mq")
i also dont know if it was bugged or not but there were a LOT of random dancing NPCs and such which are coming up with red targeting boxes making it even more annoying to find the grand total of 5 enemy group spawns on the map
second mish - a basic "rescue smash and bash" type mish, nothing superb about it, only things i noticed was that dr aeon rescue and neutrina rescue just followed you if you were non stealthed but never actually did anything which kind of confused me a few times
third mish - was one of the better ones, had some nice uses of Lanaruu enemy group, the objectives were a little bit unclear at times, but overall this mish was very well designed
last mish - overall was very good and well designed and wraps up the story nicely
final comments - aside from the awful first mish, the other 3 mishs were very well designed and i give it a 3/5
for the club - honestly when i entered the first mish i was "wth is going on, how in the world did this get dev choiced?" but after finishing it, it was deserved, however i still think the first mish is kind of pointless and adds little or nothing to the storyline, the other 3 mishs were very well done -
is the one your talking about the one which you start on the outside of the ship in the water and have to go inside the ship? thats the only ship map that i can recall which has longbow interior
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one of my best farming toons is a earth/fire/fire dom, perma dom with 200% rech atm, i have stalgmites up for every spawn and near perma volcanic gases, i dont even need to use earthquake and quicksand very often unless i have problems hitting the baddy (i sometimes forget i even have quicksand due to how easily i run through x6 mobs lol)
i have a mind/fire/ice dom which is good at farming the wall in cim (still working on getting more IOs for him atm lol)
other than that i dont have any other doms at lvl 50 atm, but my earth/fire is pretty sweet, i usually dont mind sharing my builds through PM if interested -
bases got a few new items like the vault and IO worktables as well as disabled pathing which enabled for easier stacking of items to do more creative base designs
in terms of actually adding new objects or functionality, not very much has been done -
i dont ever expect to get purp drops, but its nice when they do, as of about 1.5 years ago i said to myself i would never sell any purps i got and so far 75% of the purps my toons have are from drops or trades, hardly buy any of them anymore
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Quote:yeah after playing an axe/fire brute i can tell you that with axe, the redraw definitly hurts dps and makes battles feel so much slowerI'm pretty sure this is incorrect.
Back Alley Brawler initially said what you've just said above.
However he then came back and took back what he said and said redraw times are not factored into animation times for Weapon sets.
They are factored into things like Stone Melee hammer attacks and Spines/Thorn attacks however. -
Quote:web grenade and web envelope do not have -kb, they just have immob and -fly in themJust so you all know it has 3 damage procs, a posi' dam/rech and the -rech proc. I did have the kd proc as well but I figured with the -kb I am spamming from web envelope(over the mu immob) and webnade the kd would be kinda pointless.
the mu mastery immob has kb protection though -
/this, plus redraw is just a PITA too, i used to have a axe/fire brute at one point but i deleted him due to the constant redraw
