Oedipus_Tex

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  1. My apologies, but a lot of people seem to be listing trial characters who are just good at trials in general and not actually what I am talking about. I have some favorite builds too, which does not actually include the character I posited. Part of that is my fault for the title of the thread. In any case, a character who can't actually heal wouldn't qualify unless someone can show how it would answer to Disentegrate. Most of the characters listed sound like great characters, but don't specifically meet the "most likely to have correct support" requirement. If we just wanted to talk about characters who are very good, I think the list would have to be a lot longer, and include everything from perma-Doms to good Tankers. The central requirement of what I'm discussing is support options though, specifically support options unlikely to be duplicated by other league members and could become the lynchpin that prevents a failure or enables easy mode.


    Quote:
    Originally Posted by Arcanaville
    The Avatar room confuse is Mag 20.
    Ouch. And that was the main one I was worried about. I did learn from City of Data that Thaw stacks some anti mezzes and not others, and it just so happens Confuse isn't one of them.


    Quote:
    Originally Posted by Laevateinn
    MoM and UG need you to be able to pull AVs to specific places even when other players are attacking them. Since only melee characters can do this reliably, it pays to have a good melee character to go with your buffdebuff as well. Shield is convenient since it's immune to the Avatar's perma-confuse, but there are other good options as well.
    Agreed that this type of character is useful, but it doesn't really support.


    Quote:
    ...on Keyes it's often more practical to try and DPS through disintegration heals than to attempt to save players, since it only heals AM for 20% now.
    Neither agree nor disagree, although again that's a factor of the league and not the toon. I am looking for which support sets can most consistently work with whatever they are given and still pull through. My general feeling is that DPS is rarely what is missing from leagues. In any case, the DPS contribution of saving even 1 team member from death by Disentegration is enormous, likely a bigger contribution than any actual damage an individual teammate is able to deliver. You could just get better teammates, but that isn't the jist of the question. I do tend to think a Thermal, Empath, or Pain would do better to go on a heal duty during this fight than to try to DPS, especially if they have pets they can let loose.

    Case in point, the last time I ran Keyes, Disentegrate killed so many teammates AM went from 25% HP to 100% and stayed there over a minute. We only won in the end because I happened to be his last target, and happened to have 3 greens left.
  2. Quote:
    Originally Posted by Arcanaville View Post
    This past weekend I was lightsabering my way through an unnamed MMO when I realized something I didn't fully appreciate until just then. Among the many, many good thing this game does in terms of promoting casual teaming, one of the least appreciated of them is travel powers.

    This is something I agree that other MMOs should learn fom City of Heroes. Not the travel powers specifically, but that ease of gathering affects willingness to do it.

    Another big one in my mind that's often overlooked is the drop system. In City of Heroes, when loot drops, its yours; you got it. Other games go the "realistic" route of having the drop be a physical object that all team members have to decide ownership of, whether by rolling for it or just fighting over it. Can you imagine how different teaming would be if we all had to fight each other over who got the Very Rare drop in a trial, or who got to keep the purple Armageddon or Ragnarok drop? It's interesting that such subtle design differences have such a large impact on player experience and the desirability of teams.

    The fact that we can bring 8 players instead of 4 or 5 to a mission also IMO is a huge part of what allows the game to be so casual friendly. You rarely need a "perfect" person to fill any role because chances are any combo of 8 will seal most major issues. I find in CoH it takes less time to gather 8 players than most MMOs to gather 4, because everyone is so specialized and you can't burn a team slot on someone who isn't "ideal."
  3. Welcome back. Hope your vacation prepared you for another round of us.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    This is almost word-for-word one of the arguments I've always had about Snipes having range as one of their perks. They don't. They have range, but it's not a perks. At best it's wasted, at worst it's counter-productive and in only very rare, very specific situations where you're forced to take the slowest, most unwieldy route does it actually help, and even then not by that much.

    Sniping at full range is pointless unless all you wanted to do was snipe once and then leave. If you actually want to defeat a spawn, you need to attack more than once, and the only attack with Snipe range that you have is your Snipe (and possibly Long Range Missile Rocket, occasionally). If you want to use your other powers, you need to move closer, and while you're moving closer, your enemies are already in range to attack YOU, potentially stun or hold you at this long range and keep you out of range of your Defiance attacks but within range of their attacks.

    The only other thing to do is to move in close so you're within range of your other attacks, which is what I used to do before sniping when I still played Blasters. I'd snipe, queue up Aim and Build Up and use their activation time to approach to within 40 feet, then continue on with Blaze and Fire Blast, then usually Fireball and Fire Breath if I'm not dead or held yet. But here's the thing - that makes range pointless. So pointless, in fact, that I'd often forego Blazing Bolt entirely and move in directly for Blaze, because under 40 feet is where the bulk of my damage was.

    If I had to answer "How many attacks do Blasters have?" I'd say they have far more than they ever really get to use. And that's the big joke on them - Blasters have amazing potential for damage - more than any other AT, I still insist. But they don't ever get to realise that. A Fire/Fire Blaster using Combustion, Fire Sword Circle, Fireball, Fire Breath and Burn is HIDEOUSLY impressive. Or would be, if mine had ever been able to get farther than step three regardless of the order of attacks.

    Blasters have more attacks than they need, because what they need isn't more attacks.

    Question derrived from above: Would snipes be useful if after using one you got a global Range buff to all of your blasts for several seconds? Boost Range might make it all truly ridiculous, but I don't know if there is a cap on global Range boosts, being as its such a rare commodity.
  5. Quote:
    Originally Posted by UberGuy View Post
    That's not how I see it at all. I see it as those people sucking. I'm sorry, but this stuff is not that hard. Perhaps you view this attitude as self-professed "elite" players dissing the "little guys" but we're talking about an awfully low bar for "elite" here. This isn't "listen to a detailed discussion of the trial beforehand and remember the details". This is "don't do X" or "stop doing X right now!"

    Plenty of us are just fine with that. And we're not going to be tolerant of those who aren't. As usual, there will by derriere-hats who take positions like mine too far and are tyrants with the league star. That's unfortunate and I don't advocate it, but that's life.

    I won't be evasive; I have an agenda. I will do what little I am able to to get the trials changed. I have no idea whether I will succeed or fail, but from my perspective I already won a round of Keyes. Maybe this is too gloat-y, but I feel like I and a few others saved that trial from obscurity at the hands of its biggest champions. Now it's time to address the remaining messes in hopes they might be salvaged.
  6. Quote:
    Originally Posted by UberGuy View Post
    If people can't deal with that, then they just don't need to play these trials

    At least we agree on something. Not exactly what I'd call a high water mark in terms of design victories though, when people walk away from your game because it sucks.
  7. Quote:
    Originally Posted by ClawsandEffect View Post
    When the instructions are as simple as "Don't nuke the people we're trying to sway to our side.", the whole "we shouldn't have to follow instructions to succeed" argument falls flat on it's face.

    No. The argument is not about whether instructions exist. It's about whether the mechanics those instructions are intended to address are good or bad. If one of these trials included a dialog box that said "Free candy?" and clicking "Yes" failed the trial, the fact you can provide instructions to click "No" does not automatically make it a good mechanic. Yes, you can succeed at the trial by just following instructions. No, that mechanic is not cutting edge.

    The trial itself is undecided on whether your AoEs are a danger to friendlies or not (cameras: yes, civilians: yes, HD: no). If nothing else, attacking a civilian should have personal consequences for the attacker. Having the whole trial fail is completely unnecessary and 180 degrees seperated from the supposed intent of the trials.
  8. Ill/Thermal is little heard of but IMO among the best iTrial support characters you could have, if played to its strengths as support. I was scanning the lists of powerset combos recently and noticed it's one of the only combos that could provide consistent support for Keyes (powerful heals), UG (anti-confusion for 7 players when stacked with Tactics)*, MOM (heals for Aurora and a rezz), and TPN (shields/heals for the TVs), while still providing big bursts of -Regen. The team-wide Resist shields are just gravy. Thermal is also one of the few support sets I trust to be able to keep its Lore pets alive, which has a big impact on DPS if selected right.

    Technically you could put any primary with Therm for similar effect, although Illusion is never a bad choice.

    *EDIT: Was wrong about the Mag of UG Confusion. It's 20, and the mag of Tactics + Thaw is around 15, and Thaw doesn't stack, so unfortunately it's a no-go there.
  9. Quote:
    Originally Posted by Zombie Man View Post
    And I don't have a clue why confuse is important. The AVs are immune and the foes can't really damage each other because of the debuffs the rest of the league throws down on them.

    I beg to differ on them not being able to hurt each other. Victorias and War Walkers dish ridiculous amounts of damage. Vickies in particular are ridiculous, not to mention extremely dangerous to confront for most squishy characters head on. I have a built in death allowance on any given trial for "death by Victoria," which usually involves a nearly full HP bar crashing in one shot as I run by. Particularly a likely possibility during Keyes. Confusion is aggroless and turns those attacks in your favor.

    If you're talking about moments where the whole league pile drives a spawn at once, that's a different story, and not one most leagues are likely to fail.
  10. Thing was, IMO, we never needed an LFG queue. I think what we needed was a global channel dedicated to teaming (that is not Help or a private channel) and a way for team leaders to advertise a team is forming on an ad board kind of thing, possibly with the option to allow people to auto-sign up. Just list the leader's name, level, number of league members, and a short comment from them; right clicking it brings up an option to send a Tell to them and (if not disabled) auto-join that League/Team.

    IMO completely leaderless teaming is a pretty optimistic outlook, even for something like Death from Below.

    Anyway, the whole LFG thing got started because as originally described iTrials were supposed to be like zone events where people come and go mostly anonymously. The actual design of the trials doesn't really support that though, so no matter what technical fix you throw at the LFG queue it's not really answering a need. Funnily enough, about 10 months ago we were all screaming at each other about whether closed leagues would even be allowed, because in their original format trials were supposed to be open to everyone and the idea of kicking someone/locking a league was considered unethical. It's interesting how board opinion has done a complete 180 on that topic as more trials have been unveiled.
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    You're......actually serious about that.....aren't you?

    I'm not even sure I have the words to adequately explain how stupid I find that notion. Even my term of "pants-on-head stupid" fails to describe it.

    Now tell me, when you buy a bookshelf and ignore the instructions while putting it together, whose fault is it when it falls apart? Yours? Or the company that made it necessary to follow instructions when assembling it?

    Instructions are part of any facet of life. Saying that you should be able to ignore them at will and still succeed in everything you do is one of the dumbest theories I've ever heard in my life.

    I don't think that is what that poster is saying. I think what s/he is actually saying is that it's a matter of degree.

    I'm also kind of tired of hearing about all these things that are "the players' fault." I don't like crappy games or aspects of thereof. That's not a "fault." And IMO MOM and TPN are embaressingly bad in their current state. I'm willing to accept them only on the assumption they'll eventually be adjusted. If they aren't, well, IMO that's a fine way to spend $200,000, or whatever it cost to put that together.

    The best things I can think to say about the latest trials are the environments are nice, at least they backed off on nerfing rewards in other trials, and solo/small team content can't get here fast enough. If the next incarnate slots require running the new stuff in its current form that will be it for me though.
  12. The inverse of your original, Elec/Ice/Psi would be fine. As would Elec/Psi/Ice (potentially modest AV soloer there if you can stomach the occasional melee).

    Even Ice/Elec wouldn't be all bad. Elec Assault just kind of leaves some DPS to be desired.
  13. Oedipus_Tex

    New Powersets

    Quote:
    Originally Posted by rian_frostdrake View Post
    not to come across as hostile, but why exactly? they have bubble effects at their point of emanation, they knock back like a powerful hydraulic force would be, they have a land wave that basically is what the coralax use for their water power. outside of the sound, which was never coh's strong suit, I'd say it fits the bill as best you can without pushing the settings up.

    Because it still looks and (especially) sounds like glowing energy, not water.

    The exploding fire hydrants, water fountain spigots, and Water Spout power do look like water though, as does the oil explosion costume change, and to some degree Bile Spray, the ooze aura, Dark Armor colored blue, some of the powers in Poison, and Mud Pots. None of that requires Ultra Mode to see. Water powers (not necessarily even "attacks") just somehow got associated with a standard of quality nothing else in the game is held to.
  14. Thanks for the critique. You're right about total resist. As for the APP choice, it's deliberate.

    Fire APP is anti-concept. I started with Ice but doing that forces a near total rebuild, with a switch from Spiritual to Cardiac because of the loss of Conserve Power, which in turn affects all other power options and also the strength of the Rebirth Destiny. It also leaves me with very little burst AoE damage, and two powers that cause Afraid enemies to shoot at me during their duration, plus an (ugly) S/L armor instead of S/L resistance. Not an awful choice but not totally clear cut either. I do miss Fire's self rezz for trials, though.

    Putting the purple set in Dominate instead of Total Domination costs at least one extra slot (no way I'm going with just 4 Basilisks in Total Dom). I don't use Dominate enough to justify purples there anyway. Total Domination is a live or die power for stuff like Lambda though, given the long recharge on Mass Confusion. Need it up as fast as possible.

    Swords conflict with cones and the damage isn't high enough to justify in situations I actually need it given the slots required (since I'm not going to go melee a trial AV). If I were going to add anything to the build it would be Aid Self. Although I am beginning to eye Explosive Blast as a way to blow enemies away from terminals in Keyes. Levitate has already proven surprisingly great for leverage there, but sometimes there is one annoying enemy who just won't fall.
  15. Don't forget in issue 22 you can have a Dark/Dark Dominator or Controller as well.
  16. Quote:
    Originally Posted by Kioshi View Post
    Well, when it was released and the math people went over it, they got to the conclusion it was about the same level of Energy Blast's damage on standard ammo... But with longer cast times... And less reliable KB.

    So with Fire ammo maybe it does a little more damage than Energy! This time with no mitigation and keeping longer cast times!

    (suck on that Elec Blast!)

    That's not exactly what I remember. I thought it came in around the level of Energy Blast if you ignore Hail of Bullets. HoB may be worse than Rain of Arrows, but the value of a crashless nuke is hard to rate, since there are only three of them. HoB has a longer recharge than Full Auto but a higher target cap.

    I played the Oedipus Tex character to 50 as a Pistols/Dark and the main drawback for me was just all of the redraw. I think any of the weapon sets would have driven me crazy with that.

    Anyway, it's not exactly true that you its either knockback or damage but not both. I tended to quickly switch between the two a lot. Knockback turned on for a difficult boss, turned off after. It really did make a difference in DPS because I would never accidentally blow enemies out of clusters. IMO Energy Blast has it much worse than Dual Pistols just because it has to hold back so many of its attacks to prevent scatter.

    However, I do generally agree that the attacks are needlessly slow. The entire set feels like the animation speed should just be doubled. An overall fix for redraw would also do wonders for it.
  17. I know there is no such thing as a "best" anything, but I've been wondering what character people feel would be an ideal one for essentially being the all-around performer guy who when well played pretty much ensured any league always had that "one thing" necessary to complete the trial. Note that this isn't a character who is there to solo the trial, but the one to make sure even the worst leagues can still progress.

    Thinking about this led me to a possibly weird conclusion that points to a character I've never actually seen in play: an Illusion/Thermal/Fire Controller. While I have no intention of rolling one just for this, I notice that this character would:

    - have a non-aggro confusion power that stacks quickly
    - be able to heal disentegrating targets during Keyes
    - have hefty -Regen for big bosses
    - be a strong counter to the UG bosses' Confusion
    - have resistance shields for the team
    - be able to off-tank in an emergency
    - be able to self heal quickly (note: I've found this to be very helpful in general)
    - be able to self rezz if killed
    - do suprisingly decent DPS to bosses once Controllers get automatic Containment bonuses in issue 22
    - be able to resurrect players during MOM (unfortunately not very often)
    - electively have the ability to make the group invisible (not very useful elsewhere, potentially very useful in lambda and tpn depending on the type of teammates you get)

    The character's main weakness would be the runners during BAF.

    I also noticed something weird: according to Mids, the anti-confuse in Thaw doesn't stack from the same caster, so you'd need to take Tactics if you wanted to make it a sure bet. Still, if the Confusion is mag 12 like I think, one Thermal Controller with Tactics rotating Thaw across the league could keep one team entirely Confusion free, and make it so all other teams need only 1 Break Free to eliminate it.

    Sidenote: is it possible to slot Hami-Os to increase mezz protection? I note that a Thermal Defender has 12.98 Confusion defense in Thaw and could protect a whole UG league by him or herself if s/he did nothing but rotate casts of that power. The Controller starts at Mag 10.38, so if Hami-Os can push it over the top it would be worth slotting.

    Sonic/Thermal Defender and Fire/Thermal Corruptor also get very high marks from me in terms of their trial viability.

    What other characters are competitive?
  18. Oedipus_Tex

    Tpn

    Quote:
    Originally Posted by DarkSideLeague View Post
    Haven't run it yet - do the building icons not show up on the map? They do in the Keyes trial (and that's the only reason it's playable).

    There are no icons on the map in TPN as of last time I ran it.
  19. I think I talked to you briefly on the Help channel.

    Below is a sample build that might work out for you. I took the Fire APP--you can change this if you want. Soft capped to Ranged in normal content. Rise of the Phoenix is great if you do incarnate stuff--you WILL die there, guaranteed, on any build. If you can, get both Destiny Barrier and Destiny Clarion, and switch between them depending on what you're fighting and which offers better advantages. (Barrier for the ITF or Apex, for example, and Clarion for MOM or UG).

    I assumed Spiritual was the Alpha slot. It's possible you will find Stamina underslotted, in which case, move slots around a little to accomodate.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Crush -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
    Level 1: Transfusion -- Acc-I(A), Nictus-Acc/Heal(7), Heal-I(9)
    Level 2: Lift -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13)
    Level 4: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(15), BasGaze-Acc/EndRdx/Rchg/Hold(17), HO:Perox(17)
    Level 6: Siphon Power -- RechRdx-I(A), Acc-I(19)
    Level 8: Crushing Field -- GravAnch-Hold%(A), Ragnrk-Knock%(19), TotHntr-Acc/EndRdx(21), Enf'dOp-Acc/EndRdx(21)
    Level 10: Siphon Speed -- RechRdx-I(A), Acc-I(23)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(25)
    Level 16: Increase Density -- HO:Centri(A)
    Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), EoCur-Acc/Hold/Rchg(29)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(29), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31), LkGmblr-Def(50)
    Level 22: Speed Boost -- EndMod-I(A)
    Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(34)
    Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(36), Stpfy-KB%(36)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- RedFtn-Def/Rchg(A), RedFtn-Def(37), RedFtn-EndRdx(37), RedFtn-Def/EndRdx(37), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39)
    Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(42)
    Level 35: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
    Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(45)
    Level 41: Transference -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(45)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
    Level 47: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
    Level 49: Fire Shield -- TtmC'tng-ResDam/EndRdx(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
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  20. Quote:
    Originally Posted by MrCaptainMan View Post
    This is all just GG Blah Blah and it's wrong. I can't remember the last time I was on a BAF, sLAM or Keyes that even looked like it was going to fail. The trials are easymode steamroller automatic by-rotes now. If you still find those 3 challenging then you're doing them wrong.

    Eco

    I have failed Lambda twice in the past week on Virtue and came within 1 minute of another fail. One of these was about 5 minutes ago. Unless you can solo it with gates still open it, failing it is still very, very possible if you end up with a weak league.

    There is absolutely no doubt in my mind that leagues (at least on Virtue) have gotten a lot weaker over the course of time, rather than better. Teams seemed to be at their peak about 3 or 4 months ago. I'm not sure if more people are running incarnates-in-training now, if there are more new people, or more people aren't paying attention, but the "easy" trials have been a lot more hazardous for me lately. I can't remember failing one time in months, but suddenly am failing them about once every 20 runs.

    Case in point: I automatically assume on any given Lambda run that 2 portals will be left open and those acids never accounted for. I'm stunned when all 10 gates are closed; that happens only once every 10 runs or so now. Long, awkward fights with Marauder where no one throws a grenade are also the norm for me.
  21. What the Presence pool could use is an aggro drop power.
  22. On a Dominator, not worth it.

    Not quite as bad a power on other ATs because they get -Damage on it. No idea why the Dom version doesn't have that. Bug, possibly.
  23. Quote:
    Originally Posted by UberGuy View Post
    Yes, but that's taking the position to absurd levels. That argument says because there's a fire pit at the bottom of the slippery slope, all surfaces must be exactly level lest we ever build one that burns us.

    No, it's saying that when you are designing activities for large groups of people, that the activity needs to take into account the psychology of large groups of people. If it were true that all of the trials had equal opportunities for a couple of confused/griefing players to implode it, I wouldn't single out UG, MOM, and TPN from the rest. The mechanics of those trials, specifically, are the ones that currently suck.

    It's funny, because allegedly the trials are designed for use with an LFG queue that allows people to join them anonymously--there was a protracted battle to even get a closed league feature put in. The later re-branding of trials as some sort of raiding guild thing with a 10 minute explanation prior to playing is a reinvention that came about much later. Message board collective memory being what it is, everyone seemed to forget about this extremely bloody battle after closed leagues were reluctantly added.
  24. Oedipus_Tex

    New Powersets

    Quote:
    Originally Posted by Techbot Alpha View Post
    Some cool suggestions. Sign me up for 'Sword and Pistol' something, anything.

    Oh, and 'Water Anything' is not happening. Not in CoH1. That's fact. Unless you fancy forcing Ultra Mode as the base-line graphics level, and the ensuing utter firestorm that would create. The Devs are on record for saying that to make a 'Water -X-' set look good enough they would need Ultra mode. And, thus, would have to make Ultra mode mandatory, something they are totally not cool with having to do.

    Ergo; no water sets. Energy Blast is it. Just saying.

    There are water-y attacks already in the game. I don't know how water became the holy grail of powerset graphics, but sometimes the perfect is the enemy of the good.

    FWIW Energy Blast looks and sounds terrible as water.
  25. Oedipus_Tex

    Tpn

    Quote:
    Originally Posted by DreadShinobi View Post
    Why do you think people do it now? Because its mind numbingly easy and has rewards that far exceed the risk. Just because it's getting farmed doesn't mean it's good.

    I do it because for various reasons I sometimes get roped into leading, and I have zero desire to type a novel every time I run content. Not in a million years do I want to deal with the time and fallout of leading the newer trials. Meanwhile, I can fill a BAF or Lambda in minutes, because there are lots of people waiting around for trials to form but don't want to lead. So they get to play what I'm comfortable leading, and that is going to be BAF or Lambda. Even Keyes gives me heartburn like I'm running a nursery.