PeoplesFist

Mentor
  • Posts

    20
  • Joined

  1. Agreed; something's wonky with those numbers.
  2. [ QUOTE ]
    Um... I have to agree with the other posters here. Chimera's accuracy appears to be auto-hit.

    I attempted to solo the elite boss version of him a couple days ago with my FF/Rad defender. Even with Personal Force Field, Dispersion Bubble, and 4 purple inspirations going, he never once missed a shot with his bow. I stood there for several minutes just to be sure.

    As it turned out, I had to call in help from a couple SG members to take him down. My build relies on defense, which seems to have no affect on Chimera.

    [/ QUOTE ]

    Seriously? I soloed the even-level EB version with my MA/SR not too long ago. Granted, the fight only lasted about 90 seconds, but he *never* hit me. I don't recall exactly, but if there was anything on top of my toggles, it was just some inspirations -- not Elude.

    I must've gotten really, really lucky or something ::shrugs::
  3. PeoplesFist

    Moon Hazard Zone

    I like the inclusion of the Igneous, but not the Council; I feel the latter are almost as overused as the former are underused.

    Not a bad idea at all, other than that.
  4. Ugh ... getting a hundred when you actually do the tutorial is tedious enough, 250 would be sheer tedium.

    Why exactly is it a bad thing that pre-I2 characters can't get Isolator? I mean, besides "I want it!", which isn't a reason convincing to anyone else.
  5. PeoplesFist

    Comic #10

    You see lots of pairs of breasts that are separate near the chest itself, but merge into one freaky uniboob towards the front?

    Also, the Malaise thing suddenly occurred to me this morning. As someone said in connection with the Galaxy Girl backstory fiasco, what's the point of having this huge, authoritative story bible if no-one bothers to read the damn thing?
  6. PeoplesFist

    Comic #10

    No-one seems to have pointed it out publicly yet, probably because it just went online yesterday, but Comic #10 is up.

    Now, page 6. I ask you, my fellow Co*-ites, [censored]? Am I just misunderstanding panel 3 on page 6? That's Numina talking, not Sister Psyche!

    Also, page 13. Breasts don't look like that. Especially Swan's. That poor girl appears to be rather bizarrely deformed. I mean, yay for the Vindicators finally showing up, but that panel's got problems.

    All in all? 3/5
  7. PeoplesFist

    Accuracy

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Why do I get streaks of 10 misses against blue cons? I should not have streaks like that more than once a year, but I get them 3 and 4 times a day. I feel that the issue is with the Streakbreaker code as well, not necessarily with accuracy overall.

    [/ QUOTE ]

    Apologies if this has been brought up earlier in this thread, but there's a psychological factor at work here, too: we're much, much more likely to notice streaks of 10 misses than equally unlikely streaks of hits.

    Of course, assuming accuracy is 75% (I know it's higher vs. blue minions, but I forget how much and I'm lazy), the probability of 10 misses in a row is 9.5367x10^(-7), which is approximately the same as getting 48 hits in a row. This is so unlikely that you'd have to execute something on the order of one million attacks before you'd expect to see it happen even once. If you're seeing this consistently, then something is seriously broken -- but to such a degree that I'd be inclined to discount your claims as hyperbole without further evidence (demorecords, logs, etc.) if I were Castle or Geko.

    [/ QUOTE ]

    Actually, IIRC, it is impossible - doesn't the game have a streak-breaker? So that on an even con without defense powers on it, your 75% base accuracy turns into something like a max streak of misses of 3-4 attacks, the next being made to auto-hit?

    [/ QUOTE ]

    That was kind of my point. Even if the streak-breaker code is broken, something's got to be even more spectacularly broken if streaks of 10 are relatively common. So, without some more concrete evidence than one anonymous person's say-so, it's hard to take this seriously.

    This isn't to say it should be dismissed entirely -- just a suggestion that people who are seeing this should gather some hard evidence for Castle, Geko, etc., to take a look at.
  8. PeoplesFist

    Accuracy

    [ QUOTE ]
    Why do I get streaks of 10 misses against blue cons? I should not have streaks like that more than once a year, but I get them 3 and 4 times a day. I feel that the issue is with the Streakbreaker code as well, not necessarily with accuracy overall.

    [/ QUOTE ]

    Apologies if this has been brought up earlier in this thread, but there's a psychological factor at work here, too: we're much, much more likely to notice streaks of 10 misses than equally unlikely streaks of hits.

    Of course, assuming accuracy is 75% (I know it's higher vs. blue minions, but I forget how much and I'm lazy), the probability of 10 misses in a row is 9.5367x10^(-7), which is approximately the same as getting 48 hits in a row. This is so unlikely that you'd have to execute something on the order of one million attacks before you'd expect to see it happen even once. If you're seeing this consistently, then something is seriously broken -- but to such a degree that I'd be inclined to discount your claims as hyperbole without further evidence (demorecords, logs, etc.) if I were Castle or Geko.
  9. [ QUOTE ]
    And the specific advantage of SR over energy is that hide stacks with SR defenses, but since energy is damage-typed, hide doesn't stack with energy defenses.


    [/ QUOTE ]
    Wasn't Hide changed near the end of Beta to protect from all damage types and positions precisely so it would stack with energy's defences?
  10. [ QUOTE ]
    As much as I think the way in which ED was introduced was inexcusably inept, I think the concept is good in that it frees up slots overall. So I think it *will* have the effect of increasing the diversity of how things are slotted. Some players may have the same 3 powers but one 6 slots all of them with 1 accuracy/3 damage/2 end while someone else may choose to boost the secondary and someone else may double slot accuracy (or triple slot it in the case of AE attacks, who knows?); others will choose to 4 slot the power so they can take other powers, etc. etc. etc.

    I also think it frees some folks from the tyranny of Hasten and Stamina. No one was holding a gun to anyone's head, but boy if you were missing one of those powers people would just act like you had a hole in your head (my spines scrapper never had and never will have hasten and I cannot tell you how many 'helpful' comments I got recommending I take it).

    As to the downside, the effect on tankers and defensive sets grates on my nerves. And the way in which it was introduced and the subsequent spin has significantly eroded my respect for the devs.

    [/ QUOTE ]

    I'm not quite as upset as you about ED -- we just have different subjective reactions to the way our characters play now, I expect -- but I have to agree with everything else you've said here. While finding an optimized build is slightly easier than before, the difference between "concept" and "optimized" builds has been considerably closed, so players can put together a build they find fun to play without feeling underpowered compared to their optimizing teammates. Thus does ED increase diversity.
  11. I have to agree, a very good overview!

    Just to put things in the context of the game, it seems fairly clear to me that there aren't any real racist, Nazi-type groups depicted in CoH/CoV, although there's one instance where Nemesis apparently felt a parallel earth with few white inhabitants was a suitable proving ground for a doomsday device. It is conceivable that the 5th Column used racist propaganda as a recruiting tool, and brought on only physically fit white males, but this is never even hinted at in the game. (And can you blame the writers?) Crey, Nemesis, the Council, and Arachnos are all organizations with a Fascist/Totalitarian goal: placing the one person who is intelligent enough to run things properly in charge. Compare with some of the things Lord Recluse says about Fascism in Web of Arachnos!
  12. I'd just like to say: gives us that Freedom Phalanx TF accolade! A costume piece would be neat, but even if it's nothing more than the badge, I'd still like it.
  13. Darsonist just turned 18 last night. He is my first tanker, and I will admit he is a bit of FotM -- it seemed like Fire tanks are pretty popular, I thought I'd see what all the fuss is about. Now that he finally has Burn, I put him up against some clocks in Faultline. Since he has only DOs and TOs, with only his shields fully slotted, I went with -1 and -2 spawns, consisting of maybe 6 minions, 3-4 lts, and 1 boss. I was running solo.

    I started with Live to establish a baseline: my understanding is that the I4 Fire tank primary can be considered sort of the new standard for tanker primaries, ie, Invuln was brought down to the level of Fire (albeit with slightly different numbers). The spawn on Live came a little too close to taking me down; my health was flashing for about 30 seconds, but didn't actually die, and I would've been perfectly fine with a single green inspiration, I think. Burn did cause some noticeable yo-yoing, but it didn't seem like many of the mobs actually left the Burn patch for more than a few ticks, thanks to Taunt and Auravokes. With the base recharge, I could lay a second patch just a few seconds after the first one expired. Pretty significant damage.

    On Test, my health barely got down to yellow. This was probably a combination of luck (not Luck), slightly better strategic use of Healing Flames/Consume, and decreased boss/lt accuracy. Yo-yoing with Burn was far more dramatic than on Live: after about three ticks, the entire spawn would bolt, with only half turning back to me within five more ticks. It seemed like mobs that turned back to hit me again had a strong chance for bolting a second time, too, which was different from on Live. Damage was still significant for those mobs who stuck around throughout most of the patch's lifespan, but this was only maybe a quarter of the spawn, not the half I was getting on Live. Damage change was too small to notice at this level. Recharge time was significantly longer; it reminded me of my blaster's Snipe. I'm not sure what the new DoT BI is, but seeing as I4 Burn had something like a 12, a 30% damage reduction combined with more Fear and longer recharge means it's still a strong attack, but one to be used less indiscriminately (I wouldn't lay down a burn patch to help take out a single minion, for example).

    Summary: Based on what I saw, I'm comfortable playing with my Fire tank; while my testing is limited, I don't have any preconceptions about how he 'should' perform, and what I saw seemed appropriate to the role of a tank at level 18. Burn's new damage and recharge seem just fine, as does its functionality as immobilization protection (this lasts long enough that it should easily be perma-able). The one concern I have is with the Fear effects on Burn: I'm okay with the idea, but I've read some other posts that scattered mobs may aggro teammates. For example, if I'm running point with my Kheldian friend and fire off Burn, most of the spawn will scatter, and a few will aggro her instead of me. This makes Burn *extremely* undesirable in a team setting.

    Suggestion: If the Fear effect of Burn is to be kept at its current magnitude, and not a bug as rumour suggests, then it should cause mobs to want to move 30-40 feet away (out of the burn patch a few yards, but not too far), switch to ranged attacks, and aggro the tank even more. This keeps the Fear effect that makes Burn a tricky power to use, without making it a liability and a danger to one's teammates.
  14. Are these global accuracy changes, or just in re ice tankers? Because
    [ QUOTE ]

    Reduced Accuracy of Archvillains from 90% to 75%.
    Reduced Accuracy of Giant Monsters from 90% to 75%.


    [/ QUOTE ]
    and
    [ QUOTE ]

    Reduced Accuracy of Rularuu Bosses from 90% to 75%.


    [/ QUOTE ]
    are going to make us SRs very, very happy, too.
  15. Okay, like others, my maps weren't updated. But the geysers seem even more sensitive than before -- with absolutely everything turned off, I can't get beyond Point Alpha in FBZ; all the other geysers just shoot me off into space. I like the concept, but the implementation just doesn't work. Could these please be completely computer-controlled jumps, landing us in the same spot every time? I really don't feel like I can visit the Shard unless I respec in flight, which goes against PF's concept completely.
  16. PeoplesFist

    Issue 5 Summary?

    [ QUOTE ]

    New Trial
    I think the Dam/Faultline was mentioned


    [/ QUOTE ]

    I'm highly sceptical about this (although I hope I'm wrong). I haven't seen anything about the Faultline trial beyond rumour mongering, but I would expect a new Trial or TF in the new zone.

    Has anyone seen any real evidence that the Faultline trial is on the way?
  17. I think the actual Positron only has two powers:
    1. Super-Give out one of the more annoying TFs, and
    2. Super-Ignore the level 16s getting trounced by a level 35 DE ambush

    ... which might actually make him absolutely DEVASTATING in PvP
  18. Hmmm I think I like it.

    And my interpretation was not that your targets would randomly be switched, but when you fired off an attack, the damage would be done to a random teammate rather than your current target.