Pitho

Legend
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  1. [ QUOTE ]
    JL for me was a dissapointed in that cone is very narrow..like 2 guys right next to each other rarely hits, unless stacked AND the depth on it barely gets 2 guys unless again stacked :/

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    ....it's the same cone size as shadow maul. But I think it animates a bit faster.

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    all the sets have the exact same end costs so this is a bit inaccurate. No tanker or brute set has more end efficient attacks than any other.

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    Firey melee is extremely end efficient, but that's because its secondary effect is more damage (those extra ticks of fire damage after a hit). Combustion (for tanks) is also the most end efficient AoE I know of.
  2. [ QUOTE ]
    Now I realize outside of Vahz and high level arachnos toxic isn't that prevalent but just go look at a couple of the survival guides around (Arcanaville's is a good one) healing is quite a damage mitigater. Look at regen they got all heals because they have no resistances (except a tiny bit in resiliance).

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    Well...there's also the ranged spit from DE devoured bosses, and a ranged dart type attack from the totem BP bosses. Not sure how often they show up in CoV, but those attacks hurt. On the plus side, they stop using them in melee range.
  3. [ QUOTE ]
    Ok...i just got the lvl 10 armour "static shield", now first off i dont have my graphics up to high so it could just be me - but when i activate the power the characters skin looks like it flashing from normal to yellow and then back as the power continues - is this just something happening because of my low graphic setting - and if not - wouldnt it make more sense for it to flash red to stick with the wnole color theme of the set? If it is just my low graphic setting what does the actual effect look like?

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    I'm pretty sure that's the status protection/psi resist shield....I remember that one as having a red glowing effect around the character. Not quite as noticeable as everything else, but definitely not restricted to just the skin.
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    It allegedly does splash damage 'like shadow maul'--this according to Camma, and she seems fairly trustworthy (suspicious covert glance).

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    I speak from most tragic first hand experience when I say that the electric melee attack is horrible. There are two parts to the attack, the single target damage and the splash damage. The thing you're targeting gets hit by both the single target attack and the splash damage, and the only way you'll hit more than your target with the splash damage is if someone is dry humping the target. Both the single target damage and the splash damage are very subpar. My close range blast power from energy does slightly less damage than this, has a much faster animation, recharges much faster, and costs much less endurance. The splash damage is about 40 points at level 50, making it absolutely NOTHING like shadow maul.
    I wish I had never taken this power, and am sad that so far there are nothing but good things in I7 making it likely that I won't be seeing another free respecification any time soon. Please add this information to your guide so that others may avoid the terrible mistake that I have made in putting slots into this shih tzu of a power.
    One more thing, this guide has made my love for you stronger than ever and has made me consider rethinking my concept build. It's just too bad that it would never work between us.

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    I will add that I'm considering wasting an entire respec just to replace thunderstrike with the electric immob, mainly because keeping an AV or something immobilized is often VERY VERY useful and the minor end drain from it would be nice in keeping certain mezzing bosses (I hate you KoA bosses) at 0 after they've stupidly wasted the rest of their end trying to take out fluffy.

    Thunderstrike, on the other hand, has turned out to be a long recharge, high endurance, single target positioning tool. If they don't run to the other side of me by the time it finishes animating, in which case they end up farther from where I want them to be.

    Electric's end drain to self skill, on the other hand, I've heard has a MUCH shorter recharge than dark consumption. That would be nice.

    The armor's graphic annoyed me at first, but I've gotten used to it.

    This is the opinion of a dark defender.
  5. [ QUOTE ]
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    I wonder how much Dark Armor will change for Stalkers. My guess is that will replace Cloak of Darkness, though I hope they have Immobilization resistance in on of the shields still. I hope they keep Dark Regeneration. I might as well stop playing my MA/Ninjitsu one and wait to see if I want to reroll her.

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    I was wondering the same thing. On the one hand, CoD and Hide stacking stealth would be a bit overpowered, at least at first glance.

    On the other hand, there are some other powers that would also make sense if dropped (Death Shroud, for example). And there's obviously the Immob protection issue as well. (Unless they say "bugger this" and take out CoD anyway, and tell players to get Combat Jumping if they want Immob protect.)

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    Cloak of darkness doesn't stack with stealth. All it really means is dark armor would get a slightly superior stealth. (no speed reduction on it, grants immob protection)
  6. [ QUOTE ]
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    Fulcrum Shift

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    Fulcrum Shift is a little nutty, I probably shouldn't have used it as an example. The buffs and debuffs you end up with are just that, but they are applied to you and your targets by invisible temporary pets. Now that I look at it, the strength of your Fulcrum Shift won't be affected by this change (so I definitely shouldn't have used it as an example), but the buff (or debuff) you get from Fulcrum Shift can now be copied to things like Blizzard, Lightning Storm, Rain of Fire, and so on. Sorry for the confusion.

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    Maybe it'd boost fulcrum's accuracy? Not sure how exactly how it works though.
  7. Scratch that last post......I could've sworn it used to be that way, but it isn't now. The reporting as smash is correct.
  8. [ QUOTE ]
    Thanks dodger.

    I tested Thunderstrike last night:

    it's mostly smash damage (lame), the extra AoE damage (which seemed to happen 100% of the time) I am not sure of (it doesn't say).

    It does knockback to your primary target *everytime*. Targets within 5 feet or so are knocked back about 90% of the time.

    the disorient is very VERY short, maybe 5 seconds total. it happened maybe 10-20% of the time.

    I'll test it more tonight (KB vs boss, etc)

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    As far as I know with thunderstrike.....the portion that reports as smash damgae is actually energy! the portion that reports as energy (the AoE) is actually smashing!
    Very very silly.....
  9. [ QUOTE ]
    In addition, the armors, are all the resistance numbers the same for every damage type? I.e. Does Charged Armor provide 30% to Smash/Lethal and Energy or does Energy have a different resistance number? The same goes for Dark Embrace and Mind over Body. Just curious, really.

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    Charged armor is 27.5% smash/lethal resist, 20% energy resist (base).

    HOWEVER!

    It has one of the worst animations for a power I've seen. It's like having strobe lights placed all over my body. And I can't get rid of the effect.

    If you plan to use it to distract people in pvp? Anyone with "supress extra player fx" on won't see it. So it just serves to annoy you. Grand, eh?

    This power graphic alone makes me want a different ancillary pool.
  10. Pitho

    Accuracy

    I chalk it up to the "acc nerf" hysteria that pops up after every major patch.
  11. Pitho

    Accuracy

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    I understand that people may forget that the low levels are less accurate in general, when they're used to playing high level Heroes who are fully SOed.

    However, I really think out of all the sets you mentioned that Dark Melee, and to be really specific Shadow Maul, needs to be looked at again. I've never had missing streaks (on any character) as bad as with that single power. In fact, I've often suspected that Shadow Maul somehow debuffes the player's accuracy rather than the mob's.

    I ditched my DM scrapper early on because of utter frustration with that one power. I also have a close friend who, despite having 2 accuracy SOs in Shadow Maul, was so frustrated with the power, that he finally respeced out of it on his level 50 DM/Regen. I think if you asked folks who play Dark Melee you'd find that many have a love/hate relationship with Shadow Maul.

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    The fix for cone attacks always missing when an enemy is moving isn't live yet. Shadow maul is a cone attack. Add them together and?
  12. [ QUOTE ]
    you know Positron I think it was Wierdbeard and Poz that figured out a much faster way to retro award the mission badges back when that was an issue. Since TFs are just a series of linked missions wouldn't there be a way to easily test the completion of say the first and last missions to award the badge? This may allow for a margin of error but to truely "finish" a TF you need to be there from start to finish and since you can't join a team in progress the likely hood of those finishing the last mission finished the TF.

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    My educated guess on this is that missions and TFs are just handled differently.
    A mission you can only finish once. So after you finish a mission, it probably sets a flag somewhere in your character data saying you've completed the mission, so that you don't get it repeated. Checking for this flag would be an easy way to retroactively award a badge for missions.
    TFs, on the other hand, can be repeated as many times as you want to do them, so there's no need to set some sort of "TF completed flag".....and there just isn't one. So no easy way to retroactively award a badge.

    That's my guess, anyway.
  13. [ QUOTE ]
    *big long post*

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    Um...durability normally doesn't help keep things out of circulation, because they just put in some way to repair things. It's just a money sink, really. That, and extra tedium...I usually dislike the whole repair thing.
    If you make items not repairable, then you end up with people getting annoyed that whatever uber item they worked to get will wear out.
    Now...something like WoW's bind on equip, that takes things out of circulation.

    I tend to prefer CoH's method because I tend to hate hunting for things. and I hate trying to trade with people. Especially since item based games tend to end up with a handful of rich people that can buy almost everything, and a whole bunch of people struggling to get mediocre gear.
  14. [ QUOTE ]
    Someone who steals food from a marketplace to feed their family who cannot afford it isn't evil. Someone who steals from peoples houses.to buy crack cocaine is evil.

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    Eh....that thing about the cocaine person well...addiction is a very very nasty thing. The person may not be evil, but the addiction drives them to desparation. Fighting addiction is a hard thing...that's why there's all those programs to help with them.

    Now....a better example of evil would be someone who steals because they want stuff without working for it. Or say...CEOs that follow unethical business practices because they make even more money doing them.
  15. [ QUOTE ]
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    I don't think I like the whole "everyone in the zone loses their powers part". What kind of spell can stop EVERYONE's powers regardless of what their source is?
    Turns off a mutant's genes, stops a tech hero's armor from functioning, strips the power from magical artifacts, keeps magic heros from casting spells, somehow keeps the changed body chemistry/whatever of science heros from functioning, strips kheldians of their natural alien abilities....

    So we get the cop out "a wizard did it".

    -_-

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    Ever heard of the Savage Lands?

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    ....no
  16. I don't think I like the whole "everyone in the zone loses their powers part". What kind of spell can stop EVERYONE's powers regardless of what their source is?
    Turns off a mutant's genes, stops a tech hero's armor from functioning, strips the power from magical artifacts, keeps magic heros from casting spells, somehow keeps the changed body chemistry/whatever of science heros from functioning, strips kheldians of their natural alien abilities....

    So we get the cop out "a wizard did it".

    -_-
  17. [ QUOTE ]
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    How often do you lie dead for longer than a minute? That almost never happens with me. Is this a common occurance among the majority of the playerbase?

    If the answer is no then your complaint is moot.

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    Actually I'm leveling up one of my alts, She was level 11 during one mission we were doing and actually it happened quite a bit. Someone would bite off more then they could chew, the mob would rush at us, and we'd be running down the elevators. Meanwhile the fallen would lie there dead because there were no awakens and no one had awakening powers. We would often have to fight the mobs again just to get to them, a lot of the time they'd still be at the elevators when we came up. I made it a point to let those fallen know, "If this was I4 you wouldn't be getting any XP right now." Mention that at that moment and people get grumpy really fast.

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    Correction: You're in a mission, so none of the new rules would apply. Everyone still gets xp. You're just spreading misinformation.
  18. [ QUOTE ]
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    .... oh my god.

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    Amazing, isn't it?

    Okay, everyone...here it is again. Maybe if I phrase it a little differently and all in one post, that will help some of the people who still aren't getting it.

    __________________________________
    CHANGES TO THE XP RANGE SYSTEM:

    1. Missions are now completely exempt from all of these rules. None of them apply to missions, including Outdoor Missions (i.e. "Board Train" missions).

    2. When in normal zones (i.e. City and Hazard Zones) you must have done damage (actual hit points damage) to the mob OR be within 300 feet of the it when it is defeated in order to get any XPs for it.

    3. If you are killed (i.e. "defeated"), and have been dead for more than one minute, you will not get any XPs for the mob, regardless of your distance from it, UNLESS you did damage to it before you were defeated.

    4. All of the previous rules still apply to "Defeat X" missions, but only for the purpose of XP distribution. Even if you get no XPs from a defeated mob, you will still get credit toward the mission as long as at least ONE PERSON on your team was within 200 feet of it when it was defeated.

    5. Everything in #4 also applies to Badges awarded for defeating X number of villains.
    _________________________________

    Dwimble

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    Quoted for emphasis
  19. [ QUOTE ]
    [I would predict we will see a lot less of the 'pure healer' classes within a few days of this going live. It will simply be too frustrating watching your teammates level while you get no XP. Remember, you have to do DAMAGE to get XP, not just be in range - and pure healers do little or no damage with most of their primary and secondary sets. Most players I've met are pretty smart and once they see that they're earning substantially less than their teammates - they're going to switch.


    [/ QUOTE ]

    ATTENTION! A clearer explanation of the change to the xp system is written below! Please read before complaining! Thanks!


    Ahem.


    That's.....wrong. You don't understand what Statesman is saying at all.

    If you have either A) Done any damage whatsoever OR B) are somewhere within 300ft you get xp. This part counts if you're alive, or have been dead for less than a minute.

    Second part: If you have done any damage to something whatsoever, even if you're dead, you will still get xp.


    Third part: In missions you get xp no matter what.

    To sum it up: as long as a support AT is within 300 ft, and don't die, they're perfectly fine. Don't have to attack mobs at all. Considering how support ATs are normally the last to drop if something starts going bad, I fail to see how this is an issue...

    Not to mention....if you're in a mission you'll get xp even if you die.
  20. [ QUOTE ]
    OK, as I continue to follow this...

    I like the suggestion that holds do 1 pt of damage. Or 0.01 pt. I don't care. As a scrapper and tank enthusiast, I like my targets still. The hold that stopped them is as valuable as my hit.

    Make debuffs do 0.01 pt of damage per tick of time. See above.

    Figure out a way to add that 0.01 pt damage to any mob hit by a buffed teammate. That's the hard code...tell me, though, that there aren't a thousand guys waiting to get a crack at coding something like that and get paid for it.

    If what controllers and defenders are designed to do does not reap rewards, then 1) I will not play those ATs and 2) they will lose their effectiveness.

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    ....as long as you don't run halfway across the zone before the fight's over you still get credit. Seriously. 300ft is a considerable distance, and if you're going to be applying any support things you're going to be within that distance.
  21. [ QUOTE ]
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    Thought I'd pop in and give you my opinion...

    I believe that you all are not just fans but customers. Because of that, I SHOULD listen to you. I SHOULD communicate with you. That's part of what you're paying for, after all.

    It's easy to get away from doing chats, interviews, reading the boards and become absorbed with game design only. But I personally try to fight that temptation and be as open as possible.

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    I do have a little fear in this Statesman... I don't want to see the devs get burn out. Are you fighting that in any way? Switching things up around the office? And what about yourself? Are you still as into the program as you were four years ago?

    *yeah, I'm doning the tin foil hat... I know*

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    I'd say it depends on the personality, but from my view it seems he's very passionate about the game. As long as he's the type that keeps his passion we'll be fine. From my view it seems like he is, time will tell.
  22. [ QUOTE ]
    EDIT: In regards to something Primal said... what is with all the hate for Spacekitten? Aside from a flamefest with Twilight Avengers a few months ago (and I certainly don't blame SK for not getting along with those guys) I have yet to see him/her say something anywhere close to nasty.

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    Dunno. I teamed with her on her warshade on the clock TF once, and she seemed to play it well.

    And about the DBZ clones, well....I've already seen them before. They already have the pineapple hair in game, or at least close enough, and that's basically the most noticeable thing about them.
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    Ok maybe I am the only one on the planet that feels this way but I happen to like those early hollows missions. Probally because I took a few months off an there was no hollows when I left. Most of you complaining are referring to alts you are building, but I think part of the point is that by having missions that send you all over the place allow newer players to get a feel for other zones.

    [/ QUOTE ]They're complaining because it's not elaborated that you can actually skip The Hollows instead of having to do the missions that the cop gives you there.

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    Actually, last time I had a character get that "talk to Wincott mission" it specifically states that you don't have to do missions for him, and can do missions for your other contacts.
  24. The weekends always have more people on than normal, of course it'll drop from the weekend.
  25. There's only two mole points so far, the one in the first zone and the one in the second.