Pitho

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  1. Quote:
    Originally Posted by Dechs Kaison View Post
    My Bots/Traps says "Bwahahahahahahahahaha!"
    You lack mobility. Minions don't move as fast as players can, force field generator is slow, and, well, traps.
  2. Quote:
    Originally Posted by planet_J View Post
    I do like the passive regen in integration, and I would like it more if it were actually enhanceable...
    It is enhanceable, just not all of it. The power has a 100% regen buff that is enhanceable, and a 50% regen buff that isn't.
  3. Quote:
    Originally Posted by JRV View Post
    For example we all know of a certain superhero that has a very distinctive car pacted full of various gadgets.
    Inspector Gadget?
  4. Pitho

    CoH2 already

    Quote:
    Originally Posted by Stormbird View Post
    And yes, I have to agree that the character models, more than anything, need updating. The COH team has done quite a bit, but - well, I see several games with people running around in full robes/dresses, characters with fingers, characters with more facial choices (separating eye color from facial type, for instance, giving options on scars/tattoos and their placement, giving us fairly realistic looking skin as opposed to plastic, etc.)
    About facial customization: How often do you really look at a character's face? Sure you'll see it at the selection screen, but during gameplay you're staring at the back of a character's head. And most people seeing your character from the front won't see most face details because they're so small. Customization options like that mostly matter for in game cutscenes, if the game has any.

    That, and whenever I play a game with massive facial customization like that, I usually end up ignoring most of the options anyway.
  5. Quote:
    Originally Posted by UberGuy View Post
    What, then, is Regen giving up? Regen and WP are kings of low downtime. Their green and blue bars rarely stay less than topped out for long. Because Regen is more click-dependent than some other sets, including WP, sometimes that means a Regen needs to back off when it needs to heal and none of its clicks are back. What's important about those scenarios is that it then comes back, seconds later, probably fully healed. That's part of the playstyle of the set. It means it takes more tactical control of your surroundings than other sets, to be successful, a characteristic which I enjoy greatly about it.
    Being able to disengage from a target and not lose a good portion of your regeneration can be a nice benefit too. Willpower either is either able to take the damage in melee range or dies, more or less. Regen can disengage and hide around a corner for a bit/ eat the often less damaging ranged attacks of an enemy while waiting for a heal to come back. Willpower disengages and most of its regen shuts off.
  6. I marketeer, mainly through buying up a few of a recipe every day, crafting an enhancer, then listing that enhancer and selling it. If I try to list an enhancer for too much, it just doesn't sell. It sits and takes up space in my auction inventory. So I price them to move fast. And then they usually end up selling for something like 5/ 10 million above what I listed them for. (usually closer to 5). Occasionally I get really bizarre price spikes where an enhancer sells for 15/20 million above what I'm listing them for.

    This isn't price manipulation. The people buying the enhancers could wait a bit with a bid on a recipe, then craft it, like I'm doing. Instead they want the convenience of Buying It Now. So they pay a premium. Sometimes they pay an extra premium because they REALLLY don't want to even try making a second bid.

    With a bit of patience you can save a lot of inf on a build. I've waited for weeks/months for bids to fill before. If you want to Buy It Now? It costs more. This is what marketeering makes inf off of.
  7. It's much harder to manipulate a part of the CoH economy and not waste inf doing so. Mainly because you can't actually monopolize something; stuff is always being generated by other people. Try raising the price on something like a piece of salvage and mainly you just get other people listing it more for a while. And you've bought a bunch of overpriced salvage that you'll never be able to move at that price. And as soon as you stop the prices start moving towards where it was before. You might be able to sell a few overpriced bits of salvage to someone who's too impatient to wait a day with a bid (or is making enough of a profit off of what they're making that they don't care about overpaying a little).

    No one in CoH gets rich off manipulating the market. Pretty much everything is getting inf off the impatient/ people paying a premium for convenience.
  8. Quote:
    Originally Posted by Slazenger View Post
    The want it now aspect of the market has always allowed the potential for other players to reap rewards off of the less inclined to wait playerbase.

    As an example 5 lotg's were selling for 100mil yesterday, one player brought all 5 and re-listed them for 200mil, impatient player turns up and wants it and ends up coughing up the 200mil, should he feel ripped off?.
    Well now as the paragon store offers an alternative method to purchase the enhancement he wants, he has a choice, does he get ripped off by the player or NcSoft.
    And I waited a few days and got two level 25 LotG recipes for 80 million inf each.

    Patience pays off! Amazing!

    Quote:
    Originally Posted by Slazenger View Post
    I agree with what your saying, but my point is, if a certain playerbase wasn't so greedy, then you wouldn't need to purchase these enhancements with real money.
    If people weren't willing to pay these prices, they wouldn't sell. Not to mention, trying to artifically limit the supply of something to raise prices is a great way to lose influence in the paragon market. If you see the price of something spike, either someone with a lot of inf wanted a lot of them to use for something (like say, a crafting badge), or they were willing to burn a bunch of inf to mess with market prices for like an hour or so.
  9. Quote:
    Originally Posted by Arcanaville View Post
    I think Dark and Electric are tied. Electric has the better smash/lethal/energy resistances but has a toxic hole. Dark has higher toxic and psionic resistances. If you are willing to use power surge, while its up Electric will be capped (scrapper or tanker/brute) to smash/lethal/fire/cold/energy/negative and have substantial toxic resistances.

    Basically, Dark is the more well-rounded resist set, while Electric wins overall in the smash/lethal/energy/psionic race. Dark has the stronger heal, Electric has the big resist boosting tier 9.

    Electric actually has better fire and cold resistance than dark armor does as well.
  10. Quote:
    Originally Posted by Zwillinger View Post
    Hats
    Hats for helmets/pumpkin heads?
  11. Quote:
    Originally Posted by MikeRobe View Post
    All powers that drain the enemy's blue bar.

    I'd make mobs actually need endurance to use their powers instead of being able to fire off their big guns on a "sliver tick". I have no problem with them being able to brawl me on a sliver tick, but if I have floored their endurance they aught not to be able to clobber me with something that should require at least 10-15% available.
    It depends a lot on the enemy involved. Some enemies can do a lot of damage, but can bottom out their end bar on their own if they attack for a bit. Some other enemies can do a lot of damage, but will never bottom out their end bar on their own, ever. I don't really understand how they choose mob endurance costs.
  12. Quote:
    Originally Posted by DoctorWhat View Post
    And while I'm on the subject, your also saying that it would be better with a different blast set that, you at least suggest even if not by intention, would still not be used on teams.
    Truthiness.
  13. Quote:
    Originally Posted by Laevateinn View Post
    I tested this and happily it does work.

    Lv50 Steel Strongman vs Lv50+1 time controller
    Punch: 162.63
    Punch with TJ (-20.0% dmg): 133.74
    Punch with TJ and SR (-22.5% res all): 126.53
    Punch with SR: 162.63
    Hooray! It works, and you saved me some grunt work!

    Quote:
    Don't agree that spending slots on SB is worth it though. The default slot with 1x endmod is enough, most builds won't need more than that.
    Eh, I suppose so. Not to mention if you really want to enhance it, there isn't a lot of difference between 2 level 50 end mod enhancers and 3 level whatever. I haven't updated my Kin/Sonic's build since inherent stamina though, and she had a *lot* of extra slots to toss around. I could probably update her build and grab a power or two that can use slots better.

    Will say that my friend playing whatever/dark armor still managed to burn through his end even with a fully end modded speed boost on him. He really knew how to burn through end.
  14. Quote:
    Originally Posted by Beauregard View Post
    And you'll note that I specifically stated that the level of recharge necessary to make that chain work was impossible.
    Not until someone pointed out that it's impossible.

    You don't follow facts. You follow truthiness.
  15. Pitho

    TPN massive fail

    Quote:
    Originally Posted by Grouchybeast View Post
    A few days ago, a league I was on got kicked from TPN. When we could finally log back in, a bunch of us had lost the 60 thread reward from defeating Maelstrom part way through -- there seemed to have been some kind of short character roll-back, as the 60 thread drop was about 8 min before the kick. No dice from CS about getting the threads restored to teh character, so I'm leaving TPN well alone until I'm sure the bug is fixed. Having to restart is one thing, potentially losing rewards already gained is quite another.
    I had a league where TPN crashed a few days ago, didn't get to keep the 60 thread reward because of short rollback from the crash. But I sent in a petition and support restored the threads I lost (63 apparently, the bonus and a few extras from mobs? Not sure how they can tell that I lost those too). All I sent was a short message, the title said I was involved in a TPN trial crash and had a mini rollback, text of the message said I didn't even get to keep the 60 thread mid trial completion reward.

    The most it'll rollback is to before you started the trial, I think. These mini rollbacks happen because your character data wasn't saved before the crash happened. The game doesn't update your stored character data all the time, I think only at set intervals and/or whenever you change (or attempt to change) instances. I remember a while back there would be some times where the servers would be unstable, and you could avoid rollbacks going too far by clicking on building doors. Clicking on a door was enough to get the server to save your current info.
  16. Quote:
    Originally Posted by Beauregard View Post
    3. Speed Boost. Slotting this power is a waste of time. Transference restores more endurance than anyone could ever conceivably use.
    Slotting up speedboost with end mod to enhance the recovery can be useful to make it so Transference is needed less as an end recovery tool and can be used more as an offensive end sapping tool. There are a few enemies with high end costs that can have a large amount of their threat taken away by draining their end bar to nothing. Or just less time needed casting transference allows for more time doing other stuff, like blasting.

    Not to mention, transference needs a live enemy target and needs the person who needs the refill to be near the enemy. You're not always going to have an enemy right next to whoever needs endurance. Especially if they're ranged like a blaster or corruptor or defender.

    Quote:
    4. Kinetics/Sonics sounds a lot better than it is for buffing/debuffing. The problem is that the two sets are totally at odds with one another.
    Enemy damage resistance resists damage debuffs (if the damage resistance is of the type of damage they're dealing). I should test it sometime to make sure, but I suspect resistance debuffs, like what sonic blast inflicts, amplifies the damage debuffs given out by Kinetics.
  17. Quote:
    Originally Posted by MaHaBone23 View Post
    The breathless, white-knuckled drama in this thread aside, I'd throw in another vote for Earth/Kin trollers.
    Not sure what this Beauregard person's problem is, but I looked over some of his other posts and it seems his specialty is spewing out crap that might look reasonable at first glance (because NUMBERS! I HAVE NUMBERS!), but falls apart if you look closer. In another thread he compares single target chains for different sets and assumes 570%ish recharge required for one set's top chain. The most recharge any power can benefit from is 400%.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    A Kin/Sonic could probably solo a GM and duo the game with an aggro soaker. ST damage is actually pretty important if you're a player who likes to be self reliant. Not to mention against tough targets even in a team environment, stacking the -res from the Sonic chain is increasing the damage of your whole team.
    I duoed a good portion of the game with my Kin/Sonic defender and a buddy playing a something/dark armor scrapper. Everything low rank just melts, and all that's really needed is single target cleanup. Also against hard targets Sonic blast not only has fairly good single target damage, it amplified his damage quite a bit. Don't remember if we ever tried a GM, but we did a bunch of AVs and a few TFs.

    Side note: Damage debuffs, like siphon power and fulcrum shift do are resisted by enemy damage resistances (if an enemy is dealing smashing damage, any smashing resistance they have resists damage debuffs for that type). I'm not sure when the resistance calculates into it, but resistance debuffs might amplify Kin's damage debuffs. I should test that sometime.
  18. Quote:
    Originally Posted by Beauregard View Post
    It has bad AE and its single target damage is dependent on repeatedly blasting the same target.
    What sets don't rely on repeatedly blasting the same target for single target damage? That's the definition of single target.
  19. Quote:
    Originally Posted by Beauregard View Post
    Ultimately, you'll probably do what most of the folks I've seen who've tried Kinetics/Sonic do once they realize just how little time they have to nuke in a serious do: hang up the character and try again.
    Pffft. I have a Kin/Sonic and it works perfectly fine. The sonic blasts are great for helping out against hard targets, like AVs and monsters, and are also good for taking out bosses in normal spawns.
  20. Quote:
    Originally Posted by Erhnam View Post
    Question about Dark Dots (Gloom, TT, NF): Do they stack?
    Yes.
  21. The Oblit quad (and the proc) go for exorbitant prices because the set's bonuses are VERY VERY GOOD, and those are the two pieces that are only available by either merit roll or direct purchase. The other recipes are obtained as mob drops or mission completion bonus.
  22. Quote:
    Originally Posted by Vel_Overload View Post
    How are you forum Cartel with such an idiotic opinion.
    "Forum cartel" is just a rank for someone with a lot of forum posts. That's it. Nothing about post quality.
  23. Quote:
    Originally Posted by Mr_Grumpums View Post
    Heh. Tenebrous Tentacles and Gloom are nice for Scourge, too. It's a great corrupter combo.
    Nope, scourge chance for those abilities checks at the initial cast, not with every tick. Either the whole thing scourges or none of it.
  24. Quote:
    Originally Posted by Coyote_Seven View Post
    So after this, we're definitely going to get Leviathan Mastery, right?

    I so want to be able to cast [summon bigger fish].
    Like this?
  25. Quote:
    Originally Posted by Aggelakis View Post
    Interfaces have a stacking cap, and it applies no matter who cast it. It's either four or five stacks, depending on the power. So...

    This is why I plan on multiple Interfaces on all my characters, once they release the solo path (I am not a fan of most of the iTrials). If everyone has Reactive, slot something else.

    I thought it was 4 stacks for debuffs, and 8 stacks for DoTs.