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Hasnt read though this whole thread, so don't know if this has been said...
But....when there's a dimensional reversion...all players need to start in their bases I think. Mad Hero on Villain camping is already beginning to ensue.
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That's actually an interesting thought. Just port everyone back to base after the prestiege period expires.
I think the zone needs to be bigger too. Perhaps move the force field out to the war walls. -
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Can we get some numbers?
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Since you asked... (actually, this should have been done before.)
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Here is a complete list of all powers which have DropToggles associated with them and the percentage chance of the attribute taking place.
...
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Beautiful list.
Now we just need the corresponding list that shows all the other powers that have some percentage chance of dropping toggles with mez effects.
e.g. Total Focus can drop all toggles with disorient, but what is the % chance of that happening?
I think only sleep, hold, and disorient drop toggles, right? -
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I believe at that start of this thread someone said there was a prestige bonus for members of the opposite side, the ones that control RV, while they control it.
If this is the case could this particular aspect be put on hold an patched into the zone in like a month or 2? Right now heroes will rule that zone unless we delay leveling to constantly fight the losing battle nd just hope to thwart them, or we rush to 50 to combat them...and in that case we don't get to enjoy all the content.
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That's OK... hero SGs need a prestiege boost badly. Look at the SG registrar and see how far behind hero SGs are. -
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Please consider changing taunt enhancements so that they will boost accuracy and duration in PvP. I can't stand the thought of slotting a power for PvP use what will provide ZERO benifit in the PvP game.
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/signed.
Is this a first? Is there any other power in the game which takes enhancements that only work in PvP? -
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FYI, all you "chum" fans, you need to know what that word means. "Chum" is the bait used to lure sharks, composed of ground bits of meat (usually fish) and blood.
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Which the shark eats, and then subsequently barfs up all over you, causing you to flail and moan loudly about how hard it is to get the stains out of your suit and cape. Meanwhile, the shark is busy gnawing on your legs. -
So none of the Patron Powers offers a hold at 41?
Villains will be at somewhat of a disadvantage in the 40-50 PvP zone until 44 at minimum, because all Heroes can get holds at 41. -
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So it appears you can use travel/end as a slow/end in powers like Tar Patch and Ice Storm.
Maybe we need two lists... approved and unapproved power usage
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Ok, unapproved and likely "fixed" soon.
Dam / Acc = Warshade Eclipse. The damage resistance is enhanced since the power does no damage. And you guessed it, each one provides 33%, unlike the normal resistance SO. I have my Eclipse slotted 3 dam/acc and 3 recharge. It gives me almost 25% resistance per mob. So I only need to hit 4 guys to cap it. Basically this is the same as the just-changed ToHit debuff / Enzyme thing that was patched. Will they change damage SOs to 20% ? You be the judge.
Dam / Mez = Atomic Blast. The power doesnt normally take Hold enhancements. 3 or 4 Dam / Mez cures that and they work fine. Its great for times when you dont kill everyone. The mobs are left held well after the period of -end recovery.
Membrane Exposure = Quicksand / Earthquake. I noticed earlier in the post, people were fighting over what can be placed in earthquake. Lysosomes work okay, but as said before it doesnt take accuracy. The answer is simple, Membranes work great as a debuff (yes i know its normally a buff enhancement). You enhance the -acc, -def, and recharge of earthquake with membranes. Also, they work beautiful in quicksand....while the -acc does nothing, the -def is far greater than earthquake's.
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Good stuff. Does using dmg/acc in Eclipse still follow schedule B caps? When putting Enzyme in defense powers it still caps like schedule B even though the first gives you 33%, e.g. instead of 20,40,56,59,62,65 you get 33,57,62,67,72,77. It's better but not totally broken.
Seeing as their fix for 2hit buff/debuff was to make the percentage the same, I see more of that likely rather than actually making it so that these HOs wouldn't incorrectly buff. Or they could make debuffs negative numbers...
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So it appears you can use travel/end as a slow/end in powers like Tar Patch and Ice Storm.
Maybe we need two lists... approved and unapproved power usage -
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I did like chum. Recalled the great 7-Up commercial with a taste test...
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So take charge and go tell the powers guys that the boss says it will be "chum", end of story. Don't let them walk all over you like Statesbaby does. -
There are also the unsupported uses too, which will be fixed Soon(tm).
The two I know for sure are:
- Enzyme works as a +DEF/+2Hit/End in any power that takes endurance, so it will work pretty much everywhere Cyto works, and gives you a little bit more +DEF to boot.
- Lyso will work as a +DEF/+ACC in parry. -
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God, that would suck big for several powersets across ATs. That's fixing a fly with a big sledghammer, IMO.
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And I believe that is *exactly* why _Castle_ thinks Aid Self is overpowered.
The devs will either need to remove the benefit of +DEF on interruptable powers (major change), or they will need to nerf/change aid self so that it doesn't benefit +DEF sets much more than other sets (smaller change). If they change it which way do you think they will go?
I have Aid Self on my Brute, and it's the best thing since sliced bread. I'm also thinking about adding it to my Invul Tanker. With 2 interrupt SOs I get nearly a 100% fire rate on it under normal combat conditions, and about 50/50 when under DoT. Issue 7 will make it work even better with defense scaling.
I would never consider putting it on my Blaster. Firing it is too unreliable even with interrupt enhancers due to the lack of defense (I wouldn't put it on my Corrupter or regen Scrapper either, but there is obviously more than one reason in those cases).
_Castle_ says they are not changing Aid Self in I7. I believe him. But I know they will change Aid Self "soon"(tm). They have to, it's too unbalancing to have it work great for some sets and be almost useless for others.
Edit: After thinking about it... the easiest fix (therefore the most likely one to be implemented) would be to remove interrupt enhancements from Aid Self. +DEF sets would still have a better chance of getting it to fire in combat, but it would be a pretty low chance. -
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Sure. I think, compared to many other self heals, Aid Self is over-powered. Mainly, this is due to how Interrupt powers work, and a scale that is slightly too high, so it would not be an easy change to make. It would also be very unpopular, and, in the end, it isn't strictly necessary. So, it stays as is.
Of course, that means every AT that has a self heal can now complain that it isn't as effective as Aid Self, and what are they getting to make this fair? Not much, I'm afraid. The only thing I can really say is that taking Aid Self in addition to their normal Self Heal will increase their survivability.
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The problem with Aid Self is that it is overpowered for *some* ATs/builds and almost useless to other ATs/builds. Builds using ATs which have inherently high defense and/or include a lot of defense pools (Stealth/CJ/Weave/Hover) have a distinct advantage in Aid Self usage over builds that do not.
I think Aid Self would be universally better if the interruptability were removed entirely and the amount of aid nerfed to a somewhat smaller percentage than it is currently, or perhaps even a fixed number of HP per level of the caster.
You could even make it equivalent to Reconstruction in every respect except that you need to take medicine power pool and another power beforehand. What's really wrong with that? -
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It looks like the devs finally figured out how to count to one.
Single target attacks now hit only one target no matter how many you have stacked.
There might be a bug though. A couple times when I had a few stacked up, it would say "Readying attack", but then nothing. No hit, no miss, no nothing. Cone/AoE attacks worked fine there, but single target wouldn't do anything. I'll have to play with it some more and see what's going on.
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Strange. I was in a mission today with my tank, herding and stacking, and using KO Blow on the stacks. It worked every time. Although I have noticed in the past that Jab and Punch don't work on stacks nearly as well as Haymaker and KO Blow.
The mission was one of those level 50 'Close the Portals' with the Council as the enemy.
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What do you mean by "worked"? Were you hitting multiple targets with those attacks or were you just hitting/missing one target every time?
The patch they put in removes multiple hits on stacked targets with single target attacks. The bug I ran into only happend two times in one mission, so it seems to be quite rare. -
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I am really confused. What are you guys talking about? It sounds like there are complaints over a single target attack because it is not doing damage to more than one target. If it is a single target attack, shouldn't it only damage one target? Maybe I'm just confused.
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One of the "features" of being a tanker was that we were able to herd so many mobs that they could stack one on top of the other in the same space (e.g. dumpster diving, corner pulling). Other ATs couldn't typically do this due to the danger involved.
Once mobs were in a nice stack of, say 100 or so, a weakness in the attack system let you use a single target attack to hit *every* one of them, and dispatch all 100 in the time it would take to do a couple mobs. This is really the origin of the uber tank, not so much the defenses involved, which were subsequently nerfed to no real effect on herding.
So then the nerfs to AoEs, PBAoEs, aggro, etc., came about, and they fixed the problem somewhat such that single target attacks could only hit up to 5, but still you could herd 17 and dispatch them in the time it normally took you to do 3 or 4.
With the latest patch, single target attacks now finally hit only one (or not).
And so we are all connnected in the great Circle of Nerfs. -
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It looks like the devs finally figured out how to count to one.
Single target attacks now hit only one target no matter how many you have stacked.
There might be a bug though. A couple times when I had a few stacked up, it would say "Readying attack", but then nothing. No hit, no miss, no nothing. Cone/AoE attacks worked fine there, but single target wouldn't do anything. I'll have to play with it some more and see what's going on.
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I think I may cry. I'll have QA test it.
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Well don't cry too much, I haven't been able to reproduce it yet. So far I only have had it happen twice on one mission (times several attacks per instance).
It happened on the big outdoor old burned out city map with the timed wolves mission, click 20 glowies given by Unai. Trying to reproduce the problem on the same mission is now impossible for me
I herded up my 17 wolves, pulled around the corner of a rail car and stacked them up at the corner. Every single target attack aimed at the stack didn't fire at all, but the cones and PBAoEs all worked fine. If I turned and hit a wolve that wasn't in the stack it worked fine, but nothing would happen at the stack. There were probably ten or so in the stack. I didn't notice if there was end burn or anything other than seeing the one "Readying attack..." message in the log for each attack and nothing else. Other than the two times I would do the exact same thing and it worked just fine, so it may be a hard to reproduce positional thing.
Otherwise, this "nerf" does exactly what it should. We tankers are no longer overpowered killing machines able to kill at up to five times the rate "intended" by the devs, but cute fuzzy little bunnies who can't hurt a fly.
I'm also impressed (seriously) that the single target attack is hitting (or missing) the mob I targeted. Before it would occasionally hit five mobs in the stack, not including the one I had targeted. Perhaps that means that "taunt" might be fixed so that it always taunts the mob targeted... I hope. -
It looks like the devs finally figured out how to count to one.
Single target attacks now hit only one target no matter how many you have stacked.
There might be a bug though. A couple times when I had a few stacked up, it would say "Readying attack", but then nothing. No hit, no miss, no nothing. Cone/AoE attacks worked fine there, but single target wouldn't do anything. I'll have to play with it some more and see what's going on. -
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Just a suggestion, why don't you do what they do in the NCAA tourney. Have number 33 vs number 32 for the final 32 spot.
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Because #33 would smoke #32. There would be fur everywhere. It wouldn't be pretty. -
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heh so dmg/rng works in melee attacks and increases the range? i'll have to try that out . ..
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I don't believe it will work in normal melee attacks, since they have range=0, and 0 x anything is still 0.
It used to work in Shadow Maul, because it had a small range component (like 5 feet or something) on it, where even though range enhancers were not allowed, adding dmg/rng increased that component. I don't know if they have fixed that or not. -
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You still have not shown me a badge I can not earn, except the Isolator.
Set match
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Did you read either post? I said all of them could be obtained using the sidekick system ... in both posts. Nor did I say solo. Try to do the same thing with a team where all members that were higher then the level of those zones before the respective zone was added. This is my point.
These zones are designed to prevent higher level characters from getting the badge without the assistance of a level appropriate hero. This to me at least, is reinforcement of the idea that one character is not meant to get all badges. If you don't agree with that opinion that is fine. But, I don't understand the point you are trying so hard to prove.
--Rad
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A post-I2 character, started before the halloween event can earn every badge, including Isolator.
A pre-I2 character can also do so, with the exception of Isolator.
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I never said that was not the case.
--Rad
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Um... just what are you two arguing about?
You both agree that pre I2 toons cannot get isolator, & that it is possible to get all other (hero) badges on any (hero) toon in some fashion.
Just wondering...
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Sorry... answering the bolded text above. You seem to be arguing that one character is not meant to get all the badges, yet any post I2/pre Haloween character had/has the ability to earn every single available badge. -
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You still have not shown me a badge I can not earn, except the Isolator.
Set match
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Did you read either post? I said all of them could be obtained using the sidekick system ... in both posts. Nor did I say solo. Try to do the same thing with a team where all members that were higher then the level of those zones before the respective zone was added. This is my point.
These zones are designed to prevent higher level characters from getting the badge without the assistance of a level appropriate hero. This to me at least, is reinforcement of the idea that one character is not meant to get all badges. If you don't agree with that opinion that is fine. But, I don't understand the point you are trying so hard to prove.
--Rad
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A post-I2 character, started before the halloween event can earn every badge, including Isolator.
A pre-I2 character can also do so, with the exception of Isolator. -
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If the relationship between def buff/def debuff is similar to the end drain/end recovery(now combined into end mod). Then yes it is poosible to get a 33% def bonus on toggles (might not work on passives).
However, keep in mind Ed will lock the value at around 60%.
But having your main defense toggle with only 2 slots, and those slots giving you all the defense you can milk out of it, and a good chunk of end discount on top sounds interesting, if not broken.
P.S. Just throwing theories here. Cant prove it I have no Enz on me at the moment.
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Here are the enhancement values if you use those "useless" Enzymes instead of Cyto's in your +DEF powers:
<font class="small">Code:[/color]<hr /><pre># Cyto Enzyme
= ==== ======
1 20.0% 33.3%
2 40.0% 57.0%
3 56.0% 62.0%
4 59.0% 67.0%
5 62.0% 72.0%
6 65.0% 77.0%</pre><hr />
So for the time being you can use 2 Enzymes to replace 3 Cytos and get about the same amount of +DEF. Enjoy it while it lasts. -
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A couple of weeks ago (before this thread started) I PMed Statesman about whether or not we were supposed to be able to experience all the content on one character. Here is his reply:
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Ask your friend if there's any other MMP in existence where one can experience "all" the content.
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Now to me that is quite clear that he doesn't think that one character can experience all the content as well.
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Yeah, that's a fine statement if he had put in vastly more content than a single character could take in like most of those "other MMP"'s have. But that's not the case, yet.
Currently the only content that a new CoH character cannot experience in one pass is the Kheld arcs (if not a Kheld), past seasonal events, and removed content (e.g. Calvin Scott TF). -
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Well, lets look at the different solutions possible and the downsides:
1) Datamine for those who actually defeated 100 contaminated before Issue 2.
Downside: Requires lots of work for very little payoff, as very few of us actually bothered to smack around that many contaminated.
2) Retroactively grant Isolator to anyone who was here before Issue 2.
Downside: To quote a term thrown around in this discussion, this would be very unfair to those who actually DID the work before the badge was put into outbreak, those who were actually willing to delete their high level characters to get the badge when Issue 2 was released, and to those who have actually done the work to earn it now.
3) Create a new mission that would allow people to earn the badge, or simply toss a bunch of contaminated into a zone.
Disadvantages: This would require resources better used elsewhere for little payoff, and/or would completly nullify the badge and its description.
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You left mine off:
4) Go-Bad TF for level 50 heroes which sends you to the zig to Breakout as a level 1 villain. You lose everything except your badges and souviners (XP, inf, enhancements, contacts, powers, and security level all go away). Gives long time heroes an instant 50 levels of new content and lots more badges to hunt. Similarly a Go-Good TF for level 50 villains where you are granted level 1 security clearance and sent to Outbreak.
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Making an absolute statement like "Mayhem Missions are versus Longbow" based on a single screen shot is a stretch, to say the least.
From that screen shot, the most you can realistically say is that "IF that is a shot of a Mayhem Mission, then SOME of them will have Longbow in them."
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QFT - that is just an example of a group that might be in a Mayhem Mish.
Anyway, most of the mayhem missions will be in Oranbega...
*ducks*
JUST KIDDING! please don't hurt me...
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Even better, just load the missions up with malta sappers and gunslingers. Make it a real challenge to actually do any mayhem -
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[1) The badge description states: "You began your career on a high note, by personally ending the riots of contaminated thugs in the Outbreak Zone. ". Allowing it to be gained anywhere else completly destroys the intent of this badge, and would be totally contradictory to what the badge states.
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And I still think a level 50 Villain who does the "go-good" TF and becomes a level 1 hero would qualify to be awarded the same Isolator badge... it is after all the beginning of his career as a Hero.
And by extension, a level 50 Hero, who does the "go-bad" TF and becomes a level 1 Villain could get Jailbird, do 50 levels as a Villain, do the "go-good" TF, become a level 1 hero again and end up in Outbreak able to earn the exact same Isolator badge.
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Unfortunately, from what I have understood from dev posts, that is not the way that it will work. If you go from villain to hero at L50, you end up as a level 50 hero. You do not start out at level 1 again.
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A level 50 villain trying to go good would automatically get complete trust and be granted level 50 security clearance? That would not make sense to me... I hope they really aren't thinking that way.
And as if Lord Arachnos would allow a level 50 hero access to everything simply because of one or few acts of villainy... sorry bub, you have to earn your way to the top of my web.
Also doing a 50 to 1 conversion by stripping everything except your badges (although some do get renamed) and souviners would also eliminate the potential economy problems with enhancements and influence transfer, and also make the conversion such that it would not be taken lightly..