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Last night someone mentioned possible Scrapper "rebalancing" coming down the pike eventually. IIRC, the cited source was a Facebook chat page or some such thing. I don't normally go on Facebook, so I haven't verified.
Here's the eye-opener -- allegedly the "rebalancing" is not a nerf, but some attempt to improve Scrappers. The speaker guessed that it was intended to bring Scrappers up to parity with Brutes.
I was very surprised to hear Scrappers would be (or even need to be) improved. Certainly, before I heard this claim, the phrase "Scrapper Rebalancing" would have made the blood of all my Scrappers run cold.But I won't turn up my nose at any improvement, heh.
Normally I don't like to rumormonger...I haven't seen anything on the forums addressing this claim, so perhaps it's a straight-up rumor or tall tale. But the person repeating it was a friend and thus I doubt was deliberately misleading us.
So: is there anything to this rumor? If so, any idea what actual the Devs might be considering, or is it too early to know? -
I'll chime in to say that the third tier of power tray key commands has never saved for me.
You know how pressing 1 brings up power 1 in tray 1, pressing alt-1 brings up power 1 in tray 2, and pressing cntrl-1 brings up power 1 in tray 3? The cntrl-1 (through 0) commands have never saved to my profile. I can set them up and save them, but a new character loading the profile doesn't seem to retain the cntrl-x commands. -
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"Kin Combat's back and you're gonna be sorry...
Hey-la, hey-la, Kin Combat's back!" -
Another minor point -- the Romans can make themselves resist knockdown for short periods of time; this may make Titan Weapons' knockdown mitigation less effective.
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Yeah, it's the defense debuffs coupled with not having capped lethal resistance. I have Fire/Fire/Pyre Tanker who has really solid defense, but no Defense Debuff Resistance (DDR). She does really well on most content quite easily, but throw in defense debuffs, especially on the ITF, and things proceed very quickly to crisis -- exactly what happened to you (the character has about 70% s/l resistance, just like you).
My main solution to this collapse of my primary is to unload the damage from my secondary and acillary/epic (.../Fire/Pyre), and simply outkill the enemies. Then I hit my big heal (Healing Flames) and I'm good for the next mountain of Romans. -
It's not "you," this has happened to me before.
See here.
Specifically, clearing the cache worked for me, and I once again was able to see and use the link on the main Freedom page. You say it didn't work for you, bu it sure sounds like the same issue. Did you also try a clean boot after clearing the cache? -
To further clarify:
Quote:...because if you already have some typed defense from your powers, it makes sense to stack the set bonuses on top of that, rather than starting from zero positional defenses and wasting bonuses just catching up to where you started on the positional side of things. And vice-versa, of course.This is why people generally pick either positional or typed defense when planning an IO build, it doesn't make much sense to slot for both. If an armor set is based in typed defense, like Energy Aura, you want to slot IOs that offer typed defense. Armors like Super Reflexes that offer positional, you want to slot for positional.
If your powers offer NO defense at all, you could go with either typed OR positional, but once you pick one (and there are some nuances involved in that decision, as other posters have described) stick with whichever one you started building toward. -
While most of this advice is solid, I'm gonna disagree a bit with this:
Quote:I get the sentiment. But as a longtime player of Fire and Stone tankers, I think "95%" is a stretch. "Most of the content," sure.With a good IO build, a fire tank can handle everything a stone tank can for 95% of CoH content.
I personally found 32.5% to s/l/e/n works very, very well for my purposes, without needing to stretch toward 45%. I seldom need to hit that purple insp unless I'm facing debuffs or a large level difference.
I would like to suggest another source of mitigation available to you -- your secondary. I've got a very survivable Fire Tanker who uses /Fire for damage. By contrast, /Stone offers excellent mitigation and should be MUCH tougher. I recommend slotting up Fault all the way. Frankenslot for stun duration and recharge (and some accuracy of course).
It's feasible to get it so it recharges faster then the stun duration wears off. Aside from the excellent knockdown, maintaining that stun will completely shut off damage from all minions and 50% of LTs (possible more than 50% one you get to stacking it). You can also shove a lovely Force Feedback +recharge proc in there.
Mid-range or better defense vs s/l/e/n damage types, decent recharge, and consistent application of Fault ought to make you monstrously harder to kill.
Don't forget to frankenslot Healing flames to get recharge and heal values to the ED cap -- you can do it with level 30+ healing sets, using doubles and triples, or 5 level 50 Doctored Wounds (alllllmost the ED caps but a little global recharge too). -
That's just dog highlighter, indicating "sniff here."
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Quote:Sounds likely. Yet we still hear people saying "My using an exploit doesn't affect your play." Well, those of you unhappy about this change: the exploit-users ruined it for you.I imagine this was the solution to fix the actual bug.
The one that allowed you to talk to the Latin Student, earn the badge then abandon the mission. Picking up the mission again put you at the point of talking to the Latin student, so you could earn the badge for another group of players.
That's nothing new. Years ago, before the ability to flash back to old arcs was added with Oroborous, people used to pay big bucks to lowbies for a spot on their Fortuneteller mission team. If you'd missed the Fortuneteller mission when leveling up, which is frankly pretty easy to miss, you couldn't get the Atlas Medallion accolade. I know someone who routinely hired himself out to as many high-level types as he could find every time he got a new character to the level for the mission. -
Quote:Hey, nice reference! I didn't even notice it was a hotlink at first. I'll have to listen to those when I get to a place I can turn the sound up.In a perfectly efficient market, which in our case we have not got,
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Never noticed the character stats part of the wiki articles. Perusing those, I was surprised to learn that Citadel is considered a Blaster (um, yeah, he blasts...but he looks so rugged!) and that Infernal was Numina's sidekick, who eventually made the big time. He ought to be the idol of sidekicks everywhere! He's also listed as a Tanker/Blaster hybrid (the dreaded tankmage?) with the signature power "Demon Summoning." I wonder if a better description would be Tanker/Mastermind (Demon Summoning) with Fire Blast powers simply replacing the whip attacks. Or maybe even just Mastermind (DS/Fire Blast) and rely on Bodyguard to account for his toughness.
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This thread sure demonstrates "different stroked for different folks." I see a lot of my favorite sets getting the hate here. I have to restrain myself from defending them, since of course it's mostly a discussion of personal preference.
Generally I don't have any sets I rule out, but I'm not at all inspired by the gun sets -- Assault Rifle and Dual Pistols. Mostly because of the fact that anyone in real life can use guns, they just don't feel inherently super-hero-y, so to speak.
I suppose if I wanted to make an armed ballet dancer, I would use Dual Pistols. -
I build for debt protection, but I wait until I'm 50 to start collecting the sets.
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Looks like Issue 22 will bring us Echo of Dark Astoria. If the beacon works the same way you could have one telepad got to both echoes, restoring the number of beacons to even. Although new Hacked telepads will be able to go to up to six destinations. That doesn't divide evenly by the number of "echoes" but it will probably save you some telepads by itself.
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Hey, that's pretty funny. Wonder how much was done with good old-fashioned reward-based training and how much by computer?
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Quote:It doesn't annoy me. I like it. It clearly improves balance, making the game as a whole better. When there's only one choice that's clearly the best, and the other choices are suboptimal, a game feels badly designed -- because it is.This post nailed my feelings exactly.
Why do something that literally only annoys players? This 'fix' does nothing to improve the game.
And I have more Shield characters than any other single Tanker/Brute/Scrapper set. And Shield is still strong. -
Quote:Well, this is weird: It shows 75.7% smashing defense with Shadow Meld turned off. When I click Shadow Meld ON, it shows 95.9% smashing defense.Yeh it's got shadowmeld turned on for some reason. When I imported it from here, it did not have shadowmeld turned on (just checked) and it shows: 45.7% S/L and 46.9% E/N.
With EVERYTHING turned off -- even Critical Hit, which can't be slotted, it shows 60.4% smashing defense.
With every single IO removed from the build, Mid's shows 30% smashing defense (30% to all, actually.)
THE SAME Mid's on the same computer works normally with all my own builds, both before and after loading your build. -
You can't set the difficulty to +8.
You could set it to +4 (levels)/ x8 (players). I guess x8 is, technically, equivalent to +7 players, but no one says it that way.
It's an important distinction. When we see +4/+8 we know you mean +4/x8 from context, but outside of that context, saying "I'm setting it to +3" on a PUG implies you're changing the enemy level, not the number of foes. -
You might need to explain this to the new guy. I'm a multi-year vet and I'm not sure what you're trying to say here. If you mean the rez power, Howling Twilight, it does indeed stun...not sure what air has to do with it though.
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Quote:So, I decided to bring my 50 Earth/Storm controller out of retirement and get him powered up. I rarely saw controllers on trials and I thought he would be an asset. Particularly on BAF. But, guess what? He can't hold anybody! Maybe minions for a few seconds, but it's just miss miss miss, on lieutenants and bosses.Quote:Also, on that BAF, half of the escaping prisoners cannot be held, slowed, knocked, anything!
Paragonwiki article on BAF
I refer you to "Phase 3:"
Quote:Players should be aware that Hardened Commandos are immune to all forms of mezzing or slowing them down.
There are trials with things that cut right through the defenses or resistances of Tankers too. Controllers are not being singled out in having to face weird "exception to the rule" challenges on trials.
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Quote:But Shields WILL have high levels of DDR even after this fix -- I think the second-highest possible in the game. Substantially higher than other defense-heavy sets like Invulnerability and Willpower.(despite the fact that I think that defense set should have high levels of DDR to protect against cascade failure)
It just won't have the same level as Super Reflexes.
Since SR is just one set, what your quote is really saying is you feel that Shields should have the highest possible level of DDR, despite having layered mitigation SR does not get AND being massively better offensively.
Because Shields with the nerf/fix/change will still have better than every other set EXECPT SR.