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Posts
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You're going to have to clarify a bit here geko. Enervating field reduces damage dealt by 37.5% to an even level. Does stacking 3 of these cause them to heal you every time they attack?
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You probably know the answer to this, and are just being silly. However, in case you are not...
Let's say the MOB's base damage is 100. Hero 1 hits it with Enervating Field. Now its base damage is 62.5. Now Hero 2 hits it with Enervating Field. The 37.5% is applied to the MOB's current damage (i.e., 62.5) and the MOBs damage after the second EF is 43.75. -
Someone else has made this point, but I think it bears repeating.
Endurance Drain is a useless effect against most enemies because they don't live long enough for the Endurance Drain to matter.
AV battles are the exception, but players spend a very small percentage of their playing time in AV battles. When not in an AV battle, the Endurance Drain effect is wasted and may as well not even be present for all the difference it makes. -
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Plus, we'll put in a difficulty slider (can't promise a time yet or else my producer will kill me).
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Never, I hope. I think that difficulty sliders will only make things harder for casual gamers.
The only way you make a mission harder in CoH is to fill the mission with a greater number of MOBs, higher-level MOBs, or both. In either case, you're talking about an increase in the amount of time needed to complete the mission.
Anarchy Online has sliders, and -every- team chooses the highest possible difficulty they can handle. The result is missions that are (literally, without embellishment) three hours long; if you can't play for at least three hours, you can't find a team. Difficulty sliders in Anarchy Online have made the highest-difficulty missions the "standard" expectation. Most players don't want to team with you if you want to do anything less difficult because the XP isn't as good. Sure, you can solo, if you don't mind gaining XP at a rate roughly one-fifth the rate of people who are teaming.
I like being able to play CoH in 60-minute sessions and get productive teaming. I've got a full-time job and two kids, so the ability to do productive gaming in short sessions is a huge selling point for me and others in similar circumstances. I hope the devs will consider this and not create an Anarchy-Online situation that makes the game unplayable for people who can't play three hours at a time. -
Statesman sez:
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What isn't acceptable right now is that some Archetypes solo slowly AND aren't so needed in groups. And that's what I'm focused on at the moment.
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I'm not sure how gutting Phantom Army makes Illusion Controllers able to solo faster OR makes us more needed in groups. -
Bad form.
The Anarchy Online community has produced all sorts of third-party tools (including client mods) that make the gaming experience more enjoyable without being exploits. FunCom doesn't condone it, but they don't delete threads in the forums either. They just ignore them.
This move, while certainly within NCSoft's rights, is not player-friendly. It should be reconsidered. -
Been playing since beta and I only discovered this one last night, and quite by accident...
You can combine two enhancements that are already locked in a power. this occasionally useful if you have two enhancements that just went from yellow to red. Combine them and you can squeeze the last bit of bonus out of them for another level. -
First, let me compliment the original poster for his guide. After reading it, I rolled up a Fire/Fire blaster and am now levelling at a rate I never thought I would achieve. Nicely done, sir, and thank you!
Secondly, on the Hover issue. This is my second Fire/Fire Blaster and I must confess that I thought it was heresy to pass up on Hover. "How can I survive any extended engagement," I thought, "if I can't Hoverblast?" Now that I'm Walking The Path, I can see why people are dismissive of Hover - extended engagements are incredibly rare with a build of this type, and SuperSpeed will get you out of harm's way much faster than an equally-slotted Fly.
Whatever the case, I love seeing so many powerlevellers weighing in with their opinions, because it gives us less-l33t types an insight into how to improve our heroes.
Thanks, all! -
I took Recall Friend at level 6. At this point in the game, there are a lot of people still learning the ropes (and therefore, dying in combat). If I can retreat to a safe area, I will teleport their unconscious body to my position and trade them an Awaken inspiration (if they don't have one).
It's also incredibly convenient for rallying up a team (all the way across the zone? ZAP!), and since we Empaths are often the core of the teams we are in, it makes sense to rally up on us.