Stupid_Fanboy

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  1. [ QUOTE ]
    Well, you also have to remember that defenders have less hp (let alone with DP running) than us, so they don't see the benefits first hand like we do. Its kinda like a regen scrapper vs a regen stalker. The stalker is freaking squishy.

    Still, if I ever hear a defender say that... /shakes fist

    [/ QUOTE ]

    yeah, i know but i was shocked to read advice calling the power worthless. it's crazy. IH fully slotted is just around 50% of the sets healing capacity. A single empath can basically make an entire team of regens for 90s at a time and they don't get it.


    also, tell you what, if you want to feel what it was like to be a regen in Issue 1 or 2, make friends with an empath. Regen Aura, Adrenaline Boost, IH all cycled for 1000% healing at a time, your other heals, the Empaths heals, it's like traveling back in time.
  2. [ QUOTE ]
    [ QUOTE ]
    base 500%
    enhances to 100%

    [/ QUOTE ]

    Apart from this (guessing its a typo and you meant 1000%?), thats some interesting data... It'd sure make slotting IH for heals actually make a noticable differance. Having it up more often is a plus too.

    Whats funny (sad?) is that Regen Aura is pbaoe too. Teammates can get Regen Aura more often than I can use IH. Blah.


    [edit: Know what I'd like more than anything? For IH to have a 25-50% up front heal. I died several times yesterday duoing some AV - well, Elite Bosses now - just because I went from 50% to 0 in the time it took for IH before I could reap the regen bonus. We won't be getting that, but that would be just fantastic.]

    [/ QUOTE ]

    yeah, that was a typo. and actually, when they were changing IH to a click, adding an initial heal of 50% is something EvilGeko and I were asking for. it would be nice.

    i just find it really annoying that when slotted for maximum effect 3recharge/3heal, Regen Aura is better thanIH and AOE. same value and only 167s downtime compared to IH's 243s. nearly a minute and a half more downtime for what again?

    and the craziest part is that people actually advocate skipping regen aura on an Empath because it doens't really do anything.
  3. i just noticed that Regen aura from Empathy and IH are pretty similar powers. question is, which would you rather have? our IH or a version that was more like Regen aura

    Regen Aura
    base 500%
    enhances to 1000%
    recharge 500s
    duration 90s

    IH
    base 800%
    enhances to 1000%
    recharge 650
    duration 90s

    i'd rather have IH with RA's numbers.
  4. 1. why are you putting 3 end rdx in Integration and tough? overkill. the end cost is the same as the SR toggles, about .26. no need for end rdx anymore. maybe in issue 1 and 2, but not now after 2 big cuts in its cost.

    2. MoG is base 71% resists. 1 Training Enhancement puts you at the res cap and you've got 3 SOs of resists in there. overkill. also, it is perfectly alright to use MoG when you're about to die. The power always set you to 25% of your max HP. You could have 1HP on your lvl 50 and after you hit MoG, you'll have 334. also, the resists in MoG are meaningless. i do advocate putting a single res enhancement in there to cap it but what you are left with is 75% resists and 25% health. in terms of the damage you take compared your Health bar, this is exactly the same as having full HP and zero resists. Also, make sure to warn people that MoG has no resists or defense to psy damage and that MoG has resists to toxic, but no defense.

    3. your end cost is wrong for shockwave, it's only 13 -not 26 . By the way, it's not lame. it's an incredibly useful huge cone of knockback(yes, that is useful) that you can use to put some serious aoe damage out with as well as combo with Focus to juggle a boss with knockdown. Knockback can be highly effect when used well. I completely disagree with your advice on this power.

    4. same thing with Spin. it's only 13.52 end, not 'nearly 20'. i don't think you take enough care in telling people that they are giving up one of the main strengths of claws(aoe) by following your guide.

    5. unless you PvP, i think you are really overslotted for acc. 1acc SO and the tohit bonus from FU is enough to give you good acc fighting +3s and 4s. If you didn't take FU, 2 acc would be good for that as well. both is a bit much. I'd probably go 1acc/1rchrg/1end where you go 2acc/1end.

    6. your numbers for Follow Up are wrong too. The dmg buff is 37.5% and the tohit buff is around 20%, not 66% like Build Up. And it lasts for 10 seconds. also, while you can indeed stack FU for a couple attacks with your slotting and hasten, i personally find that the effort of setting that up and spamming FU every 5 seconds isn't worth it most of the time. Maybe if you're facing an AV and can just sit there and spam attacks, but in teams and solo when I tried this in the past i never felt right with it. this is more f a personal thing though, there's nothing wrong with the actual advice.

    7. your dull pain advice is wrong too. that 1044 hp you get from DP is the heal it gives, not the boost to max HP. the most max HP you can get is about 800. check the guide in my sig. your slotting advice is correct.

    8. i personally would not advise people to slot FH and health early on either. the benefit they give early on isn't nearly as high as if they put those slots in there attacks or other defensive powers like Recon, DP or Integration.

    9. because of how little bonus comes from slotting heals in IH compared to recharges, i'd make a note to slot recharges first and then only slot heals later if they havethe room. the base for IH is 800%. 3 heals takes that to 1000%. not exactly great. but 3 recharges will bring the recharge time from 650 to 333. i'd rather get that recharge bonus first.

    10. i think you stress taking tough to much. you don't have to take it and can make a regen quite effective without it. having tough does make you more effective than if you didn't take tough, but it is not a mandatory power.

    i apologize if i come off like a jerk in any of that.
  5. [ QUOTE ]
    [ QUOTE ]
    This is the way the combat engine works. Fixing this would require rewriting the whole thing. This is not likely to change.

    [/ QUOTE ]Translation: We were utterly incompetent from the very beginnign, so screw you, players. Just give us your money and shut up, we're not going to fix this.

    [/ QUOTE ]
    translatation: i'm a complete ahole.
  6. It isn't resisted in as many mobs. In every mob that does resist it though, it is at a 50% value. It's obscene. Really, it's just sick.
    ...
    Actually, my /psy Defender is reduced to tears at facing obscene resists much more often than my /archery Defender is. It's more painful to face one mob with 80% resist to your damage type than to face a couple mobs with 15% resist.
    ...
    Now, in CoV, I cant turn a corner from lvl 1 - 40 without my Mind/ Psi toon meeting something resistant or highly defended against Psi. To make matters worse when something IS resistant it is usually VERY resistant.


    If they really did give multiple groups the level of resistance that you guys say, averaging around 50%, then yeah, that's some BS right there. So essentially heroes can't defend themselves against Psy damage and the one who can actually deliver psy damage can't do that well either? Major BS then.
  7. [ QUOTE ]
    Actually, the way he and others described it, Psi sounds like it's kind of up there with lethal and smashing as a very resisted set. Maybe not as bad as lethal in particular, but very close, imho. And given the low damage Defenders do already, that's a big problem. I mean, I complain about lethal damage being halved with 100% Blaster damage. With your damage being cut down that much with 66% Blaster damage... well... ouch basically! This should get looked into, imho.

    [/ QUOTE ]

    i totally agree that psy could use a look but after playing a few lethal dmg sets all the way up and reading about TA fenders complaints about their predominantly lethal dmg, I guess I find it hard to believe that psy is that resisted.
  8. [ QUOTE ]
    PSI IS NOT A RARELY RESISTED DAMAGE TYPE. IT IS ONE OF THE MOST RESISTED DAMAGE TYPES IF NOT THE MOST RESISTED IN THE GAME

    [/ QUOTE ]

    i'm pretty sure there are some assault rifle blasters, trick arrow and archery defenders who might want to argue this point with you.
  9. r-e-g-e-n

    e-n.

    sorry, my name should be Stupid_Nitpicker sometimes.


    Regarding Regeneration Aura: all of the guides say that it gives the same passive regen buff as Adrenaline Boost so any difference is likely due to perception. Also, the way you just described how it affects the way someone takes damage, that's exactly how my regen scrapper plays.

    part of the the problem people have adjusting to the past regen nerfs is that other heals in the set become used for maintanence, not emergencies. Once of your points on Heal Other even mentioned waiting till an emergency to use it. From the way the changes have gone, I'm willing to bet that's not how the devs want it used. I'm not saying their way is best, I'm just trying to frame in it their thoughts. I will not presume to tell someone how to play a combo I never have, but I just want to note that alot of the arguments I responded to are very, very similar to stuff I've seen people new to regen or new to this newer version of regen complain about.

    Based on how the powers act, I pretty much consider regen a self-empathy set at this point anyway and from what I've read of empathy players' posts(i read posts about the other healing set too) the idea of maintanence is one that people seem to avoid; on regens because they'd rather spam attacks and on emps because they don't like being heal bots(i wouldn't either).

    none of that means the set couldn't use a couple shorter animations though. =)
  10. [ QUOTE ]
    Regen aura: This power was already considered situational and almost completely skippable. The recharge was way too long to make it worthwhile unless six-slotted with recharges and the HP regin was so low that it was a waste of time to pretty much use on almost anyone unless it is six-slotted with heals. At least in the past, we had the ability to choose to slot it one way or the other, but now with ED, it has become an even worse power.

    [/ QUOTE ]

    I am honestly shocked that a defender would complain about this. Slotted up, you have a 975% regen buff. That's equal to Instant Healing from the regen scrappers! You can make an entire team have better healing than most regen scrappers if you use your secondary right, Regen aura is a big part of that and you call it a waste of time?

    maybe, just maybe, you're asking for too much

    [ QUOTE ]
    Heal Aura: Without the ability to six-slot or even five-slot it with heals, the heal numbers are so low that there is almost no noticeable difference between a defender and a controller using it. It also is too low to even serve a purpose using it on a scrapper or tank. Is there anyway that the devs could consider increasing the numbers some so it serves a purpose for anyone but a squishy. It may be AoE, however, it is also one of the only 3 powers an empathy can use solo. All of the others are just useless icons unless there is a teammate to cast them on (or pet if you are a controller) so it should not be too big of a balance problem since the class survives on the ground of balance mainly for the heals. Heal Other got hurt in the same way, but the numbers on this power is at least high enough to still have some effect on a scrapper/tank.

    [/ QUOTE ]

    same thing here. heal aura is a base 10% heal for a scrapper. Heal Other is a base 20% heal. (that's in scrapper hp, i know that it scales off your defender hp). enhanced, you can throw out a 20% and 40% heal within 10 seconds. That's huge! and that doesn't even count Absorb Pain, a base 50% heal in scrapper hps, another huge heal that's ready every ~20s. And even then you have Adrenaline Boost, a better, single target combo of both RAs with a big recharge buff. Empaths friggin rock, why don't you guys realize that?

    [ QUOTE ]
    Adrenaline Boost: This is a power that can only ever be used on ONE teammate at a time. With ED in the game now, it can not even be made perma on one person. Will you look at the recharge of the power and speed it up some so that we can at least use our 9th tier power as it was originally intended.

    [/ QUOTE ]

    perhaps their intention was that you would not be able to perma buff someone with it?
  11. [ QUOTE ]
    What about Sonic Buffs not giving protection to Assasin Strike.

    [/ QUOTE ]

    just a quick note.

    Assassin's strike is made of two damage portions.

    The base damage is a 2.7778 BI attack and IS resistable.

    The special damage is a 16.6667 BI attack and IS NOT resistable.

    if you have 50% resistance to lethal and a ninja stalker uses AS on you, this is what happens.

    (2.7778*0.5)= 1.3888 + 16.6667 = 18.0555 BI

    The full attack would normally be 19.444.

    That is why it appears to do nothing.
  12. Stupid_Fanboy

    Dark Armor/Melee

    i still want a devices primary for stalkers. that's my popular request.
  13. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    I’d like to add something different to the CoH system…

    [/ QUOTE ]

    For some reason this just really scares me lol.

    [/ QUOTE ]


    States hinted in another post that newspaper missions for heroes wouldn't be from newspapers. I think that's what he meant with that, like a police scanner or something.

    [/ QUOTE ]

    god, maybe they'll make the security chiefs actually useful. how's this sound?


    Once you hit lvl 6:

    [ QUOTE ]
    $contactname: Hey there $playername, I wanted to let you in on one of the ways I and some friends of mine gather info on the various menaces plaguing the city. Each zone's division of the Paragon City Police Department uses a specific radio network to commmunicate up to date information of major crimes going on.
    .
    Positron created the hardware that the police communicate over and it's very secure. They only give the access codes and frequencies out to people who have proven themselves to be on the side of justice. If you wish, you can go talk to the Security Chief in each zone and if you prove yourself to him, they'll let you have the frequency. that way, you can respond to trouble even faster!
    .
    Atlas Park and Galaxy City are the two safest places in the city, so they don't have networks. Go talk to to the King's Row Security Chief if you want your first set of access codes.
    .
    Good luck, $playername!
    .
    Oh! One last thing, you didn't hear this from me but there are rumors that the PCPD has undercover scouts in each of the hazard zones laying low and broadcasting events to the brave heroes who venture into those dangerous areas. If you manage to find one of them, you can get their codes too.
    .
    Thanks, I'll go talk to the KR Security Chief right now.
    Thanks for the info, but I'm pretty busy right now. I'll talk to him later.


    [/ QUOTE ]
  14. Stupid_Fanboy

    Dark Armor/Melee

    [ QUOTE ]
    Then what will it be due to? I'm not seeing the issue with Shadow Maul. Don't forget that Dark Melee's attack powers are individually stronger than other sets because it only HAS four real attacks, as opposed to the six or seven that other scrapper sets get.

    [/ QUOTE ]

    no, no they aren't. they are balanced along the same lines as other sets. If anything Midnight Grasp doesn't do enough damage.

    Maul would get the axe for it's 3 second animation if anything. Though I'm not sure they'll even do that since Em has total focus with a very long animation too.

    [ QUOTE ]
    My expectations: the obvious, Confront becomes Placate, Soul Drain becomes Build-Up. I'm thinking Touch of Fear and Dark Consumption will both get the axe. One becomes Assassin's Whatever, the other will be turned into a more conventional attack. All attack powers will get toned down a little from their Scrapper counterparts, since that will put DM Stalkers on even ground with other sets.

    [/ QUOTE ]
    confront -> placate , definitely
    soul drain -> build up , definitely

    After that, I think it's up for grabs. I don't think they'll destroy DM's rep as the utility set too much. Either ToF, SL, or DC has to go for the assassin attack.
  15. [ QUOTE ]
    [ QUOTE ]
    Of course, if pohsyb wants to join in the Haiku Flamewar again, he is free to.

    [/ QUOTE ]

    pohsyb does not flame (*_*)
    job is for friggen_taser (;>O&lt/
    now get back to work (-_^)

    [/ QUOTE ]
    cough. roflcopter
    little round guy emotes stuff
    man, i love these devs.
  16. Stupid_Fanboy

    Badge Questions

    One thing I really think should be added, and has been suggested before, are progress bars on all badges that should have them.

    Notably, the influence gained badges, healing badges, held badges, debt badges(yes, even the debt badges), the new pvp badges that require a number of kills or missions, not rep.
  17. i wouldn't say hover is fine. It was the only travel power that truly benefited from 6slotted and is now unfairly hamstrung. Fly does, however, need a speed increase and end rdx.
  18. just a a little help for anyone still working on the spider smasher badge who has outleveled all the pvp missions, there are packs of wolf spiders in the villain base in Warburg. They are level 29 and make easy, tightly grouped pickings

    i'm pretty sure I've seen some actual Fortunatas too, not rogues.
  19. [ QUOTE ]
    Also, I got word on Disruptor/Reinforcements/Longbow Warden 2.

    Apparently some of us lucked out and were given those badges for PvP zone missions due to a bug. The true and only way to get them now is to get 200 and 400 rep points.

    [/ QUOTE ]

    man, that sucks bigtime
  20. exactly, why should you change it? he's the one who sucks.
  21. [ QUOTE ]
    T3H M4TH N1NJA

    [/ QUOTE ]

    i call dibs on this name for Triumph. if this isn't there when i get home from work, so help me gawd...

    /shakes fist menacingly
  22. [ QUOTE ]
    I will retire there is no point into explaining statistics to a bunch people who donot have the educational foundation to grasp the concepts.

    [/ QUOTE ]good, since you can't understand that the brutes and scrappers already pay for the 75% effectiveness rule by having lower base values and that the debuff actually makes them less than 75% effective, there's no point in even talking to you.
  23. [ QUOTE ]
    I think the majority cares more about why the debuff IS here at all. In issue 3 the debuff was reduced from -20% to -5% beucase they removed Rooting. Then in issue 5 they completely gutted the base 20% res to all but psi and left the -5% Debuff. (actually raised it for awhile ... <shifty eyes&gt

    [/ QUOTE ]

    IIRC the debuff didn't even exist before Issue 3. it was added as payment for the removal of the rooted effect. In fact, it was bugged as hell on test at first, right? it was something like a 50% debuff instead of 5%.
  24. [ QUOTE ]
    Not only that, the whole debuff was on the premise that you had to pay for mobile status protection AND the great RES protection UY gave. When UY was gutted, the penalty should've been reduced or removed...PERIOD.
    .
    There is no justification for the harsh penalty for ANYONE now.

    [/ QUOTE ]

    bingo! my favorite point in all of this!

    the 5% was balanced against a power that provided 47.6% resists to all-psy when slotted up(6 +3s). The -5% def brought that down to 37.6% res (1def=2res). It took away 21% of the maximum value of the power.

    Now that power when slotted(6 +3s) gives 8.25% S/L res and 16.5% F/C/E/N res. The -5% def brings that down to -1.75%S/L res and 6.5% F/C/E/N res. It takes away 121% of the max S/L resists and 60% of the max F/C/E/N resists.

    That's fair and balanced? No. That's bulls***.