Supernumiphone

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  1. The closest thing I've seen to this problem was when the market interface would sometimes hold keyboard input focus even after you closed it. I haven't seen that in some time so I presume that's fixed. Anyway if I remember correctly clicking directly on the text entry area of the chat window would fix that particular problem, and it looks like it's not working for you.

    Other times I have problems typing it's because the game misread some keyboard input and thinks the Alt, Ctrl, or Shift key is held down when it's not. Tapping each of those keys once fixes that problem. However that problem would also show itself through play if you use keys to activate powers and such things, so again it looks like you've already ruled that out.

    So it looks like we're on to the third option. Sadly I don't know what that is. The first two are the only keyboard input problems I can remember having while playing CoH.
  2. Supernumiphone

    Night Fall

    Does Night Fall crit? I love seeing it Scourge on every tick on my Corruptors. More satisfying somehow.
  3. Quote:
    Originally Posted by Lothic View Post
    Nerva is a big zone, but there's really not much justification for putting in a ferry service that would take you up to the north end of the zone. Why would a civilian ferry boat regularly go to Primeva or Thorn Isle?
    There's not as much need now. The Black Helicopter Line has a south and north location. The north one doesn't take you all the way to Thorn Isle, but it better than halves the distance you'd have to travel otherwise.

    I wouldn't turn down even more convenience but I wouldn't really say it's needed at this point.
  4. It hasn't been disabled per se. You do need to change your shortcut a bit though. I used Process Explorer to find the command line the updater was passing when starting CoH and copied that into my link. For your reference what I'm using:

    "C:\Program Files\City Of Heroes\cityofheroes.exe" -cov -project CoH -launcher -setlocale 1033 -auth 64.25.36.88

    I think the only bit you really need to add is the auth bit. Looks like the location of the authentication server has changed, so without passing in the new location the login fails.
  5. Quote:
    Originally Posted by DMystic View Post
    Actually the way that's been explained Scapper crits would go from 10% to 12% it's a 20% boost in Crits not a flat 20% chance increase
    Where is this mentioned? I checked the dev and community digests and saw nothing of the sort.
  6. It doesn't happen to me nearly that often. I can usually go an entire play session without it happening. It does happen from time to time though. I've never been able to make any connection as to why.
  7. Quote:
    Originally Posted by quickfire View Post
    And yes, it does seem that money early on is hard to come by, though once you make a toon or two and can mail to yourself that makes making new toon easier (it took me a bit to figure out I could mail extra stuff and influence to myself, giving me access to it on my other toons.).

    I still feel that early on crafting isn't really needed, and the mats and such shouldn't even drop until much later...you can just get enhancements instead.
    These two paragraphs contradict each other. Selling your early drops is a great way to finance your enhancements. Money is only hard to come by if you don't do that. If drops didn't start until later in the leveling process, then money would indeed be hard to come by. Now it is not.

    It seems to me the problem is less with the way the game is set up, and more with the fact that it doesn't make clear what your options are. If you sell your drops and use standard (non-IO) enhancements in the early game, money is not an issue. That is a viable way to play. Not optimal, but viable. It may not be clear to new players though.

    I could see how getting salvage and recipe drops could lead one to believe that crafted enhancements are the way to go, but without working the market or transferring money it is not possible to afford to use them exclusively. Not early on at least. So a new player trying to stick to IOs on their low level character could become frustrated.
  8. We were told we'd get ample advance notice of the release of I21. If it were happening that soon I'm not sure that'd qualify.
  9. The 9CUs in the BAF trial do get increasing +tohit as I understand it. I don't know how much or how fast, or if slotted Retsu would be enough to survive a group of fully +tohit buffed 9CUs, but I doubt it.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    What on earth is there that I could possibly need more than 75% defence against?
    Devouring Earth? I dunno.
  11. Quote:
    Originally Posted by Catwhoorg View Post
    I don't exercise during game time.

    I don't game during my exercise time.
    This.
  12. Supernumiphone

    Spirit Tree

    Quote:
    Originally Posted by Lemur Lad View Post
    The devs don't care if they nerf people using a power outside the normal bounds of SO builds, especially if it's in the interests of making the power more generally useful to everyone.
    They've certainly shown a willingness to do so, anyway. It wouldn't be a nerf only to IO builds though. On SOs a single Kineticist would allow a bit of double-stacking. Add Hasten to the mix and you're starting to get some significant benefit from stacking.
  13. I haven't felt that way about the 30s since XP smoothing. It used to be I'd get bored in the early 30s, abandon, and roll a new alt. I think it was at least a couple years before I actually got one to 50. Now it's not a problem at all.

    I don't wait until level 50 to start IO'ing my toons. So for me the wealth of slots in the 30s means I finally start getting my powers slotted up right, and to the point that I start getting meaningful set bonuses. It's different from getting a new power, but seeing my defense/recharge/etc. go up as I slot new IOs with every level is satisfying in its own way. I could see that for those who wait until level 50 to IO those levels could be much less enticing.
  14. I still don't slot Psi Dart. An accuracy in the default slot is fine for me to use it for building Dom or pulling. The damage it does is too low to be worth spending slots on it IMO. Too bad, because there was a version of /Psi during the Dominator revamp that had a higher recharge on Psi Dart and respectable damage, but some people complained and it got reverted back to the waste of a power slot it is now.

    Psi Shockwave got lowered in damage to be where it should have been. All the Dominator PBAoEs got more or less standardized to be pretty close to one another. Psi Shockwave kept a little bonus damage as a nod to the people upset about the rebalance, but it's mostly in line with other Dom PBAoEs.

    TK Thrust got a big damage boost. It's no longer a KB power that does a little damage. It's a respectable damage power now. It's still not great from a DPA perspective, but if you like the idea of having a KB power or another melee attack, it's worth taking. Too bad for Blasters they didn't get the new version.
  15. Supernumiphone

    Spirit Tree

    Quote:
    Originally Posted by Lemur Lad View Post
    They have plenty of summons that can't be double cast, or force replace existing copies. That's not an appreciable obstacle to changing Spirit Tree.
    If the Spirit Tree was change in this way that would be a nerf to those who can keep them double-stacked for an appreciable length of time.
  16. Supernumiphone

    Spirit Tree

    I like the idea of having a portion of the buff "sticky". However...

    Quote:
    Originally Posted by Lemur Lad View Post
    On top of all that I'd kind of like to see the buff changed from a regen buff (that stacks its benefits to high HP ATs and away from the caster) to a Heal over time like we see in Time Manipulation.
    I don't think that would turn out the way you expect. You seem to be presuming that if it were turned into a heal over time instead of regen, that the healing values it would be given would be greater for squishies than they get from the regen now. My guess is that it would be equivalent or less (considering that healing is generally better than regen due to the amount of -regen that gets thrown around) for squishies, which would make it of much less value to higher HP ATs. Overall it would be a reduction in value aside from those situations where -regen is being thrown around.
  17. Supernumiphone

    Burn

    Quote:
    Originally Posted by Emberly View Post
    Brutes get taunt in the damage aura.
    Yeah this. My DM/FA Brute is in the middle levels and I don't have the damage aura slotted well enough to run it yet, so I miss out on the taunt effect from it. If I use Burn without anything else it creates the scatter everyone sees on their Scrappers. If I tag them with another attack first, they tend to stick around. I can really see the difference between just Burn and Soul Drain->Burn. Not just in higher damage, but the mobs tend to stand around instead of taking off right away.
  18. Quote:
    Originally Posted by Forbin_Project View Post
    Which is exactly why the devs chose the 20 hour timer so players couldn't exploit the system contrary to how the devs want the timers to work.
    If I remember correctly, they were originally on a 24 hour timer, which meant that if you wanted to get full rewards and played every day you had to keep pushing the time back a little more every day. The timer was reduced to 20 hours to remedy that problem. From my perspective it was successful.

    Setting it to an arbitrary time of day (or night) is a worse solution. It's fine for you if you don't play at that time of day, but we have people from all time zones playing this game. If your play time was from 8:00 to 12:00 and you finished a TF at 11:45 yesterday, that means you basically can't do that one today. Not if you want full rewards anyway. With the 20 hour timer it's no problem at all.
  19. I've never been a fan of Mind/ personally. Yes it is a very strong primary, possibly the strongest for soloing, but I feel that it falls short on teams. Unless you have enough recharge to cycle the AoE hold and confuse seamlessly, the only every-spawn AoE control you have to help your teams is the fear. The problem with that is that unless you have a tank grabbing aggro, it will have you eating an alpha strike unless you can use it from behind a crate or something.

    Contrast that with most other sets with a hard control that can be up for every group, which allows you to alpha mez the group without receiving retaliation. That's my main problem with Mind/.

    It's a strong set in its own way but not what I would personally recommend as a starter unless it was just for soloing.

    The suggestion of Plant/ was solid though IMO. After that I'd put up Fire/ and Earth/.

    As for secondaries, it's hard to beat /Fiery. The thing with Dominator secondaries as I see them is that the secondary effects are mostly useless, aside from any interesting IO possibilities they may open up. If the mobs are controlled, all you need is to apply damage. If they're not, your secondary effects probably won't save you. So why not just pick the one that does the most damage?

    Well there are reasons. You might want Power Boost, or Build Up, or you might just enjoy another set more. I've played all of them with the exception of /Elec and /Thorny, and I enjoy them all in their own way.

    If you prefer to stay at range /Fiery is the best at that, though most of the secondaries can be made to work. For more of a melee focus /Earth, /Energy, or /Elec.
  20. Quote:
    Originally Posted by Dechs Kaison View Post
    One KB IO does not stop Wardens, Fake Nemesis, and quite a few other things from knocking me on my hind end.
    I'm satisfied with one -KB IO on my /Dark Brute. I built for some defense, as you did, and between the two I find that it's rare for me to actually get knocked back. It does happen from time to time, but rarely enough that I don't really mind. That's probably the difference. A different level of tolerance for being KB'ed.
  21. According to CoD:
    • ToHit -7.5% for 20s
    I see no mention of "[Non-resistable]" there, so I'd presume it is resistable. It will also get hit by the purple patch if you're fighting higher level enemies.
  22. Quote:
    Originally Posted by Commander View Post
    For the things like Positron's blast that are lvl 33 IO's, should I just go for the 50's?
    Personal preference there. I usually pick 33 because it allows set bonuses while exemplared down to level 30, while still giving decent enhancement values. If you don't exemplar or don't care about keeping your bonuses then 50s will give you better enhancement values.

    For my LotG +recharge IOs I usually use level 27 or 28 unless I really need the enhancement from the defense portion of the IO. That way even if other aspects of my build disappear when exemplared below 30, I still keep some of my recharge bonus down to 25.

    Exemplaring is usually on my mind when I put together a build, from the IOs I choose to the order of the power picks. Not everyone prioritizes that the same way, and some people simply never exemplar. It's one of the many reasons it's difficult to put together a build for someone I don't know.
  23. Okay here's a quick one I threw together to get things started. See what you think and we can go from there.

    Edit: 35% defense to Ranged/Energy/Negative. So softcapped against those when using either Fearsome Stare or Darkest Night against anything not an AV. Some decent resistances too. Overall fairly survivable with decent recharge. I don't know if it fits your budget or not.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Dark Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Dark Mastery

    Villain Profile:
    Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(33)
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Nictus-Acc/EndRdx/Rchg(37)
    Level 2: Gloom -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(5), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(34)
    Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(25), TmpRdns-EndRdx/Rchg/Slow(36)
    Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(36)
    Level 8: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
    Level 10: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-Rchg/EndRdx(36), DarkWD-ToHitDeb(43)
    Level 12: Night Fall -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(13), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(40), S'fstPrt-ResKB(42), S'fstPrt-ResDam/EndRdx(42), TtmC'tng-ResDam/EndRdx(42)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(37)
    Level 20: Fearsome Stare -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb(21), Cloud-ToHitDeb/EndRdx/Rchg(21), Cloud-Acc/Rchg(33), HO:Lyso(33), Fear-I(46)
    Level 22: Howling Twilight -- RechRdx-I(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Life Drain -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(27), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(34)
    Level 28: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
    Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam(43)
    Level 32: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), HO:Cyto(46)
    Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-Acc/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/EndRdx/Rchg(40), Cloud-%Dam(40)
    Level 41: Dark Consumption -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(50), Erad-Acc/Rchg(50)
    Level 44: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam(45), S'fstPrt-ResDam/Def+(45)
    Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  24. Quote:
    Originally Posted by Chaos Creator View Post
    Haw!
    My Jury Duty experience is get called go to room sit around don't get picked for the jury. Go home and be exempt for two years. Repeat.
    The last time I got a notice I was complaining to a friend about it and he told me what to say in my reply to the summons. I don't remember what it was but it worked like a charm. I said I was mentally unfit or something like that. ;P