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Two things to remember, though.
If you have played with over a thousand players, you've still not played with 1% of the population. Anyone's personal experience with what's common is not likely a statistically meaningful sample. If you hang out on the forums, you're skewing it further, because forumgoers that post are a minority of a minority. I"m not saying EM doesn't have problems or deserve fixes in this current game-balance ouvre, but don't try and claim statistics about population unless you have them.
The other thing is, when it comes to IO performance, the devs generally let us run as wild as we can, and only change things when problems are cropping up with SO performance. And at SO performance, last I checked (which was some time ago), EM was still near the top between both brute and scrapper damage sets.
Basically, be a little cautious about claiming absolutes. We can have a reasonable discussion about EM without it being seen as necessary/mandatory/an insult/etc. -
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I thought placates were autohit. The problem THERE is that she can't hit YOU and break the placate, which really, is kinda hilarious.
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It's been five years, guys, IH as a toggle is gone, for ***** sake.
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The LTs are uncontrollable. Period. Don't bother yourself trying. They're not your job. The minions are, leaving the heavy hitters to the LTs.
The feeling of weakness you have on an incarnate trial is called being on an incarnate trial. -
It'd depend what they replaced it with. Maybe an AOE control power on par with what was removed, so, you know, something better than Flashfire but not as good as Seeds.
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My strongest reason against stalker at this point is that my 50 StJ stalker is so disgusting I imagine I'd always be comparing the two.
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An unwritten law of the development cycle is to always assume any positive development does not affect the Epic ATs.
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I guess. This can be seen as a way to incentivize powers that normally wouldn't be taken, but those powers are just as likely to be taken.
I dunno. It seems to me this is a fine opportunity to broaden options, and all that's happening is narrowing. -
The PPM changes to Gaussians indicate that the new proc will fire 90% of the time if you only fire build up once a minute. Given most recharge builds get Build up down to 20 seconds or so when I'm not trying for absurd, you'd get that 160% build-up 90% of 33% of the time, rather than every time.
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Is it too cynical of me to assume that the devs forgot dominators get snipes? And then when someone reminded them, they forgot that not all dominators get snipes?
If they link it to Domination (I saw that being mentioned somewhere, not sure where), it seems reasonable, though it makes permadom even more of a thing. -
Quote:Now this is interesting - the +res proc is good in a damage aura?Icicles is very fun, and is a great place to put the Might of the Tanker +Res proc. That proc is a great boon for Ice Tankers, who have little resistance natively. Do you have any idea for a secondary in mind? I was toying with creating an Ice/Mace Tanker the other day (ended up going Ice/Dark, but might reroll). The combination of the KD/Stuns and the -DMG/-Rech from CE seems like a good mix of survivability tools for every situation. Ice/Dual Blades also seems like an interesting combo, if you can find a sword option that does make them look like icicles.
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I have a hard time giving up an opportunity for a damage aura!
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A staff/regen farm build would be focused around exemplaring down and doing level 1 patrol maps.
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Icy Bastion looks like a (quite good) "Oh ****" button. I'm normally building so I don't use those things (like, for example, on my shielders and willpower characters), and instead prefer a constant sort of output. Does it do something else I'm not getting?
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Only to the aforementioned T9 choices.
Bit of a kick in the pants, isn't it? Wouldn't mind putting a police baton in my Bane's hands. -
I want to make an ice armour character and I've spent the past few days umming and ahhing about which of the two to go with. I'm a roleplay junky, so I'm trying to come up with good concepts and good looks, and so far, nothing's pulling me too hard in either direction. I'm not even set on damage sets to go with them.
I know I'd like to avoid magic origin if I could (because I feel I overuse it). I also think I can't colour ice armour in any way that makes it look non-icey, meaning the character is going to be ice-based, one way or another. So what to do?
One idea, from a friend, is a spines/ice stalker, whose spines are meant to be sharp shards of ice; that's interesting, but I can't colour the spines to look properly 'icey' to my tastes. Another idea is an ice/ss tank, with some sort of supersuit to justify it - and my reasoning against that is trying to avoid a crash-prone character, and he'd flirt too much with the damage cap.
So what would you do? What damage sets inspire you, what mechanical things do you find yourself liking in these powersets? What's some crucial difference between Tank and Stalker Ice that springs to your mind when you think about them? -
Quote:You don't get to tell every single person playing this game what is 'better.' You might be able to get a majority of them, but you can't get all of them. Case in point? This change to the presence pool makes me sad.YES
YES YES YES
The cottage rule is the WORST thing that has ever happened to City of Heroes design. It's developers willfully saying that they're going to do a poor job in the name of what, not rocking the boat with the customer? That's a ridiculous argument because the boat is being rocked to bring the customer a better product. Throw it out. It's awful.
The cottage rule is a very good design principle, and one that should only be disregarded with much care. -
Quote:No lies, I'm sad. I think I represent a small minority of players who ever took both taunts, and now they're replacing a power I liked with a power I didn't. Ah well.Presence: Acknowledged by devs as crappy
Challenge: Removed, turned into Pacify, self-placate. No hide no crit, pure self aggro dump. "Oh PANCAKE Button" (Zwill: Maybe Scrappers will want. *SNERK*)
Provoke: No Change
Intimidate: End cost reduced, increased to Mag3, 30% chance for Mag4
Invoke Panic: Acc increased, reduced end cost, radius up to 20ft, bump up to Mag3
New Power:
Unrelenting: +DMG, +Rech, +Recovery, Self HoT, Self-Resurrect if in defeated state. Clarion animation.
(Note: Long Help says that Unrelenting grants a buff called "Crash Protection") -
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Canvas and Stripling, for utterly different reasons.
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Because when you're almost finished with a collection, the last few pieces matter the most.
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I'd just like to say I am a massive RP snob and this thread makes me feel like committing suicide.