Tannim222

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  1. Ok, I'm looking for suggestions on a long term project for me to work on. I say long term because it will take me quite some time to earn the inf to fully slot out this character.

    I prefer hero side, but I don't mind looking at red side ATs sense GR is on the horizon and I could eventually switch sides.

    So what AT would you make to solo, team, and hunt AV / GM with (farming isn't a must for this character as I will probably already have one I use to equip the character yet to be made).
  2. Quote:
    Originally Posted by je_saist View Post
    He's planning for Ultra Mode in Going Rogue Katie, and his system is so far behind the curve of what we know Going Rogue to require there's no realistic upgrade-path for him on an AGP bus.

    (well, at least I think that's why he's looking at upgrades)
    I know there's nothing I'll be able to do with my current rig for ultra mode in GR. What I'm looking for really is just better over-all performance from my system since I'm still a few years away from putting together a completely new rig.

    Right now, solo, I can get 40-50 fps in instanced missions. Large groups with multiple effects I sometimes get jittery hiccups (as well as some really horrible sound looping - then again I get loops even solo in any warehouse map with any power that hits multiple foes). Red side, out doors its a different situation, I get between 20-35 fps and if I move around a lot I'll get spiked down to sometimes single digits. In order to not have that happen I have to tune down textures and world detail quite a bit.

    Heck I even shrink down the UI to 90% because it nets me 3-5 more fps, which ends up making a noticeable difference to me.
  3. Thanks for the help and effort je_saist. I guess I'll have to be patient. Maybe I should get a newer sound card, then maybe I won't get blasted with sound loops whenever multiple mobs are effected in the warehouse maps
  4. First, thanks for the reply and the assistance.

    Quote:
    Short version, no. While the RadeonHD cards do actually have an onboard Intel azalia compatible chip / circuitry, it's only exposed to your speaker system through HDMI / DisplayPort. So if you aren't using a receiver with an HDMI input to feed your speaker set-up, you'll need to use another sound card.
    That's what I figured.

    Quote:
    I also have some more bad news for you. The Radeon 4670 isn't actually going to be that much more powerful than the 6800 GS on an AGP bus.
    That's almost down right depressing. My card is definitely showing its age, in fact, just to get at least 30 fps (especially when on Red side), I have a lot of options turned off. Facing a wall, I get 71 though so that's something.

    With GR coming out, I was hoping to get a bit better visuals. Heck I know the 7900 AGP cards can handle a lot more than my 6800, I've seen what CoH looks like on my frieds PC.

    Also I gave the incorrect information on the card, I have a 6800 GT not the GS.

    Quote:
    Okay. Budget of $125. You don't mention the memory, but I'm betting DDR2.
    I appreciate the info on the mobo and cpu upgrades, that won't be possible at the moment. Quite literally at my limit at $125 and really, looking at $100 since the card has a $25 manufacturer rebate. Also, any cash that happens to come my way will have to go to replacing the funds in the checking account for this Christmas purchase.

    Also, any change to another cpu outside of the old intel chips won't be possible for me without further hardware purchases for my cooling case which uses liquid cooling for the cpu.
  5. I'm still using my old PC (put together by me), and will be for at least 3 to possibly 4 years. My current vid card is a Ultra 6800 GS, which does work fine (I have a lot of stuff turned off in game for decent fps). Now I know that AGP cards are showing their age, and ideally, an entire upgrade would be more beneficial, finances however, won't permit that. So with Christmas around the corner, I have an opportunity to try and get the most out of my system.

    Another problem I have is an ancient audio card. So old that the last drivers that I could find after much searching of the net (the manufacturer doesn't even recognize the product anymore) are from 2002.

    I hope what I've found settles both my problems for me. Or will eventually, since I don't think I can connect my pc speakers to the card, so that's kind of a strike against me there.

    Another thing is I still run windows XP (32 bit), and while there are drivers that support the card and xp I still wonder if everything will work well.

    Finally, while the card is high def compatible, my pc flat screen isn't HD (420p I believe).

    So, will this card work for me, or should I wallow in my old pc misery for several more years and not even bother? Thanks!

    *edit*
    I forgot to add that my PSU is 550 watts, so I know I'm safe there.
  6. I've been working on this build for my 50 scrapper which I consider my main character. I don't pvp so this will be purely for pve purposes. My primary objective is to get all the typed defense (well not psi, for that I just rely on DP, heals from Siphon Life, and hitpoints). My second goal is endurance management, and third being hitpoints. Finally, I aim to get as much global recharge as possible in order to have a nice, speedy attack chain (though I don't think I'll reach any benchmarks with my build).

    I happen to have most of this build complete, minus the HOs, obliteration, and the LoTG pieces. Any advice on how to tighten up this build, or if things need switching around in order to achieve the same goals I've set would be greatly appreciated. Thanks!

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(37), Mako-Dam%(37)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ImpSkn-ResDam/EndRdx(40), ImpSkn-ResDam/Rchg(46), ImpSkn-ResDam/EndRdx/Rchg(46)
    Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(37)
    Level 4: Shadow Maul -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(5), Erad-Dmg/Rchg(7), Erad-Dmg(25), Sciroc-Dmg/EndRdx(31)
    Level 6: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 8: Siphon Life -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Heal/HP/Regen/Rchg(9), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dmg/EndRdx(25)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-EndRdx/Rchg(15)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Mrcl-Rcvry+(39)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23)
    Level 24: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(43)
    Level 26: Soul Drain -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Dmg(34)
    Level 28: Invincibility -- HO:Enzym(A), HO:Enzym(29), HO:Enzym(29), Ksmt-ToHit+(31), LkGmblr-Rchg+(46)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(33), F'dSmite-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), Mako-Acc/EndRdx/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(42), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx/Rchg(50)
    Level 44: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45)
    Level 47: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(48), Aegis-ResDam/EndRdx/Rchg(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 13% Defense(Smashing)
    • 13% Defense(Lethal)
    • 12.4% Defense(Fire)
    • 12.4% Defense(Cold)
    • 13.3% Defense(Energy)
    • 13.3% Defense(Negative)
    • 3% Defense(Psionic)
    • 8% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 7.69% Defense(AoE)
    • 3.6% Max End
    • 9% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 45% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 170.7 HP (12.7%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 20.9%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 22% (1.23 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 20% RunSpeed
    ------------
    Set Bonuses:
    Kinetic Combat
    (Shadow Punch)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Steadfast Protection
    (Resist Physical Damage)
    • 3% Defense(All)
    Impervious Skin
    (Resist Physical Damage)
    • MezResist(Sleep) 2.2%
    • 20.1 HP (1.5%) HitPoints
    Kinetic Combat
    (Smite)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Eradication
    (Shadow Maul)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    • 30.1 HP (2.25%) HitPoints
    Reactive Armor
    (Temp Invulnerability)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Touch of the Nictus
    (Siphon Life)
    • 25.1 HP (1.87%) HitPoints
    Crushing Impact
    (Siphon Life)
    • MezResist(Immobilize) 2.2%
    Mako's Bite
    (Siphon Life)
    • MezResist(Immobilize) 3.3%
    Doctored Wounds
    (Dull Pain)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Super Jump)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Reactive Armor
    (Unyielding)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    Eradication
    (Dark Consumption)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Obliteration
    (Soul Drain)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Invincibility)
    • 7.5% Enhancement(RechargeTime)
    Crushing Impact
    (Midnight Grasp)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    Mako's Bite
    (Midnight Grasp)
    • MezResist(Immobilize) 3.3%
    Luck of the Gambler
    (Tough Hide)
    • 10% (0.56 HP/sec) Regeneration
    • 15.1 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Aegis
    (Tough)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Luck of the Gambler
    (Weave)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Weave)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Aegis
    (Resist Elements)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Aegis
    (Resist Energies)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  7. This doesn't have anything to do with the game, so forgive me, but I know that my fellow players here have a wealth of knowledge to offer. I'm trying to help a friend recover data from a usb flash drive that appears to have gone bad.

    When trying to access it by clicking on it, Windows (xp) says it needs to be reformatted. My friend needs these files for work and doesn't want to lose them. So I've tried to find a tool to recover the data, with the additional limitation of it being free (since I'm financially strapped). The only tool I've managed to find that not only lets me view the files but actually copy them is Zero Assumption Recovery.

    The problem is that I can only copy 4 files at 1 time. There is around 119 megs of data and at the rate at which I can work on it, I guest-imate that it will take me anywhere from 15 to 19+ hours do retrieve everything and copy it to a new flash drive. One of the problems I've had is that even though the tool is supposed to avoid repeat entries, it ends of making multiple copies of the same files at times, so I've had to manually copy them and keep track between sessions of where I left off.

    In case you need it, its a 128 memorex usb flash drive, the file format I believe is FAT 16. Thanks for any help or advice in advance.
  8. Great interview. I can't wait for more details to come out about much of what is being changed. With that said, I only have one serious concern about the up and coming changes.

    [ QUOTE ]
    Basically, we got more people, had more code time, and created a new technology system so that when you're in a PvP zone some powers act very differently than what they do in PvE. Hopefully this will bring a more balanced PvP game to the CoX franchise and allow new players to find this enjoyable.

    [/ QUOTE ]

    I understand why this is the direction chosen. I get that the game probably can't be balanced between PvE and PvP. I'm also pretty certain, as the interview indicated, that this is also one of the main reasons multi-builds is being introduced (multi-builds becoming a game wide feature is cool btw).

    However, I think that making powers work differently in PvP than they do in PvE is the wrong direction for this type of game. CoX is a very casual game, where many players only play well, casually. The PvP crowd are generally very passionate about PvP in CoX and therefore put the time and effort it takes to learn just how their powers work in PvP and use their builds to the best of their advantage. Now there is a lot of skill involved as well I make no mistake about that.

    Still, learning how to play the same character differently simply because of the type of zone the player entered into may not go over very well for many of the type of people that play CoX. I'm certain that you may get a small influx of new PvP players a short while after i13 goes live as some players begin to use the multi-build feature and get PvP-curious.

    I'm betting though, that many still won't bother. Those few that do will probably drop off leaving only a smaller number that were added to the PvP community. With the casual nature of CoX, I think the only way PvP will really take off is when it becomes as seamless as possible for a casual player to go from PvE to PvP with regards to understanding how their character operates. Skill will always take time to master, especially when up against another thinking individual. But having a strong grasp of how your character performs (when you are a casual player) will help smooth out the learning curve for skill when entering PvP.

    I know that there are plenty of other great ways to lure more people into CoX PvP, and I won't bother to rehash many of those ideas brought up in previous threads through out time. I'm merely replying and voicing my thoughts with regards to the particular point brought up in the interview.
  9. It appears that I am not part of the majority. Big shock there. I just don't like how inventions were implemented.

    Don't take that as I don't like the invention sets, or generic IOs. The inherent design is just too limited in scope for my taste. For example, my magic hero, who dislikes technology and makes as little use of it as possible, would need to use technology to invent these items.

    It would be nice if there were ways to scientifically/technically craft, and magically craft as well.

    With that comes the problem of salvage. I can't make sense of it. Some recipes require a mix of salvage types. It would be nice if say, there were two kinds of salvage that could create any given recipe, one that was tech / science and one magic.

    My only other major gripe specific to inventions is that recipes aren't really recipes. They are a component. In the case of rare recipes, they are a rare component. Which in turn requires rare salvage. So the better IO sets actually require two rare components. If all recipes were just a list of components, then once found, another shouldn't be necessary. Not unless the recipes somehow magically erase themselves from the mind and / or computer memory.

    I will add to the previous comments about influence / infamy needs are beginnning to be viewed by many as more necessary than running in SG mode for prestige. This hampers smaller SGs yet again.

    Granted, there are tricks to earning higher amounts of inf while in SG mode, the problem is convincing people to take advantage of them. Not only that, but if common IOs are used early on, instead of IO sets, than there isn't any need for inf except for saving up on sets. It can be difficult convincing people of that as well.

    I will also add to that the Hami raid is almost useless now for smaller SGs. It practically requires that small SGs either grow, create temporary alliances, or coalitions. But the reward for the difficulty of doing so isn't worth it since it is the only content in the game that really requires small SGs to do so. Essentially, this content becomes unavailable for the small SG.

    Now as to flying, the poses are great, wings, including the costume pieces are great, but where are the magic carpets? Having one would be It can use the power glide stance for movement. A few combat animations aside, it shouldn't be too difficult
  10. Tannim222

    Cryptic article.

    [ QUOTE ]
    [ QUOTE ]
    What I mean is that by making a game engine you are defining the world, and when you define a world you inherntly block stuff off.

    What that stement ment was they wanted to put stuff into that game that the CoH engine wouldn't be able to support without another major rewriting of the engine ( ie an expansion ).

    [/ QUOTE ]

    EXACTLY ... But what that really says, is that they weren't thinking far enough into the future when they designed the engine ... I mean they said it right here:

    It's going to be all the stuff we wanted to put into City of Heroes, and you'll get to run around in Marvel costumes. We've got more money now and more people. We'll add more depth. We want to take it to the next level."

    They wanted it to go into CoH ... But between limitations of design and resourses, they couldn't do it ... Now that they have money (from us), they're gonna make the game that CoH was supposed to (they wanted it to) be.

    They said it themselves.

    [ QUOTE ]
    The people who say this game is going to be dying over the next few years are fooling themselves into thinking pesemisticly.

    I know the game won't last forver but we're still fine and will be for a long time.

    [/ QUOTE ]

    This game is gonna bite it the minute MUO is determined to be a success (if it is a success) ... If MUO flops, the CoH/V will still survive.

    There aren't enough Super Hero/Comic Book MMO Players out there to support TWO MMOs.

    [/ QUOTE ]

    This happens all the time with game devlopers. When ever they get to create a second game, they usually try to put in all the features they didn't get to see work the first time around. This desire isn't new.

    Guarenteed, they will want to put things into the Marvel MMO that may never get to implent even throughout the course of its existence.
  11. Tannim222

    Consume

    I have no problem with that in of itself, except for a couple of things.

    I wonder if they will give an auto hit damage - even if it is minor. Would the damage dealt be balaned with other other secondary effects from the comparible powers?

    What about Dark Consumption? It has damage, accuracy debuff, and end gain.

    Considering this, if Consume were changed like you suggest, would the various power combintations it is available with be given a distinct advantage the devs want to avoid?

    Also, if Consume were changed like you suggest, Dark Consumption should also certainly be looked into.

    Then there are sets they may be planning behind the scenes have have either Consume or DC in them and any changes made would have to take them into consideration as well.
  12. Tannim222

    Consume

    After you get the data, I have one of 2 suggestions for fixes to this power.

    Others have requested, change this to mirror powersink, at least a bit closer. The damage dealth is an extemely minor, even with damage capped (same goes for Dark Melee's Dark Consumption).

    Understandibly, since all powers cannot exist in a vacuum and have to consider all their possible build combinations for balance, Consume (and therefore, Dark Consumption) cannot be make equal to Powersink.

    Consider these 2 possibilities, keep the power as is, but add in a pulsing dot-aura that does damage and and drains endurance, siphoning it to the user, for a duration of 60 seconds. This will give the upfront end boost, add some damage, and allow for continued end drain for a short time.

    Or, reduce the recharge to 90, remove the to-hit check and damage. Change the amount of endurance gained for the first target hit, and a decreased amount for additional targets, the total of which is the same as it is now. Also add a self-buff to end drain resistance for 25 seconds. End mods placed not only increase the endurance gained on a drain, but also increase the end drain resistance (if possible).
  13. [ QUOTE ]
    [ QUOTE ]
    So....to sum up....the system working precisely the way it was supposed to was considered OVERPOWERED!? And now to "balance" it they made some AV and GM fights completely random?

    [/ QUOTE ]

    to sum up, agro got screwed and dev's never realized it. there hasn't be a red name specify what isn't as they intended, but it can't be working properly as it is.

    [*]taunt, brute auras, and tanker pool attacks pull agro [*]tanker auras, tanker 2ndary attacks, and all brute attacks don't pull agro.


    it's so completely random it's comical.

    [/ QUOTE ]

    Emphasis mine.

    That is weird. I cannot fathom the reason behind making such changes on purpose.
  14. Here's the thing.

    Originally, Tankers were Taunt-bots (using the Taunt power consistantly / auto-fire) and had little else they could do to manage agro.

    Many times many players felt that this was not an active enough role for the AT. In fact, that it wasn't very comic book like for what the AT represents.

    Gauntlet is devized to allow Tanks an active way of performing their designed function within the game.

    Since this change was put in, all Tanks are good for in AV fights are being Taunt-bots again.

    It certainly isn't for their DPS. Although in my opinion damage is damage and as long as it is being done enough to win. But Tankers aren't on teams for DPS, that is what Blasters and Scrappers are for. Tankers are there to agro-control (iow TANK of the mob).

    The Tanker function for their role has come full circle, back to the beginning (at least for AV encounters).

    The tools given to a Tanker to perform their function are barely useful in PvP.

    So the only place a Tanker can really utilize its tools to perform its main design function is on regular XP missions vs. minions, lts, and bosses.

    I really believe that Taunt (the power) needs to go away. It has done nothing but skew the dev's point of view on how to work with this AT.
  15. Well, its official now, the only powers truly worth it in /devices are web grenate and caltrops.

    TD is okay, but is better used stacked with Tactics.
    Taser is okay, but is better used stacked with any other stun effect power.

    Sad really.
  16. Yeah, I'm not too keen on this "Safe guard" mission idea. I will hold my final judgement when it goes live.

    I just don't see another war wall defender, time-capsule defense cape mission, or power generator respec tf type of mission anywhere near as much fun as mayhem missions are for villians.

    What about heroes taking the offensive for once and going onto the Rogue isles and fighting their way to an Arachos base to destoy some "item of doom!" type missions?

    Sure, maybe heroes shouldn't destroy citizen things, but the missions could be set up that arachnos has gotten word that heroes are infiltrating the islands to get to their base and so all the citizens are gone and there are a bunch of arachnos troops on the ground (like cops in mayhem missions), crates to destroy, grounded arachos flyers, create some arachos ground vehicles, etc... Now that would be fun!
  17. Quite true. However, as I pointed out previously, said penalty was not reduced proportionately to the amount of resistance removed from the power in Issue 5.
  18. The debuff was added when the devs finally listened to reason and stopped the power from rooting the character in place. At one point the resistances available in the power made up for the debuff.

    Then the Global Defense Nerf occured and the resistances in unyielding were reduced.

    Apparently, the devs seem to think that by taking another power in the set, this would allow the character to break even with this penalty.

    But the truth is that you shouldn't need a second power in a set just to break even, but should gain some measure of a benefit, prior to slotting.

    The properly balanced way to handle this would have been to reduce the debuff in unyielding in a near proportionate amount to the amount of resistances that were removed from the power.

    For Tanks the debuff in unyielding should only be 2.5%, Scrappers and Brutes should be at 1.875% debuff.

    Now if a player choosed to take Tough Hide, not only have they surpasses the debuff but have also gained a benefit from the power, prior to slotting. Slotting will then result in a clearly positive boost in performance. As oppossed to the marginal benefit gained now.
  19. Well, the first thing is to not get caught up in trying to make a comic book directly equal to a video game, especially an MMO. Alot of things do not simply translate well when you take overall balance into consideration.

    However your desire to solo an AV is quite possible with the mission difficulty slider. Many build types can now solo an AV downgraded to an EB at the high end game. The few that I am certain that cannot (on the CoH side)are certain Controller builds (which is because of the triangle mez protection).

    I would imagine it would be most difficult for Ice melee and War Mace to accomplish this as well (insufficient damage vs EB regen rate). Although, this is more of an AT powerset balance issue and not with the game design as a whole.
  20. [ QUOTE ]
    That chafes a bit on the ego.

    [/ QUOTE ]

    Its a video game. If someone has developed an ego based on the performance of a virtual persona, I think it is time to back off a little.

    However, I am guessing your statement hits closer to the mark for quite a few people. It is recaling or holding onto memory of what was which affects them.

    Some hated the changes and left. Others rolled with them and continue to have fun. Others deal with them and sometimes have fun and other times get fustrated at their perceived "mediocrity" in comparison to the earlier CoH experience. Etc....

    The game has changed and as I pointed out earlier, every AT did get "nerfed". I'm not going to get into the subjective argument of AT x was nerfed more than AT y because of z.

    But what is and should be of concern now is the comparative performance of powersets within ATs for the functionality of their purpose, and then comparative performance between ATs.
  21. Holy graveyard Batman!

    Funny thing is, someone near the top posted that they (devs) would have to nerf everything (to acheive the goal Stateman had in mind at the time).

    Here we are long after the original post, and we have GDN and ED. Everything was nerfed. Yet still, at the highend 3 white minions are not a challenge.

    Also, Statesman did post in the balance thread that the difficulty should scale with level so things could look like a challenge when facing 3+3 minions at once (given as an example and not ment as an exact metric me thinks).
  22. If anything, but bug is with the description.
  23. Personally, I don't see "team with AT X" as a valid solution to balance issues. As I have said earlier in this thread, when dealing with certain holes in this set, unless they are addressed will do one of several things:

    Create a dependence upon certain inspirations. - No AT power set should be balanced around the steady use of particular inspirations.

    Create a dependence upon teaming with selective AT powerset combinations. - No single AT powerset should be dependant upon teaming with a particular powerset combination in order to be effective.

    Create a dependence upon certain power pool choices and thus, sacrifice more power choices and enhancements for said power choices within the powerset in comparison to other sets within the same AT.

    Granted, every set should have some draw backs to it, that's only fair.

    However, this set has too many. Granted, the bonuses this set has are nice. Looking at the set as a whole, it looks to be like a combination of a pure resist version of Energey Aura and Dark Armor.

    The problem for me is the combination of the type of drawbacks with this design. I can understand not having defense. I can understand not having a heal. I can even undestand not having knock back or immobilization protection. I can even see why electric armor doesn't resist toxic damage (although I can also see how it would).

    I can't understand why it has all of the above.

    Also, why would the final power pretty much provide every kind of protection available within the set (except slow resist and speed which is in an auto power) and psionics.

    Yet also provide immoblization and knock back protection which is not in the rest of the set at all. Personally, I am hoping that lack of immoblization / knock back protection being earlier in the set is something of an oversight that was missed.
  24. The way I actually see it is that the real issue is the combination of no immoblization protection, no knockback protection, and no ability to recover health.

    There is one undeniable fact about this: No other Brute set needs to go into power pools like this.

    Sure you can plan 1 of 2 ways for dealing with no knock back or immoblization.

    But there one and only 1 option for health recovery avaiable. If that option is not taken, then the player becomes utterly dependant upon green inspriations, or teaming with only specific AT sets.

    Otherwise, expect to have a higher rate of down time. More time down means less Fury building. Less Fury building is less SMASH time.
  25. I know aid self is a great power and once it is slotted with at least 2 interupt time SO's it could be used pretty reliably even by any set with no defense.

    Yet, it is the only way to mitigate that incomming damage. You coult take tough, but Aid self outperforms it.

    The problem is that Aid self is the only power to really do this. It demands that you set aside 2 power slots and at least 4 enhacement slots for it to be effective. Its appearance is a complete disregard for origins such as magic.

    Otherwise, one would have to be completely dependent upon having greens or teaming with certain powersets.

    At least with knock back and immoblization, there are 2 sperate ways to go about bulding to fill those holes, both of which require minimal loss of enhancement slots. But at a significant cost of power slots.

    It is the combination of both have to take 3 power slots for resolving both knock back and immobliczation AND 2 more power slots for healing that isn't right.

    No other set that Brutes use require one to go so much out their way for set.

    Of course one could attempt to argue that /Fire Brutes can end up going with Stamina, Acrobatics, and Tough, a use of 8 power slots.

    Yet, considering that the s/l resists between /Fire and /ELA are so similar, the rebuttle would of course say that if it is a ncessity for Fire to use tough, then so it is for /ELA.

    So, disregarding Tough at the moment, /ELA will need to make use of Stamina as well. Perhaps it may be possible to respec out at level 37, by putting end reductions in every click power (including all attacks) and every toggle, and taking both power sink 6 slotted and CP 3 slotted.
    But I doubt, it will work well for long fights especially when there are not a significant about of opponents like AVs.

    So then setting aside both stamina and tough, you have a set that has to use more power slot options to fill its gaps comparitively with any other set to deal with situations that are the most common throughout the game.

    Thats the flaw in the design of this set.