Tenzhi

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  1. Quote:
    Originally Posted by Psyte View Post
    I remember watching a customer service video at an old job maybe 10 years ago. The guy gave this story/example:

    There was a candyshop with two men working at it. You placed your order and one of them would get you your candy.

    One man would put your bag on the scale, pour a bunch in, then take away until he got your order filled.

    The other man would put your bag on the scale, put in some, then add until he got your order filled.

    The second man was the one that customers liked to fill their order, even though both men were equally accurate and reliable in getting your order filled.
    I prefer the first guy, because when I ask for a half pound of candy, when he gets down to .6 or so I'm liable to say that's close enough and end up with slightly more candy. Accuracy and reliability are fine and dandy, but more candy is better.
  2. I prefer Dominators to Controllers, as I often have trouble finding a Controller secondary that I want to pair with any given primary. But I've disliked playing in the Rogue Isles pretty much since their beginning.

    So while I won't be moving any Dominators from one side to the other, I will undoubtedly start new ones in Praetoria which are destined for blueside. Indeed, I'll be very happy to have all of the villain ATs available for heroic considerations. I'm planning on rerolling my MA/Regen scrapper (something I've been needing to do ever since they changed Regen to being so click-intensive, but for which I've lacked sufficient motivation) as a Kinetic Melee/something-possibly-WP character when GR hits, and the addition of Brutes and Stalkers as options is going to make the choice more involved.

    I may eventually move my VEAT over, if I ever complete all the VEAT arcs. And I got a Demon Summoning Mastermind to level 20 specifically to do whatever the crossover arcs are.
  3. Quote:
    Originally Posted by DrMike2000 View Post
    Electrical Blast has 100% chance of some end drain on everything. Partial end drain is like a mag 1 hold - useless until stacked hard enough at which point it becomes absolute mitigation.
    I'd say that much of the End Drain in Electric Blast is more like a .25 Mag Hold at best.

    Quote:
    Knockback will temporarily stop a Boss with one hit, which a mag 1 mez definitely won't.
    So 1 attack with 30% chance to KB (Power Blast) is roughly equivalent to 3 or 4 attacks that will stack a 100% hold? sort of? kind of?
    Possibly. I wouldn't expect it to work out so well, but there are numbers people around more qualified than I to make that determination one way or another.

    As an aside, I think it might be interesting to have a sizeable mez resistance debuff in the non-nuke AoE(s) rather than a hold chance.
  4. Quote:
    Originally Posted by Carnifax_NA View Post
    Well except for the fact secondary effects generally only stick for 6-10 seconds, although I'd make this ones all no more than 6 personally (and I wouldn't make the secondary hold slottable).
    Even at 6 seconds, for most of the blasts it would probably be a less-than-100% chance to happen. I don't think any blast sets have 100% chance for disabling mezzes to happen across the entire set. Even the KB in Energy Blast isn't 100% IIRC.
  5. Quote:
    Originally Posted by DrMike2000 View Post
    If you were to make a Blast set like this, what theme would suit it?
    Toxic Blast
  6. Quote:
    Originally Posted by Sharker_Quint View Post
    i believe that in the io description it says just that. something along the lines of a chance to give 10 end to the TARGET.
    Sometimes both the player(s) and the enemy are targets of different Endurance Mod-type aspects of the same power; I believe the proc only works on the targetted enemy in at least some of those instances, however. I've only slotted it in passives, myself, having been forewarned long before ever laying hands on one.
  7. Quote:
    Originally Posted by Nimoi View Post
    B. To say its pointless just says to me my style of play has no reason to be here so get out! Also I believe in not showing our powers, I like a little mystery
    You can already call the powers whatever you want in the game. You can say you're using Fish Cannon every time you use Neutron Bolt. A system to actually change the names is largely pointless because the altered names will rarely if ever get seen by anyone other than the player who changed them. And just like pet names, other people would undoubtedly have the option to turn off other people's custom power names, making an already-rarely-seen custom label even less useful.

    It has nothing to do with your playstyle, it's merely a pragmatic view of the situation. As I said, I'm not actually against the idea, but it would serve little purpose.
  8. Subjective feedback: Neat sets, but they put me in the mind of Devilman or Guyver rather than what I'd consider mutants.

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Thought I'd throw out a non-diabolical use of the new costume sets. Here's a spines/fire mutant.
    Your Spines/Fire mutant looks pretty demonic. Colour the fire green and the combination of Fire/Toxic damage fits the game's idea of Hellfire quite nicely, too.
  9. Quote:
    Originally Posted by je_saist View Post
    The Miracle, Numina, and Performance shifter procs should have a label: Works Best in Passives
    The Performance Shifter proc should at least warn you that putting it in an End draining power will actually give endurance to the target(s). And it should be larger than the fine print warning you not to use it on roadrunners.
  10. Normally I'm all for extra customization, and I'm not particularly against this idea, however it seems largely pointless to me given how little power names factor into anything. Other than someone paying attention to the senseless text scroll of the combat chat text or pulling up player info, the names aren't likely to come up. And in the case of Player Info it is far more useful to have the actual power names there to avoid confusion (bringing up the point that if ever the option were put into the game, there would need to be an option to disable it).
  11. Quote:
    Originally Posted by Panzerwaffen View Post
    Which means scattering wildly and running away from melee to the furthest corners of the map even when they have 90% health remaining.
    Even if they're a boss, elite boss, or AV that's +4 to you. They should really do something about that.
  12. Quote:
    Originally Posted by Forbin_Project View Post
    And before anyone complains about me driving drunk ask yourselves why the hell would they give a squirrel a drivers liscence in the first place.
    Because they're nuts, obviously.
  13. Tenzhi

    New Powers

    Quote:
    Originally Posted by ClawsandEffect View Post
    You carry around this thing designed to protect you from harm and only use it as a weapon? That's like hitting someone with a football helmet instead of putting it on your head. It makes no sense at all.
    Indeed, it makes no sense at all and therefore only an absolute idiot would assume that a Shield Melee set, were there one created, would be purely an attack set bereft of defensive abilities.
  14. If we stopped to thank everyone for every single power use we'd never actually get anything done. And honestly, I'd rather go without Speed Boost than feed the overstuffed ego of the arrogant knave who expects everyone to be beholden to him for deigning to gift them with his supreme power.
  15. Quote:
    Originally Posted by Forbin_Project View Post
    The impression I got from reading that was that he was implying that there was a predetermined floor plan that told base builders where each room is supposed to go.
    The disputed text you quoted seems to be flat-out asking for the option of standardized bases or base packages to allow base-building to be a more casual affair. Thus, players could have the option of building bases the "traditional"/current way OR they could select pre-built configurations.
  16. Quote:
    Originally Posted by RedSwitchblade View Post
    Signed, but I'm waiting for the show-stopping poster with the 30-item bullet list as to why the devs will never implement it, complete with quotes
    I've seen many such lists before in my tenure here, and while I'll openly disagree with some of the points they make I do try not to start threads that are going to be auto-flogged right out of the gate.

    That said, I am surprised to have gotten such a positive response for this suggestion.
  17. If there are any enemies that resist -Damage debuffs (and I'm not sure that there are), +Resist would be better in those circumstances I'd think. On the other hand, -Damage would help everyone subjected to the debuffed enemy's attacks, whereas +Resist would only help the buffed character.

    But otherwise, I'd imagine that a percentage reduction to the enemies' damage would be the same regardless of which side of the attack it happened on.
  18. Quote:
    Originally Posted by Forbin_Project View Post
    What... is the air-speed velocity of an unladen swallow?
    Wouldn't it be classified as spit at that point?
  19. Quote:
    Originally Posted by Decorum View Post
    Interesting. Although anyone I ever heard of when I lived over there just called that "16 Mile".
    Well, there's also West Crosstown Parkway in Kalamazoo, but it's a much shorter stretch of road and took a few moments more to find via Google.
  20. Quote:
    Originally Posted by Decorum View Post
    Thanks. I guess we just don't have those in Michigan, or we call them something else. I've never heard of one here and when I google "parkway Michigan" I don't get anything relevant.
    Ahem:

    http://en.wikipedia.org/wiki/Metropo..._(Detroit_area)
  21. Quote:
    Originally Posted by Decorum View Post
    I'd be happy enough if we could just use the sliders on the existing ones (but, yeah, wouldn't turn down more choices).
    The ability to add horns and other such head details to them would be nice as well.
  22. I would absolutely like some more "monstrous" heads. I'd even welcome some alternative wolf/bat heads that actually looked good.
  23. Quote:
    Originally Posted by Jake_Summers View Post
    You can't give tankers any kind of bonus to resistance/defense without making them unkillable.
    You could give them a defensive inherent similar to criticals which gave them a small chance to be UNAFFECTED by any given attack.
  24. Quote:
    Originally Posted by Neeto View Post
    i agree here. Punchvoke was installed on tankers since the launch of CoH and way before inherents came. The Devs simply repackaged it and gave it a new name, but never gave tankers a real inherent (while other classes like blaster, stalkers, controllers, Masterminds, brutes, and even defenders all have multiple inherent abilities). I suggest that every attack and hit a tank dishes out or recieves increases his resistance much like fury does for brutes. That would be a real inherent.
    If they went with some sort of defensive bonus, I think they should have an aggro bar, and per each enemy aggro'd (up to 10, 12, or the 17 cap) they should get a minor Resistance and Defense bonus, perhaps capping out at somewhere around 15/7 or 20/10. This would make them most stalwart for alpha strikes, which is more suited to tankers, I'd say, than building up to a defensive furor.

    If at all possible, I'd go one step further and have different tiers of enemy count for more or less on the aggro meter. Thus, Lieutenants might count as two minions, bosses as four, Elite Bosses as five or six, and AVs or GMs might max it out or come close by themselves.

    Just as an offhand idea.
  25. I would like the option, when doing a respec, to be able to start with my current build and undo/redo levels back to a certain point. Like, say I'm level 40 and I just want to fiddle with my choices from level 30 onwards, this would allow me to go back to level 30 and retrain from there without having to rebuild the character from scratch like a typical respec.