Tipscout

Citizen
  • Posts

    9
  • Joined

  1. Tipscout

    New n00bs

    Quote:
    Originally Posted by ValkyrieRising View Post
    Other discussion aside, I think the new enemies are throwing new and old players for a loop. Old players used to low levels of Hellions and Skuls are now getting hit with tough low-level mobs. I haven't died as much as I have been in Praetoria in years.

    Hell, I ran one of the new Unai missions with Anti-Matter's Clockwork with a small team and was surprised at how tough it was. Once we started adapting and thinking rather than running on auto-pilot, we actually started rolling.

    Smart playing and teamwork is definitely vital in the post-GR world. Kudos to the Devs for stepping things up a notch, even if it means tough missions and teaming for awhile. Now if the villain arcs had only received the same treatment as the hero arcs... I'd be much more pleased. Granted, villains had much harder content/enemies than heroes did.

    Oh, and much love M_Bill
    Agreed. I've been soloing Praet (unusual for me as I like to team, but all my mates started without me) and I spent most of lvl 12 wiping at least 2-3 times a map. It's evened out now that I've hit 15 and I rarely wipe now; but man, it was a lot tougher. I started to blame KM or the fact taht SR (is IMHO) a slow starting defence set; but you're getting mobs that do more debuff - plus you have to think more. I think I'm starting to get some of the cadence for the new missions, but yeah, have yet to see how teams handle them.

    It's a bit like the shock we all got when CoV came out and we first encountered the respawn spots that kept spewing mobs no matter how many you dropped.

    New kids will get the ropes or they'll get gone.

    On the side discussion:

    Never seen it where you =had= to have a particular AT to complete anything, except maybe STF...

    And I've run teams of 8 trollers and it's simply swamped everything...8 tanks doesn't need to be slow. I've seen Tanppers with a shield/WH build kicking it out almost as fast as a proper scrapper. Fire tanks. Ouch. Yeah...

    One of the things I love about this game is that no particular AT is necessary to have a team. Sure some combos are easier, involve less thinking; but not =necessary= to running good successful teams that never wipe.
  2. Quote:
    Originally Posted by Zortel View Post
    Thank you for this post. It just proves that this is all a futile endeavour if that is what you take from Forbin's statement.

    It is a case of can use emote versus should use emote.

    Cindersnap, a Paragon hero who has never set foot in Praetoria, can use ;drinkenriche.

    Considering it's very hard to get outside of Praetoria, should he use that willy nilly? Or the Protest Resistance/Loyalist Placards?

    No.

    Same for Paragon Police Department Scanner in Praetoria.
    I was going to use it in the D because one of my characters always drinks bottles of water and that looks stupid when you just use /drink and a pint glass turns up in your hand. >_>
  3. Interesting question.

    I prefer a well-crafted character and a good story to "I want to pretend I am this person having their adventures." I enjoy good stories, clever plots and I honestly =like= different perspectives, seeing things I might never have thought of, watching people make choices that make sense for them but that I might not necessarily agree with (obviously depending on the nature of those choices).

    I play characters that have done things that I personally disapprove of, or wouldn't do myself, ever. Yes, all characters we characterise will hold some measure of ourselves in them; but it's interesting to see how far you can stretch that sometimes. Of course, when playing a character in a game, I have to find something vaguely redeeming in them or some way to empathise with whatever plight they face or you get too much of a disconnect and you can't portray them as well as you should. Dialogue gets wooden.
  4. Quote:
    Originally Posted by NightshadeLegree View Post
    I've just returned to CoH after several months on other games (sometimes a change of scene is good) and, having recent experience of how this focus on endgame can poison and warp an MMO and its community it feels great to be back in CoH, where end game is one thing to do, rather than the only thing.

    In at least one game I can think of (it'll go unnamed but I'm sure everyone knows which one I mean) the endgame doesn't increase your options. It narrows them. Sure there's so many max level raids you could do, but few people do any of them - except for speed runs to gear up for that one 'end of the end game' raid.
    Yeah, I just returned from a brief break to *that game* as well. It's =brilliant= to play in an atmosphere where you don't have to switch off all the major channels in a zone because of gold-farmers spamming the airwaves and even hounding you in PMs. Where the sum total of your character isn't based on your gear and you can go on TFs with your mates and giggle when you wipe. Where you can play in a game that no matter what level you are, you can still go into missions and run on teams with your friends. Where you can play and create custom content that enhances your character's and/or supergroup's lore.

    Okay, about the most disappointing aspect of Going Rogue for me is the fact that yeah, I can't get the new badges with my current characters; but I'm pretty sure the devs are aware of that and that later issues will fix it.

    I don't =want= this game to be all about the gear. I've spent a few months playing games where people lose all sense of friendship and proportion because a mob dropped a purple ultra-rare....and grinding. Grinding and farming drops. Gnurg. *bangs head on desk*
  5. Quote:
    Originally Posted by Void_Huntress View Post
    The difference here is that defense and resistance debuffs are directly taking away the mechanism by which those sets provide survival.

    Regen is a different animal in that it isn't a direct mitigation; defense and resistance both keep you from taking the damage in the first place, but regen instead allows you to recover from it after the fact more swiftly.

    Cascade defense failure is an issue where your actual mitigation method is being shut off and more likely to shut off as you go. Resistance resisting resistable resistance debuffs actually serves to ensure the shift in damage taken is in scope with the actual debuff, i.e. if someone slaps you with a -20% resistance, and it isn't resistable, the net effect is to actually increase the damage you take by significantly more than 20% in some cases.

    With regeneration, buffs and debuffs are only moving your sustainable damage rate up/down. The simple presence of regeneration buffs decreases the relative magnitude of regeneration debuffs.
    Before /WP, /Regen pretty much had the best survivability against psionics as you just healed through the damage being done to you.

    Getting back to the point of the OP -regen effects can slap you down as frankly your only defence as a regen is to heal quicker than the damage being hurled at you. Or hit Mog and go practically untouchable while you heal up...
  6. Quote:
    Originally Posted by JusticeisServed View Post
    The thing is, most people who look at the /Regen set don't KNOW that regeneration debuffs resistance isn't that important. I see it plenty of times through the forum (I wanted to find a post to show, as I'm sure I saw one recently, but can't find it) where people ask why regen has no regen debuff protection. There's plenty of people out there who don't really understand that recharge is the real achilles heel of regen.

    Can't say I disagree here, I'd love to see recharge debuff resistance equivalent to SR's defense debuff resistance.. Especially since regenners can get slapped with stupid -defensive numbers..

    You do get Mag 15 stun resistance which is more than any other set except for stacked Active protection or practiced brawler.. but I agree.. nothing really fancy there..
    -Recharge kills more */regen scrappers than anything else out there. With -regen debuff, you can have almost perma IH without having to try too hard for it in a build. Most of the time when my DM/Regen dies, it's because I've been stupid and forgotten to pop a power before charging in.

    I've taken alpha alongside a Shield Tank (much to his annoyance) and survived well.

    /Regen is still the set that takes a licking and keeps on ticking. SR is about the only other set I've seen with stupid survivability and frankly */SR is much slower to kick in as a powerful set, not really getting fun (IMHO) until around lvl 30. Regen gives you better odds right out of the starting box, plus with Quick Recovery by lvl 4-6 (can't remember which but it's shockingly low) you sail through the late teen to twenty levels while everybody else is gasping for blue.

    I'm not sure that /Regen has that much more shocking lack survivability than any other /defense for a scrapper. Then again, I'm with a previous poster in so far as I'm pretty much a PvE player that doesn't try to push the extreme builds too far. I prefer to be more 'rounded' in my builds.
  7. Oh, yeah...we're an RP-intensive style group. >_>
  8. I'm in the UK and I run the Codex (blueside) on Virtue, US servers. Feel free to have a look at our SG here: www.codexheroes.com We've got a redside nemisis group, but it's woefully neglected.

    Cheers,

    Tipscout, Spellknight, etc, etc, etc.