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This thread is about using taunt to suppress kb, so I don't want to discuss different things. But you can take a look at the thread How to fix kb issues. I think the ideas there are ok. Probably two trays of the same powers are a bit too much, I think.
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If you don't want to send people flying with Energy blasts line up so a wall is behind the target or learn to fly.
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I know the typical answer. The typical reply is that you don't always have a wall close by, or the ceiling is low. There are workaround for the problem, but if kd is the better effect for the situation, it's better if we can just choose to use kd to start with. -
A temporary workaround is to make a shortcut of cityofheroes.exe on your desktop. Then edit the command line to run:
cityofheroes.exe -project "coh"
This will bypass the updater, and probably skip the verifying image as well, I guess. It is possible that certain files are corrupted, or the game actually crashes in some way everytime you quit. You can try to reinstall the whole game as suggested if you have the mood to do so. -
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We all know that trying to tank in a team with a bunch of KnockBack sucks, but a reduction to other AT's KB powers isn't fair to them soooo.
Add a "KB to KD/KU" conversion aspect to Taunt/Guantlet so that anything under the influence of a tanker's taunt effect isn't sent flying away.
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If the knockback is coming from something like energy torrent, then I think it is the best if you simply communicate with the team. Either they have to stop using it or you have to adjust to other people's tactics. Knockback is not always bad (it's not always good or necessary either no matter how skilful the user is), it depends on the situation. It's probably not a good idea just to taunt and shut down the tactics.
If the knockback is coming from something like energy blast, the user may actually don't want to knockback but there is no choice. For this case, I think something can be done about it. I'm not sure if the suggested taunt is the way to do it, and it is strange thematically also. -
I'm probably ok without the market. If market was not introduced, then the invention system would be entirely different. Or maybe there won't be invention, but replaced by something else. Either way, there would be new things with or without the market.
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Replying to a couple posts at the same time:
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I would pay $10.00 extra a month from now until this game crumbles into dust if the devs would turn the platform under Atlas' feet into a suppression zone. It'd be nice to have one public space where I don't have to tolerate the jackass who thinks I need speed boost applied three times in rapid succession.
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Maybe suppressing outdoor area is a bit questionable. Indoor areas like auction house, City Hall in Galaxy where people respec may have suppression imposed.
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oooo i hate that ice armor thrown on me without asking
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Kinda sad that people want to cancel a buff just because of the graphics. -
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Leave my KB alone -_-
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What part of the suggestion I made would alter your KB?
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I don't think they read, they just assume that we suggest to change kb to kd. But well, this is the internet. -
Yeah, the shift-click thing needs some extra work. Actually, I can already envision that people will jranger it because of the work it takes for just a QoL improvement. Your suggestion can be done more easily. I think the problem is that if I want to kb this mob but kd the other mob, I've to change build to do that. Your suggestion still lacks the flexibility for tapping the full potential of kb/kd tactics.
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Actually, I even try to have both hover and cj, you can turn both of them on simultaneously. But then you won't have much flexibility in your power pool choices given that you probably need the fitness pool. The nice thing with both hover and cj is that the two defense stack with one another, and you can have more places to slot blessing of zephyr. This is probably not the most efficient build, but it's an option you can try in the hero planner.
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I prefer something like clicking energy blast if you want kd, but shift-clicking the power if you want kb. Knockback enhancement can still enhance knockback distance if you shift-click.
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Not useful if you use the number keys to activate powers.
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The click and shift-click that I mentioned is just an example. CoH allows you to define a different keystroke to activate a power.
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KB is one of the most characterful effects in the game, and it doesn't need to be 'fixed.' If AoE users can't kill a spawn unless every enemy is in exactly the right position then they need to dial down their difficulty, and if Tankers get upset by KB messing up their herds that only reinforces the stereotype of Tankers as insecure control freaks who expect the entire team to revolve around them.
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I agree that kb is a nice effect. In my opinion, even if it is the most characterful effect, a player may not always want it. So, I think it should be a situational power. If this effect is embedded in something like energy blast, then people don't have a choice and can't turn off the effect. It is like a situational power but can't be used situationally. In this sense, I think the implementation of kb in game has a problem.
Edit: I'd like to add that the suggestion is not to remove kb. If you love kb, you can continue to use it whenever you want as before. Just that for those who don't want to always kb, the suggestion offers a choice for them, without any effect to the kb lovers. -
There are a couple disadvantages: higher end cost and you need to put some slots in hover. The main thing is to make sure that none of your powers require you to be on the ground.
I have a few melee toons with hover. I don't see any real advantages compared with cj. As you said, it's a change from the jumping pool. I think the attack animation may look more interesting in the air. For mobs that can fly, you can melee them in the air like DragonBall, which is not something you'll see a lot in game. -
I think that it is the best for players to decide whether to use kb or kd. However, I don't think it really solves the problem if the choice is made during power selection. For example, a blaster with energy blast may want kb during solo, but kd when teaming. The suggestion still doesn't resolve the issue of kb being a situational power, and it is important that players can choose between kb and kd in real time.
I prefer something like clicking energy blast if you want kd, but shift-clicking the power if you want kb. Knockback enhancement can still enhance knockback distance if you shift-click. -
Maybe we can have a compromise. For example the mail is limited to once per week, 5 items max at a time. If you have some rares that are not useful for this toon, you can send them to another toon without taking the trouble of selling and buying through the market. The limited mail system will suffice for this purpose.
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I don't think I've ever said anything is "hard" to do or even intentionally implied it.
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*cough*powercustomization*cough*
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I've never said it was "hard" to do. It said it would be massively time-consuming.
Not even remotely the same thing.
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Out of curiosity. What is something you would deem hard to do?
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Trying to make a majority of you guys happy.
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The majority may not post in the forum though. -
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In Shield Defense, I see that most people took the fighting pool. During combat, are these two toggles (tough and weave) left on? Wouldn't that drain your end to nothing if you also have your other 3 or 4 shield toggles on?
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IO can enhance multiple attributes of a power. We can have good endurance reduction on the toggles. In fact, the attacks can use up endurance a lot faster, but we can slot enough endurance reduction in them as well. In addition, there are various +recovery bonus and chance for +endurance that you can use. It's not as bad as you think. -
Maybe you have to compare WP with some other secondary power sets and not just SR.
The Almighty reverse quote:
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WP is considered the best for brutes and I know /SR since I have a lvl 50 scrapper with only crafted basic IO (except for steadfast 3% def and gaussian). In other word, I can compare because I have knowledge of both powersets.
People see it stronger than /SR but I fail to see how it can ever be superior than a soft cap defense oriented set.
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I don't set the standard, so I don't know why WP is considered the best. In my opinion, each powerset has its own advantages and disadvantages. Maybe because WP has good regen and recovery with ok defense and resistance, so it's more friendly to players. Also, when people compare power sets, it's a tradition not to take IO set bonus and power pools into account.
I don't think /SR by itself can solo an AV. I believe you'll get hit even after soft capping defense. I guess /SR has to couple with a heal like aid self or siphon life in dark melee such that you can recover from an occassional hit. With some sort of healing tool, if the AV doesn't have particular tricks to overcome your defense, /SR is probably the easiest setup to face an AV if you manage your endurance usage well. Given that slotting IO for WP is not as obvious, you can claim that /SR is better in this aspect. If you like, /SR is now the best replacing /WP. I guess this will settle the issue.
I said that you probably need to look at other power sets and not just /SR because you will have a broader view of different powersets. -
If you're new to the game, I suggest to do story arcs. When you are at the appropriate level range, you can do strike forces and trials. For villains, the underlying theme from level 1 all way to 50 is the "destined one." You can get a feel of it by doing story arcs. Actually, story arc is also the main thing you do for heroes.
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I guess the intention is to allow players to use the bonus to patch up their weakness. It's pretty clear by looking at resistance, where there are a lot of sets for psionic and toxic. These 2 resistance types are usually the weakness of melee characters. I think the defense bonus is probably a bit too good. But it is not so good as to make non-defense characters soft capping all defense. If you have a character with no defense to start with, you can only soft cap 1 or 2 types of defense, but not everything. In this sense, the bonus might be too good, but still ok.
I think the recharge bonus is ok. As you mentioned, there is diminishing return. If people like to acquire a large amount of recharge bonus, I think it is a good project for them to work on for their 50s. The only thing that I have a problem with is that if a power is designed not to be perma-ed, then something needs to be done such that people can't perma it. -
This kind of discussion is usually hard. There are always conflicting experience, some said they can tank fine, some said they drop like flies. It makes it harder when people say that you're playing it wrong, brutes should kill not tank.
In my opinion, SR is a one-trick pony. If defense works, it works beautifully. If there is something designed to nail defense, SR can be defeated very quickly. Probably, SR scrappers feel more pain than brutes, as there are shadow shard and more DE quartz on the heros side. On the other hand, it takes several tricks to shut down WP completely, as it has defense, resistance and regen.
For the question of whether you should invest on WP, I think you can just go for increasing your defense and regen(or hp). As you noted already, your defense won't be as good as SR, and there is also the issue of defense debuff. But it won't cost a lot just to up your defense, you can do that and see how it feels. -
Seems like nobody is responding.
Btw, is it energy aura or electric armor? You mentioned that you slot your shields with 3 resistance and 1 end, which may imply electric armor. The rest of your post does sound like energy aura though.
Usually, there is a lot of personal preference in building character, so it's pretty hard for other people to decide for you. You mentioned that you want to beef up your defense and resistance. There are not many set bonus for resistance, except for psionic resistance. Apart from tough, you can only up your defense. We can routinely soft cap defense without using a lot of inf (if the power set is energy aura and not electric armor), 150 mil is probably more than enough.
But you probably need to give more information. For example what power pools will you pick. Do you want aid self and is the leadership pool ok for you? Do you have any specific attributes that you crave for? I think some people like +dmg, +rechrg or maybe +regen as well. -
Every villain AT does damage. So, this alone doesn't really define an AT. Brutes with support also take on the role of absorbing alpha and tanking together with mastermind pets.
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Or just have 1 magical door instead of the 3 doors. When you click on it, you'll get a menu to select your destination, just like the Vanguard portal.
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Yes, the original post is from Castle. The post was made some time ago, it's probably difficult to post a link. Maybe the thread was already purged.
We always suggest to improve power sets by replacing existing powers with something better but completely different in nature. Castle replied by using the "build up" as an example. If the power no longer gives the damage and to-hit buff, but to "build up" a cottage instead, then it's not good for players who used to enjoy the original build up.
I hope that I'm not putting words in Castle's mouth. Replacing a power by something else is possible, but only when it's absolutely necessary with no other alternatives.