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Quote:I also have Spiritual Core. I don't particularly have problems with incoming damage on my build. I do have problems sustaining a high-end Martial Arts attack chain combined with running the toggles that are what let me avoid serious problems with incoming damage. That combination is something I can manage on Regen Scrappers because they get QR. It's something I can only manage on my Regen Stalker because of Ageless Destiny.I also have a level 50 regeneration stalker. I have the Spiritual Core boost, and I still don't have endurance troubles. If Hide were made inherent and Quick Recovery was added to the Regeneration set, I would be looking at the power pools to see what else I could add to my build.
However, something added to the set that improved my ability to reduce incoming damage? That would be exceptionally helpful. -
Quite frankly, as someone with a level 50 Regen Stalker, I really would want QR back as a swap in for an inherent Hide. I am not particularly interested in a fancy replacement for it.
The main thing I want Stalkers to get, because of Regen Stalkers in particular and Willpower Stalkers to a less severe degree, is a higher HP cap. At the very least, the +HP of fully slotted Dull Pain should not be truncated the way it is for Stalkers. I have a long-winded exposition on why I believe this is so, but this thread, as a more general Stalker AT discussion, is not really the place for it. -
It's still on for me. I have two VIP accounts, and plan to keep them both for the foreseeable future. I still like the game, and I am still pretty satisfied with the new stuff they've introduced recently (I really, really like some and some I can take or leave).
I tend to think of myself as an anomaly in the sense that MMOs are not my thing, but CoH managed to suck me in.* That means I'm not going to leave this game for another MMO unless another manages to include the key elements that drew me here. Given that I believe firmly that many of those elements were accidents by the original dev team, and because many of them were outright contrary to commonly accepted norms of game balance, I consider finding them elsewhere unlikely.
Therefore, when I leave CoH, it will likely be because I no longer enjoy CoH, not because I want to play something else. So far, though they sometimes manage to frustrate me, CoH's devs keep me happier than unhappy by a significant margin. So long as that remains true, and so long as I don't go broke, I'll stick around.
* I am aware that others have expressed that sentiment about this game, so I know I'm not alone. -
Quote:To add to this, even when running down the relatively narrow paths that min/maxing tends to run along there is still a lot of wiggle room in builds. People make trade-offs in DPS vs mitigation, trade-offs in achieving high DPS via high recharge vs. high +damage vs high DPE... Heck, even the very notion of "high DPS" has different meanings depending on goals. Do you want to be a good TF/Trial participant? A good farmer? A good AV soloer? There's overlap in capability possible in that list, but differences in actual design targets elicit different build choices.Now, if *players* don't take advantage of the system, that's a separate thing. In the old days, a lot of players swore by 1/5 slotting for all attacks. You're actually more likely to see different slotting now. A lot of players swore by perma-hasten back then, and while recharge is still highly valued there are now at least three different viewpoints on hasten: one says recharge itself is not a big deal given the other alternative bonuses available, a different one says getting the equivalent to perma-hasten is fine since it replicates what we used to have (i.e. drop Hasten itself and go for +70% or more global recharge) and another says go for broke and get both Hasten and enough recharge to make it perma or near-perma itself. That is a genuine difference of opinion that is reflected in actual builds.
Different powersets achieve similar build goals differently. My DM/Regen Scrapper and Stone/FA Brute have similar levels of peak defense, but one is positional and one is damage typed, because the powerset slotting choices made each more optimal for one character. Dark Melee helps a character survive in radically different ways than Stone Melee, leading to different targeting priorities for different powers to achieve maximum effect.
In short, I really do find the claims that powersets are all interchangeable to be bunk, and I'm sorry, claiming it's "just an opinion" is simply a cop-out. That "optinion" happens to make a claim that's objectively examinable, and I don't think it holds out at all under such examination. -
Sorry to hear you've been handed such a nice headache. Thanks for what sounds like busting your hump to get it worked out.
Edit: In case it's of help to you getting to the bottom of it, the hit I reported on the malicious redirect was at 9:07 PM US/Central last night. That aligns rather nicely with when the site started slowing down. -
Quote:FWIW, that's much more complicated than what the ones I've been on do. We do pull the WW to the corner, but we basically pull it right to where the DE spawn, so we can blast them with AoEs while we fight the WW. We usually have just one Tanker or very sturdy Brute hold aggro, and everyone else beats on the AV and spams the copious temp powers we had ample opportunity to collect long before we got to the room for that fight. For the Lichen we tell people to watch for the 2-3 nearest fungus glowies and either take them out or call for help if they can't DPS them fast enough.That fight needs three teams -- one of tanks and support to pull the walker to a safe corner, one of ranged support and damage to lay into the thing, and one sweeper team to kill all the additional mobs so the squishies could do their thing without getting killed every five seconds. The sweepers and spikers should both be getting and using the fungus power-ups. A little tactical thought would have won that battle.
Sometimes that's too free form for PuGs, but usually it's fine. -
Quote:CoF had the living bejesus nerfed out of it a long time ago. In my opinion, they overdid it by at least a factor of two, applying what, at the time, was half-jokingly considered Dev standard operating procedure - find three ways to nerf something and then apply them all.Whilst I do agree, there is something odd about CoF and OG. How the effects per end were quantified and why the accuracy of CoF is what it is.
I know that a strong fear aura is potentially extremely powerful, and it's entirely possible it was too good before they changed it, but they hammered its duration and accuracy and left the endurance cost what it used to be. Today, I consider IOs the only way to make the power worth using, and I think that's a sign of something that's too weak. -
So perhaps whatever is happening is inconsistent, and therefore likely a bug.
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Quote:For what it's worth, I don't think you should feel too bad about wiping out most of the spawn and most of an at least +1 EB in a race with at least 11 other people - so at least 3-4 other folks at each other crystal spawn. I get your point totally, but it's nothing to be ashamed of.While all the other crystals were being killed, I was able to kill the entire DE spawn around me (using inspirations and Judgement to help, naturally) except for the two Greater Devoured in the spawn. It took so long to kill them, that the rest of the league was in that corner to help by the time I had one of them down to 25% health.
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Quote:I think you are throwing the baby out with the bathwater with the highlighted part. In order to eliminate something that, yes, makes our market inefficient, you would [edit: be willing to] eliminate the feature that is probably single-handedly responsible for the level of participation that the market here has. If you eliminated the ability to place standing bids, I am confident that market use would plummet, even with the elimination of the double-blind system. The loss of convenience would be far too great. This community is not market-centric, because the game is not loot-centric. I suspect strongly that if people had to fiddle with the market more as the loss of standing bids would require, great numbers of them simply would not fiddle with it at all.Another game has this too, and yes, it's awesome. However, I'd gladly give it up if it meant we could also get rid of the double-blind feature. The inability to see any prices beyond the last 5 transactions makes our market far more inefficient, and occasionally frustrating to use, than it needs to be. I would love to see CoH adopt a more that-game-like system, and let the players see all of the bid and sell prices.
I remember what participation was like on the Black Market in the latter days pre-GR, when it was still separate from WW. I have allergic reactions to suggestions that I perceive as making our current market look like the old BM did. -
Quote:Er, not really. That's only true of the Alpha Slot. Everything after that is actually easier in that sense of crafting.This is slowly changing, though, with the Incarnate abilities. We're expected to go see what items we need to craft what we want, and then to figure out which TFs reward the items we need and then go get them.
When I was working on the Alpha Slot for multiple characters, I actually had to create a spreadsheet of who had to run how many of what TF. But I don't do that for any other slot.
Here's how I keep track of what I need post-Alpha Slot.
- Decide what power at what "rarity" level I want. (I realize this skips a lot of research or discovery, but it's not pertinent to the crafting aspect.)
- Play an iTrial. If I succeed, I get a reward table for either Common, Uncommon, Rare or Very Rare rewards.
- Pull up my Incarnate window and look at the Create tab.
- Look at what components I need to craft my way to the power I want (determined in step 1), starting at the tier that matches the rarity of my reward and working down. In other words, if I got a Rare reward, check the Rare powers to see what rare salvage they need.
- Pick the component from my window that matches that.
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I have long wished that Hide and maybe Assassin Strike were slottable inherent powers.
Placate does not need to be inherent, because it takes the same place in powersets that Confront does on Scrappers or Taunt does on Brutes and Tankers. Or said another way, it probably should not be inherent unless all of those are made inherent on the ATs in which they are found.
AS would be nice to have inherent, but that does create challenges for some powersets, because we're not going to get extra slots for it. So we'd get back (usually) an AoE attack, but not have any slots for it unless we chose not to slot AS.
Hide usually doesn't get many extra slots, especially since it was changed to cost zero endurance. The usual exceptions are when it's used to mule special IOs and maybe if someone is desperate for a few percent more +defense to reach the softcap. That makes it a good candidate for being made inherent, IMO. While perhaps not as functionally attractive as getting back an AoE from our primaries, I think it's something simple enough the devs could get behind. I would love to see some of the powers Hide took the place of return in Stalker secondaries. Ninjitsu would, of course, need something new created, since it was a Stalker secondary from day one, and has never been proliferated. -
Quote:Yep. I only do it because I want to be challenged by it, not because it's particularly rewarding in the mechanical sense. And reinforcing the rest of Obitus' post, I mentioned some great examples of things that smack my BS/Invul hard at +4/x8.Just a note on +4/x8:
FWIW, I think soloing on the highest difficulty is a bit overblown -- not intentionally overblown, just a bit over-emphasized because of the crowd that tends to hang out here. For one thing (once you've hit 50), there's very little mechanical incentive to solo at +4. AFAIK, there's no difference in the recipe/salvage drop rate for killing mobs at +4, and in fact your kill speed will be much reduced against higher leveled foes. -
Quote:That's what several people I play with reported also.That's not my experience. When you get the 50 Reward Merits for the first Morality, it's not being counted as *reinforcing*. On two different toons since the Patch that reset things, after I got the 50 Merit reward, the SSA would not award Hero Merits. Had to run it again.
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Quote:Seriously? You expect a lot of people to fork out real cash for stuff instead of using them as a goal to pursue in game?Haven't hero merits already been massivly devalued by the devs offering complete IO sets through the store?
"Yeah, let me spend money to achieve all my goals on this game so I no longer have any goals to chase ... Maybe I should go play that other game now."
And I say this as someone who has a lot of disposable income. -
Good god, no. That's what makes the set amazing.
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Quote:On the older trials, yeah. On the newer ones, that's getting worse on the main AVs. All the AVs in the UGT are 54+1. Maelstrom in the TPN trial is 54+2. The message here is pretty clear to me - get some level shifts in the other trials first, then run these.That said, usually it isn't a problem, as usually there are enough +1, +2, and +3s to pick up the slack, and some powersets contribute damage multiplication (e.g. Kinetics, etc.) to more than make up for their -4 level to the enemy personal damage penalty.
I'm curious to see how steeply they continue that shifting trend, and whether they continue to offset it with Incarnate Shifts. (If they do, I expect them to create different types of shifts that only work in later trials so that we can't be higher level than the critters in the currently existing trials.) -
Quote:I'm doing it solo. I don't have a lot of recharge in my build, so I'm usually doing Hack, Disembowel, Slice Headsplitter, repeat, but with Whirling Sword tossed in whenever it's up. I don't normally need to use Parry unless I'm being debuffed. Notably, I do also throw in Ionic Judgement as an openening attack on full spawns when it's recharged.But that takes FOREVER to kill a spawn even at +2/x5. Are you in teams or soloing at +4/x8?
It's not that fast compared to some things, but it's not terrible by my standards.
And I don't have Pyre Mastery either. In fact, I don't have any epic pool powers picked in my current build. -
When there's only one or two LTs and you have some +toHit, that works fine. When there are four or more of them, it doesn't work really at all. Even if you have enough +toHit to hit them, if there are any bosses left you're looking at intense pain, because they're not just benefitting from stacked toHit against you, but also stacked damage buffs.
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Quote:That's not correct. Only players had 75% base toHit. The problem was that only even-level minions had 50% base toHit. If they were higher-rank than minion or higher level than even-level, they had +toHit bonuses. Critters over level and over minion rank had bonuses from both. This was changed in I7, not I4.It wasn't always 50%. Base critter to-hit was 75% until the GDN. When the development team slashed character defence-boosting powers by a great deal, they also reduced critter to-hit down to 50%, giving a big boost of survivability to all "squishies" by proxy.
Edit: Scooped. -
Quote:This can't be correct for some of the examples, at least. The Phantasm summoned by MIs stays even if the MI is defeated, and the Decoy Phantasm stays even if the summoning Phantasm is destroyed. The aforementioned FF Generator also is definitely not summoned at the player.I'm not certain, but I believe the reason these psuedopets do not despawn is because the NPC themselves is not actually summoning them. If I remember properly, programming an AI to use targetted AoEs like Caltrops or Earthquake or Rain of Fire is rather complicated. so as a work around the devs gave those NPCs unique versions of the powers that make the player summon the psuedopet at there location.
If I'm right then the thing that needs to die to make them despawn is not the NPC, but you yourself.
Also, follow the link I pasted in my OP, above. It shows the KoA summoning the Caltrops directly. They are not giving the player a power that summons it. (This would be somewhat obvious in the game - no matter the level of the foes, the thing summoned would be the level of the affected player, meaning low-level critters like Tsoo could cause the summoning of level 50 Caltrops.) -
Quote:I was on a DB/Regen. The character has a Winter's Gift slow resist slotted, but believe me, that's never stopped me from hitting the move speed floor soloing at x8. The difference was immediately noticeable.You didn't happen to be using a set that has Slow Resistance did you?
Edit: Besides, as I mentioned in my post, I compared the effect of a single patch (summoned by a solitary KoA) to the effect of many patches (those summoned by a full x8 spawn), and saw the same speed debuff number in my Combat Attributes display. -
For what it's worth, my BS/Invul is not at the softcap with just a single target, and I play him at +4/x8. It's successful against anything that doesn't have too much Psi, intense defense debuffs delivered means other than bullets or swords, or both. (For example, Carnies, who will produce 2 bosses per spawn at those settings, are brutal on Psi damage, and Arachnos Tarantula Mistresses pwn defense, and you can get two or three in a spawn at x8.)
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Quote:While I realize how that's a way you can take it, it's not how I meant it. I was honestly asking the question. I like to think it's a fair question, because frankly, even though the Avatar does warn consistently as far as I know, it's not clear what the correct response to all its warnings are. For example "The Avatar prepares to cripple the league..." doesn't really tell you what to do. (It looks like that attack - it's the one that screws our recovery - is a cone in front of the Avatar so I get behind it for that one too.)I wondered how long it would take someone to post a "LRN2PLAYUNOOB" response...
Quote:With the Walkers, the problem is, as others have already mentioned, seeing the effects. I certainly move away when I'm the target... I'm not an idiot... But that's no help when I'm not the target myself, and the person who *is* either doesn't notice or doesn't know what to do about it.
Quote:The Avatar is a much bigger pain in the rear. Like the war walkers, I've never been able to pick out its effects in that room. With everything else going on and the room's own ambient effects, I doubt I ever will. Again, I know I can move away from the group or behind it if I need to... but I can't avoid someone else who doesn't know what's happening.
Quote:And yeah, it can be a pain trying to stay behind him. The thing is way too fond of spinning in place. <_<
Quote:Add to that problems with finding Des quickly, and a confussion effect that's so over to top it's just silly and it gets messy fast. Even if you manage to avoid being confussed yourself (Which I only managed on my PB due to his Clarion. The WP tank and the stalker didn't have that advantage on their own. They had to rely on team-mates, which wasn't always for the best-), there's always someone who won't be so lucky, or will get caught outside the Clarion and end up smacking you in the back of the head with a Fire Ball. If not a Pyre Judgement.
Full disclosure - everyone I've brought on the UGT has Clarion, meaning they can help both themselves and the rest of the league. On my squishy characters I have Clarion as my "main" or only Destiny, but on several of my melees I have it as a backup pick to what I consider their "main" Destiny. Yes, I run enough trials to have backup Destiny powers on multiple characters. I didn't do that specifically for UGT trials - I take many of my melee characters to Hamidon raids, and I was tired of being terrorized by blue mitos. It just happened to work out nicely for the UGT.
Quote:Somehow I doubt all of us with similar complaints are noobs who don't know what they're doing. -
I was told just yesterday by an in-game acquaintance that indeed, Disintegration spread carries Reactive's damage proc with it. I can't confirm it personally, but I do trust the person who said it to probably be right about it.