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Posts
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I can go either way. I didn't mind the combat threat it could represent (which I mentioned in my previous post), but I did very much mind being stuck in it after a fight is otherwise over. I don't have any characters who would die just from standing in even 15-ish Caltrops patches, so it basically just keeps me from moving on to the next fight. That's just annoying.
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It can be dangerous for some characters. If you are able to solo them primarily due to +defense, but have no DDR, one proper response to having a cascade defense breakdown begin is to back away, so the debuffs get a chance to expire. Standing in 15 Caltrops patches makes that impractical.
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I'm a bit of a masochist in that I occasionally run some of my melees through high team size Knives of Artemis missions, such as the "Extract Sister Jocasta!" hero tip mission. Normally, I have to be careful to try and position my character ASAP where I want them in the resulting spawns, because once the Caltrops start flying, I don't get to move much. Playing these missions on x8 gets you a *lot* of Caltrops. (I've had 20 stacked on me.) Standing in a lot of Caltrops can add up to noticeable DPS, but the real problem is that you really can't move. That can be dangerous in the fight, but it's mostly just annoying afterward, when you're just trying to move down the hallway.
Imagine my surprise when I played the Sister Jocasta mission today and I wasn't being slowed to a crawl. I wondered for a while if the KoA Caltrops were just plain broken, but a quick visit to the Combat Attributes screen showed that I was, indeed being slowed by Caltrops. But I was only being slowed the same amount no matter how many Caltrops patches there were. I compared on patch to that applied to me by a full x8 mob, and there was only one entry for "Caltrops" and the number was always the same. Apparently, KoA Caltrops doesn't stack any more, even from multiple casters.
Now, here's the kicker. If I'm right about this, it might affect everyone's Caltrops, including that of player characters. On City of Data, KoA are listed as summoning the same Caltrops entity most everyone else does. It's that entity (the "pseudo pet") that applies the slow on targets. CoD is not up to date with the very latest patches, though it was updated pretty recently, so it's impossible to say if something changed about the common Caltrops pseudo pet, or if the KoA now have their own version.
Or maybe something else is going on here.
PS: There's another change. The Caltrops icon is no longer showing up in my status tray. I can no longer tell how many I'm standing in. I can just tell when the floor is so thick with them that it creates interference patterns in the patch image. -
Quote:I wouldn't want it identical to Fiery Embrace.I'm tellin' ya, re-name Broadsword Buildup as 'Mordstreich' and have it identical to fiery embrace, except with smashing damage.
First of all, there's no reason why wielding a broadsword would make my damage aura or pool attacks or other non-sword attacks should do any extra smashing damage. Any FE-like behavior of the set should be restricted to the sword attacks themselves. But if that's the case, then all our other powers lose the benefit of +damage that Build Up gives today. That's why I propose that a (small) amount of bonus smashing damage be added with Build Up that affects Broadsword attacks only, while leaving the existing +damage in place.
But we want the bonus damage to benefit from damage buffs, otherwise it doesn't scale with slotting or things like AAO or Fulcrum Shift, so that means the bonus damage also benefits from Build Up (unless they play games with timing, which I wouldn't like for such powers due to the potential for latency-augmented race conditions with activating other powers). That means the bonus damage scale needs to be chosen with the knowledge that it will basically always at least start with Build Up's benefit. (The two effects don't have to have the same durations, but the bonus damage probably shouldn't be much longer, if longer at all.)
This would, by the way, make BS/FA hit like a truck. Which I don't see as a problem, I just thought I'd mention it. -
Quote:The "Fiery Embrace" like behavior I proposed earlier would sidestep this. Everyone would get it, and I proposed it being independent of critical hits on ATs that do get them.The problem with the 200% crits is that it wouldn't necessarily help out brutes, or potentially tankers.
This has probably been suggested elsewhere, but how about a totally independent flat 10% chance of a crit on brutes (potentially tankers) and about 12% on stalkers and scrappers? -
I like the trials. I think there are some things wrong with them. I dislike how long they take to form, which is related to them being designed for larger than 8-man teams. I dislike that I cannot progress my Incarnate status any other way, which makes me dependent on lots of other people getting together to form that larger-than-8-man team.
Now, we are told firmly that non-league content that will allow some sort of Incarnate progress is coming. I'm very interested in seeing to what degree this allows solo progress, not because I want to progress only solo, but I want to be able to make progress when I can't find at least 11 other players to form a league. -
Quote:Because, just reading it as you have written it, that doesn't make much sense. Why would someone who has the scope of power to take on cosmic threats (but who is not, presumably, all-seeing and omnipresent) be out hunting down the local drugs gang? If the setting dictated that our characters were one of only a handful of metahuman beings, that might be explainable, barely, but the CoH setting is very much predicated on there being a large number of lower-level heroes coming up in power. There's a pyramid-like structure of power, with a few very powerful metas at the top, and lots of weaker ones at the bottom. That means there are lots of people closer to the power level of drugs gangs whose time is going to be better spent chasing those gangs.But why do they have to? You say that like it's an obvious fact, but it's only that way because some writers chose to write it that way. What's wrong with making our characters awesome enough to bring down a gang AND Misspelled Apocalypse in the same day?
First and foremost, this is a video game, and "massively multiplayer online" game at that. MMOs are generally centered around the idea of their players teaming up. They often allow soloing to varying degrees, and I think the more successful MMOs allow soloing to be a successful way to advance one's character, but I think it's safe to say that they are designed primarily around teaming.
If our characters can run off and solo god-like foes in combat (as opposed to defeating them through superior problem solving, or really anything non-combat, which is about all CoH really supports), there's no good explanation for why anything less than god-like would be able to defeat us. That would naturally lead to us needing missions full of just-less-than-god-like minions with god-like bosses at the end, and at that point, our characters get even harder to explain than supermen and wonder women living in a human city. Looked at another way, if we're off soloing these god-like foes in our missions, why can't we solo them in Task Forces and Trials? Are they constantly finding a MacGuffin that elevates them to trans-god-like stature just for the TF/Trial? If so, how come we can't ever find those?
Now, there's a lot of what I call "Enterprise Syndrome" going on in the Incarnate Trials. It's my name for what used to happen in Star Trek: TNG, where the offensive and defensive might of the USS Enterprise "D" would fluctuate wildly from episode to episode as served the plot. While the fickle Well of Furies serves as a vague hand wave towards explaining why the iTrial opponents are suddenly radically powerful when we were off soloing them last month, I'll agree it's not very gratifying.
I think the new Praetorea could have unfolded in a less annoying manner. Personally, I would have found the existing Praetorean storyline more convincing if Tyrant had found a way to control the Well, rather than it inexplicably blessing him with added power. That the Well chose Tyrant as its champion practically enshrines the deus ex machina in the game lore. If instead Cole had found a way to bend the Well to his will, while still technically the same kind of plot device, it would have simultaneously made Cole seem more powerful/dangerous for being able to achieve it in the first place, and rather literally seemed less like the hand of god making pre-existing foes more powerful. -
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I think Broadsword is perfectly functional, but as something I play among many other melee sets, I do think it has fallen behind in performance. Its closest functional peer, Katana, does pretty much everything Broadsword does but with better DPS. At this point, I'm pretty sure all other powersets can out DPS Broadsword. So when deciding what to play if you come down to wanting the things Katana and Broadsword do, the only reasons (in PvE) to pick Broadsword over Katana are concept and burst damage.
I think that Broadsword is in this position because, over the years, other original powersets with which it was a peer were buffed. Katana, Dark Melee and Martial Arts have all undergone some significant changes. Katana hasn't changed significantly in a long time, but back when it was changed, its animation changes made it's DPA (and thus DPS) much improved. Broadsword, though, has stood still.
I think that means its at least worth asking if there's something that could improve it, to help keep it on par. I just want it to be something basic, not a complicated reworking of the core powers of the set. -
I bugs me that so many people are into proposing set buffs that come with some sort of downside while active. That's either not a buff (aiming for some sort of zero-sum change) or it's a very small one.
The whole point of the OP was to suggest the set needs improvement. Obviously, asking for radically overpowered changes is not going to get anywhere, but I don't want the set's character changed for some 3% DPS increase. Adding things like a self-debuff on Build Up is going to change how my characters play and how I would want them built, and frankly, I'm not very interested in having to deal with that for tiny improvements.
I would either like a simple, no-cost improvement or the set left alone. Anything else is annoying. The goal in the OP is supposed to be to make the set perform better compared to its peers, not be new, different, or more interesting for its own sake than people think it is now. -
Right, that makes sense to me, because that's not an example of going to the con for the codes.
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I will certainly never buy costume codes for 480 points. I've heard about the folks who paid $20 for them at/after conventions. More power to them, and it's their money, but I think they're cookoo.
The idea of going to a con just for the codes? That's just wholly unimaginable to me.
Edit: I think the other stuff in the OP is nice and mostly reasonably priced. I won't buy it all, but the price isn't why. -
I happened to hear about this in game. I remember him, though I knew him only in passing. It's very sad, and my condolences go out to his family and friends, near and far.
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Yep, that's what I did as well. I claimed just as many boosters as I needed for each power as I boosted stuff in it.
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Man, that's a load of crap. It's not a cool change period, and it definitely not something that should have had no patch note.
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Quote:Not recently. Not that we know of.Blue--I agree that the new trial for lowbies is great xp, but I was actually asking if perhaps you need less xp to lvl or maybe get more xp these days. Something feels particularly easy now. I used to have a bunch of toons stuck in their teens (yes, I alt a lot), but now I don't even seem to see the teens--even when I don't use the trial.
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I have plenty of characters who I am not planning to ever change their alignment. Having to run 10 tip + 1 morality mission on them just to be able to get the alignment merit reward from the SSA on them is obnoxious.
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Quote:No reason to be sorry. I think people would be even more annoyed by (temporarily?) exclusive costume parts than they are these days by costume powers. On that basis, I'm glad to have been mistaken.It is indeed a costume power. The code you'll get at the Freedom Player Summit won't unlock individual costume pieces. Sorry all.
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The depicted character is using normal PC costume pieces in addition to new, Rularuu-themed ones. Unless they've made a new NPC who weards PC costume parts, who we haven't seen yet, and they are giving that NPC's appearance as a costume power, that promo looks to be displaying new costume pieces, not a power.
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Quote:But CoH never has fit that analogy. CoH was never themed in its content the way most radio channels are themed in the music they play. Yes, when CoH came out, it tended to be much more limited in the themes its powersets and costume pieces represented, but if you didn't see people making anime, RPG-fantasy, and other-than-western-comics-themed characters from the get-go, you either weren't paying attention, or you were letting your preference bias blind you to what you were looking at.Let's think you have one favourite radio channel. You love all music they play and you listen that channel years and love about all the music what they play. After the years they suddenly play one horrible piece of music and you think it makes your ears to bleed. Ok it was only one song and that's all. After some time they play it again... Just the same piece that makes you feel really uneasy. So everybody says it's not the new line of radiochannel but you start to think... what if they start to play that kind of music more and more... You hope not but still it makes you feel slightly nervous. What if...
CoH's core concepts are definitely rooted in "western" comic book themes, but it has never restricted itself to them. -
Quote:This was definitely fixed previously. I have long been able to go into bases, redside Ouro (usually by accident) and definitely the RWZ. This changed recently, probably since I21.I'm not convinced this was ever fixed as such - you stopped being autokicked if you went to a redside zone when on a TF or a blueside zone on a SF because they were accessible to all.
Oro and SG/VG bases are still faction specific which would explain why you get kicked zoning to one.
RWZ otoh is definitely odd - any issues with PD, Cim or Midnighters? -
That's a great story. Congratulations.
(Also, the in-game picture is great.)
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So, this seems like and old bug from just a bit after GR came out that has resurfaced. If you take a Rogue on the Kahn TF, and go to any cross-faction or villain zone, you are unceremoniously kicked from the TF team.
Places I have gone that got me kicked include:
- Ouroboros (Villain)
- Any supergroup base (not just your own)
- Rikti War Zone (wtf?)
Based on that error message, it's pretty clear that this is not intended. It also makes no sense that a Rogue should be kicked for going in their base or the RWZ, which makes me pretty sure that even the Ouroboros kicking is not intended.
This is extremely annoying. Please re-slay this seemingly necro'd bug.
Edit: There is a chance other TFs are doing this too. I have not tested others. If I can, I will test some more tonight. -
Quote:As Hopeling said, all that does is unlock it. Unlocking the slots by gaining iXP is trivial compared to the average time it takes to get the components to build Rare or Very Rare versions of the powers to put in them.Isn't there a voucher you can buy with astral/empyreal merits or something that auto-unlocks Alpha for another character on your account? (once they hit 50)
For example, it's possible to unlock Judgement in about 3 BAFs, Interface in about 3 Lambdas, or you could unlock both in about two Underground trials. Depending on which route you take (or how you combine them), odds aren't good of having any Rare or better drops. Even if you get some, you probably won't have enough Common drops to craft your way to them, though you might get enough Threads to craft those commons outright. (You need seven Commons and one Uncommon to craft a Rare power. Seven commons would require 140 Threads to craft from scratch. A single Uncommon takes 60 threads.)
Since most of my characters have been able to curb stomp Trapdoor, I don't mind running Ramiel's arc.