Ultimo_

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  1. Are the zombies particularly susceptible to fire? Otherwise, I don't see how that could be. Not saying it didn't happen, just that my experiences don't follow that pattern. I mean, my Storm Defender has around 800 health and the vomits were doing 150 damage each. By the time there were 12-15 vomits coming my way, there was little I could do to survive. That doesn't even include the possiblity of being hit in melee (since the vomits also have a -fly aspect).

    The only thing that allowed my Controller to survive was that he was out of vomit range.

    I've had my Tanker chewed up by the zombies. Now, he's an Invulnerability Tank, so his Toxic mitigation is minimal, but even so...
  2. Quote:
    Originally Posted by FireWyvern View Post
    I'll bite and answer once again!

    Shield scrapper and FF defender that are more survivable then a Tanker, that have access to Unstoppable? Are you comparing IOed character to an invuln who's not IOed? Do they have the fighting pool and not your tanker?

    Not to be mean, but there's no way those two character can surpass an invuln tanker at survivability, unless you've build them baddly. Or focused the scrapper/defender on defence while focusing for something else on your tanker.

    The scrapper who was better against the EB, was he IOed? Did he use more insps then you? Anyway, i can make a blapper that can stand EB damage, in melee. A lot of things can outlast tankers, if build for it compared to a non-IOed invuln.

    I could make builds for you, but they are never good enouh, so hope that "helped" enough. =P

    Usually, I build any character I make with an eye toward survivability. To that end, both the Scrapper and Defender have the Fighting Pool and Manuevers, and the Scrapper has Combat Jumping to boot. Their problem is usually endurance, but each has proven to be remarkably survivable. I'll admit, the Defender accomplishes this by use of PFF, but the Scrapper doesn't need to.
    The Scrapper I was teamed with didn't tell me his build orif he was IOed, so that could be part of it. Either way, it was just that that experience started me wondering.

    The point I'm trying to get at is that Resistance builds seem to me to be somewhat disadvantaged in that they're getting HIT. As I say, a foe that can't hit you can't affect you with non-damage effects.

    As another example, I made an AE mission in which the enemy was a custom villain with dark powers. Among them is a self-heal that has to hit its target (I don't recall the name). My Invulnerability tank was entirely unable to defeat this character as it would heal itself constantly. As soon as it couldn't hit me (I used purple insps), he was a pushover.

    In this regard, Defense is VASTLY superior to Resistance. By the time you get to higher level and you're into the realm of the Defense Soft Cap, you're more invulnerable than an invulnerable character.

    I mean, Lord Recluse does so much damage that he can defeat a Resistance tanker without breaking a sweat, whereas a Defense Tanker would last much longer because Recluse would be unable to hit him.


    I don't know, maybe I'm seeing a problem that isn't there, but it sure seems there's something going on that should be looked at.
  3. I like the concept, it wouldfit nicely for characters like Black Cat. Not sure I like the implementation as much though. The comments here already reflect much of my thinking. A good start though.
  4. Begone, troll. I've NEVER posted on this topic before.
  5. Quote:
    Originally Posted by Catwhoorg View Post
    I have never failed to be able to get a group if I wanted, even 3-4 players isn enough to get the EBs out.

    I have also frequently taken part in the events when on a flashback solo, so the invasions are accessible to soloists. (Banners not so much)
    Scrappers and Tankers can usually handle the Rikti (not the Zombies, in my experince, they're just too resilient and do too much damage - and spawn too rapidly). Controllers and Defenders, however, just can't keep up. They get overwhelmed too fast.

    As an example, I had my Grav/Rad Controller hovering out of vomit range (man, that looks wierd written down...). Zombies erupted out of midair around me and fell to earth were I would zap them. By the time the Zombie invasion was over, I had defeatd a few, and there 66 more standing around on the ground that spawned in that time. I was the only hero around, so that was a solo spawn. 66-1 is pretty long odds. If I hadn't been hovering, I would have been dead in seconds.

    My Storm/Elec Defender encountered the same thing. The vomit attacks do so much damage that after a couple of seconds, you're dead. That was WITH Hurricane running (Steamy Mist was less than effective too...).


    Part of the problem here is the disparity between the ATs, but that's a whole other thread.
  6. Heh, the irony is that I really don't have many difficulties with my Tank as it is, I'm just comparing to other characters.

    As an example, I did a mission teamed with a SR Scrapper in which we encountered a tough EB (AE Mission, it was a custom boss). We found HE was bettre able to tank than I was. That stung my Tanky sensibilities. I mean, suddenly I wasn't able to do the job I'm supposed to be able to do.
  7. Quote:
    Originally Posted by Starflier View Post
    Your post confuses me. Invulnerability is a mix of resistance and defense, and with a little IO slotting can easily soft-cap with one mob in range. Defense is a large part of Invulnerability's mitigation, even with SO slotting.

    As far as maximizing defense, check out CMA's guide to soft-capping Inv for tankers.
    Well, part of the issue is that many people can't afford IOs. Really, though, I'm just looking to start a little spitballing.
  8. See, I'm all about soloing, as I'm sure many of us are. Most of these events just aren't accessible to solo heroes. Even the Rikti raids and Zombie attacks are so overpowering that you really can't fight them alone. These events need to scale up to group dimensions FROM solo dimensions. The trick is to inspire people to group.

    Using the Rikti as an example, you will note that the power suits don't appear except to larger groups. That encourages people to group, right there.

    Another part of the problem is lack of purpose. WHY are the Rikti beaming in? WHY are the Zombies showing up? WHY are the Apocalyptic circles there? There has to be a reason for them to be there that the "Heroes" will want to stop them.

    Either way, these events need to be accessible to soloists if only because often it's nearly impossible to get a group together. Playing villainside, the largest group I saw was THREE people, of which I was one. That's not enough to do much of anything.
  9. In the past, I've not played characters with Defense extensively. That's changed recently, as I've been playing several Defense oriented characters. For reference, I have a L35 MA/Shield Scrapper, a L38 FF/Nrg Defender and a MA/Nin Stalker. I also have a MA/SR Scrapper, but he's much lower level.

    I am very familiar with Invulnerability, and I have to say that, in general, it's very good. However, my perception has been skewed by not having seen Defense in action. Now I'm left wondering about how "invulnerable" invulnerability really is.

    My highest level character is The Canadian Shield. He's a L44 Inv/SS Tank. I enjoy him and the Tank style, but I've found lately that my Defense-based characters are more durable than HE is, and none of them are Tanks! That seems odd to me.

    Part of it is that the Defense based characters aren't saddled by many effects that need to hit them, but don't do damage, while the Invulnerable character suffers. For example, when fighting a Dark foe, his attacks will reduce your accuracy (to hit, whatever). The Invulnerable character will suffer that penalty while a Defense character will not.

    I wonder if something shouldn't be added to Resistance sets that can mitigate this?

    The other side of this is that Invulnerability does have a Defense aspect. I wondered if anyone had tried maximizing that, and could report on the effectiveness of it?
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    /signed

    Although we need an A.I fix, and soon...my protector bot and one of my drones have taken it that they are somehow scrappers...and are running up and honest to god punching enemies...I mean, the Arsonist is bad enough, but now my bots? Eesh.
    This. Yes, definitely signed. I hate having to call my pets back over and over (and often, even usually, having them ignore me) becuase they're running uselessly into melee. Protector Bots are the worst, I can understand the Arsonist doing it to get closer for his fire breath, but the bots have no real melee ability. My Medic does it too.
  11. Quote:
    Originally Posted by Reiraku View Post
    With base squishie resistances, BU+AS does about 800 damage. If they were to somehow get 2 off during a single Build Up period (not unheard of, but VERY hard to do as I have yet to actually see it), you'd only be looking at 1600. With your armors running, closer to 1200. You would have had to have been AS'd in mid-air, -fly'd, fell far enough to take over 600 damage, placated, and AS'd again within a ten second period.

    In other words, you are mistaken.
    Well, All I can tell you is what happened. I didn't analyze it. I was airborne, but I imagined he had simply started the AS as I was taking off and it just landed once I was in the air. However, he was close enough to hit me with the hold thing as I landed, so I don't know. I also don't know how much damage I took from the fall, or if I was at full health after sparring with the Brute (I think I was, but I'm not sure).

    You can't tell me it didn't happen, I was there.
  12. I think the way I might have done it is to have the banners start spawning bad guys right away, and then have the bad guys wander off toward the other banners, attacking any heroes they encounter. As the bad guys encounter bad guys from other banners, they would fight each other.

    That is, the point is that the denizens of the banners are there to fight EACH OTHER (supposedly destroying the world in the meantime?).

    That would spread the enemies out across the zone, and would give us a reason to defeat the banners. Another thing I'd do is have the banners spawn a giant monster "Aspect" after a certain number of its minor spawns are defeated. These "Aspects" would wander across the world toward the nearest other banner as well.

    Imagine coming across a pair of GMs battling each other!

    Anyway, just an off the cuff idea.
  13. Well, I was airborne by the time the AS hit, so perhaps I took some damage from the fall (though I wouldn't think it was much). Either way, I'm just reporting what happened.
  14. Quote:
    Originally Posted by Socorro View Post
    I'd love to PvP in this game, but generally don't for many of the same reasons others have:

    1) I don't want to change my powers just so I can be good at PvP. I have a Purple Out Peacebringer with all available Accolades, and I'm a terror in PvE. Seems like I'd at least do decent in PvP, but I don't have SS, SJ, or a Phase Power, so... I can't catch most foes, and then I usually get held and wittled down when I run out of BFs. lrn2PvP, then? That brings up my second point

    2) I dunno, I just generally don't like that the PvP game feels so radically different than the PvE game. PvE=massive mobs, massive destruction, feelings of power. PvP=so much bouncing and darting around, retreating. Nothing wrong with that, I guess... but I'd prefer that fighting another Player feel like fighting an EB, not being spiked and faceplanted in less than 15 seconds. I know, some comic book characters fight that way (Spider Man), but in CoH PvP it seems that just about all do. Thors vs Hulks, Supes vs. Doomsdays - these seem rare.

    No point in trying to tell me where I'm wrong. I've given it lots of tries and these are the impressions I've come away with. I probably will try again at some point. Maybe it'll be different next time... (heh yeah right )
    Actually, I took my L43 Tank into Recluse's Victory (for the first time) and was invited to spar by a Brute. I treid bouncing around, but his ranged Dark epic power bypassed most of my defenses, and not having a ranged attack myself, I was at a serious disadvantage. Slugging in close with him was pointless, as his Willpower was sufficiently strong that I couldn't do any damage to him while his Super Strength had me using Unstoppable in a matter of three seconds or so. Even then, his damage output was sufficient to virtually ignore the Unstoppable boost.

    Still, better than being killed with no ability to fight back, as is the case with most Stalkers. Notably, after fighting the Brute, I chatted for a moment and as I went to leave, I was Assassin Struck, held in a blob of some kind (Mako, I imagine), placated and struck again. Never had a chance to fight back, and was dead in 2 hits, even WITH all my armors running.

    Nope, PvP in CoH doesn't impress me at all.
  15. There's so many things I'd do, but I'll just add this idea since MM Pets have been mentioned.

    It would be very nice to be able to substitute MM Pets for existing villain groups. For example, I have a MM that's supposedly an Ex-Nazi, and he uses Mercs. It would be thematic and not too much of a stretch to see him using 5th Columnists, or Council. As long as the general effect of the powers was similar, I see no reason not to do this (that is, they would still be mercs, but Council models would be used - you would be able to sub in other groups as appropriate...)
  16. Quote:
    Whining about "whinning"

    See, this is another example of why the rep system is worthless. Show you have a pair (sorry, ladies) and criticize me in a public place. You can still hide behind the anonymity of the forum, but everyone will see what a fool you're being. THAT is how REAL reputations are made.
  17. Quote:
    Originally Posted by Boomie View Post
    lol

    OTOH, if all the said stalkers weren't running both stealth and a stealth IO to softcap stealth then it'd be a different ball game altogether with a few secondaries. /Dark, /Nin, /SR and /Wp all have +perception. Couple that with Tactics and a +perception proc and those secondaries will be able to see other stalkers running around. If all the stalkers were at stealth cap then you'd have to be within 10ft to see the stalkers when you're at perception cap.

    Most likely it'd be a waiting game till you get someone to be the bait and draw out the rest while you have everyone else waiting to pounce on any of them that come out of hide.
    I envision someone with Phase Shift being the sacrificial cow. He decloaks and draws attention, and suddenly there's a cascade of Assassin Strikes! It would be hilarious to see.
  18. Quote:
    Originally Posted by Antigonus View Post
    Welcome to Going Rogue! Now everybody can play a Stalker.

    Except for me on my Bane hunting Stalkers
    Heh, ya, that's what I was thinking. 25 hero stalkers vs 25 villain stalkers...

    "Ok, I know they're out there somewhere..."
  19. I had a vision today...

    You wander into Siren's Call and do a /whoall, and are delighted to find a list of 50 players in the zone! Unfortunately they're ALL Stalkers, and the zone appears entirely empty...

    How on earth would this play out? No one could see anyone else, so no fighting would be happening.
  20. Quote:
    Originally Posted by Schismatrix View Post
    *sigh* That's nice and all (not really*), but i actually find Defenders easier to solo in the lower levels where their debuffs are often more effective out of the box than melee armors and most AT's still have similar levels of durability and damage.

    Now i can see where buffing focused sets are harder to solo at lower levels, but to me debuffers tend to solo easier. (TA is a whole different kettle of fish as far as soloing goes, but that's already ongoing in another thread.) Then again i i've never found any AT or powerset combo hard to solo at the lower levels, it's generally in the late teens or on that some become difficult.

    i'd suggest Traps as one of the easiest all around soloing sets that's easily on par with Rad, a set which is pretty easy to solo with from 1 to 50. This is assuming that you don't mind using inspirations occasionally. Not by constantly buying them, but just using the ones that drop. Actually, FFG can allow Traps to excel against mez-heavy enemies that can be very annoying on a Rad Defender.

    So, which Defender debuffing combos have you tried to soloing on, and what was it that made them difficult?






    *Yeah, i know it's your thread to derail if you want, but aren't you already fighting the battle against the rep system in two other threads?
    Ah, finally, the discussion moves to the actual thread. THIS is why I fight the rep system here, "derailing" the thread.

    I've actually not used a debuffing set to any great extent, though I have a Rad/Rad that's around L20.

    The thing I see with Defenders is that they have rather poor offensive ability which is exacerbated by the fact that they use the same amount of endurance for that lesser ability. This leads to poor offensive performance.

    Defensively, there's a kind of mixed bag. Debuffers fare better comparitively as their debuffs are universally useful. That is, debuffing a foe is as helpful to the Defender as it is to his team. Buffing Defenders fare rather poorly, as they can't buff themselves. The result is poor offense AND poor defense. Add to this the lower health, and they are often hamstrung.

    This is somewhat general, but you get the idea.
  21. Quote:
    Originally Posted by ShadowsBetween View Post
    Errr... didn't the devs already rip the guts out of AE, by changing the rules for how XP is allocated? The changes are a bit complicated to explain quickly, but boil down to the fact that a mission with only bosses will grant ZERO XP. To get full XP, a custom critter group has to include at least one each of minion/lieutenant/boss, all set at Hard or Extreme and with *all* required powers. Dropping even one power causes the critter to be worth ZERO XP. Most of the "AE Babies" either wandered out into the larger game or quit weeks ago.
    More or less. I don't think the AE is the source of any of the issues. Heck, even I don't play my AE arcs anymore.
  22. Quote:
    rep whinning, swearing about rep whinning, derailing thread with rep whinning
    (From the latest negative rep)

    If you're going to try to infantilize me, at least learn to spell. The word you want is "whining" and I definitely was not whining about anything.
  23. Quote:
    This is the for fun section. Posting here does put you here for my amusement.

    Nope, it absolutely doesn't (from the negative rep comment I recieved).
  24. Quote:
    Originally Posted by Nethergoat View Post
    This is a disheartening revelation.
    I loled!
  25. Quote:
    Originally Posted by Westley View Post
    Sure they can, just don't LOOK at them. If you KNOW that it's possible that a comment might offend you if you gaze your eyes down to that part of your control panel... then just CHOOSE not to LOOK at that part at all. It's really NOT that hard.

    I ignore plenty of people that I think are hideously ugly every day... I just don't look at them. Problem solved.
    And when they constantly step in front of you as you walk down the street?

    The point is, I'm not here for your amusement. The point of these forums isn't this puerile game, and I should not be forced to deal with it in any way, however simple it may be to do so.

    Besides, as has been noted several times, the comment list reappears often, and is disruptive to my enjoyment of the forums. That right there is enough reason to allow me to turn it off. It's like being able to put people on ingore in the actual game. If that spammer I've put on ignore could still send me spam (privately and anonymously), it would be considered a problem, just as I consider it to be here.