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Posts
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Joined
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Quote:I don't see why you would need to nerf Hurl if you moved it down. It doesn't do all that much damage (about the same as Haymaker which is Tier 3), and as you say, it does have a lengthy animation. Moving it down might be enough to remove any need to improve on it. Moving Hand Clap up would allow them to add a little damage (perhaps as much as Punch?) to it without needing any further justification, making it more useful and desirable.Sure. We're not ripping up lamp posts and beating enemies with them.
We're not chucking cars at people. We're not ripping people's arms off and smacking them with them.
But you give someone a nice tasty knuckle sammich and they decide to defy gravity for a few seconds (knockup). You get an "overpressure" bubble. For Foot Stomp you get pavement cracks and camera rattle. Pretty darn super-strengthy to me.
They actually toned back the camera rattle due to complaints from what I understand.
Both of these changes would pretty much necessitate nerfs to Hurl (which already has problems with End-use and long animation time). And Hand Clap is still relatively useless without any sort of damage component.
See above. The changes would necessitate nerfage. Additionally the visual changes would actually undo things the devs "fixed" earlier.
I'm aware they turned down the shake from most of the SS attacks, but I'm of the opinion they went too far. We can turn screen shake OFF now, so I think it's time to restore the shake to where it was.
People point to knocking foes around as being super strong, and it is, to a point. The problem is that many people don't think it's enough, considering MANY sets that aren't necessarily super strong do the same thing. -
Quote:Actually, I agree completely. Knockback is one of the defining things about super strength in the comics, but it's so reviled here I didn't even suggest it.I guess I just don't understand how you'd want more. Honestly, I can't play SS for very long as I start to get headaches. Every attack does the shaking, and the sound eventually stops being awesome and starts being grating.
I mean, what more can you do to make the set feel like "super" strength that isn't adding more of the same? Honestly, I'd like it if all the attacks did knockback. That would make me feel strong as hell.
My suggestion regarding Knockback has been that they add a bit of damage to it (relative to the amount of knockback), and change it unversally to be knockdown unless Knockback enhancers are slotted. That is, the more knockback enhancers you add, the more knockback would be done and the more damage.
As I say, though, I didn't bother with all that. I'm trying to keep it simple.
Quote:I really, really like the way Super Strength is delivered in-game. Screen-shaking goodness combined with the explosive sound of punching someone square in the face? Ain't nothin' else like it, son.
There's not much that makes me feel more super than punching a guy so hard he goes flying up into the air or stomping (or punching) the ground so hard that it knocks everyone off their feet.
Also, I don't even have Hurl on my SS Brute. I don't really think it's so good that it would be worth rearranging the set for it.
Also, knocking a guy into the air will happen with many sets. Even a "normal" guy with Air Superiority can do it. It loses its impact when everyone can do it. -
Quote:I thought I was pretty clear.It feels pretty damned super strengthy to me. When I punch someone in the face, it does the same damage as the guy swinging a flaming sword. Also, everything I do makes the whole universe shake, apparently. And the sound! My $deity the SOUND! Anything with those sounds has to be strong.
What more do you want?
It does things many other sets do. It just feels lacking. Granted, not everyone thinks so, but I've seen and heard many people comment on it.
Screen shake does a lot for the presentation, but it's so little. Stone Melee does a LOT more shaking, and as a result feels more powerful. It's not MEASURABLY more powerful, it's just aesthetic.
I'm not trying to alter performance, just presentation. -
I suppose this applies to Brutes too, but I figured I'd start here since Tankers are what I play.
I think we can all agree, Super Strength is arguably the most iconic of all comic book powers. Despite this, many of us think that its depiction in CoH is somewhat unsatisfying.
I have a couple of suggestions I'm toying with that might make Super Strength more pleasing as a set, but I wanted to run it by the population first before making a formal suggestion. Maybe there's a downside I'm not seeing (it wouldn't be the first time).
As far as performance goes, I don't see that we can do much to it. It performs pretty well overall, even if it doesn't behave quite as Super Strength "ought" to (ie. heavy hitting, slow action, low endurance and so on). As such, my suggestion shouldn't affect overall performance.
The problem that I see that can be addressed is presentation.
It just doesn't "feel" like Super Strength. I think this has to do with the fact that most of the powers do things that are not especially strong. In the comics, Super Strong characters lift heavy objects, hold up bridges and so forth. In CoH, we just hit things. Yes, we can knock things down, but so does Martial Arts, a NORMAL strength set (which also does more damage...). Unfortunately, the engine doesn't support environmental interaction like we would need, so we can't add any way of lifting cars or trees or what have you, so we must work with what we have: HURL.
Hurl is the only power in the set in which we lift a heavy object. As such, it is the most "super strong" of all the powers in the set (possibly excepting Foot Stomp). Unfortunately, it comes very late in the set, making the set feel pretty weak all the way through. This brings us to the suggestions.
First, I think the set needs a sprucing up. Add a little more screen shake, and add a bit of dust and debris to the attacks. This will help make it seem stronger right off.
Second, let's switch around Hurl and Hand Clap. Getting Hurl earlier will let the set feel strong sooner, making it more fun to play. Further, it will add the ranged attack earlier, making it easier to fight flying foes. Hand Clap at the higher level could recieve a little buff by adding a bit of damage, if desired. Just swapping them around shouldn't affect the balance of the set at all, so I see no reason not to do this.
Hand Clap is often skipped because it scatters foes when you want them crowded around you. Thus, it should get a little buff to make it more valuable. Moving it to L35 and adding a little damage would do this, I think.
As I say, I don't see any downside here. Maybe I'm missing something. What do you think? -
I have to say, the time between free respecs is a little too tight. I know some people with literally hundreds of characters. Replanning and respeccing all of them not one but twice will take a lot of time. There should be two freespecs awarded that will stack so all the first and second builds can be respecced. At present, there's not enough time to do all the characters twice.
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Agreed, I'm just saying a mechanism to do it already exists, not that it should be done.
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Quote:This has been said a couple of times, but there are toggles that buff in an area. Dispersion Bubble is one. There are others.If it would require a whole new system since toggles can't work with multiple targets, it would not necessarily have the same endurance or location requirements as toggles.
What's being suggested here is a whole new type of power. I suspect it would be easier to create a system for users cancelling buffs than to create the system being suggested, but if not the OP's system is probably better.
Doesn't mean it's a good idea, just that it might not be as difficult as some are suggesting. -
I've been resepccing (and respeccing, and respeccing, and respeccing, and respeccing...), and I've come to my Green Arrow/Hawkeye homage character. He's giving me a hard time. I haven't played him much (he's L3), so I don't know much about the trick arrow/archery sets. I'm looking for advice on the build.
Here's my first pass. What would you do differently? Am I skipping or delaying powers that are too useful? Am I taking things that aren't helpful? Any suggestions are welcome.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Greatbow: Level 50 Natural Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Entangling Arrow -- EndRdx(A), Acc(3), Immob(3), Immob(5), Immob(5)
Level 1: Snap Shot -- EndRdx(A), Acc(7), Dmg(7), Dmg(9), Dmg(9)
Level 2: Aimed Shot -- EndRdx(A), Acc(11), Dmg(11), Dmg(13), Dmg(13)
Level 4: Glue Arrow -- EndRdx(A), Slow(15), Slow(15), Slow(17)
Level 6: Flash Arrow -- EndRdx(A), Acc(19), ToHitDeb(19), ToHitDeb(21), ToHitDeb(21)
Level 8: Poison Gas Arrow -- EndRdx(A), Sleep(23), Sleep(23), Sleep(25)
Level 10: Blazing Arrow -- EndRdx(A), Acc(27), Dmg(27), Dmg(29), Dmg(29)
Level 12: Combat Jumping -- DefBuff(A), DefBuff(17), DefBuff(25)
Level 14: Super Jump -- Jump(A)
Level 16: Ice Arrow -- EndRdx(A), Acc(31), Hold(31), Hold(31), Hold(33)
Level 18: Fistful of Arrows -- EndRdx(A), Acc(33), Dmg(33), Dmg(34), Dmg(34)
Level 20: Explosive Arrow -- EndRdx(A), Acc(34), Dmg(36), Dmg(36), Dmg(36)
Level 22: Stealth -- EndRdx(A)
Level 24: Disruption Arrow -- EndRdx(A)
Level 26: Oil Slick Arrow -- EndRdx(A), Dmg(37), Dmg(37), Dmg(46)
Level 28: Ranged Shot -- Acc(A), Dmg(37), Dmg(39), Dmg(39)
Level 30: Assault -- EndRdx(A)
Level 32: EMP Arrow -- EndRdx(A), Acc(39)
Level 35: Stunning Shot -- EndRdx(A), Acc(40), Dsrnt(40), Dsrnt(40), Dsrnt(42)
Level 38: Rain of Arrows -- EndRdx(A), Acc(42), Dmg(42), Dmg(43), Dmg(43)
Level 41: Conserve Power -- RechRdx(A), RechRdx(43), RechRdx(45)
Level 44: Aim -- RechRdx(A)
Level 47: Tactics -- EndRdx(A), ToHit(48), ToHit(48), ToHit(48)
Level 49: Acid Arrow -- Acc(A), DefDeb(50), DefDeb(50), DefDeb(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal(A), Heal(46), Heal(46)
Level 2: Stamina -- EndMod(A), EndMod(45), EndMod(45) -
If I understand the notion right, you're suggesting a toggle (like Dispersion Bubble) that will apply the buff to all the players in range?
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Quote:So, explain to me how having more players there will enable me to magically survive more damage in one hit than I have total health? Healers can't help if I'm dead before they can cast anything. Bubblers are no help, I already had maximum Defense. Debuffing her might help, but not every group is going to have that going for them. Are you suggesting it's good design to require a specific power type to make it playable?I'm sorry that the developers forgot to mention that this is an online game, and that teaming is generally encouraged. Perhaps there should be a public service announcement?
Oh wait, "You must be careful, as Lady Winter is dreadfully powerful. Take solace in the fact that you will not be alone. You will find strange allies in the Tuatha, who have arrived at the scene to stage an assault on the fortress Lady Winter has made for herself. Speak with the one named Nuada and he will help you with the siege of Agincourt." Maybe you should use the developer method of beating her on a toon that isn't capable of soloing her.
And just for the sake of being even more rude, maybe you're just not good a playing a stalker or you didn't slot it properly? Games aren't broken, players are.
Even though I don't like the teams direction of "You're not doing it our way, so we're nerfing your way," complaining about soloing on a low level character that hasn't even unlocked a T9 is laughable.
I was as tough and well defended as I could be, and did as much damage as I could have, and was still one shotted. No team would have prevented that (short of having a Tank to be two shotted first).
Oh, and this may be a shock to you, but players of ALL levels will want to play the winter content. When the game starts at L38 you can start using that lame argument.
It's poorly designed. -
Quote:That's only useful if you can survive long enough to get her to go anywhere.If you want to solo Lady Winter with a melee toon, you really need to pay attention to the mission dialogue.
You're told you can get help from the Tuatha. You can use them against her. Just lure her to the beach with the Tautha and trigger the patrols just before she gets there. They'll start fighting her if they run into her.
Makes it so much easier.
My experience was this...
My L27 Stalker, MA/Nin. I swallowed three large reds and three large purples, then approached and used build up and Assassin Strike. It did about a 20th of her health.
She used Freezing rain, I hit her with Crane Kick, doing no noticable damage (I don't recall the amount, but it didnt' seem to move the bar).
She then hit me with an Ice Sword that did around 900 damage (I have just over 700 at full health).
She's a oneshot machine. With the freezing rain, there was no way for me to avoid being oneshotted. My Defense was maxed out, between my Ninjitsu powers and the purples, yet she hit me on her first attack, every time.
I just gave up.
This is supposed to be fun? -
Indeed, I have taken some of the advice I have been given. I even applied some of it to other characters.
The advice regarding IOs was especially useful, as I've never really looked into them at all before now. I still think it's apalling that I'm more or less forced to get into them in order to make the character fun to play, but at least the possibility is there (and I admit I'm fairly demanding in this regard).
Add to that the astonishing generosity of Dersk, who sent me more than enough influence to bankroll my IOing, and I'm definitely noticing some improvement. -
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Quote:Used to be, there were no recipes to sell, no Wentworths. Even after it appeared, I was more interested in being a superhero than a trader, so I tended to just sell everything to stores. Until, that is, I got one or two high price recipes (Poistron's Blast, as I recall). After that, I check to see what they tend to go for. Most of my characters have a dozen unsold recipes sitting there doing nothing.WTF. This makes less sense the more you talk.
I've been playing a bit over four months and I have somewhere around two and a half billion inf, and my highest level character just made 40 ten minutes ago.
Meh, I'm not really interested in playing the market. That's not what COH was supposed to be about, at least to me. -
Heh, ya. Everything is relative. Technaught is my wealthiest character, having around 40 million influence. He stumbled upon a very rare recipe at one point (I don't even remember what it was) that sold for about 50 million (I posted it for 1 million and got 50! Colour me suprised). My next wealthiest has about 7 million, he's L44 (my highest level character, at that).
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Well, I've never bothered playing the market before, and I've never used merits for anything before, so I had no way of knowing the relative value of the merits.
Not a big deal to me, really. I now have fewer of something I have never used. I'll know to save them next time.
Some good advice so far in the thread, thanks! -
I went looking for them at Wentworth's initially, but there were only a couple of them and people were asking 5 million plus each (for the recipes!). They were 50 merits each, and I wanted to get this thing under way asap. I figure, I can get more recipes over time, but I'm not likely to if I'm not interested in playing the character. Get him playable first, then worry about luxury.
Good advice from the Medbot. -
I went and got the Thunderstrike set from the Merit Vendor in the Atlas Wentworth's, but don't have enough merits to get two sets, let alone three.
I had most of the necessary salvage already, and the stuff I needed to buy wasn't terribly expensive. Crafting them myself thus cost a total of about 6 million for the entire set. That stings, but I noticed a difference, even with only one set of them. I can imagine three sets will be very nice indeed.
Just a little update. -
Quote:Fortunately, this character has (for me) a significant amount of Influence, but it's not infinite. Further, I'm only L41 right now. It will be some considerable time until I reach L50 (consider, I've been playing for years and don't have even one L50 character). I usually do turn off Tough if I'm not going to be dealing with smashing or lethal damage.IOs aren't THAT expensive, and if you have patience, you can get the recipes for an absolute steal if you want to. (Then craft the IO and put it up for sale at a silly profit. Then get the recipe for cheap again. Repeat.) But for Endurance woes, might I suggest a Cardiac Boost Incarnate Ability? It's an ITF, four Shards and 150 Vanguard Merits. (Or just 12 shards if you're going solo.) It's a free Endurance Reduction SO in every power that can take one and a sixth of it ignores ED. Get one of the Cardiac Uncommons and it becomes a third.
Speaking of inventions, have you considered the Recovery Serum temp Power? It does exactly what it sounds like, and it's usually pretty cheap.
Also, consider toggling off your Resistance toggles when fighting enemies that do exotic damage, rather than Smashing/Lethal. Neither Tough nor Temp Invul protects against that, so you're just wasting End by running them.
I'll look into the Thunderstrike IOs, and see if they're something I can afford. -
Quote:I see. This is the kind of advice I was hoping for, thanks. However, the next question is, how much can I expect this to cost?IOs are the solution. For two reasons;
A) You can get End recovery in many set bonuses (Thunderstrike for example)
Three sets of this will give you 6% more endurance recovery. That's enough to cover the cost of Hover.
B) Slotting IOs will net you more enhancement than simple SOs. Again Thunderstrike is a great example. 6-slotted Thunderstrike will yield 2 SOs ACC, 3 SOs DMG, 2 SOs Recharge and 2 SOs EndReduc. Thats 9 SOs if you were counting, but with only 6 slots.
If you 6-slot each of your three single target attacks with Thunderstrike you will ALSO get;
6% Endurance Recovery
21% GLOBAL Accuracy
12% GLOBAL Movement speed increase AND...
11.25% Defense to Ranged, Energy, Negative
Both my Energy Blast characters are Hover style blasters with Range Defense as their Focus. Thunderstrike is THE set for that tactic. -
Quote:Hm. The question becomes, then, where can I squeeze out more endurance? As I say, I've tried slotting for endurance, damage and both at once. Nothing seems to help. On the other hand, those numbers include Combat Jumping and Assault. The projected build doesn't include Combat Jumping (that extra 2% Defense didn't seem to make a significant difference), though it uses very little endurance.This is your problem, combined with not getting ED-capped damage in each of your attacks.
I always shoot for 2.0eps NET recovery in my Builds AND ED-capped damage in my attacks.
My thinking was that IOs might be the solution, but I've never dealt with them at all; they tend to be prohibitively expensive to buy or make. -
Ok, this is the new build (more or less). I haven't actually changed over to this, and I made a couple of adjustments based on what I've been told here.
Specifically, I left out Power Blast and rearranged a little to get Hasten in there (even though I rather dislike Hasten). Originally it would have gone in place of Sniper Blast, and Sniper would have been moved to L30 in place of Hasten. I considered dropping Nova instead and keeping Power Blast...
The slotting is pretty much how it is on the character now. That is, two EndRedx, two Damage. With that, he's gasping in no time flat. If someone with more expertise with IOs can suggest the best sets to consider, that might be helpful.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Technaught: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Personal Force Field -- DefBuff(A)
Level 1: Power Bolt -- EndRdx(A), EndRdx(3), Acc(3), Dmg(5), Dmg(5)
Level 2: Force Bolt -- EndRdx(A), Acc(7)
Level 4: Energy Torrent -- EndRdx(A), EndRdx(7), Acc(9), Dmg(9), Dmg(11)
Level 6: Air Superiority -- EndRdx(A), Acc(11), Dmg(13), Dmg(13), Dmg(15)
Level 8: Hover -- DefBuff(A), DefBuff(15), DefBuff(17)
Level 10: Power Burst -- EndRdx(A), EndRdx(17), Acc(19), Dmg(19), Dmg(21), Dmg(21)
Level 12: Dispersion Bubble -- EndRdx(A), DefBuff(23), DefBuff(23), DefBuff(25)
Level 14: Fly -- Flight(A), Flight(25)
Level 16: Boxing -- EndRdx(A), Acc(27), Dmg(27), Dmg(29), Dmg(29)
Level 18: Tough -- EndRdx(A), ResDam(31), ResDam(31), ResDam(31)
Level 20: Weave -- EndRdx(A), DefBuff(33), DefBuff(33), DefBuff(33)
Level 22: Maneuvers -- EndRdx(A), DefBuff(34), DefBuff(34), DefBuff(34)
Level 24: Aim -- RechRdx(A), RechRdx(46)
Level 26: Repulsion Bomb -- EndRdx(A), Acc(36), Dsrnt(36), Dsrnt(36), Dsrnt(37)
Level 28: Sniper Blast -- Range(A), Acc(39), Dmg(40), Dmg(40), Dmg(48)
Level 30: Assault -- EndRdx(A)
Level 32: Hasten -- RechRdx(A), RechRdx(48)
Level 35: Explosive Blast -- EndRdx(A), EndRdx(40), Acc(42), Dmg(42), Dmg(42)
Level 38: Nova -- Acc(A), Dmg(43), Dmg(43), Dmg(43)
Level 41: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(45)
Level 44: Temp Invulnerability -- EndRdx(A), ResDam(45), ResDam(46), ResDam(46)
Level 47: Force of Nature -- RechRdx(A), RechRdx(48)
Level 49: Total Focus -- Acc(A), Dmg(50), Dmg(50), Dmg(50)
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Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Jump(A)
Level 2: Rest -- RechRdx(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Flight(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Heal(A), Heal(37), Heal(37)
Level 2: Stamina -- EndMod(A), EndMod(39), EndMod(39)
Dr.Mike
It may actually be better to stay with the Rikti. Better to test against a tougher foe than an easier one. I'm supposed to be able to defeat both, after all. However, I'll consider trying the test against COT. Maybe I'll do both.
Panzer
I didn't say the game was broken (not in this thread anyway). You seem to be stuck arguing an old thread. Also, your build uses Storm.
Twilight
Most of your suggestions are helpful, but are unfortunately things I already do. I often open with Dispersion Bomb, regardless of the number of foes, because I use it for disorienting rather than damage. Of course, this is less useful on Bosses, so I don't use it there.
Boxing was necessary to get Tough and Weave, but I might slot it less, since I use it less. Total Focus was taken for two reasons - nothing struck me as being better, and it's pretty darn cool.
I usually do keep out of reach of the sword, but I was in a kind of cramped space, so he could reach me regardless. Again, if I try it again against a different foe, it might produce different results.
Schism
I'm trying to take a more constructive route with this thread. We all know I have a strong opinion regarding the endurance mechanic, but I'm not here to argue that. I'm here to see if I can work with what I've been given.
Part of the reason I start new threads is that I have no desire to wade through 30 pages of flaming and trolling to find the nuggets of actual information. As I say, I'm trying to keep things constructive.
Think of it this way; if we can find a build that will satisfy me, even a little, imagine how much it will help OTHER people!
McNum
How do you find your survivability? Looking at that build in Mids, the defenses seem rather low... -
1.76 end use/second
2.45 recovery/second
I can provide endurance use by the powers if you need that. -
Will do. Of course, that also will have to wait until I get home. How do I access that info? I'm sure someone told me but I don't recall.
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