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I posted about my issue in another thread, but i thought i'd ask it here too. Has anyone had the game crash on them when trying to adjust the Water Effects in Ultra Mode. Right now my settings are turned on at medium, and i'm unable to lower them. Each time i try the game crashes. I have a Radeon HD4670 1G DDR3. I recently updated my drivers to 10.1 thinking it would fix the issue, but it keeps happening. Any suggestions?
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I posted about my issue in another thread, but i thought i'd ask it here too. Has anyone had the game crash on them when trying to adjust the Water Effects in Ultra Mode. Right now my settings are turned on at medium, and i'm unable to lower them. Each time i try the game crashes. I have a Radeon HD4670 1 G DDR3. I recently updated my drivers to 10.1 thinking it would fix the issue, but it keeps happening. Any suggestions?
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I just posted about this delima a minute ago. I can understand Knockback being supressed, but currently powers like Levitate and Lift are not typed at "knockback" they're typed as Knock Up so no amount of Knockback Protection or Resistance will help. Correct me if I'm wrong, but doesn't anyone see this as an over sight or "working as intended"?
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Ok,
I've PvP'd for a while and understand the changes to make it more balanced. So I want to know if anyone has any idea why there isn't a power that offers protection/resistance to "Knock Up" in PvP. -
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The two obvious choices are between Mu and Soul and each one will change the way you play your character. Mu offers you a lot of soft control though End Drain. EMP + Short Circuit will keep your targets without end for the duration of a fight. Conserve Power and Power Sink will keep you with endurance for the duration of said fight. Currently with my Elec/ Rad I have Mu and I am reluctant to switch to Soul.
The benifit of Soul is Power Boost. To me that's the best it has to offer both Electric Blast and Radiation Emission. Many players like Soul Drain and it can add to the overall DPS of your character. It provides a To Hit and a Damage buff for a few seconds. The recharge vs the duration (of the buff) vs the percentage of the Buff doesn't appeal to me. However, stacking Power Boost + AIM + Soul Drain can turn Short Circuit into quite the damage dealer if you slot it right.
It's a hard decision, but in the end you have to consider what your play style and what you want to accomplish with the character. The other Patrons offer other benifits, but I chose Mu and Soul because of their overall effectiveness to my character. -
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i have an Earth Dom and I would agree with the general perception that Salt Crystals is the least "build impacting" of the powers and can skipped. i have an Ice Dominator as well and I do know how great it is to use the LoS tactic. For the most part I agree with what's been said that most good fast paced team you don't always need to use that tactic. Most times i don't have to cast Quicksand or Ice Slick until the tank has given me the thumbs up. -
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What do you mean by "perma-hasten". As it stands right now you can not get Perma-Hasten without investing a significant amount of funds to boost your Global Recharge. As for Stamina, 3 Slotting it will be just fine to supply running Leadership IF you plan to build recovery into your build on your quest for Perma-Hasten. -
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hence the preface of the "best case scenario". I have been on ITF's with my Plant Dom who has this proc slotted and had it hit more than 50 targets due to the proc. -
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under the best case scenario you can turn your 10 target confuse into a 100 target confuse with Contagious Confusion. -
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The Windows is pretty useless, no control options available for pets.
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that isn't true. if your secondary is /Kin, it can be very useful when selecting and buffing your individual pets. I use this window on my Fire/Thermal Controller. It allows me to monitor their health and the buffs i've applied. -
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My Illusion/ Rad is named Verifying Image, a S.O.E (Synthetic Organic Entity) designed by another character I play named Radical Burn (a Fire/Rad troller) -
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What IF the Knockback was changed to Knockdown??..... discuss. -
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This is hard to say because I have 1 of every Corruptor Secondary in the game, but not one of every Defender Primary in the game, though I love them both. I'd guess I'd have to say my FF/Psi and my Kin/Elec are my favs. Since respec'ing my Emp/Nrg he's become much more exciting to play. Since my Ice/ Cold corruptor is my favorite Red Side naturally the Cold/ Ice Defender would come in high on the list. I haven't made a Dark/, Sonic/ or /Rad, /Dark Defender yet. I have both Sonic/ Sonic, Dark/Dark, and Rad/Rad Corrs so i guess the best defender combo would be Dark/ Rad, and Sonic/ Dark. -
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Hmm, I'd create a new Empathy/ Ice Defender and level him to 50 JUST so i could switch him villain side so that he's an appropriate 'arch-nemesis" for my Heroic duo. -
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I'm glad to see a positive response to the pack. The high collar cape & hood from the 2nd pic, is also available for the female. Enjoy!
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Thanks JLove!! *touches j's naughty place* You're the best!! -
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It's nice to have a full explanation of why the change was made, but I don't think it's a "fair" change. I'm in agreement with some others that say the change shouldn't be made since we were lead to believe this is how the powers functioned. Since there has been documentation as to the bugs with the RIP IO sets it would have been better to know back then that this would be happening. At least some of the fanbase who based slotting around this "side effect" could fix their builds prior. I personally never noticed the recharge buff on my storm Defender because she doesn't have recharge bonuses. She has had Hasten off and on during her 5yrs of patrol, but I've never noticed an increase in attack speed. The one thing that I noticed and loved was the transfer of Power Boost and Aim. As long as those things work I'm fine. Knowing what I know now I am disappointed that the recharge inherent is being change since I actually have an idea of how to slot her with +Recharge sets ... -
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To the best of my knowledge, future veteran rewards are planned. However, I'm not on the rewards team, and don't know that answer as a certainty. Positron would have to give a difinitive answer.
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69 Month Reward: Old Timer
You've done your time. All new characters can be started at level 22.
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I'd be all over this like a fat kid at a pastry buffet..... -
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Now that i think about it. I don't have ANY character who will benefit from this... lol. All of my Heroes and Villains have Hover/Fly, CJ/SJ/ Acro built into their builds and they're NECESSARY. i couldn't drop Hover or CJ for the risk of gimping myself. Even my Empath Defender NEED's Recall Friend AND Teleport...lol. Man, this isn't as useful as i thought it would be for me....Even if i took Fly at lvl 6, I'll still have to get Hover for my +Stealth IO and my LotG +Recharge...lol.
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I think the Veterans have earned an advantage over Non-Vet players because... "We've been playing this game for 4+ years" simple as that. The only obstacle stopping Non-Vets from earning this reward is time. Those players haven't played CoH long enough to earn this reward it's just as simple as that. Not all players or Accounts are created equal so those Non-Vets who don't have access to this reward need to suck it up. They'll get that power when they've earned the time to have it.
[ps.....] Speak for yourself Dark Master.... i LOVE the 50% Costume Discount. It will go very nicely with my Fashion Designer Badge. 75% off ICON prices is awesome to me.... lol -
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(1) Additional Character Slot: This reward is granted annually to each player that has been part of our Veteran Rewards Program. Months: 12, 24, 36, 48, 60 should all reflect this value.
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Does this mean we get 1 additional character slot for each year we've played? -
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I think most who've replied in this thread have come to the conclusion that the RED side of things is lacking. This is why many of them (myself included) feel that the powers given to the Heroes pale in comparison to what Heroes got. The 2 most notable things being:
[*] Psychic Blasters
[*] Cold Defenders & Thermal Corruptors.
Our outrage at this decision is very simple.... Heroes already have higher base modifiers for the aspect of which these AT's will be using these powers. Psychic Blasters speak for itself, so I won't provide an opinion on that. Everyone can look though the forum and see that many players (hero & villian alike) think it's too powerful of a set for that particular AT. My main gripe is with the Heroes getting 2 of our Unique Sets that make the most difference in both PvE AND PvP. This isn't about Villains wanting a "healing" set. It's about Heroes now having access to 2 power sets that can be used better than the AT they were designed for. The PvP Community can attest that HEALING isn't what makes a good Support player, its the Buffs/Debuffs combined with the ability to directly Heal. I'm not trying to make this a PVP issue, because it honestly isn't. It's about the lack of efficient Support Villians have in the PvE side of the game. Villians only have 1 comparable Power Set that can be used in the same fashion as the Heroes Empathy. That Power Set is Thermal Radiation. Villians only have 1 AT with access to that Power Set, Corruptors.
Heroes have access to 2 AT's with the ability to provide exceptional support in the PvE game. Controllers have often been called the "Defender's weaker Brother/Sister". They may not be the best early on, but once they get into the Higher End of the game they shine. Most Villian players will tell you that a Dominator (the closest cousin of the Controller) is NO match for them because they lack what makes the Controller so strong....Buff/Debuff abilities. Even the next best comparison of MasterMinds to Controllers is lacking because dispite their ability to Buff their Power Sets are lacking in the ability to provide as much Support as a Controller can.
It's the combination of these facts that has made a lot of Villian players upset. It's as if the Dev's took no consideration for what the Villians lack. The argument that one Power Set is "Good" or "Evil" is asanine. Individuals make Powers "good" or "evil" so that argument doesn't need to be brought up again. Heroes outnumber Villians by direct support AT's 2 to 1 right now. In terms of Power Sets this becomes 3 to 1. Thermal Radiation and Cold Domination are what Villians see as our "niche" in the field of PVE & PVP. It takes a combination of Healing, Buffing, and Debuffing, that makes missions go by quickly. It's that same notion that makes PvP work as well.
Heroes will have have access to 4 Power Sets used by Support oriented AT's where villians have only 1. Some would argue Villians have 2, the latter being a Master Mind, however, those who have played MM's in PvE & PvP know that their first responsibility is to their Henchmen otherwise they won't survive very long. With this comes 2 Power Sets on Heroes have to use in combination with their already impressive arsenal of Buffs and Debuffs.
[*] Controllers - with access to Primal Mastery make them just as strong as Defenders. With some Primaries added in it can make them more effective, Illusion being the most notible for PVP.
[*] Defenders - With access to Power Mastery they become just as dangerous as some Blasters when particular Secondaries get factored in. Most notible Psychic and Sonic for PVP.
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[*] Corruptors - With creativity many have taken to mixing and matching Primaries/ Secondaries/ and Patrons to cover the lack of another Support oriented AT. Most notible are Ice/Rad, Ice/Cold, Ice/Thermal, Ice/Kin, Fire/Rad, Fire/Thermal, and Fire/Kin for PvP.
This still leaves Villians out in the cold. Storm Summoning is a great set. Many players agree with that statement, however, it's shared with a non-Support oriented AT. This isn't the worse thing, but it's also not the best. Corruptors are known for being THE Support AT for Villians where Heroes have Defenders AND Controllers to rely on. Again, Masterminds aren't the worse, but they aren't Controllers. Dominators aren't the worse, but they aren't Controllers, and they damn sure aren't Blasters.
So I'd like to conclude my analysis of what we're (Villians) about to face as yet ANOTHER poor decision by the Devs. I don't have the same faith I used to have when this game was first put out. I've played both Heroes and Villians and I don't understand their logic anymore. I personally believe that if Corruptors were given both Empathy & Storm Summoning things would have been fine. IF MasterMinds were given Empathy things would have been just fine. The same Secondary on each is just a bad Idea. -
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Damn, wrong thread...... nothing to see here, move along.... -
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Ok. I'm not one to say something like this, but after watching MagicJ's video I'd like to offically declare that he/she is not qualified to comment in this thread. I know that's harsh, but the reality is his/her use of Force Fields is based on experience with the set as a Controller Secondary. This fact alone makes any experience she/he has in using the set bias to his/her own techniques. Force Fields as a primary has a very distinct tactic and not having a Power Set to compliment that tactic is the reason why we (the Defender Community) feel certain powers should be re-evaluated. Controllers have the luxury of having Primary Power Sets that compliment the Force Field Set and can over come it's short comings. The general Defender population agrees that Detention Field, Repulsion Field, Repulsion Bomb, and Force Bubble are inaduquate powers. We (the general Defender Community) feel that those powers need to be changed. Your opinion as to the validity of those changes is not helpful because your perception of the use of those powers is from that of a Controller. Unless you have experience with this power set from a Defender perspective you should refrain from commenting on the changes we suggest in this thread. -
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I like the idea of KB being more useful with the interaction of external objects as Goldbricker mentions. However, I don't think adding another element to what our powers affect is a good solution. I'd much rather focus on the powers we all agree do not work as well as we think they could. I don't want to compare Primaries, but I think it's necessary so I'll give it a shot.
Detention Field
[*] SUGGESTION = Make it's FX as good as Sonic's or turn it into a Targetable AoE. (just a suggestion not a request)
Repulsion Field
[*] SUGGESTION = make it equal to Kinetics Repel or make Force Fields Repulsion Field better. It makes no reasonable sense why it would be a tier7 Power and be so bad.
Repulsion Bomb
[*] SUGGESTION = Give it the same animation as Force bolt, or Increase the duration of the stun effect, or change the power to a location Knockdown similar to Liquify.
Force Bubble
[*] SUGGESTION = return it's -ToHit debuff or Reduce it's radius and increase it's knockback/ repel mag. (personally i'd love to have the -50% Damage and a -ToHit)
[ EDIT ] My post was submitted after Gargoyle's. I agree with all the points he made. -
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I'd like to add some observations about Plant Control.
[*] Entangle/ Strangle works at any height, however, if the foes are above a certain height (i assume melee range 5-15 ft) then the Hold/ Immobilization will not work. I used both on a targets that con'd Red during a mission. 1 foe on the ground was held/immob when the foe above him continued to attack. [clarification: I had 1 layer of tactics from a MM and Forge so my accuracy was consistant during the missions.]
[*] Entangle/Strangle/Roots should have a -Def component like Earth Control. Dispite Buffs/Debuffs being Controller oriented, the powers produce the same effect as Earth Control. All other attacks with Lethal damage have a -Def component why doesn't Plant Control.