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Posts
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I'm generally against any idea that involves a new AT. Honestly those that already exist fill every possible role and allow almost any concept. This particular one is easy to make. Just be an MM with Body Guard on and take melee pool powers. Select Leviathan Mastery or Mu Mastery for your patron powers to get a heavy hitting melee attack. Done. In fact, I'll be doing something similar for my Beast Mastery MM when I get around to it. I need to be in melee anyway to get my leadership buffs and pet-related auras to affect them so I might as well throw some punches.
The more general problem with suggesting new ATs is you either are suggesting (as in this case) players be given access to a potentially unstable combination of abilities that already exist in other ATs to fulfill a concept that can be reached using existing possibilities, or you are suggesting that the devs take time away from designing more story content and powersets for existing Archetypes to create entirely new powersets for a new AT. In either case a significant amount of development time also has to be put into testing the performance of the AT and deciding where the values should be for things like base/max HP, max resistance, max damage, etc. It's a lot of effort for a small return. -
I'm sure I'm not alone in saying that I will be sorely disappointed if one of the incarnate powers turns out to be wasted on travel. It's not that hard to travel around in this game using temporary powers or purchased inherents like Beast Run, Ninja Run, etc. It's also ridiculously easy to get a normal travel power now that you can select any of them at level 6. I want new and awesome things I can do with my incarnate abilities. I don't want to just travel places with them.
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We aren't likely to see another MM primary for some time now with Beast Mastery having just come out. It would be nice to have another set with human pets, but I'd prefer a more science based one. Or a Mercs revamp. Actually that. A Mercs revamp.
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Quote:The problem is that here a HUGE decrease means going from 2 or 3 a month to 1. That being with a much smaller group of players than previously participated. That's just not the kind of numbers that will be noticed when they have to watch an entire game full of people.This K.I.S.S. approach here makes the most sense and is practical. I doubt the devs will make a move until their data shows a HUGE decrease in Hami raids and that could take another year or two for them to pay attention to it considering past history.
Another missed opportunity not to go overboard missed. I told you guys there is still some of that ultra conservative Jake taint left around here.
I'd actually welcome folding Hami and Mothership raids into the new(ish) trial system. They could be accessible via the TUT if it ever works properly, and it would give an oppurtunity to revamp them and make them more dynamic like the itrials. Of course, that's a longer term fix than simply changing HOs and I think HOs should give 50% regardless of whether or not the raids get revamped. -
While I do like the idea of having a new set that would drop from Hamidon, it's somewhat difficult to make a set that's "good for everyone". Very few types of powers are used by every AT and the set bonuses would never satisfy everyone equally. The closest you could get would probably be a damage set with a recharge bonus. But then there wouldn't be anything to make the Hami set special beyond the fact that it's the Hami set.
So far the simplest, and probably most elegant solution, has been the suggestion to raise HOs back up to 50% value. I agree that it's a change which probably should have been made a long time ago.
As far as the argument that HOs are fine in their current state, the argument isn't that they are not functional and have no use. The argument is that only in special cases, or cases where a character already has them, is the utility of HOs worth anything close to the effort required to get them. Synthetic HOs certainly don't help the matter by being just as effective and incredibly easy to acquire. If HOs do receive an increase in enhancement value, it would be necessary for Synthetics to remain at the current value for the change to be effective.
Having other "special origin" enhancements be attuned is a good idea, but it is a seperate issue from increasing the importance of HOs and thereby restoring the significance of the Hami raid.
The Praetorian Hamidon will almost certainly play a role in a future incarnate trial, since such a big deal has been made about it being at war with Cole again. That will do nothing to help raids against the Primal Hamidon. -
Quote:Nobody is whining that the exploit was fixed. I'm merely pointing out that without that exploit there is no longer a reason to go on Hami raids or use the HO enhancements. They are not fine the way they are because you can get the same benefit by slotting an IO and get set bonuses as well from IOs. If you choose to continue using them that's your decision. But it's one that will cost you (or whoever is selling the HOs you buy) an incredibly disproportionate amount of time and effort.I have an idea that wont be popular..
Stop whining about an exploit that people knew about.. the devs said they knew about it and that it would be fixed.. and then when it was eventually fixed complain that what you KNEW was broken and used to your benefit was REMOVED..
Get over it.. Hami-O's are fine the way they are.. I use them on almost every character I have.. -
For those who are not aware, Hamidon Origin enhancements (Hami-Os) were recently fixed to remove a long standing bug that had allowed them to enhance unintended effects. For a example, a Defense Debuff Hami-O that could be slotted into a Defense power would enhance Defense. This bug allowed higher enhancement values to be slotted into powers using Hami-Os than any other method and made the enhancements highly desirable for players like myself that design high-performance builds. This, in turn, made Hami-Os desirable for everyone because they sold for very good prices on the market. Therefore, players were adequately rewarded for the time and effort they put in to take down Hamidon. With the bug fixed, that all goes away. You essentially are putting in all the effort of a Hamidon raid to get a random IO that doesn't give a set bonus. Since the change it has certainly been much harder to get a raid together on Guardian than it used to be. I don't know if that is the case on other servers. Something needs to be done to make Hami-Os worth it again.
Therefore I suggest one of the following be done:
1.) Hami-Os have their enhancement value increased, restoring there use in high end builds.
2.) Hami-Os be changed into unique procs that are uncommon or not found in IO sets.
3.) Hami-Os award powerful set bonuses when slotted into the same power as other Hami-Os.
I'm not sure which of these are possible with the game's technology, but I personally favor turning them into procs. Anyone else have comments or ideas? -
So I have everything set up again on a shiny new install of Linux Mint 12, including a launcher for the perl script on my desktop with an awesome icon from deviant art. Everything works wonderfully, except no text is displayed in pop-up windows in game. This could just be a fluke, as I only saw one such window last night. It was probably the window saying "so and so needs your help" for the new WWD arc. But instead of saying anything it just had the OK button in it. Anyone know how CoH writes that text? Maybe there's some sort of font that I need to install in my CoH bottle for Crossover?
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Do pool power and epic attacks made by the MM also grant stacks of PM or only the attacks from the primary? Conceptually I'm liking the idea of throwing out a KO Blow and Bile Spray every now and then since I'm going to have to be in close to support the pets anyway. I'm sure once I have all the pets they will generate PM fairly well on their own but I was wondering if anyone has tested this yet.
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I feel like I make one of these posts at least once per issue, but I'm returning to the game after a short hiatus and want to work the new ATOs into my build. The problem is doing so requires me to redo my building plan, since I initially used a melee softcap build with 32.5% to all but psi. This is a rough outline of the powers I'd like, but I'm willing to consider some changes. I'm looking for some possible builds based on this. Budget is pretty much limitless. Thanks in advance
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I assume Tankers get Staff Melee, haven't checked but I don't see why they wouldn't. In light of the coming Staff Melee and the fact that I happen to have come across a Tanker ATO proc, I'm looking to make a new Tanker in I22. What I'm not sure of is what primary will best be able to take advantage of the buffs from Staff and the +Resist from the proc. I am hoping to have the softcap and have capped resistance. A heal would be icing on the cake. I'm currently thinking Electric Armor would be a good choice, but I'm not 100% sure. What suggestions do the Tanker forumites have?
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Looks pretty good to me, speaking from a theoretical viewpoint. The one thing that stands out to me is that you should slot Gravity Well as an attack. The hold is icing on the cake. It does very good damage, and if slotted correctly can one shot even level minions at level 50. I'm not sure how well it performs prior to that, but I assume the general idea still applies.
As far as price goes, I'd guess 100M will be close to enough if you're patient. The exception is the Oblits. Those tend to be very expensive. However, IIRC they can be bought with Reward Merits. If you get some super packs and yours are anything like mine, you'll have thousands of those in a matter of minutes. I'm not exaggerating. I got over 3000 Reward Merits in 48 super packs. 24 of those packs were from my monthly VIP points. -
A very rough screen taken moments ago after the creation of my new Warshade. His human half is a mystic, so I went for a blend of magic and tech using the new gloves. Constructive criticism is welcome, as this is probably only an early version of his final costume.
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Quote:These are the concerns that aren't worth worrying about at the moment. The set wasn't even ready for testing. Once an actual beta for it begins, the numbers are almost certain to change. Dark Control is an excellent example of that right now.From a visual perspective, I'm fine with beast mastery. I do agree though that the dire wolf is a design cop-out and that a bear would have been awesome. From a numbers standpoint however, I'm not too optimistic about beast mastery. Something about mainly low damage single-target lethal attacks with most defensive powers on long timers unaffected by recharge. Pets aren't too smart with powers on long timers. They'd just as soon fire 'em off at the last lone minion than use them intelligently. Case in point: Mercenaries.
Also, not thrilled about sacrificing AoE capabilities in the second upgrade for little damage buffs that are up less than 50% of the time. Especially considering the low base damage on most of the pet attacks. -
Quote:The problem I had with the global boost was specifically that it would also affect human powers. My concern is that a global recharge boost would require rebalancing on a much larger scale. I argue for a base recharge reduction in the Dwarf attacks merely because so many people complain about White Dwarf lacking a complete attack chain. Though, it wouldn't fully fix the issue there anyway. So, as you said, it is of small benefit.A global recharge bonus awarded by Dwarf form would also benefit human form powers (such as Light Form and Inner Light). Simply reducing the recharge in the dwarf powers as you suggest would not only possibly require rebalancing them (as I suspect the recharge/end/damage may well be codependent - then again it might not be) but more importantly would be such a minor boost that it's not worth asking for. A couple luck of the gamblers would give me the same boost we'd likely get in straight up recharge reduction.
I'd take the former any day. -
I came up with this rather interesting idea more or less spontaneously. What if White Dwarf Sublimation functioned like Energize? Tri-form builds work well on a Warshade because the forms complement each other. Black Dwarf is potentially useful even on an IO'd out build because it allows the practice of double mires. If White Dwarf Sublimation worked like Energize (giving a heal, regen boost, and end cost reduction) it could help further bridge the gap between Warshades and PBs by mitigating, to some extent, the lack of Stygian Circle. Most PB players, I assume, would agree that Conserve Power is a poor replacement for the ability to refill your health and endurance after every fight. White Dwarf Sublimation, together with Conserve Power being used as needed, could help make it more feasible for PBs to have the same staying power as Warshades. It would also make White Dwarf more of a tank form, since the added regen would help to improve durability. I'm not sure whether or not this has been proposed before, but I felt the need to share it for consideration. Thoughts?
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Quote:While it is a somewhat good idea, giving Dwarf more resistance will not be enough to "fix" Kheldians, especially with your last comment that it really only makes a difference on SO builds and/or builds that desire more mez protection. To me, a Kheldian is conceptually supposed to be tri-form, and was originally designed with the idea that players would take and use both Dwarf and Nova. Human-only builds have ended up winning the performance battle though, and most people would probably agree that little to nothing is wrong with human-only Kheldians at the moment. There are things that could be improved for them certainly, but tri-forms still face a significant drop in efficiency and look and feel awkward and clunky in practice until you master the playstyle after what I personally believe to be one of the steepest learning curves in the game. The Nova buff, along similar lines, is common sense. However, it does nothing to improve tri-forms. My philosophy is that the reward of tri-forms should always be worth the learning curve, and, in the present state of the game, I'm not certain it is. Especially when the recent buffs show a dangerous preference for human builds. It is, however, theoretically possible that research by the developers determined that most PBs on the live servers are human-only. If there was a limit on which changes could be finished and implemented for i21, it is probable that such information would have prompted them to release the changes they did, because, while providing considerable benefit to tri-formers, they offered even greater benefit to human-only PBs.I said for PBs. This wasn't for warshades. Also, I said to remove the +dmg from Nova Form and just make the attacks more powerful, so this would benefit warshade nova since their damage cap is coming off of a higher base power.
Anyway, on Dwarfs: I know that Perma-lightform is the big build that provides minor mezz protection, recovery bonus, and capped resistances. But, not everyone is IOing out their Khelds for high recharge. Or even IOing them out at all. To this, light form leaves a fairly large hole in a player's resistances, and also against enemies that can give a more potent mezz than mag 3. Of course, if you six slot the power to also provide resistances you're helpless without light form, so without going perma there is little reason to do so. Instead, you have to keep the resistance toggles and slot those to be effective, then keep them running while lightform is active to get capped resistances. Then the crash comes, and it has gotten me killed on more than one occasion.
Even with upgraded resistances, White Dwarf will be weaker than Perma-lightform. The suggestion was made with the idea that Dwarf Form would exist as the go-to defensive set for those who SO build or need greater mezz protection.
Quote:Just for context I play a peacebringer who in theory is tri-form but in practice is human/dwarf (slot crunch limitations and generally preferring the extra resilience in human form compared to the squishiness of nova) and as such do not have a huge amount of experience as regards Nova form.
Anyhow I'm just throwing out a suggestion regarding a possible improvement to dwarf form that came to me whilst I was dosed up on co-codamol earlier today (so make of it what you will ).
What if we gave Dwarf form an inherent slow and -recharge resistance (because -recharge is a real killer when you have as few powers as you do in Dwarf form and it also fits the mental image I have of Dwarf form being this implacable mountain of muscle and momentum that is the proverbial unstoppable force).
This makes Dwarf the go-to when facing lots of enemies throwing out web-grenades like confetti and also helps keep the dwarf attack chain from stalling totally from a single -recharge.
Another idea is possibly (and this a slightly off the wall idea that I'm not totally convinced of myself so feel free to take it apart and say why it wont work/is-a-bad-idea-because) add a global recharge bonus whilst in dwarf form.
At a stroke it smooths out the dwarf attack chain, helps out with the slot crunch (less need to slot recharge enhancements in the dwarf form powers) and also helps some of the human form big-hitters recharge quicker; which might encourage a more flowing style with regard to form shifting (at least as regards peacebringers - we already know why form-shifting works well for Warshades when done right). Admittedly it would likely also need a change regarding the human form toggles and shifting to be properly effective but that has already been discussed to death. -
Quote:I was under the impression that the pet attacks, not your own, where what triggered the pack mentality mechanic or whatever it's called. I think the personal attacks are still optional for those that prefer to avoid them. I always take them, even if it costs me some set bonuses (though it rarely does) because I find it boring to have a character stand there doing absolutely nothing while the buffed up pets run around and slaughter stuff. But that's largely a playstyle thing.What they should do is hold off as intended but instead this would be a great place to test out alternate pets. Some want a wolf as the last pet, some want a bear, some want a rhino.
Personally to me its too average. I get we already have some crazy stuff to pick from, but to me it just seems to plain.
From what I read and understood it seems that the attacks also have some influence on the pets which I do not like. It sort of seems to force you to take the attacks now which means if the IOs sets do not coincide with the rest of the build it could mess up a build. Or force you not to take the attacks to keep the overall build on track.
I get every set isn't for everyone, I just would have really liked to see a bit more fantasy pets or something that you normally would not see in a circus.
The obvious solution to problem would be to implement alternate models for the pets that could be selected at the powers customization screen. It's been called impossible before, but so has fixing Hami-Os. The main downside to this is that the smartest course of action would be to include alternate models for all of the pet sets and avoid the outrage of current MM players that they can't choose between 2 or 3 different types of mercenaries or robots, for example. That would require us to wait a pretty long time to get the changes, in all probability. -
Quote:I have not seen the actual model, but technically a dire wolf was an actual prehistoric animal. Why it's in a set with modern animals is another concern perhaps, but an entirely seperate issue from it being a fantasy creature.Well, that's your opinion.
The Dire Wolf might as well be a caveman as far I'm concerned, because, you know "people are animals." I think I will be calling it the "Oni Wolf" because it's that far out of place to me.
I agree that it should have been a bear. Or rhino. Or anything but a gigantic fantasy realm wolf. -
At this point, I hardly even remember why snipes were designed to begin with. Perhaps the original development team had a very different view of how combat would play out than the fast-past action of today (which would go a long way to explain Devices). In any case, they are pretty much a waste of a power.
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In the interest of approaching the issue from a somewhat different (and perhaps less aggressive) mindset, I decided to create a thread for players to post what they do not think will fix Kheldians. Debate is welcome, but try to keep it civil and back up claims with data or risk ridicule, as always.
For me, I don't think removing the forms or turning them into buff toggles used by human builds would "fix" Kheldians. I think that would go against the spirit and lore of the ATs in a very big way, and would still fail to address what I view to be the primary problem Kheldians (especially PBs) have: their powers don't work together. AoE knockback doesn't fit with powerful melee attacks, disorients don't stack with holds, etc.
The floor now belongs to post #2 -
Quote:A debate for another thread, perhaps, but I am absolutely convinced that is the single greatest mistake they could make with Kheldians. If they are no longer shapeshifters, they have lost their original design concept completely. I personally love the forms and the ability to shift into and out of them when needed. Shorter animation times would be great.sum it up by saying just drop the forms, give us toggles that when active give those forms buffs and powers as an addition to our human powers with no silly shape changing.
And here is another example of a problem facing the developers. No "fix" is going to please everyone. The i21 changes were loved by some, others see them as a dangerous precedent for human-centric buffs in the future - if any buffs come at all. -
I've started to learn towards Dark Control/Storm Summoning/Fire on a Controller. Dark powers are generally used by magic NPCs in CoH and the set looks like it colors pretty well if I want to use it for anything that's not just pure darkness. Also, the Umbral Beast just looks like something out of a monster manual. The combo has the added benefit of insane amounts of -ToHit which sort of simulates a defensive spell by making attacks less likely to land.
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Quote:Well, you have to keep in mind the relationship to other ATs as well. Most powersets and ATs have little or no psi protection. The times when psi resistance really makes a difference are fairly rare anyway and generally involve single hard targets. Though, Praetorian mobs are starting to change that. But generally, the times when a WS "needs" psi resistance the most will be the times when Eclipse is at its weakest. If they put psi resistance in Light Form at the same strength as the other resistances then Light Form would be in danger of *ahem* eclipsing other ATs. That said, shifting to Dwarf form has enough drawbacks that I personally think it could safely have psi resistance. That would have the added benefit of a mechanical reason to shift into Dwarf in the post-IO/Incarnate game.Question. Light form costs us half our health, half our end, and doesn't protect from PSI, while the WS version only needs people around it as its only drawback.
Why don't they just include PSI resistance into Light form to make it equal to the WS variant? Both of them have a pretty steep cost, but the WS one is better due to capped PSI resistance. Khelds should be made roughly equal when it comes to resistance I'd think.
Regardless of what they do, I'll be happy seeing them do anything. I've always wanted to love my Khelds. The HEATs are just such a cool concept with great lore and a classic comic book feel to them. Unfortunately, they come with a couple huge headaches as well.