Vel_Overload

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  1. your team is only as strong as the weakest link.
  2. Vel_Overload

    H34l0rz

    Sonic Defender brings over 51% resistance to the table and a -30% res debuff, I'd rather have one of those than a.. H..E..A... whatever those outdated, less efficient support classes are called.

    Death to the Empathies!
  3. Dominators start off rather squishy with few options other than 'moar damage'. Mind/Psy actually has a few more than average. Once you pick up your AoEs, Drain Psyche and your heavy hitters, you'll be able to do +1/0 easy.
  4. Quote:
    Originally Posted by Memphis_Bill View Post
    Well, part of it is being looked at - but still, when my Ice/Emp controller can start killing (standard or +1/1-2 player team size) groups solo like a blaster, it's a touch much. (Reactive +Sleet +AOE immob = lots of proccing.)

    Which, if we were at or near the top of the Incarnate tree would be fine - but we're only at the halfway point.

    I mentioned elsewhere - what I'd look at is extending the idea in the level shift. Alpha's works everywhere - ok, 1 level's not bad. But have the powers have one level of ability in normal content, and when in an Incarnate "space" (trial, an invasion flagged as "incarnate," future possible incarnate arcs, etc.) the Incarnate abilities go to full strength. Higher damage, faster proccing, higher levels, etc.

    This would let the player maintain a "more powerful Incarnate" feel without overpowering (too much) regular content - and let the Incarnate content go over the top.
    I like this idea, because I too am sad to see Incarnates obliterating +4/x8 spawns as Emp/Psy defenders.
  5. I don't mind the buffing part but I can't help but feel like they should just merge the typical 'two shields' into 'one shield'. Such as Insulation and Deflection Shield should just be merged so that a new power can be made for FF to help out soloers and make the set as a whole more appealing. But whatever, the sets aren't fun, and the lack of people playing them is proof of that.
  6. So, after 5 years of playing this game on and off I've finally had enough with Poison. The Poison Powerset for Masterminds is sadly not up to par with the other choices. Of course there will always be a 'best' and 'worst' but in Poison's case, it is very very low on the ladder. But why? Well, there are a few reasons:

    1. Noxious Gas' tooltip is a myth. Have you ever tried to see what Noxious Gas' numbers are? You can't. This, I feel is a turn-off for people trying to see what/how Poison performs once it is fully powered-up. This needs to be corrected. This isn't a personal opinion; this is fact. Fix the tooltip so we know what kind of numbers Noxious Gas is pulling.

    2. Antidote has no backup. Antidote isn't a bad power. It's a carbon copy of Clear Mind. The issue is that it has no support to back up it's nice mez protection. Poison either needs better dmg/tohit debuffs or more healing. As a set called 'Poison' It's understandable that more healing wouldn't make sense. So lets give it an extra effect and possibly change the name to sound less 'healy' and more 'Poisony'

    Toxicity: (same effects as Antidote)+Enemies deal X damage to themselves when they hit this ally. The damage doesn't have to be huge, but it fits the Mastermind playstyle of buffing their pets to dish out more damage and it actually gives them a reason to pick up Antidote/Toxicity. Tankerminds may not enjoy this power. Yet, Tanking as Poison is generally not a very good idea.

    3. Envenom and Weaken should just be combined. It's bad enough that Poison has single target debuffs. It's even worse that it has 2. This is a wasted power slot. Just combine both of them and replace whichever one you moved with something else to help round out Poison. This single target debuff with the effects of both would be a fair power. Dark Miasma, Traps, Trick Arrow and even Thermal Radiation have AoE Debuffs so lets make that new free slot do something cool:

    Infection (Anchor): Infect a target enemy. All enemies including your targeted enemy suffer from an infection that reduces their Regeneration and Movement Speed. It also has a small chance to confuse them for a few seconds (Think Arctic Air confusion.. like 2 seconds). This would help Poison keep enemies in line and stacks well with essentially every other power in the set without stacking too much of any one particular debuff. The -Regeneration doesn't have to be on par with Lingering Radiation, but would it make that much of a difference if it was?

    4. Poison Trap is pitiful. It's effect is actually cool. It just takes forever to use and can be interrupted. I suggest just turning it into a Targeted AoE with the same effects just without the interrupt. Ofcourse Recharge, Endurance cost, duration and accuracy can be tweaked. The effects would remain the same.

    With these changes Poison would be slightly more noob friendly while finally giving Poison some useful abilities to play with pre-38 (When the set finally becomes useful) Naturally my suggestions are just there to get everyone's mind working, not to say it's the best course of action.
  7. Vel_Overload

    Game population

    Quote:
    Originally Posted by ClawsandEffect View Post
    Another thing commonly forgotten or glossed over: People try to say that 100k subscribers is low, because a certain 800lb gorilla has many times that number playing.

    The truth is, 100k subscribers playing an MMO is a very healthy population, especially given the number of options MMO players have nowadays. Everquest at it's highest point had about 250k, and it still has at least 50k playing.

    For a 7 year old game to be routinely hitting over 100k subscribers on a month to month basis is really good.
    This. This game has carved a very very deep nitch in the market and for a 7 year old game with fairly outdated material in comparison to the new stuff to have (at the very least) 70K people is astounding. But it's more likely hovering around 150K due to the european servers practically being merged.

    Personally, I'd like tostart seeing some server merges. I know a lot of people would scream 'doooom' but I think it would help get more people involved.

    City of Heroes will be around for atleast another Decade before it finally dies. Hell! DAoC still gets updates and only about 2K people play a day!
  8. Vel_Overload

    Ice/Ice/Ice Dom

    So I'm back from a 6 month hiatus and OH MY GOD ICE/ICE IS AMAZING ARGHFLARGHMARGHOMGFLAAAAGGGBLARG.

    Anyway, Anything of particular note I should now about going forward with ice/ice/ice? Arctic air is an end hog but I think I can manage.

    How does the Purple Confuse Proc work exactly? I know it's a must for Arctic Air but the confuse on Arctic air doesn't last long (like 2 seconds, tops) so is it a 'must have' or can I just skip it and triple slot endo redux?
  9. 'Casts Resurrection'

    Thread! Come back to life!!!!

    You guys are funny when you necro threads...
  10. I'd be more worried about Swift on Mobs. How the hell am I suppose to catach runners?

    Also, will veteran mobs get the black wand and/or the nemesis staff in I19?
  11. Vel_Overload

    Bit of curiosity

    I'll keep this short, because I know everybody has a really long winded opinion:

    Defense already outclassed Resistance prior to IO Sets due to you outright avoiding mezzes. Not that big a deal though, as Defense was only obtained through specific powersets and weren't the sturdiest characters against AVs.

    IO Sets come out that give huge bonuses to Defense in comparison to literally every other bonus. 2-3% per set towards positional defense is HUGE. And we see this today. Nearly any AT with any powerset combonation can get atleast 25% defense in all positions (I know some ******** will point out that ONE obscure combination).

    IO Sets give terrible Resistances, if any at all.

    Thus, Resistance Based toons can stock up on Defense IOs and have high resistance AND Defense while Defense based toons just get more defense, which usually isn't a good thing if that character is already at 45%ish defenses.

    TL DR:

    IO Sets really hurt the balance between Resistance and Defense.
  12. Vel_Overload

    Primary for SR?

    Brute /w Super Strength/Super Reflexes
    Scrapper /w Dark Melee/Super Reflexes
    Brute Clawz/Super Reflexes
  13. Guessing:

    I20: Coming Storm: A Shadow Shard revamp. lvl 50's only. Some areas are incarnates only! (or are too hard to do if your not an incarnate). 2 New taskforces and now with 70% less Dr. Quarterfield! Did I say Rularuu? I ment Nemesis plot Ritki!

    I21: No more Warwall!: After Rikti get the crap beat out of them, the Warwalls are now obsolete! (Yay!) Dark Astoria gets invaded by Praetorians! (oh no!) and did I mention Sunlight in the Villain zones? Yeah, I did.

    I22: More customization: More powers get alternate animations. Finishing up Power Proliferation! More, unique color options! (Like rainbow energy blast! White AND Black color combinations and even shiny new weapon models. Obligatory new powerset(s) here.

    I23: No more villain/hero Archetypes: All non EAT archetypes can be made in Paragon, Mercy or Praetoria! No more getting to 20 then side switching. Hazard zones become special event zones! Any level can enter these areas as the enemies work like the zombie events and rikti events. Cool stuff is to be had.
  14. I like the idea all around, gives me a reason to make a natural controller. Trip mine needs to be replaced with something different. Perhaps a toy that emits a taunt aura?
  15. It should have been on the 5th so it would coinside with V for Vendetta. It would be fitting if you were a resistance character...

    Remember, Remember the fifth of November (Because i19 came out that day)
  16. The Noxious Gas tooltip is very very scarce on information. My question is, how long does the gas last once put on your pet? As long as it's alive? What are the debuff numbers for all of the debuffs? (I just assumed they were equal to Weaken+Envenom+Nuerobreath)

    Also, Poison Trap, lol.
  17. Yeah a Dark/Invuln brute doing those 1-4 RIP bosses would do it rather well. Although I don't like the AE, but I understand your frustration with the EATs. It is rather silly to get a character to 20 to unlock.
  18. To be honest I was expecting Sharks with freakin' laser beams attached to their heads.

    wtf man?
  19. Quote:
    Originally Posted by DrMike2000 View Post
    Congrats on 40 by the way. Go check out the %$GW$54%Tif you havent already! (v%$gw45GW$H marker in NOT PEREGRINE ISLAND)
    SHHH! dont tell them about the super secret area where I take all my screenshots!
  20. Well, it's been rumored for awhile Lucas wrote episodes 7-9... Oh god... <dies alittle inside> can we PLEASE leave star wars alone? LEAVE STAR WARS ALONE!

    http://www.youtube.com/watch?v=kHmvkRoEowc#t=00m58s
  21. Quote:
    Originally Posted by Umbral View Post
    And by doing that you can be assured that there would be a massive reduction in the potency of the powers in question. Quite possibly the only reason that the ST buffs we're talking about are so strong is because they can't be applied to the user and are therefore exclusively team support.
    that explains why everybody plays FF and Sonic Resonance... /sarcasm off.

    Not to say it would boost the useage of these useful powersets but it would make them more manageable. Yeah, they are fairly low-management now, but in all honestly, casting 2 buffs on 7 people is not fun every 4 minutes. I don't want an AoE buff, Problems can arise with that. I'd simply like to see them buff the duration to 10 minutes.

    And while we're at it, can we PLEASE fix that bug where if you enter a mission, you can be given the same buff and have it stack (Like getting force field bubble outside, entering then getting buffed again for x2)? Thats really wants stopping the devs from boosting the duration length, so people don't abuse the bug.
  22. Vel_Overload

    Inherent Fitness

    Quote:
    Originally Posted by BunnyAnomaly View Post
    Stop reinventing the wheel. Endurance is fine right now with stamina, a worthwhile build with good choices and good slotting. Now we have a few more power choices and the earlier game is less a chore.

    If you're having trouble with stamina on a character that is adequately slotted it is pretty much your bad choices that are causing this. You are what needs fixing
    the massive % of the population that takes Stamina disagrees, and the devs know it.

    If you take Stamina, and you say everything is fine without Stamina, get stop taking Stamina instead of being a hypocrite.

    But yes, the early game is less of a chore now due to free stamina. Yay.
  23. Quote:
    Originally Posted by flashrains View Post
    The Coming Storm clearly has something to do with Bloody Bay. Okay, so nobody can be certain that Silos is telling the truth, but I'll take him at his word when he describes the Shivans from the meteor you have to destroy while Lazarus stands around twiddling his thumbs as the Storm's "scouts." Also, I believe the letter writer to be the Dream Doctor, since he wrote in "Why I Left and Why You Must Stay" that "Something is coming and [he] must find out what it is before it's too late." Sounds like a Coming Storm to me, and the presence of a Pillar in the Midnighter Club makes me even more inclined to believe there is a connection.
    sounds like a nemesis plot... but nice theory
  24. Now I know there was already a fairly recent thread on this. Careful, people around here are nay-sayers about new powers and what not and will destroy your hopes and dreams instead of being constructive.

    ye be warned.

    Wait a minute.. you stole my placate idea from the last thread and my teleport to ally idea. Or mabye you didn't. I got my eye on you O.o (i don't really care )
    oh and we already have a 'charge' power. It's really just a teleport but whatever.