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Posts
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Joined
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I see a flaw in your build that has been discussed in these forums since forever
It seems that the most natural reaction for all players is to slot end in the shields to save endurance but if you look at the math you will notice that the slotting attacks with a end instead of shields saves you a load of more endurance.
My suggestion is that you move your end slots from the shields to your attacks. -
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Teleport beacons for all CoH zones?
Yes. It's in our internal QA right now, making sure they all work right. (So it's a patch or three away from the Training Room server).
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Does this include Founder fall as well??!!?? -
Talk about piss poor design! So you have a set where if you take one power you need to take another power to get rid of the downside of the first.
We always knew that this was how it works but now Cryptic even admits this is the way it should work. They are now telling us which powers to pick.
This kind of crap just makes you dissapointed, and it questions wether or not Cryptic has lost control of the game. -
NOOOOO!!! I just created a Plant/Psi dominator and now we are told that Statesman is playing one. I better delete that character before I invest some time in it. Every character Statesman has played so far has been gutted after a time. Plant/Psi are DOOMED!
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Grats for the SF completion and Happy B-day Positron!
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From the 5/10 patch:
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The 1/3rd increase in Super Reflexes Passive Defense abilities has been removed. These powers are returned to Issue 6 levels.
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Anyone gotten a pet yet and can post screenies?
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Toggle dropping powers is bad, period.
Why you ask, because it takes away the fun for all those AT:s that need to spend 70% of the time putting on toggles after having them dropped.
Now, there are four AT:s that still should have powers that drop toggles and those are:
Defenders, Dominators, controllers and corruptors.
The reason for this is that they do not have the damage needed to be effective against toggle heavy AT:s unless they can drop toggles.
Dominators and controllers should have less chance then defenders and corruptors with toggle dropping powers because they also have holds as a primary.
Blaster, scrapper and Stalkers already have unresisted damage that bypass all toggles so there is absolutely no need for them to have toggle dropping powers.
Tank and brutes could be discussed, especially tanks since they are low on the damage side.
The change was absolutely needed, toggle dropping could not remain on the current lvl if Cryptic wanted toggle heavy AT:s to PvP.
What ticks me off is that Stalkers are the ones who still have the highest chance to knock toggles off. That is just so wrong. -
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Just why the heck do Stalkers still have the highest toggle drop chance??? Stalkers already have unresisted damage in their criticals.
If any AT should still have high toggle drop percentages it should be defenders who cannot dish out the damage needed to bring down a toggle heavy opponent.
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Stalker crits are resistable. Stalker Assassin Strikes "bonus" damage is not resistable.
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I am not sure that is true but in either case, the point is that Stalkers already have unresisted damage so why should their attack also have a high toggle drop chance??
...and with placate they even got a freebe. That's another good question, why is Placate still auto hit?? Same rule as taunt should apply. -
Just why the heck do Stalkers still have the highest toggle drop chance??? Stalkers already have unresisted damage in their criticals.
If any AT should still have high toggle drop percentages it should be defenders who cannot dish out the damage needed to bring down a toggle heavy opponent. -
I got the messed up contacts as soon as I installed 6.4 and I get it every time I log in. Have not tried disabling fast write.
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So how do you fix the messed up contact pictures??
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Essentially, each hit (if successful) will give you a short term damage buff. Different powers would have different buffs; but if you could string enough hits together you can "peak" your damage.
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Quoted from Statesman.
And then he gave it to brutes.
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Nice Necro research...another opportunity--Post++
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He almost managed to ressurect the thread a year after the last post
DEAD HORSE RISING -
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Are you serious Kali?? You must have turned blind if you think tankers do ok in PvP.
Remember that devs balance for teams. Just exactly what do a tank contribute with in a PvP team that no other AT can do better?
Damage, no. Buffs, no. Protecting team members, no. Debuffs, no...
So perhaps a tank can take a bit more beating due to more HP but since a tank is not really that big of a threath WHO CARES!
Master Minds and Dominators at least have tools that make a difference in PvP. Tanks just hang around.
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Oh, please. Tankers do 80% blaster damage and have many times more durability. What tankers can't really do is fulfill their intended role in PVP. Taunt's nerfed against other players and punchvoke doesn't work at all.
I did not "turn blind." All I had to do was PVP with a tanker and against tankers.
But, wow, "a tank is not really that big of a threat?" "Tanks just hang around?" I have to ask - have you played a tanker in PVP?
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That is just BS Kali, tankers do not have 30% unresisted damage so there is no way they do 80% of blaster damage. Take your stupid illusions elsewhere.
I have played a tanker and have played against a tanker and that's why I say tankers just hang around. When you say you attacked a tank I have to ask why? Did the tank pose a threath to you or your team?
Replace tanks with any other AT in a PvP team and you perform much better, that's a fact you cannot argue about. -
Are you serious Kali?? You must have turned blind if you think tankers do ok in PvP.
Remember that devs balance for teams. Just exactly what do a tank contribute with in a PvP team that no other AT can do better?
Damage, no. Buffs, no. Protecting team members, no. Debuffs, no...
So perhaps a tank can take a bit more beating due to more HP but since a tank is not really that big of a threath WHO CARES!
Master Minds and Dominators at least have tools that make a difference in PvP. Tanks just hang around. -
Hmm, so instead of the possibility of hitting more then one with a single target attack on a stacked mob, we now have the possibility to hit less then one...
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Heh, finally a dev takes the time to post on the tanker forum and what do we get?
A post who turns out to be wrong and then nothing??? -
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_Castle_, is it understood with the Devs that a lot of people wanted a Skills system for some Out-Of-Combat entertainment? From the sounds of it, Invention uses salvage, which is earned slowly with combat. Has this been considered? Is there any non-combat plans in the works?
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Yes.
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I counted 3 questions in that post, on what did _castle_ say yes?
You all think he said yes to the "positive" one... -
I do not know if avatars can get much creepier then that HolyEvilAoD, yaiks!
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iakona, I understand what you base your tables on so I do not want to push this to much but...
The scale for different powers is that something you can provide or is that only possible by testing? -
Just wanted to say "lol" Great "kill skuls"-reference you managed to squeeze in their Arctic!
I give this story 5 out of 5 bone daddies -
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iirc, technically there is no such thing as Melee. Melee is just a ranged attack of 5 feet.
Melee classes get some sort of 'resistance', by special cases, to the range debuff, otherwise they'll lose the 5 feet and be unable to attack. All the other ATs were left as is. So they lose their melee capabilities if hit by hurricane as the 5 feet range of melee drops to 0.
Probably, making the range debuff floor at 5 would solve the problem, but...
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Technically there is INDEED melee and range. Just recently a poster made a guide for a "new" more accurate brawl index. The data he based it on is extracted from pigg-files (the actual code of the game).
You can see very clear that all attacks are either range or melee. Link here -
Regarding the buff/debuff modifier:
How do you get the damage buff scale or the ToHit debuff scale numbers? Where did 5 come from?
Am I correct that if I knew the Tohit debuff scale for Darkest Night for example I could calculate the actual base debuff of that power?