phenom44

Apprentice
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  1. phenom44

    SD/SS build?

    or is it Active Defenses. I've read the same for both...Which one or neither?
  2. phenom44

    SD/SS build?

    Is it true that Membrane HO's will add defense to the Tank via Phalanx Fighting?
  3. I was going to respond to a couple of over the top sarcastic responses, but overall someone else already has. I must admit, I was unaware that this was addressed before. That's on me.
    I do like the blackhole slotting for the most part, but again, some of the responses remind me of nothing more than bickering over crumbs left by the king.

    With that said, what does set a unbelievable tone and jumps out is how obedient most of you are to what the devs tell you they are,will, can and want to do for you. YOU are paying their salaries. If YOU really want to get an idea approved. Present it and gain support from a high percentage of the players (however that needs to be accomplished). If that don't work, ask those same players to cancel their accounts temporarily until the Devs do something. Some of your comments literally reflect why the devs dictate more than they appreciate and incorporate ideas.

    COH and it's developers has done some very good work with this game, so please understand I can see it from their perspective and being unable to play Santa Claus for everyone, but they is still a lot of room in terms of "the gaming experience" for all.

    Thanks for those responses of maturity and bringing me up to speed.

    TC
  4. The title pretty much says it all.

    I often find myself having to discard significant enhancements when doing a respec due to there being no room for me to keep them. I think with all of the changes that COH has endured over its tenure, it is time to upgrade this area of the user features.

    It is a very simple addition as well....Simply copy and add another tray below the current tray provided after completing respec. (no 6 month wait or programming red tape).

    Additioinal benefits would be players having to spend less influence at WW due to keeping usually discarded enh. Allowing them to potentiallly earn more influence with having saved more enhancements, which in turn may have a positive impact on the overpriced WW market.

    No brainer to me folks/devs. Let's do it. Every player would not have a problem with this for it has or creates no detriments.

    Thx
  5. Hey, I have to Arch Villains to defeat for the Dimensional Warden badge, but was curious to know if theres a way to determine which two I need?

    Thx
  6. phenom44

    Tough Nerfed?

    thanks all for responding....Even you Neeto. Humans are funny that way.

    I was aware of it getting a buff, but recently it seems very "ineffective" compared to previous performance. Perhaps Im seeing more debuffs than Im accounting for...
  7. phenom44

    Tough Nerfed?

    Can someone confirm if Tough was nerfed recently or not?

    Thanks
  8. phenom44

    PvP Telekinesis

    Hmmm...Correction, TERRORIFY, not FEAR. :-)
  9. phenom44

    PvP Telekinesis

    Nice feedback...I LOVE FEAR...and few AT's has much resistance to it. I've kept it on my build for years now. Different ways to slot it, but definately slot some damage in it.

    Sleep instead of hold, huh? Hmm, let me give this puppy a whirl again.

    thx
  10. phenom44

    PvP Telekinesis

    Quartermaine is correct ( I did that last time I used TK), but also is pointing out the disadvantage. You are looking at 2-4 slots solely for end reduction and rechargeon a situational pwr. Skip the recharge, which would be cool based on how often you would use the power and it does have it advantages as Quart and Mac pointed out. Again, these 2-4 slots cannot use bonus IO's.

    Ultimately, to each his/her own. It's been 2 yrs, maybe I will test it and see what if feels like in todays pvp.
  11. Hmmmm...Teaming in pvp has become primarily a one target molestation. Usually due to one side having less toons in zone than the other, teams are formed solely to focus in on one player at a time to actually accomplish kills and receive a rep or possible drop . Often, the player of focus is of course the buffer. Which makes since, but outside of this, pvp is not a team structured concept anymore. Simply because scattered and random zone play, toons cannot afford to protect their "team oriented" archtypes, who can't survive long without a team. See the conundrum?

    A good move was boosting the defenders survivability, which will hopefully help them return to the zones to assist heroes fighting often against buffed vills. Now, I won't play ignorant here either and act like the boost was actually a correction to nerfing them to begin with. Honestly, corrs, mm's and trollers can all use the same boost in today's pvp environment.

    Here's a new idea that should have a significant impact on TEAM play in the zones. Add a significant boost to team oriented archtypes survivability and powers/buffs, and you will see more teams being sought by zone players due to the buff advantages. Especially by the "team oriented" archtypes because of the increase bonuses that they get, and can give. They become once again what they were designed for in the first place.

    I should not have ever visited the forums. I am posting which I had no intent of doing.
  12. phenom44

    PvP Telekinesis

    Hmmm...Not so fast Sun.

    Keep in mind it is a mag 3 hold, and the endurance count is 3.12/s which is one of the highest endurance expending pwrs in the game. Endurance is a precious commodity to a Controller despite some nice bonuses available now to reduce it. However, you have to think of how often will you be able to use it in a zone of multiple targets, along with how often can you afford to use it, without limiting your ability to use other powers?

    I used to love using TK once upon a time ago, but it's not worth it now. Especially when you can't slot unique IO's in it for bonuses and reduction.

    Just a thought to consider.
  13. signed as well. Just stumbled onto this thread, but then again, I'm not on forums much.

    I am one of those veterans since PVP was introduced to the COH game. It is truthfully discrediting and embarrassing to the programming and decision makers who have implemented such a decline to a initial remarkable experience. I actually quit the game a few months ago, due to PVP becoming less than entertaining. I came back mainly for the reason I've stayed this long....I'm big on superheroes since being a kid, and wanted to again simply see those comic powers in action. Unfortunately, PVE does not do it for me anymore.

    I do want bring front and center two obvious inconsistencies in previously applied logic (in terms of nerfed pvp effects). That would be the following...

    WEBNADE: This is eerily similar to the issue that caused the ice slows to get nerfed, which everyone knew was coming because it created such a disadvantage. So, with that stated, why is webnade still untouched? I have disputes with players now laughing because I refuse to get ss to allow escaping this power. As a veteran who "was" indeed quite good in PVP, let me say that you get tired of having to continuously create builds, drop pwrs you like, but are now useless in pvp, only to add pwers you dislike so that you can survive. When you have to adjust to the programming, instead of the programming adjusting to the players, that means the development team is failing in their role of responsibilities related to mproving PVP gameplay. Period. Please be consistent and address WEBNADE. Preferrably not 6 months from now.

    SPIRIT SHARK: When this first hit the scene, I saw nerfing almost immediately. That was almost a year ago. LOL...Here you have a power that does not only significant lethal damage, but it has a hold and DOT functionality, not to mention a disruption to where you can't heal yourself (unless regen or slotted with multiple -interruption IO's) once your hit with this. Now, this pwr is primarily in the hands of the same archtype that literally changed pvp gameplay overnight with HIDE and AS, and now a very lethal ranged attack along with the HIDE, PHASE, HIBE, and DEFENSE options. P-L-E-A-S-E....stop insulting the players intelligence, and simply stay consistent with your suppose to strategy for PVP, as well a return on the monthly investment we are making in this game.

    I could really open up some old wounds, but I will leave it be. I will finish up on something MAC did not address, which I warned the DEVS of 3 yrs ago. When you do NERF...stop doing it to an extreme, and target a median for your adjustment. For example, don't increase say Dam, from 25% to 75%...try, 50% first. Especially, with the current track record of not rescinding flawed implementations made, but simply leaving them as is and for the PVPer's to deal with...or adjust to.

    Perhaps the goal, is to cause pvper's to migrate out, so you can officially shut PVP down. This would be a strategy that looks like it is working.

    The feedback is overwhelmingly consistent from those who play in the zones. Perhaps you should do something that is customer friendly, and provide and detailed response as to why this feedback has gone without utilization??
  14. I think I got my answer via the threads, but then again...I become uncertain again.

    Please put this baby to bed for me (DEVS and whoever else).
    Here goes....Does all knock back enhancements increase the mag to where you enhcance the potential of knocking someone back/up "and" the distance?..or is it certain enchancements increase the potential to knockback/up only and others affect distance only?

    I slotted a character with KinCrash once and then removed it. It does look like I am less able to knock players back/up, but again, I'm not certain.

    Thanks 10 million
  15. Disregard. Close panthera.

    I deleted some old toon copies, but still managed to log in on a older copy before the respec was issued. Sorry guys. One less issue to worry about...You prolly already figured that out. :-)
  16. Sorry to add to the list of issues, but did not see this problem being mentioned. I moved some toons to the training server, but they do not have their i17 respecs. I'm getting the "see Jack Wolfe" message.

    Thanks in advance
  17. phenom44

    IO Prices

    Hello All,

    Again, great perspectives from different angles of the issue.

    I would like to respond to a couple of perspectives presented in general and then maybe bring this thread to a close.

    I would first like to point out that the IO I gave was just an example, not the overall driver of my concern.

    Secondly, please understand that many of the players whom have reached the "end game" levels and accomplishments, usually roll a variety of toons, start SG's or PVP to continue some level of enjoyment that the COH platform provides. Most of them based on my interactions eventually reach a point to where running missions is no longer of interest, but may find themselves almost forced to do so in order to purchase specific game content. This is something some players will adjust to, and some things they will not.
    In regards to an "end game/priviledge" comment thatwas made, most of these "expensive items" can only be used by the end game level toons anyway, so that is not a concern here.

    The point is the pricing...Though indeed controlled by the players, does not "justify" the baseline cost of that item, when it begins to impact the gameplay for ALL participants. As it was pointed out, someone could easily key the wrong amount and create an inflationary rise, but based on the commonality of that item...it will eventually fall back down. This would not be the case for rare IO's, that are now even more rare, because of decrease in facets of gameplay by players. That's where the balance should be assisted (not dominated) by the COH team. Otherwise, when does the market costs hit the ceiling? If the logic is never, then IO's can consistently reach billions, or even trillions, but would you still think that to br "okay" as it impacts ALL interested players?

    This reminds me of the downfall in my opinion with COH since launch when it introduces new content. There never seems to be a full accounting of impacts by that content. Therefore, it is often left for the players to "adjust" to the ripple affect, oppose to proactively managing the balance and anomalies that may potentially surface from introducing that new content.
  18. phenom44

    IO Prices

    Thanks for the responses, I should have been more specific with my question, which applies to IO prices in general.

    I learned a bit more about the IO tables, but allow me to point out what is not being considered in regards to the WW market. Regardless if a player is paying more or not, or the gameplay is losing people getting drops...the core of that is controlled by....the Number of Drops. If players are playing differently, then COH should adjust. If players are coming into new wealth and splurging on IO's (which is impacting everyone in the game) you adjust the drop count in AE missions, PVP environments, etc. It is that simple. It is not, and should not be made complicated. It is NOT like the real markets (though those are manipulated too).

    So, with that said, the prices are ridiculous and unacceptable. I saw a Unique Resist Dmg IO for over 1.5 Billion. Are you kidding me?
    COH have been making positive strides with their decision making and game content lately, don't let your "market" be the next issue for downspiraling gameplay and participation.

    Thanks to everyone for the great and informative responses.
  19. phenom44

    IO Prices

    I tried searching, but could not find a link regarding the high prices to purchase IO's now. I'm quite certain there is a thread, so if some could direct me so that I can read and understand the logic why this is being allowed?
    Outside of tyring to boost gameplay and profits for websites that charge for influence, I need to view an official response.

    thanks