Defense is usually 2x Resistance, right?


Arcanaville

 

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Originally Posted by Bill Z Bubba View Post
pbtbtbtbt

The real question is why do people insist on taking those spawns on when they're playing characters poorly suited for it?

There's been several complaints of "but what if I'm on a character that can't take out the ghost fast enough?" Don't take them on. Get the zone badge, save the bank and get the hell out of there. Why subject yourself to more annoyance than you have to?
Ah, but PPD defeats are required if you want a certain Accolade; Force of Nature. 1000 PPD to be exact.


 

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Originally Posted by Clouded View Post
Ah, but PPD defeats are required if you want a certain Accolade; Force of Nature. 1000 PPD to be exact.
Or you can just beat up the much easier police drones and PB guys at level 50.


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Originally Posted by Dispari View Post
Or you can just beat up the much easier police drones and PB guys at level 50.

Yes, I know. I have more villains than heroes. But don't you think avoiding an enemy or changing your play habits denotes a larger problem?


 

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Originally Posted by Clouded View Post
Ah, but PPD defeats are required if you want a certain Accolade; Force of Nature. 1000 PPD to be exact.
I don't recall that badge needing ghosts and equalizers. There are other PPD out there. You can get that badge at level 1.

Don't get me wrong, I'm sure that there are people out there that want the accolades as early as possible, yet only do so while solo and only as the spawns in question "naturally" come up in the game....

But then we're right back to mascochism for the sake of masochism.


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Yes, I know. I have more villains than heroes. But don't you think avoiding an enemy or changing your play habits denotes a larger problem?
Oh absolutely. But it goes nowhere. Otherwise I'd be playing tanks and defenders, and Rularuu Watchers wouldn't make my claws/sr cry.


Be well, people of CoH.

 

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I agree with you al by the way but I tend to dislike the -speed power of the Equalizers far more for some reason. I don't really find the -tohit very damaging for some reason, perhaps because I'm running in spider webs and by the time I get to the next critter or Ghost, the debuff has worn off.

As for the -def...the only defensive villain of mine that come across the Ghosts is my /SR Brute and he never had much of an issue with the -def portion. My /INV Brute might have more an issue, but I'll find out soon enough.


 

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The -DEF is very brutal. Especially with characters with no or little defense.

-40% against like a Corruptor is basically handing that spawn a "I only miss 10% of the time or worse" they win button.

From what I can see (unless they planned for a 4% -DEF/-ACC stacking debuff) it looks like they were planning on a -20% -DEF and -ACC debuff.

Which is pretty bad, but not that bad. And I don't think they made those stack within the spawn (ala only one will use it at a time.)

I'd think -15% is actually more fair and balanced, especially at level 20.


Still here, even after all this time!


 

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Originally Posted by EricHough View Post
My problem is not that its JUST a -40% to hit and def debuff but that it lasts for a minute
Castle ... if THIS is balanced for hordes of NPCs to have ... why can't we have it on our characters? Hmmm?

(question asked for rhetorical reasons)


It's the end. But the moment has been prepared for ...

 

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Originally Posted by Redlynne View Post
Castle ... if THIS is balanced for hordes of NPCs to have ... why can't we have it on our characters? Hmmm?

(question asked for rhetorical reasons)
Also, where's my Hamidon EAT?


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Originally Posted by Dispari View Post
Also, where's my Hamidon EAT?
Gonna be hard to level that alt, seeing as your Hamidon EAT would need to constantly eat trays of breakfrees just to move anywhere.

(I wonder if I'm the only person to have ever seen a mito move around outside the dev team).


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Originally Posted by Arcanaville View Post
(I wonder if I'm the only person to have ever seen a mito move around outside the dev team).
I'm not sure I've seen 'em move, per se, considering they're supposed to be locked in place on their platforms, but I am pretty sure I've noticed them actually move very slowly up, down, and around as I jump around to beat on them. In fact, I'm pretty sure they have moved since I've pulled them down closer to the ground so that it would be easier to beat on them.


 

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Also, until recently, you could TP the mitos from the LGTF.


 

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Originally Posted by Umbral View Post
I'm not sure I've seen 'em move, per se, considering they're supposed to be locked in place on their platforms, but I am pretty sure I've noticed them actually move very slowly up, down, and around as I jump around to beat on them. In fact, I'm pretty sure they have moved since I've pulled them down closer to the ground so that it would be easier to beat on them.
That "moving around" is analogous to a moving combat stance. It just is their static animation that doesn't actually move their hit box.

As for moving the Mitos around... Well, back before the devs took their axe to the problem and removed Hamidon entities entirely from AE, you could get them to move around with enough Bubbles on their side. Granted, to get that, you had to do a lot of finagling with herding and position.


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Originally Posted by LostHalo View Post
As for moving the Mitos around... Well, back before the devs took their axe to the problem and removed Hamidon entities entirely from AE, you could get them to move around with enough Bubbles on their side. Granted, to get that, you had to do a lot of finagling with herding and position.
During the brief period when the "-1 bug" was in force, mitos could be spawned with no powers. Without powers, they were no longer immobilized and you could push them around. Strangely, you could only do this a limited number of times and then they would usually "stick" to the ground for some reason I couldn't determine (it might have been a geometrical oddity where the mitos were getting /stuck into the ground, being round and all).

I kick myself for not frapsing it, but I had a test mission where I could punt mitos around like Big Yellow Balls. By the time I thought to record it, the bug was patched out. In fact, I think it was patched out the next morning after I posted about it.


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Ah, so it's all your fault. The free experience was just a red herring, the devs actually hate kickball.

That said, I still had them at full powers when I played around with it (what's the point in trying to break the limits if you just remove them beforehand).


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Originally Posted by Bill Z Bubba View Post
pbtbtbtbt

The real question is why do people insist on taking those spawns on when they're playing characters poorly suited for it?

There's been several complaints of "but what if I'm on a character that can't take out the ghost fast enough?" Don't take them on.
Sorry, Bill, but this response seems ridiculous when it applies to most of the villains you can play at that level. How many ways do how many characters have to one-shot eliminate the mob? When missing the ghost with your one hold, or your assassin's strike means you have to eat an chunk of yellows or be effectively incapacitated for 60 seconds, that's stupid. When you might face more than one of them as part of successive ambushes in the side missions, that's stupid.

Rularuu live off in the wilds of a zone most anyone can ignore, and a lot of them suck for someone or other (not just one type for most everyone). You have to do paper missions to get your initial contacts in the zone. Why should we just be OK with this 5 level range of mayhems being sucktastic if you're stupid enough to try and play them? Part of the point of the forums is feedback on the game. My feedback is that these mobs blow hard for no obvious reason.


Blue
American Steele: 50 BS/Inv
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Red
Shadowslip: 50 DDC
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Originally Posted by LostHalo View Post
Ah, so it's all your fault. The free experience was just a red herring, the devs actually hate kickball.
Hero-1 told me they needed to remove all the giant-sized critters because they could get stuck in the geometry. When I pointed out that was unlikely to be a problem with Hamidon, he said those picky art department people had "issues" with Hamidon.

What possible problem they could have had with a giant red ball of goo cutting across hallways and shooting at players through the ceiling I have no idea.


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Originally Posted by UberGuy View Post
I am left with a nagging feeling there's a (3) here. It feels a bit as if, just maybe, possibly unconciously, some of the arcs are written with the idea that the good guys are supposed to be really powerful, and so if you're a bad guy, you've got to face really powerful foes to prevail. Having to face an AV signature Hero at the end of so many arcs really drives this feeling home for me. The original uproar over how common that was in CoV and how much earlier it starts compared to CoH seemed to have a lot to do with the original ability to downgrade AVs to EBs when solo.
It's always seemed kind of weird to me too how being a villain feels a lot harder than being a hero.

The seductive power of the dark side and all. It's supposed to be the quick and easy way. Story-wise pretty much every villain would be better off packing it up and moving to Paragon to be a hero. The only thing that'd reasonably keep my villains on the Rogue Isles all the way to 50 is some misguided pride in being able to survive it. I guess for the same reason I want to complete the LRSF some day: to prove I can.


 

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Originally Posted by Doctor_Daedalus View Post
It's always seemed kind of weird to me too how being a villain feels a lot harder than being a hero.

The seductive power of the dark side and all. It's supposed to be the quick and easy way. Story-wise pretty much every villain would be better off packing it up and moving to Paragon to be a hero. The only thing that'd reasonably keep my villains on the Rogue Isles all the way to 50 is some misguided pride in being able to survive it. I guess for the same reason I want to complete the LRSF some day: to prove I can.
The only thing hard about being a villain is having to solo all the content due to the redside population (or lack of) issue. I feel my redside ATs are as a whole better put together than my blueside ones with a few exceptions and would very likely find blueside content way too easy. Of course there are the outliers like Fire/Kin, Scraps, Illusion and Body Mastery, but for the most part redside ATs just feel more powerful. As an aside, I've always wondered whether a MM would find Firbies as hard as Scrapyarders...


 

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Originally Posted by UberGuy View Post
Sorry, Bill, but this response seems ridiculous when it applies to most of the villains you can play at that level. How many ways do how many characters have to one-shot eliminate the mob? When missing the ghost with your one hold, or your assassin's strike means you have to eat an chunk of yellows or be effectively incapacitated for 60 seconds, that's stupid. When you might face more than one of them as part of successive ambushes in the side missions, that's stupid.

Rularuu live off in the wilds of a zone most anyone can ignore, and a lot of them suck for someone or other (not just one type for most everyone). You have to do paper missions to get your initial contacts in the zone. Why should we just be OK with this 5 level range of mayhems being sucktastic if you're stupid enough to try and play them? Part of the point of the forums is feedback on the game. My feedback is that these mobs blow hard for no obvious reason.
This is really the major point.

There doesn't seem to be a good reason for the low level Paragon Police Dpt. to have a power that is theoretically four times as powerful as Longbow's Sonic Grenade.

If we go by the basic 'thought' that Defense is worth twice Resistance, the Longbow version of this power should be a 80% -Resistance and -Damage. Stackable.

That's not crazy hard. That's not even ludicrous. That would be broken.


Still here, even after all this time!


 

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The issue I have with the power is that in-game, it's described as having something like a 10 second recharge and a 60 second duration (now admittedly, the numbers may have changed or I'm remembering them wrong, but I seem to recall it having numbers like these). And it's an AoE on top of that.

Taking those three factors into consideration, it has always been of my opinion that it's probably another "misplaced decimal" error. -4.0% ToHit/Defense that can be stacked to roughly -20.0% if the mob AI runs the power as much as possible seems to be more likely to be the intended effect rather than the current status.

I just never bothered to bug it or mention it because I'm lazy. That, and at least something in the game can sometimes throw my more insane builds for a loop. I do like the random monkey wrench that gets tossed, although I'd rather it be on some more...unique mobs (if you swing a dead cat and club a catgirl, it's likely to fall on one of the many quasi-military mob factions, and if you're a villain, it will also fall on at least two groups of Longbow). I love fighting Rularuu because they're entirely unique and can throw out some absolutely vile powers (the Honored Brutes don't seem to hit with/use it much but don't they have something like a -50% damage/resistance/tohit debuff...and that damn Wisp cage power...) that can throw conditions into random situations. Unfortunately, because people are stupidly afraid/avoidant of the Shard, it's hard to take advantage of their limited, underdeveloped, and underappreciated content.

:

And just a segue into the people always whining for mez protection on squishies...
I mentioned in one of those recent threads that the alternative for the game's mobs to possibly be a threat would require them to be given much more heinous de/buffing. I'd imagine this would be a good example of said alternative...and I note that people still complain about it. Not that the inclusion of people complaining is a unique condition.


Blue: ~Knockback Squad on Guardian~
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There really isn't much content. Just the intro, some repeat missions and then the four "OMGTHATSSOLONG" TFs.


Still here, even after all this time!


 

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Dr. Q is the only one that is unpleasant. I actually enjoy the rest of them (although the hunts could stand to be gotten rid of).


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Originally Posted by LostHalo View Post
The issue I have with the power is that in-game, it's described as having something like a 10 second recharge and a 60 second duration (now admittedly, the numbers may have changed or I'm remembering them wrong, but I seem to recall it having numbers like these). And it's an AoE on top of that.

Taking those three factors into consideration, it has always been of my opinion that it's probably another "misplaced decimal" error. -4.0% ToHit/Defense that can be stacked to roughly -20.0% if the mob AI runs the power as much as possible seems to be more likely to be the intended effect rather than the current status.
You know, that actually does sound very likely. Wish we could get a response, but I'm not holding my breath.

A lot of the 'over powered' NPC abilities take forever to get fixed. Carnies Mask of Vitation has been brought up time and time again, but never changed.

They want you to be useless for one and a half battles and unable to click anything... except maybe brawl.

Woo, that will defeat that boss well!


Still here, even after all this time!