-
Posts
295 -
Joined
-
Or....
you could do it yourself in Ma. -
Soo no i15 beta 2morrow? (or today depending on where u are)?
-
Yea but the argument is null in the presence of their "Don't give anyone your PW/you are responsible" rule >_>
So anyone who suffers from getting chars deleted by younger brat brother/upset gf/w/e is already kinda at fault in the first place? Just cause some other people are unfortunate/not responsible doesn't mean everyone should be limited right? O_o
I /sign the ability to log to server/character selection screen, or at LEAST the ability to have it as an option, turn on/off'able. -
I've said it b4 and I still believe it now,
I'm willing to bet around the time we get a custom map/spawn point maker for MA is the time we'll also get a shiny new base builder. -
Auto-Rez anyone whom returns from an Arena match or AE mission that has been defeated. Its mostly inconvenient for people whom have died returning from an arena match, but for AE it just plain doesn't make sense O_o (Unless your virtual reality gives you a nightmare and send you into a coma)
During the "preperation" period before a match, around where the player spawn points start, make some "practice dummies" appear, that are affected so that one could recieve buffs from them, or build fury/dom off them, etc (ala WS eclipse, anything that requires mulitple people. As well as maybe having the option to have random defeated corpses that don't dissapear until used in an arena map. (complicated I know) And have the practice dummies dissapear when the 30 second preparation timer is up and the match starts.
Go over some of the lower level, and in general fairly useless in comparison IO sets that exist (though never get used) and gives them decent bonuses, remove all debt/xp and mez resist bonuses (or buff the mez ones up some), and add stuff like small ToHit bonuses, def debuff/tohit buff resistance, range, etc etc, so some sets that are currently pretty measly people will actually start going for.
Allow communication in an arena match, why was this even added in the first place, if i didnt want to be spammed by my SG/the arena/help channels, etc I'd turn off that tab <_< -
[ QUOTE ]
[ QUOTE ]
Scaling Assassin strike for Stalkers while it looked good on paper, turned out to be terribly broken and never made it live. It took awhile and lots of testing before the current stalker changes made it live. Also if I recall correctly the first proposed changes to Defiance, didn't make it on the first dry run either. We also don't know what else is included in Castles changes, there may be a wild card in this set of buffs.
These changes are "proposed" until its actually in a patch going to the live server, all bets are off.
[/ QUOTE ]
Of course. You are technically correct. But compared to the thousands of changes, large and small, that made it to test, easily over 99% go to live once on test.
So yes, absolutely, there is no guarantee, but there is a 99% chance. That's all I'm saying. With odds like that, I assume that if those numbers hit test, they will hit live. Even if I end up being wrong, I'll continue to post the same opinion about other changes.
I'm seriously not being argumentative here. Only conversational.
Lewis
[/ QUOTE ]
Another thing to think about is the defiance/stalker changes we're alot more than just removing a dmg buff out of an inherit and putting that into the AT modifiers, If i recall correctly there we're multiple changes for the stalker buffs in particular.
IMO this change is a bit less sweeping. The big change here is non-domination doms' performance is going to go up quite a bit. Essentially taking the can of mountain dew from the top shelf of the fridge and putting it on the lower shelf, sure that means easier access, and it may cool better, but its not like your shoving it in the freezer and checking back on it a week later (dont try that at home kids). -
Nope. they are not nerfing perma doms. Infact, they are getting a slight buff, as far as I know only the people who used double-tripple stacked dom will suffer (even if only a tiny bit.) And it won't matter cause now non perma doms will be getting as much damage as a perma dom would.
-
But I suppose they can't fix an exploit without nerfing something as well, thats just blasphemy.
Tho theres not really much bout a uselessly bugged IO to nerf <_< -
I wish we could use controller set pets as enemies in an enemy group.
For example: making a group of nothing but fly traps. and then the thorn tree as the boss. etc. -
Banes defenitely should get some defense debuff resistance
-
[ QUOTE ]
i7
[/ QUOTE ]
[ QUOTE ]
GTX285
[/ QUOTE ]
[ QUOTE ]
6GB RAM
[/ QUOTE ]
Aint no way in hell that computer is going to run CoH well, nope
no chance at all >_> -
At some point a dev (can't remember who, probably castle) said something along the lines of a set with nothing but autos that already exist should be pretty balanced/functional.
Sooo, just for fun:
Armor Protection (Scrapper/Brute/Tanker Secondary)
You're protected by a layer of armor, whether it be enchanted medieval armor, a tech suit exposed to dangerous chemicals, or even your natural alienoid skin, the armor your bound to protects you as much as possible. You always have your armor equipt, and so are bound to it. You can however upgrade your armor over time, this set contains no clicks or toggles.
The powers: (We'll assume this is the scrapper version)
1 High Pain Threshold - 5.63% Res (All), 20% HP
2 Bane Spider Armor Upgrade - Mez Protect +4 Mag, 7.5% Res All, 20% HP
4 Crab Spider Armor Upgrade - Mez Protect +4 Mag, 3% Res Smash/Lethal
10 Phalanx Fighting - 2.25% Unenhanceable Def,
16 Agile - 6.92% Ranged Def, Scaling Res, +Def Res
20 Dodge - 6.92% Melee Def, Scaling Res, +Def Res
28 True Grit - 10% HP, 11% F/C/E/N/T Resist
35 Lucky - 6.92% AoE Def, Scaling Res, +Def Res
38 Foresight 7.5% Posi Def (All), 20% Psi Resist
Obviously the names of the powers would change, I took existing autos and thrown them together for a balanced example. The order could defenitely change as well to balance things more if necessary.
So, give or take, this set could offer (without enhancements) roughly:
+Mag 8 Mez protect (all but KB)
+50% HP
18% Melee Def
18% Ranged Def
18% AoE Def
16% Smash Res
16% Lethal Res
24% Energy Res
24% N. Energy Res
24% Fire Res
24% Cold Res
24% Toxic Res
20% Psionic Res
20% Def Resist
(And some scaling resists to go with it)
No toggles being a nice niche, it would really only lack a true god mode and any sort of heal or regen, as well as encouraging taking every power in the set. But hey, it makes up for it with a ton of extra HP. If the phalanx fighting clone acted like it should, you could get even better defense while around others as well. (Just lacks the finalized naming convention atm)
The only other con being no KB protection, but hey, it wouldn't be the first melee'r set to not have it so meh. Plus judging by the looks of the set, it could even be a balancing factor >_>.
Note: If it we're to be given to stalker's, they'd just have to kill off one of the autos and replace it with a auto hide or something. -
They just need to nerf the damage on them is what they need to do.
-
I understand they want to squelch the powerlevelers and exploiters and whatknot, but really, whats the point of choosing certain powers from sets in i15 (so they say) if theres always going to be that mandatory ranged attack?
Not to mention it breaks theme on alot of characters. I want my skeleton warriors to use their swords, and if they can't reach that hovering defender in the air, they should not be lazy and jump =/ -
It's defenitely not perma. What sucks is you could log off your character for a month and only get a few measly hours of gameplay with it. Seriously not worth it.
-
Someone PM castle about this yet? I hope they're even aware of this bug <_<, and I hope it isn't "really low priority"
-
lol maybe you could pay a "friendly visit" to your friend and see what he's up to? If you know what I mean.
-
beta 6 seems to be causing custom bosses on boss events and ally events of mine to remove the custom boss/critter from being selected, thus making the arc invalid and having to go in and edit it resulting in re-bloating of arc size, an infinite loop of not-working-ness <_<
-
And DPS is key, so sometimes, (and in most cases) Multiples procs arent as efficient as a IO set in that power. You've got to find the best way to get the highest DPS, this is why mid's is such a nice little tool.
-
Well I could care less for aegis' psi res scaling, but the shield wall? That really does suck, they probably should fix it, and buff it to 5% while they're at it. (3% is pretty pathetic, especially since it is the only +resist unique when +def has 2)
-
Actually, the 17 critter version of mine doesn't work, that was after i added some lol
-
Maybe they want ppl's arc sizes to be bloated, using "100k is the max so file sizes aren't too huge" as a coverup for "we dont care if ur file sizes are bloated, we wont let u publish ur igor'ized versions of em either heh heh heh"
-
I have about 17 custom characters, including the contact, there are 3 particular characters that practically share costumes with 3 other characters, (so only 3 ish costumes out of that), and about 5-6 different enemy groups used in the arc, but the groups re-use some enemies for story purposes.
The reason I have so many was cause I was hoping to take advantage of the file size reduction, but if its being a pain in the butt that kinda sucks. I don't know why the devs would literally code a custom critter quantity max in when they already have the 100k limit which pretty much makes the critter max irrelevant anyway. =/