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Destructible objects with no enemies around them tend to glitch as being unable to be attacked. Adding an enemy group and then engaging them first or dragging enemies over to them tends to activate their ability to be destroyed.
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I just have to say thank you. These have been a long time coming, primarily the female versions.
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When the leader is outside of a mission talking to the contact, the moment they hit the Accept text the team gets a clue. Usually this can be a brief intro, a mission dossier of the situation, a description of something the contact has handed to the team, or even a small genuine "clue" of info. You should certainly @Paula's tutorial arc(s) for examples of various AE mechanics.
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While I'm still getting back into the swing of things, reviews are once again open. Gonna need to see what the game has broken so a formal "oops" if you run one of my arcs and something seems rather off.
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Did you click 'Standard' or did you pick individual powers? The standard loadout has the potential to be really dangerous due to the damage behind the higher tier powers and the not widely known fact that AE critters use a higher damage scale than players. Also, what level is your arc at? Lower level arcs can have enemies with fewer powers and still get proper rewards if you pick the powers instead of the presets.
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Arguably, they should be looked at on a per set basis since different crash nukes have different properties. Blizzard is a rain patch with slow, KD, and the ability to cast around corners. Thunderous Blast is ranged and the crash is based off number of targets hit so you can actually use it mid combat against 1-2 targets. These are going to have different needs than Inferno/Nova/etc. I actually wonder if most nukes should have a soft or hard control in order to help survivability. Also, I've always wished you could directly slot down the size of the crash.
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I don't think the single rocket is too large. Rather, I think it's too high up which makes the whole thing look oddly off center. I wonder if there's some way we could get a screenshot with it lower on the body though I certainly understand if you can't.
While the whole bubble isn't available for the animal heads for reasons you explained, would it be feasible for them just to get the neckpiece as some form of modified collar?
Considering the Shoulder rings naturally float off the body, is there any way we could also get a bare handed variant of the rings for the gloves? -
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I think those disappointed with female characters getting more parts are probably making the wrong argument. Rather than complain about the conversion itself, especially since it was presented as "I had some free time so here's some stuff", perhaps you should advocate that the devs allow a thread for requesting the conversion of "obviously" unisex pieces that are currently gender restricted. The various martial arts bracers and the padded gloves have long been mentioned as being odd that only female characters can use them. This seems like a more productive path to the situation.
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Been working Sundays the past few weeks so I haven't had the ability to join. No clue whether it'll remain consistent or change up.
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I agree. I certainly won't complain if some specific parts get ported from Female to Male but the amount done so far is great.
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Procs and frankenslotting were my main mindset with the suggestion. Considering Ice Slick's KB is 0.5 as opposed to 0.67, would it manage to cross over the 0.75(?) threshold for KD/KB if lightly slotted? I guess leaving out KB would be the safest bet.
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As far as my own thoughts concerning Ice Control from reading this thread, the things that seem best would be:
- Remove the damage and increase the range of Flash Freeze. The damage just doesn't make sense at all. To my understanding, Frozen Aura works the way it does because it's a primarily a damage power and the sleep is just a bonus. Flash Freeze's damage only seems to cause it problems since it's not enough to matter and Interface removes the option of making it non-aggro damage like World of Confusion.
- Add a -range debuff to Shiver, add 50% chance to sleep + allow slotting for Sleep IOs. Would add more synergy to both Arctic Air and Flash Freeze while being better on it's own. Adding -special would be nice but not necessarily needed.
- The -KB in Frostbite should only activate if an immob has already been applied to the enemy. I forget where on the forums I read this but it was pointed out that the hold in Ice Blast acts like this and it should be how it works for Ice's immob. A single application wouldn't mess up Ice Slick while stacking it still allows it to counteract KB abilities.
- Reduce recharge and lower endurance cost on Arctic Air.
- Allow Ice Slick to be slotted with Slow and/or Knockback IOs.
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Quote:I chuckle at the validity of this. While the current devs shouldn't do like back in the early days of CoH and beat some powersets with a steel cane, some could probably stand to be adjusted downward slightly for the sake of everything else in the game. However, we all know that people will complain irregardless of how fair a fix may be. The main thing that bugs me with the devs is the lack of smaller changes. It seems like a number of smaller changes in the vein of value tweaks could be made to some powers that would help things out immensely but there seems to be an all or nothing vibe to changes.When players of this game complain about developers not proactively tweaking sets, they're talking about buffs. They don't mean nerfs. And the honest truth is that you can only buff for so long before it becomes apparent that a nerf would have achieved the same affect faster and more honestly.
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As long as they are semi-optional, I actually like the fact that some areas are mazes. Exploring can be enjoyable on its own. Granted, there should be some doors that easy to reach for those who don't like it but add some additional options for those with an exploring mindset.
I also don't get the concept of the Hollows seeming like a weird spot in the level range. -
What is the base and max HP of MM pets? Likewise for controller and dominator pets.
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If you have unique enemies, here's a useful guide: http://boards.cityofheroes.com/showthread.php?t=264830
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Speaking from experience, if the spawn is large enough they can overcome mez protection.
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What makes the exclusion of the weapons seem weird to me isn't their lack by themselves but rather the fact that the shield and bow are still included. Having "just" the costume pieces would seem about right but to go as far as to make a brand new bow and to retain the Nictus shield just feels like some decision making oddity.
Plus this, though I guess that's why the set is being added to the store. Then again, the limited availability sorta ruins that. -
Quote:It's just so frustrating to see stuff like this happen. "Powers only have meaning in the context of content." is a rather sig worthy quote. I think the thing the devs may not realize is that they're skewing player perspective of whole powersets by doing things like this. The other thing is that while they may be trying to protect the ability to make challenges since it removes a player's ability to approach it in multiple ways. Something else...rather than treat things like on/off switches, why not use resistance to lessen the effect? While phase/capture has to be binary, repel could be of variable strength. Another concept is thinking three dimensionally. Place things in locations where no one phase/repel will hit everything so you're forced to either rotate around a bit or leave some gaps.In fact, this has happened repeatedly to several of Force Field's less popular powers. You used to be able to Repel the bombs on the Tin Mage Task Force with Force Bubble. It was changed so you couldn't. You used to be able to knockback the Telepathists in TPN. Also changed. You could make Antimatter intangible to prevent damage to him. Changed. For powers they don't have time to change they do seem to spend a lot of time modifying content to nerf it back into uselessness.
Force Bubble and the intangible powers are in the frustrating position of being powers limited in usefulness to extreme situations, but when those extreme situations actually occur the encounters are routinely changed to prevent them from working. This is a very well established pattern at this point.
Powers only have meaning in the context of content. A power that does 1000 points of damage but is 90% resisted in all existing content really only does 100 points of damage.
In any case, we could start fixing some of these powers by changing the encounters back.
It is also entirely ridiculous that Repel doesn't work on the swords in Apex, which is one of the main situations where you would even need it to work. -
1-54 is generally regarded as a cue to run in the opposite direction of an arc due to the very reasons you mentioned. Doubly so if the creation date pegs it as being published in I14. AE has a problem with arcs being abandoned and still coming up with search. Even if not actually abandoned, it is unfortunate that a number of people don't test at all. Not everyone obviously since there's some great arcs out there but you still got to keep an eye open.