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Posts
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She's not our mommy!!!
(Grief over Sister Psyche's death, plus an obsessive reaction to anything remotely appearing Mary-Sue-ish.... Thanks, Venture! And for that, here, take this: when it comes to a new signature NPC being the 'face' of CoH, we have an Unpleasable Fanbase.) -
It's impossible that this game is 8 years old.
I have it on rather good authority that its death was imminent 6 years ago. And 5 years ago. And 4 years ago. And 3 years ago. And 2 years ago. And last year. And this year.
Maybe the game should be renamed to City of Rasputin. -
Ask why I'm not playing a Corruptor: Because they feel like a Blaster that does a lot less damage and more likely to faceplant.
A Defender feels like a Blaster that does a lot less damage but will likely survive.
On teams, a my Corruptors make things die faster, but my Defender makes them more likely to survive.
Funny thing is that, on Virtue, I'm seeing as many calls for a Dark Defender as for a 'healer.' After 8 years, they're finally learning... -
Quote:1. That is not a or the problem.All of these are of the Longbow Chaser.
He wanted to see the Praetorian Chaser. Thus far, there's been no pictures posted of the Praetorian Chaser itself.
That's the problem.
2. He was already told it was a recolored Longbow Chaser.
3. The post I quoted had him saying 'the power' and not 'the Praetorian Chaser'. The Praetorian Chaser is not a or the power. It is just a physical manifestation of *the* power for gold siders.
Any problem here is a manufactured one. It's like saying the Devs let us down because when they introduced a new faction, let's say the Talons of Vengeance,' e.g., and they didn't post a picture of every minion, lieutenant, and boss of the faction, so, "I don't know whether I want to play the next Issue."
Most people, if curious what the Praetorian Chaser looked like would politely ask if someone could post of picture of it. The OP in this case made the lack of picture a failure on the part of Paragon Studios.
A manufactured problem. -
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Quote:Nope. Mission TelePorter is 2 hours unenhanceable cooldown and Team TransPorter is on a 30 min unenhanceable cooldown. Using one does not affect the recharge on the other.Just a couple of questions (& assumptions):
1) Does the Team Transport share a cooldown with the Mission Transporter power (I assume not)?
Quote:2) It's called a "Team Transport" but I assume it can be used solo & not only when you're on a team? -
Quote:Wow. I'm surprised I never heard of anyone farming that.Originally Posted by Freitag;4223091
[BTASKS [/B]
Tin Mage Task Force- Reward drops have been removed from Neuron's clones.
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Yes, works solo.
If everyone in a team of 8 has one, then the whole team can TP to the next door every 4-5 minutes.
Yes, it goes across zones, just like Mission TPer.
When you cast it, a Longbow or Arachnos flyer appears. For the next few minutes, if you stand near it, you'll get a prompt about every 10 seconds: TP to mission? -
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Super Packs for me:
- Invention Salvage (otherwise the recipes and Merits in Super Packs create too huge a demand);
- Costume Change Powers;
- Temp Powers that stack up like the Louisville Slugger now does;
- Holiday versions of the Super Packs that mix in holiday salvage and temp powers;
- Incarnate Super Packs that mixes in Incarnate Salvage and iXP
Market for me:
- Global Midnighter unlock;
- Weapons and costumes that unlocked in game made global unlocks;
- Base unlocks, e.g., all the beacons and all the SG badges;
- Temp Powers that stack up like the Louisville Slugger now does;
- Slide and the other CE digital goodies;
- all the costume pieces, clipping be darned;
- package of emotes that only NPCs can do now, e.g., 3 card monte;
- holiday temp powers (and all temp powers should be changed to infinite -- or 999 limit -- stacks)
Survey Wish List:
What would like to see added to Paragon Rewards?
Tier 9 VIP purchase of time-locked badges, e.g., the Anniversary Badges.
Wish that the question about possible new feature was a ranked question rather than chose one:
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TP Foe is an interesting creature.
It has a Mag 2.1 Teleport, which beats an even-conning Lieutenant's 2.0 protection. However, magnitude of protection is increased or decreased depending on relative level. You can't TP Foe a +2 Lieutenant (I can't remember if you can TP a +1 Lt.). Also, this means you can TP Foe a Boss if they are a few levels or more lower than you.
TP Foe also has a 50% chance to do a 10 foot sphere Taunt on the target, whether or not you can TP them because of their magnitude of protection.
This means you can sometimes TP Foe a target without alerting the target's neighbors if the Taunt doesn't go off. Or, if the Taunt goes off, then their friends come running.
This also means you can 'pull' with TP Foe on high level targets. But since the Taunt goes off only 50% of the time, it occasionally needs several tries to work.
A stupid TP Foe trick is to enhance it's already very long range of 200 feet to the point that you can TP Foe from so far away, that even if the Taunt goes off, the target's friends will not come running because you're outside their hunt-down-target range. I've done many a successful single pull of Recluse's lieutenants with TP Foe on STFs because you're out of line of sight and so far away.
It's a fun and useful power leveling up. But once you hit 50, you probably don't need it anymore... except maybe to have it on a back-up second build in case you really need to TP Foe a foe stuck in a wall. -
Also, if you don't want to spend extra money, the unlocks from level 1 onward can be purchased with Astral Merits.
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Freemiums are getting some extra access stuff in i23.
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Ah, yes, quite right.
A scriptui box would be nice to let players know which of the black clad jerks is Director 11, or how many Champions to defeat to bring back Battle Maiden.
Since there is 'talk' of doing away with the shard-based components and 'currency', it would be nice to convert Apex and Tin Mage into thread-based iTrials. -
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There should be a 500 yard tall statue of Statesman. And you can see it floating by about a mile off looking out of the Pocket D window.
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Quote:You keep saying "for 5 years" as if that trumps changing. With that attitude, we wouldn't have added Ultra Mode or revamped Atlas Park or made any number of changes which have benefited players and the players were thankful for because they made game-play better.Releasing a new issue is a completely different animal than changing a system that's been in place for 5 years without (significant) complaint and you know it. Don't try to pretend they're the same thing.
No matter how old a system has been in place, even if from day one, it is susceptible to change. Period.
Now obviously, one doesn't just start changing everything willy-nilly for no good reason... that just ticks people off. But there were very good reasons for revisiting Procs: Too many were too weak to be worth using. Other were only worth using in fast recharging powers or auto or toggles or patches while doing negligible work in single target or long recharging powers.
A Proc should make people agonize: Should I use it or not? Can I make room for it in the build? What do I give up to include it? Unfortunately, some procs became defacto must-haves and too many others laughably ignored as insignificant.
Why now after 5 years? The opportunity to introduce a new mechanic with SBEs and ATOs. The problem here was not a new mechanic per se, but rolling it out Live before truly balanced. Some of the new PPMs were not *as good or slightly better* than the old Procs, they were clearly overpowered in a buggy or game-imbalancing way. These are the ones getting nerfed. Almost all the old Procs will are getting a buff. The only nerfs are the new PPMs which were wrongly Overpowered. They were meant to be a little better, not ginormously better.
Quote:I'm really not sure that explains it. I'm not arguing that they would try to develop pay to win strategies. It's clear that they will. But why waste the development effort on developing a whole new proc system just to implement pay to win procs in the real money store when they could have just put the same flat chance procs we have now in there but increased the chance to trigger. Same end result, lots less work. -
Quote:lolI asked the question, to the devs, because I'd like to know why we've heard absolutely nothing about these procs being overpowered for five years, from players or devs, because I'd like to know why they feel these procs are so overpowered that they need to spend so much time and effort to implement a new system, especially when we're already seeing problems with the new system, when the old system had virtually zero complaints.
1. The old procs were not overpowered. They were mostly underpowered.
2. The new system does not have zero problems. It has a lot of problems including overpowered ST procs and underpowered AoE procs... the exact opposite problem of the old procs.
3. The old system had lots of complaints. It died down over the course of several years.
4. "It's been that way for a long time" is no justification to stop change. There's lots of thing we'd all like to change which has been in place for a long time, and that doesn't stop us asking for a change long after implementation. -
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We should all wear Elemental Order costumes and confuse them with better tailoring.
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Quote:Or, if you take Spiritual/Agility, you could remove any recharge enhancements in the powers that have procs.2) Spiritual and Agility alpha significantly harming proc rates for characters that took them.
--For example Greater Fire Sword with 89.9%% Recharge and a Hecatomb and Mako proc will have 81% and 54% chances to proc, respectively. With T4 Spiritual Alpha and those same circumstances it would only have 71% and 47% chance to proc respectively.
In many cases where I have taken Spiritual or Agility alpha I could be better off just building for more global recharge and picking a different alpha.