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The regular mayhem/safeguard objectives should still exist. I'm not sure what the advantage for completing them should be, but it should be available. There is a villain group vandalizing parts of town, there are still a few ppd or longbow running around, overall, its supposed to be chaotic.
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Should probably be in a lesser quantity though. This way a team has the option to use the environment to their advantage yet it won't overpower or detract from the PvP aspects. -
I would love to see Lusca or a similar giant octopus redside.
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A glitch to my understanding. I used /bug when it happened to me.
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I posted my review for this on COHMR but I found it really enjoyable. I also agree that "Daughters" should be "Daughter" or even "Dragonfly Daughter" due to their connection to Lady Dragonfly. Couldn't send you a comment in-game since your box is full.
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The fix needed, in addition to fixing so they attack at all levels, is to fix the broken custom group hole. Make sure that any custom group must have a minion, a lieutenant, and a boss in order to be used. It's the hole all exploits drive through.
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Not necessarily. You can make groups that fight back using just minions (though experienced players will have a better idea of how to fight back) but the real problem are design gaps with certain enemies and only having exactly one cherry picked enemy. Spawns for my arc don't have bosses at all but I've got enough enemy variance that they aren't pushovers. -
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Well, first off, if you can still edit your original post, I would type out your explanation of how it works. That way if someone reads the thread they will have the explanation.
You said the explanation works, so why not explain it?
That includes posting it here, btw. Some players will read this trying to find out why you think that they don't know what's going on and you aren't say much other than they don't.
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First post updated per request -
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If you had this concern in issue 15 beta then why didn't you voice it then when something "might" have been done about the scenario?
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I did... -
I'm not meaning optimal play preferences (which will vary in opinion), I mean...basics. This discussion came up in the I15 tests about the fact that people who are interested in the AT have no clue what the Inherant is. Every other Inherant is either so passive that you'll never really need to know what it is or so blatant that you have no way not knowing. Domination has to be consciously activated and there's nowhere in the game that tells people that.
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/petsay Emotes on the Medic MM Mercenary pet and all three of the tier 1 Zombie pets do not work. Emotes work fine on the rest.
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DC/Mortal Combat
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Actually, this is a bit of the odd man out since MK vs DCU actually did get 1 million+ sales which is pretty high for a fighting game, especially since MK isn't sold in Japan. -
More and more I'm finding low level Doms, even those who have been playing COH as a whole longer than I, who have no clue how Domination works. When I explain it, they get it, but not until then. What all would people here suggest as ways to get other Dom players to better understand how the AT works?
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Generally I just team with them and we go at it. After a full mission or two I notice that they got the little Domination sparkles and I can hear the noise but they haven't activated it despite trouble spots in the mission and/or running out of End. I'll ask a question along the lines of "Do you know how Domination works?" which is generally met with a "What's that?" type reaction.
I'll point out how the orange bar is full and direct them to the Domination button. Generally the wording will vary pending on how fast they notice the two. Usually they notice the bar faster than the button. I'll mention the Domination will refill End, make holds last longer, and act as a Breakfree. I don't try to mention mag since I don't know the proper way to explain it.
Some people attempt to use Domination as soon as they get to the next spawn while others wait till they run out of End. They are usually impressed with the results and naturally pick up a few things. When it runs out, I let them know that more attacks will refill the bar. We continue for some more missions before one of us logs out and they use Domination as they see fit.
The link Southern Comfort posted farther down was interesting not just from the link itself but from something she said in it that essentially amounted to the concept that "Common sense isn't common". People simply don't know what Domination is. It's disappointing that I feel the the Dom forums may have been the "wrong" place to post my question since it's more of an issue of how to educate the basics (which may require expanding the original tutorial and thus would be a Suggestion) as opposed to the advanced stuff that would be more appropriate for the forum. As good as ParagonWiki and most parts of the forums are, they aren't in-game and thus a number of people will never get the full benefit. -
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I have a different idea I haven't seen suggested in this thread yet (sorry if it has):
Expand the tutorial zone.
Add branching dialogue and contacts so players can learn more about their specific Archetype. Allow more leveling, up to level 5 or maybe even 10 should they choose to hang around there long enough.
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This would be a good help and newbie Dominators could really put it to use. -
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But if I was to add challenge, I would like to see challenge be more AT specific. In the past, increase of challenge has consited in having more SPAM status effects which frankly has a much greater impact on support classes than melee. I would like to see challenge increases which impacts the melee classes more, with out socking it to the support classes. This way the melee can expeience the added challenge with out having the challenge be several times greater on the Support. How this can be accomplished I am not sure.
Perhaps and really would be nice if Debuffs have MAG effect and Ats would have Debuff Mag Resistances to them. But instead of handing over the MAG invulnerability to the melees in a silver plater; reverse the situation. Give the support classes near invulnerability to debuff effects and give none to the melee classes, A reflection of what is done with the status effects today. With this addition, then go over the mobs and half of the mobs who have status effects, have these replaced with debuffs instead. Thus the Status effect and Debuff situation is evenly spread from group to group, and thus evenly challenge different ATs. I still think Status Effects are much more deadly in ultimate effect than debuffs, but at least you are giving melee ATs a semblance of the challenge non melees are already experiencing.
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I actually once posted that perhaps there need to be mobs that are specifically anti melee and use powers that hinder them more.
The tech is there to have those awful Quantums and Voids spawn in every Kheldian mission. Why not use that same tech to give enemy groups the chance to spawn mobs that specifically aggro on tanks/brutes/scrappers/stalkers with powers that effect those ATs specifically?
In a sense...have the game react more intelligently to the consistency of a team, rather than just random globs of mobs that could be anything.
I said to someone the other day...even with the dom buff, you still need to play carefully. If I miss 2 holds or a hold and an immobilize in a row, I'm going to HURT. A scrapper or brute can miss as many swings as they like. They aren't going to get held, stunned, slept, knocked back(usually) and then gang [censored] in a few seconds if they are off their game a bit or have an unlucky streak.
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Both of these are solid concepts that would add decent challenge and I think would also help player skill improve. Forced to fight certain types of enemies will help the players find better solutions to dealing with them. -
Something that might help this concept is new mission maps that are designed around this concept. For instance, a level similar to the Virgil Tarikoss finale with lava but it's actually a long drop. Add a few enemies with KB and it's a fair enough risk vs reward scenario of using the drop as a tool but needing to be careful of it yourself.
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I like the placement of the AE in Mercy. You can get there if you know the way but you have to traverse the city if you don't. Forces you to learn a bit more about the landscape. That said, rather than removing the AE from Atlas, simply move it to a higher level part of the city. While it doesn't solve all problems, I think it is a more likely option due to the amount of promotion they've done concerning the MA.
Rather than have the Mission Engineer popup at level 5, make him pop up when you enter an AE building. This way it's less of a annoyance for those with no interest in AE and it's less of a misguided enticement for newer players. Adding to that, rather than point to Atlas and Mercy, have the Mission Engineer guy in Kings and PO. It's still the AE but by encouraging travel it subconsciously shows the players more of the game. This will also help introduce them to Mayhems/Safeguards since that contact is added to your nav as you first zone in. -
Technically, Static has one. I think the main way to do a flying surfboard power would be to open it up so that it is a hoverboard of different styles as opposed to just a surfboard. This would allow characters with things similar to the Goblin Glider without blatant copyright problems.
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However, you can use MM pets as bosses if that's any minor consolation.
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I'd love to do Silver Mantis since I've never done it before but I'm wary of commiting for risk of interruption and having to leave.
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While we are on the subject. add the mission portals and hologram pad to bases as well so we can set up out own Training rooms.
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OR allow the currently existing Mission Computer to act as a the mission portal (though it would still need a spot for a hologram pad). -
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How would you solve these issues?
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I think the linked thread might handle that a little better since it presented the combined mayhem/safeguard as pure PvP with a few npcs here and there as opposed to an actual mayhem/safeguard that happened to have a PvP option. -
http://boards.cityofheroes.com/showflat....=2#Post13714089
Combining the concepts of both your ideas would be good. -
On the contrary, while new sets would be nice and they should add more full sets, this would be a decent way to please several people's demands with fewer needed resources.
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In game '/bug' reports go directly to QA in Austin, who shuffle through them, verify them, and add them into our bug tracking database before sending them our way where they get doled out to individuals to fix. That process can take a long time.
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This basically discourages me from ever using the /bug option again and only using the forums. -
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another way that would make this seem at all decent is have some way to get these recipes through a vender like merits or tickets. Someone mentioned in a thread somewhere about making a bounty system across all zones and then using the bounty to buy recipes.
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I have an idea based on this but since I haven't gotten to experience much PvP due to my newness to the game I'm not sure of the merit.
Make it so that controllable PvP zones like Siren's Call and Recluse's Victory have a vendor that pops up after a side gains a certain amount of control. Using one of the forms of currency (inf or merits) allow players on the controlled side a chance for a random IO drop. The kicker is that the player had to have been in the zone for 5 or so minutes before the control was established to be able to access the vendor. This gives more incentive to actually be in the zone helping as opposed to having a single scout there and just running in when control is passed or switching sides if your side loses to try to cheat and get rewards anyway. Essentially a Little Red Hen scenario that would hopefully encourage more actual PvP participation and subsequently balancing out the market. It's still farmable if setup right but would be more incentive to actual PvP. -
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<strong>Hero Task Force Return of the Reichsman</strong>
<ul>[*]Changed Task Force version of Reichsmans Unbreakable power so it no longer requires a To Hit check on an opponent to make him phased. </li>
[*]Fixed the Dimensional Grounding Ray so that it can hit Reichsman while he is Phased.</li>[/LIST]
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While I can't participate yet, I think some clarification may be needed here. Whe it say "hit", does this mean the DMRs will damage Reichs during Unbreakable or simply pull him out of it? The two different concepts will yield different needed strategies.