Afterimage

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  1. Afterimage

    Loloffensive?

    Quote:
    Originally Posted by Eisenzahn View Post
    The second character was an almost spot on recreation of someone from one of Image's subsidiary imprints. I'm more than a little ashamed of that, because admitting I had an "original" idea that paralelled an Image creator makes me seriously doubt what creative talent I thought I posessed. 30 seconds on Google again confirmed the validity of the GMs decision. And after the rename, I came up with a better idea to fit with the powersets anyway, so it's all good.
    My most embarrassing moment in the first few months of playing was a rad/rad defender whose costume design I was extremely proud of until I was watching a Butterfingers commercial. It was Bart Simpson sparring with the Comic Book Guy. I realized then that I had unconsciously copied Radiation Man from Bart Simpson's comic book.

    I deleted him fast. (This was before I knew there were such things as tailors in the game.)

    For what its worth, I didn't get 'Roll me another J' as a drug reference. It looked like a nonsense phrase to me.
  2. Do invention set bonuses affect pets or just the MM?

    If I pick accuracy bonuses in invention sets, will the henchmen become more accurate too?
  3. Quote:
    Originally Posted by Forbin_Project View Post
    I have no idea how things work in the United Kingdom, but here in the USA this holiday season is about spending time with your family and friends, exchanging gifts, having big family meals, throwing festive parties, caroling, ice skating, snowball fights, doing whatever they do down south where they don't get snow, helping out those less fortunate, and not locking yourself in a dark room playing video games.
    Um, Forbin_Project?

    Santa taking a dump down someone's chimney doesn't really equate to the Christmas spirit. (I mean your forum avatar.)

    But carry on! It isn't my chimney. I don't have one.

    I'll be celebrating the holidays collecting candy canes. Have fun with your, uh, hobby.
  4. Quote:
    Originally Posted by Westley View Post
    I can do this....... two questions:

    1. Is that really not normal? and...
    2. Is that BAD that I can do that?
    I am not capable of judging normal.
    I am not capable of judging you either.

    I cannot turn off my feelings. I am of the opinion that most people cannot. I offer as evidence in support of my opinion: any discussion that ever degenerated into an argument.
  5. Quote:
    Originally Posted by Westley View Post
    Offense is created by the offended, not the offender. If nothing upsets or offends you, then guess what? Nobody has that power over you, and you lead a much happier life.

    People GIVE others the power to hurt them. If someone is hurting you with words... simply take that power away from them. Give their words no weight or meaning. There, problem solved and you end up with an idiot that's ranting and raving his head off to no effect, wasting HIS time instead of yours.
    So, sticks and stones may break my bones, but words will never hurt me?

    That isn't true. The only way that it could possibly be true would be if I could turn off my feelings on command. But I can't, and I don't think that most other people can either. If I could turn off my feelings so that words didn't have power over me, then I could also turn off my feelings so that when someone dies, I wouldn't have to feel sad.

    Words are symbols that we use to share our thoughts and feelings with others. If words didn't convey feelings, then we couldn't easily share them. Most people care what other people think of them, and caring is what makes people vulnerable to the words of other people.

    If words didn't have power, then no one would ever speak an insult or a slur. Insults and slurs exist in the language. Those kind of words are intended to hurt, that is their purpose. Words can uplift and inspire as well as injure and demean. Words do have power.

    The other thing that bothers me about the quoted statement, is the implication that it is the listener's fault if the words hurt. This isn't true either. If a word is spoken with the intent to injure someone, it is the fault of the speaker, not the listener. The speaker had choice. The listener cannot unhear a word. Volition and intent are what marks the speaker as the offender. It really doesn't matter if the listener took offense or not.

    It is possible for misunderstandings to occur, for a listener to take offense where none was intended. Language isn't perfect.

    I am only objecting to the statement I quoted above. I doubt 'lolrp' was intended to injure. It looked to me like a flippant thoughtless comment. I wouldn't have commented on the quoted bit either, except that I saw a couple of posts applauding it. I felt inspired to disagree.
  6. Quote:
    Originally Posted by Jade_Dragon View Post
    Oh, and Galaxies do the same damage as Nictus/Warshades. (which is just Negative Energy) They are not Quantums. Voids are, though. (Which is why that keybind searches for "quantum", "void" and "cyst")
    There are however Quantum Galaxies that do get the bonus damage. Don't see them too often, but I noticed them in one of the missions where all the enemies are Galaxies. There were couple of Quantum Galaxies in that one.

    I've rarely died to a Quantum or Void. I have however died because I had to focus on the Q/V and was subsequently defeated by his friends.

    More than the damage from the Quantums and Voids, is the high probability of a stun and knockback on their attacks. If I fail to take out or knock down the Q/V on the first volley, I'll frequently be disabled by his counter attack. In the lower levels, I'll eat a break free before attacking.
  7. Quote:
    Originally Posted by Godpants View Post
    Duly noted, but the likelihood that you will be on every server simultaneously is remote.

    I rarely make use of the /ignore feature, because playing "Will I meet a jackass online?" Russian roulette is one of the few joys left to me.
    /emote Hands $target a mirror.

    Enjoy!
  8. This is a brief list of things I want from the Kheldian Santa Claus. Its for fun, I don't seriously think any of these things will ever happen. These aren't suggestions, so please don't suggest I should take my suggestions to the suggestion forum. Its just a wish list.

    My first Christmas wish is for special power trays that automatically swap out the regular tray when I change forms. No more figuring out binds. No more having the wrong tray when you fail to change.

    My second Christmas wish is for new user interface controls that allow me to mute the sound effects for selected powers.

    My third wish would be for a smoother transition from one form to another. I like the forms, but I get tired of exploding.

    My fourth wish would be for some pre-made binds and macros for newbie Kheldians. Teleporting, quantum/void targetting, corpse targetting, etc.

    My last wish is for alternate, customizable, Nova and Dwarf forms. I enjoy this game for allowing me to look like an individual. More humanoid alternates with normal costume choices would be nice.

    That's my wish list. I wanted to do it as a '12 days of Christmas' song, but I don't have enough entries.
  9. I don't think that any of my existing characters will switch. I'll probably make new ones who are rogues or vigilantes with the idea of side switching.

    Few of my characters are morally grey. I find that a lack of commitment to one side or another makes it hard for me to play the character. I really couldn't play villains much, until I hit on a 'cold-blooded mercenary' concept. Most villain motivations don't make a lot of sense to me. Revenge would work, but for that I need an arch-enemy. World domination always bugged me. If you are powerful enough to conquer the world, what do you need the world for? A trophy I guess.

    I have a ninja/trick arrow mastermind, who I described as being brainwashed into being evil, who would be perfect for side switching. However I already created a Trick Arrow/Archery defender and an Archery/Devices blaster to be reformed versions of that mastermind. I couldn't decide which one of the two to play, then lost interest in the whole project due to the overly maudlin background story. Haven't played any of these in over a year, aside from logging in to move them from one day job location to another for the badges.

    More fun for me to make someone new for the new content anyway. I love an excuse to start over.
  10. I thought that debuffs in general caused things to run off. I've seen it with Acid Mortar. I've also seen it with Peacebringer attacks that debuff defense. Wasn't there a stickied thread somewhere named "Mob AI, Run Away!" or something like that?
  11. Smiling_Joe: Thanks for the update, I'll give it a try. My older binds were probably copied out of another thread.

    Obsidian_Force2: I'm sorry for my attitude. After I posted, I realize was projecting onto you and others, a personal pet peeve that I have with tech support guys who always assume every computer problem is user error. I end up doing a lot of their work, because people become intimidated by that attitude, and would rather have me solve their problems. You were being helpful.
  12. Costume change emotes can be kind of finicky. About half the time I play them, the emote doesn't happen, and the costume doesn't change for about 10 seconds. Don't know if its something to do with my network connection or something else.
  13. I wasn't suggesting that binds weren't working for everyone. And I didn't say that binds stopped working for me. I said that new binds weren't working normally, for me. GavinRuneblade said something similar.

    I didn't make a typing error, I copied and pasted. I pasted into my previous message, the same text that I pasted into the chat line of the CoH client.

    I've no idea why these binds aren't working normally for me. And some binds are working normally for me. My teleport binds are working normally even on new characters.

    I offer the speculation that there is something different about my computer/operating system/copy of the CoH client, that is causing my binds to work differently from yours. I further speculate, that GavinRuneblade's PC/OS/client may also work slightly differently causing his binds to not function normally.

    I don't care personally. If I can't automate targetting voids/quantums/cysts, I'll simply take responsibilty for paying attention to my enemies, and check before I charge into a group. If I did care, I would dig out my old windows system and do some testing with a different version of the client.

    What I want to stress is this: It is a mistake to assume that any problem with binds is always user error. Even if, in your experience, it has always been user error. Certainly user error is a possibility, but there are other possibilities.

    Enough of this. How about something constructive?

    GavinRuneblade, have you tried creating a macro to do something that doesn't work as a bind? Perhaps you can create form-shifting/tray-swapping macros that work. One nice thing about macros is that you can check them for typos and edit them if there is a typo.
  14. Quote:
    Originally Posted by GavinRuneblade View Post
    I have exactly one bind that almost works. My warshade can teleport if I hold down shift and mouse click. I get three purple error messages about "unknown power name". No other bind or macro I've tried has ever worked.
    I want to focus on this statement. Because something is messed up with my binds too. I don't think that GavinRuneblade is having trouble with binds because he is doing something wrong. I don't think I'm doing anything wrong either.

    Look at this bind:

    /bind tab "target_custom_next quantum$$target_custom_next void$$target_custom_next cyst$$target_enemy_next"

    Can anyone tell me what is wrong with this bind? I didn't write it. I copied it from Smiling_Joe's stickied thread on Kheldian Binds and Strategies. I pasted it into the this message unaltered.

    It doesn't work for me. I recently made a third warshade and tried to make a standard void/quantum/cyst targetting bind. It didn't work. On the assumption I made a mistake, I checked the bind threads on this forum, and copied-and-pasted into my text line in game. Still doesn't work.

    I checked an older warshade, with working targeting binds. They still work. Or they did until I tried pasting that line. Now that warshade can't target a void either.

    I'm not trying to derail this thread with my bind issues. I'm just pointing out that if you want to help out GavinRuneblade, that you don't assume he made a mistake typing in the binds.

    Of course, there might be a problem with Smiling_Joe's bind, and my error is in copying a bad bind. Which is why I posted it.

    GavinRuneblade: I have a question for you. Are you using the Mac or PC client? I'm playing on an iMac, and since you are the only other person I've seen post a similar problem to mine, I'm wondering what we have in common. I created my older Kheldians and set their binds using the PC client before I started using a Mac for CoH.
  15. Quote:
    Originally Posted by Star_Seer View Post
    It also helps WoW druids that their transformations are lightning fast and silky smooth - I love playing my druid (one of the few WoW classes I like).
    I wasn't going to mention that, because I'm pretty sure that will never happen here.
  16. Quote:
    Originally Posted by Grey Pilgrim View Post
    Apparently you don't care too much for cityscapes, because CoH provides a large amount of them that are quite good looking. Kings Row does have a certain gritty feel that can be appealing to run through, and feels quite similar to a lot of comic book landscapes you'll run into. Founder's Falls is completely different, and absolutely gorgeous, I would say. Architecture on par with any major world city, and it's fun just to look around. Talos Island takes a spin on the cityscape thing, adding in more natural areas, etc. Croatoa and Faultline are quite different from other zones, besides matching up with the storylines for those areas. Striga also has some nice ambience... I particularly like the volcano, myself. Even the War Walls glow provides a certain ambience.

    And I would say there is a huge difference between night and day... glowing streetlights and stars look significantly different than the daytime sun. Sunrise and sunset are quite stunning to look at as well.

    It is fair to say that these things will look even better with the Ultra Graphics mode Going Rogue is going to offer, but they are quite good now (upgrading my computer about a year ago revealed a whole new layer to how good CoX can look).

    Also keep in mind that there are those that think WoW's art approach is "ugly and sucktastic." I don't particularly agree, and enjoy it as well. For the genre and the look the games are going for, both do pretty well. It's no reason to sit on laurels, however. The devs really do have to make the new zones in Praetoria look great. And they are also hopefully creating more map layouts and tilesets, as the game really does need more of those.
    I'm fine with cityscapes. I'm just pointing out a whole world provides more visual variety than a city. The designers have done a great job with the variety of city zones, but you can only do so much with skyscrapers.

    The only thing I've ever objected to about the cityscape was when they built the same AE building in every zone. It fits fine with some zones, but looks terrible in places like Brickstown or Kings Row. It looks extremely stupid in the Rikti War Zone. I would be highly amused if they would build one in Pocket D, and set it floating outside where it can't be reached most of the year.

    I played WoW for about 3 months this Summer. Once I leveled a Hunter up high enough to purchase a mount, I spent the majority of my time exploring the world. It was a very interesting place. Then I suspended my account and played Champions Online for a week, then I came back to CoH.
  17. Quote:
    Originally Posted by Novella View Post
    I have been seeing a lot of question threads lately related to how people are finding Kheldians, especially Peacebringers frustrating and confusing.

    What exactly is causing you to be confused or frustrated to the point where you delete the character?

    The reason I ask is because I have never found them frustrating or confusing and it would be nice to know why people feel that way about them. I come across people in game that I assume are new to the game and don't really know about Kheldians but they always say they haev heard how they are this or that way and I end up having to explain things that counteract what they've been told.

    So I ask, what causes those of you who have deleted Kheldians to do so? Is it because they are not straight forward like a Blaster, Controller, Scrapper, Tanker, etc? Is it because you are overthinking the character too much rather than just playing with them and finding your niche? Is it because you are not finding them fun and the power boring?

    Please enlighten me.
    I've been thinking about this thread again, and I had to think about what was difficult at first, even though I didn't just walk away from the Kheldians. Kheldians benefit greatly from the keybinds listed in posts on this board. But not everyone reads this board. Some people just play for fun, and don't want to do research.

    Form shifting is really a pain without either keybinds or macros to swap trays out. Specialized targeting keybinds help a lot to pick out Voids, Quantums and Cysts from a mass of enemies. For a lot of new Kheldians, operating without those binds and/or macros would be a frustrating experience. Those who don't read these forums might have just given up.

    I took a break from CoH this summer and played WoW for a few months. I noticed that the Druid form shifters there have it easier. When they change shape, their power trays, or WoW equivalent, were automatically swapped out with the form. Makes it easier to learn to play with the new abilities of the form. They didn't have to learn how to do make a keybind.

    I also note that when City of Villains was introduced, specialized pet command macros were created for MasterMinds, and placed in the pet windows. These can be dragged down from the pet window, placed in the power tray, and customized. Nothing similar has ever been done to ease the learning curve for new Kheldians.
  18. Quote:
    Welcome to the computer gaming industry. All game graphics are repetitive and redundant. See above for why.
    City of Heroes and its endless cityscapes is a weakness of the genre, not the game. Superheroes belong in a city, not out in the countryside. Superman may have been a farmboy from Kansas, but he didn't stay on the farm, or in Kansas.

    Fantasy genre games can vary the wilderness settings with deserts, mountains, swamps, etc. So there is more visual variety. City of Heroes did the best it could in trying to provide zones with different city styles, such as gritty Kings Row and Steel Canyon's skyscrapers. But its all still city. No weather effects, night and day are barely distinguishable, the War Walls block the horizon. Parklike zones are all hazard zones, meant for street sweeping groups, with no missions.

    Visually it seems a little dull compared to all the distinctly different terrains I saw in Everquest and World of Warcraft. I can see why people get a little tired of it. The Roman Zone was a nice change, but I wish it didn't have to involve time travel and Romans.

    It would be nice if the Going Rogue expansion would include something like Champions' desert and arctic zones, just for a little more variety. Still, this game is built around instanced missions, so in most cases we would still end up in a cave somewhere. I would be happy enough if they would just design some fresh textures for the existing maps.
  19. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It's possible to set up a bind so that holding down shift and left clicking teleports you.
    I love that bind.

    My wish would be for Teleport to work by SHIFT+LBUTTON by default, instead of requiring players to search the forums for a good key bind. Not everyone reads the forums. Players could still change the bind if they liked.
  20. Quote:
    Originally Posted by Sigium View Post
    Honestly, nearly ALL powersets have a full attack chain by level 4. About the only ones that don't are Controllers, Tankers (no tier 3 Secondary 'til 6), Mastermind, and generally builds that are built for support.

    My Defender has 2 attacks. 2 at level 20, not counting Veteran Rewards. Those 2 attacks do me just fine, and have thus gotten me through the game with him.
    Unless my memory deceives me, and it might, you get your Secondary powers at levels 1, 2, 4, 10, 16, 20, 28, 35 and 38. So a Tanker is capable of selecting 3 attacks by level 4.

    But if I understand what Westley is talking about, he means an attack chain with no waiting. There is always an attack ready to fire by the time the previous attack finishes its activation. Tanker attacks tend to be slow and heavy, with recharge times of 4, 6 and 8 seconds commonly (Super Strength Jab being an exception). With such long recharge times, there are substantial periods of time when you stand there waiting for an attack to recharge.
  21. Quote:
    Originally Posted by Westley View Post
    I decided to deleted my level 35 Warshade and start over, because honestly I haven't played him in so long I would be extremely rusty playing him now. I need the practice of playing through the levels again to get used to the powers.

    The way I pick my powers is based entirely on PERFORMANCE. I usually run missions set on "normal" difficulty. If I am running out of endurance, I buy more endurance. If I need more defense, I pick up more defensive powers. All of this I do naturally level by level until I have a "well balanced" character. It's a lot easier than it seems if you do it step by step.

    One of the first things I try to do is to get a full attack chain so that my character's never sitting there doing nothing.

    That's when I realized.... at level FOUR.... that a Warshade can have a FULL attack chain.

    Get all three first attacks, Shadow Bolt (slot 1), Ebon Eye (slot 2), and Gravimetric Snare (slot 3). If you do the attack sequence 1, 2, 1, 3 and repeat it...even WITHOUT slotting them.... that is a FULL attack chain. The powers will recharge in time for you to continue the sequence, always.

    I never realized this before... and that's somewhat insane... a FULL attack chain by level 4.

    Does any other powerset have this ability? Has anyone noticed this before about Warshades? I'm curious.


    EDIT: I just figured out that you can start the attack chain with 3 and get more DoT from the gravimetric snare than you would from putting it last. So the combo then is 3, 1, 2, 1 then repeat. Nice!
    Thanks to this post I created a new Warshade last night. I've already got two, what am I going to do different with a third? (It was kind of nice though, Kheldians have gotten a damage buff since the last time I started one.)

    Blasters and Dominators should be able to do this by level four. Counting damaging controls as attacks, and allowing them to take powers from both primary and secondary. But they will do it with four rather than three attacks.

    The key to it is that one power have a recharge time that is less than or equal to the activation time of either the other two powers, and neither of the other two powers have a recharge time that is longer than the combined activation times of the others.

    Defender Radiation Blast, Warshade and Peacebringer tier one and tier two attacks all have the same activation and recharge times if I recall correctly, which leaves the difference in the tier three attacks. The T3 powers on these three sets are not the same. I think its odd that the T2 and T3 warshade attacks have the same activation time and damage (counting all the ticks from Gravimetric Snare). Usually a T3 power is slower and heavier than the T2 power.

    The only thing I don't like about that attack chain you specified is that Shadow Bolt is similar to a ranged version of Brawl in terms of damage, activation time and recharge time. It does make a good filler attack, but if you take Hasten like most Warshade builds suggest, its not going to wind up doing much for you in the long run. There won't be too many gaps to fill while Hasten is up. Levels 1-10, Brawl is a decent power, especially now that it is zero endurance. But except for Brutes, I never use it past that. Shadow Bolt is kind of the same.

    Wish Kheldians got a freespec at level 24 like the Arachnoids do. It would make slotting Shadow Bolt a lot more palatable.
  22. Same thing has happened to me. I had a vivid green spider against orange armor. Its easy to see that it isn't there any longer. The lower legs are still there, they are attached to the chest, but the body and upper legs are gone.
  23. Warshades:

    Ghosts and zombies resist negative energy quite a bit. Most other things do not. Fighting Circle of Thorns and Banished Pantheon is painful with a Warshade.

    Ghosts and robots don't leave a corpse behind when they die which is a problem for Warshades as several of their powers rely on a corpse to work. I will note that on occasion I was able to recharge using Stygian Circle immediately after defeating a robot, but never reliably.

    Tri-form Warshades are complicated to play. You really need macros or keybinds to switch power trays out for each form's powerset. Nova form lets you bloom early.

    Human form Warshades are weak for a long time, a late bloomer. Gets better in the thirties once you have slotted some key powers. Never exceptionally strong, plays a bit like a dominator. I recommend being bi-form or tri-form until thirty, then respeccing into a human form build.

    I really like both my Warshades, but neither makes me feel overpowered. Fortunately that's not what I was looking for.

    Psi/Mental blaster

    I liked this one too, my first blaster to reach 40 and 50. It did get very frustrating when fighting psi-resistant foes like zombies or robots. Lots of robots in higher levels. Telekinesis is your friend with these types.

    A lot of mez effects in this type of blaster, but none of them stack, so they don't work on bosses unless you have enough recharge to use the same power again before the first power wears off.

    Whenever I feel like trying a psi-blaster again, I will probably pick a different damage type for the secondary or primary. Psi/Electric or Energy/Mental or something like that.

    Both are fun, do one now, the other later.