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Quote:I meant easier to get to RWZ redside than it is to get to Midnighter Club redside. The Vanguard Base entrance is closer (not by much but still) to the market and ferry than the Midnighter Club entrance. And once you're in there, the vendor is easier to find.You can reach the Vanguard base from Cap Au Diable, redside. You can reach the Vanguard base from Atlas Park, blueside.
How is it easier to get to RWZ redside than blueside, again?
Yes, it is much easier to get to the RWZ blueside than redside, but was trying to figure out what so important that can't wait until level 30-35 on the red side. -
Quote:While you can't get access to it earlier, what exactly is in the Midnighter Club before level 35 that you need access to and is causing you so much frustration, just out of curiousity? You can't access Cimerora until level 35. There's a store identical to the Vanguard Quartermaster's store, which is easier to get to red-side even with access to the Midnighter Club IMHO. And doors to the blue-side, which is also easily accessable from other points in the game without access to the club (Pocket D, RWZ, Sharkhead)Ok, please excuse the ignorance but I cannot find the answer to this on Paragonwiki and I have just HAD IT UP TO HERE *hand held over head*.
As a hero, I can run the Midnighter arc and get future access to Cimerora very early in that character's "life." Before level 15, as I recall.
As a villain, things seem somewhat different. I run a stupid, boring and difficult arc for Ashley McKnight, upon completing which I am told to come back at level 30. I don't enter the Midnighter Club then, that seems to have to wait until level 30. Level THIRTY?!! [Not to mention that the hero Castanella arc is a major boring nuisance as well, but at least blueside there might be someone to team with to run through it quickly.]
Clearly I am doing something wrong. What am I doing wrong? What is the best, easiest and earliest way to get this plague of an arc out of the way for my villains?! Am I even talking to the right contact, because Ashley sure does not seem to be it.
While its not exactly an even playing field between heroes and villains on the level of access of the Midnighter Club, there isn't anything there that's useful. -
Yeah, I figured it would take up another costume node or two and remember that post about them only having a couple left as well. I'm sure there is a lot more technical stuff in the way of it happening than my over-simplified thought that unless someone's a dev, we would have no idea about (I'm a programmer as well and nearly every issue/task I get starts off with my boss saying it should be quick and easy...then 3 days later I've torn apart base logic to get it to work properly and how he wants it to work so I get all of that)
One of my biggest complaints about some auras were they seemed so over-bearing to have on all of the time. Combat-only aura options went a long way to relieving that, but especially with the 'less-intense' auras like the steam-jets and sparks in the origin pack, I thought it would be nice to differentiate the aura options a bit more. -
Didn't see it posted anywhere, however I'll admit my searching wasn't extensive but especially with the new origin's pack auras I would like to see something like the following:
Being able to select different auras for different stances. They have given us the ability to only have auras on when we're in the combat stances, which is great, but this would be an expansion of that. Example: while just standing around I might want to have my character have the sparks, or steam jets aura going, with the concept being not much power being used so not much energy is being given out so just a minor effect. When I switch to the combat stance, the aura changes to the thunderhead, electric, or fire, or whatever else, since I'm attacking, more power is being given out so the character bursts with flames or electricity.
As other possible stances to also do this with, have the normal stance, combat, flight, combat & flight (if that's possible), and I'm sure there are more but those are the first 3 I've thought of.
Note I'm not saying to combine the auras, since I know that would but a drain on the system resources like if a person had multiple capes like happened with the magic pack when it first came out and people could get multiple capes going on, but just switching the aura from one to the other. They obviously have the tech to link the costume part to the stance, like with the current combat auras and with wings during flight, I think it would be pretty easy to add a option for the various stances to further customize our character (but I'm not a dev for the game so who knows) assuming they have more costume nodes available. -
Quote:Perez Park used to be a level restricted hazard zone, so it has gates and security guards that used to prevent lower level characters from entering. There is no longer the restriction however to enter them you still have to click on the security guard at the gates to enter. You can't just walk through the gate, you must click the guard.I have a mission that takes me to Perez Park. However, I can not seem to make it there! All routes to Perez Park via tunnels, gates, trains... are all blocked! (Actually, I can't seem to find a train that even goes there). This is not the first time something I have looked for does not seem to be available.
Can anyone help me out?
btw... I am playing a 14th level character, if that has anything to do with it. -
Before it was removed from the issue 18/GR beta, here's what we knew about the Incarnate stuff:
http://boards.cityofheroes.com/showt...14#post3105714
There's a list of the enhancements as well as details on how they were earned. Some of the primary concerns with it that led to it being pulled from Going Rogue were around the process of unlocking the Alpha Slot and such, so likely that is what is going to change the most. But until they actually open up the issue 19 beta, we don't know anything more for sure (unless you're actually in the beta, if its even started) -
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Quote:My guess is no, you'll still have to choose hero or villain, but you'll still be able to go back there.What I'm curious about is whether a character in Praetoria who has not yet achieved 20 when I19 hits will be given a choice to go to Primal Earth or stay in Praetoria.
There currently isn't any content after level 20 over there so it would be kinda boring. From what I understand, if there is any new content in praetoria coming in issue 19, it'll be for 50+ characters for the incarnate stuff.
I wouldn't expect to be able to stay praetorian any time soon unless they flesh out content from level 20-50 over there. -
Quote:The reason power pools are taking longer is not because its hard to make the powers look different, its the questions and things that most of the people haven't mentioned or thought about yet. The unique part of pool customization is that any character can have any pool, which would greatly complicate the UI for customization.It would be nice if they did it in two parts. First part of power pool customization would be current FX and no FX, just to get it out the door faster. Then they can add the other customizations in the second part.
I do so loath the pom poms.
Do you only allow customization AFTER you choose the power? That is inconsistent with the primary and secondary where you can customize them all whether its selected or not plus then they would have to spend inf or a costume change token to change it from the original selection unless you change the level up UI to allow you to customize it the first time on power selection, which is risky because you're modifying a established and working chunk of code that if it broke would be very bad.
But if you let them customize it before they select the power, you have to let them customize EVERY pool power from somewhere before hand on the character creation screens, which could lead to a very complex and cluttered UI if they use a similar format to what they have now, which they also don't want if they can avoid it.
They have the tech in place to do the actual powers different on different toons. That's not the hard part for them anymore. Its there, been there for over a year now so its safe to assume that bit of the tech is fairly solid and doesn't need much work. A big chunk of the development for power pools is figuring out the stuff I mentioned to keep the customization simple, but still flexible enough to make everyone happy with the choices.
Now that GR is out and going well, the teams have more time to go through and implement any new animations and UI updates to handle it. The devs are very aware of the player base wanting this and they aren't ignoring it. Just they've been busy with the Ultra Mode and GR overhaul since power customization came out. Give it time. -
I think most of the reason why they pulled it from GR was because the initial alpha slot implementation felt too must like more of the same grind and people wanted new content to have to go through to earn the slots.
I think they want most of the new incarnate slot stuff to come from new content that we haven't seen, which means issue 19 and on, assuming they keep adding new slots, we'll see new content for it which is a big plus. But they also don't want them to be a quick earn. They want you to really earn the extra power, which I totally agree with. -
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I believe Castle already addressed this somewhere (will have to look through the dev-digest). The plan at the time was that they were going to be the same powers, just inherent and openning up at level 2 (or 1, he wasn't sure about that). Single slot default. Up to 6 slots in each if desired. You'll have to respec to get them on existing characters to ensure that you don't get double-fitness.
Great that you now get health and stamina earlier and opening up 2-3 more power slots for other powers. Some people try to see the bad in that builds will be tighter now that you might have more powers to slot without additional slots coming in, but we've survived this long without these powers, so how necessary will it be to add a lot of new slots in there.
Edit: See links in the post above me. -
Quote:As most people have said melee toons are easiest to grasp starting off. I usually suggest Scrappers or Brutes due to them being less squishy and fairly high damage. Tankers aren't bad, but personally find their damage a little lower since they are intended to be the ones taking the brunt of attacks, but if that's what you like go for it.Im a pretty new player to CoH. What I am looking for is a character build that is good for solo play any ideas?
Masterminds are fun, and easy once you know the game, but for a player just starting off, its a lot to take in on your first exposure and aren't for every one.
Stalkers are melee but still a bit squishier than scrappers, tanks, and brutes, but have a bit of additional strategy with their hide and assasin strikes for high damage.
Blasters aren't bad, but are fairly squishy, but very high damage. Basically ranged glass cannons.
Each class has their own strategy and can be very fun. And there is nothing wrong with making a lot of toons and trying them all out, in fact its recommended.
You almost have to try to make a completely gimped build in this game and nearly every combo is pretty effective at something. Some more than others of course, but everything can contribute especially on a team.
Check the various sections on the forums for specific advise for each AT and which sets are best, but if you're just starting off, just pick what you think looks fun and cool. You can always make more. Also look at MIDS if you really want to tweek your build. Link was posted above somewhere. But as said before, the main thing is to have fun! -
One thing I didn't see mentioned about Origins effect on the game is there is a veteran reward power a couple years down the line where you choose a Nemesis Staff or a Black Wand as a ranged power. It can't be respec'd either once one is selected on each character. The Nemesis Staff gets a damage boost on Tech, Science, and Natural Origin characters. The Black Wand gets a damage boost for Mutation, Magic, and Natrual Origin characters. Not HUGE deal, especially since altitis is so rampant and you'll most likely make/remake many characters by the time you get there (If I remember right, the reward is after 33 months), but might be something to consider.
Other than that, yes, the origin basically affects the small ranged power you get, which usually (for me at least) gets phased out of many character's attack chain as you get stronger since it's not very strong, and then your starting contact on the hero side, which determines what enemies you're fighting at the beginning.
Also, once dual origin and single origin enhancements start dropping after around level 10 or so, different enemy groups start dropping them for specific origins, so if there's a particular enemy group you enjoy fighting, you might get a slight advantage by choosing an appropriate origin by your drops frequently being of the right origin. But that won't be much and there are enough enemy groups with each origin spread around the levels its a rather small thing to consider. Its not that expensive to just buy your enhancements either.
I would consider all of these things a very minor effect on the game. Most people just worry about the origin for back-story reasons for their character. But, you can't respec it so if it matters to you, make your choice properly. -
Quote:Besides a couple +5 pts bonuses from badges out there, you always have 100 pts of endurance. No way to change that without the bonuses mentioned before.What is the maximum amount of endurance you can have with a character?
Here's the wiki page explaining it in more detail: http://wiki.cohtitan.com/wiki/Endurance -
Quote:Just wanted to note that it doesn't matter what faction you started the game with, only what faction you are when you started the morality arc you're on at that time. A brute that has already gone from Villain to Rogue to Hero will get Hero merits after he re-affirms he's a hero.Hero -> Hero 50 merits first time, 1 hero merit each time after
Hero -> Vigilante no merits
Vigilante -> Vigilante 30 merits first time, 60 merits each time after
Vigilante -> Villain no merits
Villain -> Villain 50 merits first time, 1 villain merit each time after
Villain -> Rogue no merits
Rogue -> Rogue 30 merits first time, 60 merits each time after
Rogue -> Hero no merits
If you change from Hero you lose hero merits. If you change from Villain you lose villain merits. -
Look into sets for Health and Stamina. If I have extra slots (rarely do at level 40, with all attacks 6 slotted, toggles 4-6 slotted, passives 2 slotted) tack on another slot for Health and Stamina. But instead of 3 slotting SOs, using Stamina as an example, use 1 Common IO, the End+ only from the Performance Shifter set, and then the +10 End proc from the same set. Just 2 Common IOs will get your 2 slots within a couple percentage points of 3 SOs. The End+ only from Performance Shifter + that 1 Common IO will give you the same base result. The proc will have a 20% chance of popping an additional 10 end points every 20 seconds or so, plus you'll get a movement speed increase from the set bonuses. Similar things can be done in health. More health/regen and end/recovery will always be useful. Plus at level 40, you have malta and sappers coming up.
Then there are boosting swift, hurdle, and whatever other single slot powers you have (combat jumping, hover, fly, super jump, super speed, hasten?). You may not think you have a need for more, but so what, if you really have the slot, put it there.
Tack on in a few weeks/months when I-19 comes out fitness goes inherent and you'll have a few more power slots to put powers in that use slots.
Also, if you're playing and epic AT, and you have too many slots at any point, your build is probably missing some powers that you can use effecitvely. Similar can be said about almost any other set combo. On nearly every build I've ever come up with, I'm wanting more slots for something somewhere. -
Yeah, the edit came in after I was already replying so didn't see it until I had already hit post.
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Want and need are two different things. If you want to fly and jump REALLY high, nothing is stopping you from doing it, but its not needed for the game to be fun at this point. Before ninja run, it was almost necessary to take a travel power in order to get around quickly, not completely, it was still very possible to run around at sprint + swift speed...but not very desirable. The addition of ninja run gave you a half super-speed/half super jump free power (after the booster pack charge of course) so it made getting around reasonably much more likely without taking a travel power. Concept-wise, yes people are still gonna want to super jump or super speed or fly or teleport. But it makes the selection of those powers more for concept and less a necessary utility in getting around since there are free alternatives.
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Quote:I agree that just turning them on at level 1 would be awesome, but just thinking from a developer POV, minimize the balance effects on the existing game with this one change. If something became broken and completely too easy with those at low levels, they would have to change that, and so on and so on. Changing fewer things is always preferred over changing everything.Honestly I think that is precisely what they DON'T need to do.
Just give us all 4 abilities at level 1. It will finally shut up the complaints about the low levels of CoH "sucking".
Edit: you know, since GR launch there have been people complaining that Praetoria is unbalanced on the low end (myself included). What if the Praetorian mobs were made just that little bit stronger precisely because the Devs knew they had this coming? Hmmm. It would definitely be typical of MMO Dev logic. ("We have a buff coming, make everything harder first, then apply the buff.") -
So between ninja run and now the fitness pool being inherent, taking a travel pool is going to be even less necessary, since ninja run was usually coupled with sprint and hasten to make up for a lack of a travel power.
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Pretty much any time they add, remove or change powers they give a free respec. Its only fair since the build was created when the rules were one thing, then they changed the rules on us. So I'd say its pretty safe to assume that they will since this is a fairly HUGE change to the rules and will drastically alter most toon's builds.
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Quote:They could, however that would increase the boost any other set bonus applies to those aspects since the percentages go from the base values, which could lead to some imbalance. Also, as inherent powers, to keep the lower levels balanced, they could say that swift/hurdle/whatever they call it turns on at level 5 or 10, health turns on at level 15 and stamina turns on at level 20, like they do with rest at level 2 and ninja run at level 4 (note, levels just a thought for a good startup point in my head, no idea how or if they will do it like this). Keeps the lower levels of the game at the same balance because the players don't all the sudden have more regen, recovery, and speed until they would have been able to previous the change.Wouldn't it have just been easier to increase
- Base recovery
- Base Regeneration
- Base Run Speed
- Base Jump Speed/Height
And then if people still wanted fitness they could choose to have it.
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Since fitness is going to be "gone" more or less, will we get more pools to choose from for varieties sake? -
If you have the opportunity to get the new expansion, the Praetorian arcs from 1-20 have been some of the best stories in the game so far, in my opinion. If you have the Going Rogue expansion and you roll a new toon, give those a try. Not to mention they all have a bunch of new mission mechanics that most of the blue and red side arcs don't get which add some fun new twists to the game. The 'moral choices' and things they do in Praetoria actually do make for a more interesting game at the low levels, which have actually made me fall back into the game after a break myself.
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On top of that, he found the mission TPer and the ninja run, but couldn't find self destruct for the sign off...would be much more fun (if he had ninja pack and mac pack, surely he had the cyborg pack).