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Not going to say impossible to ever get a new AT. I wouldn't be too surprised by a new Epic AT for praetoria at some point or something else.
But we already have 14 in the game (16 almost considering the VEATs). They cover MUCH of what is needed in the game while remaining balanced and some are underutilized as is.
A new AT will require a lot of work on new powerset(s) and powers, balancing the powers, etc. A LOT of time and money to implement for something we have plenty of already. I'm not sure of any huge hole that needs to be plugged that isn't covered by the existing ATs with various power sets, pools, epics, that wouldn't be either completely over powered or nerfed to prevent that from happening. -
You're got to be missing some very useful powers in your primary, secondary and in the epic pools if you think you're done taking powers in your early 30s.
They want to find a way to get us a few more slots, but because of balance we will probably never be able to take slots instead of powers. That will make it way too easy to 6 slot too many powers and enhance that much more.
Yes, there will be some powers that you skip or you don't need and don't usually use. But rarely have I found a build that I can't find some occasional utility from nearly every power. If you're struggling finding a power you want in your primary and secondary, I suggest looking at a few of the powerpools. Here are some of my favorite 'filler' powers
Combat Jumping - Adds defense, air control, takes VERY little endurance, can take a LoTG+Recharge. I have this on almost every build
Hasten - Faster Recharge...always good
Hover - Vertical Movement...helpful at times
Stealth - More defense. This and slot a stealth proc in a sprint power and you've got a mostly invisible toon. Great for stealthing missions occasionally.
Leadership Pool - Helps you and team-mates. -
I started rolling a Dark Control/Psionic Assault Dominator over the weekend. So far she seems fun. Now playing around with MIDS to get a build I like. Never really got too far into a dominator build before and I'm thinking I need more slots. LOL.
Generally I don't fully Set IO out a toon, usually stick with common IOs and as I get them, or if I end up REALLY liking the character I'll start putting in set IOs.
So far thinking to take combat jumping, hasten, super speed, and burnout as pool powers. Then going with Psionic Mastery for the epic and taking Link Minds, Mind Over Body, and World of Confusion to boost up defenses and resistances some. Like I said though, its a work in progress.
Anyone have an suggestions on a decent fun build? I would like her to hold her own soloing as well as be good for teams. Not the best of all, but useful and first and foremost, FUN! As I said before, generally I don't fully IO out toons with set IOs and stick to the common IOs. Lately I've been more of a casual player so I don't have a ton of extra inf laying around, nor the desire to spend playing time working the markets or whatever to build the inf up to make the latest uber build. Maybe some frankenslotting options with some cheaper set IOs is open.
Also any suggestions on powers that I should skip or what the key powers are for the set? -
Typically I'm more of a melee toon player, but was wanting to try something different that I haven't played much before and decided that I wanted to try out a dominator.
Can anyone give me suggestions for a good, fun, but effective power set combination for the AT? Thinking either Dark Control or Gravity Control as the primary and would like to avoid Fire Assault and Thorny Assault as a secondary if possible since I have other characters with similar powers. -
While that's true, before the T9 repeatables I really can't think of a valid reason why someone doesn't just apply the tokens, especially when they get enough to fill up a tier. You can't move to the next until the previous is filled. Even if there isn't nothing you especially want at the time on your current tier, it does you no good to save them until you have enough for something on a higher tier since you can't get that until you fill up the lower tiers first. All you're doing is preventing yourself from having something you've earned.
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Quote:There hasn't been a freespec for quite some time from what I recall. We haven't had a significant powers change that warrant one in several issues from what I remember. Issue 21 didn't have any significant power changes...only new ones. Issue 20 didn't either. 20.5 had the change to the group buffs instead of the single target for several of the buff powers, but I can't recall them issuing a freespec for that since they were all positive changes. Issue 19 had the inherent fitness which issued them, but since then I can't remember anything. Granted I could be wrong about this, but I try and pay attention to them.There has been a freespec in every issue since I've joined, for what I've thought of as less dramactic issues, so imo its more likely an oversight.
They have a policy of announcing them about a week before they are issued so people can clear them out if they want to get the new one.
Also the policy of issuing them at all might have changed completely with Issue 21 and the hybrid model.
That being said...the changes instituted in this issue would warrant them in the past, at least for stalkers and gravity characters. The changes could have a big impact on whether or not players would choose those powers. Surprised there isn't one. -
Also of note and warning: while you're currently VIP, thus having access to Invention Origin enhancements, if you drop down to premium/FTP they will become "deactivated" unless you purchase the IO license from the market or you have enough paragon reward tokens to fill up the T7 reward line (I think). It's like $2 a month for the license, but some returning players choosing to go the premium route have been caught off guard with builds using mostly IOs that just weren't running.
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They'll at least get Issue 22 out the door and settled down first before announcing issue 23 stuff. Besides they said they are polishing it up as we speak.
In fact, I imagine the pummit is going to be the issue 23 announcement, at least the details of it. Being a month and a half away, it gives 5-6 weeks of issue 22 being out and being the new shiny and to work out bugs before giving us new info.
Oh...if they are that far into issue 23 already, what does that mean for a 22.5 mini-issue? Are we skipping that this time around or is it almost done and just not out yet? -
I'm a bit behind on them, but I just played through the SSA.1.4 arc for the first time and I have to say "Bravo devs and everyone involved". I have a general idea of what is going to happen (Statesman dying and all) but even knowing that, I was impressed with the missions and story that goes along with it. It was engaging and fun to play through! It was one of the few times I really felt like i was part of the game and not just a side character. This needs to keep up!
Personally, I'm a programmer in real life and just seeing what was added as a possibility for future story arcs impressed the hell out of me. I know its hard to add the mission mechanics that were demonstrated with these arcs so far and not break the rest of the game.
My biggest complaint is now I have to play the rest of the game's stories without the surprises and mechanics in place like that. I know its a tall order but I would love to see some revamps of some arcs to incorporate them. The rest of the game seems really boring now. I want to see more like the SSAs!
Please dedicate a team to revamping at least some of the existing content to use some of the new mechanics and story telling stuff you've built into the new arcs. They are so much more engaging and fun to play. I know its not going to happen all at once, but a couple of the big arcs an issue can't be too hard, can it? If people like the old ones, we have ouroborus to cover that assuming its not too hard to keep them there and add new ones.
My request, though, detracts from my initial message. BRAVO! From what I've played so far the new stories have far exceeded my expectations and make me can't wait for what's next! -
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Granted usually they are pretty good about putting some kind of down-time announcement up and they didn't this time, it really shouldn't be that much of a surprise that downtime happened on a Tuesday. Just because regular maintenance is scheduled on Thursday doesn't mean they can't bring the servers down at any time to do something. Tuesdays are when new things go on sale on the market, so it shouldn't ever be too big of a shock when they take down the servers then.
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Here's a good reference http://paragonwiki.com/wiki/Costume_..._Change_Emotes
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just to clarify, he mean rarity of the CARDS chosen. There are 200 or something 'cards' and well it gets complicated. The IOs themselves are all orange level. You can upgrade them to purple, but the cards themselves have different rarities.
The wiki had more info here: http://wiki.cohtitan.com/wiki/Super_...s_and_Villains and here : http://wiki.cohtitan.com/wiki/Super_Pack -
While usually the sooner the better, they have never put out a full issue on a Friday. Usually they came out on Tuesdays, sometimes Wednesdays, rarely a Thursday or Monday. As others have said, they don't want to put up a patch on Friday, have something unexpected and bad happen, then have to work over the weekend to get the servers back up, or have the servers down over the weekend. IIRC they did this once for a small update and that is exactly what happened...servers went down or were really bad for a weekend. Thursdays are cutting it a little close for that same reason. Mondays are usually still coming down from the weekend and cleaning up anything that did happen over the weekend. Tuesday or Wednesday are the most likely so they have time to get stuff fixed if needed before the weekend rush.
Now that I've said this, in 20 minutes they'll post it for tomorrow launch or something just to prove me wrong. -
That's been a long requested item. The biggest problem is ouroborus is it ended up being a bit of a rushed hack job. The devs have said they would like to somehow make them available but it would be very rough getting it in and apparently the risk of breaking the rest of the game so far has outweighed the benefit of offering these arcs there.
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Probably not the best idea since this would be one of the first experiences that any new player has to the game. If they were to have trouble figuring out the game for some reason (computer issues, a relatively young player not familiar, relatively older player not familiar, etc) it could come off as extremely frustrating to them to get stuck in the second 'zone' of the game forever. Better to get them through that part, and into Atlas where more players can help and GMs are probably more likely to find them easily, not to mention there's less 'pressure' from a giant orange jelly fish looking thing.
Yes, I know the thing can't kill you, but a new player probably doesn't know that. Trapping them there with a 30 foot monster, air raids, and with a city crumbling around them is a less than ideal place to get help starting out.
Besides, what does it hurt? -
As far as auras go me and a few others put several suggestions in the suggestions forum section that I want to make sure gets attention. Mine specifically was here: http://boards.cityofheroes.com/showp...8&postcount=11
Quote:The rest of the suggestions in the thread are pretty good to.I wish they would at least separate the path auras and normal auras. Let us have both. That alone would open up a ton of possibilities. I guess it wouldn't be too far off from having each body part (legs, eyes, head, arms, etc) separate...just make the path a separate node.
Next I would open up a different set of auras (normal and path) for each 'stance'. Different auras for non-combat, combat, flying combat, flying non-combat, etc. Would love to be able to use some of the subtler auras for the non-combat look but the flashier ones when fighting without elaborate binds and using up a couple costume slots. I could also see using separate auras for flying and not flying for some concepts. Not sure how much more load on the server this would be. There would only be the one set of auras going at a time, just a matter of switching based on the stances. But I don't know the code and SCR may apply but that's my wish list.
Also, while probably not related to specially auras, but can we PLEASE just have the "incarnate" auras and costume pieces that aren't limited to lvl 50+ be available at character creation? Instead of an "account item" that is claimible per character just unlock the piece for the account -
Quote:Not saying it wouldn't take some work. My thought is they have someway to limit an aura from playing based on stance or movement now. I think every aura option has a combat only setting, so that it only shows when you're fighting. Path auras also have a movement only option and some perform differently when flying vs running I believe. I'm just wondering how much harder would it be to say "play this aura when not fighting and this one when you are". I'm sure its more complex than just a few lines of code there to do the switch, but if they can say turn on/off to one aura, why can't they just do that with a couple different ones?Now that would probably be tricky. However, I have noticed that this seems to be something a lot of people want, namely: to be able to have one aura for combat, and one aura for non-combat. It would allow for more diversity and imagination, and it would at least, add more individuality amongst the player costume designs.
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I wish they would at least separate the path auras and normal auras. Let us have both. That alone would open up a ton of possibilities. I guess it wouldn't be too far off from having each body part (legs, eyes, head, arms, etc) separate...just make the path a separate node.
Next I would open up a different set of auras (normal and path) for each 'stance'. Different auras for non-combat, combat, flying combat, flying non-combat, etc. Would love to be able to use some of the subtler auras for the non-combat look but the flashier ones when fighting without elaborate binds and using up a couple costume slots. I could also see using separate auras for flying and not flying for some concepts. Not sure how much more load on the server this would be. There would only be the one set of auras going at a time, just a matter of switching based on the stances. But I don't know the code and SCR may apply but that's my wish list.
Also, while probably not related to specially auras, but can we PLEASE just have the "incarnate" auras and costume pieces that aren't limited to lvl 50+ be available at character creation? Instead of an "account item" that is claimible per character just unlock the piece for the account -
I'm sure more will come with time, but you must remember there's more to it than just the rig. There are animations also. Dogs, cats, rabbits. All have 4 legs but move very differently. I want more than city of heroes and their dogs too, but each different animal is a whole new set of running, walking, jumping, flying, attacking, and idle (and I'm sure more) animations to get right, otherwise it just won't look right. Give it time. They are over-utilizing the dog because it's the new toy and fastest way to give us lots of new things fast now. I'm sure more are on the way.
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Thanks. That's what I figured. I'll probably save my tokens for that then rather than spend more money on them.
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I'm pretty sure I saw this somewhere but can't seem to find it now. I thought that they were going to make the super packs available as part of the T9 paragon reward repeatables.
Was the my misunderstanding of something, canned somewhere in the development, or just not available yet but will come in for the future, like issue 22?
EDIT
Forgive the mis-title. Was thinking for the purpose of gaining ATOs but really wondering about something I saw about 8 super packs being an available purchase with your paragon reward tokens as a repeatable at T9 -
You can also sell them on the market if you have extra or no desire for the AT. They seem to be catching a good amount currently.
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Quote:Do you mean MS Office for Mac, or iWork (Pages, Numbers, and Keynote)?In your experience, does the office suite for Mac perform well?
Personally haven't used Office for Mac. My mom does and she seems to like it. iWork works great for what I would normally use Word, Excel, and Powerpoint for, which is pretty much the basics. Slightly different and may take some getting used to finding some functions, as with any new software, but pretty compatible in my experience. Pages also has a built in "Save as PDF" option built in which I like for things I don't want others to edit, which Word doesn't have without and acrobat plug in (at least in the slightly older versions of Word on windows. That may be different now though), as well as should open and save files to and from MS Word too.
There may be some higher end functions missing, but the majority should be available. Price wise, the iWork suite is cheaper. I think $79 and has a free trial available. Office is $150.
Not to mention that if you use iOS devices with iCloud also, you can upload the documents into iCloud, and use the iOS apps of the iWork programs to view and edit on the go. While I wouldn't recommend relying on the iOS apps on an iPhone and iPad for normal and extensive editing, like making a full new spreadsheet or a 10 page report, but for a quick view for reference and light edits on the go they work great and will stay synced between your iOS devices and iCloud. You could do all of those things...they are surprisingly full featured...but its still difficult due to screen size and a lack of a real keyboard. The iOS apps (Pages, Numbers, and Keynote) are $10 each.