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Posts
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Joined
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It would be nice to have, and sounds very doable. A bit like having 2 identical stone set where only the animations varied.
/signed
That being said, I do not think there is a lot of hope for this one being implimented. -
PP can feel like god mode, throe simple statistic.
Simply put, the more power set combinations there exist, for a specific arch type, the more likely it is for an individual to find a combination that fits their play style. Thus making them feel more powerful. -
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Wouldn't a Thermal make a more attractive healer, since it has... more heals?
And if you're going for group support then the only primary you'd ever need is Sonic Attack.
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The 2 fast recharging single target buffs in Thermal, become stressful to me. I would end up using too much time trying to keep them applied to the whole group.
As for sonic attacks, I guess I could play with the sound off, I once had a sonic/sonic corrupter and only made it to level 10 before the sounds became to annoying.
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Sonic or Ice would be decent choices alright, mainly so you can stick to single-target attacks to avoid excess aggro, provide decent attacks with good secondary effects and both have nice support / control tools in them as well in Stuns, Sleeps and Holds.
Rad is a fair bit more offenderish than thermal, but a Sonic/Rad is going to be a fairly decent "jack of all trades", very useful solo or on teams. Thermal is going to require teams a bit more.
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I do not mind being dependent on getting a team, it can be though at times, but that is what alts are for.
Is Thermal really that much better then Rad when in comes to group support? Even if I ditch the 2 single target shields? (to avoid the stress) -
I have been thinking about making a charter, focused on group support. Particularly in regards to healing. And /rad look the most appealing (/Thermal being only somewhat appealing due to the single target shields). But what primary would go best with that?
Fire for the damage, dark for the debuff, or something else entirely? -
I have never fought a tanker in PvP, but I have fought scrapers, and I won. And I have not aimed for any kind of PvP build.
No, I think Brutes are well balances in regards to other melee AT's. What might need balancing is melee vs range, and a bit of balancing between the various melee sets. -
To be honest I would prefer if a fire based MM primary would have proper fire based creatures, rather then daemons. Like the style of the fire imps from Dominator/Controllers, just bigger and meaner.
And the same would go for any other elemental set (electric, earth, ice).
As for a source of the demons, at least it is not wailers. That would properly have put a sonic/sonic corrupter to shame. -
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It's been done many times over the years, and my own experience of it has been very rewarding. If you have idea, I say go for it.
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No I do not have one idea, I have several... I suffer from the dangerous from of altites that make Theme SG ideas pop in to my head on a regular basis (Along with scores of character concepts).
Besides I am already in a SG I like with my main charter.
Nice Screen shot by the way. -
I know that it is more common among RP, then otherwise, but as far as I remember the method (first time I heard it explained it was called the shadow-clan method) is apparently based on psychology and game theory. Let me se if I remember this right...
By making the players use non optimal or restricted builds, they have to rely more on one another, thus promoting unity throe interdependency. That unity is reinforced by the uniform. With the unity comes a sense of belonging, of being part of something greater then your self. And from that comes a great deal of fun.
So even though the players have less creative control and can accomplish on their own, overall they end up having more fun. When something is accomplished, it becomes more exiting because of the restrictions, and even more so because it was done with a group.
Each victory build up the unity and pride is being part of the group, and so the next challenge is even more fun, and so on.
Anyway should stop rambling, I do not wand to use up my quota
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Some CoW uniform examples can be seen here
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That is a really nice look. -
It is not that I am on looking for a SG, but I have seen several posts on this board about super teams of varying kind, when players coordinate the character powers specifically to stack with one another. Thus maximizing power at the expanse of personal freedom.
However so far I have seen no posts about anyone coordinating charter costumes, and powers for the sake of a theme. Thus getting cohesion and unity, at the expense of power and personal freedom.
It is something I have seen in many other games, two good examples would be Orc guilds in Ultima Online, and Stormtrooper PAs in Star Wars Galaxies.
So I have been wondering are there even any SG, in the game, that have uniforms or even go so far as only having one kind of power sets or archetypes, say only fire or only dark, or even a only Rad/Rad corrupters.
For the villain side an obvious examples would be a Ninja SG, with stackers all looking like the ninjas from the mastermind set and Katana/Martial Arts combined with Ninjitsu power sets, along with Ninja/Trick Arrow Master Minds.
So if are there any SGs like that out there, I would love to hear about them. Or even themed SGd you have been thinking of but that have not been started. -
Sounds like nice concept for natural or technology charters. I like it.
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So where is the endurance recovery power? With out that this will be way to underpowered to be worth it
Come to think of it, how about +perception, that is missing as well. -
Any of the casinos in St. Martial Professional Gambler or perhaps Leg Breaker
Any dock / harbor / air port Customs Agent
The arena Gladiator
Candy factory (cap au diable) Candy-man/woman
Slag pit / hell forge (sharkhead isle)Consortium Guard.
Grave yards Grave Digger / Mortician
As for logging out in a SG base I would love to get Prestige for that. -
Who said that heroes use metal bullets in their guns? Rubber bullets do not normally kill (unless they hit the wrong spot), but a normal thug would eventually pas out from the pain if hit by enough.
It is a lot harder to explain away the damage of a katana. Then again if you was skilled enough you could properly just scratch the skin of your target so that the hits was non-lethal. -
Claws... just the thought of a claws brute makes my eyes light up with glee. (or maybe it is evil malevolence from the thought of the carnage).
Just give me claws for a brute and I will properly forget about trying out a VEAT once I get my current brute to 50. -
Have you ever seen a mayhem mission ? With the number of cars destroyed my marauding villains the insurance premiums on cars have to be astronomical.
As for the cafés and so on I do not think even the best parts of paragon city would be considered safe enough. Even in atlas park, the center of hero activity, gang members are mugging citizens in brought daylight.
EDIT: fixed some spelling. -
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This is why MMO stories are so awkward to vary. It's a real shame that the olde everquest style static world still hasn't been completely kicked in the teeth.
I can't wait to see a game that gets this mechanic to be more flexible. Sadly, it's a lot of work for just a cosmetic change, but IMO it's got a large immersion factor.
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It is just bad writing. A deacent writer should be able to make the stories just as compelling with out us having to save/beat up the Freedom Phalanx (or other contacts), and save the world on a daily biases.
That, and a segment of the player base have been accustomed to being put up on a pedestal (story wise) from their single player CRPG experience. (I call it "the chosen one syndrome) -
Fore some ATs and power set combinations, leveling is indeed fast maybe even to fast at times. I preordered CoV, even added CoH to my account after a few months. However I only stayed for a little over a year, and only returned recently.
My original reason for quitting was that my main char (a gravety/energy dominator) felt stuck at level 32, after having spent over a month to get from 30 to 32. I could barley solo most story archs, was in constant XP debt thanks to dyeing 2 or 3 times per mission. And when grouping I could not enjoy the story arch as the teams always rushed throe them.
If there had been a system to help my leveling along a bit more I would not have burned out back then, and eventually the charter might have come in to its own. If not it might have gotten me to level 50, with enough enthusiasm left for the game to create an alt that would not have had such a though time.
On the other hand I do see the point of the to fast leveling argument. My new main charter (WM/WP brute) have be having it really easy, and I had to die repeatedly on purpose to prevent it out leveling contacts before story archs was over.
For this charter I would actuarial have liked the ability to stop my XP gain at times.
So at least giving us a choice would be nice, a system to help along though that find the leveling to slow would be nice, and might keep a few players a bit longer. -
Well if you had to stand still and concentrate to melt someone brain by looking at them, would you do so when they was with in arms reach with a melee weapon? Or would you try to keep them at bay with your sword?
If we really wand to we can always come up with IC reasons for a mob doing something or not doing something.
The question really should be: would it be more fun for all players if the Ritki/Lost bosses use control powers in melee? -
I think any ratings system will be a failure. Not because of the players who will abuse it, or use it as a griefing mechanics, but because the opinions of what makes a good mission will wary a lot from player to player. The mission a power game think is good, would most likely no be to the taste of a role player or badge hunter, and the same for the reverse.
So how useful can a rating by the general public really be?
I think a recommendation system would be far more useful. So that when you found a mission you liked, you could add it to you recommended missions. And then allow us to se a list of recommended mission by the players on our friend lists, and of our SG and coalitions. Heck, let us be able to se a list of recommendations of anyone we se on the street, so we can try the mission recommended by the member of our last good pug.
Then simply give the creator one point for every player that completes a mission he/she created. The more recommendations you got for a mission the more likely it would be someone saw one and tried it out, an thus gave you more points.
The same goal would be achieved, rewording good mission creators, but the ratings would relate to our individual playing styles.
And if some teenagers thought it was fun to create lousy mission, and recommend the lousy mission of their friends, then it would not affect the rest of us. -
This idea seams so intuitive that one have to wonder why it was not implemented from the beginning.
After all in the first issue of the CoH comic from Blue King Studios, Apex and War Witch start off their adventures by finding a clue (robot-zombie body part) during street sweeping.
Many mission also sends you out to beat up a certain kind of enemy group to get a member to spill the location of a hideout, or to raid hideouts for more clues to what a group is up to.
So it is almost like they was thinking in thoughts terms originally and then ditched the design for something more linier.
On a side note, skulls did not even have to drop skulls clues only, one of them might know of a hellion hideout, or something about what the CoT is up to
As for trade, maybe a system that only allowed trade of clues to clues. Kind of like: If you tell me what was so special about the amulet the CoT stole from the museum, I will tell you where you can find a council base.
Anyway just a long way to say /signed -
I have a WM /WP brute. And the one think I would like the most to change about the set would be the animations. (yes I know it will never happen) Holding a sledgehammer half way down the handle just look wrong, especially compared to how NPCs and the temporary power looks (two handed over the head blow).
But maybe that is because my charter is a brute /shrug.
On the power level it is ok as long as you do not run in to EBs with a high Smashing/lethal resistance, I had one mission where I was fighting an arachnoid EB and I could not damage it more then its regain, and it could not damage me more then my regain. But that is what Shiva Shades and Nuclear Strikes are for right? -
http://screenshots.erebos.dk/#1.0
So now the NPCs make mis-tells as well. -
Reworking reputation to work on two scales, numbers and strength would nice.
So if the numbers scale was set to the easiest setting you would face a mob +Lt or 3x mobs in an encounter, while a the hardest setting it might 1 Boss +2 Lt +4 mobs or something like that.
The strength would go from all even level mobs, to all +4 levels mobs.
Some ATs deal better with a horde of enemies, but fall easily to a few +4 mob, while others can take a few +4, but would fall to a hoard of even levels. (And some can take on a horde of +4, but that is another issue)
Also allow us to make ghost members, so a group of 3 or 4 could get mission as if they a full team. Or even a solo charter could get a mission like a full team. -
I would really like to have access to a store Inspirations somewhere other then my inspiration tray, just like we can with salvage.
It would be a perfect way to save up the big inspirations for some though mission (or TF). I know I can save them up in my inspiration tray, but that will make fewer spaces available for actuarial use.
It would be nice if the storage space was twice the size of the inspiration bar, so refilling after a few missions would be possible. But even more limited storage space would be useful.