Brimstone_Bobby

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  1. Awesome, my partner and i can make this! We'll be there.
  2. Quote:
    Originally Posted by Zwillinger View Post
    I’m very pleased to announce a new pilot program for the Paragon Market: Freebie Friday (not to be confused with Freaky Friday. We tried that and the Freakshow just got out of hand.)

    Freebie Friday is a new test program in the Paragon Market where all players, Free, Premium and VIP, can claim (only once per offer) a random free item! The item could be almost anything currently available in the Paragon Market and will change every week! Currently, we plan for each promotional item to be available for 24 hours. For the trial run, we’ll be putting the item up at 4:00 PM PDT/7:00 PM EDT/12:00 AM BST this Thursday, May 10th, 2012. The item will be available until the same time (4:00 PM PDT) on Friday, May 11th, 2012. You can find the Freebie Friday item under the “Featured Items” section of the Paragon Market.

    It’s pretty simple:

    Step 1: Play City of Heroes Freedom!
    Step 2: Log in and claim your Freebie Friday item from the Paragon Market!
    Step 3: ????
    Step 4: PROFIT!*

    (*Please note that there is technically no profit since the item is free.)

    Join us in testing a potentially new regular feature for the Paragon Market and please feel free to leave your feedback in the Community Discussion below!
    Wow, i log in for a Friday event and nada, then read the forums, oh the Friday event is a Thursday event...
  3. Quote:
    Originally Posted by GadgetDon View Post
    Just as one data point, having bought collectors versions of CoH and CoV... Wouldn't bother me in the least if the in game components were put on sale in the store. I always considered the collectible parts to e the physical extras in the box.
    I agree with this sentiment as well. These things were available 7 to 8 years ago, i think that statute of limitation for "OMG the ebil Devs haz stoled my exclusivity" is past now.

    Plus, give the newbies some love, it is still Spring Fling in Paragon.
  4. Ahh Becktrees aka the Grinning Idiot - can't stand him either.

    If i feel charitable (which is about never for Becktrees), I assumed he was injured in the line of duty (probably bullet to the brain) but didn't want to leave the force, so they gave him a token position inside the office. More than likely he has dirt on the Commisioner and is grinning about all the perks he gets.
  5. At the end of the hero SSA arc, Manticore does accuse "Jean" of bring us to the brink of anihilation, I took that as a reference to the missile launch. I (probably badly) assumed the missile was dealt with off camera between acts two and three of that SSA.
  6. If these are the scrap yarders that follow Scrappy - they don't drop tips (at least not in an hour of testing on my MM). Ordinary scrap yarders do drop tips, just not the ones in Ghost of Scrapyard entourage.
  7. Where is the vi contact? I've been to Nerva, St martiel and Sharkhed and not found the SSA contact for part 3
  8. Folks,

    I almost have the merits saved to get the PvP 3% def IO. I'll be putting it in stone skin, in one of the reactive slots and removing the other three slots currently used by reactive. My question is, where's the best bang for my slots?
    Should I add another slot or two to health and pick up the Numina heal IO for the set bonus?
    Should I add another slot to stamina and get another Performance Shifter piece?


    Note: stone/fire/arctic tanker (arctic is for concept and I'd rather not lose that), high recharge to counter granite, but I only use granite for "oh my gosh!" situations, I prefer to adventure in the toggles as much as possible.

    Thanks for the advice!

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Bob Better: Level 50 Mutation Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Arctic Mastery
    Hero Profile:
    ------------
    Level 1: Rock Armor LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(7)
    Level 1: Scorch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(17), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(50)
    Level 2: Earth's Embrace Dct'dW-Rchg(A), Dct'dW-Heal(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-EndRdx/Rchg(13)
    Level 4: Combustion Erad-Dmg(A), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(5), C'ngBlow-Dmg/Rchg(7), C'ngBlow-Acc/Rchg(15)
    Level 6: Mud Pots EndRdx-I(A)
    Level 8: Rooted Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(17), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-EndRdx/Rchg(40)
    Level 10: Stone Skin S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 12: Brimstone Armor RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 14: Boxing KntkC'bat-Acc/Dmg(A)
    Level 16: Tough RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 18: Crystal Armor LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(23)
    Level 20: Weave LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(23)
    Level 22: Taunt Insult-Taunt(A), Insult-Taunt/Rchg(40), Insult-Dsrnt%(48)
    Level 24: Hasten RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 26: Minerals LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(29)
    Level 28: Fire Sword Circle Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg(31)
    Level 30: Super Speed EndRdx-I(A)
    Level 32: Granite Armor RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), LkGmblr-Rchg+(34), LkGmblr-Def(34)
    Level 35: Incinerate C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 38: Block of Ice BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Ice Blast Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Build%(46)
    Level 44: Ice Storm Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46)
    Level 47: Teleport Winter-ResSlow(A)
    Level 49: Build Up RechRdx-I(A)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: Freedom Phalanx Reserve
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift Run-I(A)
    Level 2: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9)
    Level 2: Hurdle Jump-I(A)
    Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(9)
    Level 1: Brawl Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint Empty(A)
    Level 2: Rest RechRdx-I(A)
    Level 4: Ninja Run

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  9. Quote:
    Originally Posted by Snow Globe View Post
    It does have a hold component, and Break Free inspiration will not help you to escape it.
    Definitely has a hold component: when i don't move in time i get held through stone armor's Rooted power.

    And thanks for bring the pictures to this discussion - i struggle mightily to see the current green patch (especially if it is near the water tower - like it was in your screen cap).
  10. Quote:
    Originally Posted by Arcanaville View Post
    Like I said, I might not be a good example. I spotted the appropriate details instantly because I know what to look for, and I can do it dynamically under higher density conditions than that. I'm just pointing out what they are for the benefit of those that don't have as much experience observing them as we do.

    The question isn't whether its easy or hard to spot the patch, but rather how hard is too hard. I tend to be very conservative when it comes to that sort of thing because I know that what I can process visually in real time isn't representative of the median person. That's why I think it should be made somewhat easier regardless of whether I can spot it or not.

    However, there are two aspects to this issue and one of them is, given the current way the system works, what are the elements of it that should not be as problematic as they are, that the devs should fix. The other is, given how it is now, what advice could be given to players to assist them in the meantime.

    Thinking back to when I was first running Keyes and learning to avoid these patches, one strategy I employed before getting more practice was to realize that the goal wasn't to avoid the patch, it was to go where the patch wasn't. Too many people, I think, are paralyzed by an inability to locate the patch fast enough. But you do not need to locate the patch to avoid it. Rather, you only need to locate a spot of ground where its *not*.

    So the strategy I used in the early going was to zoom out when the timer approached the next Oblit, and locate an open spot of ground that was not obscured by players, effects, anything. When the timer ran to zero, I only had to make one decision:

    A. I see Obliteration, I run in the opposite direction.

    B. I don't see Obliteration, I run to daylight (the spot I mention above).

    This guarantees you are always moving towards a spot Obliteration is not. It does not guarantee you are always moving in the opposite direction from where Obliteration is, but that's not the objective.

    Either way, unless you are absolutely dead certain you are not in the patch (and the only way I'm certain is if I see it far away), you move. You assume you're in it, and you move to somewhere its definitely not. No amount of players, special effects, or ground effects can prevent you from doing that.

    Instinctively, players don't want to disengage and run unless they are certain they have to. But if you move only when you think you have to, instead of running unless you're certain you don't, mistakes happen.
    Arcanaville,

    Thank you, thank you THANK YOU! I tried this (the part quoted that I bolded) last night on a Keyes and never once got obliterated playing a stone tanker with rooted running. This was a great way to summarize the obliteration issue, and give me a tool to minimize getting caught in the green stuff.

    You have helped me many times on the forums with your posts (not directly, but by improving my understanding of the game, the mechanics, and design philosophy) – plus I love it when you snark.

    Thanks for all the help.
  11. For me it is a combo of two things:

    1) the Green crosshairs are difficult to see on the ground (even harder in the air) at the settings i run trials on (everything cranked down way low, especially particle effects)
    1a) i can't zoom too far out on that stage of the trial, the player effects are too blinding
    1b) Some patches (sleet, ice slick, oil slick, quicksand, and i am sure there are others) cover the crosshairs

    2) Customized powers just make item 1 even worse
    2a) Green customized pwoers being the worse offenders
    2b) Really bright powers can be distracting to the level i can't resolve the crosshairs


    NOTE: i have never tried any MO runs for trials, i'm just responding to why i, as a player, have problems with this mechanic
  12. I've done trials on three characters: Tanker (stone armour), Controller (earth/kin), Defender (TA/A). I actually enjoy the trials more on my support characters (though Lambda warehouse/lab runs for grenades and acids are not my idea of fun).

    The controller has very few IOs, and none of the set bonuses are for defense, and he still gets by fine (even on Keyes). The biggest assest on the trials is getting the level shifts - plan out in advance what T3 ability you want for Alpha, Lore and Destiny and make sure that the components for those three slots are the first three rare reward drops you pick.
  13. Quote:
    Originally Posted by Mystic_Fortune View Post
    Dr. Fate definitely had a great deal of influence when I was thinking up Mystic Fortune.
    But is he merely a gifted surgeon, and nothing more?
  14. Holy <censored> that is one HUGE spider... yikes!
  15. Quote:
    Originally Posted by Dark_Respite View Post
    If I could find an appropriate song, I might consider doing a music video for it... even if the idea of lending credibility to this whole Numitron thing just makes me wince.

    Michelle
    aka
    Samuraiko/Dark_Respite
    Hmm, If only their roles were reversed - "Ghost in the Machine" would be perfect
  16. Quote:
    Originally Posted by Nyx View Post
    I noticed this as well Sam. But I noticed when fighting destroyers that they drop magic salvage. Which makes little sense. However I have also recieved magical salvage from resistance member, which I am assuming are considdered "Natural" and drop Dual origin Magical/Natural Enhancers and perhaps that is why they seem to drop magical salvage.

    Of course in Praet Drops seem to be more random than on primal earth. I have gotten Clock work winder from ghouls etc. So while I have a theory of things, I truely believe it works on random tables as opposed to what we are acustomed too.
    ALL the Praetorian groups drop enhancements your character can use. Play magic origin, all the DO's are magic/*. Play mutation origin, all the DO's are mutant/* and so on.

    Also they all drop all types of salvage (tech and magic) just like some primal groups (Arachnos, clockwork off the top of my head).
  17. i found out about them back in the early days of Architect - there were badges for using inspirations (not just the single badge we have now) and i started popping them like candy in AE missions. It was then i finally realized how plentiful they are. Now, besides keeping two greens and a blue for emergencies, i use them when they drop.
  18. First my Praetorian Police dog, Captain K-9 (created using the same genetics techniques that created our beloved Praetor of Cuteness: Bobcat):


    Then, my new favourite character, Tyger Burning Bright (yes, i know its Tyger Tyger, but the name convention wouldn't hold that much awesome ):
  19. Quote:
    Originally Posted by DumpleBerry View Post
    I've never seen money fall out of the ATMs. Is that like the cows?

    As part of the Due South reference to the Mountie in Faultline, you can hear his dog loudly barking inside his trailer. Also, the bathroom dev's dungeon in Grandville is another example of atomic flatulence in game.
    Nope, drop [Earthquake] next to the ATM (or a mailbox) andd watch stuff fly. (this is in the main game world, not mayhems.)
  20. i was wrong about the processor - i forgot i upgraded this machine a while back. Processor: Core 2 Duo 3.16 Ghz processor
  21. the second PC vid card has gone out.

    The card is a NVidia GeForce 8800 GTS. The machine has a Core 2 Duo 3.16 Ghz processor and and 4 GB RAM (running Win XP) and a 460W power supply.

    What would be a good replacement for this old card?
  22. Date Speculation: March is in like a lion and out like a lamb.
  23. Never enjoyed playing red side missions, but loved the red side archetypes.

    I want to try my hand at dominators, and this was a first pass. Got him to level 6 last night (woo woo).

    Ideally, i'd like to remove the two purple sets, if possible, and still keep perma-dom without needing hasten (hasten is just in the build to cover slows).

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Mace Brimstone: Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery
    Villain Profile:
    Level 1: Mesmerize -- Entrpc-Heal%(A), CSndmn-Acc/Rchg(36), CSndmn-Acc/EndRdx(40), CSndmn-Sleep/Rng(43), CSndmn-Acc/Sleep/Rchg(46), CSndmn-Heal%(46)
    Level 1: Stone Spears -- Empty(A)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), Lock-Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(7)
    Level 4: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(15)
    Level 6: Confuse -- CoPers-Conf/EndRdx(A), CoPers-Conf/Rchg(34), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf%(40)
    Level 8: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(11), FtnHyp-Sleep/EndRdx(11), CSndmn-Heal%(48)
    Level 10: Tremor -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(15), KinCrsh-Rchg/KB(17), KinCrsh-Rechg/EndRdx(17), KinCrsh-Acc/Dmg/KB(21), KinCrsh-Dmg/EndRdx/KB(36)
    Level 12: Super Speed -- Winter-ResSlow(A)
    Level 14: Stealth -- LkGmblr-Rchg+(A)
    Level 16: Power Boost -- RechRdx-I(A)
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21)
    Level 20: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 22: Invisibility -- LkGmblr-Rchg+(A)
    Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
    Level 28: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), Dmg-I(34), Dmg-I(37)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34)
    Level 35: Hasten -- RechRdx-I(A)
    Level 38: Fissure -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(39), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(43)
    Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(50)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), GftotA-Def(45), GftotA-Def/Rchg(45), GftotA-Def/EndRdx/Rchg(45), GftotA-Def/EndRdx(46)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dmg/EndRdx(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36)


    Kind Regards,
    Brimstone Bobby
  24. Objective Feedback:

    Mastermind pets sounds are louder than most (not all) other powersets. Specifically Demons roar is louder than is necessary and more frequent than is reasonable. Robots sound like a herd of armoured elephants stomping through the map.

    It would be great if there was a pass through all the sound effects to equalize volumes (with possible exceptions for tier 9 powers and extreme damage powers).

    Subjective Feedback:

    Glowie/Zowie sound and visual effects need to be more pronounced.

    Can we get some way to shut off sounds for individual powers,

    Sonic Attacks & Sonic Resonance: I generally like these sounds, but it would be nice if they were more consistent. Some sound artificial, some sound bestial, and some sound like an adrogynous person yelling. Together, they don't fit any one theme as easily as other sets. Not to mention some of them include high-pitched effects which can be a little ear-splitting.

    Kinetic Melee: in Beta for GR - much preferred the original sounds The current effects sound like racecars or jets taking off, and don't go with the visuals of the powers at all..


    Sounds I've found so annoying that I had to never play them again after trying them once: Energy Melee background hum associated with all EM attacks. Peacebringer background whine associated with all PB attacks. Warshade squeal when powers activate.
  25. WOW! Beautiful work Art Department (wish i could be more specific, but kudos to all).

    And so much better than the prior "it shall not be named" pack. Will definitely get two (one for each account) as soon as its available.