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Posts
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Quote:Yeah, I'm not saying don't do it, I was just noting to the OP that there's a workaround of sorts in place now.To be fair, being able to alter base character opacity at least somewhat (say, from 100% down to about 80%) would actually be pretty cool.
Quote:I'd actually go for full control all the way down to nothing, because I'm fairly certain going around with just your aura and your powers might be interesting, but I suspect that would be a step too far.
The only thing I'd say is that, like all costume/aura effects, this should have zero gameplay effect. This would be difficult to justify in the mind sometimes, perhaps - why are these guys aggroing on my character when he's completely invisible? - but on the other hand, we've already got the converse in play. My main guy Cap goes completely unnoticed by big groups of (e.g.) Council guys when he's standing in their midst with a full-body blue aura glowing outside his Cloaking Device field and the blazing light of Super Speed around his feet, which makes just as little sense. -
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This isn't a player question, it's a feature request/complaint. Wrong board plus dead horse.
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Oh, so many, but the biggest "I'd do that character differently" in my arsenal is one that I still can't do. Professor Neutrino, my rad/rad Defender, has wished he was a Corruptor since CoV went live - not because he's evil (he isn't), but because he quite likes the idea of Rad Blast actually being able to harm the bad guys, as opposed to being a pretty light show he can put on between debuffs and spamming his PBAoE heal.
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Quote:The Vahz wouldn't make a lot of sense. I mean, they're not undead, they're just... dead.All good suggestions so far, and I'd really support any of them, an idea I'd like to throw out is to increase its damage again undead, or expand what it can do that damage to, like Demons, Vazhilok undead, so forth.
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Now, now. You're not picking up their dry cleaning. You're just serving as a very bulky and inefficient SMS service.
"*pant* *pant* (good god woman why do you have to stand at the top of this gigantic hill) Uh... hi. Crimson says he... " (hero pulls out reading glasses, peers at slip of paper) "'luvz u lotz.'" -
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Quote:Brawl!My question is, are there any other powers with different animations for /Shield characters?
No, seriously, Brawl is different if you have a shield. Sometimes you do the old "kick" alternate animation (that was originally implemented for Archery characters, I think), and sometimes you sort of backhand the bad guy with your shield arm, which is righteously cool. -
Quote:Not just PvP, I think - they're also long to prevent them being used as a "get out of a jam free" card in regular play. Same philosophy as the 30-second logout, though why anyone would go so far as to log out just to avoid being defeated by the Vahzilok (or whoever) is beyond me.The activation is the same for all of them, and it's long to minimize any potential effect in PvP.
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All the zone maps are dark when a character first arrives in the zone. In regular City Zones, there's a sort of dim outline of what's in the zone visible in places you haven't been, but in Hazard Zones it's just completely black. You don't know where anything is (can't activate the navigation markers for neighborhoods, etc.) until you've been there. That's the "fog of war".
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Quote:No, I get you. You'd like to see the Cathedral of Pain/Items of Power business brought back, only instead of enabling other Super Groups to raid your SG's base, break your stuff, etc. if you had an Item of Power installed, you'd like to see it attract computer-controlled bad guys. (I'm not sure how you'd schedule that - I mean, it's not like just hanging around the base waiting to see if villains show up would be any fun, and it'd just be infuriating to have it happen while you were in the middle of, say, rearranging the teleport room - but, as you see below, that'd be someone else's problem.)Ummm okay. I really think that my point is being missed entirely.
Personally, I wouldn't like that, because I haven't the slightest interest in seeing my SG's nice functional base all smashed up after all the time and effort we've put into it, but then, I haven't the slightest interest in going through a huge raid thing to get a minor buff item to put in said base in the first place, so it'd be all the same to me. We just wouldn't bother and our base, presumably, would be safe. Mind you, if it caused them to bring back all those idiotic item-placement rules in the base editor, even for those of us with no interest in ever partaking, I'd be a bit riled about that. -
Given the wail-and-disintegrate thing Circle of Thorns Spectrals do when they're defeated, I suspect they're not going to jail, they're going back to whatever hellpit the mages summoned them from.
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I've succeeded at the mission in the OP, and indeed once managed to pull off the infamous "stop the pumpkinheads from doing whatever it is they're doing" mission in Croatoa, but both times it was with a combination of very effective teammates and sheer dumb luck.
Something that's always really gotten up my nose in computer RPGs is the fight you absolutely have to lose. No matter how skilled you are, no matter how powerful or tough your character, you must fail to move the plot forward - and so the game cheats, or you win the fight but then lose in the subsequent cutscene, or some such. That little lazy-game-writer trick never fails to rile me up. Luckily, City of Heroes doesn't have many of them, though I can think of at least one off the top of my head. I forget what contact gives it, but I think it's part of a story arc vs. the Malta Group. One of the missions is a glowy hunt plus defeat so-and-so's posse in a huuuuge lab map... with some completely ridiculous time requirement. Five minutes? Ten? Short enough that, back in the day when inter-zone travel was much less trivial than it is now, I used to draw that mission and fail it before I reached the entrance.
I'm willing to accept that the OP mission and its ilk are just awkwardly designed, but that one just frosts my shorts every time I run across it. -
See, now, I'm often tempted to give up on the few Tankers I have because of their utterly pitiful damage output. I was playing a level-16 Invulnerability/Super Strength Tanker last night, and his strength was so not "super" that he was unable to put down a red-con Lost lieutenant in a single bar of Endurance. That's just sad.
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Quote:To me, it's a question of animation more than anything as nebulous as damage type. Take our old friend the bokutō. It's quite plainly made of wood and has no cutting edge, and, as such, should (by your lights) never ever ever ever ever be made available as a skin for Katana. And fair enough. Except...I just want to keep sets with "sword" and "blade" in the name using swords and/or bladed weapons. I'm willing to accept weapons that, in real life, don't cut but in-game sort of look like they do.
The problem there is that a bokutō is, by definition, a sword made of wood - the name literally means "wooden sword" - and is expected to be wielded in exactly the same way as the metal slashy-slashy version. The great samurai Miyamoto Musashi (1584?-1645) killed more than one of his dueling opponents that way during his career. The animations, as it were, are the same. If you were to take a bokutō and wield it like (e.g.) a War Mace, you would very much be Doing It Wrong.
As you can see, this example leaves us at something of an impasse. Obviously, judged visually, such an item belongs with the Katana set. Obviously, judged by game mechanics, it has no business there. For myself, since I can see the power animations but the game mechanics happen behind a curtain, I'm going to go with A and leave B to go hang. A potentially inappropriate damage type is going to bother me a lot less - not at all, in fact, because I can't see it and frankly don't give a damn about that whole mechanism. -
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Also, I don't think "coming onto" means what you think it means.
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No indeed. Police firearms instructors very much look down on that kind of John Wayne horseplay. Not only is it not likely to work, it implies that the officer who's willing to attempt it is not, shall we say, taking the whole "lethal force" thing seriously. Life on the front lines of street law enforcement isn't a video game.
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