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Quote:\signExtended text warning...
- Capes.
- Make all Prestige capes available from level 1 once unlocked.
The CoH Deluxe and CoV Collectors Edition capes are currently only available after the level 20 cape mission,
the Magic (Superbooster II's) Pack allows for 'High Collar' capes from level 1, as does the MAC Pack with the 'Valkyrie' cape.
- *NEW* For SoA's (Soldiers of Arachnos) as well as the current "Arachnos"/"None" cape options, allow them to have the following:
- "Plain" A standard SoA cape but without the Arachnos logo.
- "Custom" For those with the CoV Collectors Edition a colorable version of the current SoA Arachnos cape.
- "Plain" A standard SoA cape but without the Arachnos logo.
- Make all Prestige capes available from level 1 once unlocked.
- Auras.
Once unlocked at level 30, could the standard Auras also be listed under Combat Auras,
as this would suit characters who only power up in combat.
*Ingame?*
- Back items...
- Back emblems, like chest ones but on the characters back.
- Cape with emblems, like the chest emblems but on a Long/Short cape with a couple of border designs.
- *In Testing* Backpacks
- Jetpacks
- Back emblems, like chest ones but on the characters back.
- SG/VG logos.
Why is it that after 5 years these are still only a limited selection?
It would be preferable to have a drop list of the existing (suitable) chest emblems for use as SG/VG logos.
- *NEW* A "None"/Blank SG/VG logo option.
(4a was suggested by: Hercules)
- *NEW* A "None"/Blank SG/VG logo option.
- Costume Change.
- Add the change emotes to the creator to allow a default setting to change to that costume.
Allow the manually entered/macro and bind scripted CCE's work as an as override.
- Allow cce emotes as general emotes once they are unlocked... /em cclightning
This would save players having to have a duplicate costume slot just to perform the emote.
- Add the change emotes to the creator to allow a default setting to change to that costume.
- Flying emotes.
The Newspaper emote as used by villains selecting newspaper missions and '/em newspaper'
has the player standing feet together like the military salute...
This still happens even when flying or hovering which looks a little silly and imho needs fixing.
Additionally the 'Point', 'Thumbs-up', 'Onward' and the other emotes that are F key selectable don't work properly when flying.
- AFK and Autoreply.
- *Ingame* Trial accounts need a locked 'Autoreply' message especially as they can not reply to tell messages.
Something like:
[Auto-Reply] Appologies, $name is currently on a trial account and unfortunately can not reply to your message.
- Add '/text' and '/reply' options in addition to the existing AFK.
I know this is splitting the existing AFK functionality, but I feel it would be benificial to the community.
- /Text displaying an afk type floating message but without the auto-reply.
/em cellphone$$text On the phone!
Floating 'on the phone' message whilst emoting the cellphone.
- /Reply setting an auto-reply without displaying a floating message.
/reply Busy on a Taskforce, Sorry...
Would auto-reply to tell messages that the player was busy.
- /Text displaying an afk type floating message but without the auto-reply.
- Add a $reply string, so that binds/macros can be written to invite/search/display info/etc of the last person to send you a tell.
(7c was suggested by: PyroclasticNinja)
- *Ingame* Trial accounts need a locked 'Autoreply' message especially as they can not reply to tell messages.
- Walking. *Ingame*
- Secret ID.
I have previously suggested an easier way to do a secret/hidden id effect...
Basically it's a text entry section and checkbox/costume selection number in the players ID allowing for their disguise name, hidden status and optional costume slot selection.
This would then display their hidden/secret ID name in place of their normal information where their name is displayed ingame.
Examples ignoring Badge selected:
Normal:The Legendary
Coolio Wolfus
Coolio's Crusaders
Hidden:Coolio Wolfus
Anon Amos
Coolio's Crusaders
This shouldn't affect the /t , or other commands as it would only be a display change.
Title changes from their Title to the characters official Name.
Name changes to become the secret ID name.
Supergroup would still be shown as now.
Additionally the players Badge Title could get hidden when using the secret ID.
Optional suggestion:
However rather than the chat text displaying '<Name>:' it could show '<Hidden/secret ID Name> (<Name>):'.
In the example above 'Coolio Wolfus:' would become 'Anon Amos (Coolio Wolfus):'.
Note that the tell information is still shown inside the () as the official characters name.
- Team Teleport. *NEW*
Combine Teleport with 'Assemble the Team' for this one, rather than the short range AoE team Teleport we have now.
Yes you would have to Teleport to assemble the group, but that is also part of the original Team Teleport and it doesn't detract from the benefit of the Veteran Assemble the Team power that doesn't require both a teleport nor large dose of endurance to use.
This pool power is hardly used as is and I know the Devs like to use the 'Cottage Rule' when changes are suggested that change the functionality of the power, but I am suggesting this change that would keep to this Cottage Rule and improve this power.
- Group Fly. *NEW*
- Give it a larger AoE, faster flight and lower the negative effects, with a larger AoE this could be an extremely useful power.
Especially for MM's who's pets currently fall during use, due to getting just outside the AoE.
- Add a setting for group fly that works like the Teleport popup prompt/options.
(11b was suggested by: Hercules)
- Give it a larger AoE, faster flight and lower the negative effects, with a larger AoE this could be an extremely useful power.
- < More suggestions to follow... >
Especially the parts on Team Travel powers I got rid of group fly because of the drop pets at top(slow) speed tendency only to be underwhelmed by Team TP dropping pets at random - Capes.
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-Make lore pet's TP able it would be nice if the allies you gain in certain mish's that follow pet code were TP able too
-I'd almost never want to summon both the Boss and the Lt at the same time, I can live with the 15 minute charger but I'd just like to summon one at a time, each with it's own 15 minute charger and if the rare circumstance comes up where I want both I can summon both if they have recharged.
-put all henchmen pets under a category called henchmen pets so we can use pet commands for that category without screwing with lore pets or RV heavies or anything else that accepts pet commands
-Give MMs and blasters access to Patron pets this could be done in a mutually exclusive deal where it's pet or hold powers -
Quote:I like them all especially #4Here are some quick ideas for additional judgement abilities:
Fleet Judgement:
PbAoE, smashing damage
The character vanishes for a few seconds, as flashes of their presence whirl about them- (using the same flashes of a character form as seen in dual pistols) a wind whirls around them, as they speedily assault all enemies in the area. The blurring effects that whiz through the area would be tintable. Effects: chance of KU, higher chance of critical hits. Character is untouchable during power effect. SFX: Rushing wind, perhaps a sonic boom, and impact noises from hit targets.
Notes:
The idea is for the character to be moving with blinding swiftness, attacking nearby targets faster than the eye could follow. The theme is meant for character with superpeed, high agility, high stealth, and/or lack of projectiles. It's supposed to be for the physical superhero that lacks super strength, but is more based upon reflexes. Functionaly, this also has the side possibility of being a defensive power as well, given the brief untouchability.
Seismic Judgement:
Melee+PbAoE, smashing damage
You target a single foe, and hit them with and earth-shattering blow, pounding them into the ground. Near foes with take part of this damage, and it will extend outwards, but the further targets are from your target, the less damage they receive. The power causes the ground to break all around the target and its area. Effects: KD, chance of stun SFX: Rumble, crash from punch.
Notes:
This covers the super strong and stoney characters, and offers the highest single-target judgement damage. If possible, the KD would be unresistable. Power requires for the caster to be on the ground, and the impact crater and jutting rocks from the punch could stay for a little while, just for flavor.
Psionic Judgement
PbAoE DoT, psychic damage
You cause waves of deadly psychic energy to spread, damaging the minds of all nearby foes and causing mental instability. Unlike other judgement powers, this damage is not up front, but the power activates continually for a period from your character. Effects: chance of confusion, -recharge, chance of placate
Notes:
This power is for the mental manipulation-style character. It also offers a more control-centric approach to judgement with its confusion, but is also a bit riskier as the effect will continually damage foes in smaller damage, and requires you to stay nearby for full effect.
Photonic Judgement (or: death ray)
Locational Aoe, energy damage
The character targets an area, then causes a enormous, blinding ray beam to blast down from the sky, obliterating foes in the vicinity. Comes with two animations: a 'rain' animation, as though the caster is causing the blast, and a 'targeting' animation, using the 'surveillance' wrist-mounted targeting computer animation. After the ray has stopped, the power leaves a red-hot singed patch on the ground that does minor DoT to enemies. Effects: -tohit, extra range, no aggro. (the lack of aggro only available at high levels) SFX: thunderous ray blast hum, impact zapping noise when the beam hit the ground.
Notes:
This covers the energy-based character, more 'cosmic' type characters, light-using characters, as well as the gadgeteer, scientist, or technological themed character. This would also be the longest-range judgement power. It also offers the only judgement power not to alert foes- but that effect is only available at higher levels, and has an increased recharge and lower damage for powers of equivalent rank. (Though with heightened range.)
Anywise. Just a few thoughts, thangs I thought would make the incarnate pools cooler. -
Quote:Can't help with the IO question sadlyMade some progress, and some negative progress [boo, low-ball bid on Rag filled
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Fun question of opinion, with just the single slot in Stamina, is it more pointed to go with End Mod IO or Perf Shift? I know there are some nice advantages to performance shifter due to it still working when your recovery is floored, but not too sure how much the endurance recovery hit is.
Also, fun discovery, Repair doesn't repair Lore Warwork pets, I imagine it wouldn't repair Lore Clockwork either, but that was sad. What was worse is it let me cast it on them.
Repair and your upgrade powers will cast on all of your pets and do nothing lol -
keep in mind that you will probably have to use HOs the "right" way with regards to Henchmen and maybe all pets I found that out the hard way by slotting 2 of those def debuff enhancements into my prot bots unlike other powers their shield got no benefit
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That final idea is pretty cool actually would the other trees in that slot be entirely different abilities?
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*My "realistic" wants:
-An impressive ST ranged attack (with weapon options)
-An impressive ST melee attack (with weapon options)
-An impressive control power of some sort, would not even need to mez bosses on 1 application
*Preferably with animation customization
*Probably unrealistic wants lol:
-The ability to summon two sets of lore pets, in other words use a future slot on another lore set
-The ability to use two sets of alpha slot abilities, essentially the same as the above -
Quote:I might be the only one doing this but I have my brawl set to auto because it's dmg is freeGiven that eventually, a player somewhere usually eventually figures out what is going on, that would be an incredibly bad risk to take in this game.
In any case, if there are any masterminds still reading, I have a conjecture to test. After thinking about what the devs said the system does and does not do, and all the possible things it has to do, I gave a suggestion to two separate masterminds over the weekend who complained about getting 10 threaded in a trial often and had just gotten 10 threaded in the trial they were on. I suggested the following: that they continue to play exactly as they normally do, but with one exception. If at any time they were waiting for a power to recharge, or they were low on endurance and couldn't afford to fire an attack because it would cost too much endurance, they were to move towards the nearest target and brawl it. Brawl is fast and costs no endurance, so except for the fact they would be moving around more it wouldn't cost them anything much in time or endurance to do this extra thing. In both cases they qualified for rewards on the next trial run. Not statistically strong, but potentially worth conducting the experiment for masterminds that are consistently getting the 10 thread table.
another suggestion for those without personal attacks is to use powers that aren't effective on purpose. Immobs, and holds? go ahead and use them on the AVS and the escaping prisoner Lts even if they wont do jack they still help your participation also feel free to heal allies, pets and even your allies' pets this also counts apparently -
I'm pretty sure the musc alpha buffs them but can assault and call to justice buff them too?
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Good to know that's one more thing to do before switching
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As far as the i20 content is concerned you really only "need" the very rare destiny buff that is perma eff everything else imo and 30 emp merits(never convert to threads!) aren't that hard to amass.
Hell now that I have everything rare, barrier core very rare and musc almost very rare(just 2 more shards) I'm not even going to bother converting astrals to get everything else up to very rare, why bother? -
Quote:It might be a collector mentality thing or that I'm an MM so the more temp attacks the betterMaybe I was doing something wrong, but I never saw much use for the ghost rifle/bomb. I got them on my (not terribly-well IOed) DB/Nin stalker back some time ago and quickly took them off my tray as they didn't seem to do much damage compared my usual attacks. So maybe you can skip those, unless the collector mentality has got hold of you.
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good suggestions i totally gorgot about vial of bees even though I used all the pet temps I had to great effect on the first ITF I was on
Anyone else hae some suggestions? -
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What should i get; other than imps, loa bone, void rifle, ghost rifle, ghost bomb, enchantment of serafina, and arachnos power shield .
I wanna get that sub machine gun temp but I'm not sure if the mishs that give it are available in OB. -
Quote:Just so I know we're on the same page what I have in mind would only have to look like your character is about to step forward.I wouldn't get your hopes up for this one. I recall BaBs mentioning that he tried to do something like this for Shield Charge but couldn't make it work which is why we have the current animation.
The way I see character motions forward and then suddenly appears in the chosen location. i'd be surprised if the system couldn't handle that but then I don't work with the engine -
I know this suggestion has come up but this thread is about specific customizations wanted by users.
For me, I hate the look of Teleport I also hate the tendency of Team Teleport dropping my bots but I digress lol
Want I want most:
Alternate Teleport Animations; I hate the way it looks and I've been wanting a "dash forward so fast you can't be seen" type animation for a very long time, then I read someone suggestion a stepping into a portal animation and I thought that would be very cool too.
Other animations I also want:
*Tricking Gainer animation for Jump Kick(also KO blow) http://www.youtube.com/watch?v=1meF8...1&feature=fvwp if Jump kick were made worth taking that would also be cool, make it a weaker version of KO blow with a lower mag hold animation effect to match it's quicker animating time?
*Tricking Webster animation for Air Superiority(also Eagles Claw) http://www.youtube.com/watch?v=u86af...eature=related that is a variation called "knee webster" there are many others
*A standing or floor based capoeira kick for "Fighting: Kick" preferably with a much higher chance of kb example of a an amazingly executed standing kick can be found in that clip at the :29, :30 second mark http://www.youtube.com/watch?v=l6oiADjOdFg
All of this got me thinking it might be a good idea too pool all our Power Pool suggestions into one thread and I'm hoping this thread can serve in that role
So please share your PPC wants I know a lot of you want to remove the fire fist ace effect from hasten atleast -
/sign
for a long time i was afraid to even leave the trial map before choosing my reward because I didn't want to lose my table at some point I was forced out and discovered I could still choose my reward so that fear went away so as an addendum perhaps mention that you can still choose your rewad after leaving the trial map. -
for things like this I wish the devs would apply branching to more than just SOAs that way everyone has their cake and gets to eat it too.
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/sign
great idea -
Quote:No i think your right, our pets are garbage before +3 but with barrier core epiphany they can be pretty damned usefulplese take absolutley no offense to what im about to say,its just my opinion.
I mainly play melee toons and i run an insane amount of the trials,mainly BAF, and ive always found them fairly useless except for on the prisoners escaping,i find them useless elsewhere because there minions are simply to squishy to do much in the incarnate content,90% of the time when i see a MM its summmonung its pets ony for them to easily die again,they are a little better when shifted to +3 but even then they cannot do alot.
thats my opinion,please take no offense to it -
in terms of significance this issue is imo far below the pita it is when you issue commands like go to or stay and these aholes(which is what i tend to call them while screaming) run off anyways getting killed, aggroing other groups of enemies and it just really ticks me off! WThF devs