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Posts
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Quote:I doubt it. The only reason Dark Knight was so huge was because of Heath Ledger.And over on IMDB and some other boards Batman fans are still claiming that Dark Knight Rises will destroy Avengers box office records.
Of course these are the same people who were claiming that the only reason the Avengers opening weekend was so huge was because everybody was going to see the Dark Knight preview.
And he's not in Dark Knight Rises, for obvious reasons. -
I don't suppose you're a blaster, controller, dominator, or mastermind are you?
The epic pool versions of RotP still have a 0.25 second delay before the Untouchable takes effect, so if you're surrounded by a group of baddies with no other target they'll probably kill you the instant you rez.
The versions in Fiery Aura (Tanker, Scrapper, Brute) don't have the delay.
If that's the case, maybe should file a bug report to see if it's intended? -
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Black Scorpion definitely has it, was on triple-pull where the tank was unable to attack anyone but him.
If you're targeting someone other than the one who taunted you, the game puts a red reticle around the one you need to target. I'm not sure what happens when you're hit with multiple taunt effects at once. I'd assume that longest duration wins just like players taunting mobs, but haven't seen it in action. -
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Quote:You should be able to bind keys toBut you can't control where the bar appears, and there aren't any obvious hotkeys for the powers in that tray, so making the temps usable usually means digging for them anyway.
powexec_serverslot 1-10
I'm not sure if it shows up in the key binding options window or not, if it does it should be like Server Tray Slot or something.
AFAIK there's no way to hide or relocate the tray when it's up, though, which is really annoying if it covers part of your UI. -
Quote:Boost Range is probably the easiest to test, since endurance cost can be difficult to precisely measure (and Vigilance is notoriously flaky, CP would be better).I'm fairly sure that's not the case, since that would mean things like Vigilance and Conserve Power would reduce the cost of Incarnate click powers, which I do not believe is the case. However, I've only been concluding that based on qualitative observation, so I do need to test it to verify I'm seeing what I think I am.
Unfortunately I don't have any /em blasters with Incarnate powers.
Any volunteers for SCIENCE? -
Quote:Do. It is a real problem. The devs have punted and said it's a billing issue (and the billing department is shared with several other games). Either way, the yearly badges need to either be fixed or removed.Don't. It's a known issue, which means you'll just be distracting CS from real problems that other folks are having.
And if the scuttlebutt from the Pummit is to be believed, they will never be fixed. So pestering CS isn't going to accomplish anything.
The only way something like that will get priority is through volume of support tickets from paying customers who are unhappy about it.
I'm not saying spam them, but one ticket from each customer who is paying them a monthly fee and not getting the perks they're supposed to should be plenty. -
Please open a ticket with NCSoft billing support to remind them that this is an issue and yes players care about it.
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Quote:That's why they call them "issues".
Is there a rule saying each major patch has to purposely break at least one thing? -
Quote:I remember a bunch of people complaining on beta after the loud "trash can" sounds went in (this was after a somewhat smaller number complained that they were too quiet, I remember laughing because the devs just can't win). A while after that, another beta patch changed them yet again to a quieter set of sounds different from the originals. However, the sounds that went live were the middle set, rather than the ones that were on beta near the end of its testing.Conflicting information... the second response to this thread states that there were people that wanted more impactful sounds, so they put in more impactful sounds. This patch, however, supposedly "mistakenly" turned back on the non-impactful sounds. Whether or not this is true? I have no idea. I picked up the set about a week ago, so i'm not sure which is which.
I don't think there's any evidence to support the sound changes in I23 being a mistake. -
Technically, double hit's damage is a function of the base recharge time and "AOE factor" (based on radius and cone size).
It boils down to what the base damage of a given power should be according to the formula the devs use to design powers in the first place.
Of course not all powers follow that, since some are adjusted to favor their secondary effects. Others like epic pools have longer recharges than they "should", which is the reason that doublehit applies a cap on recharge (powers with more than 20 second recharges calculate doublehit as if they were 20 seconds).
TL;DR: The math for it is somewhat complex. Better to either slot it and find out or wait until someone makes a calculator for it. -
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Quote:Those are the re-re-revised sound effects that showed up very late in the Staff Fighting beta test. They didn't make it into the live build in time, so when Staff hit the market it was with the old sounds that nearly everyone hated.Has anyone else noticed that the staff melee attack sounds are different, or is it just my imagination. I didn't see anything in the patch notes about it.
I bet they meant for premium players wanting to buy them in the market, rather than VIPs who automatically have access. -
Quote:I was all "What new forum layout...? It looks the same to me."Yeah, I've AdBlocked the CoH backgrounds at work. Player avatars are generally small enough that I'm not too worried about someone seeing them, but if I have a browser window with a huge CoH background plastered on it, it just doesn't look good.
I'll see it a little later when I get home, though.
Here's my user stylesheet for covert browsing from work:
Code:@-moz-document domain("boards.cityofheroes.com") { body { background: black !important; } img[src="styles/CoH/misc/logo.png"] { width: 0px !important; height: 0px !important; } img[src="/styles/global/images/paragon-logo.gif"] { width: 0px !important; height: 0px !important; } img[src="/styles/global/images/ncsoft-logo.gif"] { width: 0px !important; height: 0px !important; } div#posts img { opacity: 0.05; } div#posts img:hover { opacity: 1.0; } div.page { width: 100% !important; } }
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Quote:All 5 of them?Why not? He was already the grizzled, semi-retired hero that showed newbies the ropes in Galaxy City;
Quote:it's not like this would be some big change for him. Besides, Ms. Liberty is popping up in a lot of places these days and could do with a little less on her already-full schedule.
1. Remove Ms. Liberty from Fort Trident. There's no need for her to be there, and missions often mistakenly send you to that version rather than the one in AP (though you can talk to either, but the waypoint says FT).
2. Remove Ms. Liberty from Independence Port. Add a dialog option to her in AP (similar to trainer/tailor or posi 1/posi 2 options) to launch the task force from there. Add a Longbow helicopter around the corner to take the place of the submarine door. Penelope Yin TF still launches from IP, as does Sutter, both in close proximity. No need for 3 TFs in that zone.
3. Give BAB a new Task Force or story arc to hand out. Something cool that people will want to run. Move him to a more prominent location (Peregrine perhaps? Or Brickstown). -
Quote:Accuracy may "slip through the cracks" as it were, since the flag for ignoring outside buffs only applies to the effects, not to the power's base attributes like Accuracy, Range, Recharge, and Endurance Cost.I'm fairly confident that they do. Set bonuses boost your character's global accuracy attribute, which applies to all powers, even unenhanceable ones (temp powers, etc).
The "Ignore the attribute entirely" flag could be set for Accuracy, much as it is for Recharge, but that would prevent enhancements like Nerve from working. -
Quote:I don't know, I think I'd object to her being removed from AP more than I would about any of the other changes. Such an iconic figure for new players that everyone remembers.lol nope. Apparently it was too much work to swap Libs for BaB, since folks running Twinshot's arc have to talk to her once or twice. So Libs is staying in Fort Trident, AP, and IP. BaB's, meanwhile, stays in his little police station in the far far corner of AP.
BAB is cool and all, but he doesn't need to be the one that everybody clusters around in Atlas. -
Quote:Also on beta/test, "Sister Psyche's Comrade" got renamed to "Sister Psyche's Comrade Badge".That would be a bug.
I'll check to see if it's fixed in an upcoming patch (my gut says yes).
I'm guessing that's a typo from renaming it back, as that doesn't really make sense as a title. The Villain name for it did not change. -
You should try it. My uh, educated guess, is that you'll find the task force contact has magically changed appearance and name, but you'll still be able to continue on it.
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"Stack from same caster" doesn't apply in this case, as each copy of the power is considered a different caster. The Might of the Tanker proc, for instance, is flagged the same way, but is able to stack since you're granted a new copy of the power every time it goes off.
So yes, they should stack, assuming you're lucky enough to get it to proc on the same target within 20 seconds. Given the proc rates, unless you have a whole team slotting them, I think it's quite unlikely that you'll be able to get more than 2 stacks at any given time. -
Quote:But Absorb+Defense+Resistanece >> Absorb+Defense."Absorb" has significant balance implications that really need to be worked through thoroughly. If the post earlier in the thread is correct, absorb+defence >> absorb+resistance. This is a further nail in the coffin of 1% def = 2% res that has been used to balance defensive sets for years,
1% Def = 2% Res has been glaringly wrong for years. Not least of which because all ATs have the same (effective) defense cap, but most ATs have lower resistance caps. -
Quote:None taken, and that's why I said you wouldn't find official documentation of the change. What CoD shows is the same as in-game real numbers, and while I can't get into specifics, I'm reasonably confident in its accuracy. Ultimately the only way to be certain is to test it first-hand.No offence meant here, but Red Tomax's numbers and data are put in by players (you in fact if I am not mistaken). It could say If Target.is Purple. I know for a FACT that Panacea will heal mobs around you when slotted into Rise to the Challenge. I have seen it happen, and have heard others mention it as well.
What I can tell you is that Panacea isn't supposed to be able to heal enemies. It must have been considered a bug, because a fix was put into place specifically to address it in I19.5 (Feb 2011). If that fix isn't working, then by all means grab a screenshot and PM it to Synapse. I'm happy to relay one if you're unable to send PMs.
Screenshots should ideally contain the combat log, in order to rule out coincidental green numbers from other sources. The message will look like:
"Your Panacea effect triggers and heals TARGET for ### points of healing."
(please don't take that as snark; if it's bugged then the above is the quickest way to see that it gets fixed)