Delirium_enD

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  1. Quote:
    Originally Posted by Positron View Post
    I can vouch for that really being Chris (BAB) and Floyd (Castle).

    We're at lunch now. I'll post more later but I am sharing your thoughts with the team.

    If we still have forum access next week the writers and I will do an "ask us anything" about CoH lore. And we mean ANYTHING lore related. If we not know it we'll make it up on the spot.
    if they're down, do it on Reddit.

    Seriously, this game is awesome. I've been here whenever I could afford to be from the 3 day head start. My account will still be active when the gates close. You guys are the best dev team I've ever seen. I hope you all find yourself on your feet somewhere else.

    Incidentally, I'm spiteful enough that I hope your next projects somewhere else, wherever else, kills everything NCSoft has on the table. But, I'm spiteful and bitter :P
  2. Adding my own bafflement.

    All signs was that you guys were doing very well. What happened? Likely not buying another NC Soft game again if they don't give a better reason then "we want to go in a new direction and to hell with all of you"
  3. Delirium_enD

    Story line?

    Double thanks here. I don't suppose there is anywhere, aside from in missions, to read the story in more detail? I like running missions, but a bunch of this happens in Incarnate Trials or Task Forces where I don't often get time to read what is going on/being said before people just start punching things...
  4. Quivers. We have backpacks, jetpacks, wings, trick archers, arrow blasters, and ninja masterminds. None of them have a quiver to keep their arrows in though.

    Backpack quivers like Green Lanterns from Justice League, or more traditional, would be awesome.

    On the pipe dream side of things. It would be awesome to have "sheathes" as a costume option for the weapon characters. Since the power sets all draw their weapon from the same side the sheathe could rest there on the model. When the weapon is active (combat mode) the sheathe is empty. When the weapon is inactive (non-combat mode) the sheathe has the weapon in it. Alternatively, just sheathed weapons we can wear, but never use, to look like we're more armed/etc. Like how the police belt gives my character a handgun and a nightstick but neither of which ever is used in game. still looks cool
  5. Quote:
    Originally Posted by Socorro View Post
    The Barbarian Bra: an Armored Bra all by itself is fairly stupid (Red Sonja); this one tends to look pretty good with mixed with other pieces though. Maybe simply because it provides pretty good cleavage
    it also gives you a muscled midriff for that more "hard fighter type" look. I use it a lot on my female characters, than cover it up with a shirt/corset since you can still get the effects on the skin-tone/musculature.

    For me I'm going to have to go with the chain neck/shoulder double loop. It looks silly, but man can it complete a costume and fill some empty space
  6. Delirium_enD

    Mutant issue....

    While not mutants, with the Rikti Invasion being followed so quickly by the Praetorian Invasion, the world is ripe for an Anti-Meta/Anti-Super movement to take place. I could easily see Malta spearheading this. Especially as part of a ploy to regain their strength with what happened to the KoA.

    I mean, Praetoria and the Rikti - iirc - only found Primal earth because of meta human meddling in alternative dimensions. Do we really want to live in a world where irresponsible scientists and walking deities decide if we live or die on a whim while inviting their friends from other dimensions over for sunday morning brawls?
  7. Quote:
    Originally Posted by DMystic View Post
    Mercy received a revamp at the same time as Atlas.
    Not saying I don't agree with your point but don't ignore the things Redside has gotten.
    the mercy revamp wasn't close to what Atlas Park got. It was more mission structure mandated by the new tutorial and removal of Breakout.

    Atlas got remade. Mercy had it's arcs redone but graphically had very little done to it.
  8. Quote:
    Originally Posted by Rubberlad View Post
    I'm really surprised to hear anyone say red side zones are fine/don't touch them.

    At the very least, all the red side zones need an architectural face lift. *Every* street/block looks the same no matter which zone you're in. A brownstone in Mercy is a brownstone in Sharkshead which is a brownstone in St Martial and it sucks. Red side zones have great localized set pieces (Nerva jungle, Giza casino district, the mining pit in Sharkshead) that gets lost in the greater generic landscape.

    Ok, we get it, the Rogue Isles are smothered to poverty stricken ruins but what villain wants to live it up in a ghetto wasteland? If villains steal from Paragon City, then the Rogue Isles should be a glistening hideaway like Dubai. Anything you could ever want or need in your criminal life - but for a very high price...

    That said, ideally I'd want Port Oakes and Nerva Archipelago made over in detail. Red side players spend more time in these zones (pre Grandville) more than any other. If Port Oakes is Dubai, then make Nerva a deadly tropical resort paradise...

    Of course, I'd also recommend an uprising throwing out Recluse. The Rogue Isles need a new boss - which could be a golden opportunity for the player... If done right.

    (And no, alas, I won't be at the Plummit to plead a case for Red side; I wish I could!)

    Honestly, I really like this, and there is a lot that could be done. Especially with Nerva and the Longbow base being there. I see real story potential.

    You remake Port Oakes and Nerva Archipelago and make them co-op. Heroes can come here with Wyvern/Longbow to do some scouting or some more of that "shades of gray" stuff that the devs started talking about with Going Rogue.

    For hero story ideas you could take some ideas from comics like Batman and the Outsiders. A small group that is working to strike villains before they launch their next plot. Give the Heroes a chance to be pro-active. Villains could have the other side of the stories where they're helping the plot to succeed. Since the heroes are here "undercover" (use the Praetorian arcs as a baseline) they can go along on villain missions no problem. Villains rarely have problems shutting other villains missions down, so no problem with a villain on a blue side mission.

    Even more fun, you could also use this as another way for players to swap alignments. Do the arc once a week (or do all the arcs) and in the process you can swap from Red to Blue or the inverse of it.

    The key point though would be to do the co-op from the other side of things. heroes getting their hands a little dirty instead of Villains having to step up to save the universe, and showing things from the other side. Plus, we also get more heroes coming to the Rogue Isles, even if undercover as part of Wyvern/longbow plots.
  9. I figure I'll add this, as it may come up (or have come up)

    There is potential legal issue if they have advertised anywhere that Going Rogue unlocks the Incarnate system, or allows you to turn your hero/villain into an incarnate. Simply as at that point it is a legally advertised part of the product, which they would have to deliver on.

    I think, however, that they would get protection from that in two places. 1) the name change to City of Heroes: Freedom might be enough to make it a new thing, and 2) all previous boxes for CoH state "subscription required" as it was a traditional MMO.

    Those two things combined however, would let them (or should let them) keep access to whatever they want locked up as VIP content. Essentiallyby simply stating that you SUBSCRIBE to VIP status, or have a Free/Premium account, but no subscription.

    I'm sad that if something happens where I have to stop paying I can't keep my incarnate stuff in use. But at the same time, losing incarnate but keeping everything else is a lot better than what happened last time I had to stop paying.
  10. Quote:
    Originally Posted by AF_Bill View Post
    I'm guessing spending inf is an issue. Mine is very expensive, but maybe it will help with some ideas.
    I have some money, but not crazy money on the character currently. Thanks for the build, I have no idea how to go about combining different sets to get those kind of results, so itis good to see in action.
  11. Now that I have more time on my hands, and with all the Incarnate stuff coming out, I thought it was time I finally started to dig into the IO sets in the game. Before this, I've basically just slotted characters with basic IO enhancements.

    Honestly, I have no idea what I'm doing, but I am trying to get more survivability and functionality out of this brute. I enjoy the character, just don't like getting 1-2 shot in melee on the Incarnate trials by non AV/EBs. So, any help would be appreciated.

    I am also trying to avoid purples, but otherwise am willing to work/spend to get the stuff needed.

    Any help/suggestions/otherwise would be appreciated. Here is the build so far.


    Villain Plan by Mids' Villain Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Maidmhe: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Dam%(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg(9)
    Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(23)
    Level 2: Haymaker -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Dmg/Rchg(13), Mako-Dmg/EndRdx(13), Mako-Acc/Dmg(15)
    Level 4: Temp Invulnerability -- EndRdx-I(A), EndRdx-I(15), ResDam-I(37), ResDam-I(37)
    Level 6: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-EndRdx/Rchg(42), Numna-Heal/EndRdx(43), Numna-Heal(43), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(45)
    Level 8: Knockout Blow -- GS-%Dam(A), GS-Acc/Dmg/End/Rech(46), GS-Acc/Dmg(46), GS-Dam/Rech(46), GS-Dam/End/Rech(48), GS-Acc/End/Rech(50)
    Level 10: Resist Elements -- ResDam-I(A), ResDam-I(50)
    Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(39)
    Level 14: Air Superiority -- Empty(A)
    Level 16: Unyielding -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(17), TtmC'tng-ResDam(17), TtmC'tng-EndRdx(19), TtmC'tng-EndRdx/Rchg(21), TtmC'tng-ResDam/EndRdx/Rchg(25)
    Level 18: Fly -- Srng-Fly(A), Srng-EndRdx(19), Srng-EndRdx/Fly(21)
    Level 20: Rage -- GSFC-Build%(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/EndRdx(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(34), GSFC-ToHit(48)
    Level 22: Boxing -- Dmg-I(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Tough -- ResDam-I(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResDam/EndRdx(36)
    Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(37)
    Level 30: Weave -- DefBuff-I(A), DefBuff-I(42)
    Level 32: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dam%(33), Sciroc-Acc/Dmg(33), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(34)
    Level 35: Tough Hide -- SW-ResDam/Re TP(A), SW-Def(36), SW-Def/EndRdx(36)
    Level 38: Unstoppable -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-EndRdx/Rchg(39), ImpArm-ResDam/Rchg(40), ImpArm-ResDam/EndRdx(40), ImpArm-ResDam(40)
    Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(42)
    Level 44: Physical Perfection -- Heal-I(A), Heal-I(45), EndMod-I(45)
    Level 47: Laser Beam Eyes -- Dmg-I(A), Dmg-I(48)
    Level 49: Resist Energies -- ResDam-I(A), ResDam-I(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(5)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)
  12. Delirium_enD

    Ice/?/?

    Going to put in a second for Ice/Fire.

    Mine is only about level 30 right now, but it has been a lot of fun. Seems a bit low on the AoE hurt, and you can get yourself in trouble, but for the most part it is fun, and drops things fairly well. Really looking forward to seeing what happens when Jack Frost gets in on the action at 32.
  13. Delirium_enD

    Earth/Elec Dom

    What secondary would you suggest Six?

    As I said, I'm brand new to Doms. My Ice/Fire is just shy of 30, and I'm having a blast with her so far so figured I'd try other sets out, and Earth seems to be a popular suggestion.

    Would Earth/Ice or Earth/Psi or Earth/Energy work better? Energy seems it'd have the same issues with knock back if it is like the blaster set.
  14. Delirium_enD

    Earth/Elec Dom

    Was looking through and thought this might make a neat combination for a Dominator.

    Has anyone played it? Does it work? Seems the holds/slows for Earth Control could go decently with the end drain of electric assault. Earth is already set for some more melee type goodness too, which should help with getting in close for the electric powers that needs it.

    Any tips for what to do with it? Things to look out for? Horror stories or success stories of using it?
  15. To be fair, an overly critical review is still a review. He comes at it from a negative stand point, but he does point out good things the game does, and when a game is genuinely good he does like it.

    Batman: Arkham Asylum is a good example of a review where he expresses why it is a good game, while doing his normal "laugh at the bad bits" part. Complete with ripping on the cover for the game, and stating while doing so that the game is so good he has to attack the cover art.

    I wouldn't take him as the be all, end all for a review score. But if he genuinely likes a game, there is probably something of merit in the game. Besides, he gets credit if only for the Infamous/Prototype competition that the devs actually responded to!
  16. Was randomly looking around the web, and stumbled across (no, not with stumble upon) this: http://www.cityofheroesrpg.com/

    What ever happened to this? Their last news update was nearly 5 years ago, and it says the game will be out soon. Did NCSoft/Cryptic and them have a falling out? With Super Hero RPGs seeming as popular as ever, it seems like CoH could make some money with it too. Especially if it was already almost finished.

    Anyone know what happened?
  17. I wanted to post here again and thank everyone for the help. I took the plunge over double XP weekend and rolled an Ice/Fire Dom to give it a shot. Honestly, I can't remember the last time I felt as useful to a team. Sure, there were problems at times (out running enhancements, and getting used to how things work) but hitting a Domination Ice Slick, and then cycling BOI and Chill Blain to help lock down the groups, and keep the bosses from hurting people was awesome. Throw in some fire breath and it was just a lot of fun.

    Only got my dom to 26 (just picked up the AOE hold), so looking forward to seeing how that works when I get more free time to play.

    So, thanks again for the tips and guides. I feel I may be converted for life here.
  18. Thanks. Been looking through some threads, but hadn't hit the guides just yet. I'll head over there too and look now. Thanks again!
  19. Alright, so lately I've been feeling the bug to diversify and play other types of characters, and Dominators seem like they could be a good fit. Only thing is, I don't know my butt from my elbows when it comes to them, so looking for some advice/ideas on ways to start so I don't accidentally make a gimp/unfun build.

    My play style before has been primarily Brutes/Scrappers, and my only 50 is an SS/Inv Brute. I've been having some fun with a DP/Devices Blaster who is at level 27 right now, enjoying the planning needed instead of just jumping in and smashing.

    So, ideas for good builds to start with for doms? I'd like to feel powerful, though fun is usually a higher priority. I usually run in small teams (solo to 3 people) if that matters.

    Ice/Fire or Fire/Ice seems like it could be interesting, but other than that no idea. So, any base line advice?
  20. No matter what way this falls out, you are honestly better off taking those screenshots of your heroes and commissioning an artist to make original works for your character, using the screenshot as a reference for 'about' how the character should look. Make some changes just to be safe, but approximation should be ok.

    In the deal with the artist, make sure you are also buying the rights to reprint the image, and to sell copies and modifications of it as you see fit. It may increase the price, but not all that much considering the going rate on some very good artists over at deviantart and other art websites.

    This way, you own the art. The character is your creation due to U.S. copyright law, and there shouldn't be issue with the "I used this as an example of how it could look" CoH involvement, provided it is only used as reference, and not traced/copied directly. It also looks better than a 6 year old games pixellated graphics being stamped onto t-shirts and coffee mugs.
  21. I'd also like to chime in for extending it. Even with having more time, life has a way of hammering at people, especially in the week before christmas and the time immediately after. Another week would be good!
  22. Brutes can also get the Energy APP now, I grabbed it on respec when I19 went live. Now my Brute is even more like a certain Kryptonian family.
  23. We did the bomb run on virtue the night Issue 19 came out iirc. We were on the mother ship for a long time, at least 70 minutes. Ended up getting ~800 vanguard merits and 14 Incarnate shards. Some people got 20+ shards. It was a hell of a run.
  24. I actually kind of hope they don't, aside from in specific mission trees/task forces. Keep it so that the incarnates, when dealing with 'real world' affairs are just far above and beyond, but on the missions specifically for them can have some challenge.

    Obviously, when you get levelled down to helpt hat should go away, but for when you are cruising at 50 with full powers, you should get to continue to feel juiced up.
  25. Don't forget the fact that the Incarnate is supposed to make you super powerful. They are intentionally making you more powerful than the level 50 NPCs that are going around. They flat out tell you that you are going to be leaps and bounds beyond Statesman, Hero One, and Lord Recluse. Heck, in the first mission you can hurt Statesman and Reichman when they have their god mode defenses activated.

    I doubt they'll nerf everything to make up for Incarnate, especially when Incarnate is supposed to be their "Now you're the star!" mode.