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Posts
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Joined
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I will be there along with my gf. I've had a blast there every year and it should be great now that they have a venue that (hopefully) is large enough to fit us all.
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Fix other things first! Like the missions that auto-fail and such.
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Are you referring to the running boss missions where knockback or immobilize fails the mission? If so the fix for that is also on live. -
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maybe DrakePandor would be willing to make us a smaller sig sized versionwould be nice to have that be the link to this thread
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sorry, no can do. the colour coding itself is more than the 300 character limit. -
I really really like this idea.
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Did you know...
That GMs didn't used to be police bots? They used to have a pretty standard costume, but due to people trying to pass themselves off as GMs they switched to being police bots. -
Did you know...
I once witnessed the tram go off the tracks?
That movie posters flicker?
That a company shockingly called DevCon constructed the Arena?
edited instead of a new post for the 2nd and 3rd comments. -
Did you know....
That if this thread get's killed I'll cry? -
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-Kiosks didn't used to work. I believe they were activated back in I4.
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Did you know....
... that the kiosks worked in beta, but stopped working at launch, until they were turned back on in I4. Here is screenshot of the kiosk during beta
... that when the beta servers for both CoH and CoV were offline for most of the week, many testers would leave the game early so they could stay logged into the character creator until the servers came back up. The character creator being always on, was one of the main reasons why the beta thread for costume knock-offs was so impressive.
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Great set, animation times could be reduced. As has already been mentioned Ice arrow does not do damage as is stated it does. It also seems too controllerish to be a controller secondary as it would essentially give controllers 2 primaries.
I really like the glue arrow effect (not the visual, the power, not that I have any real issues with the visual) I like how you hit the group and they become slowed even after they leave the area, but that area still slows mobs. Not sure if this is intended but it fits what it would do in my mind. It may be slightly over-powered - in PVP it would be without question overpowered.
I would LOVE to see this set as a blaster secondary with some changes (reduced range for one, otherwise it becomes a better devices - possiblely the best secondary already) -
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Well, I could care less what secondary a controller I team with, as long as he is high enough to have an AoE mezz. Screw healing. I like buffs and them not fighting much more.
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Whoops, I started by thinking of the controller secondaries and ended thinking of defenders and forgot all about the controller primaries... My mistake. -
Warning - this is my longest post...
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Especially at lower levels, if you're a low level Controller with anything besides a ton of slots in Empathy, you're going to have bad luck finding a good Blaster. Even the Good blasters often won't settle for any less than Empath. It would seem that the General Blaster-Opinion not just here, but in game too, is that Blasters are such fragile aggro-magnets that not even most dedicated defenders can keep them alive.
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The problem with with getting not empathy for blasters is that if a blaster needs a heal, it usually needs a big one. Although I will take any combination of two...
-Kinetics-
The heal of kinetics is melee, which is dangerous for blasters, although as it is a big enough heal, it is do-able, but if the heal misses the mob we are usually dead.
-Storm-
The O2 boost just doesn't heal enough if we are hurt, same for radiation.
-Force Fields-
FF will work if slotted enough, but generally does require a heal of some sort, but heal inspirations can fill in for this, in case we do get hit.
-Dark Miasma-
Dark doesn't heal enough for the most part, and it also isn't a guaranteed heal (similar to kinetics)
I my highest blaster is only 35, so I don't know too much about the levels past that, but I am able to solo invincible well (en/en) but I do require some downtime. I am also almost never in debt (mostly due to SS, maneuvers (well slotted), and lots of acc for my main knockbacks (torrent, and en punch)) But I don't think anyone thinks there is anything wrong with /energy or /devices.
As for blasters needing a general boost... I don't think so, /dev and /en work very well. Devices gives you lots of ways to control your enemy and can be devestating for them if used well. Energy melee attacks do what I personally think the other melee powers need to do, minor enemy control. The knockback and disorient do some damage than allow us to stop the enemy from killing us as soon as we use them (assuming they affect the enemy)
I think the other secondaries need to do more in the way of stopping the immediate death of the blaster, through either:
1-2 sec stun/holds that will allow us to run away.
More ways to keep mobs from closing into melee, either immobilize effects, or repelling powers)
Another option that I think would work well would be to have the scrapper primaries available as secondaries. I would love to have dark as a secondary. If we are going to have melee give us melee
Look at the scrapper primaries:
Broadsword/Katana - reduces opponent defense, and one that raises yours
Claws - knockback and one that lowers defense.
Dark - lowers acc, terrorize, self heal, end regain, immobilize
Martial Arts - disorient, knockback, immobilize
Spines - all slow, immobilize, and are mostly ranged attacks as well.
These all have more to keep your character alive than blaster secondaries except for /dev, /en, and /ice. And they all do more to have more damage output (which is a blaster's role). Obviously I don't think they should get criticals, as that is something that is unique to scrappers and justifyably so.
I can't see blasters not finding these useful, and I don't think scrappers will really think we are taking away from them, as we still won't be able to take damage, and defenders get some of the blaster primaries, controllers get the defender primaries.. -
I remember running through the tram loops, and having to go through 5 city zones before being where I needed to go. And I'm still kinda sad that we don't have that anymore. It was kinda fun to keep running in loops and see how many of the other people doing the same thing were going to end up in the same zone as you.
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Just a thought here...
Nobody has really had themselves confused before this update will have come out.... sure it will most likely look like the enhancement for confuse duration, but I really doubt anyone will really be looking that closely at it with the mass bar of buff/debuffs they will have as almost every power has a secondary effect buff/debuff. To try to see a single debuff in the huge list there is going to be would be pretty hard.
An example of this would be to see one of the dev's screenshots during the rikti invasion where they were being attacked by player and how quickly the debuffs built up.
(ahhh, good times)
There is also the possibility that it could be different than the enhancement.
As for the combat text, I think it should be just like sprint being turned on or off. It should appear once when activated, and once when it comes off. Possibly a different color than most combat text, like brown or something, just to make it stand out a little more if you are going through to see it. -
I remember one of the devs saying not to long ago (I believe it was statesman, going to look for the actual quote) that enhancements alone will not allow you to hit the cap, but with other powers contributing, leaderships, auras, buffs, etc. then they can be reached. So it's usually pretty safe to just use enhancements as you want..