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Posts
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Joined
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First off: Love the overall look and am beyond happy that the devs took feedback and incorporated it. I guess the main reason i hang around here in the first place.
Second: I really wish bosses were more epic. by that i mean i love that they are more stylish as shown but why not an aura (ghost aura for death for example). also not sure why you chose PINK for the death mage, maybe in orenbega pink represents death but around these parts it would make me laugh not cower in fear. -
AE brought me back to the game. I was finally able to develop my stories to cover the first 20 levels of content that I had done a bazillion times and wanted to avoid. problem is they limited number of stories so that was not really possible even if you purchase more slots.
I am not sure they don't do something like the XNA community reviews for Xbox. The community controls the content and reviews. You need something that lets the development of good ARC developers to occur without the bottle neck of the title developers themselves. And you need a way for the community to provide concise feedback to clearly label farms and other hazards.
Once you develop the approved ARC developers and the approved reviewers go to down with a simple reccomendation engine that everyone who looks will see the weekly rated arcs, top arcs, top authors, and the I feel lucky roll for try something new.
Reward these players who invest time in your game making it better and providing strong player engagement. -
Quote:Actually after completing Praetoria with my first toon the base difficulty has been raised with the new zones. I expect them to somehow merge that with primal earth. regardless to me this is all good news and adds a lot of options for my toons to take more of their base powers then i was in the past or even picking up fighting. overall I hope they make the secondary pools better and gasp maybe add a ranged/control set.Am I the only one that looks on I20 with a bit of apprehension? With IOs, toons are as overpowered (peraps more so) as they were before the Global Defense Nerf and Enhancement Diversification. Adding inherent stamina and the incarnate system may make it seem even more unbalanced.
I won't be surprised to see some 'balancing' in issue 20. Not doomsaying here, just a bit of trepidation; GDN and ED were painful. -
I know peole have touched on this but I don't understand why we don't have animation sets based on our origins. All my powers would change as a magic origin "casting spells" as i want vs tech gadgets.
on the basic question of powers with alternate animations.
Weave: i want a fighters dance not just a bob
Tough: I cannot stand the tarzan chest thump, great for my tanker wild man horible for my ninja assassin.
All breath attacks: sorry but i can't stand any but one concept i have using breath weapons would love this to be a cone from my hands or use the torrent animation for throwing ice/fire.
The toilet seat assassin strike: yea anything but.
Taunt: I want a roar style animation.
Elude: i want a back flipflop.
Novas: all the ones that look like you are exploding change to be something not. I really enjoy what you did with DP and makes all the other novas look pitiful. -
I HATE (read as LOATHE) the chat setup for heroes. I want to be able to send to any global channel that i want with a quick press of a button. For example /Send mysg, hey everyone. Everytime I try i get an error back "unknown command send" but I can type directly in the chat window /send mysg, hey everyone and it works fine. what am i missing before i tear my hair out.
command i typed
/bind \ "send Mysg, "
command in chat window i type that works
/send mysg, hey all" -
Arc Name: Curse Foretold Chapt 1
Arc ID: 213770
Faction: Neutral
Diff Level: 1-20
Playtime: 45-90 min
Hellions and custom Lt's here and there. End is an EB. Tried to make it solo and duo friendly. My first arc so looking for feedback. Chapt 2 is out there as well so you can just look for Curse Foretold and it will get both of em. -
Just started playing again after a 6 mo break. I love the AE and finally completed a two chapter story. I have heard of Dev Choice but not sure how to even get players to start playing my arc? What are players doing to get their Arcs played. Note I made this because I wanted new content at the low levels that me and a few friends could go through that introduced a few new enemies and new villians. my goal was to make it duo friendly since I play mostly with my wife and son.
Love that AE allows us to create content we have been thinking about and treats it just like normal content. Very fun. Anyway feedback would be great from your master story creators out there.
Story title: Curse Foretold -
Ssnak my ice tank basically played Friday night through Sunday afternoon. Gained 10 levels from 27-37 (2 bars shy of 38). It was some of the most enjoyable experiences as we did the Ouro TF for 5th col. Best TF I have done to date teamwork or die i loved it. The rest were general radio missions since we had SK's and we kept getting missions into security zones (devs please fix this for the love of pete). Overall I only wish it was longer to allow me time to get on with villians
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Clean up user experience issues:
-Contact enumeration performance is insanly slow.
-Allow user to sort contacts based on available missions. This could also assist the first part.
-Show bind keys in tool tip help for a power. so if you use binds and leave an alt you don't have to come back and not know what your key setup is.
- Allow players to have a universal setup for keys, video, sound, and even costume pieces. Since this game is great and being able to quickly setup an alt having to reset every single piece of UI, keybinds, default prefrences and basic toon costumes would be great.
- Fix HEROES: COV showed what you learned about setting up story lines and zones. Fix the HERO side of the world for the same. Contacts that done send you on zone runs just to come back. in COV you keep things nice and clean and there is not a lot of run around in early zoning. Add newspapers. Update the zones to be more active. add story arcs from the very start. Add a more fantastic villian group then skulls and hellions. Provide unlockable contacts based on achievements like you have in COV. Hero side Mayhem missions. Remove security Zones completly; in villians i can play with friends regardless of my level with Side Kicking in heroes, nope if you in a security zone can't go. These will help raise the HERO game play compared to COV.
- stop making me guess what my power/effect does based on slots. Show me all the numbers based on a white minion. Stop hiding the details of the game from me. I want to know the damage I want to know the percentage debuff i want to know the defense increase. Not the percentage of the power; i want numbers. Every enemy has some special ability that would change those numbers, so what the number are needed so I know if I throw in a debuff vs an end redux I know the result at time of switch on a baseline im not guessing; hmmm that was a 10% end redux, of an unknown end cost.
- WE CAN DO THIS!!!! Whoot: Provide a bind to inspirations. for example let me bind F1 to heal inspirations. if there are heal inspirations in my tray when i hit it they get used. If there are not I bonk.
- Provide a means to manage SG's outside of people being logged in.
New Features
- Still find bases absolutly pointless. Primarily because our group is small 4-6 players and we just don't see any add to the game with them. We were looking forward to it but way disappointed. this was even more so when basically all our level 50's would have to re-level to gain the prestige to start a base.
- let one of lvl 50 hero/villian be my nemesis. AV fights, shows up to defeate me in missions, random hunts where he may appear in my missions and seek to defeat me.
- Fix Teleport. Time to port waaaay to long. unable to port around corners like the enemy can. I don't view teleport as a movement power, ie long distance. Need a port TO friend. Not a port friend. need a combat oriented teleport not a long distance port. as it is I find the power only usefull for PVP and for that it feels cheap.
- Fix flight. I am always amazed at some of the design decisions that seem absolutly wrong. Super heroes, faster then a speeding bullet, jets. Our flight is like flight of the bummble bee, slow and ponderous. Remove the stupid ED restriction for movement powers period. If I want to sink 6 slots into flying faster and it has no other effect then why/what is soo damaging to the game to make that happen.
- END use in my opinion is still broken. Adding a lot of end redux to toggles just does not have the massive effect as stamina. it is still toooo required. Make end redux more powerful or something but it is sad that most players still choose fitness as a must have.
- Make the secondary power pools more usefull and add more powers to the pool.
- Sorry but I do not like the alien squids added to COH. Can we get new AT's across the board for shape shifting.
- Skills, tinkering or what else you call it you need to add a means in which players can do more with thier toons.
- PVP make instance style PVP objective based games: assault, dominion, king of the hill, capture the flag, etc. -
Statesman/Devs please respond. You have said you like the changes with defiance but I don't see much in support from the user base. Blasters don't seem to be looking for more, high risk, damage potential. They are looking more for a chance to stay in the fight longer.
Lower 1 shot kill potential, increase somewhat defense or resistance. I just do not see where the whole concept of defiance as it is now was even thought up. our problem isn't our damage output its our staying power compared to the other arch types. If we are to be a glass sword then part of that equation is that we are able to stay in a fight an be effective through out. -
here was the stated goal of Defiance.
When the chips are down and defeat is imminent, how does a hero muster the strength to execute that finishing blow? If youre a Blaster, its compliments of Defiance, the hidden power reserve that will kick in when your health drops to dangerous levels. Get the details on this new Issue 5 auto-power that hopes to bring battling Blasters a much welcomed second wind just when they need it most!
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Second wind to me is survive. the additional damage at so low leaves high level blasters that are 1 and 2 shoted with nothing. Give it to tankers that could use the ramp in my opinion.
I would like a real second wind; how about at 40% you increase the blasters defense. Not has high as the damage rate as listed but enough to notice. Keeping the blaster around long enough to pop a green or get healed. If the goal is survivability pumping damage is not the answer, pumping defense or health regen is. -
Server: Liberty
Supergroup Name: Hero Guard
Recruiting: Yes
Contact: R O O K, Smaug, Prints Charging, Bar Belle, US Warbird, Gynnhydren, Argent Fire, Shatter S T A R
Website: Liberty forums