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Posts
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Joined
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Did they fix the jump technique? I suddenly can't do it anymore.
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Didn't Castle say back in Open Beta that he was playing with a mace/ea brute?
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Ok as the game sees it ALL Veteran Powers are TEMPORARY Powers.
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Doesn't matter, they aren't going anywhere. They don't have a timer, number of uses, or duration. You keep them forever.
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Just pointing out that if you set "no temp powers" in a flashback or Master of Statesman TF or Master of Recluse SF, all those shiny vet powers get disabled.
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That'd be completely legitimate if it's what he was talking about, but in his previous post he said
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Oh I wouldn't get to cozy with those nice Vet powers either as it seems they are Temporary Powers anyway. I imagine they will go sometime in the future as most TEMPS do.
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As a sidenote, they won't work in the arena either, which is actually kind of nice. -
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Ok as the game sees it ALL Veteran Powers are TEMPORARY Powers.
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Doesn't matter, they aren't going anywhere. They don't have a timer, number of uses, or duration. You keep them forever.
Quote from the site.
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Now they can become permanent parts of player characters, like the Ghost Slaying Axe and the Sands of Mu from the 12 month reward.
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Do want the helms. I got something like 10 months to go until I can get it though.
Out of curiosity, does natural still give a bonus to the blackwand? Cause if so, Natural origin characters are gonna have a nice boost with both temps doing full damage.
I do kinda wish they were different temps, but I think the devs are trying not to make interesting and useful rewards so far out that any new players will probably not get them before the game servers shut down forever. -
Actually it wasn't Azucar, even though Azucar did reply without realizing it was a necro most likely. I saw the post before he replied and there was no post past 2005. It was done through a technique I believe called ghosting where someone replies to an old thread then immediately deletes their post, bumping the thread without leaving a trace.
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I wonder if it's also intended some of those are only a 15% chance to proc instead of 20%.
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I fought Elernet once in an arena fight and I've seen him do several other arena fights. He's not bad. Don't know enough about stalkers to say if he's one of the best or not, but he's got some skills anyways.
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Did they fix the problem with efficiency adapter not correctly buffing end drain powers or whatever it was? It was on the known issues list on the CoH main page, and it's not there anymore after I12, but I couldn't find a patch note mentioning it. I have a lot of sappers that will be quite happy if it works now (I've been avoiding slotting them with said sets until it was fixed).
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Here you go ladies and gentlemen: The Art of Jump-cancels.
Use your newfound power wisely.
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Wow sweet thanks. I can reliably replicate that on anything with a 1 second animation or so. I've canceled animations before without jumping too, but I can't even sorta do that reliably so I'm wondering what exactly causes this cancel. I'm guessing some animation (landing animation in the case of your video) forces a canceling of the rooted animation of the second attack, but I'm not sure what it could be when I'm just running around throwing ice bolts. -
Jesus Christ that's some necromancy.
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I think it'd be cool if they expanded the monkey cage to be the whole Pocket D. Real pvpers wouldn't hate it any less, but I can think of some conceptual uses (bar fights that are not text fights).
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They would have reduce the end cost a *lot* if they did that. Total Domination can already have a duration of over 30 seconds and you only need to click and pay endurance on that once.
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But TK has a base recharge of 60 to TD's 240, so I think a significant end cost is still justified.
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TD's recharge is 62 seconds on my Dom so no, it wouldn't be justified. The power would be nigh useless if it detoggled automatically after 30 seconds, actually.
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With that amount of recharge, you'd have tk back up in 15 seconds... 75% uptime. How is that nigh useless? -
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They would have reduce the end cost a *lot* if they did that. Total Domination can already have a duration of over 30 seconds and you only need to click and pay endurance on that once.
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But TK has a base recharge of 60 to TD's 240, so I think a significant end cost is still justified. -
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It's too bad you can't make TK shut off after 30 seconds or so when used against players only. That'd be the closest thing to suppression.
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pretty sure it can be done.
make note of hibernate and phase's mechanism for toggling and detoggling.
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Yeah but those always detoggle after 30 seconds. The key is making it only detoggle after 30 seconds if the anchor is another player, so that it doesn't nerf TK for pve.
Honestly, though, I'd be okay with just having it turn off after 30 seconds in general, although they should maybe lower the end cost a bit if they do that. -
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A lot of powers which Knockback Suppression is missing on are getting it added.
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Awesome.
Anyways, I'd prefer one breakfree gives repel immunity, but I guess I'd be okay with 2 as well. Or maybe 2 breakfrees gives repel immunity and so does 1 small orange.
I'd also be okay with just the original nerf to TK, but I can understand why people don't like that.
It's too bad you can't make TK shut off after 30 seconds or so when used against players only. That'd be the closest thing to suppression. -
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Subdual: All Blaster secondaries except Devices get an Immobilize.
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Last I saw, they got web grenade.
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He must have meant Energy Manip. -
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I'm guessing the numbers behind the Psi/Mind powers will be tweaked downward to balance this set.
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Fixed that for you.
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So unless you are talking like less than defender level damage I just dont see how. Damage will suck so bad no one will want to play it anyways?
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Psychic Shockwave for Dominators is an AOE power which does damage as it if it a single target power. For Blasters, this will not be the case -- the AOE divisor will be in place. In other words, divide damage by 4.75.
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*fires up Mids*
PSW at 50 unslotted = 70.9 damage.
So Blaster PSW would be 14.9? Is that right?
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Don't forget to adjust upward for the higher blaster damage mod. So more like 25 base. -
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Im trying to wrap my brain around a Toggle based confuse power.
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It's not a new thing, unless you add 'for blasters' at the end of your sentence. -
Okay so I'm rerolling 'Rolling Nuke' from a fire/fire blaster to a fire/psi blaster. Fire Manip was sucky enough as it was, but now psi does everything fire does, only better
All I'll need is someone to give me clear mind and I'll be tankin spawns with my fire/psi
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Well played NCSoft, well played
I was actually somewhat fooled until I saw how silly the screenshots looked. Very nice though, very nice.
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With the Power Information...will there be a way to view this info outside of character creation or levelling up? Possibly more detailed information on your Enhancement Screen or with the hover over on your Powers tab?
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The detailed power info will be available in the power selection screen, level up screen, respec screens, enhancement screen, and as another tab on the info window for powers.
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Awesome. I was wondering this too but didn't know how to phrase it. -
Huh. These are some appreciated and nice improvements to CoH. Will also let me figure out real quickly how VEATs work hopefully and let me decide which route I want to take.
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I should note that the costume sets option is gonna rock too. I suspect I'll be starting most of my new costumes from there from now on, then modifying. -
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Because it is a good back story I am willing to wait till tomorrow on this. Had they said next week, I would be calling for Dr. Brainstorm's head.
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What's with this positive attitude? WHAT HAVE YOU DONE WITH EVILRYU? -
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Be sure to come back tomorrow when Dr. Brainstorm will reveal the complete list of Proliferated Powersets that each Archetype will be receiving in Issue 12: Midnight Hour! of City of Heroes/City of Villains.
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/e FOAMS AT MOUTH