-
Posts
438 -
Joined
-
A great point, there are so very many different ways powers can be utilized, especially when mixed with powers from other characters, we all can learn something new from time to time.
-
Quote:No, but if you reread the first paragraph of your post (I've re-quoted it for you) it comes off as an irate lecture about how others should or should not build their characters. Riverdancer asked what playstyles bother or annoy people, you opted to lecture others on how they should build their toons. Ironically, you've behaved in just the way others have cited as something they do not enjoy.I don't care. I have no leadway on this if you team. There is no breaking me. You do not need Neutrino Bolt, X-Ray Beam, and Cosmic Burst (assuming you already took one or two of the early AOEs). You do not have to pick two prerequisite moves to get a weak rez that brings someone back with no end. It is one move, get the damn rez, it is not going to ruin your build.
-
Quote:Decaf, seriously, try it.I don't care. I have no leadway on this if you team. There is no breaking me. You do not need Neutrino Bolt, X-Ray Beam, and Cosmic Burst (assuming you already took one or two of the early AOEs). You do not have to pick two prerequisite moves to get a weak rez that brings someone back with no end. It is one move, get the damn rez, it is not going to ruin your build.
People that stop to eat in the middle of a team. Not to get some food from the kitchen, I'm okay with that. That's like five minutes. But actually walk away from the game to go eat dinner. I'm ninety-seven percent sure there's a desk in front of you. And if you're expected to eat with the family (which is completely understandable), then why are you playing so close to dinner time?
People that try to stop the team to explain to someone how to play the game when that person isn't listening. Now if that person is listening, fine. We all had to learn somehow. It might not be the most conventional method, but that person might be trying really hard and is just having a hard time. They may not get another opportunity like this. But if they don't care, shut up. I know you're upset, I am too. But if they're above level thirty and they got this far, they obviously don't care. Deal with it, get them kicked from the team, or leave. Preferably the first option on a TF.
Which is another thing that's come up a couple of times. People that leave a TF because of a fight. TF/SF time is serious time. Sure, we can have some fun, some laughs, no problem. But at the end of the day, I either want to win the damn thing, or get to the end and realize that we just can't do it with our team's dynamics (which I'm fine with, it happens). If two people aren't getting along, one of them needs to do the adult thing and just stop responding to the other.
If you joined the TF, I expect two things of you. One, bar emergencies or previous notification, I expect you to stay to the end (or until there's a concensus that we can't go any further). And two, I expect you to function as a team holding no grudges. I don't care how many times you've rezed the idiot scrapper, if they're the only one that's dead and your rez is recharged, rez them. I don't care how much the controller ****ed you off when they said defenders are useless, if they get hit, heal them. And I certainly don't care if you think it's someone's fault that you got killed, if you see them getting hit, disengage, target the enemy that's hitting them, and save them. This is a team game. We aren't always going to like the people on our team. Being passive aggressive isn't going to teach anyone a lesson.
Edited for gender ambiguity. -
Quote:He, Vega, didn't imply anything. He simply pointed out a coming change in the game. It's no secret people are utilizing the new difficulty rules to make TFs and SFs easier, regardless of whether it was intended to work that way or not.He was implying getting the Master badges via a certain exploit. I can't say what the exploit is since it is still on live.
Master runs are not appreciably more difficult than any other run, they just require a greater degree of attention and forethought. If someone pulls it off while taking advantage of rules the Devs put into the game, bully for them. Afterall, it's just a badge, no more valuable than Smokey or Sweet Tooth.
Quote:I would, and tried to earlier in the night.
Somebody got killed at mission three on the MoSTF.
Odds are good, I'll be one of the folks helping make it happen. -
Happy Birthday Golden, hope all is well with you and your family.
-
This thing...
is friggin' cool. I wish circumstances would allow me to attend, and this just makes one more reason to go. To those who are going, enjoy. -
-
Quote:I do believe this is also known as an ULTRA COMBO!AdBlock Plus can stop 'a' file, 'all' files from a folder, all files from the directory, all files from that http.
Like your avatar, I could just block SageSarda.png
or I could block /sentaisage/*
or I could block /i172photobucket/* -
I got this...
Quote:and some negative rep for my 2nd post in the Heal/Hurt thread.pathetic way to stack the deck in favor of your server.
I just love a #$%#%@#@%$#$##@#@$#%^#@!
Some people only make it through the day because it's illegal to shoot them. -
-
So I'm a bit fuzzy on the ROE in the Hurt/Heal Battle, how often is too often to post there?
-
AC, it's probably Elric who hates you, he hates all of us, secretly. It's a hobby, an odd one, but a hobby nonetheless.
Welcome to the Fun House. -
Great reporting + Twitter = Yet another journalistic screw up.
Patrick Swayze is NOT dead, he's alive and still fighting his cancer in South Florida. -
Quote:If they, the Devs, were planning to release Issue 16 this week or next, Posi getting sick should not alter their plans. I realize his position in the company, but one member of the team or company should not cause such upheaval that they are forced to delay. If they were further back in planning/developing the issue I might agree, but in this instance I just don't see it.No announcements yet of long downtimes.. could be that it will be long then expected till the release of I16 due to posi contracting H1N1, ( http://twitter.com/Positron_CoH )
I say place your bets! Plenty of good day sill left. -
One more, the Rogue Vanguard troops. No matter what AT you are, those troops pack quite a punch. One of the most challenging NPC mobs around.
-
Oh, I forgot about FBZ. The Elementals out there... those are some nasty $%^&*()@#!!!
If you stand and fight them, be ready for a good fight for sure. -
Quote:I agree with your roster of most unloved NPC mobs, with the possible exception of the Shadow Cyst Crystals. A long time ago I figured out a highly effective way of dealing with them, Sooner polished it up and made it into a guide for others to utilize. As long as you see them first, they can be dispatched quickly. All the others, when encountered in their respective level ranges, present unpleasant challenges whether you see them first or they see you.Nictus: Shadow Cyst Crystals
Void Hunters: Void Seeker, Void Stalkers, Void Slayers.
Malta Group: Sappers
Carnival of Shadows: Ring Mistresses and Master Illusionists
Circle of Thorns: Earth Thorn Casters, Spectral Daemons, Spectral Followers, and Spectral Daemon Lords
Knives of Artemis: Mercenaries
Vahzilok: Enbalmed Abominations and Mortificators -
Tuesday the 15th of September.
-
Costumes to edit...
Frespecs...
Badges...
So much to attend to, so much to look forward to, kick #&&! -
I was on a firing range that morning. The Range Master told everyone to pack their gear and get back to their commands, "The World Trade Center just blew up, we're under attack." He wasn't being dramatic, no one knew exactly what was happening in that first hour. So, we raced back to our base nearly an hour away, in that time I remembered Munich in '72, Beirut in '83, New York City in '93, and Oklahoma City in '95. Soon after we arrived at our base, we learned of Flight 93 and the events at the Pentagon. Someone, faceless cowards, smashed America in the face that morning, and it was our duty to see to it they did not, could not, do it again. I love my country and it made my heart ache to witness that morning. Someone once said we should hope for the best, but prepare for the worst. We learned a hard lesson on 9/11, one I hope we do not have to learn again, ever.
-
My best suggestion for you is to create your own SG on Protector. Granted, it's not all that much fun getting started again but given the access and premissions you're looking for as part of joining another SG, creating your own might be the best option.
-
Quote:MoITF - Some of us have already tested this and it was a cake walk.Master of Imperious TF? Easy enough, I think.
Master of Reichsman TF? Probably easy, too.
Master of Reichmsn SF? >_> Is that a joke? It's not funny if it is! It can be hard enough to just finish with some teams, let alone finish with no deaths.
As for the other two, I do not know of anyone testing these yet, but I agree MoRTF should not be much more difficult than a regular run. However, MoBSF will require more focus from the parties involved. -
This is kinda important...
The experience rewards for custom mobs in Mission Architect have been changed.
Enemies created using the Standard setting will reward 75% of normal experience.
Enemies created using the Hard and Extreme setting will reward 100% of normal experience.
The total amount of experience an enemy is worth is split evenly between their two powerset choices. Their primary set adds an amount to the experience, and then the secondary set adds an amount.
The specifics numbers for individual sets are as followed:
Standard: 37.5%
Hard/Extreme: 50%
If you create a mob that has a standard primary and a hard secondary, theyll be worth 87.5% of the normal experience (37.5% + 50%)
A mob created with a hard primary and a hard secondary will be worth 100% experience (50% + 50%) -
Since no one has posted them here, as yet, tada!
Back From the Future: Reduced this badges requirements from taking over 1000 pillboxes to taking over 100 pillboxes.
Coldhearted: Reduced this badges requirements from defeating 200 cold demons to 100 cold demons.
Celebrity/Bling: Reduced this badges requirements from earning 1,000,000 influence/infamy to 500,000 influence/infamy.
Confined: Reduced this badges requirements from being mezzed for 20 hours to being mezzed for 3 hours.
Caged: Reduced this badges requirements from being mezzed for 40 hours to being mezzed for 6 hours.
Deathless: Reduced the amount of required paid off XP debt to earn this badge from 1,200,000 to 400,000.
Demolitionist: Reduced this badges required 25 bombs placed to 10 bombs placed.
Electrician: Reduced the number of required 200 defeated Cap Au Diable Gremlins to 100 Gremlins.
Empath: Reduced this badges requirements from healing others for 100,000,000 points of damage to 10,000,000.
Entangled/Sleepy: Reduced this badges requirements from being mezzed for 120 minutes to being mezzed for 30 minutes
Exalted: Reduced the amount of required paid off XP debt to earn this badge from 10,000,000 to 1,000,000.
Fabricator: Reduced this badges requirements from 10,000 crafted enhancements to 2,000 crafted enhancements.
Hero Slayer: Reduced this badges required defeats of 100 named Paragon Heroes to 25 defeats to be on par with the hero badge Villain Disruptor.
Illusionist: This badge now requires the player to defeat 100 Illusionists and Phantasms summoned by the Carnival Master Illusionist. NOTE: Phantasm defeats were not tracked until this patch. Previous defeats of these enemies will not count toward the total defeats required for this badge. However, defeating summoned illusionists and phantasms going forward WILL earn credit toward this badge.
Invulnerable: Reduced the amount of damage taken required to earn this badge from 500,000,000 to 50,000,000.
Immortal: Reduced the amount of damage taken required to earn this badge from 1,000,000,000 to 100,000,000.
Impounder: Reduced the number of destroyed cars necessary to unlock this badge from 200 to 100, updated progress bar text to match this.
Imprisoned/Dazed and Confused: Reduced this badges requirements from being mezzed for 600 minutes to being mezzed for 60 minutes.
Jailed: Reduced this badges requirements from being mezzed for 80 hours to being mezzed for 12 hours.
Leader: Reduced this badges requirements from earning 2,000,000,000 influence/infamy to 500,000,000 influence/infamy.
Medical Specialist: Reduced this badges requirements from healing others for 10,000,000 points of damage to 3,000,000.
Medicine Man/Woman: Reduced this badges requirements from healing others for 50,000,000 points of damage to 5,000,000.
Nigh Indestructible: Reduced the amount of damage taken required to earn this badge from 100,000,000 to 25,000,000.
Popular: Reduced this badges requirements from earning 1,000,000,000 influence/infamy to 250,000,000 influence/infamy.
Protectorate/Devourer of Earth: Reduced this badges required 500 defeated Devouring Earth eminators to 100 defeated eminators.
Restrained/Slacker: Reduced this badges requirements from being mezzed for 30 minutes to being mezzed for 10 minutes
Sensation/Mr. Big/Ms. Big: Reduced this badges requirements from earning 10,000,000 influence/infamy to 2,500,000 influence/infamy.
Superstar/Midas Touch: Reduced this badges requirements from earning 20,000,000 influence/infamy to 10,000,000 influence/infamy.
Somewhere in Time: Reduced this badges requirements from taking over 100 pillboxes to taking over 50 pillboxes.
The Unwavering/Punch Drunk: Reduced the amount of required paid off XP debt to earn this badge from 100,000 to 50,000.
The Unyielding/Unbroken: Reduced the amount of required paid off XP debt to earn this badge from 400,000 to 100,000.
The Unbroken Spirit/Relentless: Reduced the amount of required paid off XP debt to earn this badge from 800,000 to 200,000.
Toy Collector: Reduced this badges requirements from opening 200 presents during the winter event to 100 presents.
Trendsetter: Reduced this badges requirements from earning 100,000,000 influence/infamy to 50,000,000 influence/infamy.
Undying: Reduced the amount of required paid off XP debt to earn this badge from 2,000,000 to 600,000.
Untouchable: This badge now requires the player to defeat 100 Consiglieres and Underbosses.
Venomous: Reduced this badges required 200 defeated Toxic Tarantulas to 50 Toxic Tarantulas.
Accolades
Born in Battle: This Villain Accolade now requires:
-Earn the Iron Man badge (1,000,000 points of damage taken) instead of the Unbreakable badge (10,000,000 points of damage taken).
-Earn the Hammer Down badge instead of the Raider badge.
No long requires the Lanista badge.
NOTE: Even though this badges requirements are changing, players who already have this Accolade should keep this Accolade even if they dont have the Hammer Down badge. -
Oh... and this too.
Issue 16: Power Spectrum Release Notes
--------------------------------------------------------------------------------
City of Heroes® Issue 16: Power Spectrum
Welcome to the Beta for City of Heroes latest offering, Issue 16: Power Spectrum
You wanted more control over what your characters powers look like, and you are getting it! Issue 16: Power Spectrum takes City of Heroes unparalleled character creator to the next level by unveiling a kaleidoscope of colors for your characters powers. Become your own pyrotechnician as you select themes for your characters powers and color coordinate the hues of the power effects.
Issue 16: Power Spectrum has the following features:
_______________________________________________
Powers Customization:
Hundreds of powers have been updated to allow new color selections and customization. Players can now pick new Themes for each powerset, adjusting colors, appearance, and even animations for some sets.
Key Features:
Thousands of Tintable particle and geometry effects for powers, such as Energy Blasts and Stone Mallet colors.
Customizable Primary and Secondary colors for powersets, with color choices themed to match the selected powerset.
Powerset Themes selectable for a complete set, or individual powers.
Powerset Themes selectable at character creation, as well as in the tailor screens.
Independant Theme selection for each character costume.
New Theme selections:
New Themes for Spines and Thorny Assault available, including Themes of Thorns, Metal Spines, Crystal Spines, and Slate Spines.
New Crystal and Lava Themes for Stone Melee, Stone Armor, Earth Control and Earth Assault.
New animation Themes for Super Strength and Martial Arts.
Huge variety of color customizable powersets, including Cold Domination, Dark Armor, Dark Blast, Dark Melee, Dark Miasma, Devices, Earth Control, Stone Melee, Electric Armor, Electric Assault, Electric Blast, Electric Melee, Electricity Manipulation, Empathy, Energy Assault, Energy Aura, Energy Blast, Energy Manipulation, Energy Melee, Fiery Aura, Fire Assault, Fire Blast, Fire Control, Fire Manipulation, Fire Melee, Force Field, Gravity Control, Ice Armor, Ice Assault, Ice Blast, Ice Control, Ice Manipulation, Ice Melee, Illusion, Invulnerability, Kinetics, Mental Manipulation, Mind Control, Necromancy, Plant Control, Psionic Assault, Psychic Blast, Radiation Blast, Radiation Emission, Regeneration, Sonic Resonance, Sonic Blast, Spines, Stone Armor, Storm Summoning, Super Reflexes, Thermal Radiation, Thorny Assault, Traps, and Willpower.
_______________________________________________
New Character Creator:
The Character creator and Tailor screen have been updated to be easier to use and even preview the animation and color choices for powers!
Key features:
Tabbed Character Creator: Jump between Archetype, Power Sets, Costumes, and Character ID in any order without losing progress.
New Powers Customization screen, for adjusting powers and previewing animations.
Select colors and themes for each individual power, or apply it to the entire power set!
Preview live animations of all powers, showing the selected Theme and color choices.
Save and Load Theme settings for each powerset, saving colors and selections for all powers.
Costume slots: Your active costume slot is stored when you log off will be the costume slot used when you log back in. It will also display that costume in the character selection screen.
_______________________________________________
Powerset Proliferation: More power sets are now in the hands of Archetypes who couldnt use them previously!
Archetype - Blasters
Radiation Blast
Archetype - Brutes
Claws
Archetype - Controllers
Cold Domination
Archetype - Corruptors
Archery
Trick Arrow
Archetype - Defenders
Assault Rifle
Traps
Archetype - Dominators
Earth Assault
Archetype -Masterminds
Thermal Radiation
Archetype -Scrappers
Electric Melee
Electric Armor
Archetype -Tankers
Electric Melee
Electric Armor
Archetype -Stalkers
Broadsword
_______________________________________________
Enhanced Difficulty Options: The old notoriety system has been removed and replaced with a new difficulty system of independent settings. You can now fine-tune the difficulty levels of the missions you play by telling the game exactly how you want to be treated:
Choose to fight monsters between a -1 to +4 level difference from the player's level.
Choose to set your personal team size (1-8).
Choose if you want bosses to scale down to Lieutenants when soloing or not
Choose to have AVs scale down to EBs.
The difficulty settings of the mission owner dictate how the mission is handled. Actual team size overrides any difficulty setting, so you will always get Arch-Villains if the team has 6 or more members. The difficulty setting is per task, so personal team member sizes do not add together.
You can change your difficulty settings at any Hero Corp.s Representative in Paragon City or Fateweaver in the Rogue Isles.
_______________________________________________
Sidekicking Changes: Super-Sidekicking! One player can now sidekick or exemplar the whole team, everyone can always player together!
Each player in the group's level is set to the level of the owner of the active team task. If no team task is selected, everyone in the group's level will be set to the level of the team leader.
When the team level changes, players will be notified via a dialog and have the option to quit the team or immediately accept. The dialog will time out after 30 seconds at which point acceptance is implied.
While in the pending state, players cannot receive rewards and any critters they damage will be worth no experience.
Players can choose to auto-accept team level changes 0 to 50 levels above or below their current level.
Exemplars will now earn XP and retain access to powers up to 5 levels above their aspirant. A level capped person will get XP converted into influence like exemplars used to.
_______________________________________________
New Badges: Last issue we announced our future plans and design direction for new badges. Heres a list of the new badges that can be obtained in Issue 16:
Master of Reichsman Strike Force
Master of Reichsman Task Force
Master of Imperious Task Force
_______________________________________________
Epic/Patron Powers Pools: The balance between the Epic/Patron power pools has been revisited. Now all Epic power pools have 5 powers to choose from.
Force Mastery (Blaster)
Existing Powers
Personal Force Field
Repulsion Field
Temporary Invulnerability
Force of Nature
New Powers
Repulsion Bomb - Ranged (Targeted AoE), Moderate Damage(Smash/Energy), Foe Knockdown
Flame Mastery (Blaster)
Existing Powers
Bonfire
Char
Fire Shield
Rise of the Phoenix
New Powers
Melt Armor - Ranged (Targeted AoE), Foe -Res, -Def
Fire Mastery (Controller)
Existing Powers
Fire Blast
Fire Ball
Fire Shield
Consume
New Powers
Rise of the phoenix - Self Rez, Special
Psionic Mastery (Controller)
Existing Powers
Mental Blast
Indomitable Will
Mind Over Body
Psionic Tornado
New Powers
World of Confusion - PBAoE, Minor DoT(Psionic), Foe Confuse
Dark Mastery (Defender)
Existing Powers
Oppressive Gloom
Dark Consumption
Dark Embrace
Soul Drain
New Powers
Soul Transfer - Self Rez, Special
Power Mastery (Defender)
Existing Powers
Conserve Power
Power Build Up
Temp Invulnerability
Total Focus
New Powers
Force of Nature - +Res(All but Psionics)
Blaze Mastery (Scrapper) NEW
Existing Powers
None
New Powers
Ring of Fire - Ranged, Moderate DoT(Fire), Foe Immobilize
Char - Ranged, Minor DoT(Fire), Foe Hold
Fire Blast - Ranged, Moderate DMG(Fire)
Melt Armor - Ranged (Targeted AoE), Foe -Res, -DEF
Fire Ball - Ranged (Targeted AoE), Moderate DMG(Fire/Smash)
Body Mastery (Scrapper)
Existing Powers
Conserve Power
Focused Accuracy
Laser Beam Eyes
Energy Torrent
New Powers
Physical Perfection - Auto, +Regen, +Recovery (50% of the values offered by Stamina and Health)
Darkness Mastery (Scrapper)
Existing Powers
Torrent
Petrifying Gaze
Dark Blast
Tenebrous Tentacles
New Powers
Nightfall - Ranged (Cone), Moderate DMG(Negative), Foe To Hit.
Energy Mastery (Tanker)
Existing Powers
Conserve Power
Focused Accuracy
Laser Beam Eyes
Energy Torrent
New Powers
Physical Perfection - Auto, +Regen, +Recovery (50% of the values offered by Stamina and Health.
Soul Mastery (VEAT)
Existing Powers
Gloom
Soul Tentacles
Darkest Night
Dark Obliteration
Summon Widow
New Powers
Darkest Night - Toggle: Ranged (Targeted AoE), Foe -DMG -To Hit
Leviathan Mastery (VEAT)
Existing Powers
Spirit Shark
School of Sharks
Bile Spray
Summon Guardian
New Powers
Arctic Breath - Ranged (Cone), Minor DoT(Cold), Foe -Speed, -Recharge, -DEF -Res, knock down
Mace Mastery (VEAT)
Existing Powers
Mace Blast
Web Envelop
Disruptor Blast
Summon Blaster
New Powers
Focused Accuracy - Toggle: Self +To Hit, +ACC, +Perception, Res(DeBuff To Hit)
Mu Mastery (VEAT)
Existing Powers
Mu Lightning
Electrifying Fences
Ball Lightning
Summon Striker
New Powers
Static Discharge - Ranged (Cone), Moderate DMG(Energy), -END
Mu Mastery (Brute)
Existing Powers
Mu Lightning
Electrifying Fences
Ball Lightning
Summon Striker
New Powers
Static Discharge - Ranged (Cone), Moderate DMG(Energy), -END
_______________________________________________
Mission Architect: Check out the improvements made to the Mission Architect:
Custom Critter XP Scaling
Custom Critters with Custom powers now reward XP proportional to the number of powers added to the critter.
Critters with no powers are allowed, but they are worth no XP.
Standard and hard critters are worth less than extreme critters.
Mission Browser Improvements
Author Hyperlink: Author names are now hyperlinked and will underline on mouseover. Clicking on the name of the author in the Mission Browser will do a search for all the other arcs that author has also published.
Mission Creation Improvements
Runaway Boss Dialog: The boss now has dialog when he runs away.
Health Dialog on Allies: Allies and Escorts can be set to say things as they lose health.
Betrayal Options: Allies and Escorts can now be set to betray on any normal objective. They can also say something when they betray.
Drag & Drop Mission Goals: Goals in Architect missions can now be dragged and dropped to change their order.
Objective Counts: A count is listed on each detail creation button of the number of details that can still be placed.
Custom Villain Groups
If a player has all three basic critter types in their CVG, they will receive full rewards for the mission. If one critter type is missing they will receive 50% rewards. If two critter types are missing they will receive 25% rewards, and if none of the core critter types are in the CVG, there are no rewards.
This only effects mobs that are auto-spawned by the mission. You can still place unique bosses inside of a unique group under "Fight a Boss" and have them reward full experience
XP Curve Adjustment
To go along with our new changes to sidekicking and exemplaring, we've made some adjustments to the experience awarded from minions, lieutenants and bosses in the level 5 to 24 range. In short these enemies are on average receiving a 20% experience and influence increase. This will slightly speed up the pace at which heroes and villains advance through the 5 to 24 range