IronJelly

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  1. [ QUOTE ]
    Most likely, you'll only be able to change the color of powers, not remove the effects. However, if the color tinting blends in the same way as the Auras do, setting the color to Black will make it nearly invisible.

    [/ QUOTE ]

    No way. black powers would ROCK!

    An alpha slider would be so much more useful and fun and interesting and unlikely and stuff.

    ((...I'm hyper today.))
  2. IronJelly

    Ummm

    [ QUOTE ]
    [ QUOTE ]
    Magic

    [/ QUOTE ]
    Science

    [/ QUOTE ]
    Mutation


    ...at least thats how my parents explained it.
  3. Just a though I had. It used to be common in comics for rooftops to be a present danger to either side of a conflict. Even if the hero was SpiderGuy(tm) who could stick to the wall, that civilian hanging on for dear life would die from a fall. How many times did BatDude(tm) threaten someone by holding him over a ledge. Ok, maybe not that often, but it did happen from time to time.

    In CoX, falling barely hurts even characters without flight or super jump powers This is also prevelant on enemies.

    I don't think falling need to hurt all of the time, but I think it should be a viable strategy for people with knockback powers, when fighting in an environment where a fall is a significant distance.

    So, my idea is this: If you are in combat, [u]and[u] your fall is the result of a power that isn't your own, landing from the fall should do a lot more damage, and have the possiblity of defeating you (or the enemy you knocked down), which also doesn't happen currently. This of course could be helped by CJ/SJ, or fast activating of fly or hover, and of course, since a fall is smashing, i suppose the damage could be resisted.
  4. IronJelly

    63+ Vet rewards

    If all we are going on is what is on that page, it would be really funny for it to be something completely different.

    Veteran Reveal: Once per hour, you can see through people's costumes. Happy 63 months, Pervert.

  5. It would be cool.

    How about if for either side, the more points you finish a round with, the more money you (saved/stole). Set an amount in money per point (say, $100 or something). The amount of mayhem money you are accountable for is then something others can see, and maybe passing a certain amount of it opens up something. at least a few badges if not a whole new contact and missions.

    As for the side missions, A small buff will be enough incentive to get people to at least attempt them. I would not be opposed to a few badges for them, and a few nice enhancements to be possible. To prevent farming for them, all we need to do is let only the winners keep what they find.
  6. similar thread to this was started by me in the suggestions forum with reasoning and rebuttals.

    And I am against eliminating AE XP. The farms just need to be controlled.
  7. [ QUOTE ]
    Now this I like. Arena needs more games that are something other than kill stuff until time runs out.

    [/ QUOTE ]

    yes. yes it does.
  8. Started a plant/thorn a few days ago, and I have to say that I like it. I have not been a great fan of controlish type sets, but seeing the I15 changes, and hearing a few people praise this, as well as an awesome plant/thorn dom on a team I was on for a while that isn't going anymore, I thought I would give it a whirl. I do have a few questions though:

    1) thorns seems to be mostly about getting into melee. since there isn't much defense or resistance, is tough and/or weave something I should seriously consider taking?

    2) I'm mostly solo (so far). Will the tree be worth taking?

    3) Is perma domination worth trying to get at some point?

    4) Before I get too far into this toon, are there any other dom powersets I might enjoy more, being that this is my first?

    Overall, i am having a lot of fun. its definitely cool to see my enemies held, and one being strangled to death while I beat on another. I don't feel squishy (yet), and I'm making some quick progress due to how much fun this character is.
  9. IronJelly

    Plant Armor!

    I think i like this. the number of fire protection powers seems high, but this seems well thought out, and the powers interesting secondary uses (improving the human psyche) fit right in with the existing powers in the game.
  10. [ QUOTE ]
    This has been suggested at least 5 times that I'm aware of. And, save for the third, each one has been of successively greater worth.


    [/ QUOTE ]

    Looks like I fail at searching. I really did, and I still don't see the other ones. I did think it had been done before (it isn't an obscure idea), but didn't find it.

    Will look harder next time, but so glad to see you are supporting me.

    -IJ
  11. This isn't CO, and that isn't quite how their end recovery works.

    To the original poster: If we were to make the lowbie game easier, we could make end reduction enhancements drop more, or make blue insps drop more. You will find arguments ad-nauseum on these forums about end usage being a problem at low levels, and there have been suggestions ranging from making stamina free (or the first power in a pool), to reducing costs across the board. You will also find people arguing that you can build nearly any powerset without it if you want. I always seem to take it, and most people I know base their character's maturity on level 20 or 21 as well (stam with 2 or 3 end mods in it), but I still think its just a choice I make. I could instead slot endredux, and if I did, I could take more powers. its a tough decision, but certainly doesn't need to be taken by everyone.

    More powers that boost end recovery of you or your teamates would be nice though.
  12. I'm bored today, so bear with me. I may ramble on a bit at times, but I'm writing this as I go.

    I searched, and didn't find any prior suggestions, but I think that a Safeguard/Mayhem mission would be a great setting for some pvp action.

    Now, I know that pvp in this game isn't really going to change or anything, and so few people currently do it, but this is just a "pvp fantasy" so to speak.

    If you can get an even number of heroes and villains (regardless of how many or how you get them), they appear on a random mayhem mission map. The bags of money in the bank vault are the points, and the hero team starts with all of them. To get a point, a villain must take a bag of money back to their entrance. If defeated, the villains go to the jail like normal, and the money stays where they dropped it unless picked up. Heroes can deposit it back in the vault to get the point back, villains can deposit it at their entrance for a point. It can be taken from there by a hero, so it needs to be defended until time runs out or all of the money is taken. Each player can only carry one bag of money at a time, and can only drop it at their drop point, or upon defeat.

    Villains would start out much closer to the bank than the heroes. not close enough to make the heist easy, but certainly close enough to give the heroes a sense of urgency.

    The regular mayhem/safeguard objectives should still exist. I'm not sure what the advantage for completing them should be, but it should be available. There is a villain group vandalizing parts of town, there are still a few ppd or longbow running around, overall, its supposed to be chaotic. Whatever advantage is gained by doing the objectives should also be gained (slightly) by the heroes as the money leaves the bank, thus keeping the robbery difficult after the initial break-in. Alternatively, there should be a way to replace the vault door. The robbery just should be made to be not a cakewalk after the initial break-in.

    Thoughts:
    1) The need to defend the taken money should keep the villains busy, and while hanging out with it, a chance to cause some mayhem. The intention is to make it less feasible to take a team of stalkers and just take the money all at once and leave, since some will need to stay behind and protect the money from being taken back in.
    2) Carrying a bag of money should suppress travel powers and teleporting. would be way too easy to grab the money and be recalled back to the drop point.
    3) The advantages gained for objectives ought to include detecting stealthed players at some point, just so that either team can't just stealth and take the money for the whole mission. Maybe grabbing it should suppress stealth, but I don't want stealth to not work while escaping with it, just an increased chance of getting caught.
    4) the vault door should be tougher than it is now. Especially if we can't come up with an interesting way to replace it while in the mission.

    Seriously, this sounds like potential fun. I know it won't actually happen, but if it did, how would you want to see something like this work?
  13. [ QUOTE ]


    Who taught you to troll . . . City_Life?

    [/ QUOTE ]

    er... Hello Kitty Adventures.







    just kidding. you laughed though.
  14. [ QUOTE ]
    Anyone who complains about "not finding groups" has alienated themselves from the other players, is not using the team search tools, or is not using global channels like VU2009 </shameless plug>.



    [/ QUOTE ]

    False. I had no clue said channel exists, and I belong to an active SG, and do not do things which I would think would alienate myself. If i am "alienating myself" by not joining your channel, then you need to get out more.

    [ QUOTE ]

    What they are doing is the following:

    /b Level $level $archetype lft

    And when they see a bunch of other lft broadcasts in the same level, no one starts one, then they come on the forums and complain about no non-AE teaming going on.


    [/ QUOTE ]

    you're wrong. most of those broadcasts include 'lfae' at the end. at least when I see them. or some variation that implies that the person is seeking an AE team.

    [ QUOTE ]

    I've hopped on Liberty, post-AE, and been on a PuG within 5 minutes. Your suggestion is a solution for a problem that isn't actually there.


    [/ QUOTE ]

    What time do you play? My toons are almost all on Liberty, and i usually only get AE requests outside of SG stuff (not always).

    Anyways, that wasn't my issue, just using it as a point. My real issue is that I think the AE is going to get an unfair advantage during 2xp weekend.
  15. [ QUOTE ]


    I'm sorry but what cheating are you talking about?

    Having all mobs spawn in one place? Fixed

    Having tons of altars in one spot maxing out regen? Fixed

    Ending the mish early to bypass the ticket cap? Fixed

    Making a bunch of custom mobs melee only and using fly to hit them with ranged attacks? Overkill of a fix.

    Using custom mobs that you can kill easy that only use a highly resisted damage type? Not an exploit until all mobs that the devs create do all types of damage.

    Using all bosses on missions? Not an exploit. Risk vs reward. Yes the reward is great but you put yourself in serous risk taking on several bosses at once.

    If you are still finding exploits you should be reporting them to the devs so they can be fixed rather than crying about cheaters on the forums.



    [/ QUOTE ]

    didn't know all of those were addressed.

    a few points:
    1) Didn't know all mobs could ever spawn in one place. glad thats fixed.

    2) the all Bosses as mobs is an exploit still. Was invited to one where 7 of us doorsat while an invuln tanker did the whole map. didn't stay, but it did happen.

    3) I'm _not_ crying about cheaters. In fact, my first post doesn't use the word 'cheat' or 'exploit' at all, and this sounds like flames to me. I'm just predicting that on 2xp weekend, the AE will see more use than ever, while regular missions and arcs won't.
  16. Being partially new to this game (and partially due to having alt-itis and no high level toons), I did my second TF last night.

    What I was wondering is this: Is it possible for someone who isn't the team leader to get the story for a taskforce? Short of the leader explaining what is happening, if I was into the stories up to this point, it would be immersion breaking. I just though maybe I missed something.
  17. I hate to get into the pro AE/anti AE arguements, and I'm not taking a side on it, but I think that I see a temporary solution to the problem I've been reading about on these forums.

    See, a big complaint I've read about is that there is a lack of groups for content outside of the high level stuff. The assumption is that this is at least partially due to a lot of people living in AE from 1 to 50.

    So, this may be a bit controversial, but I think it would make sense, due to how easy the XP is in AE arcs, if the double XP weekend's XP didn't apply to them. The idea isn't to punish the AE users, but rather to encourage them to head outside of it.

    And like any debate (this will probably end up being one), I will now discuss the most common oppositions:

    1) This is a punishment to AE users.
    a) Nope. A punishment would be taking something away. Since we are still allowing anyone who wants it to get double XP, this is a false arguement.

    2) The point of the mission architect is to allow players to level from 1 to 50 completely with AE Arcs.
    a) I agree. That can still be done, and my idea will not stop people from doing it. I'm sure that there are still plenty of people that won't leave even during the 2xp weekend.

    3) It is still unfair to the people who use it for it's intended purpose, and don't farm in it.
    a) Well, this would be true if it wasn't easy to step outside of it, if only for a few days. I would say that AE farming as it stands still doesn't need a boost. If we want to give extra XP for relatively little work, we can always just give XP for laying dead on the streets of Paragon. So why don't we? It would be way too easy and no fun, and I sincerely think that the way people were getting to 50 in like 3 hours in AE were the same way: no fun. If we don't do something, this will happen during the 2xp weekend.

    4)I15 changes have encouraged people to stop farming in AE.
    a)Prove that the changes did this.

    5) DOOOOOM!!!!!!!!
    a) yes. Doom, I'm bringing!

    Ok, thats it. thank you for reading, and I hope that you can take what I have written seriously and give me good feedback, whether you agree or not.

    -IJ
  18. IronJelly

    respeccing

    respeccing has a number of uses. I tend to make decisions first and then read about the shortcomings later (I'm looking at you, Teleport Self). It is nice to know that it is possible to fix this later on.

    This also means you can take more powers early, then as your needs change, you can go back and take instead more team centric powers, or stamina or whatever. thats a big use of them, to not take stam till after 20 due to feeling that you are wasting spots on the initial power in the pool.

    You are also able to change the order you picked powers, and the slotting of them during respec. If you find a certain power gets more use, it may be nice to go back and six slot it. My first character put a lot of slots into a certain power to make it useful at a low level, then respecced out of those slots when IOs were useable in it for better effect (I'm looking at you, Teleport Self!).

    overall, if you don't need it, don't use it. I like it, but YMMV.
  19. lets see:

    1) no team size limit. spawns keep going up in size with the team.
    2) some xp bonus or something when solo. just enough for the times you can't find a team.
    3) Love the 'whole world is a mayhem mission' thing. definitely.
    4) all contacts can be threatened into giving you more interesting missions. even the non living ones (I'm looking at you, Television).
    5) no aggro cap
    6) no AOE target cap
    7) immobile objects, held, or knocked down enemies can't be missed normally. still can be if your tohit is debuffed.
    8) if the mission giver is capable of helping, he or she will help.
  20. [ QUOTE ]

    1 hour a week would be Madness Hour! With every event that had ever been engineered for CoX blended together and happening at the same time.

    Ritki Invasion, Zombie Apocolypse, 5th fighting Council, those critters from the Shadow Shard, presents and snow beasts, frozen lakes, trick or treat, giant monsters, every zone event triggered (fires, raves, etc), and double XP.

    [/ QUOTE ]

    that sounds good. i would borrow that for my server i think. definitely also having an event on the hour each hour is good.

    other rules for mine:
    all travel powers move at the speed cap immediately*
    all buffs could be dismissed via their right click menu. this includes buffs on your pets.
    some powersets would have extra "fun" powers while not in a mission. Gravity people could set the gravity for a large area near them, ice could build stuff, ect.

    otherwise, i dunno.
  21. i think the question is: are you looking for AOE at a range, or AOE in melee?

    in melee, you can't beat spines, but Dual Blades is also nice. I've heard Axe has good AOE capability, as well as a few good AOE powers in war mace.

    At range, fire and archery are the big ones.

    If you are doing primarily AOE, you probably want a defense set that rewards enemies all crowding you. Shield, Invulnerability, and Willpower all have such powers, granting you additional damage (shield), damage resistance(Invuln), and regeneration(Willpower) respiectively increasing with the number of enemies near you.

    As a blaster, or a ranged attack user, I have very little experience, but the best archery blasters I've teamed with had some sort of control secondary, or a way to keep the group they hit from all bearing down at once. Another strategy is to take Energy as the secondary for boost range, then kill spawns from a distance that they can't cross before they hit the floor. alternatively, tough from the fighting pool can help dramatically when attacked.

    Basically, there are lots of ways to do it. Pick your favorite, and see what happens. If you get to level 20 or so and don't like it, nothing is keeping you from re rolling as something else.

    EDIT: Was typing when Chompie posted above me. I'll concede that I have little blaster experience, but AR is probably also good.
  22. nah, best powerset for farming is Pitchfork Melee / corn defense brute with the tractor ancillary.

    also, redside, I've seen a few people with perma dom do it with Earth/something.
  23. Hey, yeah, if one of you has EATs, a triform PB + anything would probably be an interesting duo.
  24. for an EAT, a PPD that works kinda like a mastermind would be cool.

    starts out as a rookie with one pistol, later gets "promoted", can gain dual pistols, and regular ppd as summons. Then can upgrade them, summon leutenants as he levels/gets promoted more, as well as gaining some more dual pistol cover-fire techniques as well as inherent leadership powers, like SOAs do, and finally, can summon once per hour a generic superhero at random for backup for five minutes.

    Would be really cool IMO, and different from the kheldians.

    Villainous Nictus would be sweet too.
  25. [ QUOTE ]
    Today

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    thats kinda mean.

    Actually, there is some delay due to the work on I15, as well as the unintended effects of AE, as far as I know (can't actually remember where I read it).