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Posts
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Joined
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Ooh, now I have to find that screenshot of flying Christmas presents!
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I'd personally just make it 'please make all buffs with durations less than four minutes longer.'
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Quote:Most of those zones are ones that have already been mentioned as ways to do the exploration thing dead wrong. Boomtown is basically the same handful of ruined building models copied over and over, while DA is just Generic City Zone #34858 with fog on top of it. Neither of them have any really unique features in them to stumble across. It's like 'exploring' a grocery store. Lots of junk, sure, but none of it's new or interesting and you're not exactly going to find much of a payoff compared to somebody who just gets in, takes care of what they need, and gets out.I'm sorry, CoH already has ALOT of exploration. So much so that there are zones that are pretty much unused/never visited (DA, Boomtown, Eden, etc)
CoV may not suffer from this problem, but CoH sure does. Honestly, I think alot of the zones in CoH could use some "Faultline" style re-vamping. -
Quote:Pretty much this. I can see skipping it or Fire Breath, but I'd certainly take one of the two.When you drop Earthquake or Volcanic Gases, then Quicksand, while standing around a corner. They are all mezed Up or bouncing about, you run in, Combust
Its a good power for Earth Controllers, since Earth is very AOE Control intensive.
JJ
As for Blazing Bolt, well, it's a snipe. I assume you're familiar with those by now. Dom ones give you a bit more bang for your buck than other ATs now, but it's still not amazing. On the plus side, it can be slotted with the Manticore set for some easy +recharge. -
Quote:I was apparently wrong about him having Dark Regen--it's not listed in his profile on ParagonWiki. Either they've changed him or I was just confused, but I remember people shouting at scrappers to keep out of melee range with him quite a lot in the olden days.Yeah, once he started killing my pets, the whole summon/upgrade cycle wasn't letting me get him below half health. Obviously using Gang War as a panic button was also... less than ideal.
Hmm. I guess if I keep the bruiser at range he can still Hurl. Or I could try stacking Knockout Blow with Paralytic Venom. -
Quote:Pretty much this. I'd also take a look at the market to get a good idea of what you can afford, then put together test builds for all three characters along those lines to see how you like them. Certain characters tend to get a lot more bang for their buck from IO'ing. Getting a character an extra 10% defense matters a lot more when they're already sitting at 35%.I believe you should IO all three characters, unless you play one of them significantly more than the others.
The influence costs tend to be a lot higher than the performance difference. That is to say, a 200m build will be stronger than a 20m build, but not ten times stronger ; so I'd rather have three good builds than one great build, if I had no favorite between the three characters and divided my playtime equally between them. -
I was thinking about suggesting using this as a snipe replacement, too, but I think that might be out of the question. The chaining effect would make it pretty aggro-licious for pulling/opening, which might be a bit too close to Cottage Rule territory.
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Quote:Yeah, this. The nice thing with nicknames is that I can see them making 'em non-unique, so you could get things like 'Cap.'I've been asking for something like this for years. I like giving my characters names which look cool in print and sound impressive in descriptions. Inevitably, they end up being quite clunky to actually say in conversation, leading to "Good night, John Spartan. Be well."
In defense of the current system, every time I see a civilian say something like "Thank you for rescuing me, Captain Antidisestablishmentarianism!" it reminds me of the superheroes game from Whose Line Is It Anyway? -
Quote:Wonder how hard it'd be to apply something like the confuse rules to them, so you only have to do a decent portion of the damage to get most of the credit.IIRC, they're handled like NPCs. Currently they don't do a LOT of damage, typically, but I seem to recall if they do a decent chunk, you're out some percentage of XP already.
Been a little while though.
I also forgot one type of hazard: The -perception/-ToHit fog that roams around that one Croatoa ghost mission. Heck, the ice from the Frostfire map could count too. -
Quote:I was actually on a team this weekend that decided to street sweep the level 54s in RWZ. Pretty much everyone agreed it was a fun change of pace... but then, we'd all signed up specifically for that, so we're probably not a representative sample.When they nerf hammered street sweeping, the dev team inadvertently caused something to happen to the general zones of CoX. They emptied. Door missions were now worth a truckload more XP and gave less debt. It made no sense to fight crime on the streets or go on patrol, which is ironic since that's what superheroes do.
I suspect the outdoors are just going to get emptier come i16. I know that personally, I still street sweep quite a bit at times, since it's the only place I can choose to fight things two levels under me, ten levels over me, or in groups of 16 if I can just find them. My DB/Fire scrapper levelled through the upper 30s almost solely from taking on mobs in Crey's Folly, because it was the only place I could find groups with enough stuff that it didn't feel wasteful to unload her piles of AoEs on them. Come i16... well, I'll be able to get most of that inside of missions.
Frankly, I've never seen a good suggestion for what to do with the outdoor areas. Make street sweeping better XP than missions and a very large chunk of the playerbase will ignore missions and do nothing but street sweep. Make missions better XP than street sweeping (like we have now) and we have the current situation. -
Yeah. My pollution blaster is just waiting for i16 to hit so that she's possible, even though the necessary sets already exist on live. My MA scrapper is waiting for her primary to stop being Foot Melee.
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US copyright law: Like a trainwreck, but they keep sending more trains. And the trains are hauling explosives. And it's in a minefield. Surrounded by orphanages.
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Quote:Yeah, that's associated with another con I considered that I forgot to put in the opening post. For all I know, enemies are dumb enough that patrols and such can't be made to avoid lava.I like it. Could use lots of debuff traps on missions that could either be used AGAINST you, or if you're tricky, used BY you. I'd be nice if the AI was also made aware of these traps and would try to avoid them (for hurtful traps), get in them (helpful), or try to PULL you out of them (helpful).
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I was running the Hess TF when I ran into something I haven't seen in ages--lava! It only exists in a few missions, really, which got me thinking. Comics are rife with fights around pits of lava, vats of acid, giant dangerous machines and such, so why do we have so few of them around? They expand players' tactics a lot, give knockback, immobilize, and repel more value, and could, if done right, give more things to worry about to spice missions up a little.
They don't just have to be patches of damage, either. We already have some things bordering on this besides lava. The CoT healing/endurance/DoT crystals and the buff/debuff labs on the tech map are both examples of the sorts of things that could work under this idea, though I think both could use to be tweaked around a bit to make them more interesting.
The big downside I can see is how to handle experience. If players can use Hurricane to push an entire room into a lava pit in six seconds with little risk and get experience for it, there could be some way to exploit that. If they don't get experience if most of the damage is done by the lava, nobody will ever do it except as a last-ditch thing. It might be balanced out a little if they give experience, but the damage/debuff areas are flagged with the same evade effect that caltrops and rain powers have. I'm going to argue that with the evade effect plus the fact that lava, as it is, takes a while to whittle down enemies anyway, it probably couldn't hurt too much. Sure, it'd let a knockback-heavy character get some impressive extra damage, but I don't think it'd be game-breaking, particularly with how under appreciated knockback is on most teams.
tl;dr: Is there any good reason to not have more environmental hazards in missions? -
Yay villains! I can prove it with a simple thing: Villains always end up planting bombs, heroes always end up disarming them. We all know explosions are awesome. Therefore, villains > heroes.
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Huh, I didn't know it was still open. I thought they'd locked the doors when a branch was opened in the D. Guess I was just clicking the wrong door last time, since I got in fine this time. Nifty.
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Quote:Bocor doesn't have one, just the boss-level version of Sea Witch. I've also never had a problem with the low-level EBs once I learned of the 'soft-cap yourself with defense inspirations and then wail on them' method. The EBs that can still mess you up if you do that don't really hit until the mid-20s. That said, yeah, having EBs start at like level 5 seems a bit excessive to me. Bosses are still a challenge to a lot of characters at that point.Lowbie villain content is better with the exception of the overuse of Elite Bosses in Port Oakes arcs. Every single arc there has at least one EB, which is not amusing to squishier characters at such a low level. Unlike in AE, running at Diff 1 doesn't downgrade them into Bosses either.
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This. Especially since they can be very flexible in role depending on what sets they take (just like heroside ATs). A /stone brute can take the alphas a lot better, whereas an /EA can be more of a scrapper, going as far as to have a stealth aura they can use to avoid aggro. My earth/ dom 'tanks' by negating 95% of every spawn, every fight, unless they're disorient-resistant, and is usually running ahead of the team to do just that. A dark/dark corruptor can take alphas and lock down mobs; a fire/kin is basically a blaster on crack.
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Female Young Face 11, Fingerless Gloves, Uniform Jacket w/ Sleeves, Chinese Pants, Combat Boots. Hard to find a character of mine that doesn't have at least one of those.
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This. 90% of the problems that I've seen people face versus EBs can be solved by buying a pile of purple inspirations from your contact, then keeping three activated at all times during the fight. Against most EBs, doing this is enough to make almost any character able to solo them. A few EBs (Silver Mantis, I am looking at you) are more problematic than that, but they're few and far between.
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Quote:It's... it's beautiful.
Shadow Aura
1) Dark Siphon: PBAoE Click, -15% Damage to targets, +5% damage per target hit
2) Abyss Tendrils: PBAoE Click, -90% Run Speed, -Fly, -Jump
4) Death Shroud: Toggle, 12.5 Negative Damage every 2 seconds.
10) Shadow Muck: PBAoE Click, -20% ToHit, -50% Recharge
16) Cloak of Fear: Toggle, 7.45s Mag 3 Fear, -5% tohit 5s duration.
20) Dark Regeneration: PBAoE Click, 401 Heal, 12.51 Negative Energy Damage
28) Oppressive Gloom: Toggle, 7s Mag 3 Stun
35) Chill of the Night: Toggle, 9 Negative Damage every 2 seconds, -15% tohit
38) Abyss Behemoth: Click, +100% Damage Buff, +20% ToHit, +100% Recovery, +20% Resistance to all, +60% Resistance to Negative Energy. 180s Duration, 1000s Recharge
Okay, so, depending on the recharge times of the clickies and such, it could be way over- or under-powered, but it's still very much along the outlines of something I'd love to play. -
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On that happened way, way, way back. My team had wiped in a fight--we managed to get about three groups as adds, and there were a total of seven Longbow Wardens in the mix, along with a huge pile of minions and Nullifiers. Everybody else hospitalled.
I made an Awaken->Break Free->pile of purple inspirations->Catch a Breath->Respite stack, mashed them, hit Overload, and dove back into the pile. I survived through the Overload crash, and I was still going when the team got back several minutes later. They didn't, however, grant my request to let me finish the spawn alone. -
Right. The first time you have to sneak through six miles of the Deadly Windy Maze Cave Zone to get somewhere, it's an adventure. The fifth time you have to do it, it's an uninteresting royal pain and you start wondering why nobody's invented the subway yet.