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Given Street Justice is only a couple weeks old at this point, and one of the Ustream threads indicated that they have some set we're completely unaware of as the next on the plate...I doubt it. I want it, mind you. I want it so, so bad. But as much as I want to believe, I'm not getting my hopes up.
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I don't see Nemesis strolling into the back room of a bar, though, and the whole plan is way too subtle for a guy who's basic military strategy is "open portal, insert robots", so Cole's out, too. Darrin Wade actually seems like a reasonable mastermind given his goals, his general MO, and his randomly appearing in the hero version of the arc (assuming the writers didn't just toss him in unthinkingly, which...has a disappointingly high probability).
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That is slightly less "titanic", then I'd expected from the set, and a fairly mean tease anyway unless they plan to add two new powersets in a three week period, but cool to see.
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The costume change emote sounds great for a few of my characters, really.
Guess we'll see how it plays out. -
That doesn't necessarily mean that the enhancement in question is worth that, though.
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Thunderstrike is like a melee fireball. You target an enemy, and then it does splash damage in a radius around them. It's not a cone like Golden Dragonfly. However, Thunderstrike is still a melee attack and takes (and always has taken) PBAoE sets. Spinning Strike is almost an exact clone of Thunderstrike, except it doesn't do bonus damage to the main target.
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For what it's worth, I have found a workaround to this, assuming you're using a PC: hold down the Windows button before you hit quit. Once the timer starts, release the button, and the taskbar will pop-up, leaving the quit timer ticking down in the background.
But yeah, it'd be nice if it just, y'know, worked without a workaround. -
In the past, when they've changed what sets a power will take, it didn't affect enhancements already in the power, it just meant that upon the next respec, for example, you could no longer use them. A freespec would be nice in that situation, but probably not necessary.
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Quote:I've just figured from the beginning that there are a variety of types leading Malta. IIRC, one short arc does imply some strife between the new guard and the old guard, so that implies there could be some tough rebels taking leadership positions. And really, we've only seen three out of seventeen in-game (and that's assuming Gyrfalcon is a director...which...is kinda hard to say, given the lousy writing in the Reichsman TFs), so having one or two as an Arch-Villain isn't too bad.Then there's the Malta Group, acting as mentioned before, with decrepit old Directors suddenly showing up with excessively powerful weapons and gear. Now, granted, I'm willing to accept that the current crop of Directors are the sons and daughters of the original group (Old Money at work...), so the arrival of a lean, athletic and surprisingly capable Director 11 doesn't really bother me. But the fact that we get NO gameplay to explain these shifts, changes or even the core elements of their backstory just leaves for their insertion elsewhere in OTHER group's plots feel forced and artificial.
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Which is why it makes sense for the game's story, for the most part, to "progress" between levels 1-50. But that also means that the writers need to pay attention to what's supposed to be revealed later. Otherwise, you're arguing with open super villainess Vanessa Devore in one arc and then saving her, unwitting to her identity, in another arc that due to level restrictions, you can't do until later.
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Quote:Now, to be fair, and to play Devil's Advocate a little, I'd need way too many hands to count the number of characters I encountered with backstories that indicate the player still thinks the Rikti are space aliens. Being open with information leads to less /e facepalm when reading my team's biographies while waiting for a TF to start.City of Heroes no longer has any mystery in it. At one point, the game went out of its way to keep secrets, misdirect players and build up to great reveals. The Cimerorans, the Rikti, the Clockwork, all of these start off looking like one thing on the surface and end up being something completely different when you learn the truth. At some point, however, the game's writers seem to have said "**** it, the players already know everything!" and dispensed with any sort of tension or mystery.
On the other hand, people are going to make these sorts of mistakes regardless, and it's not like I RP anyway, so the effect is minimal with a few good twists and it makes for a better story. But it does mean that the story team needs to be more aware of their own story. -
Yeah, somebody done didn't read up on Malta before they started adding them to every last mission they could. Roy Cooling is particularly bad, especially since they could basically just replace Malta with Nemesis and more or less make it work (though given the level range, Roy still shouldn't just be accepting Nemesis as being around, any more than he's like "oh, yeah, so these Malta guys...").
Maelstrom, at least, is sorta maybe justifiable, since Malta has designs on Praetoria, and perhaps he's convinced them that he's a double agent when he's actually a triple (or maybe he really is just a double!). Or maybe, somewhat more likely, it's the same as all the other egregious uses of an organization that's supposed to be secretive, and, to channel Venture a bit, it's just one of those situations where they just didn't care. -
For the people having trouble with the EB, what are you doing about the minions he has around him? Their self-destruct is what heals him, but if you clear them all away first, he shouldn't be healing, based on what I've seen.
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I approached things as a Defender, but went Radiation Blast, and the sets definitely have a synergy that I could see working for Corruptors too. Time's Juncture + Irradiate makes me giggle. The set just generally plays like a tank unless/until I get mezzed, at which point it plays like a trip from the hospital. But those moments are reasonably few and far between.
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On the one hand, I'd like to see more new power animations and a greater variety of available animations more or less across the board, even if that means fewer new powersets.
On the other hand, in the last round of new animations that was done for the various blast sets, most of the animations were frankly pretty underwhelming, so I'm not sure such a thing would be as worthwhile in practice as I'd like it to be in theory.. -
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Quote:I caught him. Nice touch, was hoping he'd, like, get to say something, or something, even if it was just a "What do you want? Who are you leave me alone." brush off.Did anyone else notice Mr Teller up on the 2nd floor of the store map? He was at one of the counters but, not targetable.
Chalk me up as another who did a big "Wait, what?" at Darrin Wade. I really hope that'll get revisited in an appropriate fashion. And why is he a Nictus?
Overall, this arc didn't impress me as much as the first one did. The writing just wasn't as "there" as before. -
They seem to have balanced damage type against effect. Form of the Soul is kinda lackluster in terms of effect, but it has that sweet, sweet energy damage that people seem to adore. The problems is that the extra damage-type ticks aren't really enough to compensate, I think.
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Actually, it's centered on the target. But it's weird enough as it is...trying to enhance its range would just make it weirder.
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Mind Link's designed that way, though. Even dual-typed IOs (which don't have the same problem as HOs) allow you to enhance Mind Link's recharge, and Castle confirmed that as working as intended back when the power was first revealed.