Legion_of_One

Apprentice
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  1. The /friends idea sounds like a great workaround. Thanks!
  2. I really miss the fielf that used to be available on the toon roster screen pre-I23. It seems to have been moved into the toon creator, but this becomes unable when all 48 slots are filled on a server. Moving a toon off server just to enable quick access to the name availability function means possibly using two transfer tokens and losing SG/VG membership, etc, etc. I would really appreciate seeing this field and functionality returned to the toon roster screens where it used to be (I also like it in the character creator).
  3. Has anyone else encountered the "Cannot use this enhancement until level 47" lock-out on Overwhelming Force? I first encountered that while trying to slot the proc on my level 42 blaster. It surprised me, considering we can collect this set at level 15, we can trade them within our accounts, and they are, after all, attuned. I was dumbfounded when one of the other pieces was also unavailable to my blaster. Working as intended?
  4. Quote:
    Originally Posted by StratoNexus View Post
    Not really. Just two of the few that think Storm needs help. Storm's power level is very high, it never belongs in a thread of this nature, except maybe as a comparison for where some other set should be improved to.
    Seriously? I play just about every power set, and storm summoning does not strike me as the standard that other sets aspire to achieve.
  5. Storm Summoning. It's one of the original power sets, and it hasn't been touched. I recognize that stormies are an elite bunch (and I might point out that it seems like none of the Devs have toons with this set, and no signature NPCs are stormies), but I wonder if a little TLC might revitalize this unique and fun buff/debuff/soft control set.

    Gale, for starters, must be taken when SS is a secondary set (controllers, corruptors, masterminds), and is a very unreliable, situationally utile power. It seems to miss most targets and causes negligible damage. Knockback is ample in the SS set, and obviously gale is all about KB. First, it should at least be accurate. It's the kind of power that one falls back on when in a tight spot, and it's likely to not even do the one thing it's useful for. It has a slow recharge rate, and is endurance costly. I would also suggest adding an "impact" mechanic such as was recently introduced for gravity control, so that targets who end up flying through the air end up potentially receiving additional damage.

    O2 Boost is pretty good.

    Snow Storm is extremely endurance intensive. It slows and has a recharge debuff, but could be improved with a to-hit debuff (it IS a snow storm after all!). It's interesting to watch AVs run frantically when this power is on them-- they don't seem to realize it's not hurting them all that much.

    Steamy Mist is also a good power, though the defense it offers is marginal, considering this is a defender primary power set.

    Freezing Rain is one of the best, most underrated debuffs in the game. Wouldn't change a thing.

    Hurricane. Well, again, extremely hard on the endurance. The range of the to hit debuff is far too short. In my opinion, any ranged attacks should have the greatest debuff. Melee attacks should have an easier time getting through the debuff effect, which is where the knockback component would help protect the player.

    Thunder Clap, for a tier 7 power, should not provide a mere mag 2 stun. It looks cool, but gets a pass more often than not. At least a chance for a mag 3 stun, perhaps with the added component of a blinding effect or a significant endurance drain on successful hits would make this power so much more useful.

    Tornado is one of my favourite powers, but it has issues. First, it works against itself by flinging its targets arounds the map. It would be nice if it could once in awhile trap a target within its vortex and do some consistent damage. This power is great on AVs, because they can't be knocked back by it. It locks on, and spins away while the damage ticks off. The defense debuff and stun effects are ok. Because of the unusual way this "pet" interacts with targets (i.e. erratically), it would be more effective if its stats (damage and debuffs) were boosted. Visually, it seems that an improvement has been made on this concept with Water Spout and Scirocco's sand storms, so Tornado should receive this treatment for sure.

    Lightning Storm is (well, should be) the defining power in this set. It does far less damage than it should, with an extremely lengthy recharge period. Either the damage should go up, or the endurance cost and recharge decreased so that larger, stacked, storm effects become possible. The storm itself is rooted when it should at the very least follow slowly behind the caster (heck, even blasters' auto turret pet was emancipated from its initially stationary nature!). No reason why these storms shouldn't be mobile. The knockback is especially problematic for this power, as targets are struck and knocked beyond the storm's range to hit them. This power would benefit from knock down instead of kb.

    I love Storm Summoning, and currently play 4 of them on a regular basis. My primary toon, Ebon Witch, is a stormie. With some overdue attention to this set, I have no doubt that it would attract more players and reclaim its rightful place among the other signature CoH power sets.
  6. I remember the arc always rewarding everyone on the team, and I have run this arc at least 50 times. As for reporting, this arc worked one way for years with no mention of it being bugged. This is a significant change-- I ran the arc twice with a friend without receiving the Midnighter badge before I was told that the arc only rewards the mission holder. Many players will be surprised by this change, and it's less of a bug issue than changing the rules of this mission arc. There are plenty of examples of missions where everyone on the team receives credit, even while playing someone else's mission arc. The Praetorian AV arcs come to mind, as does "Rescue The Fortune Teller," which awards the Spelunker badge. I've seen far less consequential changes reported than this in the past. I'm still not convinced this is working as intended.
  7. Well, now the badge and club access is only granted to the holder of the mission, and nobody else.
  8. Friends and I encountered an issue with the Midnighter Arc this evening. None of us except the mission holder were awarded the Midnighter Badge and access to the club. Were were all given the Lost Savior badge, however. I sent a petition, and a GM responded that they would send the problem up the chain. I received an email from GM Grackle advising that this arc only rewards the arc holder.

    Was anyone else aware of this change, and was it announced at some time?
  9. David, on the topic of the reflectivity of new costume pieces, I noticed some time ago that the Valkyrie swords that came with the Apple version (and later to the rest of us) used to be reflective like the costume pieces. At some point, the swords went back to being matte and I was wondering if that was intentional? They used to be really fabulous.
  10. Friends and I have noticed that joining the queue using LFG isn't working at all lately. The LFG menu shows <1 min, but 20 minutes go by and you forget you're even queued up until you try to join a PUG league and the leader tells you you're in queue.

    With the many many BAFs and LAMs running, it seems unlikely that there isn't an unfilled spot on one of them. I've selected both trials and the "willing to join trial in progress" option and had absolutely no luck.
  11. No one has posted anything post I19 to point out that the inherent fitness that we were told would be available in Kheldian forms is not actually working that way.

    The buff icons drop when you change forms, and the numbers drop from combat attributes. So, did Castle actually screw up , or is this working as intended? Maybe this is a known bug?
  12. I think this is one of those sooner rather than later topics. It's just too easy to plow on ahead and leave things half implemented.

    Enabling customization of primary and secondary powers to the exclsuion of ancillary and pool powers seemed quite short sighted, and it appeared from posts that the developers had intended to expand this feature asap. Well, power customization is already several upgrades in the past and I think it would be a shame to not complete what was started.

    9 - Ancillary Powers
    7 - Pool Powers
    9 - EATS
    8 - Mastermind Pets

    I think that the appeal of Kheldians is held back largely because they restrict toon concepts too rigidly. I have three PB and two WS, and have stretched their concepts as much as possible. But I'm creative, and half of my concept goes on in my own head anyway. Since without a significant amount of work (as I understand it), Nova and Dwarf forms will remain as they are, and not everyone wants to look like a flying squid or steroidal bedbug, the ability to customize Kheldian powers just like any other power sets would go such a long way to expanding the horizons for this AT. Imagine Khelds in all colours of the palette, and how much more fun those toons could become!
  13. I'm all in to see sonic blasts reimagined.

    Kinetic Combat is great, but the sound fx are always in the fore. Someone can be on the far side of a map and they sound like they're fighting beside me.

    Demons make needless noise.

    Dark Shields have always sounded like a broken refridgerator-- it would be cool if they had some creepiness to them. Some of the Tarot Card buffs have sounds that are more in keeping with the dark theme, like the wooshing of the Tower, the Scream of Death and the howl of the Moon.

    Rain of Arrows is another power that overwhelms my speakers when it activates, drowning out everything else for that brief moment.

    Telekinetic Blast is kind of a silly noise, "Doink". I would love to see that matched with tk thrust, with a thunderclap sound.
  14. Legion_of_One

    Merge ouroborus

    I have always thought Ouroboros should be co-operative, just like the RWZ or Pocket D or the Midnighter Club, with portals for villains and heroes, even if there is no ability to team up in that zone-- just allow either side access.

    If Ouroboros isn't made co-operative, then some other provision will need to be made to allow Vigilantes and Rogues to get around either zone with some proficiency. Having access to either red or blue side isn't so hot when you have to miss out on missions because you're the only team member with no access to Ouroboros portals or WW/BM teleports and the best transit trick you can pull off is a trip through Pocket D and a whole lot of running/jumping/flying/teleporting to the next train station. This can really hurt TF/SF's if the team is counting on your full participation. Heroes and Villains are already rewarded with their special merits for remaining "pure" so I think some slack can be cut for those toons who would rather walk the line.

    I have a former villain who is now a vigilante-- would be great if his Black Market TP would still recharge so it remained available while teaming in the Isles.
  15. I think Power Pools need some love in general, but since you asked:

    Medicine-- would be nice to have a non-tech, perhaps magic-based, animation option

    Teleport-- I've always thought a darker, smokier version was needed for villainous types... alternatively, I've always thought a cool alternative to tp using the same power activation is to allow burrowing: the "tp" target would always have to be on the ground; upon activation, the toon digs down into the ground and disappears; the toon pops out of the ground at the chosen location, and so on (to make this really different, make the power slower than tp, but the toon is untouchable while in transit, being underground)

    Super Speed-- incorporate the crouch and lean of ninja run to make the animation more realistic, maybe add some of those cool new "motion ghosts" like we see in the DP animations to denote speed... for that matter, how about a motor cycle option?

    Super Jump-- why not allow the mid-air flip of ninja run for some pizzazz?

    Leadership-- again, villains shouldn't have a cute fanfare when activating these powers-- Soldiers of Arachnos seem to have alternatives that make more sense

    Flight-- allow a rocket pack option so less "super" powered toons can stay true to their concept without sacrificing the enhanceable nature of the power versus taking a raptor pack, or being costume-restricted by having rocket boots just to justify their ability to fly

    I love that you're asking
  16. We were told that Rogues and Vigilantes can remain in their respective VG's and SG's, but that becoming a villain does mean expulsion from one's SG and vice versa.
  17. While I'm here...

    I've been playing for 6 years, love the game, made friends who mostly play on Virtue. I'm getting a little anxious about the fact that I have only 5 heroes and 7 villains left on Virtue who aren't 50, and all 36 possible slots are occuppied. I have been spending a lot of cash (I don't think saying hundreds of dollars is an exaggeration) to shuttle toons back and forth between servers to create new toons as new power sets and concepts become available, as well as to dust off toons that have been shelved.

    I hate that I have outgrown my server and that I have no choice but to banish toons just to try out something new. It's not as simple as just playing on a different server, either. We have long-established super groups on red and blue side alike, and a large community of friends and in-game acquaintances who play on Virtue. It wouldn't be the same, so I'm settling for things as they are.

    With the recognition that long-playing subscribers have achieved end-game and the development of post-50 content, is there any consideration being given to increasing the number of toons available per server? I'm not the only player who has outgrown their home server.

    While those $10 toon transfers are funding things like booster packs, I'm paying more for those than for my game subscription because of a limitation that is a direct result of the success of the game. I would gladly pay to add more slots to Virtue, which would solve this problem. I can only play one toon at a time, so no worries about over-populating, right?

    I'm concerned about my ability to continue to enjoy new things that are introduced into the game if I have to keep giving up the things I already like as a consequence.
  18. It would be cool to have another "swap ammo" option for the Dual Pistols set: holy rounds. Something akin to the holy shotgun shells, the undead slaying axe and the day job purification power that all give a damage bonus versus undead or non-human opponents.
  19. So, this is working as intended?

    I really do wonder if some of these developers actually play this game. I've run the LGTF many times, and Hami has always been a sufficient challenge for us. It seems unbalanced to have something like a single Healing Mitochondrion completely shut down a MoLGTF.
  20. We ran this TF a couple of days ago. An experienced team of 8, with controllers, and the Healing Mitos, being insanely impervious, forced us to abandon the TF. Someone on the team said that this was a change intended to correct a weakness in the Healing Mitos, and that they were deliberately set this way.

    In frustration, I petitioned and received a response as follows:

    Subject: Having to Abandon Lady Grey TF

    Discussion Thread
    Response (Harris) 05/23/2010 08:19 PM

    Hello,

    Thank you for contacting the City of Heroes Support Team.

    An Arch-villain or Hero is intended to be a very difficult enemy to defeat and take longer to defeat than normal bosses. In most situations, a team will be needed to defeat an Arch-villain or Hero of the same level. At this time, all Arch-villains and Heroes in the game are working as designed. We strongly recommend going to the forums as there is wealth of player based knowledge on the best strategies for Arch-villains and Heroes.

    You can reach the City of Heroes or City of Villains message boards at http://boards.cityofheroes.com or http://boards.cityofvillains.com. Thank you for your cooperation.

    Regards,
    GM Harris
    City of Heroes Support Team

    Customer (XXXXX) 05/23/2010 08:13 PM
    Windows: Weakened Hamidon mending mitochondria cannot be damaged at all-- three controllers on the team and we can\st make a dent. i understand this was intentional??


    So, is this really due to be fixed, or is this overamplified "weakened" Hami working as intended?
  21. We ran this TF a few days ago. An experienced team of 8, with controllers, and the Healing Mitos, being insanely impervious, forced us to abandon the TF. Someone on the team said that this was a change intended to correct a weakness in the Healing Mitos, and that they were deliberately set this way.

    In frustration, I petitioned and received a response as follows:

    Subject: Having to Abandon Lady Grey TF

    Discussion Thread
    Response (Harris) 05/23/2010 08:19 PM

    Hello,

    Thank you for contacting the City of Heroes Support Team.

    An Arch-villain or Hero is intended to be a very difficult enemy to defeat and take longer to defeat than normal bosses. In most situations, a team will be needed to defeat an Arch-villain or Hero of the same level. At this time, all Arch-villains and Heroes in the game are working as designed. We strongly recommend going to the forums as there is wealth of player based knowledge on the best strategies for Arch-villains and Heroes.

    You can reach the City of Heroes or City of Villains message boards at http://boards.cityofheroes.com or http://boards.cityofvillains.com. Thank you for your cooperation.

    Regards,
    GM Harris
    City of Heroes Support Team

    Customer (XXXXX) 05/23/2010 08:13 PM
    Windows: Weakened Hamidon mending mitochondria cannot be damaged at all-- three controllers on the team and we can\st make a dent. i understand this was intentional??


    So, is this really due to be fixed, or is this overamplified "weakened" Hami working as intended?
  22. One thing I've noticed, in addition to having to reload all of my customized power settings on my 36 Virtue toons, is that the metallic quality of the Valkyrie swords, which existed prior to I17, has now been lost completely. The swords are now grey and non-reflective.

    The changes to metallic costume pieces was mentioned earlier in this thread, and this seems to be a different issue from the resetting of customized settings. The Valkyrie set was specifically identified as being enhanced with the I17 upgrades. In fact, it now looks worse than it did before the new issue (the swords, at least), and there seems to be no way to correct this.

    I've already begun the arduous process of resetting my customizations. Some of my toons had costume tokens, and some had to pay. As someone pointed out, it's really the time and effort of redoing all of the settings that is annoying, particularly for those toons that have different settings between costumes.

    I hope this issue is acknowledged soon.
  23. I have a brand new computer, connected to a DSL cable. As you said, I'm having no trouble loading maps or running the game EXCEPT for continuous, frequent lag spikes that yank me backwards every minute or so.
  24. lol- I'm so desperate, I'd try it if I thought it might work