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Thanks for the feedback everyone. It's good stuff. In my mind, the buffing process would take just a moment, but probably to balance with the convenience of placing it where you want, it would probably take a few seconds within range of the tree to get the buff. It definitely wouldn't take any longer than it takes to summon MM pets.
I admit the power does have uses, but in the modern game it tends to be really hard to track the 35' radius of a tree/beacon, and whether you're getting the buff. It is very easy to make sure you jump next to the tree for a few seconds, get the goodness, and move on. In my mind, it ends up being similar to buffing with AoE shielding now. Your minigame becomes picking times and places where you can hit a good number of teammates at the same time.
Additionally, thank you for mentioning Triage Beacon, everything I've said should apply to that power too, it just slipped my mind.
In the end, even on a fast moving Dominator I want reasons to take this power. I want the choices I make in my builds to be hard. Every power should be good in it's own time and place. -
Quote:Well I'm not sure about the advantage of this title, but for me, when there was a 9.99 sale of GR on Steam last month, I used it to upgrade an old trial. More money, but with the free month it was essentially more than free, especially considering 1 month of PPoints.I have to ask, though - why would I get this specific very cheap version of City of Heroes if all I wanted out of it were a Premium account? Isn't all I need to do a single purchase from the store for something simple and cheap? Does this version come with goodies?
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The unlock is account wide. There are times (usually after some patches) where the game will "forget" you have it unlocked. The way to fix that is simply login with the level 20+ hero/villain then you can make Kheldian/SoA
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I've had no issues logging in. If you just started playing very recently, it's possible the testing servers havent received your account info yet.
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Quote:This is what popped up on my Facebook feed.
We’re pleased to announce the Declaration of Freedom Sale! New subscribers can pick up City of Heroes for only $1.99 (1,49€, £1.29) at NCsoft’s store from 6am PDT (9am EDT, 2pm BST, 15:00 CEST) on 8/17 to 4:00pm PDT (7:00pm EDT, 12:00am BST, 01:00 CEST), 8/29 (8/30 in Europe)! This sale is for new subscribers only!
Between the wording here and the wording above, anyone who is thinking of making a second account should double and triple check. It's entirely possible this price will only apply to a new Master account, and not just a new CoH account. -
It is. You have to start on the side you want Epics on to get them.
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Sure 'nuff. "Draw the monster out and distract it long enough for the bombs to drop" is a pretty classic gambit.
There's perceptually epic and actually epic. I feel a lot more heroic going against that big ol monster than I ever did in the tutorial where the NPC I "rescued" proceeds to do more damage and kill more drug crazies than I can. -
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Unfortunately, the conversion from old to new forums pretty much destroyed all the published issues. I know some people have the code archived, and there's been talk in the past of hosting them somewhere, but I don't know what if anything came of it.
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Pinnacle is not dead. Join Pinnbadges if you haven't already.
Also remember, just because people aren't logged in on a character of your level and waiting for you, doesn't mean they're not willing and able to switch the moment they see something interesting happening.
I don't make a habit of sitting around on my 50 waiting for someone else to start a Trial. If there isn't one forming when I login and I want one, I start it. If I don't particularly need one, I will SWITCH TO A LOW LEVEL ALT and play. That doesn't mean I'm not willing to hop back and find a character to run a trial on for the Merits, it just means I've got all the characters I really want to Incarnate out done.
I'm a mod for PinnBadges, and I swear to you 9 times out of 10 all it takes to make something happen is someone with enough motivation to say "I'm running an X" and a bit of patience to recruit for a little while. -
Nope. But I also didn't enjoy repeating the same actions, running down a long street needlessly, stopping to sort out a wall o'text every few moments, and basically being yo-yo'd around by a bunch of people standing around doing nothing.
Give me 5minutes to cover the basics and a really fun series of arcs to run alongside my normal missions for the more complicated things. Stop expecting me to remember all those things I read while I'm out in the game world, and just teach it to me while I'm "living" it.
This is that the new tutorial+arcs does, and they do it much more efficiently quickly and amusingly than the old.
If I were judging the game based on the tutorial and first 10 levels, CoH with Outbreak would get a 4, and CoH:Freedom would get an 8.
By most objective measures, while functional the old tutorial was barely adequate, and boring. The only reason to prefer it is nostalgia, and there's no objective measure for that. -
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Moving, avoiding obstacles, targeting enemies, attacking, reading instructions, these are all things the new tutorial would have taught me if I'd never played before. I'm not sure what you consider game mechanics, but I think those are some of the most basic and important, and that's what the tutorial was distilled down to.
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Quote:That's all it's meant to be. It's still better at what it does than the old one, which was click on guy, read, run, click on other guy, read, run back, click on another guy, read, etc. With a couple interludes of hit Brawl 3 times to beat up a Contaminated/Prisoner.You can complete the new tutorial using four single uses of Brawl to tag the only actually required defeats in it and then let the NPCs do all the work. You cannot go below 1HP in it, so there's no danger or challenge or need to avoid mobs at all. The encounter with the Giant Shivan is a cutscene that you can run around in if you like.
I was all 'wow, coool' the first time I ran it. But when I slowed down and had a look at its substance, I saw the man behind the curtain lol.
Eco.
I'll take the new short tutorial any day, since the flipside of that is I'm out and playing at level 2 in under 5minutes, and we get the truly awesome Educational arcs with Twinshot or Dr. Graves. They're actually damn close to my two favorite arcs in the entire game, and if I'm not paying close attention, I don't even notice it's trying to teach me stuff. I feel more Heroic/Villainous in those lowbie arcs than I do in most 45-50 arcs. -
Quote:It was stopped because the person who did it was no longer working for the company. Since then, instead of trying to force someone to be creative in the same way he was, they've let their current employees act upon their own ideas.I'm pretty sure the reason the newsletter was stopped was because of the lack of resources and stuff.
As for a Community based version yeah we've done that. The wiki page needs updating, but the project ran for almost 2 years, often putting out 2-5 issues a month. It ended for a lot of reasons, not least of which is the new forums are even less friendly to formatting than the old ones.
Would I like to see it happen again? It would be neat to see a current take on the current game. However, I don't wish the amount of work involved on anyone. Not to mention there are a lot of problems to overcome when you rely on player volunteers for your content.
Edit- City Scoop Forever! -
Until a Mind Dom can't sleep all the AVs in the LRSF allowing for easy single pulls, no one is allowed to say Sleeps are useless post 20s.
Does it have general everyday usefulness in the mass AoE that exemplifies most regular content? No. But with a clever user and a smidge of planning there are times when it is invaluable and no other power in the game provides the a solution with as much ease. -
Hit the little + button at the top of your trays. you can create as many trays as you want.
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They recently told us that the biggest load on the mapserver was <10 characters holding multiple door missions, and that was a big reason they cut back on the number of door missions for them so things would be more efficient.
When they redesigned the Auction interface, they stopped auto downloading the entire updated item listing as soon as you opened the panel, because even after years of search optimizations it was still making some people crash.
Why should they reverse that kind of trend and implement a shotgun Name check approach that will surely put more load on the character database for the admittedly small percentage of players who would be willing to server hop for a specific name?
If you can't see the difference between making the player server hop to check for a name on all servers and instituting an automatic check of all servers regardless of desire and/or need, I don't know what else to say.
Going from checking 1 server at a time to checking all servers every time skips a couple steps. People who write server queries and think about efficient solutions and minimal load wouldn't find a second search only when needed to be too complicated in comparison to shotgunning it. -
If they did that, Atlas would rapidly become the most crowded airspace in the game, considering there's combat choppers buzzing over the zone every few minutes in i21.
I like the original idea Photon, but I'd prefer to see something like it done in Skyway City, which is supposed to be next to the mythical airport anyway. Skyway is such an expansive zone yet has nothing going on visually overhead. I'd love to actually see choppers and blimps and the occasional jumbo jet. That way even if we never get an Airport zone, we feel like it's really out there somewhere. -
I've made this suggestion in the past, but I was discussing Plant Control with a friend who had recently made a new Dominator and he asked about powers to skip so this came back into my head.
In recent times the devs have made nice upgrades to certain powers to add needed mobility in what has always been a fast paced game and is only getting faster as we advance into trials.
Personally I feel it would be lame to have a magical floating tree following you around, so my suggestion for a revamp to Spirit Tree is as follows:
Keep the summon in place format the power has now, but change the buff. Make it work similar to the Reactor bubbler in the Terror Volta trial. The caster summons, and players stand next to the tree for X seconds. The buff granted by the tree stays with the player for an extended duration even if they move away.
If there's balance issues with the strength of the buff, then simply do as above only with 2 buffs. One buff close to the tree and one that travels. Both together are "full strength" and the single travelling one is as weak as the devs feel they need to make it.
On top of all that I'd kind of like to see the buff changed from a regen buff (that stacks its benefits to high HP ATs and away from the caster) to a Heal over time like we see in Time Manipulation.
If there's some response to this from other players (positive or negative, I'd just like to have some discussion) then I'll pass a link to this thread along to the Powers Guys. I just didn't want to drop it in their lap from the vacuum of my brain. So what do you folks think? -
I'd just like to point out a bit of information tangential to this issue.
In the new character creator, the check name button has become a Check and Reserve button. I thought it was a nice expansion to the function.
As for the OP I agree with Lothic. I'm not sure a failed request should lead to a second request on all servers for the few people who would be willing to server hop for the sake of a name. -
Then why have you been paying at all, because it's always been that way. You keep ignoring that simple fact and acting like what they're doing now is new and different, and it's not.
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Quote:I would respectfully disagree in the early stages of the fight. Once everyone is comfortable with how to stay on their feet, and where the ambushes are coming from, then they can move in. But initially, they should simplify their configuration and keep the tanker the focus of most aggro until they have a handle on what's going on.Being that Elec and Cold Dom have PBAoE toggles, chances are you want them in melee range instead of being far out at range.
Otherwise you're quite correct that they have more than enough buffs and debuffs to handle things. -
With Cold Domination, your group should be well buffed enough that Shields+1 purple will keep you on your feet.
If your Tanker is buffed and can stand toe to toe with Romulus, here is my advice for placement:
1) Fight him where he stands. At least, have the tanker start the fight there, and get the aggro from him and his Nictus.
2) everyone else in the party move past Rommy and stand at the temple doorway together. Once the tanker has aggro, the Scrapper can go in, but most of your group should spend most of the fight at range when possible.
the advantage to this placement is all the ambushes should then come from a fairly predictable direction, and have to run through your tanker and whatever AoEs your group has out.
Until aggro is established and your tank is able to stand up, the rest of the group should avoid Area effects. Usually that only matters for the first few seconds.
If your tanker isn't capable of standing up with buffs and heals from you guys, we have bigger issues, but for now lets talk as if we can solve this from a straight up fight.
Things your team can do:
- Keep positioning so ambushes and Nictus spawns have to pass through area effects.
- Your cold defender should find the healer nictus at the start of the fight (its the one that spawns on the left as you face Romulus) If at all possible he needs to keep track of that one and cast Benumb on it every time he can until it gets eaten. The other Cold Debuffs should go on Romulus.
- the kinetic controller may become a buffer/healer for most of the first part of this fight. If your tank is having issues staying up, his heals are going to be the difference maker.
Overall I feel this group can pull it off. You have solid buffs and debuffs on your side, which means you have enough damage if you can stay on your feet to do it.
It's really all about knowing where to stand.
Post again if your tanker is the one that is having issues staying on his feet. Dark Armor is Resistance, and Cold shields are Defense, so this is the one weak area in your composition and he may need to chew more purples than the rest of you to get over the top Defense to stay up.