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...oh, and everything Valk said
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Has this become a forum meme yet?
I'd like to echo the suggestion that we get a timer on the UI for certain powers - I'd like it to be numeric in seconds and have the timer displayed on both the hotkey (for recharge) and the buff icon (for duration). In options > settings you could disable it if you wanted to (for those that don't care), or have it display for all powers, or only have it display for long recharge/duration powers (say, any power that lasts longer than 20seconds or recharges slower than 20seconds - either base or slotted, I don't mind). -
You'll probably be able to do this yourself when user-generated content gets here. As it is, those characters aren't major enough to have too much focus - there are still members of the Freedom Phalanx and Vindicators whose origin story could do with fleshing out.
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Stone Assault set looks good - I see no problems there except that perhaps Fissure is a bit controllery for an Assault set, but as it's the T9 that may not be an issue. I'm surprised you didn't use either of the mallets from Stone Melee though.
For Electrical Control I think you mean Shocking Bolt instead of Shocking Grasp for the T2 (i.e. ranged hold rather than melee, to match every other control primary)? And why not just use Electrifying Fences (Mu PPPs) as the AE Immobilise instead of making up a new power, as it would also tie-in name-wise with the T1 ST immob better?
Surprised to see EM Pulse in there as you already have an AE hold right before it at the T5 position and Controller can already get EM Pulse from Rad Emission secondary (and EMP Arrow from /TA) so that will have to change. Possibly replace that with a lower damage version of Short Circuit that has a higher radius and bigger drain effect, as that would give the set some good AE end-drain soft control that could be supplemented with other powers in the set (or with /Kinetic secondary for trollers).
I like the idea of using Lightning Rod with reduced damage and a reliable stun as the T8, but not as a Wormhole-style teleport enemies to yourself, if thats what you meant. I think this would be kicking Gravity Control while its down, as that is one of the few unique things it can do. But then you already have an AE stun at the T4 position, so you need to replace this or that anyway. You cant have two AEs with the same type of control effect or stacking them will be far too overpowered. If a build can get two stacking AEs from primary and secondary (e.g. taking /Rad or /TA with any controller primary) then thats a good synergy, but from the same powerset its just overpowered.
Charged Ground Im not sure about, because it seems such a bizarre concept (grounded electricity slowing and knocking down enemies ) - sure, its soft control and the set needs that (it has a bit too much hard control atm), but thematically I dont like it.
Im also rather confused why you think Controllers and Dominators need different versions of this powerset - the fact that Dominators get Voltaic Sentinel anyway in /Elec secondary should have told you its unsuitable for the primary of both doms and controllers, as its an un-targetable moving turret more than an actual pet. Also why give Dominators another ST hold at T9? Youd basically be making this the default primary for all PvP dominators. Just stick in a Gremlin pet as the T9 (or 2 or 3 of them at -1 or -2 level so theyre rather Imp-like), like the ones in Cap au Diable, and be done with it.
Rad Manipulation looks ok - though you should probably use Contaminated Strike and Radioactive Smash as the first two radioactive melee attacks as they are already in-game (used by Shivans), but Cosmic Smash as the 3rd sounds good, but maybe it should be at the T8 or T9 position.
EM Pulse is far too powerful to be on a Blaster though - Blasters do not get given AE holds - besides there is an EM Pulse already in Electrical Mastery (with long rchg and nerfed to being a disorient rather than a hold). So that needs to change. Enervation might be too powerful, but you havent given me enough information to tell - what radius, what recharge, and what numbers were you thinking for the -dam and +dam? Make it too good and it will just become the default set for blasters wanting to do the most damage.
I think Choking Cloud would be fine on Blasters, even though Corrs/Defs/Controllers might moan - but I have it on my Fire/Rad corr and I dont think it would be too overpowered on Blasters seeing as it cant be slotted for Acc and will be less useful without Rad Infections -def (its not majorly reliable even with RI and tons of global Acc & +ToHit - I think of it more like an armour toggle, some damage mitigation), though I suppose having Irradiate from a Rad Blast primary and/or running Tactics would help it to hit. It would need an effort on the part of the player to make it useful though, so I think its fine.
Im rather ambivalent about Fallout being at the T9 - actually apathy might describe my feelings about that better. I never took it on my /Rad, but with its notable drawback (needing a dead teammate) I dont think it would be overpowered on a Blaster either - but then I also dont think many players would take it either. But hey, a set having a skippable power isnt the end of the world
Btw these are 3 separate suggestions so should really have been in 3 separate posts for clarity. Dont worry about it looking like youre spamming too many suggestion posts at the forum - too late to worry about that anyway -
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What about Shadow Punch as Tier 1?
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Have you not looked at the other blaster Manipulation sets? Name one which has a normal melee power as T1. Remember, the T1 power is the one that all blasters taking that set get automatically - it can't be anything too good or it will totally destroy parity with the other blaster secondaries. Manipulation sets commonly have a ranged immobilise power except /Energy has a single target melee knockback, so any suggestion should be a similar low damage soft control power.
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nosatufer probably suggested Midnight Grasp as tier 9 because is the highest ST dmg in Dark Melee
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Yes, and because Electric/Energy Manipulation both have powerful melee attacks as T9 too - this is exactly why Midnight Grasp would work there.
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Fearsome Stare at some point like other Blaster secondaries who have a single target hold (like Ice).
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So because Ice Blast primary has a single target hold you want to give Dark Manipulation secondary a long range cone fear that is almost too powerful for the debuff/buff set it is in? (Dark Miasma). I'm sorry, your logic is totally lost on me. This is a blaster secondary we're talking about here, not a corruptor secondary.
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Tar Patch would fit in the same measure Ice Patch fits on /ice Blasters,
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Oh my goodness, do you even know what Tar Patch does? It's nothing like Ice Patch except that both are a placeable patch that has a -spd effect that is never the main reason for taking them. Tar Patch is a massive resistance debuff on a 25' patch that happens to have a minor slow effect, but no "afraid" effect on it - Ice Patch is a 10' cut down version of Ice Slick that does slow and knockdown.
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imo the redundant one is Cloak of Darkness, not that I wouldn't like it on a Dark Manipulation Blaster, but would make him a bit overpowered methinks.
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Well if Cloak of Darkness makes this set overpowered, how come Cloaking Device doesn't make /Devices Blasters overpowered? I mean /Dev has a self-stealth, but if anything it's considered the weakest blaster secondary - so how is a stealth power overpowered when pretty much every AT in the game can get full invisibility by picking up pool stealth and slotting a +stealth IO?
Honestly, I'm just totally boggled by your reasoning. -
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I don't think Tar Patch would ever realistically make it to live on a Blaster, and especially not as a tier-1. Without exception the tier-1s of the Blaster secondaries are all single-target and, for the most part, immobilisations. What they all do without exception is damage.
I just don't think a fast-recharging location-AoE slow and -Res is ever going to make it onto a Blaster, except perhaps as the tier-9.
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I agree completely that Tar Patch is too powerful for a Blaster, unless the -res was toned down a LOT. Even then it wouldnt be the Tier 1 power, as you say.
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Concerning the tier-1, I think what'd be most in keeping with other secondaries'd be a single-target version of Tenebrous Tentacles. Midnight Grasp came to mind as a single-target dark immobilise, but considering what I envisioned only retained the immobilise aspect calling it that was perhaps misleading concerning what I was trying to get across.
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Certainly, though for parity with the other Manipulation sets a single target knockback power would work too - I think wed definitely be looking at either a single target version of Tenebrous Tentacles, like you suggest, or a single target version of Torrent (knockback).
I think Midnight Grasp would work great as the T9.
Id rather see Oppressive Gloom than Cloak of Fear just because the end cost of CoF is rather high, plus the lower mag on OG is more suitable to Blasters, plus being a stun it does give the possibility of stacking with Beanbag, Stunning Shot, Scramble Thoughts, Screech, or (if/when Blasters get Rad Blast set) Cosmic Burst.
I think Chill of the Night would sadly be too powerful (as would Darkest Night for the T9), but I dont really like damage auras like Death Shroud on Blasters either so maybe put another melee power instead at the T3 position? If not Shadow Maul then you could even consider Touch of Fear (it wouldnt be too powerful without Cloak of Fear in the set - would probably get a longer recharge than in Dark Melee though, like most melee powers on blasters, so stacking ToF wouldnt be as easily abused). -
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Purples drop from all mobs that could droop a L50 recipe. That includes L48, and possibly L47 mobs.
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L47 mobs can definitely drop them, as I looted a purple at L45 once and I'm almost always on Unyielding/Ruthless so +2s are the highest I usually face. -
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*Spirit Tree in the Plant Control powerset would be replaced by another power as it is a buff
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You're suggesting the devs remove a power from a powerset that is already in the live game and replace it with something else, when some players who have/like spirit tree would be in uproar about it, and when the devs have already said they won't ever remove/replace powers in existing sets?
Yeah I can't really see that happening.
Some of the powers look ok, others look totally overpowered (Nightshade Patch is both an AE hold patch AND a -res -dam power?) - my biggest worry is that this set looks more like a control set than a debuff set - you have FIVE control powers in there - that's more than Dark Miasma or Rad Emission or Storm Summoning, which are already rather control-heavy debuff sets (and I love all 3 of them, though your set doesn't really appeal to me).
Take the hold off Nightshade Patch and that's ok, you could even have some minor damage on it (like Freezing Rain has). Move Toxins later, maybe to the same position as Petrifying Glare in Dark Miasma (T7) - T3 is too early for a hold in a debuff/buff set.
Possibly turn the heal into a PBAE (but really that's just my dislike of single target holds showing through) and either take the resist off it or keep it low and put +perception on it perhaps. Instead of Spirit Tree, which is already in Plant Control, perhaps put in a PBAE-cast regeneration buff, or even a PBAE heal if you want to stick with a single target heal in the T1 slot - placeable buffing items really aren't that useful in fast-moving teams unless you're on a long AV/GM fight.
Get rid of Exploding Fungi - targeted AE knockback is less than useless in most teams - perhaps put in a powerful single-target buff that you can't keep on the whole team all the time (akin to Frostwork or Forge), maybe one that adds considerable +regen or grants an aura of vines that slow/damage all targets near the ally you cast it upon.
Poison Ivy is ok I guess (sounds identical to Quicksand which is a control power, but the -def in Quicksand is so high it could work as a debuff too - though it would mean some redundancy for Earth/Plant trollers who would only need one of them, really), as is the resurrect, but you have to get rid of the confuse at T9 - confuse is a very powerful control and apart from Ninjitsu's confuse power (which is fairly limited) the only reliable confuses are in Control sets. Plus this is supposed to be a buff/debuff set. How about a PBAE buff that makes allies' skin as hard as bark, absorbing or deflecting damage, giving 15% resist and 10% defence (both enhanceable) against all damage types EXCEPT fire (burns plants) and psionic (bypasses the bark skin)?
Then just re-order the set accordingly. It's your idea, so I won't do it for you - the pleasure of revamping it should be yours. Look at other debuff sets in Mids Hero Designer if you're not sure what kind of powers fit debuff/buff/heal sets. -
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This one was a bug and should be fixed in the next build for the Training Room (*crosses fingers*).
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I couldn't remember if it used to happen to me in I5-I8, but since I started playing again in I11 I've started to notice it more and more - glad to hear it's a bug and will be squashed soon - it keeps creating lots of misunderstandings.
Some more suggestions:
- a new badge tab that lets you search for a badge you have alphabetically. Sometimes, if you have lots of badges, it can be a pain to have to scan through your badge list to find if you have a certain badge already. Sure, serious badgehunters use external sites for this, but I think it would still be a nice addition.
- Exploration badge list should be sorted by zone, with a header for each zone on the badge list and the badges from that zone listed beneath that header
- please make a new tab/category for invention/crafting and buying/selling badges as there are so many of them that they just make the Achievements tab a pain to scroll through to check your progress on certain "defeat X of Y" badges. Also please make a new badge tab for Ouroboros badges for the same reason. Maybe a third new tab for Holiday/Event badges too.
- as an alternative/addition to the previous idea, possibly split badges into active/inactive tabs like with contacts, so progress bars for badges we're working on would be on a separate tab from badges we have already gained, making it easier to check progress without scrolling through a huge list (yes, Achievements tab I'm looking at you again).
- more dynamic events in outdoors zones, whether they're ambushes, more patrols, gang-led riots, more building fires in every city zone (like the existing ones in Steel), banks being robbed by NPCs in outdoor zones, civilian-led protest marches, more vehicles (buses! police cars! taxis!), etc.
- SG leaders being able to set automatic inviting for new characters of existing SG members. If you are in several SGs with different characters, and several of them had auto-inviting set, then upon creating a new character you would get a menu to pick which one of the SGs to auto-join (including "none of them" or "choose later"). This would also help single player SGs to invite their other characters.
- new personal item: an NPC version of your character that you can place in your SG base that only appears there when your character isn't online. There could be several different emote types you could select for your NPC character to be doing (sat down, eating/drinking, reading newspaper, etc). This would bring a little life to SG bases, as you could see the character representations of the offline characters/members in the base (though I guess it could get crowded in larger SGs).
Oh and I absolutely want to second the suggestions just before this post by shazan and Chatarsis - those are things I'd really like to see too. -
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But there comes a time in any Hero's career where you simply have to just punch someone or something, no matter what your other powers are
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So you're saying heroes are sadists then? Interesting... -
I want buildings randomly turning into pumpkins - in a city with practitioners of magic running around it could happen
Civilians spontaneously combusting could be fun too -
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After playing a warshade to lvl 45 and a pb to lvl 26 (then deleting), i just cant bring myself to make a PB . . . . . imo the WS just destroys it even though i know my PB was pretty darn good
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I must admit that after playing a WS to 50 I just can't see how I could find playing a PB much fun without both mires, eclipse and the fluffies - looking at PBs and seeing what they get instead of that (heals mostly) the AT just doesn't appeal to me, so I'll probably never make a PB.
On a similar note, after playing Force Fields briefly before, I'll now probably never play Force Fields, Thermal Rad, Cold Dom or Sonic Resonance on any archetype simply because I find it tiresome having to renew the mini-bubble buffs on a whole team every 4 minutes (though if the devs made them a PBAE buff like AM, or 15+ min duration, I might re-consider it). I doubt I'll play Empathy either - I've never enjoyed being purely a healer/buffer in any MMO - I prefer damage-dealing, debuffing and control. -
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hehe, i laughed so hard when i first saw that
I love the humor in the dialogue and all the easter eggs they put into the game
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Yeah it's awesome - the humour and pertinency of character dialogue in this game, both in missions and outdoors (/praise War Witch), is so far ahead of any other MMO I've ever played - it's just one of those little details that makes CoH/V so fantastic. -
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No one's mention Nickelback... Hero (from Spiderman), that always reminds me of this game. The lyrics even fit nicely: none of us just stand there and wait for a hero to save us after all.
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Well Chad Kroeger did that as a solo project away from Nickelback, but yeah it always makes me think of CoH/V since I saw a CoH fan-made film that used it as the soundtrack. Similarly P.O.D.'s song Boom and the song Trip Like I Do by Filter & the Crystal Method also remind me of CoH/V (I bought them on CD purely to listen to sometimes while playing CoH/V).
I listen to tons of different stuff while playing CoH/V, but any song that even relates in some way to superheroes, whether from a movie, TV show, fan film, or just lyric-wise, can prompt me to suddenly think about CoH/V. RemyZero's Save Me (also used as the Smallville theme) is another that springs to mind. -
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I think an expansion to the "traditional" tilesets would be nice.
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We definitely need more/expanded tilesets for door missions - arguably that would be a more welcome addition to the game for veteran players than almost anything else.
I'm always somewhat sad when Mu ancient ruins use Oranbega tilesets (the Devs could have at least re-skinned them to look different). The lab map could do with several re-skins too - we already have a barely-different portal corp one and various ones for ruined labs, but Crey and Longbow should have different style textures on their lab maps, and Nemesis too (they need their own tileset tbh).
In fact, outside of the new I12 stuff, the only indoor tileset piece I recall seeing in the past 3 months play, that I personally had never seen before, was on Mako's patron arc. Entering the door of one of the tiny crypts in Potter's Field in Sharkhead, the entry room for the map (which was basically a standard cave map, mostly) was actually the inside of the crypt, but with a hole through the sarcophagus coffin that you could drop through to reach the normal cave map beneath. When you dropped down it even had a couple of smashed coffins, bones and tree roots poking through from above. I was very impressed, even though it was just a very small entry area, because the insides of maps don't often match so closely with the location of the mission door on the outside.
Just tiny additions like that would make a difference for me. -
Well I must admit when I came back to the game after my year break (I8-I11) I was somewhat hesitant to play my I7 Fire/Kin troller because of the posts I saw on this board about farming in the post-Inventions game (sure, farming may have happened pre-I9 in some form, but we never heard about it much).
And I did once give up playing a TA/Arch Defender because I got sick of the "r u healor" /tells, and of being booted out of teams for being a defender without a heal, but then I was also sick of the low damage on that Defender too (and I've only played one Defender since - a Storm/Psy - which was subsequently deleted at L20 when Corruptors got /Storm and Blasters got Psy/).
But on the whole I don't care what others are playing - a lot of the builds I've made in the past have been/become popular because I like powerful builds/sets - so really I don't care what builds are popular now as long as I enjoy playing the characters I've made.
I still don't play that Fire/Kin though, nor Defenders - but then I haven't played anything on blueside in about 4-5 months so that's probably the real reason for it -
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Logging out that isn't interrupted by alt-tabbing. Plus I like Valk's difficulty selection thingy
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That would be handy, but there is a workaround if you have Herostats. Just run the Herostats in-game information window with the timers "always on top" (it doesn't take much space and is quite handy anyway) - I do that and during the 30sec logout I can click that Herostats window to bring up the toolbar and select something else (such as a browser window) - then while CoH/V runs in the background the countdown timer continues to tick, regardless of what you do. -
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Just wanted to ask(more like make sure) if it is safe to put damage procs in auras such as Cloak of Fear without it damaging myself.
Ever since the incident with a damage proc in a taunt aura I feel unsure about it.
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It should be fine - I think the Stun and +end procs were the only ones that were originally broken (in fact I believe the +end proc, if put into an end-drain power like Power Sink, will still give End to any targets it is used on and I think it even has a warning to that effect on the IO itself).
I have damage procs in Choking Cloud on my Fire/Rad Corr and they certainly effect the enemy and not him, and I've heard other players advocating lots of procs in Arctic Air, so I don't see how Cloak of Fear would be any different - they're all control aura toggles that do no damage normally and just apply control effects to enemies in range. -
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I would think that this would incite thieves even more as prestige is harder to get then inf.
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Why? It's not like they can take it with them after their theft and subsequent removal from the SG (either leaving, or being booted), unlike inf. -
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Not even if you could worship the Great Rabbit?
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El-ahrairah. Or, more truthfully: Frith.
Did I mention I met John Hurt?
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And John Hurt is the high priest of this rabbit deity of which you speak? -
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Eh, what TA heal?
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"You shot Stonehammer in the HEAD!"
"It's a healing arrow! It's covered in medi-nanites and healing gels!"
"Smeared on an Impervium arrow! AND FIRED INTO HIS HEAD!"
Yeah. I don't see how you'd heal someone with a bow.
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Instead of healing, how about a mercy-killing? Errr... I mean helping them get to the hospital a bit faster for treatment, just in case their existing injuries were serious...
Archer: "She looked in pain - I figured I'd better send her to the hospital as fast as possible so the Doctors could give her some morphine."
Team leader: "But you shot her in the eye!"
Archer: "It was the only way to be sure the emergency medical teleporter would kick in immediately."
Team leader: "Why are you pointing your bow at me now?!"
Archer: "That cut on your face looks painful. I thought..."
Team leader: "!" -
You know, the main QoL improvement I want for the game now (but somehow forgot to put in my earlier list) is customisable difficulty levels. When you visit an Analyst/Fateweaver, instead of a list of 5 reputation levels with no guidance whatsoever as to what they do (I know this sometimes gets confusing for newbies - Ive heard them asking about it on /help), I would rather see the following options:
1) Select level of enemies compared to your level:
[] 0/+1 (default)
[] +1/+2
[] +2/+3
[] +3/+4
[] +4/+5
2) Select size of enemy spawns:
[] Scaled to team size (default)
[] Scaled to team size +1
[] Scaled to team size +2
[] Scaled to team size +3
[] Scaled to team size +4
3) Select Boss frequency:
[] No bosses (default)
[] Bosses may spawn (same chance as now for reps above Heroic/Villainous)
[] Bosses spawn with greater frequency (double what it is now)
[] 1 extra Boss added to every spawn
[] 2 extra Bosses added to every spawn
4) Select if Arch-Villains will spawn:
[] Arch-Villains always spawn as Elite Bosses (default)
[] Arch-Villains spawn as Elite Bosses for team size of 3 or less
[] Arch-Villains spawn as Elite Bosses for team size of 2 or less
[] Arch-Villains spawn as Elite Bosses only for soloers
[] Arch-Villains always spawn as Arch-Villains, regardless of team size
(Defaults are set to be the same as for a solo player on Heroic/Villainous now - basically the easiest settings possible)
In addition to those fully customisable settings I would also keep the 5 existing reputations as default selections (probably listed first on the difficulty selection screen, above the four categories), so teams had a fast way to decide a difficulty level between them - just selecting the old reputation names would set defaults in the new system categories as follows:
Heroic/Villainous - picks the first (easiest) option in all 4 of the categories above
Tenacious/Malicious - picks the second option in all 4 of the categories above
Rugged/Vicious - picks the third option in all 4 of the categories above
Unyielding/Ruthless - picks the fourth option in all 4 of the categories above
Invincible/Relentless - picks the fifth (toughest) option in all 4 of the categories above
So Invincible/Relentless would actually be +4/+5 level, teams of 4 would face 8 player spawns (while full teams would get much larger spawns set for 12 players theoretically), each spawn would have 2 additional Bosses and AVs would always spawn as AVs.
This would allow greater challenge for those that choose it. Individuals could set exactly what difficulty they want for solo or small teaming (e.g. stalkers and other single target builds might want more bosses in smaller spawns of high level, while AE-builds might want no bosses and larger spawns of equal level), while still giving teams the standard 5 reputations to choose from to make it just as easy for them to discuss which difficulty to set (though they could then tweak those settings to exactly what they want - so a team leader might suggest Invincible/Relentless but with mob-level reduced to 0/+1, so the team would have much bigger spawns of relatively easy mobs).
If you didnt have one of the 5 pre-set reputation levels set then your difficulty level in the mission window would be listed as custom, but mousing over that would bring up a tooltip that showed what your 4 categories were set to.
Sure, it would potentially make things easier for farmers too, but who cares as long as they're enjoying themselves and not hassling non-farmers to fill? Everyone pays the same sub - this would let everyone play the game exactly how they wanted to. -
Make it the first two powers from a Defender's primary and the first power from the secondary (like with Blaster Defiance) and I'll /sign it - that would cover the heal in most sets anyway.
And it's a lot better than what Defenders have as an inherent now. -
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angels are dead ppl, nothing magical about that.
also, demons can be seen as natural, it's a born creature with the powers from the start, they never learned to be a demon in the first place.
just saying....
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How do you know this?
Do you, like, know angels and demons in real life? OMG!
Seriously though, my fire/fire brute is a demon who was originally a mortal human many centuries ago, but was cursed by God and sent to Hell, then worked his way up through the ranks to earn demonhood. But then I also have a stalker who is a human host completely possessed by a demon from another dimension (and that demon is innately/originally a demon and always has been).
That's one of the strengths of CoH/V's origin system - flexibility - and when players try to nail down the origins for everyone into more specific origins that just happen to suit them personally it just makes me groan a little. And not in a good way. -
- lower the costume change delay timer to 10seconds (instead of 30secs)
- make it so we don't miss /tells or things on global channels when zoning. Other games have cracked this, so why not CoH/V. It's annoying to have to stay in the same zone if you're in a converation for fear of missing something while zoning.
- add extra categories to certain sections of the costume creator, such as breaking up the overly long "Chest Detail" section into Chest Icons (the flat symbols), Alphanumeric (letters/numbers), Greek (vet reward Greek letters), Faction (vet reward faction symbols) and Accessories (crossbelts/bandoliers and raised 3D symbols like chest skulls)
- for parity between outdoor debt and mission debt raise the mission debt penalty back to the same as outdoors
- give Brokers/Detectives a call button so we can call them to accept mayhems/safeguards or take a contact referral afterwards
- let us sort the order of enhancements in base storage, either with a dropdown menu for origin/type/level/rarity OR (even better) just dragging and dropping to change the order
- provide a dropdown sorting method on TO/DO/SO vendors to sort by origin, level or enhancement type
- let us set permission levels by both name and rank for each storage item in a base (this would allow players to have their own personal storage inside an SG base that no-one else could access)
- let us save all existing costume settings while in the costume creator, in case we wanted to load up the exact same costume for a different character (either at the tailor or when creating new characters)
- fix character drag & drop sorting on the character screen so it actually works between different servers
- persuade Jay to complete the incomplete costume sets (Steampunk still needs boots and normal non-large gloves, Skeletal Robotic only has arms and should have at least legs too, also Claw Robotic gloves and lower legs don't match other costume pieces and need upper legs/arms in the same style)
- re-sort the drop pools. Combine the TF and Trial pools (pool C and pool D) then remove the triple-aspect IO recipes from them (like Positron: Acc/Dam/End or Trap of the Hunter: Acc/Immob/Rech) so the pool only contains desireable recipes (procs, uniques, specials/globals, etc) and have all TFs/Trials draw from this combined pool. Then add those triple-aspects to the Pool A rares or to Pool B (mission completion pool).
- let us pay a fixed-price 500k at Wentworths or the Black Market for a "blank" IO that when placed over a slotted IO in our build will unslot it and place it in our inventory. This would let us remove a single slotted IO from a build (whether placed there mistakenly, or outgrown) without having to do a complete respec
- put a button on the contact screen that will let us force a contact to become inactive and no longer offer us missions, either because we've outlevelled them or don't want to do them. This would help players clear story arcs they never want to do (because they've outlevelled them) but might be forced to do (vs grey mobs that offer no xp) just to clear space.
- in fact just get rid of the limit on how many story arcs we can have open. I've run into so many players in-game moaning that they can't get missions anymore and it's because they're "arc-locked" and don't know about the arc limit. Seriously, why is it even needed?
- stop forcing us to go visit PvP zone contacts, David Wincott (CoH at L5) or Seer Marino (CoV at L15) as an actual mission at certain levels. Why can't they just be offered through the normal referral system (i.e. after a mayhem/safeguard by your Broker/Detective, or after completing a contact in a previous level range, or by referral from a contact in same level range at the first trust/confidence line) -
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I heard it off a team member in-game, Valk, sorry =P
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Tsk tsk