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I could sacrafice recharge time on my bitter Ice Blast for more damage, or sacrafice slow effects for more range Etc...
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If you wanted to sacrifice anything for more damage then I think Castle and BaB would probably prefer to increase the animation time, going by recent events -
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And they... just... won't... stay... down!
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Stronger tranquilizers, matron! And you better hand me the large hypodermic - we'll need to administer a bigger dose just to be sure! -
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anyway, i thing they should create a sheath animation by reversing the draw animation, sheathes would be cool, easy and simple...and it would stop players from conjouring up weapons from nowhere.
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How do you know this? -
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i think they should brin in staff/spear with a combo system like dual blades. that would be so cool i mean how many heroes you see in the comics that uses staffs
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I'd definitely like to see a staff-fighting set. I seem to recall it being mentioned/commented on by a Dev a few months ago (probably BaB), but that after Shields they'll probably do a blast set next, or a control set, as they've done so many melee weapon sets before. -
I can't recall if it was Positron or Castle that said it, but as far as the Devs are concerned henchman customisation is a very unlikely addition - it's basically power customisation, and as much as the Devs want to do that it would basically involve a re-write of the whole game engine. Not impossible, just economically unfeasible.
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2-slotting Fly and just having Swift gets you somewhat close to the cap, yeah (a 3rd Fly IO/SO adds very little, as do any slots in Swift - to actually cap it you have to over-slot Fly and abuse the ED softcap - might even take all 6 slots) - but it still means using an extra slot over and above what SS & SJ need, and for a non-combat power too! On some really tight builds that's a slot too many for me. Heck, I really like Teleport, but there's no way I'd take it on any character with slot starvation because it's rubbish with just the base slot - in fact I've only got it on my mastermind because he had tons of slots going spare (I 5-slotted it for capped range & end
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Also, even if you could cap Fly's speed with just the base slot, aren't you guys forgetting that you'd STILL be much slower than SJ & SS (which cap at noticeably higher speeds)? I just want parity in being able to cap Fly in the base slot like SS & SJ - it's slower anyway. Iirc at L50 Fly caps at 56mph-ish, SJ at 78mph, SS at 90+ mph, and of course Teleport can go much much faster (a /en blaster with perma Boost Range and TP capped for range would be the fastest possible character in the game, by far).
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Personally I would love to see a flight speed increase for PvP perposes. I think it s a bit [censored] that it cant keep up with SS and SJ so it means that a couple of my PvE speced toons just really cant do a thing in PvP because they cant keep up. For balance sake, I really think it should have a speed increase. Im not suggesting all the travels powers should have equal speed but I think the gap should be smaller so that people with fly arent completly left behind.
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But you'd need equal-ish speed to keep up and if they all had equal speed in PvP then why wouldn't everyone just pick Fly as the only PvP-viable travel power as it would then have so many other advantages over SS/SJ? (i.e. totally controllable vertical movement, being able to hang in the sky, etc). -
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I'd much prefer them just to port Traps to be honest. I'd miss Acid Mortar (you've that Sonics thing but it looks less useful than the Mortar), Poison Gas Trap and Tripmine too much.
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Trip Mine would be a little overpowered for a Controller, a Grav/Devices would become a new farmer with Wormhole -> onto Mines.
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A safe farmer, but not exactly a quick farmer, not with mine set-up times being what they are - I doubt it would displace Fire/Kin as the most efficient loot/time farmer.
And why call it Devices when it's not really much like Blaster Devices (about as close as Traps is to Devices)? Won't that just cause confusion?
Tbh I think /Traps will end up on Controllers eventually because it's easy for the Devs to do, and because Controller and Corruptor secondaries are usually fairly similar numbers-wise and are the same "type" of powersets (i.e. "support", buff/debuff or whatever you want to call them) - and I don't think it will be overpowered, even with Grav/. -
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and that's the exact reason why they should expend/improve it, so it isn't under-used.
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It would have to be expanded with game-play features rather than RP features though, or it would just stay as under-used as it is now. Then you have to think is it fair to drag most of the non-RPing playerbase into Pocket D as a game-play area, when it's one of the few zones RPers can use without tons of non-RPers stomping through the middle of them? It, and PDP before it, really did start out as areas mainly for RPers.
I can't say it bothers me either way if Pocket D is underused or not, as long as some people are happy with it. Whatever, it probably sees more players using it every day than Boomtown does - that's much higher priority for a revamp. -
Getting the BP deities back would be pretty easy:
1) let Azuria look after the Scroll of Tielekku,
2) Azuria mislays the scroll, like she does with every powerful artefact,
3) BP get their hands on the scroll and destroy Tielekku (which presumably allows the BP to return),
4) ...
5) profi... errr I mean evil elder gods start crawling all over Paragon City, blood rains from the skies, etc.
More fun than a Rikti apocalypse any day
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Other Pantheons getting in on the Incarnate action. No-one should let the damn Olympians be the only ones with shards of themselves walking around Midgard. Uh....Earth.
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Yeah we definitely need some Norse incarnates - the Devs should be able to do that now - I mean, it's not like they have Jack Emmert forcing them to only use Greek mythology anymore (purely so he could get some use out of his classical education).
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I think Coralax and Shivans getting more presence on both sides of the game is pretty much a given.
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(are there any Hero only groups that don't appear in villains?)
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Infected, Shadow Freaks - more a merger of two groups really, Prisoners - those in the zig belong to their various factions, Cabal, Axis America, Empire Earth, Croatoa Ghosts, Fir Bolg - I'm sure I've missed a few
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Aside from all the Croatoa factions, I think the only ones are Minions of Igneous, Prisoners, and Council Empire, Crazed & Werewolves (the last 3 only from Portal Corp stuff in PI iirc). Even Lanaruu get one mission redside, though certain big CoH factions like Outcasts, Trolls and Warriors only really pop up in CoV's newsies. Tbh there are tons more CoV-only factions than CoH-only ones.
I think Shadow Freaks are still part of the Freakshow faction. And I think you have Mercy's <Infected> confused with Outbreak's <Contaminated> (easy to do, admittedly), but seeing as 1 of the latter spawns in RV, and some of the former are apparently spawning in Atlas/Galaxy now, they're moot anyway as neither are wholly exclusive to one side.
Oh and Axis America (Reichsman's Empire) were removed from the game when the 5th Column originally were, and haven't returned - all of the Axis America missions became Council Empire missions I believe. But it is certainly odd that base worktables have a listing for Axis America salvage. -
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Isn't that a bit...shallow?
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Ever heard the saying "people in glass houses shouldn't throw stones"? -
Bases are only available if you have CoV or both games - I suspect the base raid and base editor revamps in I13 will also let every player/character have personal apartments - and that the base changes will be the centrepiece content of I13. Imagine how cheesed-off players with only CoH access would be if they couldn't access most of the content in an issue without buying CoV/GvE, for what is supposed to be a free content addition for all - basically it would be I7 all over again.
Or yeah it could be to prepare for the "going rogue" system
Or maybe the newly-expanded Dev team is already working on the next expansion (City of Mecha? City of Spies? City of Robotic Ninja-Pirate Zombies with Cake?) and having all players with access to both blue/red sides just makes their programming work easier. -
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That's also kinda normal when you're alive
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And since when were The Skulls dead/undead? You're not confusing their grave-obsessed rites with actual undeath status, are you? Those skulls on their faces are just a mask - though admittedly made from the actual skull of a dead person they dug up -
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What about the Hydra?
Or have I missed something?
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They're basically an auxiliary add-on to the Rikti (a bit like The Lost but without the close genetic ties) - the Rikti found them in another dimension and shipped some of them to Paragon City to cause trouble, basically. They get quite a few missions scattered around, though - they appear on some arcs, in a Trial and in zones (Perez, Sewers, etc).
I don't think you can really class Hydra as potentially a major-faction-in-waiting, for the reasons GG has stated, and because they already fulfil the only niches in the game where they could fit.
It would be like trying to argue the Contaminated, Infected, Luddites, Goldbrickers, Arachnoids, Dockworkers, Scrapyarders, Cage Consortium Guards, Wailers, Prisoners or Spetsnaz deserve more content, when basically all of those factions already fulfil the niches they were created for. -
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The Skulls seem a bit less fleshed out
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Well, that is kinda normal
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My skull is quite fleshy, thank you! -
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As an extra bonus to the travel power pool if you pick the travel power. A sort of Charge! only not enhancable maybe? With a cooldown of a 30 to 60 seconds maybe?
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Which travel power? Justifiable for SuperSpeed and Fly perhaps... what about SJ & TP? -
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Also, Swift accepts Fly enhancements to boost up Fly speed.
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Yeah, because adding Flight Speed enhancements to Swift makes such a noticeable difference that the extra slots are worthwhile, right? -
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Trading insps while on the same team as Hero/Vill would be nice aswell.
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Heck yeah - we definitely need that /signed -
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TA needs a buff, but adding -regen sure as hell isn't it. It needs something to help overall performance, not just "omg it's an AV we need some -regen lol".
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-regen would be a big help for teaming though - it does have a very noticeable effect on AVs/GMs - I've been on plenty of GM teams with my brutes with no -regen, where me switching to my /dark MM was all we needed to tip the outcome from "impossible" to "easy" - it's happened so often that my fire brute still lacks the Deathsurge badge, despite having been in several teams for it. -
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I've always been really into the whole War walls thing, It's one of the big major things you see as soon as you enter the game, yet there is such little lore around them.
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Have you done Phillipa Meraux's badge mission yet? She's a Founder's Fall contact. I think that's about the only mission that specifically mentions War Walls outside of the background lore. It gives that War Wall Defender badge that MrTPF mentioned earlier in this thread. -
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As for the Lovecraft angle, you could create a new set of living minions for the Banished Pantheon in Dark Astoria - have the zombies lurking in the swamp area, but have actual human cultists in the urban area.
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Well their shaman are living, but as far as Lovecraftian influence goes you can see it more in the Coralax background than the BP - I'd love to see a human faction of Coralax worshippers/supporters introduced, perhaps an issue before we get a Coralax underwater city zone and a TF against their alien goddess that slumbers beneath the waves, Merulina.
But I'd like to see some of the BP gods dragged back to this dimension too - I've beaten up the Mu goddess Hequat in CoV and defeated enough gods in other MMOs to have a taste for it -
The Banished Pantheon would get my vote - so much potential there - we just need some story arcs in Dark Astoria (and maybe Sharkhead too, unless DA goes co-op) and a co-op TF against one of their deities being brought back briefly (Lughebu, Rambetu, etc).
The Legacy Chain and Coralax certainly have more to come as well, though theyre not exactly common in CoV and barely in CoH. The Knives of Artemis possibly need more, but they're basically an auxiliary unit of The Malta Group rather than a faction in their own right (a bit like <Nemesis Automatons> are to <Nemesis>, or the <Freedom Phalanx> & <Vindicators> & <Longbow> are to Freedom Corp).
The Skulls seem a bit less fleshed out than The Hellions, sure - they could probably do with a full story arc blueside to give them parity - but like the Hellions they dont really scale past L10-15 so youre not going to get major epic storylines for them because theyre just a street gang.
And I can guarantee the Coming Storm isnt a Hellion/Skulls plot - hell would have to freeze over before those two gangs worked together. Remember, the 3 competing smuggling cartels in CoH/V are Family/Trolls/Skulls (Superadine drug trade) vs Warriors/Outcasts/Hellions (artefact trade) vs Tsoo (artefacts & Rage drug), but the street gangs have their own turf wars (Skulls vs Hellions, Trolls vs Outcasts). -
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Hmm I don't know, the End mission of Arbiter Daos somehow comes across as a tad more evil.
"Here's an Arachnos issue shotgun...now go shoot my own son in the face with it."
Whaaa?!
Seriously that's just plain, cold hearted evil even compared to Phipps.
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Yeah but we've all felt like that where family are concerned - perfectly understandableOk I forgot Daos (my list wasn't meant to be totally exhaustive, heh), but at least he did show some emotion and remorse - he wasn't laughing maniacally like Vernon or gleefully satisfied like Phipps after you took his son down - he genuinely seemed upset that his duty to Arachnos had conflicted with his own personal feelings to the extent that he had to order that.
Ok he made the wrong decision morally, but I'd imagine that Arachnos isn't too gentle on senior officers that betray them, especially Arbiters who are supposed to be beyond reproach - plus he'd devoted his life to Arachnos and then his son goes and joins Malta and starts causing trouble for him - what would you do in that situation?
As for patrons - I haven't done Scirocco myself, but done all the missions for/with a friend twice and read the briefings (just obviously haven't read all the debrief text) and the second arc's ending felt somewhat like kicking a puppy. I find Black Scorpion very dull and unlikeable and look forward to betraying him, yet for gameplay reasons I've taken him as patron 3 times now /sigh. Ghost Widow I did ages ago on my MM and because I like her tragic story/situation I liked her arc.
But Mako takes cruelty to new levels and his dialogue on the McKnight arc in particular was rather... refreshing (but maybe I need a psychiatrist). Best of all out of all 4 patrons, [SPOILER]it is Mako that betrays you, more than you betraying him, at the end of the 2nd arc - which is a nice twist compared to the other 3 patrons and reflects Mako's personality perfectly... [END SPOILER] - even though that end of second arc mission does suck a bit if you're solo - I had to get a friend to help my stalker with it - first mission I've ever really struggled to solo.
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A gate in each zone, would make sense with it being trans-dimensional n'all...but w/cimerora would present a problem re: entry requirements. An interesting suggestion though
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I borrowed the idea from a thread about linking co-op areas a couple of weeks agoCimerora would present that problem - I actually suggested linking Midnighter Club to Pocket D instead of Cimerora in that thread, but then the Devs might have to change the Midnighter access arc to giving access to the Cimerora crystal rather than the club itself and lore-wise it wouldn't make much sense.
Maybe the Cimerora/MClub portal in Pocket D could just be locked to the same access requirement as the Midnight Club entrance arc. -
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Fly could maybe do with a little bit more speed, but it's the slowest of the travel powers because it's the safest and most flexible.
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Yeah - personally I wish it was fast enough that it could be capped with a single Flight Speed IO/SO, like SJ & SSpd can. It would still be slower than SJ/SSpd because Fly caps lower, but I'd find it easier to justify as a travel power in builds where I'm starved for slots.
Hover definitely needs a boost too - base speed should at least be as fast as a character with swift or sprint on.