Lord Mayhem

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  1. Yeah Pocket D would make a good hub to connect between the RWZ Vanguard base and perhaps the Midnight Club (because going from Cimerora to Midnight Club doesn't break co-op teams, as said) - it would also make Pocket D somewhat busier and a good place for finding co-op teams. /signed. Alternatively the Midnight Club could just be directly connected to the Vanguard Base in RWZ, but I'd rather it was done via Pocket D so that it links up the co-op holiday content as well (Valentines and Xmas).

    Ouroborous wouldn't work because it's not co-op, probably because of the different flashbacks available and the versions of the Mender Silos TF for heroes and villains being different too - no way that Silos TF could work for a co-op team without ditching it and writing a completely new story (as it is Arachnos vs Longbow/Vindicators/FreedomPhalanx).
  2. [ QUOTE ]
    As far as I remember, "Kheldians" include PB, WS, and Nictus. ("Nictus" might be the "evil PBs" you were looking for.) I'm not such a fan of the Kheldian epic AT, but the more choices, the better.

    [/ QUOTE ]
    A Peacebringer is a "pure" Kheldian. A Nictus is a Kheldian that has gone through a scientific process to allow them to vampirically sap life energy from others and also be able to force themselves into a host (Peacebringers need consent to merge with a host) to extend their lives (both Kheldians and Nictus can only live for 10 years without a host). Warshades are Nictus who regret their formerly evil life-stealing ways and are trying to redeem themselves by doing good deeds and not taking hosts by force.

    Not that it explains why "pure" Kheldians sometimes spawn (as White Dwarves and Bright Novas) as enemies for Peacebringers/Warshades in the game, not to mention Novas/Dwarves of both kinds showing up in the ITF and aiding the Council/5thC elsewhere when they should only have Nictus (i.e. Dark Novas and Black Dwarves) with them. Lore-wise it could be that some "pure" Kheldians have decided to side with the Nictus without undergoing the Nictus process, but I've not seen much evidence of that in-game besides the spawns themselves.

    [ QUOTE ]
    Longbows aren't trully original creations: apart from the costume, nothing puts them apart from other heroes... Ballistas are some sort of blastanks... and Sentinels are various "normal" ATs with a Longbow uniform (same as Crey's Paragon Protectors)... Not even some piece of equipment to make a difference (such as the soa backpack or mace). But, as above, the more, the better.

    However, I think some originality between heroes and villains can be maintained, so I won't "+1" this.
    Neutral answer, then. My proposal would be more in the line of "make a new AT that's available as Heroes AND villains".

    [/ QUOTE ]
    Yeah, while I'd probably play a CoV-side Nictus (I enjoy my Warshade) or a CoH-side branching Longbow EAT (enjoying my Crab Spider too), I think I'd prefer something new and original that both sides could access - like a Coralax Hybrid EAT
  3. [ QUOTE ]
    Maybe if it was renamed "Holy" so it wasn't confused with literal "Light" as in "Lightbulb". I think it'd be great personally, especially if it had a scrapper version as well. I'd quite like a proper Angel kinda guy. Holy powah!

    [/ QUOTE ]
    No, because it's not generic enough. Powerset names have to be generic "stuff" if possible so players can come up with different explanations for whichever origin they take. Holy would suggest magic, or possibly natural, but how would you explain a "holy" set for science, tech or mutation? What if someone wanted a tech-origin character with gauntlets that project light-based blasts? Or a mutant that can manipulate light, like Dazzler?

    Honestly there are already two energy-based blast sets, plus Peacebringer powers, so I'm vetoing this on that basis. I'd rather see some different blast sets - maybe a smash-based one (water powers or a stone/earth-type blast set would work - preferably both), the rather obvious Dual Pistols, and one based around chains like Spawn throws around.

    But if the Devs had to make a blast powerset based around "light", that could be used by Holy-based or Sunlight-based characters, then I'd rather it was done as a "plasma" blast set with a fire/energy mix so it was both generic enough for varied concepts, but also different enough in gameplay terms from anything we have now.
  4. I haven't needed to contact GMs that much over my time in CoH/V - maybe half a dozen petitions since I started playing in I5, if that - but the only time they ever got back to me in-game swiftly was the very first petition I sent - all of the other times have been email follow-up only with the problem being sorted 1-2 days after the fact.

    My most notable was a timed mission that I had 90mins to do, but soon realised was bugged. Because I didn't want to fail it I actually sat in the mission after petitioning until the timer ran out - I also stayed in game for a couple of hours after that (with email open in the background so I could check it) and I didn't get an email response until 10mins after I logged out saying that I was being contacted by email because I hadn't been online when the GM checked for me (and by then there was nothing he could do anyway).

    That has happened again since, the email response arriving in my inbox soon after my log-out, so I am slightly suspicious that certain GMs might prefer email over in-game communication - but two occurrences is not a big enough sample size to rule out pure coincidence.

    Though tbh this is still one of the best MMOs I've played for CS response - at least the GMs here always follow-up somehow - I've played MMOs that don't get back to you for over a week or even not at all, even for game-breaking issues.
  5. [ QUOTE ]
    1) We already knew this.

    2) We already know it will be for blasters, corruptors and defenders, definately not scrappers.

    3) The devs have already decided what the powers will be, so making suggestions is a bit redundant at this stage. The smart money is on combos.

    [/ QUOTE ]
    I certainly agree with 1) & 2), but not sure on 3) - though it's a fair bet the 3 pistol powers from MM Thugs/ would appear somewhere. I wouldn't be shocked if Dual Pistols was in the design stages, though - Castle has pretty much confirmed we're getting a "blast" set next after Shields, anyway - it makes sense it would be Dual Pistols with so many players asking for it.

    I think a Pistol ancillary for scrappers would be a great idea, though. There's even a precedent in the lore - Spark Blade, one of the two W.I.S.D.O.M. signature heroes not in the game yet, is a Kat/SR scrapper who uses pistols too.
  6. Lord Mayhem

    Claws for Brutes

    [ QUOTE ]
    Oooh claws and shields! Should look good.

    I think they'd be tweaking all sets over time for balance and so anything is possible.

    [/ QUOTE ]
    You know I didn't mean it that way I very much doubt Claws will be useable with the Shields powerset.

    I just think that, for tanker/brute/scrapper anyway, the I13 proliferations will mainly be sets that will be able to be used with Shields and that will fit thematically - so don't expect Claws for brutes until I14 at the earliest.
  7. [ QUOTE ]
    Hero side it would have to be Talos. Auction House, easy acces to Green line/base portal, access to PI ect, fave place to go for invasions, also hunting BP Spirit masks, close together shops when in lvl range and its pretty.

    Vill side it would have to be Cap, but then its pretty much designed to be the central hub of the Isles as you can get to every zone (apart from the PvP zones and PD) from it. It has everything you need, and if it doesn't have it, then it will take you to where you want to be.

    Me thinks that the Market Houses have a greater effect on popularity of zones.

    [/ QUOTE ]
    ^This, pretty much. These two are always the zones I see the most players in, usually around the auction houses.
  8. Lord Mayhem

    New Map.

    [ QUOTE ]
    yeah i was looking to go to cimerora, thx for info.
    And as far as i'm aware Cimerora is the only new map.

    [/ QUOTE ]
    Depends what you mean by map.

    Outdoor zone? Then yeah, it's the only new one in I12.

    Persistent zone? Then no, Midnighter Club is new in I12 too.

    Playable area? Then no, there are tons of new instanced maps in I12 too (for all the new Midnight Club arcs on both sides, four for the Imperious TF, and for the repeatable missions in Cimerora).

    In fact I've only seen the Devs use the word "map" when referring to instances /shrug. Being specific is always good.
  9. [ QUOTE ]
    The current decorative item available seem to work a lot better in smaller roome.

    [/ QUOTE ]
    A lot of the home furniture type items do, yeah - but a lot of the big arcane pieces need big rooms just to be able to fit them in.

    The main problem with my hero base is that with so many teleport rooms, and with the teleporters taking up all the non-corridor space in them, there's not much room for purely decorative areas on the base plot without compromising functionality. The villain base has less-but-larger rooms due to needing less teleports, so has more room for purely decorative stuff (and still has tons more functionality than our hero base).
  10. I definitely support the adding of more asymmetric pieces, hopefully in both left and right variations.

    /signed
  11. Lord Mayhem

    New Dark Powers

    All have been asked for before and are very likely in time.

    Although I'm thinking that Electric Control might arrive before Dark Control (and with both only useable by 2 archetypes out of 14 I wouldn't expect to see either that soon) and Blasters might get Dark and Rad blasts without a matching secondary (e.g. Sonic and Archery have no matching secondary for Blasters).
  12. Lord Mayhem

    Claws for Brutes

    I think that after Shields are introduced plus all the weapon set proliferation that will accompany it, Claws will be the next on the list to go to brutes.

    The Devs have been looking at changing animation times for Claws and have said that Widow Claws is testing out some of the things they had in mind for it, but that Claws are already pretty good and they don't want to overpower the set. They might wait until after a Claws revamp to give them to brutes.
  13. [ QUOTE ]
    That's an interesting idea, the idea of scaling resistances when health is low.

    But how about scaling positional defence (to melee, ranged and AoE) in the passive resistance powers when health is low instead, in a counterpoint to the way the passive powers work in Super Reflexes (give scaling resistanceas health drops).

    Say have a maximum 15% defence when health is 10% or less for each passive, so if all three are taken you would have capped melee, ranged and AoE defence (45%)at very low health, and the defence value would scale to this maximum in some way as you lose health (either a scale starting at 100% health or if this is too powerful, maybe from 50% health).

    Now whilst it seems strange to suggest the positional defence route (it won't stack with invincibility) it provides defence to all attacks (including psi and those psi mez attacks)and you would not have to consider the variable level of invincibility defence depending on foes (would be equally good against an alpha strike from an AV that knocks you down to low health or a large group of minions doing the same).

    [/ QUOTE ]
    Except that positional defence quite often doesn't give any protection against psi attacks - because a lot of NPC psi attacks, and Mind Control powers on players, are only typed for psi and are not typed by position.

    Why not just give the passives some damage-typed defence instead - not scaling, just enhanceable defence that also includes defence debuff resistance. I'm not sure how much - maybe a base of 5% S/L def on RPD, 5% F/C def on REl (Toxic def doesn't exist, of course) and 5% E/N def on REn, to go with the 7.5% res each of those already has. Then either increase Tough Hide's base def to 10% or give that power all of the defence debuff resistance in the set (instead of spreading it around the other passives) and possibly another sweetener like some slow resist. And Unyielding definitely needs to lose its def penalties.

    That would make Invul still mainly an S/L set, but more of a hybrid def/res set (like WP is) against everything else, even without Invinc capped. And sure Invul would still outperform WP for holding aggro and S/L survival plus with an arguably more effective T9 power, but Invul would lack the huge regen and psi protection and extra status resists that WP has. And there would still be the difference between the passive HP boost in WP and the clicky Dull Pain in Invul. Lots of reasons for playing both.

    Admittedly I've never played Invul that high on any AT, so take my suggestions with a pinch of salt if you want, but it has always been the perceived weakness on paper to non-S/L damage that has put me off persisting with Invul.
  14. Lord Mayhem

    Need a new PC?

    [ QUOTE ]
    Did you forget to add rusted or is that just implied?

    [/ QUOTE ]
    A rusted lavatory? Or a rusted leopard? Both sound most disagreeable.
  15. Lord Mayhem

    Servers merger?

    [ QUOTE ]
    i'm not sure but i think it may be a good idea,i'm playing on union and the game feel a bit dead, a specially on the villain side but not only.
    is this been discuses before?
    what do you guys think?

    [/ QUOTE ]
    What time of day did it feel dead?

    At weekends, especially evenings and mid-afternoon, a lot of players like to do Task/Strike Forces and Mothership Raids with their L50s - if you're someone new, or very casual, who doesn't have a L50 character (or even L35+) and perhaps aren't signed up to any global channels, then I'm guessing the game could feel very dead indeed at a weekend - especially when you'd probably be expecting to find more people around to team with, not less.

    Make more global friends, maybe get into a larger SG, or be more pro-active about starting teams rather than waiting to join one. To level-up my characters I tend to duo with a friend that plays at same times as me (as we find we level faster as there is far less mucking about than in casual PuGs and we can AFK when we please without being affected by the AFKs/needs of 6 other people), then I get my full-teaming fix from TFs/SFs/raids at weekends - I'm sure others play like this too, staying with friends most of the time and only PuGging for major stuff.

    Ok I only have full PuG experience for TFs/SFs/raids lately, but I've had no problems pulling teams together for them - I got a PuG ITF together in around 15-20mins on Saturday, which is faster than usual - and that was on Defiant where I usually find TFs take longer to form than on Union - so the game population on both servers seems healthy enough to me. But yeah newbie zones are quiet - they will be in all non-WoW MMOs at this stage in their lifetime, as most players are at the upper levels and/or already have established social networks they prefer over random teaming.
  16. Lord Mayhem

    50...

    I can't even remember where most of my L50 dings happened.

    If I could pick one place to get it that would be special I think it would be taking down Romulus in the final ITF mission (though taking down Statesman in the LRSF, Recluse in the STF, or Honoree in the LGTF would be cool too). Not likely to happen, though, as I only ever do endgame TFs with my 50s.
  17. [ QUOTE ]
    Not sure if a targeted heal (transfusion, etc) would wake a mob or not and currently can't test.

    [/ QUOTE ]
    If you mean player-used heals then I can confirm that Twilight Grasp does not wake NPCs who are feared. I recall my MM having a touchy moment where he'd lost pets, was low on health, but managed to fear the NPCs after him and heal off them without a wake-up.

    If you mean NPC-based heals then I don't know - I can't think of any mob that uses Transfusion (Swan is a kinetic, but I've never seen her use it) - in fact the only NPC kinetics I can think of outside of AVs/EBs are Tsoo ink men and they don't have it - and I can only think of one of the Nictus AVs on the ITF that uses Twilight Grasp. Oh and possibly Ghost Widow on the STF? (not done that yet). Actually I think Death Mages get it too, but I don't recall them waking up feared CoT with it (admittedly bosses get held rather fast by my MM) and I haven't met them yet with my dom, so no clue about sleep.
  18. [ QUOTE ]
    yea your more than likely corect which is a shame MM could really do with a few more primery power sets.

    Hell maybe well see some new form of MM emerge that dosent use the standared 3 2 1 pet layout perhaps a MM witha smaller in number but sronger pets would be a posability or a more horde type MM where summons are week and some what gineric (eg imps, zombies etc etc) but can be summoned quicker and in greater numbers.

    [/ QUOTE ]
    I think the best thing Mastermind players can hope for is that each side gets a new non-epic archetype in some future patch, and that the hero-side one uses henchmen sets (like MMs do) - if that happened, making it two archetypes in the whole game that used henchmen powersets, then the chances of a new henchman set being added would increase significantly.
  19. I like your suggestion for raising the damage cap.

    I also love your idea for mag2 mez protection on nova form, mainly because it would cut out the stupidly short duration mez detoggles on things like Carnie ranged attacks (sleep), Rikti blasts (stun) and Freak/Crey electric attacks (Sleep) - BUT I don't think the Devs would ever add that. I think the best we can hope for is that the Devs one day code it so that toggles are suppressed but not detoggled by hold/stun/sleep - either that or make nova form an instant activation (that alone would remove a lot of the hassle for me).

    The human form toggles I could perhaps see getting limited mez protection - maybe mag2 sleep on the S/L shield, mag2 stun on the next, and mag2 hold on the last (or maybe mag1 to sleep/stun on S/L, mag1 to sleep/hold on next and then mag1 to hold/stun on the last /shrug) - just to make them worth taking. Although I much prefer Shannon's idea of making them passives - maybe the Devs would have to reduce the resistance on them in this case (because I don't think passives can be suppressed by controls - there's no precedent for it), but I think more PBs especially and maybe WS's too would take them if they were passives.

    As for holding aggro in dwarf, what I would really like to see is a damage/taunt aura added to both dwarfs as an additional in-form power (probably as a toggle, not a passive) - perhaps a -def debuff aura with very minor energy damage on White Dwarf and a -spd/-rech debuff aura with minor neg energy damage on Black Dwarf - the Devs could disallow damage-slotting of them if they wanted, but allowing Acc and Taunt slotting in combination with the threat rating of dwarf would make it a lot easier to hold aggro on groups (for Black Dwarf especially).

    As for the inherent, they really need to give buffs to the group as much (perhaps even instead of) buffing the Kheldian. I would suggest:

    Cosmic Balance: for as long as they stay within 60ft of the Peacebringer, each stalker/brute/scrapper/blaster/soldier/widow/warshade gains a bonus of +2.5% global recharge multiplied by team size, while each defender/corruptor/mastermind/tanker/dominator/controller/peacebringer gains a bonus of +2.5% defence (all) multiplied by team size

    Dark Sustenance: for as long as they stay within 60ft of the Warshade, each stalker/brute/scrapper/blaster/soldier/widow/warshade gains a bonus of +2.5% global damage multiplied by team size, while each defender/corruptor/mastermind/tanker/dominator/controller/peacebringer gains a bonus of +5% resist (all) multiplied by team size

    I love the idea of Kheldians getting mez protection for each team member nearby, but I think it would make them too strong unless it was set low like 0.5mag to just hold, stun & sleep for each team member, and only in human form so if you got detoggled from nova you might still have a chance to contribute in human form. If Kheldians didn't get the inherent team-based bonuses I've described above then they could get this mez protection boost instead.
  20. [ QUOTE ]
    I think if we’d had a villain base where we needed less teleporters we never have had a base this big.

    [/ QUOTE ]Yeah, as you can see from both my bases earlier in the thread (both on smallest plot) this makes a huge difference. I've done my best to make it atmospheric, but my hero base still feels like a teleport waystation more than a base, while the villain one feels like a base that just happens to have teleporters in it.

    I really wish the Devs would add teleporters that take more than 2 beacons. Maybe one the same size as the existing teleporters that takes 4 beacons but costs more prestige/power/energy/salvage - but my main wish would be a single unit of raid teleporter size that could take unlimited beacons and still fit in the 3x4 teleport room.
  21. Neither does Web Coccoon (Black Scorpion's Mace Mastery patron hold).
  22. [ QUOTE ]
    in other words no MM set is going to be easy to implement.

    [/ QUOTE ]
    Pretty much. If other sets are easier to make and will be used by more archetypes (so more players get to experience them) then why would the Devs make a new MM set? It sucks, but there it is.

    [ QUOTE ]
    But they are/we're working on new sets Daemons were mentioned at one point as was something else but i cant remember what so would expect them to get some kind of new primary but there not gonna benefit as much from power-set purification as other ATs

    [/ QUOTE ]
    I remember various Devs (Positron and Statesman mainly) tossing ideas around, but no actual commitments. Unless memory fails me only pirates and carnies were mentioned by devs - demons and elementals are just perennially popular player suggestions. Also priorities change - you can't hold the Devs to anything they said before Cryptic sold the game to NC and especially not to anything Statesman ever said. Back before I started playing in I5 he confirmed names of epic archetypes that would be in the game eventually, one of which has since been taken off the table (Avilans - we got wings as costume pieces instead) while the rest are still in limbo (Blood of the Black Stream, Incarnates) and may never appear.

    Sure, the Devs occasionally mention things they'd like to work on, but powerset-wise the only recent thing I can recall is that Shields are next and after that probably a "Blast" set (which we've all convinced ourselves will be Dual Pistols), then maybe a new "Control" set. I'm not sure we can have expectations past that as we probably won't get more than 1 new powerset every 2-3 issues, based on past experience. Sure, the Dev team is being expanded, but the "powers" department (i.e. Castle's area) are probably going to be kept very busy by powerset proliferation.
  23. [ QUOTE ]
    Small QoL suggestion... while most people put level and archetype in their LFT broadcasts, this is not universal.

    So it would be nice if they would add 'Character Info' to the name link menu.

    [/ QUOTE ]
    Nice idea. /signed
  24. [ QUOTE ]
    [ QUOTE ]
    I figure it's probably just damage that wakes mobs from sleep/fear, but I'm not positive if anything else is flagged to do it as well.

    [/ QUOTE ]Knockback/up and healing do at least.

    [/ QUOTE ]
    Interesting. I've seen Tsoo Sorcerer's waking up other Tsoo from sleep with their heal, but I knew that was because O2 Boost gives sleep protection. Haven't really observed it much elsewhere, but then my Mind/Psi is only L30 and I haven't played him that much lately.

    If it is all heals then I guess it could get messy if my dom used Mass Hypnosis on a Rikti spawn and one of the Guardians didn't get slept
  25. [ QUOTE ]
    I put it into radiation infection, just a quick test on a grey mob I couldnt see any feedback from the healing done which is where I usually see procs in AoE happening. How can I confirm its working?

    [/ QUOTE ]
    I have it in Rad Infection on my corruptor and Slash on my scrapper and I get feedback on the healing channel for both when the -res applies, so you should too.

    Admittedly I put those procs in when the debuff was guaranteed to last as long as the mob lived, after it proc'd, but now that it only lasts 10secs after proccing I'm not sure it's really worth having in single target attacks over a damage proc, and maybe not in AEs either (though I'll probably still keep it in RI - not like it's taking up slots I'd be doing anything else with).