Malin0001

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  1. Quote:
    Originally Posted by ZephyrWind View Post
    Are you using the NC Soft launcher or the old CoH launcher?
    Quote:
    Originally Posted by ZephyrWind View Post
    There's also a post around somewhere that says how to modify the new updated to auto-launch CoH if that's your only game so you don't actually have to go to the thrice-damned NCSoft Launcher and pick CoH.

    I'll see if I can find it...

    edit: Here's the link to the mandatory nature of the launcher (scroll down to #6), still looking for the customization link:

    http://www.cityofheroes.com/news/new..._launcher.html


    Frankly this sucks since this means i have to use up space for something i don't need no mater how small it is.

    Actualy im not useing any updater outside of the one that comes with the game all the way back from when coh first came out.

    On a side not about 15-20 min ago it finaly updated.
  2. Quote:
    Originally Posted by ZephyrWind View Post
    Are you using the NC Soft launcher or the old CoH launcher?
    I'm using the old updater since i don't need the NC Soft launcher for one game. Shouldn't mater witch i use though since they both do the same thing from the same on-line sources
  3. Im haveing the same problem. I try to run the game and it says I have the wrong version. I run the updater but it says im ok. Verifying the files dosnt work also.
  4. Malin0001

    My Brute 2

    Quote:
    Originally Posted by ultrawatt View Post
    Um, seems to me you have become confused as this a problem relating to your understanding of the attack mechanics. As far as i know there is no such this has an "accuracy check" in the same sense as a "to hit check."
    I'm not sure where to start so... "requires a tohit check" basically means a power can miss. and it uses this formula to figure out if it will miss or not: (from the wiki)

    HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) )

    * BaseHitChance is what the attack's chance of hitting would be if there were no modifiers at all – no Enhancements, no buffs, no level differences, nothing
    * ToHitMods is the sum of all ToHit buffs and debuffs (the debuffs will be negative)
    * DefMods is the sum of all relevant Defense buffs and debuffs (ditto)
    * AccMods is the product of all Accuracy multipliers
    * Clamp(x) limits x to the range of 5% to 95%

    ToHitMods and DefMods are 0 by default. AccMods defaults to 1.


    BaseHitChance for players is ALWAYS 75% unless modified by the purple patch.
    ToHitMods These comes from powers like Tactics, rage/build ups, and yellow insp. Enhancements and set bonus NEVER do this (except for this Kismet: Accuracy, which actually is Tohit not accuracy)
    DefMods pretty simple, any def or def debuffs the target has on them
    AccMods Now, this is almost ALWAYS from enhancements and sets.
    HitChance For final chance you have of hitting your target. You want this at 95% (at which point you still have a 5% chance to miss your target) as often as possible.

    Now whats different from Accurate Healing/tohit/debuff sets and Normal Healing/tohit/debuff sets is that the Accurate Healing/tohit/debuff sets will give you AccMods, often at the result of a loss of the other stats. And of course, they can only be used in powers that "require a tohit check," i.e. powers that can miss.

    One important thing to take note of is that in Mids where is says all the stats for a power (dmg, rech, end cost, etc) it will say accuracy. THAT IS NOT ACTUALLY ACCURACY, its actually for HitChance. It's even more wrong because it doesn't cap at 95% it might say a power has 200% but its still only 95% HitChance.
    So if i understand this right:
    If i go with the accurate to hit debuff this will kill the AccMods of the formula and the to hit will debuff the final total end product (HitChance)

    So the formula would be this:

    HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) )

    HitChance = SO's stoled x (75+Tactics, rage/build ups, and yellow insp- targets total defense values for a particular attack)

    With this in mind would it be better to use hit chance debuffs then accuracy to hit debuffs?
  5. Quote:
    Originally Posted by Atilla_The_Pun View Post
    Or just set it up so that the only one who has to hit the Raid Teleporter is the League leader.

    That way the SG builders don't get mad (even though stuff sells for the same Prestige cost you bought it for) because the goodies still work.
    Out side of a raid anything in the base cant be attacked. So even if i did bring in 31 hero's to a vill side base they couldn't damage anything anyway. Beyond that while this would fix people getting in originally it wouldn't if someone died and hit the hospital button.
  6. Malin0001

    My Brute 2

    Quote:
    Originally Posted by MayorOfAngrytown View Post
    "Accurate" sets are for powers that require a to-hit check to function, heals like Dark Regeneration and to-hit debuffs like your dark melee attacks, for example.

    Sets without the word "Accurate" in them can be used in powers that don't require a to-hit check. I know there are some of these for to-hit debuffs, but don't know what they are. Healing sets make it easier to understand since the phrase "to hit" doesn't appear twice:

    Accurate Healing: Dark Regeneration, <the dark misama heal>, etc
    Healing: pretty much any heal, regen, or +hp power. (Energize, Healing Flames, etc)
    If I slot for to hit will it also lower the chance for accuracy check ones too or just to hit ones?
  7. Malin0001

    My Brute 2

    Quote:
    Originally Posted by Amy_Amp View Post
    Accurate meaning it needs to hit to be applied.
    So acculturate means theres a acc check and the to hit doesn't?

    Quote:
    Originally Posted by Infini View Post
    For reference:
    Thanks Ill take a better look at it once i get some sleep. The only question i have from my quick glance is why did you get Leviathan Mastery for epic set?

    Quote:
    Originally Posted by Amir View Post
    I would get rid of elude and maneuvers. I was bored, so I made a build form yours:
    |-------------------------------------------------------------------|
    I can understand getting rid maneuvers since its only +3-10% but why get hover, why get rid of of elude? Another thing is why slot boxing but not slot it?
  8. Quote:
    Originally Posted by Xenophage View Post
    in the LFG there is the rejoin button :P or they could make something similar for CoP
    Anything that keeps people from having to use the mission transporter in base would work even if they made a con in some co-op area
  9. Malin0001

    My ss/wp brute

    Quote:
    Originally Posted by TheBruteSquad View Post
    I kept Flight and Resurgence because Malin had them. Yes, combat jumping is a much better choice than resurgence most of the time. That's actually fairly close to the build I use for my stone/wp, defense level wise. Just off the glad +3%, which I could buy any time but haven't really seen the need to especially since the incarnate stuff has come out.

    I literally have SO builds that do as well as any of my multi-billion inf builds in the end game because of the way autohit. -regen, high damage, and high to hit in the trials guts them. And I don't see that changing in future trials ("Ok guys, the next trials will go back to being able to be soloed by a softcapped ss/fa, mind/fire, or a katana/wp again. Sorry for the panic of needing a team in I20!").

    That's a tangent, though. If you're not in love with Resurgence and Flight I'd recommend Mauk's adjustments in a heartbeat.

    Originally i put in those 2 powers because i had nothing else to put there and there good to have in general. That being said i don't care if there there or not since i can always make a Revive or buy a jet pack from a render for 10k
  10. Malin0001

    My Brute 2

    I'm starting a new brute under the idea that my primary power debuff's my foes ACC and my secondary powers is total +def. To that end im going to use the alpha Muscular Core Paragon, and the interface Diamagnetic Core Flawless Interface.

    On a side note i was wondering whats the difference between Accurate to-hit debuff and to hit debuff. To me they sound like they do the same thing

    This is the powers I'm thinking of getting. Need feedback on build and what would be best to slot it as.


    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Smite -- Empty(A), Empty(3), Empty(11), Empty(36), Empty(37), Empty(40)
    Level 1: Focused Fighting -- Empty(A), Empty(5), Empty(15), Empty(45), Empty(45), Empty(45)
    Level 2: Shadow Maul -- Empty(A), Empty(3), Empty(11), Empty(36), Empty(37), Empty(40)
    Level 4: Focused Senses -- Empty(A), Empty(5), Empty(15), Empty(48), Empty(48)
    Level 6: Touch of Fear -- Empty(A), Empty(7), Empty(7), Empty(36), Empty(50), Empty(50)
    Level 8: Siphon Life -- Empty(A), Empty(9), Empty(9), Empty(23), Empty(23), Empty(37)
    Level 10: Practiced Brawler -- Empty(A)
    Level 12: Agile -- Empty(A), Empty(13), Empty(13), Empty(46), Empty(46), Empty(46)
    Level 14: Fly -- Empty(A)
    Level 16: Dodge -- Empty(A), Empty(17), Empty(17)
    Level 18: Dark Consumption -- Empty(A), Empty(19), Empty(19), Empty(40), Empty(42), Empty(42)
    Level 20: Evasion -- Empty(A), Empty(21), Empty(21)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Empty(A), Empty(25), Empty(25)
    Level 26: Soul Drain -- Empty(A), Empty(27), Empty(27), Empty(31), Empty(34), Empty(43)
    Level 28: Lucky -- Empty(A), Empty(29), Empty(29)
    Level 30: Weave -- Empty(A), Empty(31), Empty(31)
    Level 32: Midnight Grasp -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
    Level 35: Quickness -- Empty(A)
    Level 38: Elude -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-EndRdx/Rchg(39), LkGmblr-Rchg+(39)
    Level 41: Superior Conditioning -- Empty(A), Empty(42)
    Level 44: Physical Perfection -- Empty(A)
    Level 47: Focused Accuracy -- Empty(A), Empty(48)
    Level 49: Maneuvers -- Empty(A), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A), Empty(43), Empty(43)
    Level 4: Ninja Run
  11. Quote:
    Originally Posted by Xenophage View Post
    hence my point... it should Que like BAF, so you get the team to gether the leader clicks the portal and a "enter" button comes up for all members like it does when you got to enter BAF or Lambada so basically you get the team together you enter your base click the portal and every one gets an enter button causing them to enter the trial
    The only way this would work is if the was a hospital in the mis and if I'm reading my info right there isn't. Without this players would be tp'ed out of the mis.
  12. Malin0001

    My ss/wp brute

    Quote:
    Originally Posted by TheBruteSquad View Post
    Well, this is missing your pretty purples but should be a solid enough starting point for a generalist well rounded brute.

    - Smash, lethal, energy, and negative energy defense are all 38%. Pop a small purple whenever you feel like softcapping (with change)
    - Smash, lethal resistance is up from 33% to 55%. The Council weeps.
    - Strength of will is in the build. Thanks to your t3 Cardiac when it's running you have 86% smash/lethal resist. Which is as tough as brute granite w/tough. Which is just plain sick.
    - Global recharge is 40%. Hasten is available for times when you really want to pour on the damage.
    - I kept energy mastery. You don't have 4.61 recovery with this build (it's still 4.3!) but you don't need it. Also I used energy mastery to slot a total of four +end recovery performance shifters. That should be overkill of the highest order.
    - I only kept maneuvers. The rest of leadership wasn't really useful, even for a team.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
    The build is terrible in pvp, but if someone told you brute wp is any good in pvp to begin with they were just hoping to farm you for PvP IOs anyways. Everyone fights at range so Rise does nothing except be detoggled every time someone looks at you funny and Heightened senses defense isn't that hot. You're just a sack of hit points waiting to be farmed.

    This build is pricey, but so was the one with purples so I figure you can float it.
    The only questions i have with this build is as follows:

    1)Why get maneuvers when all it gives is a +3% as opposed to assault that gives a +10% boost? Is it because of the bonuses?

    2)Why get taunt? I never got the point of this power in both tanks or brutes. Why not hurl for another dam in my chain or even hand clap for the knock back/discriminant?
  13. Malin0001

    My ss/wp brute

    Quote:
    Originally Posted by TheBruteSquad View Post
    It's kinda a mess.

    What were your aims in putting the build together? Its defenses are low, its global recharge is low, its one good resistance (smash/lethal) is low (with tough you could have around 50%).

    Powers are six slotted for very slight bonuses (physical perfection, rise to the challenge).

    The one thing it's got going for it is a LOT of recovery, but it needs it as those leadership toggles are heavily underslotted so running them all costs a STAGGERING 2.26 end/sec to bleed off that juicy 4.61.
    mmmm I'm hoping for a pve (hoping to go into pvp to but not really) build but apparently i missed my a few light years.....As for end i have the 3 layer incarnate (working on 4th) that has the end discount so im not really wried about end
  14. Quote:
    Originally Posted by Xenophage View Post
    Why not make CoP something you can que for just like Lambda and BAF? that way if you wanted to make items for it you could just do it from your groups own Base... just make it that one member of the formed league (no matter how ya do it) has to belong to a SG with access
    Getting the team together isn't the problem. I don't mind spending the half an hour to get the 3 teams. The problem is once we do I need to get them in my base since the entrance to CoP is the Raid Teleportal in my base. So if they cant enter my base then they cant do the trial anyway.
  15. Malin0001

    My ss/wp brute

    Here is what im planing for my brute. All feed back is welcome. Thanks in advance..

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42)
    Level 1: High Pain Tolerance -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(3), Numna-Heal/EndRdx(36), Numna-Heal/EndRdx/Rchg(37), Numna-Regen/Rcvry+(42), Numna-Heal(43)
    Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(42)
    Level 4: Mind Over Body -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(15)
    Level 6: Hand Clap -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(36), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43)
    Level 8: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(15)
    Level 10: Indomitable Will -- EndRdx-I(A)
    Level 12: Fast Healing -- Heal-I(A), Heal-I(13), Heal-I(13)
    Level 14: Fly -- Flight-I(A)
    Level 16: Rise to the Challenge -- DampS-ToHitDeb(A), DampS-Rchg(17), DampS-ToHitDeb/EndRdx(17), Numna-Heal(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx(48)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(50)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Rchg(23)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(25)
    Level 26: Hurl -- Apoc-Dmg(A), Apoc-Dmg/Rchg(27), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(46), Apoc-Dam%(50)
    Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29)
    Level 30: Maneuvers -- DefBuff-I(A)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Resurgence -- RechRdx-I(A)
    Level 38: Strength of Will -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(39), ImpArm-EndRdx/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-ResDam(40), ImpArm-ResPsi(40)
    Level 41: Superior Conditioning -- EndMod-I(A)
    Level 44: Physical Perfection -- Tr'ge-Heal/Rchg(A), Tr'ge-Heal/EndRdx(45), Tr'ge-Heal/EndRdx/Rchg(45), EnManip-EndMod(45), EnManip-EndMod/Rchg(46), EnManip-Stun%(46)
    Level 47: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(50)
    Level 49: Vengeance -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc(31), Efficacy-EndMod(33)
    Level 4: Ninja Run
  16. Quote:
    Originally Posted by Memphis_Bill View Post
    Er...

    The CoP no longer gives an Item of Power.

    Wiki entry here - specifically:
    Thats interesting because according to http://paragonwiki.com/wiki/Cathedra...rial#The_Trial it displays the info like it dose. Looking closer i found that the reason was they put your quoit in the history section rather then the active section. That with what seem to be a reward section saying Alternately, players may select an Item of Power as their reward, which will also reward them with the Power Liberator/Master Thief badge. Then what is the reward for completing this??

    Quote:
    Originally Posted by Blue_Centurion View Post
    yeah, this was the one someone could door sit and be 50 in minutes? or am i thinking another exploit?
    No your correct here is the bug from http://paragonwiki.com/wiki/Cathedra...rial#The_Trial

    Original Version Exploit

    The exploit that led to the original Trial's removal enabled any member of the SG running the trial to run a delivery mission or "fedex" type mission and upon clicking the end contact, the mission would not complete but the character and team would still receive the mission completion bonus. This resulted in several people clicking their way from level 1 to level 50 in a matter of hours, and also allowed the accumulation of large amounts of prestige and influence for various SGs and players.
  17. Quote:
    Originally Posted by Wicked_Wendy View Post
    /signed

    I have the prestige and the space to set my base up to host a COP and would love to but its a small SG with 2 active members.... SO why bother?

    I've enjoyed joining COP trials and think its a shame more people can't be exposed to it do to the limitations. On Virtue we have a couple of SGs now that try to host them on a regular basis but you can't expect those people to miss out on all the new content, and powers, just to give other players a chance to run the trial.


    If I may I'd add another suggestion. As I said I enjoy the trial but you folks have this set up to award an imcarnate component but all the times I have done it I have never gotten a single shard. Not 100% certain but I am guessing this has something to do with the fact that none of the Rularuu we battle award INF, XP or drop salvage or recipes. Now the huge end bonus we get for a sucessful run more than compensates but I honestly think more people would be interested if the trial gave them a chance for rewards they can use to increase their incarnate powers. above the Penumbra of Rularuu it awards at the end. This would also make players feel better if they wind up on a failed attempt.

    Now personally I have been on a total of 2 that didn't succeed and one was a direct result of the leaders being new to the trial and no one neiong sure WHAT to do. I have been on a lot more that were a success and finished in well under 30 minutes (more like 17 or 18). But the trial allows players as low as 10 level to join and at time it can take 30-40 minutes to recruit 3 full teams. So if a trial fails a player that may have a limited amount of time to play just spent 30 minutes standing around while the trial was formed and then an HOUR trying to complete it and the end result when it fails is ... absolutely nothing to show for their time and efforts.
    Well for me the reason is that if i get a item of power i might be able to use that as a recruitment angle since like you there just rely 2 active members. As for the rest i could like to see that too.
  18. Quote:
    Originally Posted by Memphis_Bill View Post
    I agree - equality for musical instruments in all trials!

    Kidding aside, I'm surprised that didn't happen. Makes sense for it to.
    I think that since they where so busy trying to get this and the other aspect of the issue done little things like this kind of got looked over
  19. Please make it so that when a member of a super group is a lead of a team that everyone in a league can enter the base and not just the individual team there on. Also please make it that all players can enter and not just limit it to a particular morality. This way small sg's can run The Cathedral of Pain trial.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    Was just idle musing. For me, anything that makes it past level 10 is memorable enough that I'm going to remember what their powersets are.

    The only people I can see this really being useful for is those who have HUNDREDS of characters, and haven't played some of them in 3 years.

    Still not against it exactly, just not sure I see the usefulness of it.
    Well considering this tread so far I can only say that some people could use it and some don't. It would be nice to have for those such as myself who do and it wouldn't hurt those who don't.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    Umm....okay.

    I have dozens of characters, and I don't think I've EVER forgotten what power sets they have.

    I don't really have a problem with the idea I'm just wondering how many people have such a bad memory that it would be necessary.
    Cant give you an answer. But when i started the post that same question came to mind. In the previous version of the form we had a pole option. Unfortunately they removed it about 2 years ago. Though again if people do or don't want this I'm hopeful they say so and why.
  22. Malin0001

    Double exp

    I know a lot of on-line game do this so its by far not the newest idea. But ill ask anyway since i couldn't really find a similar suggestion by way for search.


    Would you ever consider adding a 12-24 hour play time double exp to the purchase menu along with the others?
  23. Quote:
    Originally Posted by Shadow State View Post
    Any change is going to require a redesign of the layout on some level, and making icons isn't necessarily hard, they can do like mids did and re-use one of the more recognizable power icons.
    Well ether way i don't care so long as there is some sort of indication for power sets
  24. Quote:
    Originally Posted by Shadow State View Post
    I'd go with another set of icons with mouse over tool tip, similar to how AT and Origin already are:
    I thought of this once but came up with 2 problems with it. A. if they did this they would have to re design the lay out so the i-cons don't overlap into the next column and B. they would have to think up and make new icons for each power set since they currently don't have one.
  25. Quote:
    Originally Posted by Auroxis View Post
    It's not about memory, it's about caring for your characters. Primary/Secondary isn't a small detail. Power-sets are among the first choices you make when you create your character, and are used throughout your character's career. They define your character.

    And my memory isn't that good.
    I like all my characters. That being said I've chosen so many power sets over the years I've been playing that they all sort of mesh together in my mind. Especially when i get home from a hard night at work.


    On a side note. I would like to ask the next person who is opposed this one question. How many characters do you have and do you remember every one of there power sets?