Montaugh

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  1. I am shocked where are all the fullmoon fans..

    Ok.. lets see

    Puppet Master: I, II, III, IV, V.. Curse of the, Legacy, Retro, Axis of Evil

    Dollman
    Demonic Toys
    Demonic Toys vs puppetmaster
    Demonic toys vs dollman
    Subspecies I, II, III and VI
    Trancers: I, II, III, IV, V
    Robot Jox: 1 and 2
    and pretty much anything else put out by fullmoon..

    Project X (didn't see it listed may have missed it)

    Now for the Stephen king movies..
    Cujo
    It
    Pet Cemetery
    Carrie
    Firestarter

    Now for monster movies..
    The Fly (original and remake and all sequels of the original and remakes)
    Godzilla just watch all of them way too many to actually list
    Rodan
    Mothra
    Gamera

    Please tell me that you have seen the classic monster movies..
    Dracula, wolfman, Creature from the black lagoon, the mummy, Frankenstein..
    That's all I can think of at the moment
  2. I'm not sure how I feel about impact's bonus damage. On a troller its either going to be too much or too little as it will most likely be in addition to contained damage. For AV fights its largely irrevelevant as you most likely won't be holding squat for any length of time.. and if its being applied because it prevents the knockback in those powers from working why isn't it being applied to every power that does knockback when the knockback/knockup is prevented.

    On a dominator impact is also iffy as you still don't need either Lift or Propel as they will be even weaker because they are not going to be doing bonus damage ontop of bonus containment damage like a controller's version will be doing.

    Mind and gravity are the only sets where you are not able to take the single target hold at character creation. Allowing that would change would be nice as players could then skip Crush and Lift if they so chose.

    Overall as currently stated this does nothing to improve the control of the set which is at least something that many players wish to see improved on both Controllers and on Dominators.
  3. I thought about brutes and what made fury generate so fast and just so good to play. Fury is broken up into two parts.. attack generating fury and being attacked generating fury. Everything is all about the brute a selfish sort of AT, he's not concerned with protection of a team but increasing his own power.

    Now a tanker is more about protecting a team, but they also rise to the challenge of what is thrown at them. In terms of power they do less damage then a brute but are debuffing resistance stripping away at at the defenses of whatever it is they are fighting, so that everyone else does better against that foe.

    Expand on what the tanker is doing.
    Apply bruising to every single target melee power. This represent stripping away the defenses of a harder target. Let the effects stack. This allows multiple tankers to each add to a team by making a singular strong foe go down easier. By restricting it to single target melee powers only you reduce the impact this would have on farming potential.
    Reasoning.. Multiple scrappers, stalkers and brutes all get to do their things, but two tankers attacking the same target are not adding anything. This leads to an issue either real or perceived that multiple tankers on a team beyond one are a waste.

    Expand Taunt. Scrappers confront works on 1 target, brute's taught hits 5 targets. Let Tanker's taunt 10 targets. Expand gauntlet to 7 mobs rather then 5 mobs are effected by gauntlet. This means that a tanker is more likely able to get closer to the taunt cap faster then the other ATs as well as gives them the ability to pull it away.
    Reasoning.. It just makes it easier to fall into the tanker's role of crowd control through taunt and defenses by a natural extension of just playing the AT.

    Expand defenses/gauntlet.. Apply a -acc and -damage effect onto gauntlet so it expands on the thoughts that a tanker is protecting their team better while also reducing incoming damage for themselves and everyone teaming with them.

    Reasoning: This flattens tankers out a bit in terms of defense(defense and resistances), as well as scaling them for team play, multiple tankers being on a team, as well as stacking even better with the buff/debuff ATs then their other melee counterparts. It adds them more clearly into a support sort of role rather then seen as a weakest melee damage dealer role.

    Overall I think that these changes to the Tanker would make for an even more interesting character to play then it already is.
    It provides gameplay on multiple levels allowing someone to go out full out on the damage/defense aspects or to play around with the debuffing/control aspects of the AT and everything in between.
  4. Montaugh

    Comic Relief

    For the comic releif I would step away from costume peice and see if you could set up a system for alternate death animations.. rather then just falling over you could do a varity of effects from the humorous like turning someone into a chicken via a beam rifle, to the awesome leaving a pile of ash behind rather then a defeated foe, or a flash of light like they were teleported away.

    This would allow for comic features (like an april first event where everything defeated turns into a box.. that leads to either a reward or a fist popping out of the box something along those lines), to actual features that could be used to futher customization of powers.

    In terms of comical parts for the meer sake of comical parts.. I think it would take away from the game personally to see people running around smacking foes with a carp, or fencing with swordfish and things of that nature. The joke would be like the old Wassup comercials. funny at first and annoying after a while when you sobered up.

    Once added you couldn't really remove them so I think they would wear thin quickly.
  5. I would like to see themed content as well, but I don't think it will work.
    We have too many origins to make it a realistic design goal. While some of them already exist, others like mutant end rather quickly once the character is done dealing with The Outcasts. There are no actual mutant groups after the outcasts.. everything beyond them are either tech or more then likely science.

    The devs are also under time and money constraints on the art side of things just in costume piece design they must be in similiar constraints for the story design.. which needs to deal with Who Will Die, zone revamps, new zone additions, incarnate storyline(s), and new TF's and SF's for players to run, as well as new arcs in general.

    I think that the AE is our only answer for getting themed content like this, without having to lose in other areas (new zones, revamps, TF/SF's). Its something that is left up to the players to solve using the tools we have available to us. We can do this far easier (and most likely faster) then the devs can because we simply have the numbers on our side.

    It could be interesting to get a group of AE builders together, design an overall group(s) and take the character(s) on an adventure from level 1-50 all dealing with a specific theme.
  6. hmm I'd have to go with three powersets that I absolutely love...

    First is Gravity Control. I've been playing with gravity control for a very very long time now. As much as the set can annoy the heck out of me at times I just love the set, I love the visuals of the set, the powers and I really like Siggy best pet ever. It could use some tweeking but its a decent set overall.

    Second would be Kinetics. I was playing kinetics when it was actually a poor and misunderstood set... yes at one time kinetics was seen as a poor set. For me kinetics all comes down to two powers... Transference and Transfusion. These powers to me are the best powers not only of the set but in the game. Who doesn't want endless end, and a crazy amount of healing on top of that. Every other power in the set is also really good as well these days. Its a fun set overall the meshes well with most things be they team or solo.

    Finally.. Elec Armor. I fell in love with this armor set and I think its one of the best designed armor sets in the game. It has tons of resistances but still has room to grow when on a team. It offers no defenses but has a really good heal and regeneration powers that make up for it. It has power sink which makes end issue go away. Its tier 9 fills the only hole that the set has which is Toxic leaving the set with no actual weakness. Its just an all around good set that gets better with teaming as it can't really self cap itself outside of the tier 9 and elec resistances.. no matter the buff +defense, +resistance, +damage, +acc, +end recover, +damage, +Hit Points.. you make the set better while still being an amazing set for solo play.
  7. Montaugh

    Dark control!

    Quote:
    Originally Posted by ketch View Post
    Oh lord no... Gravity/Dark Affinity could bring two phases to the table. What have you done devs? WHAT HAVE YOU DONE?
    mwhahah.. just imagine that with a high recharge build. My Grav/kin without using Siphon Speed already has 'perma' Dim shift. I can shift a group immidately after they are unphased or apply a second phase ontop of something that isn't already phased.. every 30 seconds or so I can drop Dim Shift if I choose.
  8. I'm quite happy. I got a reward token finally and I didn't need to wait until the end of december as I feared I would. I'm sure in a few days I'll have my paragon points, not worried about the sale going on.. grabbed what I wanted. Best of luck to the rest of you though.
  9. I'm definately interested in the martial arts super pack and will most likely pick it up. I've held off on buying costume sets in the hopes that something like this would come out. It was something I wasn't able to purchase under the old system do to not having a credit card, but with my monthly stipend I'll definately be picking it up.

    Xp boosters very cool item.. may pick one up for my blaster.
    I think I'll set aside 200 points to consumables. Get an xp booster, a windfall, and an couple of duel insp.
  10. Quote:
    Originally Posted by Energizing_Ion View Post
    I put in a support ticket and they basically said that due to an error in the system, any accounts that were made before CoH went live (4/28/2004) were credited 1 extra token more than they should have...and now that the error is fixed I should be receiving a token next month.

    I could copy and paste what they said but...*shrugs*

    Basically some error with "old" accounts (that were made before CoH went live; which mine was), it's been fixed and everything should be fine come December.
    Ok I think I can see the logic.. and boy is it confusing.. I dropped a timecard back in august. So I'm paid up for august and september.. august is counted for the old system, september is under the new system. I get my september token early rather then getting it at the end of october when the month is up. I also get an extra token. I drop another timecard in october so this november I should have gotten a token, but I had already gotten my token do to an error back in september. The second half of my timecard kicks in and come december 27thish I should be all set.

    Gah that's a long wait but it makes sense.
  11. I've gotten points and server transfers so I'm not worried about those.. but I've not gotten any reward tokens since freedom launched.

    This prob could have gone over smoother with an idea on when you should be rewarded your next reward token. Under the old system I could see the day that I would have earned by next reward if I continued to subscribe to the game... or at least view the rewards coming up if you used a timecard and/or bought additional playtime in advance so that you know when something was coming.

    Right now I can't tell until after the fact so I don't know if something is screwy somewhere as I've no indication of what should have been awarded when.. just an idea that something should have been awarded but wasn't/hasn't been rewarded yet for something reason.
  12. The kid looks ok for ender.. the description of the movie is so not like the books though.
  13. I say.. embrace the chaos. Make a new defender a Forcefields/Energy. Buff and blast away. Just have fun and go all out on the knockback.
  14. Quote:
    Originally Posted by Arcanaville View Post
    > It is pitch black. Your character is likely to be eaten by a grue.
    http://www.youtube.com/watch?v=4nigRT2KmCE
  15. You're not the only one. The paragon points I'm fine with waiting for to get when I get them as I know I'll get them. I've also gotten my server transfers are normal.

    The reward tokens though are a whole other beast as I've not gotten a reward token at all since freedom launched. I should have gotten at least one by now.
  16. When you file a bug you can also select an option to give feedback. I sometimes use that to let them know if I like something and why, or if I didn't like something and why.

    I do like the idea of surveys in the market though.
  17. Sparky would be nice if it behaved like other pets in the game. Buffable, targetable, didn't dump all the argo it generated onto the character using it. It would be a much better pet if it simply behaved like a pet. Then Elec would trade potential survival for additional burst damage and with a quick recharge Sparky could be up as soon as it was destroyed.

    Elec blast really suffers from the dot effect of short circuit and Ball Lightning, in area attacks. No matter how fast you recharge those powers the duration to do its actual damage never changes so there is a lot of wasted damage as the target is already dead but doesn't know it yet. Its made worse because you just don't have the time to wait until your target is dead so you have to shoot them again while the dot is still ongoing and waste an attack. This especially happens often on a team situtation, its not you wasting the attack but a team member that is wasting their attacks. That is not unique to Elec blast but to long duration Dot Effects in general.

    Elec/Fire yes it has great damage on paper. In reality the damage is hindered not only by the dot effect, but it is also hindered by the animation times of the attacks themselves. Combust, Short Circuit, Fire Sword Circle, and Ball lightning take about 10 seconds to fire off, this is not including the time it takes for the DOT damage to play out. Other sets will easily outstrip your damage in the same amount of time. I have a level 50 elec/fire/elec and elec/fire/Fire on the other build. Late game the only thing it was really great at was AE farming as I can use insp to cap well everything.. you just don't do enough ranged damage otherwise and have such slowly animating powers that you end up using Charged Bolt, Lightning Bolt and Ball Lightning the majority of the time on a team. Good on paper not so good in reality. The higher in level you get the worse the overall build becomes.. it is nice in the low levels though but by 30 it really starts to show its weaknesses and flaws and in the 40's becomes an interesting means to kill yourself as you blow yourself up wiping out that group of nemesis robots..

    I like elec, I think it has some serious flaws which are shared with other sets ingeneral (dot damage, low damage mez, pet that is not a pet, animation times ect), but it can still be a fun set and is a great concept set. Short Circuit is also one of the cooler looking powers in the game as well.
  18. Paranoia Online: All the players are against each other. The computer is against the players. While it could be fun, the game would be over in 30 minutes.. tops. So it would be build by very sadistic devs that just wanted to mess with players. Heals are green.. everyone starts out as Red security clearence.. hehe

    I was once killed by M&M's at a con by playing Paranoia. I didn't have the clearence for the yellow M&M's.. So I then turned around and shot their character for being a traitor to friend computer... then planted the evidence that they were a traitor to friend computer.

    I can not beleive that someone didn't already say Paranoia online...
  19. I think can understand what he means.. Croat would be a good example of it.

    If I recall right the entire zone was build with the idea as a testing ground of new technologies in mission telling. They had all these new ways to tell stories in missions so they used Croat to let them do so. But Croat as a zone is pretty much not needed in the greater storytelling of CoH's meta arc. It exists for a speciifc level and things there are only refered to within that zone.. I think that there is even only 1 meantion of it outside of the zone in the form of a badge, other then reusing the assests for the valentine event in pocket D. They could remove the zone and few would even know that it was removed as it has no real effect on the overall continuity of the game's story as a whole. Croat exists to show off the mission tech of that time.

    Later zones like Faultline, and the Rikti warzone were build with the technologies that were introduced in Croat as well as additional tech but those zones added to the overall continuity of the game's storyarcs. Built upon and expanded on what already existed just did it in a better means to tell the story in a more compelling way. The tech exists and was used tell a more compelling story.

    Use the tech to tell a compelling story.. don't use the story to just show off the tech. If that makes any sense.
  20. I don't think its underrated, I think that CoH's gameplay has devolved from its original taticalish designs to such a meleer, AOE, Buff/debuff love fest that certain powers moves counter to the game that the players play verses the way it was originally meant to be played.

    Look at how little the impact that control as a whole has and keeps having in later designs, its not just knockback but control effects on a whole which are diminished and move counter to the ways that player play the game while teaming. Even in this very thread people were talking about improper use of immobilization, other threads talk about improper use of phase powers, and this one was about knockback being underrated/hated when used "improperly".

    Players like Buff/debuff effects because they are additive to every style of gameplay. They only make the whatever character that the character is using better, they make whatever foes they are fighting worse. The only exceptions might be stealth effects and +speed effects. (note that players hate debuff effects when used against them as it changes the rules in how the game works)

    Most everyone likes control when they are in control of it and dislikes control when someone else has control of it. 'You' see the right way to use these powers and everyone that moves counter to how 'you' use these powers is using them wrong. ((you as a general you, not any specific person in this thread)) You know how to use knockback, that player doesn't. You know how to use an aoe immob, that other player doesn't have a clue and is messing everything up. Ironically control is just as much about controlling how someone else plays the game as it is about controlling the mobs themselves.

    Players hate being told how to play the game in a specific way, especially when that way is counter to their current playstyle.. this is what control powers ultimately do. They tell you how the game is going to be played regardless of how you play the game. You phase out a group.. no we're not fighting them at the moment. You teleport a group.. we're fighting over there. You scatter a group.. no AOE goodness for you. You immob a scattered group.. single target powers HO. You disorient a group.. look at those drunk mobs go.. and so on. Players dislike loss of control and things not behaving the way that they typically do.
  21. Montaugh

    You must die!

    Someone comes from the future and says the entire world/galaxy/universe is destroyed or in a very poor state... They show you proof... and they say it's all your fault... so you must die!

    Do you allow yourself to be killed?
    Hell no I don't allow myself to be killed.. well easily. I would put up a fight and knowing what is on the line.. ie my life I wouldn't stop fighting until I physically couldn't stop fighting.

    If you stop them from killing you do you try to make it so that future doesn't happen?
    The time traveller screwed up by telling me that I would cause a lot of hardship.. and showed me proof but no matter what road I take eventually I will always be subconciously going towards that singular moment. They have set my life upon a road that I can't ever stop..

    I'm caught inside of a Schrödinger's cat paradox. No matter the choices I make in life.. eventually the box needs to be opened and when it is opened the cat is dead, as long as the box remains shut the cat has a chance at life...but we all eventually open that box to see if the cat is alive.

    Basically my curisoity would damn us all because I have to open that box.. maybe not today, or 10 years from now but eventually I will sneak a peek inside of the box and bring about the end of us.

    It wouldn't be out of malice, greed, evilness, it would simple be my curisoity that would one day get the better of me.


    If not do you become villainous and hedonistic and stop caring, stop following the rules, and start criminal/villainous activities
    No. I would still be me. I wouldn't break into banks, harm/kill/steal from others. I would just go about living my life as best as I could knowing the future that awaits for me.
  22. The other competition was listed under free. My guess is that when they decided the game nominations CoH was in between transitions from sub and free to play.

    Next year it may appear.
  23. .. am I the only one that would be smart enough to get a second job flipping burgers 6 or so hours a week to support my gaming habit?

    But characters... One slot would be continually rotating so I would always have something fresh to play. The other slot would be the character that I liked the the most from the two characters I could play. I would get both up to 50 and then delete the least liked character and bring up a new character to 50.

    I wouldn't limit myself to two characters.. just make do with the two slots that I could play with.

    Also I would save costumes and backgrounds of the deleted character incase down the road I wanted to play them again.