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Bosses in a "defeat boss" objective will not perform assigned emotes, and instead continuously do the "bring it on, watch me punch my palm" thing.
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In my experience, it depends on whether the boss has activated a power or not. If they've got a power they'll activate without provocation, such as an armor toggle, they won't go back to the designated animation, getting stuck in the fist-punch. If they don't have anything they'll activate without a target, they'll stay in the animation the creator selects. -
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A Case for Mr. Mystery
by @Mr. Mud
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Finally finished this arc, and I loved it. You've got great pacing and great twists. I also loved the ambushes in the third mission. A fantastic arc. -
I've made some pretty big changes to the second half of my arc, and I'd like to get some feedback on it.
Repeated just in case:
Arc: If At First You Don't Succeed
ID: 2894
Length: Long/Very Long (5 missions, but several missions are pretty quick)
Description: A routine arrest of an Arachnos thief uncovers a plot to cripple Paragon City! -
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give us a plane map for MA
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so I can create a "Defeat all Snakes on Plane" Mission
[/ QUOTE ]Would that be the physical plane, astral plane, causal plane, akashic plane, mental plane, messianic plane, or the buddhaic plane?
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The Cartesian plane, obviously. -
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The "vision," as you want to call it, is always changing. Whether through staff changes, finding new ways to work ideas in (or just plain ideas that come up,) ideas that look like they work one way on paper but, after some time seeing it live, are broken, or - as in the recharge bit so many are up in arms about - an elegant solution doesn't fix a problem, other solutions don't, so another that affects even more ends up being what is adopted.
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That also implies that they have a clear-cut "vision" that they could point to, which is pretty unlikely. It's far more probable that they have a general idea of how things should work, and when things don't work that way, they can point to that as a counter-example.
Rather than saying, "This power is supposed to work this way" for every combination of potential powers and enhancements and buffs and scenarios, they can simply say, "We didn't mean for it to work like that." Being exclusive instead of inclusive may upset people, but it's better than trying to be completely inclusive and inevitably failing. -
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Art Attack
by @Turkey Lurkey
Arc ID: 15379
Length: Short
Morality: Heroic
Description: Some of Paragon's most notable artists have been kidnapped! It's up to you to save them!
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Bwahaha, that was beautiful. Definitely not too inside-joke-y, I caught it all and loved it. -
Arc: If At First You Don't Succeed
ID: 2894
Length: Long/Very Long (5 missions, but several missions are pretty quick)
Description: A routine arrest of an Arachnos thief uncovers a plot to cripple Paragon City!
Right now, I'm most worried that the boss of the second mission is too powerful. Otherwise, I'm hoping it's an enjoyable arc. -
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Arc Name: Dimensional Rift Detected
Arc ID: 13685
Faction: Heroic
Creator Global/Forum Name: @EnderXncdr/Killohurtz
Difficulty Level: Medium-High. (No AVs or EBs, but the Bosses are little difficult.)
Synopsis: A rift opened up in Peregrine Island, and you are asked to investigate. Custom Critters only. Goes into Superdudes lore and yet, is part of canon. (http://www.superdudes.net)
Estimated Time to Play: About 30 minutes to an hour. First Mission is Defeat All. Second Mission is Defeat Bosses.
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Man, that was *brutal*. I really like the variety you've got going on with the group, but the combination of debuffs they've got meant I died at least once every other group, and that's on the lowest setting on my DA scrapper (Tar Patch plus the already devastating DM/Nin minions absolutely murdered me). I think if you toned down the difficulty of the debuff sets, it'd be much better.
Otherwise, it's nice. The design of the enemies are really cool, and I'd like to see them more.
Since I've made some pretty big tweaks to it, I'm resubmitting my arc.
Arc Name: If At First You Don't Succeed
Arc ID: 2894
Faction: Hero
Creator Global: @Recharged
Difficulty Level: Low to Medium (the two custom bosses can hit hard, but the rest is standard enemy groups)
Synopsis: A routine mission to stop an Arachnos thief uncovers a mad plot to cripple Paragon City!
Estimated Time to Play: 30 minutes to an hour. Five missions, but none too long, and only one Defeat All -
Arc Name: If At First You Don't Succeed
Arc ID: 2894
Faction: Hero
Creator Global/Forum Name: NeverDark
Difficulty Level: Low to Medium
Synopsis: A routine mission to stop an Arachnos thief uncovers a mad plot to cripple Paragon City!
Estimated Time to Play: 30 minutes to an hour. Five missions, but all pretty short, and only one Defeat All.
Link to More Details or Feedback: If At First You Don't Succeed -
Thanks for the help, mist. I knew there was something quirky with that last mission. All the confusing dialogue has been tweaked, and I added a few statements to better foreshadow Trucco's plans.
And I'll second the comments on your Sentai arc. It's absolutely brilliant, despite the minor spelling errors (Creytech medical gear used for efficiency). A definite five stars. -
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Mission:
"Don't rain on my parade!"
Arc ID: 4754
Length: Short
Missions: 1
Genre: Humor
Description: Arachnos had staged a devious kidnapping to disrupt the 23rd annual Freedom Phalanx Parade! Do you have what it takes to save the day?
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Just finished it, and it's pretty clever. I really like the costume designs, especially on the Destroyer, and you've got some clever dialogue going on with the hostages. The only thing I think it needs is a dastardly villain at the head of the raid, plotting to end the club and cripple the Phalanx's morale. Otherwise, a solid four stars.
Arc:
'If At First You Don't Succeed'
Arc ID: 2894
Length: Very Long (though not really)
Missions: 5 (but quick missions)
Description: A routine mission to stop an Arachnos thief uncovers a mad plot to cripple Paragon City! -
Since it hasn't been addressed yet:
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So basically, this proposal would decrease the efficiency of To Hit Buffs? ( I am not very great at maths )
If To Hit Buffs really get lowered i am concerned that i will have a very very hard time when fighting enemies that heavily use To Hit Debuffs. Nerva Spectral Demons and stuff like that are a real pita once you are debuffed. The only char i have who seem to hit them reliably is my SS tanker with Rage on.
I find it really irritating that my scrapper attacks that are slotted with 3 Acc SOs simply cannot overcome To Hit Debuffs while my tanker is nailing them just fine with only Rage and 21% global IO accuracy running.
If To Hit Buffs are to get nerfed then i strongly suggest that To Hit Debuffs potency also be looked at.
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No, your ability to hit PvE enemies would not be hindered in any way (unless the devs decide to change particular enemies' protection from Defense to Elusivity). It only affects players (again, assuming the devs give players only Elusivity), meaning that it becomes harder for enemies and players to strip away things like SR or Ice Armor with debuffs or toHit buffs.
In essence, it's a PvP buff that happens to buff players in PvE too. -
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An interesting idea -- and I believe I do remember the initial incarnation when it was Elusivity. My first thought is that it's a step in the wrong direction: the chance tohit formula is already too convoluted and confusing. I'm sure you know better than most how many people have gotten ToHit buffs and Accuracy buffs mixed up. The mathematical benefits and balance benefits aside, introducing two different ways to avoid being hit is likely to cause every bit as much confusion as having two different ways to make yourself more accurate.
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Actually, part of the beauty of this solution (and most of the reason I like it) is that Anti-accuracy (is that what we're calling it now? I liked Elusivity better) makes sense, both mathematically and intuitively. If you have 66% Anti-accuracy, you get hit 66% less often. Period. End of discussion.
By contrast, if you have 33% Defense (since Anti-accuracy and Defense work on a 2-to-1 scale like Resistance), you get hit 66% less often, unless the attacker has a toHit buff, at which point it varies by how large the buff is, and if it's more than 78%, your Defense does nothing at all. And don't forget that you get more protection from the FF bubbles if you already have some Defense than if you don't.
I dream of the day that I can say, "Right click on the icon beneath your HP bar. See that number? That's how much less you get hit. Don't worry too much about the rest." -
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If there's any set that does compete with it for the lowest spot for Brute effectiveness, I think it might be EA just due to the general lack of effectiveness of Defense.
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The problem isn't that it uses Defense, but that it uses *only* Defense, and not nearly enough of it. Its strongest defense, Energy, is only 20.625% (unslotted, since that's the baseline we're using here). To Smashing and Lethal, it gets a whopping 16.5%. It doesn't even get the utility powers that /Dark gets; Energy Drain isn't quite capable of providing mitigation through end drain and -recovery. Conserve Power ends up being overkill. And don't forget that it has two holes: absolutely zero Psi and Toxic protection (not even resistance).
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It still has a Tier 9 that isn't built around you dying, which gives it a plus, but it's probably -worse- in PVP outside of that.
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Overload is quite possibly the best Brute Tier 9, I'll not deny that. But I don't think it overcomes /Energy's shortcomings.
Overall, I think you sell Dark Regen a little short and definitely overestimate /Elec, but it's a solid analysis. I can see where all those complaints over the years came from. -
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To be honest the reason I stay with COH is that the other games are too hard. Dont laugh. I tried one fantasy game and I couldnt figure out how to slot skills and powers and what ever else they had. I mean how hard is it to decide Fly will go faster with three slots then one slot. Then what do I put in that Fly slot, either a Fly SO or an End SO. Nice and simple.
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Don't feel too bad, I was the same way. During my one-hour trial of WoW, I got three (I think) skills (or whatever they call them). I had no idea what they did, or even how to use them. Then I got some gear which I didn't know how to equip. And I couldn't ask anyone for help because I couldn't figure out how to chat.
After an hour of right-clicking on wolves, I uninstalled it and came back to CoH, where everything made sense. -
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Thinking on it, I think the Terra Volta trial is an example of a mission that has good alternate goals in the mission that encourage some different sets than usual to be helpful. (But notice it's not tarring up the other sets either.)
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That's the way I'd expect it to work. There's really no situation that control can handle that aggro management, (de)buffing, or large amounts of damage can't handle. Control may make it easier, but just nuking them all should work too. -
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What about Dark Consumption? It has damage, accuracy debuff, and end gain.
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Just damage and end gain. Neither DC nor Soul Drain have debuffs attached. -
...I have no idea how I'm supposed to respond to this.
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A note: BP masks also spawn near Meteor Jay in Bloody Bay. It may only be at night, though. I'll have to check. But I did run into a spawn with a pair of them.
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I was wrong, it's near Meteor Panch, almost dead on the Forgotten Forest marker. And it has to be night. -
A note: BP masks also spawn near Meteor Jay in Bloody Bay. It may only be at night, though. I'll have to check. But I did run into a spawn with a pair of them.
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Well, I'm on the wagon. But where's the conductor? And everybody's instruments?
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((Go go DB! Man, I wish I had gotten into this. It sounds so awesome!))