OneWhoBinds

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  1. I think, before they try to add yet another MM primary, the devs seriously need to fix the Pet AI issue first.
  2. Quote:
    Originally Posted by New Dawn View Post
    I am not sure whether or not it would be a copyright infringement to work the same way as CO's does. However I would love to target something and teleport to it, knock it out and target something else, teleport to it and knock it out as well as the current option. This will give a nightcrawler feel to it.
    This would be what I want in a teleport power, too. However, I am rather certain that the CoH game engine cannot support this kind of Teleport power. Heck, I'm not sure more advanced MMO game engines could support this kind of teleporting.

    See, the true ideal for the power would be if the game slowed down to a crawl while the teleporter used the ability, giving them ample time to choose where they are going. But that can't work in an MMO - or at least, I can't see how that would work.

    The only way I can see to improve TP in the meantime is a faster cast time. (Really, that was what killed TP for me, more than anything else. I direct my next jump, but I still hit the ground before the teleport would activate. I don't want to have to take Hover on a 'Porter, dang it!) I'd also appreciate an animation that was less... bright... but that's a cosmetic issue, and up there with wanting alternate animations for the Pool Powers.
  3. I generally consider concept first... but with the overall similarity of powers between Scrappers, Brutes, and Tankers, I rarely find that I need to go with one of those ATs over the others for concept reasons.

    Next I consider mechanics. Which AT has the better mechanics for the powers I want. If I'm going Invulnerability, well, that is so much better on Tankers, it isn't funny, and I'm likely to make a Tanker. Shield Defense simply benefits Scrappers more than the other ATs... unless the concept I want can't be done on a Scrapper, then my Shield characters are going there... and so on.

    My recently made character with Staff Fighting and Willpower went with Brute, simply because both those sets seem to favor Brute just a little more than they do Scrappers... and that's it.

    I'm actually glad that there is this kind of flexability, even if it does seriously blend the lines between some ATs. And I look forward to the point were all possible sets have been proliferated over.
  4. Quote:
    Originally Posted by ShadowMoka View Post
    • 10 Reward Merits
    • Non stacking +10% XP/Inf boost for the next 45 minutes
    • A single Incarnate Shard(Level 50 VIP Incarnates only!)
    • Two Incarnate Threads (Level 50 VIP Incarnates only!)
    • A random super inspiration
    Wait... wait...

    Unless the Devs changed things (and I somehow missed the message) The only thing you can do with Shards is craft stuff to use for the Alpha slot (and only the alpha slot.) OR convert them into Threads to be actually... usefull. At a rate of 10 shards to 5 threads.

    Why would we ever want to take a single shard as opposed to 2 threads?

    Maybe have a random Rare Invention Salvage drop, instead? Best alternative I can think of at the moment.

    That aside, this is a good idea, but it probably needs its own cool-down timer, to prevent abuse.

    ...at the same time, certain Giant Mosters (I'm looking at you, Lusca!) probably need an alternate table, simply based on how much more involved fighting them is.
  5. Quote:
    Originally Posted by Emberly View Post
    Shift+ leftclick to teleport to the mouse pointer, or at least as close to it as you can get given range limits and obstructions.
    Meh... even doing that, the power still feels clunky and slow. Which is why I can't stand this travel power.

    Unfortunately, I also accept that making something better is probably beyond the ability of the engiune. Heck, I doubt even a modern MMO could make a Teleport power that wasn't just as akward.

    Still, it means that all the concepts I have for characters that can shift dimensions, twist space, open portals, or any other form of Teleportation are pretty much permanently shelved, at least with regards to this game.
  6. Quote:
    Originally Posted by Tannim222 View Post
    And to have Voltaic Sentinal provide some shielding for the Blaster since it causes undo aggro. Instead, I wonder of VS can be cast upon a target like Haunt is. That way the player can at least initially choose which target VS works against. Once that target is gone, then it can then choose to attack the next nearest target or follow the Blaster for the rest of its duration.
    Ohh... I like that idea. But I'm not sure the Dev's would go for it, not without making the VS a targetable, defeatable pet.

    ...

    Which isn't a bad idea in and of itself, personally, for making the thing concentrate on a single target.

    As for Tesla Cage... don't bother renaming it. Just up the damage to 'moderate' and I think it would work just fine. Yeah, the set would lack a typical teir 3 blast, but it would finally have the missing 3rd single target attack to fill out the attack chain. That it is also a hold... that's a bonus.

    Finally, I would advocate that Short Circuit's damage be buffed as well... to at least bring it into line with the typical blaster cone attacks.
  7. OneWhoBinds

    Event Fail

    Are there any badges for this event? Or is wiping out Nemesis' army supposed to be its own reward?
  8. Quote:
    Originally Posted by Oathbound View Post
    I think what they should do is merge Deflection Shield and Insulation Shield into a single power "Force Shield" (Or something like that), freeing up the Level 6 slot for a new ability. I'd also add a small Absorb buff to the target only, so that you can actually use the power tactically mid-combat to gain an additional benefit.
    Yeah... no, I don't think the devs would go for that at all.

    Now, make no mistake, I liked some of it... increasing the damage on Force Bolt? Yes! I have no idea how a power that knocked enemies around like it does could do so little damage as is.

    But I don't think that adding an out-of-nowhere Resistance debuff to the 'attack' powers is going to work. Personally, giving them a Stun component would be the way to go... it make sense thematically, at least.

    One vauge idea I had a while back was that... well, we know that the devs now have the ability to make a single power have different effects depending on if the target is an ally or an enemy. So I had the vauge idea that Deflection Shield and Insulating Shield could also be turned into some kind of single-target debuffs when used on enemies... but I'm not sure what kind of debuffs would be appropriate for them... (Insidently, this last can be included in all the shield powers, not that Cold or Themal shields really need them, though.)
  9. Quote:
    Originally Posted by Kitsune Knight View Post
    So basically a purchaseable, time-limited version of Lore pets?
    Somewhat.

    Players will only ever have one such hired pet. The time limit would be much longer (I really doubt anyone would be willing to pay out contantly for a pet that only lasts five minutes at a time.)

    Depending on how much the Devs think this could be worth, there exists a possible way to make this more expensive - if the pet dies, the character could pay the renewal fee to ressurect the pet, for example.

    Still, this was just an idea I had... for something else to actually spend in-game money on, and a way to expand game lore regarding at least one group that I know many people would like to see actually DO something...
  10. Inflation.

    The more Inf in circulation, the less value it has. Inf is extremely easy to make in this game, but there doesn't exist nearly as many ways to get take it out of circulation. Buying enhancements or Inspirations from actual stores, the transaction fees of the Auctionhouse, and the crafting fee for IOs are really... it. I'm sure there are others I am missing, but really, those are the primary ways Inf get removed from the game. And the crafting fees of IOs don't remove nearly as much as regular enhancements, seeing as they don't get replaced nearly as often.

    So, in a nutshell, too much inf = bad. A new way to take Inf out of circulation could possibly help bring the rampant inflation under control... if it brings something to the table that players would want to use.
  11. A friend gave me an idea earlier today, and I thought I put it out to the wide world of the forums. This is a possible Inf Sink for the game, as well as a way to expand upon a very underused part of the game lore.

    To wit - Hired Help. Using Inf to obtain a temporary pet to aid the players.

    The way I figure it, this would only become available around level 20 or so. At that point, the character can choose to go to a special store (possibly just an NPC in every 20+ zone) to negotiate for the pet. And this will include more than just hiring a pet! There would be ranks of the pet (effectivly LT, Boss, and Elite Boss - Minions would die to fast to bother with. Each teir would naturally be more expensive) and possibly even choose the 'class' (Which, right now, I'm figuring will be limited to four - Melee, Ranged, Support, and Control, again, with varying prices for each.)

    This pet would be 'hired' for an amount of game time, and... once that time limit is reached, would require an additional investment of Inf to remain. A character can only have one such pet at a time... maybe only one per team, but that I'm not sure about.

    Sure, this isn't all that useful for the more solo-capable ATs (Maybe for the occasional particularly tough fight)... but for Controllers, Blasters, and other squishies? I think this would be very atractive indeed.

    Now, about the Lore Expansion part... well, isn't it obvious? At least in Paragon City, there exists a group that SHOULD be much more active and visible, but instead we never see them in action - Hero Corp. Heck, 'Heroes for Hire' is their entire concept, so they would fit right in to this!

    As for the Isles... possibly some kind of Arachnos contract? Or maybe a Minions Inc. representitve to broker the deal for your mercenary.

    Praetoria - and specifically First Ward - I'm not sure. But I'm sure there's something that can be slipped into the lore without too much trouble.

    Well, this is just an idea I had... What does everyone else think?
  12. There are plenty of concepts I will never make in this game.

    Some of them... well, they are great concepts, but I can't actually make them work in context of the game. Either the powers don't exist yet (like a probability manipulation power set, or thrown weapons), CAN'T exists (No size control or wall-crawling, ever) or they exist, but I can't use them in the combinations I need/want. (At least, outside of AE.)

    Others might be possible to create, but the mechanics of one set or the other turns me off - a concept I had for a Stone/Stone Brute never got off the ground because of how much I can't stand the Speed Debuff of Stone Armor. I have three characters just waiting in limbo for Energy Melee to become viable once again. I've also had to scuttle plans for several Dual Pistol characters simply because I cannot stand the Gun-Fu B.S. that the Dual Pistols set crams down our throat. One or two powers, I could have handled... almost every single one? Nope!

    Finally, there are concepts I can't create because the character creater can't make them (yet.) Like a headless character (yes, the Jar without a Brain comes close... but not close enough, darn it.) Or simply a closed Trenchcoat. (C'mon, Devs. You can't give us skirts and kilts, and then say that a closed trench coat is too restrictive! I'm not asking for ankle length here...)
  13. OneWhoBinds

    Eye of the Storm

    Which part?

    The part where he's running on the hoard of opponents? Yeah, and how stupid will that look if your player is only fighting two or three enemies?

    Now that part that immediatly FOLLOWS that - where he twists in a circle with the staff held out... that could pass. But... I think it's more work than the Devs are going to put into the power.

    Honestly, the move is over the top, but it's not so bad. I don't even care about it on my Staff Brute anymore... it's really the only move in the set that has any visual issues. (Unlike, say, Dual Pistols. Which is a set so pervasivly over-the-top in its animations that I can't stand to play it.)
  14. Yep, time once again for one of the forums 'favorite' topics... which AT is better for a particular combination of Powers!

    In this case, the question is... will combining Ice Blast and Cold Domination work better on a Corruptor or a Defender? I do understand that they both have a thematic continuity (obviously) and there actually is a synergy in the powers.

    I guess this question will come down to... does Ice Blast perform particularly better on Corruptors? Or will the better beff/debuff numbers and unlocking the CD powers faster on a Defender behoove me more?
  15. Quote:
    Originally Posted by InfamousBrad View Post
    They're (mostly) not loose cannons and they're (technically) not vigilantes. They're security contractors. I keep saying it: Longbow is the Blackwater (or whatever they're calling themselves this month) of the City of Heroes universe, a private security company that acts as a semi-official branch of government in conflict zones.

    Think of the Longbow who behave badly as equivalent to that Blackwater convoy in Iraq, years ago, that heard a car bomb six blocks away, thought it was their convoy that was under attack, and killed every Iraqi civilian in sight -- and who were then cleared of wrong-doing by the Provisional Authority and the State Department because, hey, accidents happen. Put ordinary people in constant combat, outside the normal military chain of command, and a certain number of really really bad judgment calls are inevitable.
    This is part of it.

    Another part of it is the inherent moral superiority that Longbow maintains. Most Longbow operatives honestly see themselves as the "Good Guys" and whoever they are fighting against must, by default, be "Bad Guys." ...and Bad Guy rights don't matter.

    There also seems to be something a bit more shady than most people see... at least as far as I can tell. Longbow has a way to give people powers. All those super powered Longbow operatives - including the Ballista (Ballistas?) - were once regular people that Longbow altered. How did they do that? Where did they get this ability? What are the consequences of it? We know Longbow has its own scientists... and I get the strange feeling that many of them hired by the same criteria that Crey uses.

    The final aspect of this is that Longbow has simply grown too large. Ms. Liberty may be the nominal head... but she doesn't strike me as much of the leader. She's delegated most of the leadership duties to other people, 'who' we don't know, and they in turn have delegated their responsibilities out. Ultimately, Longbow has somehow become this monstrous organization that can (theoretically) rival Arachnos in size. But at the same time - and I can't believe I'm saying this - it lacks the clear hierarchy that Arachnos has*. They seem to want to be organized like an army, but end up working in cells that get frightening autonomy and little in the way of backup. (Which is really, the only way I can explain the new Mercy Island arcs...)

    *-gah… I can't believe I just put those words down. Arachnos having a better working design than anything else… that shouldn't happen! Arachnos would self-destruct if there wasn't a freakin' Demi-God in charge of it! How did they end up with a better organizational plan than Longbow?
  16. Good news: I am absolutely certain that Energy Melee will get another rebalancing pass in the future.

    Bad news: I have no idea when that will be... 'cause it probably isn't going to happen until the Devs decide to proliferate it to Scrappers. And with three other melee sets and two potential defense sets vying for the same exact move... well, it's a crap shot if that will be included in the next batch of proliferation.

    Furthermore, considering that we're not likely to see any further proliferation until/unless the Devs come up light for actual content on an issue... yeah, I'm not expecting this until sometime after I25 at the earliest.
  17. The sad part of this is that there are a lot of sets that seem to be underperforming... but all the need is tweaking to bring them up to par.

    Like Battle Axe - all it really needs is the target cap on its AoEs increased to match War Mace.

    Energy Melee? Reduce the animation time of ET some, and increase the chance to stun across the board... but most especially in Whirling Hands. (Personal opinion, but more reliable mitigation can make up for the lack of AoE damage.)

    Electrical Blast? First, Increase the damage in Short Circuit to at least match that of other cones... preferably a bit higher, but with the large -End and the -Recovery, I can accept that I might be asking too much there. Then, give Tesla Cage Tier 2 levels of damage, to allow it to act as the needed 3rd single-target ranged attack. I think that's all Electrical Blast needs to work.

    Force Fields? Give Force Bolt tier 1 or 2 damage, and incorporate a chance to stun in every power that involves knockback or knockdown.

    Unfortunately, there's also plenty of sets that need more than just 'tweaks.' Devises, Ice Control, Psychic Blast on Blasters, Spines, Mercenaries... these are the ones that stand out to me. And they need a larger discussion regarding how I would fix them (for the ones that I even have an idea how to...) then I want to go into here.
  18. Quote:
    Originally Posted by BrandX View Post
    As I go looking over which Epic Pool for my DP user, I can't help but think it would be nice if there was an Epic Pool that gave Physical Perfection and Superior Conditioning for her!

    Physical Perfection
    Superior Conditioning
    Toggle Armor (Temp Invunerability maybe? Not sure if doublingup would be wanted. bit Dark Embrace was so there's precedence).
    Melee Attack
    Melee Attack

    Two melee attacks of the MA, StJ and/or SS variety. Put them in some sort of order and good to go!

    I was thinking Crushing Blow (with hold component) as the 5th, and maybe Storm Kick for the 1st melee attack.

    Physical Perfection
    Storm Kick
    Superior Conditioning
    Toggle Armor
    Crushing Blow

    Would work a lot for those natural concepts!
    Okay...

    Storm Kick is probably right out. Would it really be worthwhile without the increased Critical or Defense boost? Neither would be appropriate for a Defender/Corruptor, leaving you with a mediocre attack.

    'Crushing Blow?' Are you somehow suggesting the Crushing Uppercut animation with the Knockout Blow effects?

    The toggle armor will be a bit tough to place... I guess they could just rename Temp. Invulnerability.

    And I'm not really sold on having Physical Perfection and Superior Conditioning on a Corr/Defender. The only reason I can think of to have them... is to have choices that work fine with the base slot.

    Looking over the other APPs for Defenders and Corruptors, I suspect you will be disappointed. Both sets of Epic Pools for these ATs seem to focus more on Controls or Self Buffs, with a toggle armor thrown in for good measure.

    If this came to pass, I suspect your 'Body Mastery' would consist of: A toggle armor, one heavy melee attack, some kind of click buff, a (probably ranged) single target hard control, and the last power being the wild card... possibly another control, another buff, or MAYBE one of your requested auto powers.

    That's what I think would most likely come to pass. I won't speculate on the details, since I doubt the Devs are looking to expand the Epic pools at this time.
  19. OneWhoBinds

    Mutant issue....

    Quote:
    Originally Posted by Lord_Kalistoh View Post
    Can you name a mutant group other than the Outcasts?
    Ugh... I have to wonder if people pay attention to game lore.

    Outcasts are NOT mutants! Okay, their leadership - the ones with actual names, like Frostfire and Keystone - are probably mutants. But the rest? They get their powers from mystical charms!

    Remember, the Outcasts are part of the 'Mystic Cartel' (consisting of the Warriors, the Outcasts, and the Hellions) that vie with the the Superadine Cartel (The Family, the Trolls, and the Skulls.)

    So please, stop refering to a group that get their powers through magical means as 'the Mutant group.'
  20. OneWhoBinds

    Mutant issue....

    Quote:
    Originally Posted by Techbot Alpha View Post
    The problem is people instantly assume 'Mutant = X-men world fear'

    This is Paragon City, and the CoHverse. I simply cannot see that being true, not with the long line Super Hero (and admittedly Villain) presence throughout their history. Waking up one day with super powers in Paragon would be tantamount, to my mind, to winning some kind of lottery.

    "Oh, wow, mum, I can fly! And I tripped down the stairs and it didn't hurt at all!"
    "Honey, come quick, Jimmy's gone super!"
    "Ha, that's my boy! Guess you're gonna start living that dream, kiddo!"

    Etc, etc, less cheese and more normalism. And, yes, as someone already pointed out the whole X-men premise gets a bit weird when it's only the X-men who are *somehow* the ones to watch with suspicion. Despite, y'know, all that tech, science and magic running around, not to mention natural types.

    Any Mutant story stuff should be done as would be fitting of the CoH-verse. I.e. where Mutants are common and accepted (unless, obviously, they go Villain) and anyone specifically against them (i.e. Malta) is the odd-one out, not the other way around. Savvy?
    You shouldn't judge the world by Paragon City/the Rogue Isles. This is the official description of the Mutant Origin:

    Quote:
    You were born with abilities which set you apart from the rest of humankind. Your powers manifested at birth, puberty, or possibly adulthood. Mutants are often viewed with awe and fear by those who don't understand them.
    The thing about a 'Mutant Issue' is that, in the CoH universe, there doesn't seem to be organized mutants. The closest thing to an organization of mutants in the game... the Outcasts... turned out to be primarly using magic artifacts to get their elemental powers.

    There is no Professor X or Magneto figures. No X-Men or Brotherhood... and as a result, no 'mutant elitism' that permeates both such groups. Without these elements, there's not going to be a 'Mutant Issue' as there is no face we can put to it.

    So, yeah. In this world, Mutants are the 'Generic Supers' that can be easily victimized by Crey or Malta, but they have no champions (for good or ill) of their own.
  21. Regarding the Rifle issue you mentioned... EVERY rifle modle in the game available to the AR set clips through the elbows. And yes, it is annoying.
  22. OneWhoBinds

    Eye of the Storm

    I don't have an issue with EotS, myself. Yeah, I find the animation over-the-top and somewhat distracting, but I can deal with it. After all, it's just the one animation that I find overdone, unlike a certain other power set that I find unplayable because ALL the animations are so unbelivable excessive. (Glares at Dual Pistols again.)

    The only thing I wish was that the Knockdown was much more reliable. It always seems wrong that a move that ends with that huge sweep doesn't land all the enemies in range on their respective butts...
  23. For both Dominators and Controllers?

    I have a concept that fits with Dark Control over... well, anything else. But I don't know Control sets as well as others, so I'm not sure how to tell what secondaries mesh well with it.

    I am also not sure which AT I will use. While I am actually leaning toward a Controller at the moment (yeah, yeah... get your shock and amazement out of the way. It fits the concept I have, even if the secondary variable...) that isn't set in stone, so I'd like to hear what makes for good synergies on both Conrtollers and Dominators.

    Thank you!
  24. Quote:
    Originally Posted by GuyPerfect View Post
    Couldn't you, uh, go to Rikti War Zone to craft instead? Since Issue 10? I have no idea why people kept running across Steel Canyon. It was bad enough trying to tell them there was a tailor in Rikti War Zone too.
    Uh... huh. What about say... a character doing the Faultline, Hallows, or Striga Island missions? This is going to save me a lot of time! Thanks to the /Auctionhouse and /Vault commands, I don't really need to visit those anymore... a crafting table with easy access was al that I was missing.
  25. OneWhoBinds

    staff forms?

    Quote:
    Originally Posted by JayboH View Post
    I think Soul gives 33% with 3 stacks, equivalent to an SO end reduction. This is the one to level with, especially for a brute.
    Quite so. Staff may have its troubles - I've found those AoEs to generate a lot of agro, possibly more than your defenses can handle. But with the Soul Form, Enduance Management woes are not among my issues. I doubt I'll be switching it out until I'm at least well into my 30s...