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Posts
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Joined
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Great video, it all helps!
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Just to add, I think everyone who has put hundreds of hours of playtime into this game will be just as devastated as me. I actually joked that I would come back and play CoH again soon, as not been online for a while.
Thanks I will look into that! -
First I'll say, I don't play CoH anymore, but I played it on and off since it was new. I bought CoV, and Going Rogue and lots of other stuff from the store.
I'm so sad to hear that CoH is shutting down. I felt compelled to write this post even though I don't know what to say. All I will say is I had some amazing times on CoH, I made some amazing characters, great adventures and epic memories I will not forget. I always thought CoH would have a big enough population to maintain itself in some capacity - obviously I was wrong. Just want to say, thank you so much to everyone who ever worked on this brilliant game and everyone else who played it and made it so alive. I will always remember CoH fondly.
P.S - is there some kind of Cohpedia we could make to preserve our characters? -
Not to nitpick but I think you mean Increased Density (i.e a quick way to get fat..lol) not Inertial Reduction (welcome to the moon!) :-)
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I love Black Scorpion, finally a dev who is giving the support powersets some much needed love. For too long all the attention has seemed to be on the overly glorified blasting/melee powers, in my opinion!
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Quote:Well Masterminds thrive on chaos, so it works well in that respect. You could certainly have a lot of fun with it. Steamy Mist would protect your henchmen, and o2 boost lets you keep them topped up. Have they fixed the ranged henchmen running into melee? If they have you could sit in the middle of them with hurricane up, protecting them from melee mobs while they mow them down. Only downside is that it might not offer your henchmen much protection from ranged and aoe.I did consider Cold for other characters but could never make one as I do have to play solo or small teams most of the time, so 3 powers that can be only used on teams put me off a little. Storm is it's own thing, and I really want to play it again. I might use cold on another character eventually though.
I know it's the wrong forum but while we're at it, anyone have experience with storm as a Mastermind secondary? -
Does a dmg proc function if its in Lightning Storm? I.E every time it strikes there is a 20% chance for the mob to take more damage? Sometimes these procs work strangely with pets.
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I think the argument is the wrong way round.
Its not that we have become too powerful, but that there isn't a new tier of content to work on which takes into account the Incarnate stuff. As a result, we keep running old content which we have effectively "out leveled".
Hopefully Paragon are working on more content directed at more powerful characters. -
Something else I hope will help people. "Paragon Police" was not an offense after more testing I have done.
The problem with my arc is 2 of the minor bosses were called "Agent Johnson" and "Special Agent Johnson", however no orange warning flag appear until I actually clicked into those boss's individual settings. Once I had clicked in to that boss, the orange copyright flag appeared with "Infringement: Agenet J" or something like that. So I changed them to Agent Roberts and it has since worked perfectly.
If you are having problems and it isn't telling you why, click through each individual detail and it might highlight something in the process. Hope that helps someone! -
As for some constructive advice for anyone reading, what I've done is made a copy of the arc under a different save, and tinkered with deleting all the missions bar 1 and then if that wont publish I know that there is a problem with that mission and can keep adjusting it till its fixed. Repeat for all 5.
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Could you be anymore patronizing if you tried? And yes, I'd welcome a guide if I'm going to have to spend hours going through my arc with a fine tooth to find the "bad word".
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The problem is that I thought canon stories were supported?! How can they be if the mentioning of Paragon, Vahzilok and who knows what else is invalidating them? I could go through the arc and try my best to correct it, but I have no idea where to start. Its very long and contains a lot of canon stuff. If I attempt to republish at it fails, then all the changes I've attempted are lost.
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Just resubscribed to find my arc unplayable! Can't express how unhappy I am.
It was only when I went to edit it and find out why it wasn't working I realised that because my custom character is from a custom group called "Paragon Police" it wont play. How dumb is that?
So reluctantly I changed it to simply "Detective" but it still wont allow me to play as something in the field name is forbidden - but it does not tell me what it is or where the field name is. How am I meant to figure it out?
Writing and creating stories is the best thing CoH offers to me, no other game does anything like it. I can't tell you how annoyed and upset I am to find this. Even more so when I look at the date of the original post, which was 3 weeks ago. -
I think its part of online culture these days and not just related to CoX. The more the devs increase the tools and ease for people to find teams, the less tolerent they will be of mistakes or inperfections.
Also for CoX in particular, the game is much easier these days with people quite happy to run at x8/+0, so why struggle at +3? Also its very easy to pick up another team; there is much less tolerence for failure, which is a shame. -
Yeah I wish even more groups got some new enemies, heres hoping!
Oh and on that note, 30-40 Crey could use a serious overhaul. Skulls are more dangerous then their scientists. -
Quote:I haven't, but I've heard of the dilemma and the fact its usually just called off it is the Storm one, so I can sympathise.You haven't gone against the storm AV yet have you ? Nukes, shivans, pets don't make it easy they make it possible. They also let ATs that aren't the best choice get on teams.
Just a prediction from my very cracked crystal ball here. The only data this change gives the devs will be, If teams get the storm AV they will reset the trial.
Honestly if people would rather encounters designed around the assumption that everyone present has to have nukes and shivans in order to win then that is not something I will want to participate in, nor is it good design from a gameplay perspective. Nerf the temps and nerf the AV's to compensate, thats my opinion.
Also I don't think you can compare these temp powers to gadgets that Batman would use. These powers are not innate to characters they are something they acquire. To stick with the comparison, his gadget powers would be a secondary or a power pool. Not a temporary power. -
Quote:Well first, I think if you read my post in its entirety then it is explained sufficiently. This is a game where you are meant to be playing as super heroes, not pokemon. It should be about your characters and the team, not who can "cheese" a fight with powerful temporary stuff.These items have all been in the game years. Their use IS considered an effective tactic or strategy. You can't hoard them because you can only carry one of each type. Please do a better job of explaining how using them is against the "Spirit of the game."
Second, it comes down to this:
Do you want the devs to develop and implement challenging end game content?
If no, then this doesn't apply to you.
If yes, then do you propose that all future end game content is balanced around the assumption that everyone has Shivans etc? Because that is what it will come to. I recognise these have worked for years now and that is a mistake of the devs, but I would suggest draw a line under that. Of course it is also the responsibility of the devs to make challenging fights and not just huge sacks of health with lots of regen.
P.S I'm not making accusations of people, it is perfectly legit to use these temp powers because that is how they are/were designed, but the design is wrong. That was my point. -
Can I just say, I think hoarding up on temporary powers like Shivans, Nukes, HVACs really goes against the spirit of the game. CoX is the only game I know of that would accept such rampent misuse of powers in order to bypass the tactics/strategies needed to kill an encounter; where tactics/strats are even necessary and its not just a mountain of regen to climb over. Seriously I would have expected these powers to have been shot down years ago.
So should the devs balance encounters with these powers in mind (i.e, making them required), or should they disable them and balance them without them? Personally, I think it should be the latter, but I guess people love farming their shivans.
Because that is the bigger picture which people seem to miss as they rant about "OH NO MY NUKES ARE GONE!"
Having said all that, the devs are also doing it wrong here. Make a decision based on the principle and stick to it. If you think that in principle Nukes and Shivans shouldn't be used as a cheap work around for difficult trials and TF's, then surely the devs should disabled across the board; not single out individual fights. This is just a ridiculous situation where it seems the devs are too afraid to make the right call and balance accordingly and so we are left with these silly exceptions. -
It has been suggested for many years, but I doubt it will ever happen. You can always hope of course, but I'm just being realistic.
We should probably just be thankful they turned it into an AoE Stun, originally it was single target only. Taken from Issue 4 patch notes:
Quote:Gravity Control/Wormhole is now an AoE (Wormhole applied a Disorient, so now Gravity Control has another AoE Control power). Recharge Time was increased to compensate. Gives Gravity Controllers another AoE control power.
I miss those earlier patches, we had loads of changes to the controller sets to make them balanced, good and bad. Now not so much, just the occasional damage change. -
Quote:Also, now we live in this Fire/Kin world where high level controllers can totally decimate entire spawns, you realise just how obsurd this statement sounds but unfortunatetely it is accurate.Correct, Gravity's Lift was nerfed in CoH beta because it was feared that the set would do too much damage with propel. The power has been left unchanged since, despite a damage boost for the Dominator version.
Gravity is just one of those forgotten sets that not many people care about anymore, and because not many people care about it there isn't much of a voice out there to champion some changes. Sad but true! And I have tried in the past to highlight areas where minor improvements could make a big difference. (larger radius on Wormhole to match other AoE stuns, removal of knockback to prevent scatter) -
Although changes to Gravity's animation are in the pipeline somewhere. Castle said in GR beta that they were going to look at the set's animations. So hopefully the case of "dieing before wormhole has finished activating" will be a thing of the past.
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Quote:Correct, Gravity's Lift was nerfed in CoH beta because it was feared that the set would do too much damage with propel. The power has been left unchanged since, despite a damage boost for the Dominator version.Yeah, and Levitate is almost twice as powerful, damage-wise. Same stats otherwise. Since the animation is just some swirlie effects around your character's head, i don't think it matters much that you're not rooted for the entire time.
I think the reason for the damage disparity is that Grav also has propel as its heavy-hitting damage power. I dunno *shrug* -
Freezing Rain is better, because I play Storm :P