-
Posts
1484 -
Joined
-
Assuming I qualify as "people", then yes. A healing power with a decent recharge which can, if fully slotted, almost one-shot a tank {and that's on a controller, mind} is very useful to have.
-
Let's be honest here - almost nobody ever runs flashbacks anymore. They saw a brief surge back when Ouroboros was new and shiny, but nowadays, and indeed, nowayears, the floating platform has been a brass equivalent of Skyway City - a place people travel through, but never to.
Flashbacks themselves are a useful feature - in theory. While the ability to go back and revisit content was lauded during the time when the amount of content was recovering from coming at a premium, the number of things to do for both fun and profit has increased long past the point where revisiting the old is necessary.
Might revisiting old content be fun, though? Certainly - in theory. However, flashbacks come with their own set of caveats, which can essentially be summarized as task forces with all the limitations, and none of the rewards. Oh certainly, there are badges, but no less at the expense of entertainment.
Thus, to alleviate the inherent conflict between flashback limitations and casual playing that City of Heroes has cultivated so well thus far, I propose this - if removing the limitations outright isn't possible, then make them available in the Arcthitect flavor - with no level requirements {save for the availability of arcs to choose from} and with ability to change teammates after the start.
And of course, for those that do wish to run flashbacks for the badges, retain that option as well - as a suggestion, have the large pillar dispense the "classic" flashbacks, with the restrictions, challenges and badges, while the smaller pillars surrounding it dispense the casual, less restrictive versions with no challenge options or badge rewards. -
Interesting fight between Baraka Obama and Johnny McCage....
Yes, you knew the pun was coming. -
WE ALMOST TOOK DOWN ATTA ASGHJWEUDFLVNWURPCHYZWEBWEIJCYOUIQZWE!!!
-froths- -
As the title says, would there be any harm in dropping the .5 second delay on the Absorb Pain heal? On a whack-a-mole powerset like Empathy, there are few things more frustrating than damaging yourself, unable to repair yourself from any retaliation coming your way with no benefit because your target died before the heal from the power activated.
The self-damage and no selfheal are, I believe, reasonable downsides to AP's low endurance and high heal factor. Thus, I'd be grateful if there was less risk of experiencing those downsides without reaping the actual benefits. -
I haven't noticed anything about lieutenants, but I have noticed that some of the Troll bosses now ignore Mesmerize, which has an increased magnitude compared to most other mez powers and cheerfully one-shots almost all other bosses.
-
I doubt it - if there's one thing that my time in CoH reinforced time and time again, it's the faith in the playerbase. A single glance at the Player Question forum will show you that any thread by someone mentioning that they're new to the game will have people falling over each other, all but literally, to answer their questions and throw out advice to anything so much as vaguely related to it. Making new players feel welcome to City of Heroes isn't so much a tradition as it is a competitive sport.
-
There's an "UI team"? I was under the impression that the UI was an orphan child of some long lost developer that nobody dared to touch lest they break something {again}.
-
The Mystic Fortune now sports a prompt yet again {weee.} The patch notes mention a setting that implies the ability to turn it off. Hell if I can find it, though.
Likewise, there's supposedly a setting for the "Chat Hidden" autoresponse. Where's that one too?
...and I suspect I know the answer. -
Ugh. I ran the KHAAAAAN!! taskforce twice and I completely failed to be blown away on both occasions. The first mission has some interesting points, but other than that, the whole TF is just a slog with no rhyme or reason. I've seen better-written stories while trawling the architect index.
-
Actually, almost all hazard zones no longer have a level requirement.
-
Hmm.
i r healer
i r /dev blaster too.
TGIF is nice?
I take the five minutes needed to get a full team together?
I think I might be half the things on this card. -
They come back. They always come back.
Welcome. -
Finish everything.
Every mission, arc, hunt and talkie from every contact I've been given and run every task force available. Badges aren't as important, though a nice bonus. That's pretty much the point when I focus on another character and only pull them out of the mothballs when they're really needed to fill a specific role, or I feel like roleplaying with them a bit. -
Heck, just tweak target_custom_* to include the rank in the string search, so that what you suggest could be done with, for example, /target_custom_near <Boss>, as ranks are always shown in brackets in the target window.
Whatever the method, though, I support this suggestion. -
Eh, that's what I was afraid of. I tried setting the size to "single", but apparently that means there's only the hostage, with no guard.
Ahwell, here's hoping it gets implemented. -
As the title says, I'm wondering if there's a way to have a hostage guarded by a single named boss, and if so, how exactly?
Thanks in advance,
Quinch -
Then you're SOL. That character, to all practical means and purposes, is gone. They've developed into something else. Barbara Gordon didn't get to switch back and forth between the Oracle and Batgirl.
-
I'm for it - if you don't want to risk someone deleting your character while you're away, you can always lock the workstation.
-
Link, please? Furthermore, did they at any point say that the AE system would intentionally deviate from the risk/reward principle that applies to all other aspects of gameplay?
-
Quote:An empathic yes to revamp, no to co-op. Seriously, why?As far as what I'd like to see revamped... The Shadow Shard. I think I speak for a large numer of us who would like to see those zones become Co-op, and revamped to spark a bit more activity there.
Quote:I'd love a revision of the Manticore tf. It's basically beat up Crey, beat up more Crey, and take down some Hopkins guys we've never heard of before.
Also, it's hard to assemble a full team for one(7 players); while the Numina tf only requires 4 to start.
It has about as much point as Banefire Plot. -
-
I can understand the frustration {being on the receiving end myself more than once} but I very much doubt the Devs are having it crash on purpose. I might go so far as to assume they're working on making it more stable, though that might be a leap of faith on my behalf.
Either way, wrong forum, I'm sure. -
The slowness of the respec trial has been brought up from time to time and I agree, for a team that's good at fighting, the pacing is often mind-numbingly slow.
On the other hand, switching up the difficulty would, in turn, risk making it too difficult for teams who desperately do need to respec their build. Complaints about the treespec indicate as much.
And finally, one of the most frequently proposed solutions would be to implement the ability to speed up the spawn creation at the players' demand, such as having a set of simultaneous clickies spawn the next wave without waiting for the timer to expire.