Rogue_Scorpion

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  1. Thanks for the update, Positron. I havent tried out the new version of Trick Arrow yet, but at first glance, it looks balancing for those that take it as a controller secondary while VERY underpowering for those that take it as a defender primary. I'm sure you'll settle on some middle ground, but it still looks like the set needs a little more work to make it fair.

    For example, can't you make it so Glue Arrow can't be stacked w/o making the recharge time 6x as long? So if you shoot it into a group of mobs, the duration would still be 30 seconds, but if you shoot it again, the debuff would just refresh on the mobs that already had it. 120 seconds seems like too long of a recharge time, even with hasten.
  2. I love the animations and activate times. Its a fast paced, high damage set. They should change the some of the sound effects though. Shriek sounds like more of a whisper, and howl sounds like a werewolf. Maybe add in some *new* sound effects to go with the new set.
  3. Yeah, NPC escort missions in other games I've played are always difficult not because the mobs are any more difficult to fight, but because the NPC yr escorting lacks any sort of AI. They'll either walk (or fly) blindly in the direction they're supposed to be headed in, regardless of whats going on around them; or they'll do something stupid like go engage an entire group of mobs.

    Nevertheless.. escort missions have always been enjoyable to me. Maybe its the defender in me: If I can keep someone this mind numbingly stupid alive, then I rule.
  4. [ QUOTE ]
    My biggest fear for bases when they come out is that people who have themed super groups, specifically magic based groups. A guild of mages is not likely to have a bay of auto turrets poised over the bulkhead of there library. They may however have a arcane ward that serves the same purpose as the turret by shooting bolds of lighting at those who get to close and a wall of force barring the library to those who are not members of the guild. I hope we have the diversity in bases to make both viable options.

    [/ QUOTE ]

    Thats a really good idea.. you should start a topic in suggestions and ideas just in case the devs haven't thought of it.
  5. One of the most comprehensive guides I've seen on the forums. Very well done. 5 stars~
  6. Geek_Boy, there actually is a semi-official thread over in the training room forum on the SS/SJ/Fly changes regarding supression. The reason it is on that forum is because it was initially put on test (thus the start of the thread), and not expected to be dumped onto live servers two hours later....otherwise the thread probably would have been started here instead.

    You say that you like supression and that it works, yet give an outstanding arguement of exactly why it DOESNT work regarding invincibility. Its a great arguement, and you got some stars for it. Keep in mind though, there are a multitude of other toggle type powers that supression affects just as adversly as invincibility. As for regular attack powers? Well It doesn't do much for those except supress the fun of fighting with travel powers on. Jousting can and still does work just fine, and if one still does choose to use travel powers for jousting (which isnt even necessary), they can just use key binds.

    Fact of the matter is, supression doesnt do ANYTHING except annoy people and "supress" the enjoyment of the game. Thats the ONLY purpose it serves (regardless of what the devs intended it to do). Everything that was possible before supression is still possible now; except now you have to put up with this annoying 4-second sluggishness every time you use an attack power. I know the devs had some benevolent purpose in mind when they made these changes, but whatever it was, they missed it by a lot.

    Constructive or not ~ Supression is stupid and needs to be removed ASAP.

    * * * * * * *

    Now that thats out of the way, there is a real problem with super speed that actually does affect game play in ways that dont only regard personal enjoyment of the game. Apparently the stealth component of super speed has been changed (without notice). Before Issue 4, if you had super speed up, the stealth wouldnt drop until after an attack activation sequence had completed. Now the stealth component drops the instant you activate an attack, essentially giving away your position before your first attack can complete, leaving you vunerable to alpha-strikes.

    This one simple little change has killed the solo game for close range blasters which relied upon the stealth component of super speed.

    As of right now, super speed is at the rock bottom of the travel pool powers list IMO.
  7. [ QUOTE ]
    Teleport now as it stands kind of sucks. I hope they improve it.. by increasing its range (100 yards is kind of lame), you should be able to port anywhere on the map... if they ever did make that change, they should increase the cast time.. or the recast time so you dont exploit it popping around the map almost instantaneously.

    [/ QUOTE ]

    No no no no no. Teleport's range is just fine as it is. If they increased the cast time, you'd fall on yr butt. If you want to increase the range, add a range modifier onto it. IIRC you can teleport up to 240 yds if its slotted up. Teleport as it stands is still the fastest travel power in the game.
  8. [ QUOTE ]
    1. Lets us buy HO’s, I for one have 31000000 inf, I know other who have more. Lets say the cost would be 1000000 inf or more each. Granted this is not an “ideal” solution and probably would be unbalancing to some extent.


    [/ QUOTE ]

    Chances are, ppl arent going to be selling HOs any time soon. Since influence is so ridiculously easy to get in this game, and since there is already an over abundance of it, I think its safe to say that HOs can be labeled as priceless.

    NOW - when there comes a time that influence is needed for more than just enhancements and costumes, you'll see it start getting absorbed back into the game; and maybe we'll actually see an economy start to awaken on CoH (which would own hardcore).... until then, priceless.
  9. - Harnessing the Power of Negative Energy -

    A brief description -

    First one must be sensitive to, and aware of their own 'chi' or vital energy. Some individuals are naturally adept at this, while others take decades before even gaining the ability to perceive it, let alone control it.

    In the art of Shadow Boxing (aka Dark Mellee), the individual generally will not prevail in combat using brute force. Instead they focus their 'chi' and push it outward in deliberate "soft punch" boxing movements.... almost simplistic in form and function when compared to the swift and more complex movements of other martial arts. Similar to Tai Chi, the true force comes not from the impact of the punch, but rather from the 'chi' flowing outward.

    With shadow boxing, however, the energy flowing from the "soft punch" is literally reversed at the very instant physical contact is made. The purpose of this reversal is to disrupt the opponents' vital energy, resulting in a loss of motor functions to varying degrees until the body's natural flow of energy corrects itself. While the effects of a negative energy attack are not permanent, dark mellee can indeed be very deadly if several successful attacks are executed on the opponent.

    Tai Chi, and its litteral inverse, Shadow Boxing execute slow deliberate "soft punch" movements to help focus the 'chi', and to conserve endurance. This is especially important to the shadow boxer, as the disruptive effects of negative energy not only affect the opponent, but partially the shadow boxer as well. The temporary loss of motor functions suffered by the inflicted is not felt by the shadow boxer, but the reversal of vital energy at the point of impact can be extremely draining. For this reason alone, brute force works against the best interest of dark mellee in most situations.

    To the untrained eye, simplistic boxing movements would seem easy to defend against. The reality of it is quite the opposite. One cannot simply "block" a shadow punch. Regardless of where the punch lands, the effects of a negative energy attack will be felt throughout the entire body, as the aim is not to physically damage the opponent, but to disrupt their flow of vital energy.