Samuel_Tow

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  1. Quote:
    Originally Posted by Zyphoid View Post
    Many of us said months ago that they would tie costume unlocks to this system. I can't say I am super happy about it, but it still looks exciting. The fact that it is account wide takes a lot of the sting out of it.
    That depends on what the costs are. If it takes ten weeks of solid grinding for an account-wide unlock, then that would be missing the point. And I would not be in the slightest surprised if it took this long or longer. After all, costumes seem to be considered an "elite" award. Remember the drop rate on costume recipes?

    I'm hoping for SANE requirements for this, however. I sincerely hope that this won't require me to do the equivalent of getting T4 powers in every slot on a couple of characters. I'm still not interested in the raid grind.
  2. Quote:
    Originally Posted by Leo_G View Post
    Hmmm...

    From this 2008 video (difficulty slider was introduced 2009), one example from it shows a spawn of 2 +1 Lt (orange) and a +1 minion (yellow) followed right after by I think an equivalent spawn of +2 minions (orange, looks like 5 but could be 6).
    I'm afraid I can't make heads or tails of that video. It's cut so that I can't actually see the spawns as they are before they're engaged. I'll take your word for it, though. What difficulty is that guy set to?
  3. Quote:
    Originally Posted by IanTheM1 View Post
    This just confuses me even more. You're not trying to clear the whole mission with just your nuke, eh? And when I say "use inspirations to mitigate the crash" I mean "pop a blue and just deal with the problem or pop a single tier 1 purple, which will nullify 90% of trouble in the entire game". Plus I only suggested it as a method of hedging your bet against the gamble of using your nuke in the first place.
    I have a huge problem when it comes to taking a power and then almost never using it. As a result, I attempt to use my powers as often as I can, with the possible exclusion of self-rez powers for obvious reasons (though my Blasters seem to have those as part of their attack chains). What this means is I try to nuke a lot. If not once every 6 minutes, then at least once every 10. Yes, sometimes I'm nuking spawns of 6 or 7 enemies, and sometimes even that fails BIG TIME.

    Quote:
    Personally, I've never actually experienced any nuke fails, largely since I always pair mine with Aim and Build-Up.
    The problem with nukes is two-fold. For one, the most accuracy you can get is 95%, and with the RNG as evil as it is, there's almost always AT LEAST one enemy who doesn't take a lick of damage seemingly every time I nuke. Moreover, your nuke's damage is staggered in three components: a 3.0 scale damage hit guaranteed, a 1.5 scale damage hit at 75% chance and another 1.5 scale damage hit at 50% chance What this means is you only have 37.5% chance of delivering full damage, and are actually running a 12.5% risk of delivering sub Total Focus damage. All of this conspires to leave lieutenants alive a lot of the time if you're unlucky.

    All of this means is that you're left toggle-less, drained and defenceless with no real guarantee that everything you nuked actually died, or indeed that everything you wanted to nuke got caught in the blast area, as opposed to avoiding a hit by hiding behind a tree or a street light or around a corner.

    Finally, about the only real way I've found to ensure I don't die BEFORE I nuke has been Personal Forcefield. In every other case, I need to run into the middle of an enemy group and squat down for upwards of two seconds while every minion, lieutenant and potentially boss takes potshots at me. I've lost count of how many times I'd go to nuke, get knocked back with my nuke queued, then killed before I could recover and have my nuke end up pointless. I've furthermore lost track of the number of times I've rushed in to nuke a bunch of, say, Rikti Infantry only to have one of them stun me with a plasma shot just long enough for his buddies to cut me to pieces. Or how many times I've held a Mentalist only to see a bunch of Drones juggle me four 5-6 seconds.

    I'm not making my problems up. These are some of the very real reasons why I ultimately gave up trying to use these horribly awkward, scarily dangerous powers.
  4. It transpires that the development team's concept of what "solo play" does not entirely match the concept of those who actually consider themselves solo players. This entire "solution" appears to be missing the point, as calls for a "solo path" come as a result from people who don't like running the trials. And yet the suggested path involves both running the trials and forced teaming. How is that a help?

    I suppose that if we postulate that people want to solo on one character but not on another, then this change would be a solution, but it fails in one key aspect - it does not reduce the number of Trials that need to be run, it just spreads the effect across multiple characters. Maybe it's just me, but I actually want a solution which allows me to progress past level 50 WITHOUT running Trials on ANY character. So long as I HAVE to run them, it really doesn't matter to me which of mine has to run them. I'm still the guy at the keyboard doing all the work.
  5. Dark powers use a combination of additive and subtractive sprites, judging by the look of the powers, which is why they don't have separate bright and dark themes - either would look too different from the default. Not that I wouldn't want to see that
  6. You know, I'm torn. I don't want any of that Incarnate Trial nonsense ever at all, so having costume rewards (GOD DAMN COSTUME UNLOCKS!!!) tied to them is something I really want to be pissed off at... On the other hand, these are a one-time-only account-wide purchase, so I could conceivably justify swallowing my pride and putting myself through the torture to unlock all of the stuff once and then never bother again, like I did with the Architect.

    I just hope the prices for these things aren't insane, such that I won't have to run, say, 50 Trials for one aura. That would be a colossal dick move right there, but given how the rest of the system is... OK, so this gives me reason... Let me rephrase that: This twists my arm to suffer through the Incarnate Trials through grit teeth and get the cosmetic stuff. Once.

    In the end, as long as this is a ONE TIME unlock, then it's not that bad. It's vastly superior to the nonsense that is unlocking a full set of Vanguard gear with merits on EVERY character. Can we get an option to unlock Rularuu weapons account-wide, too, by the same vendors?
  7. I figure I might as well put it here, too. I have a few problems.

    Problem 1: Brass parts on any Steampunk item that have them are not colourable, requiring a character to always have brown and orange in their costume. Furthermore, hats on males do not have tintable hair. Finally, the Victorian jackets for males have a mandatory yellow seam both on the jacket itself as well as on the sleeves.

    Suggested Solution: Introduce duplicate items which are fully colourable. This allows fro the three-colour and four-colour items that the current pieces offer while simultaneously allowing for complete customization, as well. Best of both worlds.

    Problem 2: The Steam Boiler back pack IS tintable, but not correctly. Because its base texture is already coloured brown, any colour put over it receives a brown tinge, including full black, which comes off like dark brown.

    Suggested Solution: Introduce a duplicate backpack with a greyscale texture which colours completely, including that one copper plate on the chimney. This preserves the "authentic" backpack for an "authentic" Steampunk look while allowing the pack to be used with other design themes.

    Problem 3: Male jacket options exist only on Jacket upper body types, but not on Sleevless Jacket options. Female jacket options also exist only on Jacket upper body types.

    Suggested Solution: Enable Steampunk and Victorian jacket options on the Male and Female Sleeveless Jacket torso. Furthermore, enable the female Victorian dress options on Shirt torsos, as well. This would make the pieces far more versatile without requiring new pieces to be made.

    Problem 4: Male and Female Steampunk/Victorian jacket sleeves override the upper arm texture associated with the chest texture chosen and replace it with the skin texture.

    Suggested Solution: Display sleeves as a mesh overlay over the upper arm associated with the chosen torso. This allows for the existing functionality - sleeves over skin arms - to be retained while expanding it to sleeves over any kind of arm.

    Problem 5: The Steampunk faces are terrible. Their shading is far too extreme, their surfaces look too smooth and unnatural and their texture quality is far, far too low.

    I have no suggested solution to this problem.

    ---

    Speaking of faces in general, I want to note that I vastly prefer expressionless, emotionless faces to ones that come with built-in emotions, as those allow me to pick the appropriate face for a character without having to reject better options for having the wrong expression.
  8. Quote:
    Originally Posted by MTS View Post
    Scale 2.28 Melee_Damage dealt with type smashing. (23.37 at level 1 -- 142.64 at level 50)
    Well, poopy! I honestly thought it was more, but you're right. I was reading the average damage of the power, which is listed as 15% higher than the power's direct damage thanks to the 15% chance for critical that it has. It's kind of disappointing to learn that it's not comparable to, say, Head Splitter. I guess the rest of the set is solid enough, especially with single-target attack, but it still kind of bums me out to not have the truly heavy hitter that I thought I did. Mine wasn't fully slotted for a while, so I couldn't tell, but... Well, it's not bad, suffice it to say.
  9. I have to agree with the general premise here. I didn't always like what BABs and Castle had to say, especially about controversial issues, but I still appreciated them saying it. I got an idea of what both of them liked and disliked, how they operated, what they could and couldn't do, what they would and wouldn't do and it made me feel like the development team cared. I mean, hell! They care enough to post on the forums to explain a technical issue AT 1 IN THE MORNING! I'd subscribe to game just for that!

    Now it feels like we're being run by what you'd get if EA Games and SOE had a child, and that sold its soul to the devil. The only people we ever hear from are a team of community reps who, while polite and informative, come off more like bouncers for the development team, and developer decisions come off like divine intervention. "The devs move in mysterious ways" should not be a legitimate answer to any question, but it is.

    The studio used to deal with people directly and explain their actions. Now they hide behind community reps and act like they're giving us what we "want," even if we don't yet realise we want it. To hell with that.
  10. Quote:
    Originally Posted by BrandX View Post
    Of course, if you just like to use the Empower Combo or like to use all the attacks or what have you, that's a different story, but could save some room on your build.
    This. It's not a question of which powers to take and which to drop. I already HAVE all the Dual Blades power, it's just a question of what to do with them. Really, Dual Blades animations are too cool to skip. It feels like kicking BABs in the nuts
  11. Quote:
    Originally Posted by Aett_Thorn View Post
    Nope, it's always been this way. The random +1 groups are always the same size as the +0, unless the mission specifically calls for it to do otherwise.
    That has never been my experience, to the point where I have to wonder if we were playing different games. I spent my entire time from 2005 to 2009 playing on Tenacious and NOTHING else, so I got a good idea of what the spawns consisted of, and that's exactly what they were - large groups at +0, small groups at +1. I have never, ever seen large groups at +1 at all, not until the new difficulty settings that divorced spawn size from spawn level.

    Never, ever did I see a Tenacious spawn consisting of 6 +1 minions. Ever. I've seen 6 minion spawns, but they were always +0. Of I got a minion-only spawn at +1, it was 3 +1 minions. If I got +1 lieutenants, it was always only one. If I got 2, it was 2 +0 lieutenants and 1 +0 minion.

    I actually made a thread about this the day the new difficulty settings went Live, and one of the community reps specifically told me that the new difficulty settings were different from the old and there were no direct correlations between them. I had asserted that +0x2+bosses was equivalent to Tenacious (which was set for two, at character level, with bosses) but was directly told that it WASN'T equivalent, as there were no equivalents.

    I would like to see either the option to fight enemies of JUST my selected level and nothing else, or at the very least a return to having +1 spawns be smaller groups.
  12. The sad thing is, BABs was working on removing redraw from weapon powers entirely before he quit. He had made a lot of progress, too, but with him gone now, I will bet you dollars to doughnuts that not only will we never see that, but we'll never see a developer even so much as mention it.
  13. Quote:
    Originally Posted by Leo_G View Post
    It's a matter of taste, really.

    While you like the crashing armor clicks but hate the crashing nukes, I don't mind the crashing nukes but shy away from the crashing armor clicks if only because the crashing armors give a sort of false sense of security. Just because it's a big high-powered armor buff, you expect it to help you survive but its not always the case. Non-Brutes/Tankers only have 75% resists and even if you have capped defense doesn't mean you won't be dropped quick. And when you're teamed with buffers, those clicks don't do much extra.
    True, it is a matter of taste. And though I mentioned Elude, that doesn't actually help as much as one might expect, considering it's stacking defence on a set that's already 3/4 of the way to its own cap with just slotting and power picks. So you definitely have a point there. However, as long as it's going to be all or nothing, I prefer powers which allow me to up my game and survive, rather than those that attempt to end the fight NOW. Simply put, game balance doesn't allow you to end fights NOW in a lot of circumstances, so such powers are simply operating against the design of the game at large. Balance, on the other hand, is much more lenient about extending your welcome by a few more minutes provided you can't use it too often and it's ONLY a few more minutes.

    In more basic terms, I find Nukes to be a gamble almost every time I've used them and I find defence set god mode powers to be a gamble almost never at all. And I don't like gambling.

    Quote:
    Originally Posted by Leo_G View Post
    Sorry, Sam, but your bias toward Blasters is showing. I can really tell that your grievance is more with Blasters and not really their nukes.
    My bias AGAINST Blasters, you mean. And, yes, it's showing, I make no secret about it. I actually do have a list of all the things that drove me away from Blasters and the penalising nature of nukes is pretty high on it. I suppose you could make the argument, as others have in other circumstances, that because I don't like Blasters then my arguments should be ignored as I cannot be pleased - and in THIS CASE AND ONLY THIS CASE I'll grant you that this may very well be true. But I still dislike the idea of a big nuke with a big crash in a game. It works well in a comic book or a movie, but in a game it just serves to irritate me.

    I want to make a confession: I would sooner LACK power than have power but be prevented from using it. And that, in a nutshell, is Blaster gameplay in general and nukes in particular. You have all of this power, but because of how the AT is balanced and how the abilities themselves are designed, you usually can't use them for fear of SOMETHING. And I hate that!
  14. Quote:
    Originally Posted by IanTheM1 View Post
    There are those toggles again. What toggles are you running on your Blaster?
    Blazing Aura, Hot Feet, Fire Shield, for starters. Hover to keep me out of melee in every instance.

    Quote:
    Originally Posted by IanTheM1 View Post
    Snipe boss, remove a fourth of his health, step in, nuke. That's what I would try. Of course, I can't imagine actually encountering resistance tough enough to make me want to nuke while solo.
    Any power I have no use for solo is a power I have no respect for, at least on an AT that's not designated support, which Blasters aren't. And you are correct - there is almost no instance solo when a nuke's drawbacks are worth it. That's my entire point. I've taken and used at least Nova and Inferno, and in neither case did I ever find using a nuke to be an advantage. It was cool, yeah, but it was also far too stressful and far too pointless as compared to what else I could do.

    Quote:
    Originally Posted by IanTheM1 View Post
    That highly depends on what you're fighting and how you're going about it. If you're trying to mez a boss, yes, it'll leave you open while you go about it. But if you're one-shot holding a lieutenant, say, it's a simple jump-hold-land-nuke operation.
    It's simple enough to hold that one lieutenant, yes, but what of the other minions? All it takes is one Malta Operative with a Taser, one Tsoo Yellow Ink Man and you don't get to nuke, then you get mobbed and killed. Or, more commonly, it's fairly simple to hold that one Chief Mentalist and then watch as the other four drones proceed to juggle you in the air for the next 10 seconds. The more I delay nuking, the higher the chance that I won't get to do that at all.

    Quote:
    Originally Posted by IanTheM1 View Post
    Wait, which is it? Do you need to use all of your inspirations all the time on your Blaster just to survive, or need to use none at all? Also, maybe I'm just reading too deeply, but are you implying you would need to use all of your inspirations to survive a nuke crash?
    You're reading too deeply. I try to not use inspirations in every fight when I play, but with Blasters, I have to do that very often. When I fight normally, I have a very high chance of not using any inspirations in a fight. When I use a nuke, I almost always have to pop a blue or a green afterwards if ANYTHING survived, even just a single minion. Inspirations are consumables, which means sometimes, they simply run out. I can't afford to make a build which fails without inspirations in my tray. That's my chief grief with the "just use inspirations!" mentality. Yes, that's a viable strategy for one big encounter where if I'm not prepared, I can back out of the mission and prepare, but not a viable strategy for running an entire mission, because I simply run out too fast.
  15. Quote:
    Originally Posted by herotoonefan View Post
    The beating heart and lifeblood of this game is that you can make up your own superhero from your imgination--like I used to do as a kid--but then you can run out into a world and actually PLAY him in a video game with other (and on this game mostly nice) people. HELL YEAH!
    It's surprising to me how rarely that notion comes up, considering that's one of the game's greatest strengths by far. Sure, if you're an artist or filthy rich, you can take your imagination and commit it to artwork, film or game, but if you're just an average Joe, the best you can do with your imagination is... Well, imagine it. And then here's a game where you can build the super-cool characters you always dreamed about (often without knowing you were), give them form and actually play them in an actual game! From time to time, especially when I log in a particularly cool character of mine, I have to pinch myself, because it does not seem real that I could have my own moving, fighting action figures.

    Power customization is a large part of that. I sincerely hope the rumours of that in I21 or I22 are true.
  16. Quote:
    Originally Posted by AmazingMOO View Post
    My feeling for how difficult the game *should* be is that if I make a mistake, I should have to scramble to fix it if I manage to survive... down half my tray of inspirations... run away from a fight I had been in control of... Nova and hope like hockey sticks that it gives me a chance... or PFF and run away.
    My feeling is completely the opposite. I want to have leeway for mistake and a broad comfort zone. There's nothing I hate more than games stressing me out with worry over my every action and pissing me off by cheat-killing me every time I push a wrong button. That's not fun gaming, not from where I'm standing.

    Sure, I'm not saying we should be completely unkillable and never stand to worry about failing, but if I do go down, I want to look at it and say "A-yup! I screwed the pooch on that one. I deserved that." rather than "Seriously! You can't be serious! That was on the line! I can't believe this!"
  17. Quote:
    Originally Posted by IanTheM1 View Post
    My point was less "Just get a team! " and more "If nukes leave you vulnerable, then don't leave yourself vulnerable." Of course, the post I was replying to was talking about bosses and lieutenants and getting enemies' "full" attention, which alludes to team play (or a high-cranked difficulty slider, in which case the nukes aren't the problem)...
    That argument is more to the effect that once you nuke, anything you survive is going to attack you, and you're going to be out of endurance with no toggles and potentially low on health. There are some nukes which have the benefit of control effects on them, such as Blizzard which leaves the Blaster pretty safe as enemies are slowed and slipping. But something like Inferno really just doesn't.

    Furthermore, all nukes that I've ever used are slow, with animations of over 2 seconds. What this means is that you're sitting in essentially a large, full spawn, taking fire from everybody for over two seconds. Now, this is rarely enough to kill a Blaster, as I've found out, but it's usually enough to drop that Blaster into the orange, if not red. So if you nuke a large spawn and end up with orange health and no endurance AND a boss survived, then you are in deep, deep trouble, especially if said boss is a Tank Swiper or a Hewer Elite or a Gunslinger or some such.

    Quote:
    Originally Posted by IanTheM1 View Post
    If you don't have faith in your nuke saving the day, then don't use it; it's a high risk but high reward power. But there's plenty of things you can do, even when solo, that will mitigate the risk. Even a small bit of planning or forethought would help. Not only do inspirations still work during a crash, so do your character's own two feet. You could also mez problematic targets before nuking to make sure they don't retaliate afterwards.
    First of all, shooting a hold at a problematic enemy before firing a nuke just means that the NPCs have that much more of an opportunity to kill you before your nuke fires, or to ensure you trade holds with them. Additionally, Blasters are the only AT I've ever played which is completely and utterly ****** without inspirations, if you'll pardon my language. If I don't have purples on hand in case I slip up or face a nasty spawn, I die. If I don't have break-frees for those holds at inconvenient times, I die. If I don't bring enough reds to the right fights, I die.

    Granted, I tend to play mostly melee ATs and Masterminds, but I've never played a Scrapper, Stalker, Brute or Mastermind who was so completely SOL without inspirations at any time. Sure, I can't beat every elite boss on just my wits alone, and there are some exceptional situations where inspirations are mandatory, but as a general running theme, all of my other characters get more inspiration drops than they actually use. Except for Blasters, who use more inspiration drops than they actually get by a fair margin, so I never have any left over just in case I opted to nuke a spawn instead of fighting it conventionally. Really - why nuke and use up my inspirations when I can fight normally and very likely need to use none at all?

    I find Blaster Nukes to be far too overbalanced on the side of caution. They don't do nearly enough to impress with with nearly the kind of reliability I'd want to see, and in return they have some of the game's most severe crashes. Seriously, the only thing which crashes worse than a nuke is Unstoppable, and I'd take Unstoppable over Nova any day of the week. Hell, I'd take Force of Nature over Nova any day of the week, and that ought to say something.

    Yes, nukes are strong. I don't find them to be nearly strong enough to be worth the crash.
  18. Quote:
    Originally Posted by IanTheM1 View Post
    I'm okay with this. Maybe slightly less than Caltrops range, but it's a good compromise.
    Yeah, I'm not really interested in adding range to the power so much as moving not using that damn "kneel and pet the ground" animation which takes me out of my skin whenever I see it. I'm be happy even with the power being limited to melee range (7 feet) just so long as I can toss it like a grenade, rather than setting it down carefully live a flower pot.

    I actually have nothing against the ability of powers to persist on the ground for enemies to arrive and activate them, just the same way traps, bombs and grenades do. However, what does bother me is when these powers pay for their ability to be used as traps by being incredibly awkward to use and being highly situational.

    As you mention, probably the most popular use of Devices Trip Mines is to toe bomb, largely because the interruptibility makes them useful for not a lot else. Now imagine throwing these as sticky grenades
  19. Quote:
    Originally Posted by IanTheM1 View Post
    1) Where's your tank? Control? Debuffs? ...Damage?
    2) Your team has zero additional damage to make up the boss HP difference? Including yourself?
    This reminds me of one of Jack Emmert's famous foot-in-mouth moments, where a player expressed grievances with his character's performance, and Jack responded "So what was your team doing?" My "team" does not exist, because I'm not on a team. I'm playing by myself, something the AT description tells me should be possible for the AT. Considering that neither nukes nor anything else in a Blaster's powersets requires team-mates as an explicit prerequisite, I don't consider Blasters a team-only AT.

    If your argument is that nukes are great ON A TEAM, then yeah, they kind of are. But people don't always play on a team.

    Quote:
    Originally Posted by Leo_G View Post
    And this is why I'd rather the nukes stay true nukes. We have far too few 'all or nothing dump' powers that you just pour everything you have left into. Everything's about sustaining your status as is. Nothing is about 'that last moment' or 'your final stand'. There's not enough sacrifice powers, self destructs and what not considering how many self rez, rez, and target dead powers we have...actually, it's probably why we don't. A nuking blaster with rise of the phoenix is pretty scary...way scarier than a blaster playing it safe with a mini-nuke.
    I'm not against "final stand" powers. Not in the slightest. Powers like Unstoppable, Overload and Elude are easily some of my favourites. What I'm against is powers with very limited use an very dubious, unreliable results that nevertheless come with drawbacks which far outweigh their usefulness. I would sooner use Foce of Nature on my ex Energy/Energy/Force Blaster than Nove as a last resort, because Nova had an unreliable shot at hitting or indeed killing what's threatening me, yet it removes my ability to defend myself while Foce of Nature allows me to stand and fight and kill what's threatening me, at the cost of it then expiring, crashing my endurance and not recharing in another 1000 seconds. But at least when it's up, I know I can rely on it.

    Blaster nukes are treading the wrong tightrope. They're trying to balance the ability to kill an entire spawn in a single hit with the fact that being able to kill an entire spawn in a single hit is badly overpowered in most cases, so they're kind of half-and-half, with the multiple damage components and the target cap and so on. More than anything else, they give a Blaster precisely what a Blaster doesn't need more of - shock damage.

    By FAR the biggest problem Blasters have is that they have very little time to act, because the border between being alive and being floor pizza is often counted in seconds. A Scrapper can goof around, botch his setup, get hit about the head and still have quite a long time to react before things get really bad. A Blaster does not have that luxury, with the expectation that a Blaster's damage can work so fast that this short life span wouldn't be crippling.

    But if I were looking for an all-or-nothing power on a Blaster, I'd want to see one which allowed me to do much damage by means of keeping me alive long enough to do so. All of my Blasters had more than enough damage to take anything and everything down, but rarely lived long enough to be able to do so. A power which gives me a window of opportunity where I CAN live long enough to kill stuff, at the cost of crashing me AFTER that fight is done if I don't drag my feet, is one I can respect far, far more than what is essentially a roll of the dice.
  20. I have a very strong dislike for the entire "set trpas" mentality of long-activation interruptible setupu powers like mones, bombs, the gas trap, the gun drone and so forth. It feels like they were designed for an entirely different game, one where preparing an ambush and strategically drawing enemies into it was a major part of gameplay. In City of Heroes as it stands right now, that tactic is a last resort if your direct-application powers fail, and it attaches an unnecessary time investment, forcing one set to spend considerable set-up time to achieve what another can in real time.

    As such, I would argue for turning Poison Trap into a tossable power. Toss a vial on the ground over a short range (call it Caltrops range) and have it stay there until someone steps on it. If thrown at someone's feet, then it would trigger immediately. That way it gets to serve as a trap AND as a direct-application power. I feel the power's actual stats also need tweaking, but I won't get into that.

    Also, Noxious Gas is a really uncomfortable power. If you picked Mercenaries, Robotics or - like I did - Necromancy as your primary, then you're put in a no-win situation. If you want the best effect out of Noxious Gas, then you have to place it on your ranged henchman and put that in melee, which isn't ideal for said henchman. If you choose to put it on a melee henchman (if your set even HAS one), then it operates at a lower power level. Making its power unrelated to henchman class sounds like a superior idea.

    I can kind of understand why Detonator deals more damage with a higher-class henchman, but at least with that you can resummon the henchman once killed. With Noxious Gas, you need the henchman alive for the effect to linger. I'm not too hot with putting that on team-mates, but at least letting me pick the henchman I put it on would give some flexibility.

    Or... Why not put the power on ALL henchem at the same time? Obviously it wouldn't be allowed to stack between then, but it might be pretty cool
  21. It would be so nice if you could write out the full attack names for powers since not all of us are familiar with their abbreviations.

    My personal choice for a Dual Blades Scrapper's attack chain has always been the following:

    Empower -> Sweep -> Attack Vitals -> Power Slice -> Repeat

    At least, that's my choice without any recharge slotting. The linchpin to a lot of Dual Blades combos is Ablating Strike, so you need to space your combos such that it will have recharged. If you start with an Empower combo, the Empower buff will last long enough to Empower the Sweep combo for some extra damage. By the time you're back to doing an Attack Vitals combo, Empower will have expired, but Ablating Strike should have recharged. The Power Slice in there is just to space things out so Ablating Stike has time to recharge before the next Empower combo, as Power Slice is only use in Sweep and it recharges fast enough to be available again in time.
  22. Quote:
    Originally Posted by Arcanaville View Post
    Its on my list of things to twist Black Scorpion's arm about.
    And I sincerely hope you are successful The idea behind the heightened critical chance after Eagle's Claw is very cool, and it does give Martial Arts a LOT more flexibility than I originally thought it would, but the way it's hooked up now is just horrid. City of Heroes is not a game about split-second twitch reflexes, so giving us a window of opportunity to exploit a mechanic that, with all the limitations accounted for, is less than a second, is just bad form.

    I know for a fact that the game is capable of doing better. We've seen it in Dual Blades, where one attack sets the player in a mode where another attack could have an additional effect. We've seen it with Dual Pistols where one power effect from one power can alter the chance for another power effect in another power to occur. There are better mechanics, and these existed prior to the Martial Arts changes. I sincerely hope we use one of them so that we could have the same functionality without the stress to my nerves.

    Quote:
    Originally Posted by Eva Destruction View Post
    It also looks very very cool.
    Certain Martial Arts combinations look incredibly cool. My personal favourite is Strom Kick -> Dragon's Tail, a sort of double spin kick. Eagle's Claw -> Crane Kick also looks pretty cool, though for reasons I cannot describe. It sort of looks like a single flowing motion.
  23. "Patch" powers that enemies avoid actually have their own unique effect, at least in name: "Avoid." This is as distinct from the "Afraid" effect in older-style fear powers and the "Terrorized" effect that fear powers were changed to when PvP was introduced. I'm not sure if "Avoid" is even a power effect so much as an AI call, as I've seen AVs and Monsters succumb to it. Remember Leandro's video of Nosferatu running away from his Mastermind like a Benny Hill chase? That.

    The patch notes did say that the "Fear" effect was removed (even if that effect was always listed as "Avoid"), but as I said before - my experience suggests that there's still something in there. I don't know if it's a power effect or just an AI quirk to do with continuous effect patches, but the AI will still try to avoid the patch. NPCs can be taunted into it and they will indeed stay, but deploying a Burn patch in a dense group of NPCs and doing nothing else will cause them to scatter, whereas standing in a dense group of NPCs with Blazing Aura going will not. I don't know what's causing it, I just know that it's there. I developed a habit on my Fire/Fire Scrapper to drop Burn last, so that enemies could be killed by its initial damage tick and not run away. Deploying it first caused them to scatter in all directions for about 10 feet, putting them out of range of even Fire Sword Circle.
  24. Quote:
    Originally Posted by wei yau View Post
    Aquila Praetoria
    I think I just found the first use of the elongated Half Helmet in this game that I've ever actually liked Normally, it makes the head look like an egg, and goofy, but you've matched the elongation with the other details very nicely. The Martial Arts plate stretches it forward, the large face shield stretches quite a bit backwards and the "tech ears" match the curve of the helmet. Usually, elongated helmets look like someone took a regular helmet and put a lump on the back of the head, but this one really works. I'll try using it when I get the chance to design more helmets
  25. Wow, I actually helped someone. I didn't think it could happen!

    Glad you got that sorted out. "Mods" are generally safe as they don't mess with your actual client, but sometimes patches to the game can cause overriding content to interfere and either prevent the client from launching or produce glitches. That, I believe, is the primary reason why we're not allowed to talk about how to use them on the forums - the developers don't want people messing with their clients.

    Have fun testing this thing