SkarmoryThePG

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  1. Hmm. I honestly don't know how to slot Dwarf Drain to get the most bang for buck. It's costly in end, it's a good heal, it's good damage. So how do I slot it to maximize that all?

    Also, could somebody take a look at the build I'm working with right now and see if I missed something obvious?

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  2. SkarmoryThePG

    Bad ws powers?

    Unchain Essence is like half the nuke with none of the drawbacks. I love it.
  3. Quote:
    Originally Posted by Gaia View Post
    If you were seeing mobs of 3 minions on Malicious something had already defeated the rest of the mob or you had pulled only part of it.
    ...or the spawn was +1 to mission level.
  4. If Conserve Power, Build Up and Orbiting Death could be used in Nova/Dwarf Form.

    Oh and if the Dwarves provided Defense and Slow resistance, one more of one than the other.

    /wishful thinking.
  5. Have you ever noticed that, every room and then, mobs will spawn at +1 to mission level?

    That's been in since forever. It's made missions more varied. It was good.

    Then I16 came, bringing with it the much-improved Notoriety system, and... mucking it all up.

    You see, before I16, whenever a room was randomly selected to spawn +1 mobs, it would spawn them for a team one smaller. Running solo on Malicious (the old and insanely popular equivalent of +0x2 with bosses) you would run into spawns of 5 minions, or 3 +1 ones. It was good. It was a varied but even challenge.

    And now? The spawn engine's broken. Spawn size is independent from spawn level. You'll run into anything from 3 +0s to 5 +1s (or 4 +1s and a +1 LT, but that's another problem). No matter how you set the settings, you'll have spawns that are either too easy, too boring, or ones that will smear you over the pavement. No way to avoid both, as it was with the old system.

    Can we please get this fixed already? I know there are others like me who don't enjoy setting their settings to -1 or x1 because then the mobs that spawn properly are too weak to be fun to fight. If I wanted to fight big spawns of +1s, I'd set the settings to +1x2 or more, but don't force my less soloable characters into them. Please.
  6. Quote:
    Originally Posted by Golden Girl View Post
    It's been a while, but CoH finally has an endgame system
    AKA grind grind grind because even getting it on one character will be a pain.

    Sigh.

    Also, yay for the buff to Mastermind Dark Miasma. Because we weren't the easily best choice already. Unjustifiable.
  7. Quote:
    Originally Posted by psycheout View Post
    this and his arc as a whole. It made me pretty sad too Dark.

    Actually that villian morality about you meeting your future selves almost made me stop going villian.(for badges)
    ...I have to run this now. Which band?
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    I've used it, not because I expressly like the animation, but because it's the closest thing to a specific attack that the game SORELY MISSES. I mean, more specifically, a basic, strong, forward punch. Jin Saotome demonstrates:
    [snip]
    There's a problem with those attacks. The ones you specifically shown. You know what happens after them? The character moves forward to burn off the momentum. That's something that's limiting the CoH engine. That punch and keeping your footing would look silly, though I'd be happy to have the Devs prove me wrong. Maybe an alternate Crane Kick?

    Quote:
    I've often wondered if we can't give EVERY attack a few extra frames of animation that can be interrupted by another power, and reserve those few frames for returning to combat stance. That way, if you used an attack alone, it would flow from stance to animation to stance fluently, but if you chained attacks, they would flow into each other (with a bit of a skip) without going through the start-and-stop affair that is the current animations system. Not having to return to combat mode after EVERY attack would make most sets flow far better.
    -yes-. I'd swear some KinMelee attacks work like that.

    Quote:
    Originally Posted by Eva Destruction View Post
    I'd be interested to see how many people who don't already have ice powers will actually take Cryonic Judgement.
    I have the reverse problem.

    For my Ice Tanker, Cryonic Judgement is the single worst choice possible.
  9. Now I want an actual stealth titan mob.
  10. Quote:
    Originally Posted by InfamousBrad View Post
    something a little more interesting AND useful, like the long overdue space station and lunar colony and underwater city maps.
    I see your requests remain in a long-distance relationship with realism and viability.
  11. There is an issue with the sounds of Kinetic Melee. The "impact" sounds do not get reduced with range. If you're close enough to hear it, you hear it at full volume.

    Quote:
    Originally Posted by Trickshooter View Post
    It makes me more than a little sad that we ended up with these sounds, from what I saw, in order to please a minority of players that needed to hear an explosion everytime their fists hit an enemy, and then when the majority requested the original sounds back, we were told it was too close to release to change them again.
    Please don't present personal bias as objective fact.
  12. Ah, good to see I'm not alone.
  13. Quote:
    Originally Posted by Techbot Alpha View Post
    Not what I heard. Last I heard from BaBs before he left was that it was a case of there are literally no existing animations they could use as a basis for a set like this. Therefore, a bit like the whip, they'd have to do all new, completely from scratch animations for it. Which'd take a helluva lot of time.
    Somewhat different from the whip. The whip isn't fundamentally different than other right handed attacks. It's only different in that the movement of the actual whip was an absolute [REDACTED] to model, and even those four animations were extremely art team time intensive.

    The problem with Staff is that you'd need to create a whole new mode of movement. That means new animations for everything. Standing, walking, running, ninja running, beast running, strafing, backing up, jumping, falling over, dodging, taking a hit, flying, most of the above while flying, hovering, everything.

    And that's before they get to the actual attack animations.

    Even worse, even if somehow they had the resources to make all that, the engine does not currently support a two-handed weapon. They'd have to teach it that (imagine the bugs!), or invent some impressive klutz to create a very convincing illusion that the character holds the staff in one hand.

    And no, having one hand glued to the staff and the other hovering inside it does not count.
  14. On the upside, the quadrufecta of Staff, Spear, Polearm and Scythe have the benefit that the worst part of the work to add one would also make the other two a matter of new attack animations.

    Of course, then we'd get four new S/L melee sets. Um, yay?
  15. Quote:
    Originally Posted by Heartbreaker View Post
    Mostly liking what I see here, though it's a shame we cant get hats and glasses on these beast heads, and still no Kilts/Skirts/Shorts on the monstrous legs.
    This. Please.
  16. Quote:
    Originally Posted by Black Scorpion View Post
    The check for “in combat” actually is checking if you were hit by a hostile power recently. There is a special map-wide power in Ouroboros which technically counts as “hostile” as the result of a minor unrelated technical limitation. In Issue 20 we made a fix to the limitation and can now flag powers like these as not counting as hits for purposes of things like suppressing Hide or triggering the in combat slotting check and related cooldown. Ouroboros is on our list of places to make this fix, but if you know of other maps that are causing this it is probably the same cause and the same fix, so we would like to know about them. Thanks in advance.

    Your bud in the high-powered armor,

    Black Scorpion
    Hit, or attacked with? If I manage to dodge every attack the mobs around me throw at me for X time, can I change alpha mid-fight?
  17. That... looks very similar to the default Mercenaries rifle.
  18. Quote:
    Originally Posted by KianaZero View Post
    Those looks like what my computer was going through when it was getting a little too warm and my graphics card was on its last leg.

    It wasn't too long after I started seeing those kinds of graphics my card puked its guts and I had to get a new one.
    Heh. Reminds me of when my graphics card was dying.

    ]
  19. I dunno, it sounds more clunky than shvingy to me.
  20. Here's the trailer, you might've seen it.

    Okay, this is a very obscure thing from my weird brain.

    What's with the *clunk* sound when the Archer prepares for a Rain of Arrows? Was that always in and I just failed to notice?
  21. Quote:
    Originally Posted by Scooby_Dont View Post
    Yeah, the "psychedelic" effect. I've got a few screenies of that. Wouldn't mind it being gone.
    Share?
  22. Quote:
    Originally Posted by Lothic View Post
    Please, use a little common sense. While I'll bet there are a few "special" people out there who might be able to run 50 TF/SFs in a week do you really think the Devs think that's a common ability amongst our playerbase?
    51.
  23. Quote:
    Originally Posted by Avatea View Post
    and a grant of up to a third, half, or two-thirds of their entire level of XP (based upon the relative length of the content)
    Yikes.

    You mean XP isn't easy enough to earn in this game as is?

    Also, somebody please tell me that works well with XP turned off.
  24. Quote:
    Originally Posted by Ice_Wall View Post
    I really like change ammo in dual pistols.

    But my understanding of what being stated was not that you'd change your power, but add a secondary effect.

    IE Snipe shot in Assault rifle, you could add a -def or -regen or dot, secondary affect to the power.

    And if this was something you could do on a per power basis, that'd be awesome.

    And it'd be something added to the power, and not a power of switching between ammo types.

    But that's if I'm understanding the concept correctly...
    I really dislike Change Ammo. It's barely worth the power slot, and it's definitely not worth the tray slots.

    Let me pick one of the ammo types as a permanent auto, give it a damage boost or increase the secondary effect, and I'm golden.