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Posts
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Joined
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Quote:This would be nice - but if we get even more chest details, they really should divide them into separate sub-menus - just too many now if you have some of the Veteran awards.All I really care for out of an animal based booster is more/better bird chest emblems. We have 3; one's an American Indian-style bird, the other two are just bird heads. I've seen some Customization Options in other games that have a ton more bird-related chest emblems. A few of them look really cool, and I'd just like to see more.
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Quote:Of course, bounding boxes would have to remain the same. Which might be a little silly at some points in play, but its a price I think most who took this size would be willing to pay.Bigger and smaller bodies would potentially break the bounding boxes. This is why stuff like Rularuu himself and the giant Council/5th Mechs are not in-game, at least not as targetable enteties, because of tech and combat issues.
Of course, the crowd who got really small just to block line of sight less might complain that they don't get more l33t. * Shrugs -
As a nominal PvPer (I did tip my toes in it a few times) I must say DR has dramatically increased the threshold to overcome in order to enter PvP. There is basically no correspondence between what I can do in PvE and PvP; its like two different games.
I am paying to play CoH-E. I know there is another game known as CoH-P running on the same servers, but I have no idea of its rules, my characters won't work there, and its is more alien to me that other games such as Champions Online (Which, while crappy, is pretty easy to understand).
Basically, the only thing PvP is for me is a quick patrol to get Combat Invisibility at level 20. And its easy; the zone is always empty.
Also: DON'T LET VANDALS INTO MY BASE just because I want to access PvE content like the Cathedral of Pain, thank you! -
Quote:The jet pack temps are great, but ever since they came out I've wanted a fly pack that was a costume item and works with normal flight.I've mentioned it before, but the Art Team's been looking into the possibility of backpacks. We definitely want to make some for you, but all I can say for now is "stay tuned..."
Next wish; more extreme size options. A lot smaller - down to Pixie size. And somewhat larger - the character still needs to fit in rooms and not completely block vision for others. Size options might best fit in a paid for costume expansion set - I don't want half of Paragon's population to be Pixie-sized.
Of course, this also goes with oversize weapons! -
Defenders inherent after i18 will be based (mostly) of their secondary, just like Tanker's.
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Considering Shield Charge, which this was probably balanced against, it should be good. FA and Shield are both "offensive" defense sets.
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Nice Guide. I was also confused about the meaning of "timing out", was worried you had to do the whole switch within 20 hours or lose your progress, but it appears to be the other way around.
Looks like what you want is to be either a Vigilante or a Rogue. Basically, its like joining the Midnighter Club - as task you have to do to get access to more content.
If you start as a hero and want to play among villains but still want access to Paragon City (as well as the Rogue Isles), you do like this:
Hero -> Vigilante -> Villain -> Rogue.
Did I get this reasonably right? -
Front loaded AND no fear component? I'm worried the Burn changes are too much and we'll see a reversion shortly. I might even take it on blasters now.
My issue with FA was always that it was tied too tightly to the Leaping set.
* No immobilization protect, making Combat Jumping mandatory.
* Need to stand on the ground to Burn, making flight useless.
I am also a bit worried about the Shield set. I've seen many, many shield tanks and scrappers get chewed up, and their saving grace was the damage - including Shield Charge. Scrappers are better off than tanks and brutes because they benefit more from the damage buff, but shield has a pretty strong aggro aura that often kill them. Tanks and brutes with shield seem quite weak defensively. -
For me, this change will work out. I was a little surprised it was needed, but I can see the reasons why.
I've competed with brutes on my tanks numerous times in ITF and LGTF and never came out short. Sometimes I've waited for the brute to go in first and take the alpha before taking the aggro from them. The brute is at max fury and half hits when I come in to save the day. Mightily heroic! I may nor be able to take all the aggro, but I don't want that - just enough so the brute survives.
The brute may defense buff as well as the tank, but this is countered by the fact that tanks damage buff as well as brutes. The base damage multiple is about the same. Add Fulcrum Shift, and its only the damage cap that differentiates a brute and a tank.
Getting a buff to my tier-1 is not a problem, as I always use this one. If you study damage/activation and damage/cycle, you'll notice that with a few exceptions, higher-tier attacks are not inherently superior - they hit harder, but also slower. Not only slower recharge but also slower activation. And on a team with multiple tanks, it is generally a good idea for the tanks to spread out and not hit the same target. Heck, there is a point with a single tank spreading attacks over several targets, especially at low levels, to grab aggro. All of this increases the viability of bruising.
Finally, this helps where tanks hurt the most - soloing and at lower levels. Tanking before level 20 is a pain. You do defender damage. You cannot grab aggro, and if you do, you cannot take it. Bruising will help a bit with this.
On defense caps, defense debuff resists matter a lot. Super Reflexes can get over 90% on this, while Shield tansk only get to around 50%. Add this to the effect of softcaps - fewer hits mean fewer debuffs. I've seen SR survive better than Shield tanks in ITF. On the other hand To-Hit bonuses, like Nemeis and DE have, strike all defense equally. -
* Will we be able to play existing hero/Villain content with side-switched characters?
* Will we be able to play from level 1 on either side with toons of either alignment?
I'd be really disappointed to miss the low-level content with my transferees. -
Sunday evening sounds good - sign me up thats when.
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Having a lot of fun with you guys lately, as my regular crowd all seem to have switched to Pirates of the Burning Sea for now.
And some of you English have the weirdest accents! I am fully convinced there are as many variants of English in Britain as there is in the rest of the world - and a lot more than in relatively homogeneous areas like Australia or the US. -
Raid costumes:
Basically, a raid costume doesn't use any frills and tried to cut down on the number of surfaces. This is to lighten the load on people whose graphics cards are under strain. They can also be color.coded for AT, but that isn't as important here.
Don't use: Capes
Things to avoid: Shoulders, belts, auras, hair or helmets (use the full mask option), complicated hands and/or legs (robotic, Justice, Sinister, any of the specials).
AT Colors (I only know the hero colors)
Blaster: Red
Defender: green
Scrapper: Yellow (not 100% on this)
Tanker: Black (Again, not 100%)
Controller: Purple -
We had 60+ deaths on our 8-man team when we ran it this weekend - ok, most of us did start at level 13-14, but still, it was a slaughter.
[sarcasm]What a WONDERFUL first Task Force experience Positron is![/sacrasm]
That said, it is quit fun (in a harsh way) and I wish you all possible luck! -
I only said how it would reasonably work. PvP has a lot of odd coding, so it might actually be that the Per max is somehow applicable here. Better test it before you believe it.
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If it is -Per, the stealth cap shouldn't matter. After all, you are not buffing your own stealth.
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Aid Self includes 1 minute of stun mitigation - not very strong and a pain to use.
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The bottom line is, Vigilance was a solution to a problem that did not exist. Vigilance helps Defenders on teams. Defenders on teams do not need help. What defenders needed was something that let them solo better.
Defenders might be team toons, and teaming can easily bring you to 50. But having NO solo ability still sucks. I mean, a defender can't even solo his own out-dated missions!
Corruptors have the same problem, to a lesser degree. -
We sure could have used you at the end, but we managed to pull through, tough it took at least an hour longer than expected. No hard feelings, and better lucknext time.
Not for me tough. Not likely to try this again. Pointing on a single for for 15-30 minutes, five times + 4 pillars. Not fun. -
Our great leader was lost in space, but the rest of the team completed it. Took 6 hours.
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Basically, the OP is right. It is quite hard for a defender to get to do their own missions. On the bright side, it usually means you're running missions higher than you are, which means a lot of xp.
If you don't like this, try some of the remedies mentioned above. -
I for one am glad the shaking is gone. And yes, I do have a SS tanker (among many other toons).
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Wendsday or thursday would be best for me
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Interested as Cidri (Scrapper - Claws/SR/Weaponry) but not use if I can make it monday night.
I have bad experiences with teams formed in the game; maybe a team formed on the forums will work better.