Timeshadow

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  1. Hey everyone. The MM boards are a place I frequently visit but don't post in often because I'm not a Mastermind fan. I love 'em when other people are behind the keyboard but the AT's never appealed to me personally.

    But none of that's really relevant to the topic. As of late I've seen several MMs (Mostly Demon Summoning) stroll up to the Black Market with their blazing, snarling pets in tow and just leave 'em to howl infernally while they go about their business. I'm just curious as to what you all think about that. Considering the presence of those pets in a non-instanced zone can slow down some older systems, is it thought to be poor etiquette to leave 'em out while you're marketeering? Do you dismiss your pets when you hit the market or just leave 'em hangin' around?
  2. Quote:
    Originally Posted by ShadowsBetween View Post
    And not everyone thinks the goal of the game is to be able to solo Lusca, or whatever the insane high watermark is now. Some people want to build their character to fit a specific story, or because it's simply more fun to play for them. I have a Fire/Fire brute who will *never* have the fire sword attacks, because they don't fit the character I want to make. Don't worry though, you won't have to "waste your time" throwing me off a team. People with the idea that they can tell me how I "must" play the game are the reason all of my characters are hidden from searches the moment they're made.
    You make it sound as if I'm a staunch supporter of the so called "build nazis." I never said my standard of performance is taking on AVs or GMs solo. I certainly never said concept wasn't important or that I have the right to dictate how anyone plays.

    What I did say is that, when I lead a team, if any member of that team is a detriment to the others for any reason whatsoever I'll kick them without hesitation. Because at that point their fun is infringing upon the fun of others. I build for concept too but I'm willing to make compromises between the precise layout of my toon's story and their effectiveness. This isn't a comic book where your favorite hero wins because they're supposed to. On the contrary, it's a game with rules and mechanics that determine what does well and what doesn't. I'm more than willing to account for that because, at some point, my ability to perform makes up a large part of whether or not I'm having fun.

    That may not be the case for you or anyone else. If it isn't that's cool but don't tell me it's wrong to think differently and make decisions as to whose gonna be on my teams based on the factors that make this game fun for me.
  3. Quote:
    Originally Posted by Aluminum_Dave View Post
    It doesn't affect anyone negatively if the powers are not taken. It just doesn't make them any better. You do not lose defense by not taking TT: Maneuvers, you just don't gain it. You are no worse off that before you had the teamate.
    That's cool for you when you're by yourself if that's what you like to do. Personally, I have enough experience with CoX to have a general idea of what powers are available to a player. So when I invite that Cold Domination or Pain Domination Corruptor I expect some shields and heals respectively.

    That's where the real issue is here. It comes down to some people defending an individual's right to build as they see fit while others take up arms for a team's expectations. It's really a matter of personal freedom versus social responsibility and we all know that's gonna go on forever no matter what anyone says.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Whatever reason it is, my rule is: Almost any build, any budget, some exclusions.
    That's my policy.

    I think we've all run with the gamut of players. From fully IO'd super toons to newbies who didn't realize that picking up their mezz protection was more important than grabbing another self heal. What we choose to do with them is up to us; just like what powers they pick and how they play are up to them.

    For example, if your AR/Traps Corr wants to stand shoulder to shoulder with my softcapped Night Widow (Just got her to that point today ) I'm not gonna call you a moron for it. I will explain that it's not a safe place for you to be and recommend an alternate strategy. If you, predictably, faceplant repeatedly I'll just leave you tasting the floor. However, if those enemies you just failed so epically against peel away from me and cut down the Dom who was holding the spawn I'll kick you before the fight's over. Once you become detrimental to other members of the team it's my responsibility as the leader of said team to remove you as quickly as possible. It's my right to do so and I won't entertain complaints about it.
  4. I'll add something else (And shamelessly plug for myself at the same time ). Make good use of your friends list. If you team with a player you like or seems particularly helpful, add them to your friends list so you can find them again. You can also send a request that'll give you both the option of adding each other to your respective global friends lists. Players listed as global friends can find each other regardless of what server or character they happen to be playing on at the time.

    Also, finding a good supergroup can provide with you a lot of excellent benefits. In addition to a good group of players to run with you'll have access to amenities like storage for your stuff and even teleporters to different zones if your group has the resources to afford 'em.

    Here's the plug: I lead a supergroup on the Triumph server that focuses on new players. We like to teach and help new players out as much as possible. We're very small at the moment but our base is fully equipped and we'd love to have you with us. If it sounds good to you just send me a PM here and we can talk about it more.
  5. This comes up pretty regularly whenever a new wave of players get access to EATs. They're not familiar with what powers are essential and which ones can be skipped without doing detriment/upsetting anyone. It's part of the reason I was opposed to such a drastic lowering of the level requirement (Though we saw the same thing in I12 when VEATs were first released).

    Only thing you can do is try to educate them. And keep in mind it's not just VEAT players. I ran into a level 50 Dark Armor Brute the other night who only had Dark Embrace (The first shield) for protection, both Oppressive Gloom AND Cloak of Fear, Aid Self, and two travel power pools (Leaping and Speed. He even took Whirlwind). Not everyone bothers to really learn much about the games they play. They just wanna smash stuff.
  6. Quote:
    Originally Posted by Post_Apocalypse View Post
    Seems like the Widow can do big damage over time, and Banes are burst Damage.
    You just about nailed it.

    I've got both a Night Widow and Bane Spider at 50 and this is the most noticeable difference. Night Widows can, with proper endurance management, chew through hard targets thanks to their quick activating, high damage attacks. Also, having Follow Up allows them to increase their overall DPS without interrupting their attack chain. They play more like stealthy Scrappers.

    Banes, on the other hand, function in a manner that's closer to Stalkers. Their attacks have very good DPA but the animation times are longer. They have access to Build Up (As do Widows) and Surveillance. Both powers enable Banes to deliver more damage from Hide. While they do, of course, have more functions than just that they lend themselves very well to delivering a single crushing blow as opposed to sustaining high damage in drawn out battles.
  7. Quote:
    Originally Posted by Diggis View Post
    Me, I have my left hand activating powers and tab selecting targets, and my right hand on the arrow keys for movement.
    Exactly this. It's how I've maneuvered through CoX since day 1. Never been a fan of the WASD key layout and having the numpad on the right side of my keyboard makes using any other control scheme feel cumbersome and unnatural.
  8. What message does it give you when you try to install the latest version?
  9. Hey fellow Khelds. I've been meaning to write a Kheldian guide for quite some time now but I could never get through much. After some thought I've come to the conclusion that a journal type of style is much more up my alley. This'll be more of a journal/guide combo rather than a pure version of either (Appropriate for a hybrid AT don't ya think ). I plan to do a write up of my experience with both Peacebringers and Warshades but I'll start with PBs because, in my opinion, that's the type of Kheld players new to them should start with. Anyway, without further ado, let's begin.

    General Info:
    Kheldians are unlocked by having a level 20 hero character on your account. This change came with I17 as a way to make Khelds more accessible to casual players (The previous level requirement was 50). Again, unlocking Kheldians requires a level 20 hero character. Villains don't count. They have their own epic ATs that unlock at 20 as well. Once you've unlocked them your account is flagged as such so you'll still have access to them even if you delete all toons on your account at level 20 or above. However, there have been instances after a patch where the flag was reset unintentionally. This could only be fixed by logging in a character of the required level so be careful when deleting toons.

    Inherent Powers
    Kheldians have the most unique of all inherents and the only ones whose effects are dependent on a team's makeup. Both, Cosmic Balance (Peacebringers) and Dark Sustenance (Warshades) provide different buffs according to which Archetypes the Kheldian is teamed with. The in-game excerpt does quite a good job of explaining the exact breakdown so here ya go:

    Cosmic Balance: Kheldians naturally thrive off the energy and essence of their teammates. Peacebringers' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage Resistance will increase for each nearby Scrapper, Brute, Stalker or Blaster teammate. Each Peacebringer, Warshade, Arachnos Widow or Arachnos Soldier on their team gives a 10% Recharge Slow Resistance. Finally each nearby Controller or Dominator teammate will grant you limited protection from Control effects. You cannot put Enhancements in this power
    Dark Sustenance: Kheldians naturally thrive off the energy and essence of their teammates. Warshades' absorbing nature allows them to draw on the power of their teammates' power to increase their own. Your Damage Resistance will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage will increase for each nearby Scrapper, Stalker, Brute or Blaster teammate. Each Peacebringer, Warshade, Arachnos Widow or Arachnos Soldier on their team gives a 10% Recharge Slow Resistance. Finally each nearby Controller or Dominator teammate will grant you limited Protection from Control effects. You cannot put Enhancements in this power.

    Life and Times: Journey of a Peacebringer

    Levels 1-5: You May Feel A Little Woozy

    The first few levels on a Peacebringer are similar to those on any other AT. Your initial power selection will make you choose between either Gleaming Bolt or Glinting Eye. I chose the latter because shooting piercing beams of light from your eyes is "ZOMG teh awesomesauce!" Gleaming Bolt animates faster so it can be loaded with procs and spammed but the whole thing's more a matter of taste than real combat effectiveness.

    One thing that's completely different about Peacebringers are their inherent flight powers. You'll have access to Energy Flight, a carbon copy of Fly with a cosmic looking trail, from level 1. I had great fun zooming around the tutorial zone and confounding my enemies with searing laser beams from above. Don't be surprised if you get frantic tells from other lowbies asking how you're able to do it

    Whether you choose to run the Outbreak tutorial or not you should head to Atlas Park first and talk to Sunstorm, the starting contact for all PBs. The Kheldian arcs are all very enjoyable (Though they do run you through a lot of Council bases in the mid levels) and new ones become available every 5 levels or so. Don't forget to visit Ms. Liberty and level up when you can. I picked up Shining Shield at level 2 since it provides some nice Smashing/Lethal Resistance early on and I didn't care much for picking up Gleaming Bolt.

    At level 4 I grabbed Essence Boost. This is a great power. It's a Dull Pain clone and provides the usual big self heal and +MaxHP at the cost of having a long recharge timer. Due to that you've gotta judge the situation to determine how best to use it. You can use it during battle as a heal or before battle so you have more HP to work with in the first place. I find the latter strategy is best used when you know you'll be up against hard targets or after level 20 so you can stack it with the +MaxHP from White Dwarf.

    Really, the first 5 levels are nothing special. They're just a run up to level 6. That's when things really start to get interesting...
  10. Timeshadow

    LoganStorm

    Quote:
    Originally Posted by Logan Storm View Post
    And what's Gimping?
    Keep seeing that expresion all over the place but have no idea what the
    hell it means? @_@
    Gimping is a term used by the MMO community at large. It basically means the act of making a character weak. So when someone says something's "gimp" they're saying it's weak or underperforming.

    As to your previous comment about not being able to use more trays because it'll clutter the screen, that's a matter of positioning. I keep chat and targetting open and still manage to make use of three trays. They're all in seperate corners of the screen. I open the map as necessary and, when I do, it does cover the targetting window but considering the game places a recticle around your current target that really shouldn't be a problem.

    Please forgive me if I offend but it seems like you're laying out a lot of unnecessary challenges for yourself. Too distracted by non-attack clicks to fight effectively? I can see how that might drive some people away from sets like Regen but when you've only got a handful it shouldn't be too much of an issue. If that's really the case you may just need to learn to play better.
  11. Timeshadow

    LoganStorm

    Quote:
    Originally Posted by Kitsune Knight View Post
    Also, since you want both Swift and Hurdle, then you should drop Health. Health is nice, but definitely not nicer than the other powers you're skipping. My Huntscrab makes heavy use of both Venom Grenade and Frag Grenade (and since you have WAWG, you'll be able to spam Frag Grenade with no concern for the knockback).
    Or you could take Mental Training. It works just like Swift in that it provides an enhanceable RunSpeed increase. But it far outshines Swift by also giving you an unenhanceable 20% Recharge buff and 40% resistance to Slows. Those two things alone make it fantastic. I use Ninja Run as my Bane's travel power and Mental Training is all I need. That way you can have the desired increase to RunSpeed along with tasty extra benefits and the room to keep Health in your build.

    Quote:
    Originally Posted by Logan Storm View Post
    Part of my chooices for powers is having them fit in with the character of
    the toon, I write the Bio the base the outfit and what powers I hope to
    choose around that, I find I have tons of fun that way but then again
    that's my style of playing heh.
    That's all well and good but it seems to me that you're gimping yourself unnecessarily. You can still make your concept work without sacrificing too much.

    On top of that it looks like you're letting your experience with other ATs influence your build entirely too much. SoAs aren't Brutes, Tankers, Blasters, or Corrs. As Epic ATs they're a bit of a mishmash between various standard ATs but their various elements combine to give them their own flavor. Trying to base your selections off what's worked for you before on X prior AT is a flat horrible idea.
  12. Timeshadow

    LoganStorm

    Quote:
    Originally Posted by Logan Storm View Post
    I choose Soul Tenticles and Wide area Web becouse of two reasons.

    The Soul Tenticles I would have to wait until far end of 40 to get, the
    web grenade I can get and use sooner, once I have Soul Tenticles Icould
    all ways use a respec or keep them both incase one fails.
    While that's basically sound logic there's a reason against it.

    WAWG is a great power for any ranged AoE variant of an SoA and will serve you well. The reason I advise against Soul Tentacles is that SoAs have a lot of great powers that you'll want so taking redundant ones from your PPP isn't neccessarily a good idea. But that's more a matter of taste than actual effectiveness.

    Quote:
    Originally Posted by Logan Storm View Post
    As for Venom and Frag Grenades there nice but where would Ifit them in
    the first tray since I have only Eight hot keys I can attach to each attack
    I have to be careful what I choose and use.
    I coul dgive up Pummle and Baynet but then I would be pretty screwed
    when the enemy gets in to close and I can't pull away, this has happened
    far to many times when I tried corruptor and a blaster.

    Now since the Soldiers of Arachnos has both Melee and Ranged combat
    capabilities I'd be a fool not utilise at least one or two Melee.
    (Or one or Two Ranged if I go for Melee style)
    This is the big problem I find with your projected layout. Just because the options are available doesn't mean it's a good idea to pick them.

    I highly recommend Pummel. It's a great Stun and should be slotted as such. Believe me, anything that gets into melee range with you won't do much damage as long as you're quick on the trigger with Pummel.

    Bayonet, while damaging, isn't anywhere near good enough to warrant skipping Venom Grenade. Venom Grenade provides you with a fantastic AoE Resistance debuff that'll make all your other attacks more effective as well as add rarely resisted Toxic DoT. Combined with WAWG and your rifle attacks you'll be a great AoE damage dealer. Do not, under any circumstances, skip Venom Grenade.

    As for not having enough hot keys to make use of all your powers, why not just make use of the alt trays? Click the arrow in the top right corner of the powers tray to open 'em up. They're already bound to certain key commands so check it out.
  13. Adding to what everyone else has said, don't forget about Pummel. Obviously you don't wanna be rushing whole spawns just to Stun one guy but if something gets in your face Pummel's a great tool to have.

    Definitely follow the advice you've gotten so far. The run to 24 can be a real slog on SoAs. You're flimsy and the damage output isn't that great to make up for it. Teams and tactics are your best bets. Believe me, it gets much better after the freespec. So good, in fact, you might end up bored.
  14. Quote:
    Originally Posted by Big_Soto View Post
    P.S. I think the Devs try to stay away from animials as pets because it simulates animal abuse or some other corny reason.
    That's got nothing to do with it. There are no animal pets for the same reason there are no animals in the game period. CoX doesn't include any sort of quadrupedal model. Therefore there's no basis for things like cats, dogs, etc.

    As for why the Devs haven't endeavored to create such models, because animating anything with more than two legs is exceedingly time consuming and difficult. In the time it'd take them to do that they could churn all kinds of other cool stuff.
  15. Quote:
    Originally Posted by Smiling_Joe View Post
    Option 2: Tanker Serum

    I'm not sure if the code can be worked out, but I was thinking that - in addition to a recharge of 600 seconds and a duration of 300 seconds, you would trade the damage buff and possibly the accuracy buff for an increase in threat level and damage resistance. The threat level is the part I don't know about - I got the idea from looking at Oil Slick's stats - it's a summoned pet power that automatically applies a -1 threat level to its caster (if I'm reading that right). If threat level can be changed on the fly this way, I thought increasing the threat level would simulate a "taunting" gauntlet effect (which is baked in to individual powers, and so can't be cast as a power). It would also bring resistance to all types but psionic to 75%. It would still crash.

    ::shrugs:: don't know how workable that threat level is, though.
    From what I understand of threat mechanics this wouldn't accomplish as much as desired. I think threat level determines who the enemies attack after aggro is established. To give an example, when a spawn is aggroed the AI assesses who has the most aggro first THEN takes stock of who has the highest threat level. It's why a Defender can peel mobs off a Tank under the right circumstances. So giving the Commando a higher threat level would only make a difference if it can take and hold aggro versus the other Mercs. Considering they all have cones and AoE controls that's a dicey proposition.

    Nevertheless, I like your ideas. And keep in mind I didn't refresh my memory on the threat mechanics before posting so it's very likely I'm completely off base.
  16. SG Name: The Pathfinders
    Leader: Timeshadow
    Motto:
    "Where there's a metahuman there's a way"
    Base Amenities: Teleporters to 8 major zones, crafting tables, personal salvage vault, group salvage racks, enhancement storage tables, inspiration collector

    The Pathfinders are a small supergroup focusing primarily on casual play. We're open to all game content including (but not limited to) regular door missions, story arcs (Mission Architect included), Task Forces, and raids. We understand that real life isn't always conducive to busting bad guys so we don't have any restrictions on AT, powersets, level, or even login time (Though we do prefer members to play at least once every 30 days). More than anything though we're here to have fun

    If you'd like more info or are interested in joining feel free to PM me here on the forums or send a message to my global @Timeshadow.

    SIDE NOTE: We're also in the market for good coalition partners so if you've got an SG of your own and would like to expand your group of friends feel free to contact me as well.
  17. I worked up a Fort build yesterday that's softcapped to melee and 5% shy of the softcap to ranged without Mind Link. AoE Defense is lacking but w/ effective invisibility and Aura of Confusion I'm not too worried about it. Thanks for your replies. Just needed someone to confirm that I wouldn't have to scour the team window whenever something above Boss rank spawned.
  18. Quote:
    Originally Posted by AllYourBase View Post
    This brings me to my first question: What bonuses should I focus on? I can get pretty good +regeneration and decent +recovery with the next step up from frankenslotting (two-slotting sets), but with Stygian Circle, those are more or less unnecessary. +Damage and +toHit are...less than useful because I can often very nearly damage cap myself with both mires going, and I don't have accuracy problems (most of the time) for the very same reason. +Recharge seems like a good idea, as does +defense. Can I get any significant amount of defense from IOs to make it worth the investment? These two are only limited in that I can't put enough slots into enough powers to get enough of the 5- and 6-deep set bonuses, where +Recharge and +Defense usually hide, for it to make a significant impact.
    You're onto the right idea. +Recharge bonuses are extremely helpful for Warshades to bring your Pets, Mires, Stygian Circle and, most importantly, Eclipse up faster. Eclipse is absolutely game changing. With enough targets to fuel it you can easily cap your Resistance to all damage types. Eclipse+Mires+Black Nova = ZOMGAPOCALYPTICDEATHMACHINE!!!

    +Defense is a secondary thing but it does help. Generally speaking you'll be melting targets fast enough to have Stygian fuel in the event that you're taking a beating. If you want a decent level of Defense (20-30%) that's cool but don't sacrifice too much for it.

    Quote:
    Originally Posted by AllYourBase View Post
    Speaking of set bonuses; my second question: I've read a lot about some powers and IO bonuses not transferring to forms. What are the rules about which IOs/Set Bonuses transfer? Do sets in passives transfer (i.e. Absorption, Stamina, etc.)? Do IOs in powers transfer (i.e. Steadfast Protection: Resist/3% Defense, Luck of the Gambler: 7.5% Recharge, etc.)? Does the power type (Auto, Click, Toggle) make a difference, or the bonus type (IO global bonus, set bonus, proc)?
    Basically it works like this: Auto powers (Except for the inherent) and toggles don't function in forms. The effects of click powers will carry over so if you use Eclipse and then switch to Black Dwarf you'll have the +Resistance from Eclipse as well as the auto +Resistance from Dwarf.

    As far as sets, bonuses transfer in almost all cases. Unique IOs that declare "Global" in their description will also function across the build regardless of what form you're in. Procs are limited to the powers they're slotted into so if a form locks you out of using that power or cancels its effect then the proc won't have a chance to go off.

    Quote:
    Originally Posted by AllYourBase View Post
    Primarily, I'm wanting something that will boost my performance when solo because I already feel pretty awesome in a team. In a team I never have endurance issues, never get near death, but when I play solo or with my SG (grand total of three people, myself included) I don't feel quite as awesome. Nova form works well (but is squishy), but in Dwarf form I find myself having endurance problems (each of my attacks is already 1-SO slotted for endurance reduction, any more and I compromise damage output) and the lack of an actual AoE attack (even though the mire is good for that, it isn't yet slotted for damage) means I have to focus on squashing my foes into dust one at a time.
    Warshades are powerful beasts but require specific circumstances to reach their inherent potential. Solo, you'll wanna focus on cranking up the number of heroes you're equivalent to as opposed to the level of your enemies. With enough baddies to fuel your various buffs you can easily take on tougher foes but against lone hard targets a Warshade is gonna struggle much more than a Peacebringer.

    Here's a "pro" tip: Conventional wisdom when facing tough targets alone is to pick off the weaker ones first so you can focus your efforts on the most difficult foe. For a Warshade that strategy is very detrimental because it eliminates all your buff fuel. Leave those small fries alone and let 'em make you stronger so you can pound on the big bad.
  19. Hey all. Been sitting on my 50 Widow for quite some time now. I'm lookin' toward IOing her out but I've got a conundrum. I'd like to IO her Fortunata build but the ability to take down Elite Bosses (And maybe Archvillains) solo is important to me. I'm wondering if that's feasible with a Fort since they're the AoE focused branch of the AT.

    To get specific, my current build has Subdue, Dominate, Lunge (With crits from Mask Presence), and Gloom as its ST attack chain. Will that provide enough ST DPS to bring down an EB if I have/want to solo one? Thanks in advance for any insight you can offer.
  20. Very intriguing responses so far. You guys are even more creative than I expected

    Quote:
    Originally Posted by GavinRuneblade View Post
    I forget where but I did see a thread about shapeshifters a few months back.

    I have a friend with a werewolf. Sonic/Traps Corrupter. In human form (scientist) only uses traps. In wolf form only sonics. Actually works out just fine from a play perspective and is a very colorful character.
    Yeah that previous thread was mine as well. I remember you mentioning your friend's Sonic/Traps. The concept really caught my attention. I wasn't sure about its viability in-game but Traps is known for its stand alone prowess and Sonic makes for a very hard hitting blast set once the -Res starts to stack. I'd like to see it in action.

    Quote:
    Originally Posted by Leo_G View Post
    I have a mid-lvl Dual Pistols/Fire/Ice Blaster who is actually 2 demons. I haven't ironed out the entire concept yet (the character is only lvl 28 currently and I kinda benched it for awhile while I play my MM and PB) but basically, the demons can transform into a pair of pistols. One transforms into the guns while the other aims and shoots.
    I also remember you mentioning this concept in a thread a long time ago. It sounded very cool and DP provides a lot of versatility so I'm sure it handles well. How does it do solo though? Of course that's pretty dependent on whether you're strict about how you RP it since I'm sure there are times when the extra slows or damage come in handy when you're alone.
  21. Thanks for the link all_hell. It was posted in that other thread I mentioned. Gonna go ahead and PM the author to ask him some questions.

    As for the 30 second cooldown on costume changes I don't see that bein' a problem since I'm planning on binding the switch to powers that'll be recharging in near 30s.
  22. Hey all. I recently rolled up a concept shapeshifter. She's an MA/Regen Scrapper and I'm looking into different methods of changing her "form" via costumes. The process got me thinking about popular types of comic book characters that aren't present in the form of actual CoX ATs. I'm talking about things like Speedsters, Cosmics and Shapeshifters (Khelds are a bit of a combo but they're story locked so I'm not including them).

    I'm just curious to know if you guys roll up toons to embody these and other concepts. If so, how do you do it? What powersets do you choose and why? Is there any particular playstyle you use (i.e. A werewolf that only uses certain powers depending on the form they're in). Just curious to know.
  23. Hey fellow forumites. I read a thread about using batch files to randomly select various phrases for a character to say. I'd like to modify the idea to have my concept shapeshifter change costumes at random when I use certain powers. Unfortunately I'm not familiar with how to setup and use batch files and I've lost track of the thread. If anyone knows how to work with them oor even if my idea is possible I'd greatly appreciate any help. Thanks in advance
  24. Quote:
    Originally Posted by GavinRuneblade View Post
    2. It's not just the triggering them that is the problem. I can't USE the forms. In nova I can't move. I as a player am not skilled enough to maneuver a flying character indoors. I get stuck on the floor or in a corner or looking at the ceiling. Nova is 100% useless to me. I can usually do ok with hover because it is so slow. Nova's actually move pretty quick even at low level. As a dwarf I just can't react fast enough. I'm trying another one, but in general I am stuck in the wrong place looking the wrong way. Then I go human and maneuver around and get squished while re-toggling. All in all the forms are not fluid. they're a real PITA.
    I've been ignoring this thread for quite some time (The title didn't grab my interest) but this point needs contending.

    Gavin, I'm sure your statement here only reflects your opinion and isn't an indictment of the forms overall. But I feel the need to say that just because you find the forms difficult to use doesn't make them of poor quality. If your level of skill is as low as you claim then there's probably nothing that can be said here that will assist you in their use. Unfortunate but oh well.

    The forms are precisely what provide Khelds their utility. While shapeshifting between them is a bit clunky (Still pushing for a reduction in the 3s animation time) their actual use is rather simple. Nova is a Blaster with Fly. At lower levels maneuvering can be difficult due to the increased amount of drift after releasing the movement key but positioning is critical to leverage the two AoEs, particularly Bright/Dark Nova Emanation. Dwarf form is a beast that requires spatial and situational awareness more than anything. You've gotta know where your enemies are in relation to the radius of your PBAoE and, if you're tanking, in relation to your teammates.

    While Kheldians are far from rocket science they are quite unlike the standard ATs and do require experience to use well. Timing, positioning and knowledge of game mechanics play a larger role in their success. Its not just toggle up and go with Khelds which is probably why Scrappers make particularly poor first time Kheldians (I know I did anyway). That's why I was staunchly against reduction of their unlock level to 20. Its much too low for new players to have the required knowledge.
  25. Quote:
    Originally Posted by SpittingTrashcan View Post
    Total Focus already has a 100% chance to stun. It has always had a 100% chance to stun. EM may have issues, but reliable mez is not one.
    Whoops, my bad. That's what I get for trying to suggest set changes at 4AM with a little booze in my system heh.

    Quote:
    Originally Posted by SpittingTrashcan View Post
    I wonder how people would like ET if it had Shatter's cone - and hit you with self damage for each target? Heh. This is why I'm not allowed to develop games...
    Hmm...maybe so, maybe no. Can't say I'd be opposed to such a change but I think it breaks the Cottage Rule. But I'm fairly vague on the definition of that rule so I might be totally off base. ET seems to be good as a ST attack but its speed is quite simply too slow.