Vanden

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  1. The Login, Market, Global Chat, and MA features of the game all have their own servers, right? Shouldn't they therefore have their own entries in the server status page?
  2. [ QUOTE ]
    I'd love to take on a L56 Lanaru the Mad on a good team. Actually, the whole FTF would be pretty awesome with all L56s. The hard part would be finding enough people that wanted to fight L56 Rularuu. lol

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    Pff, you only fight actual Rularuu for like 4 missions of that TF...
  3. What's the story with the Shadow Shard? I want the full history!

    Where are Aloore, Chularn, Uuralur, and Kuularth? Do they have their own regions of the shard?

    Why is it that every time the Shadow Shard is brought up in official story arcs and materials, it seems to contradict the other information already out there?

    I have an MA arc (arc 75386, in my sig) all about Rularuu himself having his own kind of Soldier. Is that something that could be considered canon?

    Speaking of different kinds of Soldiers of Rularuu, does Faathim the Kind have a type he leads that we just don't see?
  4. When I have a Gang War running, I can't just run right through them like I can with my other Thugs. However, if I keep trying, eventually I warp right to the other side of the group. I see this same behavior with doors in missions sometimes; occasionally, there will be some lag when you click to open the door, and while the mapserver thinks the door is open, my client doesn't. If I try to run through the door, I'll be running against the closed door for a few seconds until the server goes, "Why are you stuck there when you're moving forward? There's nothing there to stop you, you should be here now," and I warp to the other side of the door.

    That's exactly the sort of thing I see with Gang War. The client thinks the Posse is solid, but the mapserver doesn't. Which is it supposed to be? Should I be able to walk through them or not?
  5. [ QUOTE ]
    Whirlwind, for starters, is generally disliked because it's... well, rather useless. It was, for a short time, used to get around rooting of some animations. That wasn't supposed to happen, and was fixed.

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    I always that that should've been exactly what it was for. It makes perfect thematical sense, it being the top power in Super Speed after all, right? Come up with some tradeoff like a hefty damage debuff, and suddenly you have a cool power.
  6. What he probably meant is that you can't put Trap of the Hunter in it, because the power refuses to associate with such trash.
  7. [ QUOTE ]
    25 minute recharge time
    Targeted AOE, Mag 3 AOE Immobilize + Slow (for any mez resists), snow-and-ice effect, with a default 15 second mez time
    10 second activation time, with a "revv up" power cycling like a base teleporter, and the resulting blast sound is upgraded from the dainty "pew pew" to anything - ANYTHING.

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    So... you want to make it MORE of a novelty toy? This design has it more or less the same, except now it's AoE but takes longer to activate. 10 second activation actually makes it DANGEROUS to use since you wouldn't be able to use a self-heal or anything while using it, unless it's interruptible.


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    that way, you can use it once in a while, and it'll be worthwhile, but you still wouldn't find anyone relying on it as part of an attack chain.

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    I don't know why you guys think it shouldn't be attack-chain worthy. By the time you unlock it you should already have a full attack chain of much better primary or secondary powers anyway.
  8. Okay, but Mind still doesn't have any powers you could slot it into.
  9. Mind doesn't even GET immobilizes. Or slows. I forget what Trap of the Hunter actually does.
  10. No you don't. You just THINK you do. That's the real Trap of the Hunter; thinking it would be worth anything.
  11. I don't want to make it a purple immobilize set, I want to leave it exactly as it is except it will have the same set bonuses as purple sets do.
  12. And see if then people will actually want it.
  13. Hey, it would be cool if the Healing portion of Twilight Grasp checked when allies are in range at activation, instead of when the heal is delivered. Just put a delay on the heal actually being delivered so the power isn't changed in effectiveness. This would make it much easier to heal allies who are all hyped up on Fury or Scrapperlock or whatever and just won't stand still.
  14. Some people do not understand subtlety.
  15. Not sure if this is what's happening, but if you have 9999 unclaimed tickets, further tickets you'd earn from ratings I think count towards the over the cap badges as well.
  16. [ QUOTE ]
    I can play 50 arcs in 45 mins.

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    That's great for you, but do you think that everyone is willing to do that, like the people who've filled up every slot on several servers? Do you realize how self-centered you're being by shooting down a suggestion because it isn't an issue to you, personally?
  17. Scorpio: You will have a new, eye-opening experience when you are called upon to shut down The Extadine Lab. (2595)
  18. [ QUOTE ]
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    As an option, I really don't see why people think it's a bad idea and feel the need to down the OP. Oh wait...this is the suggestion forum, that's what they do here.

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    You want a downside? Ok, Here ya go.

    Because there are badges and rewards you get while running missions in test mode before publishing them, and an unkillable mode would allow them to exploit and farm them with no risk involved.


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    ... so have kills not count when in that mode. *shrug*

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    Yeah, I mean, that's really not a hard fix. Pretty much a no-brainer, actually.
  19. Conduit of Pain is the rez power in Pain Domination for Masterminds and Corruptors. When used to rez an ally, it gives the caster a sizeable bonus to Damage, ToHit, Recovery, and Recharge. This is a great buff for Corruptors, being a damage primary class, but not so great for Masterminds since most of their damage output comes from the pets. My suggestion is the change the power when used by Masterminds to grant the Mastermind an aura that gives that buff to the Mastermind's pets. (Having it be an aura from the Mastermind rather than a one-time buff granted to the pets at casting prevents one from circumventing Damage and ToHit debuffs from when the buff ends by dismissing the pets.) This would make the power a more tantalizing choice for MMs.

    Before you say that this would be overpowered, let me assure you that it's not. First, the buff when used by MMs is weaker than by Corruptors (+30% Dam and +20% ToHit for Corrs, compared to +22.5% Dam and +15% ToHit for MMs), meaning it would amount roughly to another Supremacy. Second, it's really the same net gain in efficiency, even though it seems like it would be up to 6 times as effective when applied to pets. 22.5% damage buff applied to every MM pet is still just a net gain of 22.5% damage. Finally, since pets are immune to recharge buffs, they wouldn't get any use out of that aspect of the buff.
  20. [ QUOTE ]
    is there any other game where devs design / scenarise themselves as semi-gods(rockstars)? this is the only mmo i ever played, im from rps. Just asking.

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    There is a difference between people and the characters they create. They aren't the same entities.
  21. This is an idea that came to me in a burst of inspiration. In comic books, heroes and villains banter about in fights quite a lot, but in CoH, our characters are rather silent. In order to get your character to talk in combat and banter about, you have to make binds, macros, that sort of thing, and building up a sizeable repertoire of things to say is quite complicated and usually requires assistance outside of CoH itself.

    My suggestion aims to remedy that, and make it easier for the average player to make use of characterizing chatter in combat. The first thing is to add a new chat channel, let's call it the Banter channel. This is the channel that all the things your character would say with this system goes out on. Having all the chatter go out on its own channel would keep the battle banter from spamming other chat channels. Next, there would be a window with a list of different triggers. These triggers would range from things that any character could do, such as "Revived from KO" or "Attacked Non-Aggroed Enemy," to AT-specific things like "Domination Activated" or "Scored a Critical Hit," to powerset-specific things like "Used Power Bolt." For each trigger, you could add phrases for your character to say on the Banter channel when that trigger happens. These phrases and their associated triggers would be stored clientside, so there would be no limit to how many phrases you could associate to each trigger. "Activated Rest" could have one or one hundred different things listed for your character to say when they use Rest. In addition, you could set the likelihood of a phrase being said; for example, a power you use constantly, like Fire Blast, you'd want to have a lower chance of activating a phrase, but a power you use rarely, like EM Pulse, you might want to have say something every time.

    Of course players would have some control over how other people could affect their gameplay with this. If you don't want to risk your monitor being a sea of chat bubbles during combat, you can turn off Banter. Alternatively, if you want to enjoy well-done banter without having to endure terrible or obnoxious banter, you could choose to ignore specific players' banter while still being able to hear them talk on normal channels.

    I think such a system would give players the opportunity to really flesh out the personalities of their characters. As far as I know, no MMO has a system like this in place, so it would also be another innovation for CoH.
  22. There's really nothing I can add to the question in the topic.
  23. [ QUOTE ]
    I'll go with boosting it's accuracy, damage and immob magnitude/duration, but then 30 seconds might make it seem a bit overpowered also.. I already think the Staff and other "temp powers" recharge too quickly.

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    30 seconds would not be overpowered; even on a Controller that wouldn't make the immobilize perma on even-cons, and even the longest recharging vet attack powers have recharges of 16 seconds.