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Posts
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slash/slashthroat
Making a slash motion across the throat
That is confirmed right?
I didn't get "slash" to work for some reason; didn't think of trying "slashthroat" though. I also tried "slice" because I thought maybe I had misread.
I'll try again when servers are up...I was disappointed -
I have no further questions your honor.......
All I can do now is awe at the sight of SMASH!!!! -
So it was actually stated that Brute Damage CAP is 850% base by a Red Name?
I didn't follow Brutes, so it's all new to me.
Blaster damage CAP is 500% IIRC....can't get beyond that with any kind of buffs applied. -
It was a success. Longbow has long been filled with pansies, to put it bluntly.
The administrative staff of the Longbow conglomerate has wanted to thin the herd of these undesirables for quite some time. Couldn't exactly kill them off on their own, could they?
What better way than to send them in massive hordes into a stark blackness, where anything could happen.......except their survival.
So yeah......Longbow and the Freedom Follies get a little RP spin doctored in favorable light, and also got rid of the trash clogging up their training facilities.
It's all politics and bright lights. -
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That's right, Fury can grant you a 300% boost to your damage output, that's over 1/3 of the way to the 850% damage cap.
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No way? -
The only thing I'm not getting the gist of is "Frozen Chrysalis".
Which is that exactly? There are a couple of things that could fit the picture, but for those levels.........? -
I for one totally agree with your assessment and stance. Kudos to you.
Just say no to 324zxwer23orzs~! -
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You can also view the tag info by using the freeware IrfanView image viewer. Go to the Image menu, select Information and click on the IPTC info button.
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Along with this, you'll need to download the IPTC plug in linked on that site; "iv_misc.zip" file.
After doing that, and going to the Flickr site and downloading a couple of the pictures from there, I am NOT seeing any of this tag information from those pictures? None of the information that the picture says is tagged is showing up in Irfanview's IPTC view?
Am I missing a step? -
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That sounds like an SG for me!
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Denied!
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If you are travelling through a zone/mission, using stealth to avoid aggroing the baddies (a fairly common usage for the powers), and a sniper or other high perception badguy spots you and takes a potshot, for the next 10 seconds all badguys you run/jump/fly in range of will see you and aggro?
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Yes. If a Sniper fires at you, and if they hit you, any and ALL mobs near you when you are HIT will see you and could aggro to you.
Everyone, just to be clear: On Test, if you attack with Stealth on, ANY AND ALL MOBS IN AGGRO range have a chance at seeing you. NOT just the single mob or mob group you interacted with.
Having the single mob or mob group that you attack with stealth running then realize your presence MAKES SENSE and this is how it currently is on Live.
Having everybody and their brother be able to see you that you had ZERO interaction with is ridiculous.
Keep in mind also, that currently on Test (and even on Live), Mob groups can be incredibly close together; more so when in a team than solo.
Also on Test, Sappers are in MULTIPLES even while solo on HEROIC. I came across, while solo, mob groups of 2 or 3 Sappers....and there were SEVERAL mob groups around/close by, each with 2 Sappers.
With Stealth suppression on Test:
* Snipers are INSANELY difficult. Not just to avoid, but to take out in general.
* Objects in which you have to destroy will be very much more difficult because if there are any mobs in aggro-range, they will spot you; what if I just wanted to limit my killing spree and do just the task at hand??? Maybe I didn't want to clear the fricken room in the first place.
* AoE splash damage knocks off your stealthiness. Try running past a choke point that a Tanker is trying to maintain while AoEs are going off without being seen in the next room.
* If you are hit while Stealth is on, and you need to RETREAT, you better know where you are going. You go into a completely independant room during the suppression, you will have just made yourself some new eager friends. This also applies to "street hunting".
I just find this method completely ridiculous and without merit. With these changes, I'll have zero use for the power in any way that I play the game.
And I have to throw my concern for what's also been mentiond about having the Defense be suppressed when you need it most. Just........doesn't..........make..........sense.
Lowered the defense, kept the endurance costs the same, suppress both stealth and defense at the same time......
Enough with the "full tilt" changes. EITHER / OR. I'm tired of the full scale slashing and the *minor* "token buffs" being given back. -
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If any answers are of the "soon", or "I can't say much" or "we haven't decided yet" variety.........I WILL shoot someone.
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What state are you in?
((Please don't say Florida, Please don't say Florida, Please don't say Florida...))
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Flori........Texas. Yeah, that's right...........Texas. -
If any answers are of the "soon", or "I can't say much" or "we haven't decided yet" variety.........I WILL shoot someone.
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Aha! I knew there was a thread like this already.
Like hell I'm reading through all the pages thoughSo here's my question:
What does ADDS mean exactly?
Abbreviation for something? Shorthand? It appears to have to do with unintended aggro, correct? -
I kind of disagree about the "don't use pets" at doors.
I've run this TF 7 or so times now, not one failure, with many different make ups of team members. I've had only one bad experience at the mold wall due to the Shrooms and that particular team not having enough mez protection (don't think we had any pets on this team).
There WILL BE spawns when you get close to either wall and when you attack either wall. The longer you take to take out the walls, the more spawns there will be; regardless of any pets.
What's important is that damage dealers concentrate on the walls.
All Control powers, AoE Debuffs/Buffs, and Pets are FANTASTIC at concentrating on any and all spawns that come about while either wall is attacked. (For the Rock wall, the Quarries MUST BE defeated prior to tackling that wall; for the Mold wall, the Lichens MUST BE defeated quickly before tackling that wall.)
If a group is going to utilize pets, do so away from the wall...use them to aggro/contain the spawning mobs. Let the damage dealer heroes deal with the wall. -
I was lucky enough to chance upon a burning building (
) and took part in the mayhem.
Overall, a very nifty event.
My suggestions:
* At the end of the event, I was left with a "uhhh are we done?" feeling. I had been flying around the building, taking out Helions, and spraying the fires. I kept circling the building a couple of times without seeing any fires and then had to ask through broadcast if we were done; I got replies of "I think so....". Would be nice if there was a cue that we were sucessful. I was thinking of an audio cue to play for those near the building along the lines of the sound of people cheering. Would let everyone know that we accomplished our heroic duties on a high note. I hear the building explodes if we are not sucessful; that's a cue that we lost.
* When you first click on the Fire Chief, you get a Temp Power....but there is no clue of what to do. Yes, it's quite obvious what to do, but not everyone understood what to do with it at the fire scene I was at. Would be nice that when you click on the Fire Chief, he gives a text bubble quickly describing what to do. This is better than a pop up window because it retains the function of a tutorial, but without an annoying pop up that you'd have to click away, especially when you are experienced with the whole event.
* While nifty looking, the smoke effects were a big lag fest (at least on Test). Once the fire was out and all was left was the smoldering building, a closer inspection of the building was like being in a Hami raid (RIP). I'm sure it wouldn't be as bad on Live, but is there anyway to lessen the graphical load of the smoke/smoldering building?
* Also, the smoldering building can be seen from quite the distance. One person said he could see the far building near the green line from the yellow line. When a building is on fire, the draw distance is much less. Can a building on fire be more visible from a further distance? Or can there be a zone-only indication that there is a fire in progress? My graphic settings are turned very high so I don't think I could make it easier to see.
* Since this was my first fire scene, I do not know how others work. The building stayed smoldering for at least 20 minutes; at this time I had to log off. I heard others say the last building they saw stayed smoldering for only 10 minutes. Is the amount of time for the smoldering building related to the spawn of the next event?
* As with all events and monster spawns, I'd really like to see them a little more often. Lusca and the Ghost ship seem to be just right, almost to the notion of too muchBut I doubt anyone would ever say events spawned too often. For the last couple of weeks, it appears that other monster spawns were bumped up? I hope the spawn occurrences were bumped up, and I hope they remain the way they are, including the ones coming from I5.
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As with pretty much everything already stated (size, progress bars, descriptions, etc)............
Is there any way to include the new feature of multiple participation counts for badges involved with Pre-Issue 5 Monsters/Events (and of course beyond)? Not necessarily a new badge for each successful encounter, but have the description/graphic change to reflect the number of times you were successful with a certain encounter/event?
Lusca in IP is a very epic-style fight for any level of hero. But, there isn't that much incentive to fight him more than one time per hero unless just to help out.
On the other hand, the Paladin Construction site is anti-climatic IMO and there is ZERO incentive to ever partake in that encounter more than once overall....much less for each hero.
And with the spawns of the other rare Monsters seemingly fairly random and drawn out, taking them on more than once *and* get credit for it may be quite an encouraging push for a lot of players.
Even if the description isn't changed to reflect the number, what about a number superimposed over the badge to reflect the number of times you've helped rid the CoH world of a particular nasty? This way, those who view your badges could also see this number.
And I certainly have to give my nod to the notion of reducing the number needed for Zookeeper and the seemingly random numbers needed for the Illusionist badges. If these two badges weren't attached to Accolades, I'd certainly agree with the counter-argument of "they are just fluff...ignore them if you don't want to spend the time for them"; but they are attached to an increased ability. With the sheer numbers needed, this is very anti-CoH in terms of tediousness and repetition. -
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The Lost Colony itself was established in 1587
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How can something lost be established?
More illogical inconsistencies in a made-up history! Preposterous! This irks me to no end!
I demand my money back, all back issues of the comic, and all of my CoV villains to be level 50 when I make them! -
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and secondly, no we don't talk like that. People from tiny little farming communities have a tendency to speak like that at times, but for the most part we speak pretty normally.
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The hell you don't. :P
Cracks me up everytime I have to talk to anyone from anywhere near that area, or Wisconsin, or Minnesota.
Dontcha know. -
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Or perhaps since it is an alternate world North Carolina may not exist ........... but hey what do I know.
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We can only dream.............
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Now Braveheart... There's some historical innacuracies for you!)
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What the HELL are you talking about??!?!?! That was a DOCUMENTARY. Brilliantly done. Verbatim about what happened. I can't believe they found actual video footage of all of that in such great detail.
I just wish the guy documenting all of this would have helped out once in awhile...but I guess if he was a true historian, he didn't want to alter any outcomes. -
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Make sure you emphasize the following...
If a power only benefits from one of the two or three things enhanced by an HO, you're better off slotting an SO+. HOs are only good for powers which can use at least 2 of the HO's bonuses. There are now a lot of powers that should never have HOs.
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Very true indeed.......but also actually adds to, and emphasizes, the notion of the "Haves and Have Nots" IMO. -
So you don't care much for PvP either eh?
You'll be back.........they all come back.
Thanks for help in making this game what it is. Hope you can do the same for your next endeavor! -
Can I assume Siphon Power (or Fulcrum Shift) + Power Build Up will NOT increase the damage buff to you or your teammates (and thus conversely, not increase the Damage Debuff to the enemy)?
Does Transfusion have a cap on it's healing ability? Whatever a level 50 can heal for with 6 ++SOs can be increased with Power Build up? What about with 6 Golgis?