Weeklys_Spare

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  1. Why does my hero have a badge with a placeholder that says:

    Control the future by helping fight Longbow in Recluse's Victory

    Is this the Recluse 5 hr badge or what?
  2. [ QUOTE ]
    Female Top with Skin Metal Chest

    The female top w/ skin metal chest option is mismatching the metal texture from the back to the front. It's not meeting evenly at the sides.

    Also the demon ears are clipping a bit on the left ear with dreadlocks (female and male).

    Thanks!

    PS - Jay and Ian are too sexy for their shirts.. drop dead sexy, in fact.

    PSS - I'm not sure if this is a bug or request since it could be an oversight or intentional but females don't have skulls as a half mantel brooch option where males do. Would like skulls please.

    [/ QUOTE ]

    Last I saw it also did not line up at the waist.


    To add.. I'd love to see the witch's hat have hair added to it (please?)

    Can anything be done about female hair clipping with capes?

    On the Toga you can't use any symbol... it will go 'under' the chest instead of on top of the toga. In SG Mode, my Toga on the screen disappears. Also, when using a Toga and going into SG mode or editing colors on SG mode, if you have a belt, you can't edit its colors, the option simply doesn't show up.

    To add to this on another character of mine, when I go into SG mode she had a new hair style on the SG mode screen.


    This SG mode stuff is a new problem since I7 that I've noticed


    Finally, while I saw you made changes to shorts to make them shorter, they're all daisy dukes now. Can we have a more decent length option as well?
  3. Every year in March, we celebrate college basketball by making wild predictions based on far too little information, and a wonderful time is had by all. Inspired by this, we decided we wanted to run our own tournament, and then run a contest we call “The Hero Melee Madness Contest” where you, the fans will try to predict the outcome of our little tournament.

    Shown above is the bracket, listing the matchups for the 32 hero Battlepack Tournament we will be running in our office over the course of May. You will have until midnight (PST) on Sunday May 6th to submit your predictions – ranking each of the heroes from 32 down to 1 (32 is the highest rank - for the hero you think will win the whole tourney), then we will begin running the tournament. Each round, you will get points for each hero who wins, based on your ranking (For example, if you give Statesman the #27 rank, then you will receive 27 points each time he wins a match). You can only enter once, and there’s a maximum of 2 entries per household. (etc on the website)
  4. [ QUOTE ]
    I, for one, welcome our new */Energy Melee Tanker overlords.

    Seriously though, I think there needs to be a happy medium. Suggestions to make travel powers somehow ignored in calculating a toggle drop would probably go a long way towards making it seem worth a squishy's time to even attempt toggle dropping.

    Realistically speaking, the toggle that most people want to drop is the mez protection as that leaves the melee character most vulnerable. Let's take a look at the practical percentages for this happening now versus various "standard" builds.

    Best case scenario of one squishy villain trying to drop one melee hero's mez protection... */Psychic Dominator vs. */Regeneration Scrapper:

    Scrapper is only running Integration with no other toggles.
    Dominator has a 64% chance of dropping Integration with Psychic Shockwave.

    Scrapper is running Integration/Combat Jumping.
    Dominator has a 32% chance of dropping Integration with Psychic Shockwave.

    Scrapper is running Integration/Combat Jumping/Sprint
    Dominator has a 21.3% chance of dropping Integration with Psychic Shockwave.

    If the system ignored travel powers while determining what gets dropped, then 64% seems a good chance, but just running two low cost toggles effectively cuts all chances of dropping an important toggle very dramatically.

    I predict this will just further reinforce the behavior of all archetypes ignoring the melee classes in order to attack the non-melee ones. Well, with the exception of Stalkers, perhaps.

    Oh, and it will also make controllers seem more powerful yet again since the only reliable toggle dropping will be through stacking holds, disorients, or sleeps.

    Rock, paper, scissors indeed.

    [/ QUOTE ]


    Or you could meet up with my Respeced Regen Scrapper and have these as her toggles to try to drop to get to integration:

    Sprint/SuperSpeed/Integration/Stealth/Assault/Tactics/Focused Accuracy/Fly


    Man. Who would've thought loading up on the power pools would put me even prettier for PvP.


    Realistically though, I'd be running

    SuperSpeed/Stealth/Integration/Assault/Tactics/Focused Accuracy

    I think part of the problem of nerfing toggle dropping is that you have people who aren't even so toggle intensive to begin with, loading up with toggles so they can see stalkers.

    Imagine if another build could handle as many extra toggles as I've been able to throw in there with my /Regen. That's insane.
  5. [ QUOTE ]
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    Another twist. I'm a novelist. I'm a writer. I write novels for a living.
    What if I want to write a novel of my character, or are in the middle of writing a novel and decide to remake a char in CoH/V?

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    Don't do it.

    Basically, Cryptic/NCsoft owns all characters/names/images that appear in CoH/CoV.

    If you were a special case (say you were Warren Ellis, and you wanted to make Spider Jerusalem in the game, and you contacted Cryptic, and they gave you the nod), it might work out (and there would probably be lawyers or at least some serious paperwork involved). But those instances are nebulous and so few and far between, it's not worth risking.

    Keep your CoH/CoV characters seperate from those you plan to sell, and you should be fine.

    cheers,
    Arctic Sun

    [/ QUOTE ]

    Technically, no game company can own a character name. Especially if a player carries that name from game to game.

    It's simply unreasonable to think any game company can lay claim to any player's name they come up with. I'd also find the thought of any game company suing an author for reusing a name they created beyond ridculous. To me that is stepping beyond EULA into pettiness.

    However, they more than own Positron, Lord Recluse, Manticore.. etc

    Just my two cents, especially since I've certain names associated with me from another game I played. I took the names I've used in my other game and used them here as well. Both that game and NCSoft/Cryptic could try to claim they own the name. But that doesn't fly with me. It took me long enough to come up with a good name. I'll be damned if a game company tries to claim they own the name. Even more, it'd be pretty darn funny if say throughout your gaming life you've played 5 games and say 10 companies are part of those 5 games and then 10 companies try to sue you for using the name.

    I can understand that it's very clearly against EULA to recreate that character in a novel utilizing archetypes, powersets, or anything else exclusively unique to CoX in combination with a name. However, I more than feel that a name is the player's.

    Regardless, I do see Arctic Sun's point in that it'd be against EULA to remake the character, even if you own the copyright, unless you got higher up approval and could prove you're the author. But the point about CoX solely owning a name is really silly :P
  6. [ QUOTE ]
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    AV's resist damage Debuffs HEAVILY, there's something definintely wrong with your math if you actually believe an AV's DPS will be put at 43% from a single Defender.

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    You're right. I left the resistance to the damage debuff part out, though not the toHit debuff.


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    You need 3 or 4 of the same kind of defenders to Floor +2 and +3 AV's, nomatter what primary you're talking about.

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    Just to be clear, I did not describe flooring the AV anywhere in my post. Nor did I use a +3 AV as my example.

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    Have you even spent any real time in all-defender Teams?

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    All Corruptor.

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    Your rosey tinted glasses suggest otherwise, expecially when you consider each Defender's -ACC capacity with 3 SO's will drop by 40% as soon as this patch goes live.

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    You would do well to realize that the accuracy numbers I used are based on I7 math, using the reduced schedule enhancers. The tables I pasted match Statesman's to the 2nd decimal place if you use the value for RI and two shcedule B toHit debuff enhancers instead of DN and 3 (which is what I did).

    Your feel for what it takes to floor foes doesn't mean much anyway. It's based on today's toHit calculations, which are significantly different. Stacking toHit debuffs is incredibly powerful in I7.

    Correcting my earlier statements to account for 20% damage debuff resistance on a +2 AV.

    So let's pick a +2 AV. One DDD would drop him to .6016/.9*(1-(0.8*.35)) = 48% of his damage. One character would do that for the entire team. TWO DDDs running DN would drop a +2 AV to 17.48% of his original damage output.

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    What about a couple of masterminds? What about Weaken? What about flash arrow? This nerf effects a hell of alot more than just one set. I wish everyone would get off Dark's nuts and realize that there are other sets where this is a flat nerf that they don't need.

    [/ QUOTE ]

    Heh. My fault. I brought up dark because of all the sets, it uses ToHit Debuffs the most. I know there are quite a few different sets that use them too... Rad/ Storm/ Necro/ (MM) /Devices (Blaster) just to name a few.
  7. [ QUOTE ]
    Not to mention Dark Miasma's previous nerfs to Petrifying Gaze (a hold that did no damage, thus already weaker to any controller's hold), Fearsome Stare, and Dark Servant. All because these primary powers somehow were too much like controller powers and therefore had to be weaker.

    Yes, load up a primary of one AT with the types of powers from another AT and then weaken them precisely for that reason. It all makes sense!

    Then, on top of that, make Dark Miasma a secondary set for other ATs and then weaken those powers even further!

    Do us all a favor, reclassify Dark Miasma as a Controller set and then stop nerfing it because it's not a controller set. That would be a lot better than realizing how badly you screwed up with AT design and trying to 'fix it' by crippling it to death.

    [/ QUOTE ]

    What happens to the Masterminds and Corruptors then? Dark Miasma is a Secondary for them. :P
  8. [ QUOTE ]
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    Statesman, is it possible that you could address or explain how this will effect such a combination (Dark/Dark) that relies on these ToHit Debuffs?

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    See my post slightly further up to see how badly Darkest Night's getting nerfed.

    [/ QUOTE ]

    Except Darkest Night isn't the only power that will accept ToHit DeBuffs. I'm trying to put an ! (exclamation mark) to the the fact that this is really messing with Dark/Dark sets that utilize the ToHit Debuff Enchantments acceptance in their powers and therefore slot away with them. (Also including in sorts, the MMs who take Necro/Dark having a big impact also)

    These all take ToHit Debuffs in them from the Dark/Dark Set:

    Dark Blast, Gloom, Moonbeam, Tenebrous Tentalces, Night Fall, Torrent, Life Drain, Blackstar, Twilight Grasp, Darkest Night, Fearsome Stare, Dark Servant

    That's a considerably bigger amount of powers effected in any set/combo of powers than any Rad/ or Storm/ or Trick Arrow/ or /Devices

    I think taking a look at the dual use of Dark warrants a far greater look, but I'm biased.
  9. This reads "DOOM" (ok not that severe), if you're playing at anything that is even level, +1 and is a +2 level minion. Their chance of hitting is somewhat greater. Add in the number of those combined in any given mob, and it becomes more substaintal.


    However, the change seems to make it more and more "better" to go against +2 Lt, Boss and all +3s. Their Acc is actually lower than what it was before.

    Hmm. Interesting.

    I think this will honestly greatly effect a D/D combination more so than someone who is just a Rad/. As those of us know who play D/D, their primary job and only role is completely to DeBuff in both of their primary and secondary sets. This could spell messiness for this set along with any other set that relies so heavily on ToHit Debuffs.

    While this isn't a huge change, I cringe to see how much this will effect my D/D Corruptor.


    Statesman, is it possible that you could address or explain how this will effect such a combination (Dark/Dark) that relies on these ToHit Debuffs?
  10. Weeklys_Spare

    I predicted this

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    I spent an hour PvPing in Siren's without Hide or Stealth and left with a 5:1 Killeath ratio. Of course, I was a little more careful than I normally am, but nonetheless, my point stands. If my Stalker can achieve a better K ratio than most of my (very) HO'd lvl50's in Siren's without the use of hide, you have little to whine about.

    A Stalker without Hide/Stealth still = PvP in easy mode.

    [/ QUOTE ]

    Let me guess... /Regen? Also, I would guess you didn't go up against Blappers who can 2 shot you or Scrappers who, if they crit, can 2 shot you. Or my Inv/SS tank that would eat ANY stalker not using Hide and does frequently ones that do... If a Stalker without Hide is PvP on Easy Mode then ANY Scrapper is PvP with God Mode turned on. They have a higher base damage, much higher hit points and can crit without the need for Hide or somebody to be Held. I think you are overstating things quite a bit to say a Stalker without Hide is easy mode.

    [/ QUOTE ]

    I call shenanigans about two shotting. I can barely get a stalker past 1/3rd health with BU + HS at least in Warburg. Then the flee and placate me. :P

    Then again, if they did the four times crit, maybe. Otherwise, this is pretty rare....
  11. [ QUOTE ]
    Mako is a Coralax though.... (or a Hybrid, or whatever) they seem pretty magic-ish (remember the Calystix arc?)

    Mako is a mutant, not a Coralax.

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    Barracuda is a Coralax though
  12. [ QUOTE ]
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    Awry can you tell us what power the woman surrounded by strands of light (last picture down) is using? I'm hoping it's one of Ghost Widows... basically I'm wondering how different the power animations are from their base power... I like swirly light but not so much the shadow and darkness that comes with the dark powers.

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    Not sure exactly which one - but that is a Ghost Widow power.

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    I am guessing according to the video they had of Statesman, Posi, Manticore, Synapse vs Lord Recluse, Ghost Widow, Scoripon, Mako when they did the demo/release thing for CoV that it's her Hold Power. The animation she does is exactly how it looks in that picture.
  13. Weeklys_Spare

    I predicted this

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    none of the stalkers have any resistances to cold, fire, energy, or neg. energy.

    /regen have resist to lethal, smashing, and toxic, unless you include MoG which sucks
    /ninjitsu have psi and toxic resistance

    and thats about it besides having tough for lethal and smashing damage, so it doesnt matter what damage people do as long as they hit us we feel it all.

    [/ QUOTE ]

    You're wrong. A /Energy stalker has a 7.5% RES to Energy and Neg as well as a 12.5% DEF to Fire, Cold, Energy and Neg Energy.

    As well as eventually a 45% DEF to Melee, Lethal, Smash, Fire, Cold, Energy, Neg, and Toxic in a somewhat MoGish power.

    I do play with a /Energy Stalker. I notice quite well when she doesn't take the heat on some things as much as my Corruptor does.
  14. A scrapper doesn't really scrap if they're a Regen and their integretion is gone and they're against someone that can mez They just kind of stand there a lot until they finally are brought down.


    I don't like detoggles because all my eggs are in one basket on my Regen.


    I also don't like Repulsion :P DARN YOU! I want to plaaaaaay.


    My Corruptor is only so so in PvP. Enter water? One of her primary useful attacks is basically neutered away because you can't see Tarpatch in water. Which I think is bologna :P It does however teach me how to be a better player... I still wish I could see my AoE on Tarpatch in water though.
  15. Weeklys_Spare

    Forum Girl Vote!

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    She is gathering her army.

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    Ha! As if it would ever have the impact Miss Kitty's Catgirl army had!

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    [sniffle] Nobody nominated me.....and I'm a real girl, too.

    Mantid, I hearby rescind your "Official Starfire Leader Irritant" card. [pout]

    So, there.

    NYAH!
    (patent pending, Mantid, all rights reserved.)

    [/ QUOTE ]


    I wasn't nominated either and I'm a real girl too Oh wells
  16. Weeklys_Spare

    Badge Questions

    Ahh. I didn't read uhm all 60+, just when I could :P
  17. Weeklys_Spare

    Badge Questions

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    In response to Positron's post about the Baphomet badge, he said that we may have to beat him again. That is where I have a problem.

    I hope the developers can either find a way to allow for those of us who have already taken him down get credit for it, or to make him available in a higher level mission (41-50). I wouldn't mind having to fight him again to get the badge if it wasn't so difficult to find someone who has that particular mission.

    Baphomet (as most of you know) is in a 35+ mission, and timed at that. Unless there is another point at which we can fight him, that means we only have one shot which is now wasted if there's no way to retroactively award the badge.

    Yes, we can join up with someone else who has the mission, but the problem there is the fact that it's a relatively high level mission. Unlike, say, the Spelunker mission, where you can talk a friend into starting up a new character and power levelling them to get to that mission, or that the sheer number of lower level characters makes the mission readily accessible, the availability on Baphomet is going to be much lower. If we have to beat him again to get the badge, then we'll have to wait for potentially hours, broadcasting requests for someone who has the mission to please let you in. And we can't participate in missions during that time, because we'll have to be in the main Nerva area in order to send out the broadcasts. That is a rather excessive effort considering that we have, in fact, done what was required for the badge.

    I hope this doesn't come across as whining, because to be honest, I do love the game. It's just when I hit a snag like this that I tend to get irritated.

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    Doesn't Angus McQueen give a mission with Baphomet in it? I swear I read it on Red Tomax's website when I was trying to figure out how to space out my leveling to insure I got all arcs and badge missions from contacts level 40-45... which means if this is true Baphomet is already in a 41+ mission as you can't get Angus McQueen as a contact until you're over level 40 and completed a story arc from that level of contacts.

    Oh and thought I'd be extra nice and double check info.. so here it is on a silver platter for ya :P Mission name "Stop the Rikti transdimensional expedition"
  18. Weeklys_Spare

    Two things...

    Even that said, there is no fix in here for the two shotting of most of the other ATs that survived the first shot. They get no benefit because they were able to survive it. There's still not enough reaction time.

    This is a bad quick fix for one shotting of half the ATs.

    1% of 1000 is 10 hp. 10 hp is like a kick, brawl.. etc. Not much. If they get off AS, placate and then brawl. Well hi, you're down in three and had no chance even to react other than to try to superjump, superspeed, fly etc away.

    Fight them? Who actually fights a stalker that doesn't have perception enough to always see them?

    Everytime a stalker comes after my BS/Regen I have time enough to target them sometimes after they hit me, they flee, I get off buildup and headsplitter. I see them fall to the ground, I run to go get off another hit, but by then I've been placated and they're away scott free, able to reattack me, without my being able to ever target them again. By this time I've already used either Reconstruction or Dull Pain or both, depending on what else they had gotten in.
  19. Weeklys_Spare

    Two things...

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    2. We'll be putting in a check that prevents "one shotting"; if anything occurs within a fraction of second that brings a player from 100% Hit Points down to 0, we instead give the player 1% Hit Points.

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    What's the point of playing an Assassin-type class and using an attack called "Assassin Strike" if I can't use it to Assassinate players?

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    Because no one else can do this like Stalkers can, making it unbalanced. My BS/Regen can't even one shot a stalker with buildup and headsplitter and supposedly Stalkers are kinda squishy. :P

    There are no checks to otherwise prevent or warn a hero or villian to stop the AS from dropping you in under a second, no checks like being able to see you unless they purposefully get skills that give +perception or keep buying a crapload of ACCs.... or forced to team-up.

    But that's a dead horse, isn't it?
  20. Hero side, Agent Provocater either has text that is wrong or is being awarded wrongly.
  21. A very useful guide for sure.

    As a regen scrapper I've always saved my dullpain.

    In tough spots my order of healing is always... Reconstruction then my healing inspirations, as Reconstruction has the faster recharge rate for me. If that still wasn't enough, I'd hit dull pain. I'd fight a bit and hopefully by then reconstruction had recharged. If not and it looked grim, Instant healing got kicked on. Hopefully one of my teammates was still alive. If not. I ran away a bit (to get instant healing to kick in a bit more) before charging back into the huge mob that was probably now formed on me.

    It's worked pretty well so far, just unsure how much to slot each with heal SOs.