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Posts
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Joined
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Level 45 (Invulnerability)
+2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 20+ / 4-5)
+2 hero level Carnival Minions/Lieutenants/Bosses (20+ / 14-17 / 0)
+4 hero level Rikti Minions/Lieutenants/Bosses (20+ / 17-19 / 0)
+4 hero level Carnival Minions/Lieutenants/Bosses (20+ / 14-17 / 0)
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Level 45 (Dark Armor)
+2 hero level Rikti Minions/Lieutenants/Bosses (13 / 5 / 1)
+2 hero level Carnival Minions/Lieutenants/Bosses (17 / 4 / 1)
+4 hero level Rikti Minions/Lieutenants/Bosses (18 / 2 / 0)
+4 hero level Carnival Minions/Lieutenants/Bosses (18 / 3 / 0)
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So much for enemy psi damage being DA's specialty/Invul's weakness... -
Thanks for the info! If you've got some more time to spare:
Will features that took months to develop in CoH be included in CoV out of the box? I mean like capes, skills, badges, pvp, zone specefic events, Epic ATs, etc? Or will we be waiting on future CoV Issues for some/all of them? -
YES!!! Those shots include items that I've been looking for since launch! The jacket, different shoes, longer skirt... WOOOHOOOO
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I remember the Issue 2 test server riot.
I remember the streams of heroes heading to the contact points for the cape mission.
I remember when people could teleport through walls (and get to places like the Faultline trial area) -
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I asked about Pistols ... power sets. Statesman confirmed "yup", so they're comming.
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Was this in referrence to scrappers at all? -
That's awesome to hear, thanks poz.
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Sadly I will have to rewrite my keybinds cfg regardless due ot the amount of custom keymapping I've done. I'll adapt.
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The bind_save/bind_load commands wouldn't help...? -
I haven't really needed 3 power trays, but that's probably because I rework about once a month to adjust with new powers. Numerous threads have brought this up and I'm happy for them to see that this is planned, and heck it'll probably make my life easier by not having to switch around my binds so often.
I also agree that shift+# should stay the same, I use that all the time for refreshing bubbles/speed boost.
I don't like control+# as it stands, I find using the arrow keys is much more precise. However, I would like to see the ability to swith the 2nd (and future 3rd) trays without having to do so by mouse (unless this feature is already live and I just haven't figured out how to do it). -
Pistol scrappers
PvP arena
Skills
more costume options, inculding changing body size/height/type for each costume -
Concerning test server issues, is it better to post here or over in that area?
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I'm hoping for the Santa hat...
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Since the game will still be set in the US, does this mean the units won't be converted to metric?
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Roughly, his statement was, "There's these things that look really good when you're designing that just don't hold up. The 'perfect' tanker right now has to take provoke, hasten, teleport, and fitness. That's messed up."
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I just took my level 11 Inv/Eng tanker off of the shelf, planning to take those exact pools... and now it looks like I'll have to put it back on the shelf to wait for these changes... ah, well, I have enough alts to play as is, and these changes will (hopefully) make my tanker's life easier.
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Bows, sonics, shields, and magnetism were four that he listed as "must go in." When I asked about streetfighting/brawling, he said, "Oh, yeah, that's a given. That's (I believe he said) trivial to do." Someone else brought up pistols, and he added that to the "must-have" list. Pistols are going to be "probably scrapper." Shields are going to be "probably scrapper and tanker." Bows are going to be "probably blaster and defender."
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HOLY SANDWICHES! I *really* hope they stick with this plan, especially pistols, and get the sets out "soon"!
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There will be origin-dependent missions, starting with Issue 3. Essentially, if you're a mutant, you'll get some missions that non-mutants can't get. Same with every other origin. The first ones for mutant and science will be in issue 3.
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Finally, something to distinguish the origins besides enhancements. I'm guessing/hoping there will be missions for all origins, not just mutant and science...
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When the power pools are expanded (I believe he meant adding more powers to pools, like a 5th power in the existing pool), teleport will probably get a "teleport to point on map" power.
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C'mon turbo flight!
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Removing the accuracy penalty for melee attacks only from flight is very difficult to do. Since it's either no accuracy penalty or every attack gets an accuracy penalty, flight will be retaining its penalty on all atacks.
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I'll continue to hope that one day scrappers/tanks can fight enemies with Fly toggled, without the enemy needing to be -3 con or lower...
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Though he isn't a member of the Freedom Phalanx, I don't see why there isn't a Portal mission seperate from the Praetorian arc that has a reverse-Blue Steel. Maybe when they add the shield power set?
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Aren't the tanker offense buffs supposed to be in I3?
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1. This is being stated as optional; however, I was under the impression that the skill system would be another form of leveling, thus making combat optional. Is that the case?
2a. Is it possible to have group skill learning "sessions"? It sounds more like a solo thing.
2b. If it's possible to group, will this lead to some skills requiring a group? For example, a certain skill requires 3 or more Detectives, or another certan skill requires at least 1 Communication and 1 Scholarship.
3a. Will skills be handled like powers, ala having auto/click/toggle skills?
3b. If so, will we get a new skill tray, or will they be added to the power tray?
4. Can you only learn one tree/subset or can you be Detective/Security, Detective/Forensics, and Science/(insert science subset here)?
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Sounds interesting. I'll definitely try it out once implemented.
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Hooray! At least I know it's in the works. Like others, I've been waiting for a scrapper primary like this, and I have the name for my toon reserved. Now I just have to until the power set is created. Time to change my signature...
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I suppose that's about it. I've noticed Carnies can mez through practiced brawler, but that's not too bad as it wears off almost instantly. The animation times in bringing all the defenses back up at once are a bit annoying in the middle of a fight, though. You usually get one up, then muff the second and trigger the third.
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I think one quick fix to SR is to make the toggle animations interruptible, ala the Build Up powers and Dark Embrace.
Then add +res and +acc. Assuming the 3 toggles are left in, then an endurance discount count be implemented. -
If they just add to current powers, they could add the +res to Quickness.
"...For those attacks that get through your defense, you still react fast enough to block the attack and soften the blow. auto +res to all attacks except Psionics." Something along those line. This is in addition to the +run speed and +recharge.