seebs

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  1. Quote:
    Originally Posted by Robson View Post
    I have 3 or 4 new alts that I'm waiting to make so they can grow up in Going Rogue-land... anyone else doing this?
    One, sorta. I have a character that I made as a scrapper, which didn't work out well, and I plan to remake her as a DP/devices blaster. (She's a Perfect Dark homage named "Perfect Dork". Currently MA/regen, and it just plain isn't fitting the character concept right.)
  2. One of the tradeoffs people tend to face in kitting out characters is the eternal tradeoff between utility powers and combat effectiveness. In D&D (the pen-and-paper game, never tried DDO), for instance, many groups have been pretty hostile to players whose spell-casters picked non-combat spells, even though those spells were sometimes incredibly useful... And other times completely worthless.

    4th edition D&D has somewhat altered the landscape by moving nearly all of the non-combat powers into a separate category, with the effect that you don't have to choose between combat effectiveness and utility; utility powers don't chew up slots you could have used for combat powers, and combat powers don't chew up slots you could have used for utility powers.

    The specific example that comes to mind is travel powers; it seems pretty clear that people really like having travel powers, but at the same time, they often come at the price of one or two slots worth of combat-effectiveness powers. (Only one once you have the relevant vet reward that lets you pick a travel power at 6.)

    Suggestion: Somewhere around level 30, allow people to do a mission arc or something that gives a Travel Power Slot. You can pick a travel power, and ONLY a travel power, for this slot -- it doesn't use one of your regular picks. This way, virtually everyone will have a travel power, because they aren't losing any of their combat functionality to get it, so more people will have the convenience of travel powers.

    I dunno, probably some major downsides to this I haven't thought of.
  3. Apparently, Group Fly is pretty marginal as a way to keep your minions with you, because they don't fly as fast as you do, and they can lag out of your 60' aura. More generally, though, master minds suffer from any travel power -- minions can't effectively keep up. This seems like a pretty severe problem for the class; imagine how blasters would feel if you couldn't use ranged attack powers for 5-10 seconds after using a travel power to go somewhere.

    Would it be horribly unbalancing to make travel powers simply automatically apply to minions as well? e.g., if you turn on super jump, all your minions suddenly have the same kind of super jump, if you turn on fly, all your minions can fly. No 25% to-hit debuff or anything, they can just fly along with you at the same speed.
  4. I don't see much reason for them to merge servers, and a lot of the standard issues with this are indeed pretty significant.

    FWIW, I'm only playing on Virtue so far (RPer), and I have no idea whether it's "crowded" or "empty" by other peoples' standards, but it seems to do okay.
  5. It looks like he's getting a Cloud Senses set, at least for now, because I ended up with a couple of the recipes.
  6. Quote:
    Originally Posted by Dr_HR View Post
    In charc creation. Have the ability to hide the body/colour scheme so we can see our toon fully- like like we can hide our powers list in the powers customization during the creation.
    Ooh, that reminds me.

    Fix the power screen previews a bit so we can, say, see what a summoned thing will look like. And/or show what an effect looks like on affected targets. I've had some unpleasant surprises with that.
  7. There's a ton of little fidgety bits I'd like to be able to tweak about the interface, leading to the single biggest suggestion:

    Write the interface in Lua and allow user-written addons. Let us do things like write an addon which remembers prices it's seen for items in WW/BM, or create our own button bars, or change the look of the "Target" frame, and so on.

    Yeah, it's a lot of work, but the QoL improvement is essentially unbounded. I used to maintain addons for another MMO, and it was a lot of fun, and addons are one of the things I miss most. (More than I miss, say, broadcast channels where roughly 1/10 of the traffic consists of people saying "You know why they call it an xbox 360? Because when you see it you turn 360 degrees and walk away." Over and over. In the hopes that someone will "correct" them and they can have had some kind of power over their world.)
  8. Quote:
    Originally Posted by Marcian Tobay View Post
    I don't know how to say this, but... I think at a really rapid pace. If I don't have multiple stimulants up at the same time, I get really uncomfortable. Right now, I have this window, my iTunes, the game I'm designing, Twitter, Facebook, and a separate tab for the other part of the forums I'm exploring.
    Sounds like severe ADHD. Obviously, can't make a proper diagnosis over the internet, yadda yadda, but if you haven't had that checked out, do.

    I say this because I'm often the same way. I play CoH fullscreen... with a laptop next to it for web browsing, a book open, and...

    Anyway.

    I'm new to the game, so everything is still new to me. The big thing for me is playing with spouse. This game benefits HUGELY from playing with another player; even a two-person group just tends to be a blast. Pairings we've tried recently:

    * Dual-mastermind. This was fun, but actually sort of problematic.
    * thugs/dark mastermind, plant/thorny dominator. Fun!
    * ill/rad controller, fire/kin controller. Sucked until the fire/kin got hot feet, then became fun.
    * arachnos soldier/arachnos widow, pacted. When we make 24, we plan to respec, so suddenly the fortunata will be ranged and the spider will be melee, right now it's the other way around.
    * dark/dark defender and just about anything, it's all good.

    For soloing, I've been doing my bots/traps mastermind, and my dark/dark defender, both of which are pretty fun. My big entertainment has been going through AE doing a ton of missions and reading all the writing and clues. Some of these missions are super awesome. I have never yet had a bad experience playing something by @Twoflower.

    Things to try if you haven't:
    * Any archetype you haven't played yet.
    * Build your own personal supergroup base, and kit it out. This could take a while.
    * Play the market for +inf and kit things out in Awesome Purples.
    * Help newbies, both with teaching and with resources.

    I've done a couple of Frostfire groups which ended up with the same defender, a very skilled empath. I've seen him go through two runs of that chain, and he's still actually level 13. I'm pretty sure the player has just turned off XP and made a toon which does nothing but help people clear Frostfire.
  9. seebs

    Beastial Claws

    I'd be content to see these as a weapon choice option on the tailoring screen for the existing set.
  10. I sorta like that. My bots MM was planning on getting group fly to be able to travel with bots, but it sounds as though it might be sort of difficult to use -- sixty feet ain't much.
  11. Quote:
    Originally Posted by OneWhoBinds View Post
    Don't bother with Repair. When you get the second Protector Bot, it will provide an additional heal and will double up the Force Fields protecting your bots. (You still only get one layer.) Between those, FFG, and your own Aid Other...

    Well, you end up like me. Wondering if Triage Beacon is worth anything.
    Fair enough. I think "repair" was pretty far out in my plan.

    At low levels, trying to use it as a heal, triage beacon was pretty bad. At higher levels, using it more like a protective effect, and with decent slotting, I'm actually liking it a lot; if I can keep the bots from getting killed quickly, TB will keep them from getting killed slowly. The amount of regen it provides is actually pretty noticeable.
  12. Wow. Got 32, got fluffy... It's as though everything in the game just dropped a difficulty level. It's really pretty amazing.

    I have noticed that when Fluffy disappears at the end of his alotted time, I nearly always get a message like "<Critter> has defeated Dark Servant". I assume that's just because he died and that was the last thing that hit him?

    I did have to go see the tailor, though, to recolor him -- it was Very Annoying having his attacks and mine indistinguishable, and I really liked knowing which targets were in my TT, and which were in his.

    Anyway, thanks all for the tips. Got distracted by a bots mastermind, and then a couple of other things, but I am expecting that my dark/dark defender will still be my first 50.
  13. You are so very awesome. That's been one of the few things that's really messed with me in this game. The other thing that gets me is camera. What I'm used to is:

    * Left button mouselooks without turning character.
    * Right button mouselooks and turns character.
    * If you have turned the camera away from the character, it stays at that relative orientation until you use the mousleook+turn, at which point, poof, character is centered on camera again. (Character turns to match camera, mind.)

    With the CoH camera, if I turn the camera, I have to recenter it before I can start running around again, and looking around in melee is harder than I'm used to.

    I'm not sure whether any of that is bindable; it seems like it wouldn't be, because I don't think CoH has the corresponding actions at all, so they can't be bound.
  14. Yeah, even a smallish recovery boost would make it dramatically more attractive.

    I have triage beacon AND aid other, and I'm thinking about getting repair some day... My bots take too much damage. (Disclaimer: My bots mastermind is only 22. At 24 I expect it'll get a bit better, and again at 26.)
  15. Okay. I spend most of my time a couple feet up, maybe head-height; if it'll still work, awesome.

    But WOW, the endurance cost. That's gonna hurt until I can enhance it.
  16. For various reasons, I'm strongly attached to Hover. I'm toying with a fire/kin controller, and I'm liking it, but I don't fully understand Hot Feet. I saw a post somewhere suggesting that you had to be on the ground to cast it, and could then hover fairly low and it'd still work -- basically, it would work when you were near the ground. But I don't know for sure.

    How does this power work? What is it bringing to the build? If I really want to hover most of the time, should I skip this in favor of something else?
  17. If I hold down both mouse buttons, I run in mouselook mode. Very handy.

    If I do this briefly, then let go of either button, I stop running.

    If I do it for more than a couple of seconds, then let go of either button, I keep running.

    Is there a way to disable the conversion to autorun? It screws me up running into melee on melee characters.
  18. Poking at that a bit, I may well use it. Either as-designed, or swapping death shroud and smite (since DS seems to do very well for me, enough that I can survive without a second click attack for a while). The rest... I kept trying to think of ways to make it "better", and consistently failed.
  19. My thought about the stun aura is that it might do fairly well at mitigating the first five seconds of a large mob, after which it'd be unneeded. There's a brief moment when all the minions are still standing, then they're gone.

    Anyway, I'm gonna go have another look at this Real Soon Now. There's way too many things I sorta want, so I clearly can't have all of them. I usually do hover/fly, but hover is worse for melee than it is for ranged, as I recall. So I should pick a travel power. Super jump doesn't look very fun to me, although maybe I should try it before making any crazy decisions. Hasten/SS could be viable.
  20. The basic idea is you find a build which, suitably geared/tricked out, can obtain some resource at a particularly fast pace -- say, solo-farming missions at +4/x8 for inf or rare drops or whatever. Typically, recipes, salvage, or AE tickets, or some combination of those.

    There are many different ways to go about this, and to some extent it's a question of which play styles you enjoy most. You should also take into account time to level to whatever level you want; for instance, you might prefer to level to 33, turn off XP, and farm AE for tickets, which you use for recipe rolls which would give you mostly level 30 (for 1-30s) and 33 (for everything else) rare recipes, which you can then craft.

    In some cases, you might trade off some efficiency of farming for other traits, such as enjoyability of the play while doing the farming.
  21. Wow. That's beautiful.

    I think I once got someone with my announcement of "GURPS GURPS", the new P&P roleplaying game supplement that would allow you to use the incredible variety of GURPS supplements with the popular GURPS system.
  22. I've been loving death shroud. DM has sort of mediocre AoE (it's rare indeed for Shadow Maul to hit more than two targets for me), and in terms of DPE, death shroud utterly stomps any of my other powers when I'm fighting mobs. It does have a pretty noticeable cost, but the return is that I use fewer of my DM attacks to kill stuff.

    Anyway, I was thinking that both stamina and dark embrace seemed pretty mandatory, which made me surprised to find a build that didn't have either.
  23. Quote:
    Originally Posted by Sharker_Quint View Post
    no. this is a want. which is something the game can and has lived without. a need would be something the game would die without. so again, this is a want.
    I cannot believe that you responded in this manner to that post. Please adjust your sarcasm detector, it's not working.
  24. Quote:
    Originally Posted by Timeshadow View Post
    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.
    I've seen a dark/dark build that has two travel powers -- because it's slotting a bunch of things for knockback protection.
  25. I dunno, I don't get all the Devices hate. It's pretty effective and has a lot of utility.