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Still no clarification on what we're supposed to do if we have both EU and US names the same?
I'd really like to know before I go off on hols for 3 weeks.
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If I were you, I'd assume that no answer is forthcoming, backup what you can, if you have a US account name, change it to something else, and then expect a fight with customer services when you get back from holiday.
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Even if there is an answer given today, I'd expect it to be within 24 hrs of the boards going offline for migration/merge - which may not be enough notice for others in this position.
A little poor as the question was asked/raised several times in both this and previous threads about the merge. Surely NC must know what they will be doing about name clashes and could advise us - it would probably ease their post-migration support if we know in advance what to do to make it easier on them...
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They certainly know about it, or should at least. I clicked "Notify Moderator" on my original question post last week in an attempt to get an answer. -
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For those that missed it, someone has posted the powerset here as seen in Comic Con, they are:
1. Stone Spears (4 sec rech, 2.1 sec animation)
2. Stone Mallet
3. Tremor
4. Hurl Boulder (8 or 10 sec rech, 2.5 sec animation)
5. Power Boost
6. Heavy Mallet
7. Seismic Smash
8. Mud Pots
9. Fissure
2.1 sec animation for your tier 1 blast? Ouch, I know one power I can save slots from at least...
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Hmmm. No Earths Embrace? Might have made sense for a Melee heavy set.
The single target ranged attacks look pretty pants to be honest, really slow animation times. You might be better off getting the single target immobs from the primary and slotting them for damage rather than using these. I'd prefer if they switched the order of Spears & Stone Mallet.
The 3 melee attacks are slow to recharge but quick to fire off, so with a single target immob and a single target hold in the chain as well they'd probably be enough, combined with Fissure and Tremor for the AOE
In a way this set looks pretty good to go with Grav or Mind. Mind/Earth looks particularly strong thinking about it in fact. -
Still no clarification on what we're supposed to do if we have both EU and US names the same?
I'd really like to know before I go off on hols for 3 weeks. -
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Did you build up you own defence on that build or just rely on the -tohit? I would have thought an AV would resist it quite a lot.
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They don't resist -Damage though, at least not by nearly as much. Between yourself and Fluffy you should have 50-60% -damage going with 2 darkest nights and 2 Twilight Grasps (less Level modifiers). Plus you'll still be doing some -ToHit (10-15% maybe after the 85% resistance they have) and -Regen. -
Excellent sequel (excellent first one as well but I really like the second).
Like the way TK does the Fliers mission, he actually treats it as a real lowbie villain would when asked to infiltrate an Arachnos base. With a lot of trepidation and a healthy dose of fear
I agree with Burke too, the cossie is really nice. -
Spectral Wounds looks well cool when there's no model in the middle screwing it up.
That pink Spirit Tree is Urrgh though (a taste of things to come). Blue Audrey II looks cool though, as do a lot of the other colourisations. -
Let there be screenies (or at least a link to a thread with screenies)
And some more from later in the thread -
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One other question though...
72 hours!? Who the hell is doing the upgrade? A snail?
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I know. Obviously corraling the Forum Hampsters and training them to all work in the new Forum Hampster wheel is tougher than one would think.
Drat, I've just realised as well that the new forums probably won't work well with my browsers "switch off all images and stylesheets" mode either. I like browsing in black and white -
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Elec has same prob as rad blast as far as agro concerned because of AoE's me thinks. Anyways, I deleted it already to free up a slot
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You kept the Ice/Pain though didn't you? He worked really well (given the fact I only managed to kill myself once when we PuGed).
If I had an ally Rez which buffed myself I'd have left the silly Fire brute die a lot more -
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If I were you, I'd do what I did, and rename my US forum account name to something slightly different, so you don't have that problem.
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And that may lead to issues if US is given precedence in naming conflicts and John Doe registers today as FloatingFatMan...
I changed my US then changed it back 5 min later after realising this.
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That's what I'm thinking too, and why we need clarification on how exactly the changeover works before I make any changes. -
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Further to the MotD that was deployed ingame a couple of weeks ago, please be aware that the next Double XP Weekend will be on in 2 weeks:
Start: Friday, 31 July 2009, at 8:59 a.m. British Summer Time/9:59 a.m. Central European Summer Time
Finish: Sunday, 2 August 2009, 8:59 p.m. BST/9:59 p.m. CEST
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Pretty please Extend the finishing time till at least midnight on the Sunday 9pm is just when the servers seem to get busy.
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I'd be amazed if they actually stopped it at 9pm Sunday. It would be the height of stupidity. -
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Naming isn't an issue for me luckily, I'm Carnifax both sides of the pond.
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Which account will you be using then? Take it they're not gonna merge both of them?
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I dunno, a bit of clarification that way would be appreciated too. I've asked previously what happens if we own the handle both sides (my EU one is the older of the two) but didn't get an answer. -
Never even tried to solo an AV with one but was quite happy taking most EBs. Even the ones with silly Tier 9 God Modes (like Posi and Valkerie). 'Lesser' EBs die very quickly.
Fluffy is very useful as your "blanket healer", always try and get him in close to the ruckus as well, his heal is better than yours plus he's got a lot of -Damage (Darkest Night & Twilight Grasp) to stack with yours as well as all the -ToHit both he, you and your other pets bring.
I find TPing Fluffy into tough spawns is pretty useful. -
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I can't seem to find any info about this, so I'll quickly ask... are threads being copied over to the new board, or are we starting from scratch? If so, how far back are you going to copy them?
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Yep, I'd like to know this too, just to save my Grav/Trick Arrow guide.
Naming isn't an issue for me luckily, I'm Carnifax both sides of the pond. -
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Well they made pvp a moot point when they [censored] it up for 90% of the people that did it.
As for being the weakest link, i cant ever remember anyone being dug out in a team for not having so and so set.
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Maybe they felt sorry for you
Seriously though I've never come across any stipulation by anyone that you need IOs in any TF.
Maybe a Master of... TF people might be expected to have a great build and to be fairly compotent (hence why I don't do em, the latter scuppers it for me) but it doesn't really matter otherwise. -
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Fun facts:
To date, power customization for Primary and Secondary player powers has involved
1,241 individual powers.
which use use 1,620 FX scripts
which reference 5,144 particle scripts.
(Yes, those 1,241 powers are from just the powersets listed in the Issue 16 overview page.)
I'm still trying to nail down an exact date for when we started working on this, but so far the earliest reference I can find is from a document created in March of 2008. I know there were some meetings before that document was made, but I can't find the date or meeting notes from the initial "Lets do this!" meeting, which I would consider the official start of this massive undertaking.
Unofficially, I've been trying to figure out ways to do it since around Issue 11, but every idea involved new tech and a tremendous amount of data parsing...two things that simply would have never happened back then with the size of our team.
Obviously, we haven't been working 100% on this since we started. A bit here, a bit there...time taken for other Issues, bug fixes, booster packs, etc. But we've been working on it pretty focused for the last 6-8 months.
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Oh! Does anyone expect any serious bugs?
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Don't be silly. Closed Beta will squash them all. -
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Games don't take skill, let alone MMOs.
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This is absolutely 100% wrong.
Of course some games do take more skill than others, but concepts like controlling aggro, identifying targets and even just hitting the right buttons in the right order quickly do take skill.
Basic motors skills are skills. Hence the name. And some people are better at that than others, as well as being better at identifying threats and working out tactics and combinations to defeat them. -
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I wonder if power colours are universal for the character i.e. regardless of costume change or if you can specify different colours for different costumes?
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It's unclear US side. At first I thought because they were a seperate screen they were seperate from cossies altogether, but then I thought about it and decided that made no sense.
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It does appear that you can make effects semi-invisible to at least some extent by using some combos of the Bright and Dark palettes, according to a poster who saw a preview at the Comic Con in the US.
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Having had a chance to look at the (still under development) I16 changes at the NCSoft booth at the San Diego Comic-Con, I am looking forward even more eagerly to its release. What they are showing is the character-creation part of I16 -- it doesn't have any game connectivity.
The character design process looks exactly the same as it was, with two exceptions. After your costume design, the 'Next' button takes you to the Powers screen, where you can alter the colors of your powers. In addition, across the top of the screen are text labels for the segments of character creation -- Archetype, Origin, Primary, Secondary, Body Type, Costume, Powers, Name; clicking on one takes you to that section without losing progress, so you can jump around through character creation in any order.
The powers section has drop-down sections for Primary and Secondary powers -- I didn't see an entry for Epic or Patron powers, or for pool powers, and I'm going to have to ask them about that tomorrow -- similar to the Upper Body / Lower Body / Head sections for the costume creator. These open up into a list of all the powers for that powerset. The powerset has a color choice box -- 'Default', 'Custom', 'Bright [power]', and 'Dark [power]' (i.e., 'Bright Fire' and 'Dark Fire'). When you pick 'Bright', you get additive color changes -- the colors you pick brighten the power (i.e., the standard Energy Blast colors are 'Bright'), and when you pick 'Dark', you get subtractive color changes -- the colors you pick darken the power (i.e., the standard Pain Domination is 'Dark'). You have an "Apply colors over entire character' button that works for powers the same way the similar button does for costumes, and each power has the same options individually (except 'Custom', which appears for the powerset when you set colors individually for the powers).
Power customization will not be available for the MA when I16 goes live; they are still looking at the problem of the additional space that it would take up reducing what you can build due to the size limitation of an arc.
In the process of rebuilding the way powers are colored, they have managed to address one of the problems that was described as a major stumbling block -- with a very few exceptions, the customized power colors change, not only the color of the power as your character uses it, but the effect of the power on the target. If you change your Fire Control powers to blue or green, for example, the Fire Cages around mobs will be blue or green just like the animation visuals around your character. When you pick a specific power in the Powers section of the character creator, your character will continually repeat the animation for that power, showing both the character animation and the power effect (i.e., the Fire Imps power summons imps, etc.); the colors selection grid normally obscures a lot of this, but it can be rolled up out of the way for a better view. The powers that don't completely change colors are all ones that have 'fixed' visuals -- Smoke will animate with the colors you pick for the power, but the cloud of smoke around your target will still be black. I need to go back tomorrow and see how many powers are like this; I need to find out how many of the summoning powers (i.e., Controller and Mastermind powers) have customization, and to what degree.
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Not going to comment too much on the slotting since it's mostly Set IOs and I don't like commenting on them, it's too pie in the sky in terms of knowing the final Enhancement + Set Bonus totals (for example is Accuracy high enough in something).
I will say have a look at the Earth Epic though, it's great on a Fire/Rad. Fissure has a chance to stun which can stack with Flashfire and Seismic Smash is just wonderful (mag 4 hold and the hardest hitting attack a controller can get). Fissure can also take the Forced Feedback "Chance for +Recharge" proc. It's not as godly as it used to be but in an AOE Power it fires fairly often and it's handy. Fissure does less damage than Fireball but recharges quicker so it tends to balance out in terms of damage over time. Both Fissure and Seismic are close-up, melee style attacks which gel well with a Fire/Rad since you'll be in close for Hotfeet & Choking Cloud.
Earths Shield is better for a squishy too since it's Defense rather than Resist (helps in avoiding the secondary effects of nasty attacks), the +HP heal in Earths Embrace is nice for a Scraptroller.
Oh, and replacing the 4th Stamina slotting with a Performance Shifter Chance for End proc. It's worth it and Fire/Rad can certainly use it. -
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Ah but thats not the purpose of the threadFreebies for players are the topic
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I got a whole sack load of freebies at Omega Sektor!
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Meh, welcome to the world of the rest of us, who never had any sort of CoH event in their country, I think there were one or two in Germany but that's about it. At least you had the experience in the past. -
Sounds like the Destructible Object might be getting triggered or something?
Have you made it to the Destructible Object and dealt with the spawn around it & any ambushes? -
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thanks for the feedback guys. I can see your point, I think ill swap flash and deceive around and try to fit phantom army in there somewhere too. What's stone mastery like as an ancillary pool? the big damage and AoE sound fun.
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It's great, especially if you're going to be in close anyway (which you are). Fissure is a great power, Seismic Smash is ridiculously good (huge damage and holds a boss with one application) and Defense shields are nicer on a squishie than Resistance ones a lot of the time. They do look ugly in a lot of cases though (my Fire/Rad gets away with it since he's pretty ugly looking anyway). Earths Embrace would be useful too. Trow Rok has a horribly long animation time. -
Err, where is Phantom Army and Phantasm? Two of the best powers in Illusion, especially the PAs. Phanstasm maybe not so much but he's still handy. You should deffo, deffo take the PAs. I'd also take Hasten as the big advantage an Illusion/Kin is stacked Siphon Speed + Hasten means PAs back much quicker (they're that good).
I'd also switch Flash and Deceive. Flash isn't that good really, especially before SOs but Deceive is great in the early game.
Mental Blast isn't that great really, you've already got Spectral Wounds. If you've got Fulcrum Shift then an AOE is probably better to leverage your huge damage buff better.
Oh, and the Defense from Superior invis is piddling. I wouldn't bother slotting for it. Spend the slots on the PAs, Flash (if you really want it it probably needs 6 slotting to be really effective, the recharge on it is insane). -
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No it wasn't, and not having any wakies was the reason the 3 inspi feature was implemented. So people can use 3 of their inspis to make a wakey or anything else they might need.
Like previous posters have said, death is a failure enough. It's a good feedback mechanism to show you you need to do something different.
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It could, in fact, be argued that debt is the same feedback mechanism as a trip to the hospital; all both achieve a reduction in the rate at which a player earns xp. Why not just replace debt entirely with a re-spawn timer? Not that I would advocate this, but is there any difference?
The true bit of feedback is failure to complete the mission. If a player keeps dying rather than killing the end of mission EB they will be forced to come up with different tactics. The only alternatives are getting a more powerful character on the team, or just calling the contact and dropping the mission.
If you think of it this way, the real death knell for defeat, so to speak, is the ability to drop a mission. A player finds something they are struggling to do and rather than having to think of a new approach or alter their tactics they simply auto-complete the mission and move on to something else.
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I'd be in the "Defeat is it's own penalty" camp. When we had old school debt I never minded dying occasionally, unless it was with a car-crash PuG where it had been said at the start that the diff might be too high.
Last night it took me and another chap 2 wipes to take out Metal Shift (he was level 32, we were 30 and I was 29) but it was really, really enjoyable. Especially the first fight where I was Furyed up, my teammate played a blinder keeping me alive and we had him down to a sliver of health. Eventually we went with the cheap and cheerful "bags o defense insps" to finish him off.
First time I died I could probably have used a wakie, but given the fact he was standing on my head I figured it probably wasn't a good idea. Wakies come with a Stun. Sure you can pop a Breakfree too but you've still got little health, a tiny amount of End and no shields up. Only my Warshade generally bothers with the in combat Wakie -> Breakfree -> Blue -> Stygian Circle trick.
The encounter was no less challanging, and defeat was no less bitter (especially the first one, that really stung) because of any difference in new and old debt.