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Posts
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Joined
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Nope, for the moment it's directly tied to being docked. It doesn't unbug if you switch it out, I'm pretty sure.
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Quote:Then that's still terrible design. Defense should not be inexplicably nullified over other forms of mitigation. (Yes, I know the IDF have lots of -Regen floating around too.) I notice the IDF have all of two resistance debuffing enemies, in comparison.Actually, the Trials don't encourage soft-capping since the Praetorians can cut through 100% Defense like it wasn't there (the Battle Orbs, Seers and 9CU's get lots of +ToHit buffs to hand around). Resistance amd Team Buffs are what makes these Trials succeed.
It's a big learning curve from the rest of the game, even for those of us on Test as we've not been handed Threads by the devs to make the Incarnate Abilities that smooth the way.
Suddenly why exactly my /Stone Brute feels nearly useless running Lambda is clear.
At this point I'm forced to ask: Why do enemies even get +To Hit? As in, instead of +Acc? -
Bug: If your new-UI team window is attached to the chat window (y'know, like how it is by default) the scaling goes completely out of whack and particularly the power icons get twice as big.
However, this problem doesn't exist if you unattach the team window, or switch the "classic" team UI (which is actually a mimic of the old one using the new UI code, rather than wholly the classic version...), which can be found under Options -> Miscellaneous. -
Quote:To be fair, the grenades are a one use shot to cut Marauder's defenses. You'll probably still want to stock up with a few before he gets there, because otherwise the timing gets sketchy waiting for resupplies.Y'know what? I'm totally in agreement with that. Next time I attempt this I'm going to coerce my group into going after the acid exclusively. Honestly, what's the point of getting grenades quicker anyways? Apparently there's a time limit increase if you get both up to a certain amount. Hell if I know, I haven't seen that get accomplished yet.
Screw it, acids or bust. Just gather some grenades after the fact.
Still, it's pretty obvious that if you don't get enough acids as fast as possible and shut down the portals immediately, your chance of failure goes up drastically.
As for the time bonus: Every time you get 1 Grenade and 1 Acid, you get a little more bonus time to loot and I think it also bleeds over into the overall time limit to defeat Marauder. But I bet an entire league could swarm the labs and clean up within the base time limit. Then maybe cut back up to the warehouse to get a few grenades, maybe... -
Quote:In before "lrn2play"...oh, dang.Doable on beta. It's called "learning how to play" rather than be "spoonfed the same gruel" year after year.
Lambda was sold on being completable with an 8 man team, and the raid system is designed for PUGs. From what I saw those two are simply mutually exclusive.
There's also the fact of the matter that the molecular acid is so wildly more valuable and raid-altering that I'm tempted the next time I run to have the entire league or at least a much larger group raid the labs rather than split evenly.
It really wouldn't be nearly as bad as it is if the human bosses didn't spam battle drones. Without their hyper-stacked buffs, Marauder's horde might be surmountable. -
Quote:I had thought it was directly brought up in the Family backgrounder, but all I found was this:The Nemesis/superdyne connection is at least a logical conclusion to draw, if it's not explicitly in the game in some random one-off mission in a level bracket that has enough arcs that nobody ever does random one-off missions anymore.
Quote:Several of the families were rumored to be funded by some mysterious benefactor. He was some sort of wealthy industrialist (the stories say), who provided a significant investment of cash for them to run their rackets.
In exchange, he gained influence over them and could potentially manipulate them for his ulterior motives. This benefactor may have also helped arm and equip the gangs, for they certainly had an easy time accessing military-grade munitions.
However, more bits from the official launch-era timeline of Paragon City, 'Other Worlds Discovered':
Quote:Throughout the mid-eighties, Supes became a more and more popular drug, and despite the Regulators' best efforts, it continued to proliferate in the streets of Paragon City. There seemed to be no obvious, organized force behind the drug's distribution. Dealers were simply waking up and finding stashes of the serum in their homes. With no distribution and money trail to follow, it was impossible to get to the source of the problem. Paragon City became a very dark, gritty place to live. Despite the growing strength of the national economy, crime (both street and super villain) continued to rise.
Quote:It took a totally unexpected and even bizarre threat to reunite the city's heroes with their morals, a threat that, oddly enough, grew out of the Regulators' continued quest to find the mysterious force responsible for distributing Supes. Thanks to the mystical masters of the Midnight Squad, The Back Alley Brawler was finally able to track the drug back to its source, a secret laboratory beneath a skyscraper in downtown Paragon City. The Brawler burst in upon them, his famous fists flying about him like a whirlwind. When the dust cleared, he had a moment to catch his breath and figure out just what it was he'd captured.
The facility turned out to be much more than a mere drug lab. It was a modern, high-tech, research facility. Not only were they manufacturing and distributing the drug, but they were also monitoring its effects on addicts. As this was a little out of his area of expertise, the Brawler placed a call to the Freedom Phalanx for some technical support. The scientists took the facility apart, freed the captive addicts and made some truly startling discoveries. The mysterious scientists, who resisted all attempts at interrogation, were not concerned so much with addicting America's youth as they were interested in seeing what effect their mind and body altering concoctions had upon the subjects. -
The $5 you placed in advance on the CoH pre-order went towards the cost of the box ($50 at launch, I think, right?). If you really did pay "extra" then I'm afraid you got ripped off by your retailer, not NCsoft/Paragon Studios.
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Quote:I'm pretty sure that describes PVP in general.Something like this would take entirely to long to hash out and make work correctly.
The idea has potential. A streamlined PVP subsystem bringing to mind other competitive PC games could possibly work, and I would be inclined to try it, as a non-PVPer.
Though I do kind of agree that you're essentially building an entirely new game at that point. Sure, you'll be cutting out, say, a third of all powers...but then comes the headache of trying to balance them.
...It now dawns on me that PVP in general should really probably be handled on a power-by-power basis, but doing so is too time intensive for them to ever actually accomplish. -
Quote:It's even better if the hostage is combat-active and is standing in the Caltrops. Have fun watching their health melt away while they stand there doing nothing.What gets ME, though, are hostages that refuse to be rescued until *caltrops* go away. That's just irritating.
It's been how many issues since unrescued NPCs started taking damage? That above all else is a bug I'd really like to see fixed already. -
Relatedly, the icons for the two powers (in both Broadsword and Katana) are reversed. It's one thing for them to be in reverse order, but it's another thing for their icons to be unintuitive. A fix for both would be nice.
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Quote:Seeing as how, IIRC, he was the primary creator of the game's initial story bible, I'm going to respectfully disagree.Looking at the Blue King comics, I think it is safe to say that Rick Dakan had nothing to do with any positive aspects of early City.
Of course, all this talk about lore and story telling just makes me miss Manticore. :/ -
The Defense hard caps and the complete unevenness of Defense Debuffs (unbalanced and poorly distributed) should have both been fixed a long, long, long time ago.
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Quote:There is, for lack of a better name, what appears to be a Crocodile Isle (it really does look like a counterpart to Sharkhead) due south of Cap Au Diable. I have been waiting for them to do something with it since I6.(zone) The Mysterious Island- An island has been discovered not far from the Rogue Isles, it's impossible to say how it's been missed until now, but Villains will find themselves in a strange and winding plot as they seek to raid what resources the island may have that leads them to...
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This is another one of those wacky (but awesome) ideas that wanders into my head, and I love it so much and it would largely if not totally redeem the current Crazy Well/Cosmic Cole plot.
What if this entire time Emperor Cole wasn't quite who he said he was? What if Cole was actually dead? And the sentience inhabiting his body was...Hamidon?
If the Well really is attracted to will, ambition, and power...I think Hamidon is a far better recipient of its favor than Cole. And yet the Well empowers Cole...
From Cole's bio on the GR site:
Quote:A psychic attack? A joining of minds? Hmmmmmm.The creature quickly healed the injury and then responded by projecting a tangible beam of psychic energy at Cole, rendering him as helpless as a rag doll. A battle of wills ensued, and the world held its collective breath for what seemed like hours.
Then, with a clap of thunder, the energy field around Cole shattered and the great beast shuddered, lumbered away, and then collapsed. Cole had defeated the beast, but he had also learned much more from his brief joining of minds.
The effect was palpable to the world. Devouring Earth attacks decreased dramatically, and in some places halted all together. The world had turned a corner. The people cried out for the creature to be killed, and Cole agreed completely. However, nothing they did would kill the creature. It seemed to be tied to the Earth itself. The best they could do was contain it.
But why would Hamidon willingly support an empire of technology and humanity? Because he gets a number of benefits from it.
1) Two of the greatest scientific minds in the world, working on potential useful projects. Such as the introduction of portal technology, allowing him to see and access more worlds yet to be devoured. There's also the question of just what technology powers Neuron's ability to clone Cole and his Incarnate-level power...
2) A puppet army to bait Primal Earth with. What better way to intentionally yet invisibly cripple the remaining strength of Praetoria by egging Primal Earth to come kick its butt. And if the IDF can weaken Primal Earth in the process...
3) A large chunk of the remainder of humanity, all in one place, and nice and oppressed. Enriche keeps their minds docile, allowing for easy introduction of the Will of the Earth when the time comes...
4) The Devil's greatest trick was convincing the world he was whupped by a tyrannical pretty boy, and locked away behind "totally reliable" sonic fencing, and turned into not much more than a boogeyman to scare people into putting their trust and faith in, oh yeah, the Devil.
In short, what I am in fact saying is...it's all a Hamidon Plot. -
Quote:This is remarkably similar to something I came up with for a project I've been working on... However, in this case, it's too similar to set bonuses, and doesn't really validate origins. Origin doesn't seem to really do anything here other than presumably force you to jump through an extra hoop when crafting these boosts.I have noticed in the past posts that talk about make origin mean something. Yet it has to be done in a way that is fair and balanced. I am not a numbers person, so I will leave those detail out.
A new recipe groups, with drop rates like purples, but they can only be used by a specific origin. Under inherent powers, will be one listing your origin type. at lvl 2, you get a slot. 10, 20, 30, 40, and 50 will be your other slots.
Unlike normal recipes, each of these give a small global bonus, similar to set bonus. Some ideas I had were the lower end set bonus like:
1.5% recovery bonus
5% regen
2% Damage bonus
4% Movement Bonus
but unlike other set bonus, you can slot mulipltes of the same type. ie 2 recovery bonus, for a 3% bonus.
But like any other sets there will be a few highend "unique ones" like +3% defense all, +5% resist all, small status protect (it would work against a single hold, but a second hold would get you), etc like all uniques you can only have one of that type. -
Sets need what, skippable powers? I vehemently disagree. Especially now that we're in the era of Inherent Fitness, a player should be interested in all of the powers in their sets, and never disappointed in their choices due to poorly designed ones.
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That's an awful big hurdle, blowing up Atlas Park. Consider just how much stuff they'd need to move, change, or otherwise shift by doing so. All of the contacts, missions, the Vanguard DPO (heck, you go there as part of the Midnight Squad arc, so there's another mission dependency)... You're erasing a Wentworth's and an AE. And presumably you wouldn't allow new characters to choose it as their starting zone anymore. Atlas is just too fully-featured to wreck like that.
On the other hand, doing something with Boomtown has been on the table since at least I6. -
Quote:Don't all Incarnate abilities work (well, apparently not level shifts, I've picked that much up) as long as you're not exemplared below level 50, regardless of what you're doing?I don't understand why you want a solo option for a system whose only use is for team content. If you don't do the new trials, you won't unlock later Incarnate slots. Because of this, you will be at a disadvantage on these new trials. But since you're not doing the new trials, it doesn't matter.
You lose literally nothing here. Except, I guess, new content, but them's the breaks. The devs can't satisfy everyone every Issue.
I suppose I could reconfigure my complaints into "Hey, I want something to do on my level 50s that isn't a raid" if I've been somehow misinformed. -
Quote:Perhaps it was a poor word choice. I meant devalued as in Incarnate trials designed for low level Incarnates would be potentially made incredibly easier by higher level ones.No more so than level 50 content has "devalued" lower level content. Which people still do.
And even if they don't, I wouldn't rule out a future, added incentive to do all incarnate trials, much like how the Weekly Strike Target can encourage playing through lower level TFs.
Regardless, my point is that those concerns are far more tangible than a solo path noticeably depopulating the team path. -
Quote:I question how sound that premise is, though. My response to being forced into raid content, or grinding Vanguard Merits Mk. 3 is to simply not participate at all.Ian: Perhaps to encourage teaming so players do not leave because they "could not find a team."
Would opening up a more viable avenue towards steady solo Incarnate progression derail raids all that much? How many people are/are going to be participating in the raid content because they have to, rather than because they enjoy it?
Keep in mind that I would fully expect raids to still be faster, and between the very loud contingent of raid-lovers making their presence known, the new raid queue facilitating fast and easy team building, the inevitable Issue launch rush to new content, and the folks that turn these encounters into a science...I really doubt that the raids would be turned into ghost towns.
Actually, what I would fear far more is the Incarnate system collapsing under its own weight. If they add too many raids or things to do, they'll spread the Incarnate population too thin. I also fear that high level Incarnates could start devaluing lower level Incarnate content. None of these things are going to come into effect quite yet, but once all ten levels are in and there's a more diverse population of Incarnates working their way up the ladder it could become a problem. -
Dunno if it's been pointed out, but I find myself disliking the Lore slot for gameplay reasons as well as story reasons. With full Leagues of characters running around, summoning that many Praetorian units...against enemy Praetorian units, I suspect that it will add to confusion and battlefield clutter during raids/TFs/whatever.
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As someone who wasn't keen on the idea of yet another game client, I was pleasantly surprised to find the NCsoft Launcher is actually quite speedy at both downloading and patching CoH. Far better than the old one, in fact.