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Posts
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People go for BAF because it's pretty easy on the whole assuming a team that isn't asleep and has enough buffs/shifts/traps to handle the +levels on the escapees. It also has the absolute easiest bonus Astral to get.
People go for Lambda because you can blitz through that sucker if everyone is well kitted out with Incarnate goodies. (Seriously, I've watched a full league or so of +3s melt that thing.)
People don't go for Keyes pretty much at all because it's even more tedious than the other two. A trial you're expected to repeatedly do that has more or less the same awkward gameplay gimmick repeated three times in a row while another gimmick that's annoying to everyone on top of that ticks every 30 seconds. Then it ends in a fight that has another obnoxious gimmick in the form of Disintegration. Maybe if the pre-AM phases were more varied, the raid was less griefable, and AM didn't have multiple ways of healing people would actually care to do it. -
Quote:Wow, this suddenly put everything into perspective for me. I seemingly recall confirmation that the Battalion did not mutate the Rikti. Therefore, an outside force prompted the Rikti to drastically change themselves in order to prepare their world for the coming of the Battalion. Sound familiar?The thing with the Battalion is that they're said to have been the alien race to evolve the Rikti from the humans of their dimension into... Well, the Rikti. Now, I can't say whether the Battalion actively mutated the Rikti or simply presented a threat serious enough to uproot their entire culture and society, but they do have a place in the Rikti timeline, and that place is I think several hundred years in the past. We know this because the Rikti mutated society is not new. They've been adjusting for centuries, ridding themselves of war, destroying magic and rebuilding their society into something completely different.
And they've explicitly teased alternate dimension Ourboroses... -
You know, I never thought about this until now: Does Twilight's Son currently have a host? We only see him in Nova form, which is only a simulacrum of a previous host. If he does have one, it's entirely possible we would know who it was, which opens up some potentially interesting story angles, especially since fully merged Kheldians mix together aspects of both personalities.
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I've called for Spirit Tree and Triage Beacon to be changed to heal over time for a while now, so that's a definite /signed.
I also like the buff-station idea as well. I've always disagreed with those that claim a static buff location is somehow useless, but it's a great compromise that doesn't involve putting both powers on rocket jets. -
I find it a bit amusing that folks are loving my idea when it was at least partly motivated by a need for better parity between the alignments rather than a mere QoL change or the call for more alignment-specific content (though I want that too!). My actual idea was if you could get missions on both sides of the game (And why wouldn't Harcase work with my Vigilante? Nobody in Paragon will work with a Rogue when Hero Corps exists?), it means that you could potentially get reward merits from both sides' arcs, thereby making up for not being able to earn alignment merits.
I'm still irked that that the elite rewards were mis-advertised before GR came out. We were told that heroes and villains who never turned would get special benefits to make up for choosing not to participate in the system and tarnish their reputations. How the system actually works is that as long as you're hero or villain alignment, you're good enough to buddy up with the Phalanx or the Patrons and get the goodies. -
I still don't think pathetically easy access to rare recipes and frankly, access period to high-tier rewards is something that is equal with the dubious benefit of being able to team up on either side of the game.
Maybe, just maybe, if Vigilantes and Rogues could actually get missions from the other side's cities beyond more tips, it would be more fair, and even then I'm not sure. -
For what they are, the new boss and lieutenant designs are quite nice now. Objectively I do think they're still a little too busy, but they at least look like the Circle of Thorns took a level in badass rather than completely changed their look.
The basic cultist minions I'm still a bit shaky on. The green is a little overpowering, and black is an odd accent color to go with it. Black originally only appeared under their hoods to contrast nicely with the brown robe and glowing green eyes. Now their color contrast just seems...bleh.
The Air Thorn looks 100% fine, while the Earth Thorn looks a little odd. What I would charitably call golden brown rather than more proper earthy tones make them look a bit strange. Was there a particular aversion to brown in this redesign?Reversing the colors could possibly do the trick, though admittedly might make them look a little samey with the Air Thorns.
The Ice Thorn also looks okay, though I feel like the colors should be reversed there as well, perhaps. Something about them just doesn't pop the same way it does for the others. -
Quote:Other way around, actually.just like I keep calling Bastion "Citadel" when my brain slips up.
Also I'd just like to chime in and point out (donning a flameproof suit in advance) that across the board, every single Ancillary/Patron shield toggle could probably use a look-at. They don't really appear to be balanced against one another (Charged Armor for Blasters is noticeably stronger than say, Temp Invuln*), and that's before even getting into an argument on whether a full 30% resistance (or equivalent defense, where it crops up) to the two most common damage types is overpowered on squishier ATs (you may be able to guess what I think without much trouble).
Considering we're talking about powers that have gone, AFAIK, untouched since the murky days of I-freakin'-3 (and 7 for Patron shields), I don't think it's too unfair to at least call for them to be re-checked. Hell, I wouldn't be surprised if they were entirely forgotten when they raised Blaster health.
*Before someone chimes in with "individual powers aren't balanced against each other!" I'll say that I think I'm safe in claiming that Elec Mastery as a whole is superior to Primal Forces Mastery as a whole. From a purely logical standpoint, one would expect an ancillary set with that much control to have a slightly weaker shield rather than one of, if not the, strongest around, and a rather lacking pool like Primal Forces to have a stronger than normal shield with more than a miniscule 2.5% extra resistance.
(Edit: Wow, looking back on it I completely forgot that Controller and Defender shields are scaled even higher than 30%, which I outright find absurd. Also the Defender version of Charged Armor actually does have a weaker Energy component.) -
Quote:I was under the impression that the introductory Ouroboros arc was also being rewritten so that you exemplar down to go back to the fall of Galaxy City rather than Outbreak or Breakout.It's a shame we won't be able to visit Galaxy City after the tutorial, as seems to be suggested. I'm not talking about visiting an echo of it through oro, I'm talking about returning to it in its destroyed state. I'm sure it could open up some fun opportunities for rescue and recovery radio-type missions.
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Quote:Everyone...with points to spend on the Paragon Store. IE, pay to win. (For the record, I'm fine with an extra 3 slots at level 50, but nothing more than that.)The addition of enhancer slots helps *everyone*, not just l33t d3wdz with t3h ph4t l3wtz!
Quote:yet will simply have a few extra enhancers as a Quality of Life (QoL) bonus.
Quote:There have always been "haves" and "have nots" in all walks of life and gaming, but this feature (at least) is *not* divisive, but available to everyone who chooses to pursue it. It is not as though you have to get 150 people together for a raid on The Lair of the Chromatic Dragon Matriarch in your +90 Armour of L33tn3ss and with a +75 Sword of T3h Ph4tn3ss! -
As someone who runs an SR Blaster thanks to IOs (though maybe I should start calling him a Shield Blaster, due to Temp Invuln backing up those defenses), any amount of inherent ranged defense would be broken.
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Quote:Eeeee~As for today's AE run, Freitag and I visited Infinity and gathered a very colourful team to run "The Time Bandits" by IantheM1. The arc was fun to run and the story itself was well thought out. There were a lot of the same NPCs visually speaking, but the variety of maps used throughout the story did offset that and the clues were really a great read!
I'm glad you enjoyed it.
(Not that there isn't a good reason for the lack of visual variety between the enemies. *cough* >.>)
Actually now that I think of it, I suppose I'm going to have to update the arc come I21...replace Gravity Control on the bosses with Time Manipulation. Mental note made. -
I've always supported adding another attack/chaining to Voltaic Sentinel.
/signed. -
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Quote:This irks me quite a bit. I'd love to see more Hero Corps characters, both NPCs and player characters.Did you know the Hero Corp emblem isn't one of the Chest Details awarded with the 30 month veteran reward? This is in spite of the fact that several of the ones that ARE never seem to show up anywhere else in the game. Seriously, can someone name a spot in the game outside of that vet reward where you'll see the Freedom Phalanx, Vindicator, or Circle of Thorns emblem?
But the Circle of Thorns one does show up, but not as a chest emblem. Various mages carry it on their the heads, such as Diviner Maros.
Edit: Also, in regards to Hero Corps lore, the history badge surrounding them basically spells out that they're connected to Crey due to some more shady dealings. I wish Crey was established earlier as just a company and not evil, as well as Hero Corps and the Paragon Protectors. -
The tier one attack also needs to actually apply a debuff to help the set stack better.
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Is the currently published back story adequate? I think so.
While there's a lot of vagueness surrounding certain elements of the lore, such as the Shadow Shard, it's clear that it's meant to be vague and remain unexplained until they get around to it.
When it comes to the core basics of the lore, such as the Freedom Phalanx, Arachnos, Nemesis, and the Rikti, the game establishes more or less everything you'd need to know about them (and in some cases too much...Timothy Raymond). Hell, the original 2004 City of Heroes timeline is still a great resource, too.
Now, exactly how accessible some of that lore is nowadays thanks to the XP curve and contact overload and alternate zones...I'm not sure.
Otherwise I like the occasional wiggle room in the lore. It allows the players to fill in some of the gaps in their own way, through RP, the Architect, or through written stories. -
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The Soldier does currently have a monopoly on horned helmets.... However, I don't think Infernal's Axe is distinct enough (well, it's distinct for TF2, I guess, but in general it's rather blah looking). Especially if they just made it a clone of the Lava Fragment.
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Quote:Synapse's Goggles for the ScoutWell given that Steam recently made a big deal about now supporting F2P games via the wallet it would seem like a good idea to me.
The next step is then to get Valve to do a TF2/City of Heroes Hat promotion as part of the Freedom launch.
EDIT: I'm actually semi-serious about the hat thing, it would be awesome to do a cross-over where Valve releases some CoH themed hats in TF2 and CoH implements some TF2 themed costume items in CoH. Being able to wear Stateman's or Recluse's Masks on TF2 characters would be very cool and there are a couple of TF2 costume parts that could be remade in CoH (the obvious ones being the Soldier's signature helmet down over the eyes look or the medics backpack). Of course I guess there are a lot of legal implications to doing it so I doubt we'll see it but it would be cool
Statesman's Faceplate for Soldier
Scirocco's Dreadlocks for the Demoman
Back Alley Brawler's Gloves for Heavy (Fists of Steel reskin)
Positron's Helmet for Engineer?
Manticore's Cowl for Sniper
The Dark Watcher's Wide-Brimmed Hat for Spy
I would seriously love this as both a TF2 and CoH enthusiast. I do hope that they at least push CoH on Steam's F2P "channel". It would get the game a LOT of attention. -
I really don't see why travel suppression should be eliminated in PVP. Tweaking or updating its mechanics, maybe? But not a complete removal.
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Quote:I really, really like this idea, because it adds new functionality to the powers. You can either use it purely defensively, creating a bubble that teammates can enter to avoid damage, you can use it as a mez to negate enemies in combat like now, and then on top of that players now have the option to deal with the enemies before the phase wears off. The duration would probably have to be reduced to keep it balanced, but that's not a big deal I don't think. Maybe it'll obligate them to fix Intangibility Duration enhancements, since I think they still boost magnitude rather than actually boosting duration.Still the best change to Dimension Shift/Black Hole I've seen suggested is changing them to patches (like earthquake/quicksand/rain powers) and have the phase (but NOT the immobilize) also apply to players that enter the patch.
Apply the PvP "Phased can attack Phased" rule to PvE and you create a zone where mobs inside it can't attack players outside of it and vice-versa.
Just stay out of the patch and they can't hurt you, then when you're ready to clobber them just step inside.
This keeps the power doing exactly the same thing it does now, but allows a way around one of the biggest annoyance of phases, that you have to wait for it to expire before you can do anything with those mobs.
Also, a nitpick that I have to bring up with the OP, and that i bring up every time this topic comes up: Detention Field and Sonic Cage are not phase powers. They operate similarly, but are coded differently, and do not feature any kind of actual phase effect. -
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In short, yes please.
Also please, for the love of god, remove the entirely pointless -4 anti-Alpha slot effect. If the Trials don't have them, why keep them on the TFs?