JoshexDirad

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  1. correct, allong with request star, each player should only be able to do it 1 time every 30 minutes of teamed time.

    but I'm in full support of the boot option, cause the game doesn't always kick them from the mission when you talk to the contact, there are multiple arcs where everyone must be off the mission map.
  2. Quote:
    Originally Posted by warden_de_dios View Post
    I think you want the boot team member because someone has gone AFK in the mission, or has DC'd leaving that mission and the game thinks they are still inside the mission.


    Just kick them and send them a reinvite, you can even add a tell briefly explaining why they were kicked and reinvited. I've found the tell about why they were kicked to not be all that important. If people come back from AFK and see a reinvite waiting for them, they are happy and don't really care.

    I'll take the boot option if they give it to us, but kicking and reinviting works alright as a stop gap measure.
    but what about when someone is D/Cing on a mission map during a TF/SF, and everyone wants to move on to the next mission but can;t enter it cause someone is still on the previous map?

    that is why i suggest the boot option. for those instances when you can't re-invite them.
  3. ok I had a few ideas for new team option buttons.

    for team lead:

    Boot: boot a selected team member from the mission without kicking them from team.

    for the rest of team:

    Req Star: (request star) make a request for team leader status, if there is no response from team leader after 10 minutes, leadership team leader status is automatically awarded to the first star requester
  4. ok this is a request for a friend, they would very much like to have resistance boots on normal pants but such a feature is currently un-available.

    please can we have this changed?
  5. yeah blasters have secondary melee attacks.. but even with body armor tough and weave and maybe stealth and or combat jumping thrown in, they are still a little weaker than scrappers. I know this, cause I have one. I often wish i could use his melee sets without getting killed in most groups. thats kinda what started this.. but then I realized I could just make a scrapper or tank for that purpose.

    However, constant ambushes from behind while I was blasting have killed my blaster, dominator and troller in seconds.

    thats why I think there should be a simple archetype with armor and ranged.

    yes negative taunt wont wear off if you attack until the enemy breaks free of it. and yes some powersets might include a AoE team hiding/ anti taunt power but it would be less powerful. besides the whole Idea behind this is a Deflectors effects are weak when they have no points in their deflection bar. I forgot to mention that bit.

    and about fire armor, yes it's cool, but not nearly the damage I'm talking about. I'm suggesting a basic melee mega damaging archetype.. not much armor just status effect res, maybe 1 weak global res power as well.
  6. Quote:
    Originally Posted by Aett_Thorn View Post
    1) You never said in your first post that they would have attacks. Don't be surprised when people can't understand what you're thinking if you don't put it down. Nothing you were saying about them in the first post made it seem like they could solo.

    2) the Devs will NEVER give an AT the ability to attack with absolutely no chance of return fire, which is what you're suggesting.

    3) I don't think that you really understand how threat works in this game, nor how modifying the Threat formula to account for -Threat would allow huge exploits into the game.



    You still haven't addressed the fact that every ranged attack in the game can be used at melee range if so desired, nor the fact that enemies can close to melee range pretty quickly, thereby nullifying this AT's ability to do much of anything after the first couple of shots.



    You meant Executioner.

    And yeah, being all melee damage is fine, right up until the point where you get hit with anything.
    let me clarify more:

    the deflector's negative taunt powers will last about as long as a typical hold and have about the same recharge time. the whole point of negative taunt is simply, if they get low on health they can make the enemy forget they are there and run away to recuperate.

    the destroyer; we've been requesting a non-squishy ranged at for a while, if you'll note, the compromise that they came to for the kheldians and such was random kheldian, nictus and void stalker spawns.

    I honestly would rather have to back up and fire from a distance (which is what the blasters that live do anyways) the armor is pretty much just to minimize damages sustained at range and provide some protection against ambushes from the rear.

    Executioner;with high enough damage and enough AoE yes they will take some damage but they will most likely finish the mob before it does any significant damage, further more on a team with a tank, that tank can hold aggro and let them clear freely.
  7. Quote:
    Originally Posted by PennyPA View Post
    Well, off the top of my head:

    Deflector - just how would they solo? All toons can solo, no matter AT or powerset combo.

    Destroyer - mobs get in range pretty quick, especially in large groups. Conversely, apart from the AOE protection, if ranged def is so high, what would prevent just getting a jet pack and hovering over mobs all day long blasting them? What would happen in caves or other tight areas. Seems like a frustrating AT to play.

    Executor - Just how would this toon hold up to Carnies, or Malta, or any other mob with a status effect? They would be held/defeated no matter their damage output.
    deflectors can indeed solo, the will do some damage, and infact with thier negative taunt and enemy deflection powers they can make enemies stand there helplessly while they do it. sorta like a controller but more like a widow. simply with negative taunt they can;t be selected as an attack target.

    Destroyer, yeah it's a blaster with armor, it had to be a little hindered in order to not be god modding.. Damage types; they will be resistant to fire cold energy ETC. and have such defense, so everything except smashing lethal will be some what filtered. maybe allowing them to get pool melee attacks would be ok.

    On the executor (meant like the guy who runs the guillotine) notes, Very valid points, maybe they should at least get full status effect res and def in their primary attack set.
  8. ok I'm just gonna throw these out here and see what people think about them.

    3 new archetypes


    Deflector: this archetype focuses on AoE buff and debuff effects, each secondary power set has some sort of 'foe repellant' and 'negative taunt' powers. The strength of all this archetype's powers are determined by the amount of points in the 'deflection bar' which is similar to a domination or fury bar, except the amount of points in the bar is higher and does not decrease unless used by your powers


    Inherent power: Siphon Powers, ranged AoE (foe -Res -def -Dmg -tohit -hp -end -spd, Self +Special) recharge moderate, you are able to place enhancement slots on this power. Using this power adds points your Deflection bar equivalent to number of combined points you drained from the foe(s).


    Primary: Buff/Debuff


    Secondary: Foe repellant/ negative taunt/ team hiding/ foe blinding




    Destroyer: this archetype has exceptionally high ranged damage, is well known for knock-back effects. But Cannot attack any enemy with-in melee range, additionally due to this archetype's inability to attack melee range foes they may get melee attacks from power pools but those attack wont work.


    Primary: ranged armor sets (no Smashing, Lethal or Melee resistance or def, and minimal Aoe protection)


    Secondary: Ranged/Sniper




    Executor: extremely high melee damage (higher than scrappers and stalkers) with lots of AoE as their hall mark, but no armor.


    Primary: melee


    Secondary: melee


    notes:

    Deflector; very handy for team aid, and especially handy from breaking mobs up into smaller groups, or telling that pesky AV that decided to show-up "go back and sit in your corner, we aren't ready for you yet"

    Destroyer: sorta like the yellow Mitochondria of hamidon, they are ranged tanks but cannot handle melee at all!!!

    Executor: they stay standing purely by thier damage output and AoE, with 2 melee sets they could possibly get 2 rage or 2 build-up powers.
  9. JoshexDirad

    More Slots

    first off, I would like to negate the opposition

    1: yes incarnate stuff is out, and it's very awesome and no doubt going to get better, however it doesn't help people when exemplar-ed to 44 or lower, and doesn't make us feel at ease about those couple extra slots we'd like to have at the end of the day.

    2:getting the extra slots with A-merits is actually a great Idea, it comes down to the same thing as Purple recipes, how badly do you want those purple recipes or 6 extra slots? 30 A-merits worth? maybe 60?

    it all comes down to how bad you want it. and it would give people more to work for after 50. or did you expect to be handed the extra slots and not have to work for them?

    3:Forbin, we got 4 free powers with one slot a piece, BUT we still had to choose 3 to 4 filler powers for thier spots and now have less slots for those new powers. do you understand?

    4: yes it is possible to make a good build as is, but what about a better build? i just finished building a WP and elec tank and wished I could have had at least 1 or 2 more slots. had sets and everything.

    5:it wont devalue the experience or make the game 'too easy' there will still be some element of challenge even for the best tankers. after all it's hard to boost a power over 100% enhancement value.
  10. JoshexDirad

    More Slots

    ok with the release of inherent Fitness, that meant more powers and less slots.

    So I had an Idea, somehow somewhere in the game, whether with vanguard merits, reward merits, A-merits, or maybe buying them with inf from a special praetorian contact;

    there should be a one-time-per-character option to buy around say 6 extra enhancement slots (to be placed on your powers at the trainer)

    what does everyone else think about this idea?
  11. to all who are wondering why double XP is still going past the end time, thats just a dev being nice. or maybe they read my request for more and decided to continue it,
  12. PLease oh wonderful Devs and GMs who ahve given us this bountiful Double Xp week end, I say this as a little orphan child. "please sir, may I have some more?"

    please can we have another one soon? pretty please?
  13. ok here I am complaining about basic fundamental stuff thats missing yet again..

    I cannot find a set that gives decent energy and negative resistance as a bonus.

    I found 1 set that gives decent def, and one that give some decent negative res..

    but in all the sets a tanker could possibly use... no energy res bonus to be found..

    grr, and just when i thought I could pump that stat up with the right sets.. I get a big "NO SORRY WE DON'T MAKE THAT"

    sooo... maybe we can have a set thats gives nothing but energy and negative energy res global bonuses?

    maybe a fully unique melee set where all 5-6 are unique. maybe a purple?
  14. Quote:
    Originally Posted by Fleeting Whisper View Post
    That's not recoil, that's every single power in the game.
    yeah but energy melee has really long and slow animation times

    Quote:
    Originally Posted by Aett_Thorn
    ET needed a slightly higher activation time, but they way overcompensated. Having two powers in the set with 3+ second activation times is pretty bad. Energy Melee should be the single-target damage king, which it isn't anymore thanks to the animation times. Fix those, and the set is fine.
    agreed that is one of the things I suggested, and would fix the set.

    3+ second activation is too long 1 second is too low, maybe 1.5-2 seconds is ideal?
  15. ok.., *stands up to the tankers with problems anonymous podium* , Hi I'm a tank and I use energy melee, and my activation times (not recharge times) are substantial....

    so I'm a slow tank, I try to farm my friends and they run off for better tanks with faster sets, or they just log off and say "you're farming someone, it would be wrong for me join the team and steal their XP, cause you're a slow tank."

    T,T

    my main problem is with [Energy Transfer] and [total focus] not only do they take a long time to perform, but they have a recoil time afterwords that disallows you to activate any attack after it until the slow attack animation is finished.

    2 possible fixes for this would be: make a good, maybe purple activation time reduction/ damage set.

    another possible fix would be; seeing as thier damage output and activation times are not much different from [thunder strike] or [lightning rod] from electric melee, maybe they (energy transfer and total focus) should be given a strong energy based AoE component?

    that would give energy melee decent speed, after all thats how electrical melee has it's speed, high damage-extreme damage and AoE

    so thats my suggestion, give energy transfer and total focus AoE and leave their activation times as is.

    or the devs could could just unnerf the activation times?
  16. Quote:
    Originally Posted by Sharker_Quint View Post
    Creating any kind of petition is against the rules.
    fine, then lets not call it a petition, lets call it a summary of player interest to make it easier on the Dev's eyes to get people's opinions about this topic..

    Quote:
    Originally Posted by Megajoule
    You've made your suggestion. It's entirely out of your hands now.
    correct, it's upto the dev's to make any decisions now.
  17. Quote:
    Originally Posted by Blue Rabbit View Post
    Yeah... you do know "petitions" for adding things to the game are against forum guidelines? Specifically point 5?
    creating an angry petition (demand) for change is understandably against the rules.

    however, I don't plan to demand the dev's do anything, the only purpose of gathering votes or such is so they can see what the level of player interest is in such a feature. that way they have player interest to take into considderation when they decide to do something or not.

    and I mean more that one crazy player with a crazy Idea. a group of players agreeing that a certain thing should be. the devs can do as they like, this petition is merely to show the level of interest in other purple IO sets that are not in game currently.
  18. I think it's safe to say after it was talked out everyone has made a decision on whether the currently unavailable purple sets should be made or not.

    Vote:

    Yes or No, Signed or Unsigned



    my vote; Yes, Signed
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    Yep.



    No, but a tank using Parry slotted for defense would be softcapped to melee defense, on top of any resistances they may have, from level 16 on up.

    Parry/Divine Avalanche is probably the exact reason tanks and brutes don't have Broadsword or Katana.
    yeah, but it's only a temporary boost. plus tanks are supposed to have awesome Def and res. scrappers are high damage and speed with some def and res, tankers are all def and res moderate to good damage and slow to moderate speed.

    brutes however have better damage but the recharge of the powers is still gonna be slower than a good scrapper/ stalker's

    my point, theres nothing wrong with a tank or brute having extra def or res for a short period of time.
  20. AWESOMESAUCE!!!!!

    very glad to see double XP weekends, in other MMO's I play (when I'm not playing this one, which is very seldom) they have made double XP Saturdays and tipple XP sundays a reoccurring thing, every week you can count on it.

    it'd be completely awesome if they become more prevalent here in our beloved CoH/CoV
  21. I'll say it again, this isn't about building a toon a certain way, it's a request for Purple IO's, for multiple reasons.

    extra res and def, and purple bonuses that don't leave with being exemplar-ed.

    a healing purple set for our beloved healers, god knows we can't do hard things without them, it's time they got some purps to help them heal us.

    a end mod purple set for those situations that require awesome recovery or a well built sapper.

    as well as other aspects of the game that have no purples either.

    and to balance out the drop pools.
  22. JoshexDirad

    Fix Praetoria

    Quote:
    Originally Posted by Kyuuen View Post
    All the OP really wanted was an AE building plopped in the middle of the Magisterium.

    O.O so true and yet I didn;t even think of that, Praetoria needs an AE building O.O
  23. Quote:
    Originally Posted by Leo_G View Post
    Well, the best +def toggle is one of Tanker's Ice Armor shields at 17% base defense to smashing and lethal. If a purple set could push higher through the diminishing returns of ED by 3%, that's around an extra .5% defense. I guess a half of a % could be a pretty big deal if you're near or at the cap...
    thats why any Def or Res bonuses have to be told to only apply themselves to damage types that aren;t already capped, so on invul with S and L capped; S and L wouldn't get a bonus from the set (unless it were to fall below 90% res for example by exemplaring or by having your toggles off.)

    where as with Def, seeing as the cap is 300% no restrictions need to be applied until someone actually hits that cap..
  24. yes indeed a petition for awesome changes
  25. JoshexDirad

    Fix Praetoria

    ok, yeah this was a stupid Idea of mine..