Kelenar

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  1. Kelenar

    Ghoul love!

    Quote:
    Originally Posted by Dollymistress View Post
    If you confuse one while dying does that mean *you* take a bite?
    Do they heal you if they die confused? From what I've seen in mixed-enemy missions with Ghouls, they don't heal other factions even if they're otherwise friendly to each other, so I'd be kinda surprised if they do. (Plus the problems with confusion ending when they die.)
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    This is what Im talking about, and I think the OP is as well
    Yes, which I think many other responders are missing, instead just seeing, "I turned my difficulty up and now it's too hard."

    That said, now that we have inf-free difficulty changes, there's no real drawback to turning your difficulty down when you get a mission against one of the boss-happy factions, other than the time needed to run to the difficulty rep.
  3. Kelenar

    Ghoul love!

    Quote:
    Originally Posted by ClawsandEffect View Post
    I consider them to be just barely above true zombies. As such, I doubt they'd really care too much when one of their colleagues dies.
    Plus, isn't the 'grr, you killed my friend!' thing what Vengeance represents?
  4. Quote:
    Originally Posted by Silver_Tooth View Post
    Plus you'd have to find somebody to play that one minion that always runs into melee.
    Just pick the guy who always accidentally hits auto-run when trying to type.

    I have had a few characters in pseudo-MM arrangements, but never trying for a full team based on one of the sets like this. As much as people clamor for customized MM minions, why try to mimic the existing sets when you have the highest level of customization available?
  5. On the flipside, post-GR is the first time I heard the phrase 'lead brute' used villainside. I was dismayed that the Brutes weren't having a carnage race to take the alpha.
  6. Kelenar

    Ghoul love!

    Quote:
    Originally Posted by Fulmens View Post
    Phase 4: "... THEY'RE STOPPING IN THE MIDDLE OF THE FIGHT TO GRAB A SNACK !?!!?"
    Is that what it is? I've been wondering what it was supposed to be.
  7. Quote:
    Originally Posted by Bitt_Player View Post
    It looks to me like what Skarmory's after when he cranks up the team size is spawns with more enemies, not spawns with one really nasty enemy and a Minion. Unfortunately, the system doesn't really work that way.
    I'd like this, myself, more as a suggestion than a 'fix.' My current blaster is at a weird point where x1 is boringly easy, but x2 is often crazy-dangerous because I get a dozen bosses (or scaled-down bosses, which are still pretty darn dangerous in some groups) per mission sometimes. Separate minion + lieut/boss spawn settings could be interesting. My AR/Traps Corruptor would love lots of minions and lieutenants with few bosses, and the inverse would be awesome on my Dark/Elec Brute.
  8. Quote:
    Originally Posted by Zombie Man View Post
    The arcs in Praetoria are all tagged as minor arcs and if you level out of their range, your contact will immediately stop giving you the rest of the missions of the arc.
    Huh, I didn't know that happened with minor arcs. That'd explain why some of my Prae arcs seemed to have really weird endings...
  9. Quote:
    Originally Posted by Eva Destruction View Post
    I'd also like a revamp of the contact system redside. Especially the five papers to get a mayhem at higher levels. I hate papers. I like content. Leave it at three all the way to 50. With XP smoothing, patrol XP and the addition of the RWZ and Cimerora running out of content isn't a problem anymore, and if you do run out you can always choose to do papers, or run tips.
    And definitely this. I was just considering this one the other day. Having to do papers every few levels sucks, especially now that villainside has some alternate leveling paths like tips and RWZ. Run out of RWZ missions at level 39 and want to head back to the Isles to get to 40? Enjoy running newspapers to unlock a contact who will give you missions for about three more bubbles. To be fair, some of the contacts do introduce each other, but I'd like to be able to get a single, unbroken chain from 1-50.
  10. Quote:
    Originally Posted by Arcanaville View Post
    My recommendation: turn on chat logging and make sure its logging all tohit rolls and combat messages.

    I don't know why, but whenever I ask someone to do this so I can see it for myself, the problem goes away. I think chat logging grants the player a +35% defense bonus or something.
    Logging the results never helped my d20 rolls, though... Looking back at them, I think I'm under some kind of gypsy curse. By a gypsy who really likes numbers below 4.
  11. Quote:
    Originally Posted by The_Coming_Storm View Post
    No blueside stuff as that has had special treatment for the longest time.

    On topic: Vivacious Verandi's arc.
    Only if I get a moral choice in the very first mission to say, "You know, I really don't like you," punch her, and lose her as a contact.

    Actually, give me that on every contact. It'd be a great way to relieve years of annoyance at some of them!
  12. Quote:
    Originally Posted by Forbin_Project View Post
    A CoH closed beta invite can be confirmed by simply logging onto the test server, or checking the forums to see if you have access to the closed beta forums

    Furthermore CoH beta invites refer you to a forum moderator if you can't login to the test server or see the CB forums.
    Yes, but considering all the warnings we get from them about scam e-mails, it was kinda a weird move on NCSoft's part to send out an e-mail that looks really similar to a lot of the spam ones. My earlier post wasn't saying 'clicking links is okay sometimes,' it was 'the GR beta invite e-mails were kind of poorly done.' I know of several people who thought it was a scam when they first saw the e-mail.
  13. Quote:
    Originally Posted by SiGGy View Post
    Only a complete and utter imbecile would click a link in an email like that, considering that everyone here is smart enough to be able to find the forums then I'd hope they wouldn't take an email like that seriously.
    And yet, the Going Rogue beta invitation e-mails had links in them, and one even had a misspelling in the title ("City of Heoes") to make things more suspicious. At least, I know several people who got that e-mail and were in the beta, so I think it was legit. I personally got about four beta invites, many of which I'm pretty sure were legit, so who knows.
  14. Quote:
    Originally Posted by NightshadeLegree View Post
    I haven't played Scirocco's arc, but with regard to Ghost Widow, given that Arbiter Daos is THE highest authority in the Isles then yes, she would have to be defeated in the end, but for some characters, who would want to remain loyal to their patron, it would be extremely satisfying to be given an alternate final mission where you have to defend GW against Daos and his forces when they come to show you who's really running the Isles.

    Yes, you are going to lose. Yes, the final outcome would be the same, either because Daos is set up as Invincible, like Reichsman, or because GW gets taken out by one of his henchmen while you're fighting off the death squads. But it means I'm not stabbing my patron in the back just because Daos told me to.

    And I think Recluse would exert his behind the scenes influence over Daos to ensure you don't get executed for defying the Arbiters, on the basis that any villain who is brave (or insane) enough to defy the will of the Arbiters is someone who won't think twice about taking on the Freedom Phalanx, or Reichsman, or anyone else....
    This would be nice. At least better than the 'Well, the Arbiters are angry at me, so I guess I'll betray you now' thing we're currently shoehorned into.
  15. Quote:
    Originally Posted by gec72 View Post
    In crossing the rift from being a member of the resistance to being a hero, the "this is what you will see there" guy mentioned that I will get a police scanner, which is like "The Static". Did I miss something while in Praetoria, or is this alluding to a scanner-equivalent that's not yet in the game?

    I can't remember if the Static was how I contacted Belladonna, but if so that was the only other mention of it I saw, and it wasn't really much like a police scanner.
    The Static is an underground communications network the Resistance uses. Those boxes that are often glowies in underground maps. And yes, you do contact Belladonna through it in a few places. I don't know if there are any more details revealed, since I haven't done all the Resistance stuff yet.
  16. Quote:
    Originally Posted by Biospark View Post
    But one thing that is not being mentioned is the difference in AoE capabilities between Blasters and Dominators. With some exceptions, Blasters will contribute greater AoE damage on teams.
    People also tend to forget that most Blasters have access to Aim and Build Up, whereas any other AT, including doms, will have one of those two at best. Those add up to a ton of extra burst damage potential solo, and are still very nice to have on any team that isn't already hitting 95% of the time and at the +damage cap.

    And while the damage is awesome, I think people are undervaluing the controls a little, especially on a team. You can lock down things that get angry at you for blaster, but taking bosses and problem lieutenants out of the picture is also very nice for everybody. Holding that Spectral Daemon Lord who's siting in the middle of the meleers with Chill of the Night running is high five worthy. And then once Domination hits, any fight where your AoE control is up becomes an unmitigated slaughterfest.
  17. Quote:
    Originally Posted by Justaris View Post
    Well, they were playable and viable solo before the buff. Whether they now solo fast enough for you... we're not you.
    Yeah, this. I know people who were happy with Empathy/ Defender soloing speeds before. I, personally, find some Scrappers to solo too slowly for me, and soloing most Defenders is just out of the question. All comes down to personal preference. If you found it slow before, I'd suggest going for a combo with good damage. In addition to the ones already named, I find Kin/Ice to feel blastery solo. (I personally just plain don't enjoy /Sonic, but Kin/Sonic also strikes me as potentially very, very good.)
  18. Quote:
    Originally Posted by Lazarus View Post
    I just fought Silent Blade in the level 50 hero morality (really dumb mission by the way) and to my chagrin she not only had Divine Avalance for extra melee defense but also had the ninjitsu version of Elude. This meant that once she popped it she was untouchable for three minutes, during which I might as well just leave the mission and go have a sandwich while I wait for it to wear off.
    My Traps/ Defender had the best fight with Silent Blade thanks to all this stuff. I could debuff her defense enough to hit, but she also had enough immobilize protection and -speed resistance that I couldn't keep her in place, and she'd run like crazy every time I started to do real damage to her. So it resulted in the two of us having a Yakety Sax chase around an empty bank for about ten minutes. Finally, I let her run away, set up a giant minefield in the door to the bank, and just let her take care of killing herself for me. Took forever, but it was one of the most fun fights I've had recently.

    As far as tip missions in general, I'm loving them so far. I really like the way they're tied in with the rest of the world--you don't fight Archon RandomNameHere, you fight a guy who will later play a big role in a different arc. You don't rescue a generic Freak, you rescue your #1 main man Ohmtown. Giving the other heroes/villains personalities is just icing on the cake. To top it off, the Rogue tip missions are mostly awesome. It's quickly become my favorite alignment, because passing cursed artifacts off to your competitors and then charging people to beat them up when they go berserk, rescuing good guys for a fee, and calling in heroes to arrest vigilantes who are giving you trouble are all awesome.
  19. Quote:
    Originally Posted by Techbot Alpha View Post
    The old content is so. Damn. Old and Rusted, its painful. The storyline is bogged down under terrible mission layout, boring defeat alls and hunts, multi-zone hops and hop backs, before they even give you a damn cellphone number....painful, boring, not fun.
    I'm told the phone number thing is fixed, and hero contacts are supposed to give it out after the first mission or two. But I haven't touched i0 hero contact missions in years, so I can't personally vouch for it. Otherwise, yes, I generally agree. More specifically, though...

    Croatoa: While Striga is more outdated, Croatoa has more interesting moral situations, which I think would benefit more from the new framework. And the missions could use more unique mechanics. But I'm apparently the only person who doesn't think Croatoa as-is is the bee's knees.
  20. I've just been wondering about the acceptability of playing a villain AT to 20, switching them to hero, and saying that they've never been a villain. It seems kind of dumb to say that you must be a villain, Praetorian, or ex-villain if you control a small army of robots, but I'm sure somebody would complain if I tried to make a pure-hero one.
  21. Quote:
    Originally Posted by Carnifax_NA View Post
    I'm towards the end now doing the last series of arcs and I'm here now. Getting my bosses downgraded to Lieuts is now irking me.

    Sticking in the difficulty settings would let me set sensibly so that my squishies can manage the 1-9 settings easily and my older characters can set theirs to something which suits them better.
    Yeah, now that I've seen the full 1-20 Praetorian spread, it's not as bad as I'd thought. The early stuff is hard compared to elsewhere (AKA Hellions, Skulls, Mooks, early Council, and CoT when they're basically Life Mages and guys with crossbows), but by level 10 or so, I'd say it gets mostly equal. I'd rather fight them than Tsoo, teen-level CoT, or Vahzilok, and I'd put them about equal with teen Arachnos, Lost, Goldbrickers, Luddites, and Primal Clockwork. There are still some select enemies (friggin' mez-resistant Destroyer SS bosses...) and missions that could use to be toned down a little, but I think the groups overall are good past that point.
  22. As somebody who casually PvP'd before The Big Changes, I would be happy to see some changes. Primarily, I'd like to see something done so that IO bonuses and powers actually work the same between PvE and PvP. Making a PvP system where most powers work differently from how they do in PvE... when the new system was designed to draw in PvE'ers... is, um. Well, I'll call it a unique idea, at least.

    That said, I also have to agree with several other posters that
    1) it isn't likely a big goal.
    2) it probably shouldn't be a big goal. The PvP population of the game is pretty small. Plus, when the game's been out for six years, I think it's a bit too late to develop a reputation for having awesome PvP.
  23. Kelenar

    2 ?s

    27 characters, no real dual builds. There are a few characters where I used the dual build option instead of a respec, but none where I use it to switch back and forth as intended.
  24. Kelenar

    CoH applications

    Quote:
    Originally Posted by Neogumbercules View Post
    view your SG and globals to see who's online
    This is the big one I'd like. It'd make 'I want to play with [X] but I don't know when they log in today' a lot easier to manage.