Kurrent

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  1. Quote:
    Originally Posted by Chase_Arcanum View Post
    And would enough people be willing to pay enough to make the alternate animation time cost-effective?
    I'd pay for them.

    In fact, out of all the choices we now have with CoH:Freedom, my guaranteed purchases remain costume pieces/sets. The only set I haven't purchased at least in part is the Animal set, just because I don't have any animal concept characters. The CoT set I have selected pieces from. All the others I'm pretty sure I've bought outright.

    New power animations would absolutely fall into the realm of guaranteed purchases for me. I love choices and options for how a character looks and moves, and I'd happily pay for a set of animations that could be used across multiple powers.
  2. I'd love to see these Singing attacks as playable powers, too, but just because an enemy group is using them is no reason to expect we'll get them eventually (sadly). The Scrapyarders have had awesome Power Tools attacks ever since i6, and we've never gotten them.
  3. One part of OP's post that hasn't been touched on is the damage portion of Rise, which has been essentially neutered due to the lag between rezzing and the game recognizing a character's level shifts. My fire tank has Rise slotted for damage and recharge, and she uses it as a weapon frequently. Against Incarnate-level enemies she's going to see a large reduction in accuracy and damage, because the level shifts won't reactivate until a few seconds after Rise's blast occurs.

    I honestly have no idea why that delay in level shifts going back into effect even exists. Most of the time it's simply an annoyance, but with Rise it negates a significant part of what makes Rise a unique self-rez.
  4. I got mapservered and booted three times on this last night, despite turning graphics way down and trying to minimize effects and AoE. The third time I was able to get to Recluse, but as soon as I hit them, something they did (most likely him trying to spawn his banes) locked me up.

    This bug is really frustrating, because it detracts from what is otherwise a really neat mission, and a significant chunk of insight into Cole's thinking. The fact that it was present all the way back in Beta, commented on multiple times, but STILL made it live with the exact same issue is doubly frustrating.

    I finally wound up autocompleting it. I don't want to single punch/blast umpteen spiders. I want to stomp and send their itty bitty pieces flying in all directions. Maybe we'll get a fix for it sometime, I hope.
  5. Quote:
    Originally Posted by bpphantom View Post
    Do the TF's from start to finish. That's the actual plot of the Shadow Shard (oh, and some villains missions and of course the new DA arcs and the DD iTrial).
    The TFs are really the heart of the Shadow Shard story. The missions introduce a few minor points, but several of the more canon elements were in missions that were removed for various reasons (kora fruit runs, anyone?). You're going to get the large portion of the story doing the TFs, which is admittedly a slog in some cases, but I love the whole... otherness in the Shadow Shard. Really, letting villains in and either adding a few new Shard TFs or spiffing up the old ones could revitalize things somewhat.
  6. Put my bet on Twinshot being the Primal version of Ricochet as well.
  7. I think that either shipping Tyrant to a dimension full of pacifist magic-users or putting him in close proximity to the Dream Doctor (or Vanguard, or Ouroborous, or Azuria) is asking for trouble. He's simply not trustworthy, and he's exceedingly dangerous.

    My recommendation for dealing with him would be for Lady Grey, Numina and/or War Witch to piece together Darrin Wade's ritual and strip Tyrant of his remaining power. I wouldn't trust him otherwise. Heck, I still wouldn't trust him even then, but at least his potential to cause further trouble would be mitigated somewhat.


    Quote:
    Originally Posted by Venture View Post
    I have argued in the past that there is reason to believe the entire civilization of Praetoria suffered some kind of critical failure in ethical development.
    I have to say, I'm with Venture on this one. The Praetorians who were alive at the time drank the Enriche-flavored Kool-Aid willingly. Whether they were ethically casual before deciding to follow Cole or they became that way after, it doesn't change the fact that they were willing to sacrifice compassion and trust for "security" and "protection."
  8. Kurrent

    REVAMP EM set

    Hm. I never realized that EM was considered so unworkable. I have a lvl 50 Shield/EM tank who's still a joy to play, even in Incarnate content. I do think that Shield Charge helps immensely with her damage output, that much is clearly notable, but she does just fine in terms of damage. In fact, she feels to me like she's my best tank in terms of damage output.

    I also don't have a problem with Energy Transfer's -hp drawback. I take it as more of the risk/reward that's always been with the set. It's bitten me a few times in a fight, but I think it gives EM its own flavor, if you will, forcing you to play it differently than any other powerset.
  9. Quote:
    Originally Posted by Scene_EU View Post
    1. In "The Freedom Phalanx" it mentions that Shalice was 16 when she plucked the antidote from Nemesis mind in 1946, meaning she was born in 1930. Yet, according to other sources, she was born in 1920. So which is it?
    This would most easily be explained by young Shalice mind-riding (either voluntarily or accidentally) for a total of ten years during her preteen and/or teen years. As she doesn't physically age while her mind is somewhere else, she could then have been physically 16 in 1946 but still have been born in 1920.
  10. I saw an ad for this in my email last night. I think I drooled on my keyboard for the next twenty minutes as I looked through everything that magical mesh can do. But I do think it'd be insane in terms of rendering/system resources.
  11. I've tried to look through the fifteen pages of this thread before replying; if someone has indeed already voiced what I'm about to say, my apologies.

    For the most part, I think our system works very well, even eight years later. In fact, the only change I'd make would be to free up names held by banned accounts.

    I would also caution some of the people calling for less restrictive policies for names. Regardless of how long a player has been gone, most of them put serious time, effort and love into their characters, and having their names poached while they were gone would be very upsetting not just to them but also to those of us who knew and played with them. In the case of level 50s, the names should be inviolate. Those characters have earned recognition, and honoring their names as such seems very appropriate.
  12. Fusionette's Fusillade (Targeted AoE IO set, lvls 20-45)

    Accuracy/Damage
    Accuracy/Damage/Recharge
    Damage/Endurance Reduction
    Damage/Recharge
    Damage/Endurance Reduction/Recharge
    Damage Buff +5% for every enemy in melee range/Chance to Taunt (25% per tick)

    Bonus for 2: Increase maximum endurance by 2.5%
    Bonus for 3: Increase melee defense by 3.75%/Increase energy defense by 2.5%
    Bonus for 4: Increase movement speeds by 5%
    Bonus for 5: Reduce Confuse duration by 7.5%
    Bonus for 6: Increase recovery by 6%


    Swan's Seduction (Hold/Sleep set, levels 35-50)

    Accuracy/Range
    Accuracy/Hold (or Sleep)
    Hold (or Sleep)/Endurance
    Hold (or Sleep)/Endurance Reduction/Recharge
    Accuracy/Endurance Reduction/Recharge/Hold (or Sleep)
    Chance to Confuse enemies (which would trigger after the hold/sleep had worn off)

    Bonus for 2: Increase Recovery by 2.5%
    Bonus for 3: Increase maximum Health by 3%
    Bonus for 4: Increase duration of character's holds/stuns by 5%
    Bonus for 5: Knockback Protection of 3 points
    Bonus for 6: Increase Range by 2%


    Dillo's Resolve (Resist Damage set, levels 25-45)

    Resistance
    Resistance/Endurance Reduction
    Resistance/Recharge
    Endurance Reduction/Recharge
    Resistance/Endurance Reduction/Recharge
    Chance for *hoorb*

    Bonus for 2: Debt reduction of 5%
    Bonus for 3: Increase Regeneration by 7.5%
    Bonus for 4: Increase Ranged Defense by 3.75%/Increase Fire and Cold Resistance by 2.5%
    Bonus for 5: Increase AoE Defense by 3.75%/Increase Psionic Resistance by 2.5%
    Bonus for 6: Increase maximum Health by 2.5% and maximum Endurance by 1.5%

    (If I really have to quantify *hoorb*, then I'd make it a tick of minor toxic PBAoE damage combined with a recovery of 2.5% Endurance. But it works so much better when there's a bit of mystery to it, doesn't it?)
  13. Kurrent

    Gaussian Proc

    I personally have the Gaussian set six-slotted in Focused Accuracy for my broadsword/regen scrapper. With the perspective of several years of hindsight, I still like it. If you slot this into a character who spends long amounts of time dealing damage, you're obviously more likely to have "useful" procs trigger as opposed to wasted ones. It's not something you want to hang your hat on, but the set is worth slotting for the set bonuses alone; having the chance for free Build Ups is just a nice bonus in itself.
  14. If case people have forgotten, we had very much this same discussion before tintable colors for powersets. We had very much the same replies from the devs: It's too time-intensive, the tech isn't there, there's no staff available to do it, etc. Yet in hindsight, BABs was working on color customization for powers for months if not over a year before it went live... while still neatly avoiding any spoilers about what he was doing, so it was a big surprise when the announcement was made.

    Who's to say that something similar isn't going on now, with color customization for power pools currently being worked on in secret or maybe even already finished, and the devs are just keeping it a very tightly-held secret until the big reveal?
  15. Kurrent

    Dream Doctor

    Quote:
    Originally Posted by cursedsorcerer View Post
    I think this is also true for characters like Fusionette, Lady Jane and probably a few others.
    I'm fairly sure that Lady Jaye has a default aggression setting of "Actively Seeking Death."
  16. Liberty tends to be quite active, especially heroside. There's almost always some low level stuff going, and not all of it is DFBs.

    The main channel many of us use for Liberty is LB. It's a good community with a fairly high level of skill and courtesy overall. While there will indeed be quite a bit of trial and TF/SF formation on LB, there are usually people running tip missions, radio/newspapers, mission arcs, etc. Most nights you can put together at least a small team for about any level.
  17. I'd love to see the power choice at lvl 49 be replaced with the option to take another power OR take three more slots, but it has proved entirely unworkable in execution, sadly.
  18. Another thing you can try when faced with non-responsive NPCs or spawns that won't trigger properly in a mission is to exit the mission and then re-enter. However, if you're Ouroing a mission, this might not be as useful, obviously. Still worth knowing, though.
  19. Moonfire's TF is guaranteed to give you the Silver Bullet (for warwolves) and Slayer (for vampires) badges, usually by the end of the second mission. Both of those are requirements for the Atlas Medallion.

    You can speed up visiting plaques for the history badges by binding the /loc command to a key (I usually bind it to my L key, because it makes sense and it's out of the way). Having it bound lets you frequently check your location on the map's grid coordinates as you travel, letting you zero in on each plaque location quickly.

    What seem to be the most time-consuming badges to earn are Unveiler (for Fake Nemesis) and Illusionist (for Master Illusionist decoys). Peregrine Island is a great choice to farm both, the Fakers along the docks close to Ghost Falcon and the MI decoys along the little park/beach a bit more north/northeast.
  20. Quote:
    Originally Posted by Doc_Reverend View Post
    Thing is, Infernal is described as Lilitu's son. Lilitu is summoned on Primal Earth, but Infernal's from his own world. So either he is Lilitu's kid, or as far as the magic is concerned, he's her kid. That or some of the magic stuff and higher level magical entities like Lilitu operate on their own set of rules regarding dimensions.
    Who's to say that Lilitu didn't just pop over to K'Varr D'Shall's home dimension for some R&R, get cozy with some of the locals, and wind up in the family way several years before K'V was born? She could always drop the li'l bundle of demon-binding joy off once he was born, maybe even having a cup of tea with his dad before disappearing again. That way he's Lilitu's son and from a different dimension.
  21. The worst AE idea I ever heard was "Help Mynx and Swan Take Ms. Liberty to the Planned Parenthood Clinic." Of course it would use the creepy hospital map from Maria's mission with Mother Mayhem. Once a friend of mine mentioned the idea, I debated building it, but A) I didn't want to waste a slot on a gag AE mission, and B) the joke wasn't worth getting banned over.


    Quote:
    Originally Posted by Saint Valencrime View Post
    1) The Bob Dylan Task Force
    Kings Row
    Freakshow
    Stealing all the bank dough
    Crimes grow
    Bombs blow
    Rescue trapped hero
    Don't need to be the Statesman to know this is a no-no
    Outstanding. <slowclap>


    K
  22. Try removing the line filter and plugging in directly. That's the simplest potential fix, and it might boost your signal enough to maintain a connection. If that doesn't work, I'd have someone check how much signal that particular jack is actually getting at the plug point. Sometimes a previous cable tech or builder will splice an existing line (with adequate signal) to run to a new outlet, with the new splice sometimes carrying much lower signal. This very commonly happens with splicing a long line from a convenient nearby line instead of running a new line directly from the main electrical trunk. If that's the case, having a new line run from the main trunk to that outlet should resolve your problem.

    Hope this helps. Having connectivity problems bites, and with dialup you don't have much room for error in terms of signal loss. If you were able to download an update, it sounds like you definitely were getting enough signal at one time; now it's just a matter of troubleshooting. Good luck.
  23. Quote:
    Originally Posted by Dr. Aeon View Post
    Hello everyone!

    I appreciate the feedback you’ve all been given here and on the beta forums. I’ve just made the following changes:


    1) Statesman’s Pal will remain Statesman’s Pal and will be given out when completing ‘A Hero’s Hero’, the original Maria Jenkin’s arc, in flashback

    2) Positron’s Pal will be given out when completing, ‘A Hero’s Epic’, the new Maria Jenkin’s arc

    3) Sister Psyche’s Comrade will remain the same and be given out when completing Psyche’s task force in flashback once Issue 23 is launched.

    4) Penelope Yin’s Friend will be rewarded when completing her new task force

    5) The Task Force Commander badge will be rewarded by having either Penelope Yin’s Friend or Sister Psyche’s Comrade

    Thanks again for all your feedback!

    Dr. Aeon
    Thank you immensely for listening to our feedback and responding positively to it! This was exactly what most of us were asking for.
  24. This is actually a very good topic. What can really make a difference on this particular mission both for good and bad are your tactics. Specifically, pulling one, two or three monsters out of the mobs that run between six and eight. This is where a melee-oriented mentality is actually a detriment, because pulling enemies out of a group isn't a usual tactic for most melee types. However, it can be a real life-saver on this mission. I'd much rather deal with three cyclopes or minotaurs then six or seven, and when you can break them into more manageable numbers your survival rate soars. Remember that this mission isn't timed, and use that to your advantage. When you get to Romulus, now, it's going to be a fight; I've not yet succeeded in pulling any of his personal mob away without bringing them all, but by the time you reach that point, you know you can beat him.

    There's no doubt this is one of the toughest non-TF/SF missions in the game running it solo, but it is doable. You don't need to be purpled out; my main (an elec/energy/elec blaster) isn't, and she did fine soloing it without any NPCs. But you have to bear in mind that I've played my main since the game came out eight years ago, and I know just how to work with her; that's the biggest reason I was able to do it. Level shifts are a HUGE plus on this mission, definitely, and you have to play smart and with patience. I'd say take a few days and get your Alpha slotted with a T3 and try it again, focusing on pulling a few at a time out of the large mobs as you go. I bet your experience will be much more enjoyable at that point, and when you beat that mission, you'll have a badge you'll be proud to display.
  25. Quote:
    Originally Posted by Roderick View Post
    Personally, I wouldn't use a bind or macro. Assuming you have no other powers set to autofire, just Ctrl+Click Vengeance so that it autofires. Then, when someone dies, click their name on the team list. Assuming they're in range, you'll cast Vengeance the instant you have a valid target (and aren't rooted from any other power activations).
    This is how I normally do it. Easy as can be, as long as your character doesn't use Auto on an existing power already. If so, you'll definitely appreciate having a macro or bind like those suggested here.