-
Posts
763 -
Joined
-
I'll side with the Base Item option. Having a "Hall of Heroes" with Statues of exemplary members would be a nice addition to many SG Bases.
Having public statues? No. -
Quote:...The archive file can not be opened, and refuses to download. This suggestion is... less than helpful.Browse Google Docs Build Archive and pick one you like.
-
I don't really care about Cimerora being gated. The part I don't like is that there is only ONE mission to join the Midnight Club. It was fun the first time, okay the next few, annoying the few after that, and now has become an exercise in tedium, Blue side or Red side.
I want options, darn it! -
Heck, yeah, I'll /Sign this one!
While I have a nice list of issues with the set, THIS has always been the breaker for me. If I wanted to play my character's silhouette, I would have rolled up a stalker in the first place.
When I can once again see my character in action, I may finally pull my SS/EA brute out of limbo. -
Quote:Actually, I would rather not have Rikti EATs. This is a case where we have too much known lore... I don't think there's any rhyme or reason to explore more. That, and I don't think Rikti can just... mesh in with the life in Paragon City or on the Isles.Sentient Blob; Organic: Inferior
Technological Might; Rikti: Superior
Lore; History: High Advanced
Armoury; Arms and Armour: Technological Marvels
Superiority: Obvious
All Hail: Rikti!
Honestly, do we even need more EATs?
Quote:Addendum; Origin Specifics: Dissaproval
Origin Impact; Lack of: Perfect
Flavour added: Fine; as is
Changes: Unwelcome
Personally, the furthest I would go with increasing the effect of origins, would be to simply have some origin-flavored temp powers for sale at the appropriate vendors. Even then, these would have to be carefully balanced... but this would let characters have access to things that blatantly look or feel like part of a specific origin, without have too much impact on game play.
Then again, even that might be too much. Maybe just allow access to some new origin-specific emotes? -
I've seen this bug before... but I've only seen it hit Longbow. I have never personally seen it affect Legacy Chain... or any other faction. But I've come across a handful of missions where Longbow members start killing each other without me being anywhere near them.
-
Some of this is /signed.
Others...
Quote:Sure, great idea.Asymmetrical Body Slots: Add separate left and right gloves, upper arms, shoulders, and feet as standard slots no longer restricted to robotics.
Quote:Add Sliders to individual parts.
Quote:Alternate Skins: such as placing muscular women skin, or various animal/monster skins. (To allow more use of standard with skin costume parts.)
Quote:Claws/Claw Weapons: (Which have been asked for since CoV)
Quote:Host of Power Customizations: Across the Board, but mostly for powers obtained later, such as Transportation and Epic Power Pools.
Quote:Back Packs: Yes we want them back!
Quote:If you have time:
Separate eye aura slot with single eye auras though would be a good idea.
Quote:So with all these things being demanded I suggest an overhaul to the system. I don't care if I have to shell out another 20 clams (That is $20), but I think to keep this game up to date this needs to be done sooner rather than later and it may be time to sit down and really try and re-tackle and do these additions. -
While I would like to see a revamp of the low level content in Paragon City... I don't think this is the way to go.
What I want to see is some actual effort put into story arcs. Right now, barring heading to the Hollows, fledgling heroes are stuck with contacts that just dole out throw away missions until they are past level 10 - and some (Mutant or Magic contacts) need to wait until around level 15 to even have a chance at one.
That is a very long wait for what is a basic game feature. CoV might have an amazing lack of available options, but at least they start characters off with actual story arcs from the get-go.
Replacing the existing content probably isn't going to happen. But making a couple of new contacts in the 1-10 and 10-20 ranges that run actual stories, rather than just make work, would be a nice addition.
(Maybe, as a really radical suggestion, they could make one of these 1-10 contacts be in Galaxy City, rather than Atlas Park...) -
/signed
Unfortunately, I fear that, even if we can plead our case that it is time and past time for the Paragon City zones and stories to get a facelift, I doubt anything will come of it until the Incarnate system is completed. Maybe (big MAYBE) we'll get the hinted at update to Dark Astoria before then, but I wouldn't hold my breath for a major overhaul. -
I'd like to see an "Armory" Booster pack, which primarily focuses of new Weapon customization options. I'd be willing to shell out some extra money for some additional claws, maces, axes, katana, Assault Rifles, etc...
-
I think people are expecting far too much.
Have you really thought about how much time and effort would be needed to change all the existing content? Furthermore, do you honestly think they are going to actually put in that effort?
No, what I think we're going to get is some kind of explanation that Requiem isn't in charge of either the Council or the 5th Column. Instead, he's playing each side against the other in an attempt to take over both organizations.
This way, the Devs won't have to change existing content - they can just stick in a couple new arcs and call it good for another 3-5 episodes.
Is it ideal? No. Is it what we want? Heck no. Is it what we're most likely to get?
Yeah, sounds about right... -
Quote:Nah.There have been other suggestions for making GMs "cool" to defeat. But now that the WST concept exists in this game the idea of applying that to GMs does seem at least something worth considering.
I'll bet a simpler idea might just be something along the lines of making the reward for defeating a GM be random between two possibilities: 90% of the time you get a Merit and 10% of the time you get an incarnate Shard. I'll bet even with only a 10% chance to get a Shard there would be many more people interested in hunting them again.
Leave the Merit Rewards as standard. The 10% chance of a Shard should be in addition to the 2 merits. That's still quite a good enough chance to make people take another look at the validity of hunting the GMs. -
Bah!
Here's a suggestion a friend made one day, talking about CoH monsters...
The Dread Monster... MONDAY!
Every actual Monday, this 'Giant Monster' (who's actual appearance is that of an average-sized business man) will appear walking around in a random city zone (In Paragon or the Rogue Isles, or even Praetoria.)
MONDAY will be exceptionally tough, with strong resistance values, a huge amount of HPs, and a very high regeneration rate. He will not only have a good amount of strong AoE attacks, but also have access to some nasty control effect - stuns, holds, fear, and (worse of all) confuse powers, to represent the 'demoralizing effects of the beginning of the Work Week...) If it is actually defeated, it will respawn in an hour, in another random zone, for the entire 24 hour period of Monday. Midnight Tuesday morning, MONDAY will disappear for another week...
While he meant it as a joke, I could see a monster like this working in the game... perhaps a less silly variation, sure, but working nonetheless. -
Quote:Every time I see someone mention this, I want to beat my head against a wall.Minor difference is that Energy isn't purely defense - it's a mix of defense and resistance already. And IIRC there is some debuff protection in the set already - but I'm going from memory there.
Take a good, long look at the Resistance Values available to Energy Aura. Don't include Tough, or any resistance bonuses. What do you have?
7.5 S/L/Neg Resistance, and 9.4 Energy/Toxic resistance. Those numbers become 11.7 and 14.6 respectively, if you enhance them to the cap.
What do those number mean, in terms of protecting your character?
Absolutely Nothing! Super Reflexes scaling resistance has a greater impact on character survivability than those do. As far as I can tell, anything less than 20% resistance may as well not be there, for all the effect it ultimately has on survivability.
So no, I don't think of Energy Aura as a Defense/Resistance set. It's Heck, Shield Defense provides more resistance than Energy Aura, and it's still considered a 'Defense' set! So, Energy Aura is as well.
As for adding more DDR to the set... sure. Adding it to Energy Drain... NO! For the love of Pete, the Devs have already smashed more into that power than there ever should have been. There are other places in the set that can be tweaked, use one of them! Leave Energy Drain alone! -
Staffs and spears have been suggested many, many times - since the game was first made. We don't have them yet, due to game limitations. Staffs and spears will not work with the existing weapon stances; they can not use a single weapon model for all body types, like they do with the other weapons (you can really see this effect in play by messing with the size sliders on a Huge body with a katana. But while its annoying there, it would be far worse with staffs.)
All together, Staffs, Spears, halberds, etc... the devs know that people WANT them. But unless they can find a work around for the graphical issues, these will remain a pipe dream. -
Quote:This.As I was reading the OP, I was mentally tweaking it, coming up with something like the Praetorian zone events - Do something to trigger it (instead of hoping to catch it at the right time), clear out the arosnists and enough fires to make it safe to enter the building, go into a sub-zone to rescue trapped civilians (with bonus fires and hellions to fight), then come back out and beat down a boss. Make all the Hellions scale, like the foes in the Praetorian events do, and add an all-new Elite Boss at the end.
And then do something similar with Troll Raves.
This is exactly how these kind of Zone Events should be handled.
If possible, I'd like to see a similar treatment for the Ghost Ship and the Paladin Construction events. -
Or, in short...
Masterminds want to have better control over their pets... you know, the whole purpose of the AT in the first place? -
I think everyone who has ever even tried playing a Mastermind, knows they need this.
I'm thinking there's some major coding issues in regards to GIVING MMs this, is the reason we don't have it. Which... I can easily see.
Still, /Signed to the nth degree. So many Mastermind issues would be solved just by having a "Prefer Ranged" and a "Prefer Melee" option for the Henchmen. Lord only know why when Masterminds were first made they thought that they could make do with a single AI for all the pets, no matter how different they all are. -
I'd bet on /Sonic or /Cold, myself.
/Radiation would need to be tweaked a lot, and one power (Accelerate Metabolism) completely replaced. As such, I figure it is unlikely to be chosen for proliferation any time soon.
(That said, i doubt we're going to see any proliferation soon. Maybe next year?) -
Quote:While I like the idea of more active, involved GM encounters, this idea is an absolute NO!Great idea, I really like the idea of having GM's interract with the existing architecture.
Maybe when Deathsurge appears its: "Deathsurge has been sighted siphoning Cap au Diable's Power Supply". Players have 15 minutes to interrupt his siphon, or Cap GOES DARK! (no market or something).
Maybe Caleb and his army of Demon Lords diable the Black Line Helicopter somehow, and in order to re-activate it he needs to be defeated or scared off.
There's no reason that GM's cant interract more closely with other enemy groups as well, as for your Kraken quandry, maybe Kraken kidnaps a CoT leader, and the CoT threaten a full-scale retaliation on Galaxy City if their leader is not returned to them unharmed.
There should not be any negative consequences for players who do not want to participate! Having the Markets or the the helicopters go down because a GM is up will make fighting those monsters a chore, not a a neat little zone event.
But yes, zone events are just another of the things in this game that aren't broken, per se, but could really use a major facelift. -
While I'm not going to call "Doom! The game is Ruined!" just because we are getting a typical MMO Raid with the next issue, I will throw in with hoping that this doesn't signal the beginning of a Raid Mentality (where Raids become the whole focus of the game) for City of Heroes.
Not because anything is wrong with that, per se, but because I know I will be unable to do it.
Just the insane amount of coordination needed to pull these things off boggles me: possibly needing two or three additional programs running along side the game, just to actually communicate with the other players and keep track of what's going on off-screen.
I don't think my computer or my internet connection can handle it.
I don't have Vent, and I don't want to get it, either. I experience issues running the game if I have Firefox open alongside it, much less other things. The only Task Force or Strike Force I've participated in where I haven't DCed partway through it, has been a Katie. And while DCing in a Task Force is annoying, DCing in a 'Typical MMO Raid' can sink the entire ordeal.
So yeah, Bravo for new content! I'm excited to see the new Trials (Raids)! But please Devs, don't forget to keep adding more solo and single-team content as well! -
Objective - I'm surprised this hasn't come up yet... but when using Beast Run on a female character, I am getting the male voice for grunts and such.
Also, I have to agree that the jumping just doesn't look quite right... but what is worse is jumping backwards. Like with walking and Ninja Run, the character has visually changed their orientation when running 'backwards,' but the jump backwards is EXACTLY the same. Which means the character is suddenly facing forward when they jump, and suddenly facing backward again when they land. Not smooth or really practical at all.
Subjectively - I like the pack. I still wish we could put additional head adornments on some of these heads (alas, my Hell Hound, your horns are still not possible.) I do agree that some additional patterns for the wolf head would be appreciated... Still, I think this pack is worth the investment. -
Quote:Yes, and the effects are all the weaker for it.First, thanks for the feedback.
I dunno. Is Dual Pistols 3 blaster sets for the price of one? With that set, almost every one of its powers can be "changed" when it comes to secondary effect by swapping ammo. Keep in mind that can be done in the same build, at any time. This concept allows the -secondary effect- of just four of its powers to be "tailored" to your source, and can't be changed without changing your build.
Unless I read that wrong, what you proposed was that the characters had to choose a 'Source' when making the character (which I'm not sure could be implemented into the Character Generation), and they are stuck with that until they either Respec or make a new build. Which I saw as asking for three very similar sets, for the price of one.
Not to mention the issues with a "clone" enemy likely using a different 'Source'
I just... don't think that the Devs would put put that much work into such a power set.
Quote:In total, you have a choice between a +dmg/-dmg secondary effect, a -regen/+regen/HP secondary effect, and a -recovery/+recov/rech secondary effect on just four powers. The rest of the set functions the same regardless of source, offering moderate resistances, one self heal, and two localized mitigations. Keep in mind these are -seconary- effects meaning their buffs/debuffs are temporary and minor, also.
Quote:Actually, I was thinking the click mez protection was a -drawback- in exchange for the very minor benefit of the localized, very temporary mititgation of the choke/vomit. Keep in mind this isn't a hold, it's a vomit emote like poison gas trap. It just offers a brief moment of mitigation, and since it's very localized and it only activates for a second or so after you click the mez protection, it's really more "thematic" to give the set a unique flair than it is really going to effect game play. A melee toon would be almost idiotic "waiting" to activate the power when they have a mob gathered, since they could be held/mezzed/etc. without it active. Keep in mind that when this goes off, NPCs in the immediate vicinity of where it was activated would display the vomit emote, and even then, only a %chance, for 1 second or so. I'm talking a radius as small as "burn."
Also, IIRC, the click mez protection powers currently used are balanced around using the same ultimate cost as running a toggle would take for the duration of the power. But with the added effects, this one would either have to cost more, or take longer to recharge.
...and I honestly thought that vomit WAS the hold... huh...
Quote:Actually, it is meant to be kind of "little" in the same way that Dark Armor's cloak of Fear or Oppressive Gloom or Ice's Chilling Embrace are. They aren't main sources of mitigation, they're meant to be back up. I DID think about this possibly being a toggle, like the powers above, but thought that it would have to have such a huge end cost that it wouldn't be feasible for many players unless you went Radioactive for the end boosts. My thinking is that this wouldn't have a long recharge, but also wouldn't have a long duration. You get in to a pickle and can lay this down to help weaken the mob. That's it's only real purpose.
Okay... one of us has to have been playing different defensive sets than the other.
In my opinion, Dark Armor, Fiery Aura, and Electrical Armor all REQUIRE their alternate mitigation forms to actually work. Without all the extra sources of damage, Fiery Aura is a paper-thin protection set. Without Oppressive Gloom or Cloak of Fear, Dark Armor will be quickly overwhelmed. If Electrical Armor couldn't flat-line enemy endurance, I don't think it would stand a chance against a lot of Boss class enemies, buch less anything higher.
To really work, a resistance based set need to have (a) a way to recover lost HPs, and (b) a reliable source of alternative mitigation.
Now, personally, I think set that stacked -Damage effects on nearby enemies would be something that was both different, and effective.
I'm not sure about Ice Armor - haven't played it myself - but looking at the potential numbers it would have after being moved to Scrapper/Brutes? I'm pretty sure Chilling Embrace is going to be just as vital to Ice Armor on those ATs. (When it finally gets ported.)
Quote:I avoided a self rez specifically to stay away from /fire and /dark. Cesspool does damage like burn, but in a way that entirely fits with the concept of this set. You're not a Willpower, stoner, or invul tanker able to stand there and take hits all day. You're also not an SR or Ice or Shields tanker or brute who can just avoid the incoming damage. You're a walking chernobyl/chemical spill/disease factory. You survive by weakening and damaging your foes as they get close simply from the toxicity you emit. You get in to a long, drawn out fight with someone powerful and you'll go down, so you make em sick and cut through them as fast as you can.
Quote:In all honesty, I was toying with "cesspool" being a -acc/-res localized power instead of a damage dealer, but I thought a -res PBAoE power on a melee set could easily be way overpowered, even if it does fit the concept perfectly. Instead, I thought a nice burst of localized damage would also fit, and help survival much like burn and mud pots do. Not make you uber, and possibly make you draw enough aggro to get him even more, but eat through them in the process.
Quote:What about making it some other form of AoE mitigation. What would fit the theme but not be overpowered for a melee oriented toon? Maybe an AoE disorient like Oppressive Gloom, costing you HP as you emit the energies instead of doing damage? What about just lowering the damage output slightly but like mud pots adding a -acc or -recharge component?
(i.e. I've got no real opinion on the matter.)
Quote:There doesn't NEED to be ANY kind of armor sets, but I know people have been asking for radiation/toxic/chemical armors for issues.
Thanks again for the feedback.
It's a nice idea, anyway. -
Meh...
First off, this looks like you want three sets for the price of one, which I can already tell would play havoc with AE and clone enemies. I think you need to drop the whole 'source' aspect, and just try to wing it with a single, standard set.
Resistant Skin: Looks good as is.
Toxic Emission: Standard damage aura. Make the -Dam the only effect - this set will probably need the mitigation.
Particle Cloud: Again, standard toggle. (As a possible suggestion, split the Toxic resistance between the two toggles.)
Noxious Fumes: A click mez protection on a Resistance based set? With a PBAoE hold included? I think you may be asking for too much - making this an attack as well as the mez protection will either make its cost ridiculously high, or make it impossible (or at least impractical) to make permanent. And why would it provide Psionic resistance? While this makes for an interesting idea, I think the balance will be too much. Content yourself with either a standard click mez protection, or make it a toggle.
Phsyical Regeneration: Basic click heal. Again, removing the 'Source' mechanic... I think the +Recovery would be the best added effect.
Biological Infusion: ...Yeah, you know what? +Perception is nice to have, but not worth an entire power for it alone. Now, make THIS have the hold effect you put in Fumes... Now you've got something. In fact, switch the names - make the tier 4 Biological Infusion a standard Mez protection toggle (maybe with some small amount of additional resistance to S/L/T? I hate having a toggle with no enhanceable aspects...), and make Noxious Fumes the Tier 6, a click PBAoE that inflicts a Mag 2 (50% chance for an additional +1 Mag) 4-6 second hold (vomit animation), a -Dam to any enemy hit (even if the hold doesn't work), and a +Perception to the character. Yeah, I think that would be a good prop for this kind of resistance based set...
Localized Infection & Cesspool: Okay, not seeing it as you put it down. Localized Infection just comes across as too little, too late, and Cesspool makes this set too much like Fiery Aura. Instead, how about this:
Tier 7 becomes Cesspool, which sets up a 10' diameter patch on the ground that inflicts -Speed, -Recharge, -Regen, and (just because I seem to have made it a theme for this set) -Dam. No direct added damage, but a nice bit of mitigation, both personal, and for teammates.
Tier 8 becomes Catalyst, a self rez that provides an initial +Dam and +To Hit bonus, then after 30 seconds inflicts the 4-second vomit animation hold (irresistable, it will even take effect if the Mez protection is active.)
Meltdown: Not seeing much issue with this one.
Of course, I'm not sure there really needs to be a toxic-based defense set, but by the same token, I can see it working... -
Quote:This doesn't work. I know it used to, but you can no longer mover /Traps pseudo-pets with Recall Friend.
Teleport
While covered in Synergystic Travel Powers, it bears mentioning that Recall Friend is an excellent power to take as well. This enables you to further micromanage your henchmen, but more importantly to */Traps Masterminds, it allows you to reposition some of your secondary pets like Acid Mortar.