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Posts
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Joined
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1. Reduce End cost of human form attacks
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I don't have any endurance problems on my human form PB.
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1 can choose to skip majority of starting human powers if only to boost the shapeshifter form
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You can already do this with slots.
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3. More mez protection!
4. Even more mez!
5. either change the base resistance or give a better buff from playing with others
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To much buff. Given that yesterday we defeated the Imperious TF with a team of 6, including 2 keldians, I don't think keldians are significantly underpowered as it is.
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most of the ranged attacks PBs (dunno bout WSs..) dont even exceed 100 damage at level 50.
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That's because of the cap. with cosmic balance and the right team you would be doing plenty of damage if it wasn't for that.
Anyway, PB melee >> ranged. -
Policy: no graphics changes unless nessassary. However many people like the changes, there are bound to be some who don't, and whine vociferously, so graphics changes are a no win situation.
A "don't show any effects affecting self" switch in graphics settings should be possible though. -
No.
For those who don't remember, when CoH first launched, Marvel attempted to sue Cryptic over infringment of interlectual property. basically they didn't want people using the costume editor to create copies of Marvel characters, online or offline.
The case was eventually settled out of court (with both sides having paid lots of money to lawyers). The terms of the settlement are confidential (this is normal) so there is no transcript.
However there are a couple of things it is possible to deduce about the terms.
1) NCSoft agreed to rigerously enforce the EULA with regard to rip of names and costumes.
2) They agreed not to release an off line version of thier costume creator.
We know this, because when the game was released in Korea, they did release an off line version of the costume creator (the agreement wouldn't be binding in Korea). And they where very very quick to stamp on anyone who imported the Korean version, and quite quickly withdrew it when it became apparent they wouldn't be able to keep it in Korea. -
What part of "not alowed to" "part of a legally binding agreement" is so difficult to understand.
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They can't. They are not alowed. Not even with partial options.
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Just try it out after using a wakie!
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That's the only time it's worth having both armours though.
I guess it's a good choice if you plan on doing a lot of faceplanting. -
Yes It's been suggested before.
In fact, it exists.
However it is not available outside Korea because of the terms of settlement of the legal dispute with Marvel. -
The bows are in the next patch.
I would lay very good odds that you get your other wish in issue 13 too. -
Given the recent overhaul of stalkers, and the fact that keldians havent been looked at in depth since before issue 4, I would like to propose a raft of fairly minor adjustments. Whilst there are some buffs here, I dont consider keldians underpowered, my main objective is to make them more fun and accessible.
1) Raise the damage cap (from 400% to 500%). Brutes have a low base damage but are expected to boost that to a high level with fury and buffs. To allow that they have a very high damage cap. Keldians are also expected to boost low base damage with their inherent, but are limited by a low damage cap.
2) Change the way mez protection works. Currently it is too binary. You either have the right number of controllers on your team, or you are dependent on break frees. Whilst this works ok, being mezzed is one of the things a lot of players find unfun and frustrating. My suggestion is this: controllers just give the regular damage/resistance bonus for a defensive AT (and Dominators, the bonus for an offensive AT). Keldians get +1 mag mez protection for every teammate in range, of any AT.
3) Thermal/Penumbral Shield: add resistance to slow. Quantum/Twighlight Shield: add resistance to teleport. These shields are underutilised at the moment, and it would be nice if keldians had some resistances that where not common to all defence sets.
4) Nova Form: Having your form detoggled by any old mezzer (or having to keep permanently break freed whenever fighting mobs with even low chance of mez) is unfun. I propose that Nova gains mag 2 protection from Sleep, Stun and Hold.
5) Dwarf Form: the ability of a dwarf to tank is limited by their ability to hold aggro. I propose that a taunt component be added to all dwarf attacks (like brutes). -
Given the resources, I would like to see an Animals MM set (Wolves, Bears etc). Mostly because they would have to make the animal skeletons, so they could add ambient animals to the game at the same time.
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Nope, they don't stack. If you summon a new lot the first lot will be dismissed.
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It has been mentioned that MM primaries require about 10 times as much work as any other powerset.
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Used to. It was changed to not affect players in order to stop that happening.
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The sound would be different, depending on wether the blow smashe the skull (squelch) or bounced of (bop).
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This one is set to "not affect players". So it will do nothing if slotted slotted in Stamina.
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As I said, I can see the arguments against this ever being implemented... but when did that ever stop someone making a suggestion ?
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There is nothing to stop you making a suggestion, just as their is no reason why people should not explain why this suggestion doesn't have any chance of being implemented.
Which could cause a wise person to modify thier suggestion into something that could have a chance, like a third pair of starter contacts in Mercy Island.
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Fan fic is written whether or not it is recognised as legitimate content (look at the cult status Bobba Fett received beyond his short appearance in the original SW trilogy!). Players make CoX videos. Unnofficial trailers. costumes are suggested. I dont see this as any different.
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Maybe the Creative section of the forums would be a better place to post this then... -
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Gift horse, mouth, and so on.
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Beware of Greeks bearing gifts. -
Even a disregard for property is unheroic, and in comic book land all robots created by heroes develop artificial intellegence and a personality anyway.
If you don't like that reason, how about the is one: for the same reason as heroes cant be brutes (despite the example of the Hulk) and villains can't be scrappers. There was a design descision taken a long time ago that heroes and villains would have different ATs, and it is now so built into game systems that it would be a massive amount of work to reverse. -
Ordering your minions into battle whilst you stay behind in relative safety is not heroic.
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I would like to see an alternative to teh arachnos story for bad guys
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So would a lot of people. However the arachnos/destined one storyline is so closely intergrated into CoV that creating an alternative would besically mean recreating the whole of CoV with new zones and storylines, not just the starting zones. And realistically, that is never going to happen. -
Whilst heroes appear to have two starting zones, they are in fact vitrualy identical, with the same missions, the same mob types, same look and similar layout. They re both much smaller than Mercy too.
Galaxy City was in fact added late in development for technical reasons: they where afraid the servers wouldn't be able to cope with the number of people starting. This is now considered a mistake. Not only did it use resourses that could be better alocated elswhere, it creates a poor first impression by making the game appear less populated than it really is.
In fact, policy now appears to be that zones require too many resourses to add new ones unless they are shared hero/villain zones.
As for starting contacts, whilst it appears that heroes get 5, compared to the villains 2, in fact heroes have to join the general mission pool at level 5, where as villains get a second tier starter contact. -
Ok, here is my crab spider build:
Villain Plan by Mids' Villain Designer 1.40
http://www.cohplanner.com/
Crabmaster: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Villain Profile:
Level 1: Channelgun -- Dev'n-Hold%:50(A), Dev'n-Dmg/Rchg:50(3), Dev'n-Acc/Dmg/Rchg:50(3), Dev'n-Acc/Dmg:50(5), Thundr-Dmg/Rchg:50(5), Decim-Build%:40(7)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(7)
Level 2: Longfang -- Apoc-Dmg:50(A), Apoc-Acc/Rchg:50(9), Apoc-Dam%:50(9), Apoc-Acc/Dmg/Rchg:50(11), Apoc-Dmg/Rchg:50(11)
Level 4: Combat Training: Defensive -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(13)
Level 6: Aim -- AdjTgt-Rchg:50(A), AdjTgt-ToHit:50(29), AdjTgt-ToHit/Rchg:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-EndRdx/Rchg:50(34)
Level 8: Suppression -- Achilles-ResDeb%:20(A), Posi-Acc/Dmg:50(13), Posi-Acc/Dmg/EndRdx:50(15), Posi-Dmg/Rchg:50(15), Posi-Dmg/Rng:50(17), Posi-Dam%:50(17)
Level 10: Tactical Training: Maneuvers -- RedFtn-EndRdx:50(A), RedFtn-Def:50(19), RedFtn-Def/EndRdx:50(19), RedFtn-Def/EndRdx/Rchg:50(34)
Level 12: Venom Grenade -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(21), Ragnrk-Acc/Dmg/Rchg:50(21), Ragnrk-Acc/Rchg:50(23), Ragnrk-Knock%:50(23)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Health -- Heal-I:50(A)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(46)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(25), EndMod-I:50(25)
Level 22: Super Speed -- Run-I:50(A)
Level 24: Fortification -- Aegis-EndRdx/Rchg:50(A), Aegis-ResDam/EndRdx/Rchg:50(27), Aegis-ResDam:50(27), Aegis-ResDam/EndRdx:40(29), Aegis-Psi/Status:40(34), TtmC'tng-ResDam/EndRdx:50(36)
Level 26: Mental Training -- Run-I:50(A)
Level 28: Serum -- Heal-I:40(A), Numna-EndRdx/Rchg:50(31), Numna-Heal:50(31), Numna-Heal/Rchg:50(33), Numna-Regen/Rcvry+:50(33), RechRdx-I:40(36)
Level 30: Kick -- Acc-I:50(A)
Level 32: Omega Maneuver -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(37), Det'tn-Dmg/Rchg:50(37), Det'tn-Acc/Dmg:50(39), Mocking-Taunt:50(39), Mocking-Taunt/Rchg:50(39)
Level 35: Summon Spiderlings -- BldM'dt-Dmg:50(A), BldM'dt-Acc/Dmg:50(36), BldM'dt-Acc:50(40), Dmg-I:50(40), RechRdx-I:50(40), RechRdx-I:50(42)
Level 38: Call Reinforcements -- S'bndAl-Dmg:50(A), S'bndAl-Dmg/Rchg:50(42), S'bndAl-Acc/Dmg/Rchg:50(42), S'bndAl-Acc/Rchg:50(43), RechRdx-I:50(43), EdctM'r-PetDef:40(43)
Level 41: Tactical Training: Leadership -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/EndRdx:50(45), AdjTgt-ToHit/EndRdx/Rchg:50(45), EndRdx-I:50(45)
Level 44: Tactical Training: Assault -- EndRdx-I:50(A), EndRdx-I:50(46)
Level 47: Tough -- TtmC'tng-EndRdx:50(A), TtmC'tng-ResDam:50(48), TtmC'tng-ResDam/EndRdx:50(48), Aegis-ResDam/EndRdx:50(48)
Level 49: Weave -- RedFtn-EndRdx:50(A), RedFtn-Def/EndRdx:50(50), RedFtn-Def:50(50), RedFtn-EndRdx/Rchg:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Conditioning
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<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|7T?84,,4^!`$29DFL'UZ&65L?HJ?Y@35D*>/A.>TY0@$14`E9Q"$4\HI"WAZ)6TH,$0|
|//1U]DWQX&#SU'C.PBQEX@$B\1O1#H%_/P?P<KRI1];#E\2#A`='XB?$9\@>$[:!!O1|
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|-------------------------------------------------------------------|</pre><hr /> -
It's just you. Shannon actually has rather more attacks than I would take. Four attacks is plenty for an attack chain.
Slotted with recharge you could just have Channel Gun, Slice and Longfang and always have a power ready to fire. -
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you can no more make the debuff of Venom Grenade debuff perma than you can make every attack from stealth
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You're getting basic information wrong.
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Yes, I was wrong, you can make the debuff from VG perma. If you don't mind the lengthy animation time seriously eating into your attack chain, making you DPS absoluty abysmal.
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My point about redraw is it's definitely noticeable going between Plant & Thorns and I say that since I'm aware of redraw!
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...But it doesn't affect your DPS. Quite correct, for Thorns. I gathered that's what you meant, although I can certainly understand why someone might think you where contradicting yourself when you said "there is no such thing as redraw" earlier.
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No I haven't had a regular account for a couple of years so I haven't been reading patch notes too much
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Then don't you think it would be a good idea catching up before trying to tell people who keep up with all changes and developments how to play?
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Yes, that is what I mean, I know it's hard but sometimes try to read with a sense of humour, irony, instead of as previously mentioned, as Mr. Logic.
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BABs sense of humour can be a bit strange sometimes, but that looks like an entierly streight post to me. Or do you just assume that since you are never wrong, anything that you disagree with must be a joke?
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taking VG and using it with PR gives you more options...
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Yes, sure, it's handy to have if you can fit it into an increadably tight build. I don't see any powers I would drop for it though.
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it's better, I think, than going with a pure melee build.
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Sure, I would never make a pure melee build myself, I would always take at least one ranged attack for defense and utility, preferably Poison Ray. A pure melee build would maximise your DPS, at the expense of flexability and suvivability.
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If you want a real team orintated bane, I would take double leadership, Venom Grenade, and zero mace powers.
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Not joking. Pummel, Bayonet and Web Grenade are all excellent, and can be chained with VG without redraw issues. This would basically be a defender-type build. DPS aint so important, since you are depending on you team to do the damage.