Pilcrow

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  1. [ QUOTE ]
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    It certainly would help the corner case of AR/DEV a lot.

    [/ QUOTE ]

    I didn't miss the bit about defenders.

    [/ QUOTE ]

    Well, they need love, too. Why not two birds with one stone.

    Well, 5 stones.
  2. It certainly would help the corner case of AR/DEV a lot.
  3. Pilcrow

    Two things...

    [ QUOTE ]
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    100% to 0% Period. If you have 99.999999% hitpoints you can still die by one attack.

    [/ QUOTE ]

    That's not quite what _Castle_ said. The intended code kicks in only if the amount of damage matches/exceeds your maximum hit points.

    For example, your max is 1000 and you currently have 900. If an attack for 901 lands, you die. If an attack for 1000 lands, you're at 1%.

    [/ QUOTE ]

    Wouldn't that mean that if you had an attack that could do 1050, and an attack that could do 950 (just for examples), that if your enemy was anywhere below 950, that the lower damage attack could be a killing blow, but that the higher damage attack could not?

    I hope I misunderstood, because that doesn't seem quite right to me...

    [/ QUOTE ]

    Let's try it this way.

    If someone hits you with an attack (or very fast volley of attacks if teamed) that would take you from 100% of your HP to 0 HP (or less), and you have even one single unhealed HP of damage from any other source when it happens - you're dead.

    You must have every single one of your HPs present and accounted for in the green bar for this protection to kick in.
  4. Pilcrow

    Two things...

    It's people like you who chased Geko, Mr. Loose Lips on the Numbers, off these boards.

    Keep that in mind next time you bemoan the numbers being unpublished.
  5. [ QUOTE ]
    Pil, Concern... do you think sometimes ignorance is bliss?

    [/ QUOTE ]

    What does ignorance mean?

    OTOH, don't tell me, I might be happier not knowing.
  6. Stealing a bit from you here:

    1) change all of the primary attacks that are shorter than 80, by increasing their range to current_range + (80-current_range)/2.
    (10'->45', 20'->50', 30'->55', 40'->60', 50'->65', 60'->70', 70'->75')

    2) change the first melee attack in each secondary set (including Taser) to have a 45' range.

    #3) Change the first PBAE Toggle (if existant) in each secondary set into an enemy-targeted Aura power (akin to DN and EF)

    #4) Increase the strength of the all debuffs (primary and secondary) by 50%.

    #5) Apply the irresistable damage (Blaster) and irresistable debuff (Defender) rules from PVP to PVE. (Controllers already got their PVP rule migrated to PVE!)

    I think that's a way to get all 4 of my objectives in 5 bullets.
  7. [ QUOTE ]
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    [*]Energy: Boost Range - Replaced with a click version of PFF that cannot be perma'd


    [/ QUOTE ]

    You can have my Boost Range when you pry it from my cold dead hands, you damn dirty ape.

    [/ QUOTE ]

    You didn't notice I had put it into Build Up?
  8. Pilcrow

    Two things...

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    2. We'll be putting in a check that prevents "one shotting"; if anything occurs within a fraction of second that brings a player from 100% Hit Points down to 0, we instead give the player 1% Hit Points.

    [/ QUOTE ]

    Statesman:

    If this is the extent of the one-shot solution, it won't do much to make the PVP zones more palatable for those who like PVP but aren't enjoying the gankfest those zones can be today.

    <ul type="square">[*]Under this plan, the tiniest amount of damage will be an invitation to gankdom. People will be afraid to jump off roofs in those zones for fear that the 2 HP loss will turn off the one-shot protection.[*]Under this plan, people will likely not have time to react to the incoming damage before the second blow falls. That first tic of DoT or an unslotted, level 1 attack (with its teeny, tiny animaiton time) will defeat the person before they are likely to be able to even click a respite, let alone actually engage their foe.[*]Under this plan hit-and-run tactics (that don't really allow the attacked a chance to participate in combat) remain the highest-gain, lowest-risk method of PVPing. I acknowledge that the most eggregious of these (AS &amp; run) will be stopped, but things like TP foe into tripmines, AS+Followup &amp; run, and other "frontloaded damage on an unsuspecting foe" techniques will remain the absolute best way to PVP. Unless there sufficient danger of retribution, hit and run will remain the primary style of PVP.[/list]
    I would recommend the following changes:
    <ul type="square">[*]Chance 100% and 1% to 95% and 5%. "If anything occurs within a fraction of second that brings a player from 95% Hit Points down to 0, we instead give the player 5% Hit Points". This will decrease the fear of minor damage and increase the probability of being able to react.[*]Open an option where people can set their inspiration tray to automatically consume a respite (if one is available) when their HP fall below a certain level. This will also increase the probability of being able to react.[*]If one awekens or is rezzed post a PVP kill, instead of x seconds of debt immunity, they get the same number of seconds of PVP immunity. This will allow people to follow the hit and runner and seek retribution, making hit and run much less safe as a technique.[/list]
  9. Speaking of ideas that deserve airtime. Here's something that came in to my PMs from someone who would prefer to remain anonymous. I think they're wirth seeing (especially #2 )

    1. Increase the range on all of the attacks shorter than 80 feet in the primary (at least 60 for all AoE and nukes, 80 for single target) and remove the inturrupt timer from snipe attacks while still keeping the two LoS checks.

    2. Make every toggle other than Cloaking Device and every PbAoE in the secondary a ranged target toggle and a ranged AoE. This would mean that tripmines and other summons would still operate as they do now. However, Hotfeet and chilling embrace would be ranged. The range on all of these powers should not be more than 30' activate and of course they would be limited by the toggle leash the same as defenders. Recharge times would be increased on all of the powers changed.

    3. Impliment the PvP mechanic for resistance bypass in PvE. This will help the lethal and /smashing sets even out with the pure elemental sets and will keep sets with a pure elemental set from being dinged as hard when they run up against a mob with very high resists to their elemental *cough* Infernal *Cough*.

    Those three base changes would completely change the play style of blasters, still allow variety by leaving the melee in place and still very usefull but, would do so in a way that would make blasters overpowered in PvE. The important thing to note is the increased recharge times on powers like Hotfeet, Chilling Embrace and the like. I mean really slow to almost long recharge times on those powers. A blaster should not come close to a corruptor in providing defense to a team and those powers used offensively could do so, thus they must be balanced.
  10. [ QUOTE ]
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    Energy: Energy Punch - Replaced with a longer ranged version of Power Burst (1)

    [/ QUOTE ]


    Sooo you want to remove my favorite power from energy secondary..

    [/ QUOTE ]

    One of the issues I have with changeing melee attacks in the secondary is what the animation times of the secondary powers will be in relation to their damage and range. Energy and Electric melee are enjoyed in part due to their fast animation times. I just can't see the developers going along with fast animation times, good damage, and range. From the secondary.

    [/ QUOTE ]

    Well, it's not a shared secondary, it's specific to Blasters. And it's purpose is to support the main function of the Blaster, which, at current, is ranged damge.

    By putting some attacks in the secondary that are better than attacks in the primary, they allow Blasters to get better attack chains than other users of the blast sets, which is exactly what Blasters should have. It's not like Blasters would be the only AT using powers in their secondary to amplify the DPS and DPE of the powers in their primary, they would just do it in the very Blaster-y fashion of amplifying those by putting a stronger attack in their attack chain, instead of by doing things like buffing/debuffing or self-buffing (or in addition to these).

    Having a few high quality ranged attacks in there aren't going to make the secondary better than the primary. It will still be chock full of situational and support powers. There will be no way one could make a better ranged chain from one's secondary than from one's primary. There will simply be a couple of powers there one can mix into their chain to improve its DPS. It would also allow them to make fuller AE and fuller ST chains, so they could use more AE when AE is appropriate and more ST when ST is appropriate, instead of having to mix them together to have a complete chain (most sets cannot make a complete chain of both types without closing to melee today).

    Basically, it's a matter of following the primary > secondary > pool rule on a set by set instead of a power by power basis. And, as that seems to be the way they apply the rule elsewhere in the game (to Defender's Chagrin), there's no reason not to apply it in the favor of Blasters (unless they feel Blasters are already ahead of the game compared to the 10 CoX ATs, but I would not share that perception).

    Still, in all, messing with the powers appears to be a more complex manner of "fixing" the Blaster than we need. It's do-able, and might be the best road for other reasons, but not for the reasons I started this thread over.

    It's rewarding to see that the notions contined in my OP have enough legs to be a solution, but it isn't the simplest one. I'm going to take the notion back to the drawing board a bit and try it in a different manner, but still think this topic is popping out some good ideas that deserve airtime.
  11. [ QUOTE ]
    Try and stay true to your premise though. You want to keep it as simple as possible with the fewest amount of power changes or animation changes for that matter.

    Look for the biggest way that you can positively help the Blaster AT playstyle both comparatively and intrisicaly useing the fewest possible changes.


    [/ QUOTE ]

    There have been simpler suggestions than my OP. I don't dispute that. That was the point of the thread. Although, we really need the simplest solution that will both work for Blasters and sell in dev land and to the wider community. So really simple ones like "give Blasters mez protection" aren't going to win the day either.

    There's a lot of ground between the extremes of my OP and that hough.

    [ QUOTE ]
    Second, any suggestion should try and keep itself within the concepts of playstyle that the developers were shooting for with the blaster. (Since Statesman said that he was keeping melee ATTACKS I don't think suggesting changeing them or removing them to be in keeping with their playstyle concept)

    [/ QUOTE ]

    But the concepts and playstyle the developers were shooting for when they first made the blaster are different than the ones they have today. Blasters used to be the best damage in the game, now they're ranged damage dealers. That's a revision in role that has not resulted in a revision of the AT to meet the new role. Since blasters have been changed (I'd say demoted) to ranged damage dealers, only one change (defiance) has occured (that I can recall) that actually improves their ability to deal damage at range, and that change was HIGHLY situational.

    Compared to the changes applied to Scrappers when they were re-roled into Boss-killers, that's just sad. Especially since we're now two issues further on since the devs have said they'd look at the secondaries without yet taking action.

    Stateman said "I have no intention of removing melee attacks". He didn't promise not to change them. Adding range is one change worth considering, even if that means that it's not "officailly" a melee attack anymore, it hasn't been removed. Its still usable in a blapping chain. Meanwhile if he actually removed a melee attack and replaced it with a control/debuff, it would completely break the blapper high damage playstyle.

    As for people who would say "closing to melee and taking that higher risk is also part of the blapper playstyle", I would say: fine, that's why you don't call for ALL the melee attacks to get range. The hardest hitters should continue to require a close to melee. A blapper in melee should be able to outdamage a blaster at range.

    I'm just saying the gap between the two needn't be as wide as it is today.
  12. [ QUOTE ]
    EDIT: Sorry for de-railing the thread, Pilcrow. Blasters need love, but not at the expense of power removal. There, I've said my piece. Hijack done!

    [/ QUOTE ]

    The blapper perspective needs to be represented, it's not a 100% hijack. And, as you said, the "ranged damage" role is a change in direction. It's not like blappers are playing the AT "wrong".

    Where I disagree with you is here. I think that so long as melee atacks remain in the secondary, and so long as those melee attacks remain subtantially superior enough to justify closing to melee. The changing of some powers from melee to range would not destroy the blapper playstyle because a power usable at range is also usable at melee.

    I don't think conceptual arguments based on what the animations will look like should be used to argue against giving the secondaries the range our new role calls for.

    Regardless, as made clear in this thread, messing with the powers is just one possible solution. And there's always the option of grandfathering the existing sets for those who wish to retain access to the powers we'd be altering.
  13. Pilcrow

    Two things...

    First, gratz on statesbaby. Sleep every chance you get.

    [ QUOTE ]
    1. We're looking into the tweak to Endurance for mobs that's affected Endurance Drain abilities. Sorry about that!

    [/ QUOTE ]

    I hope that when you look at this, you look at END Drain overall and the issues that existed before this change as well as the ones the change brought about.

    [ QUOTE ]
    2. We'll be putting in a check that prevents "one shotting"; if anything occurs within a fraction of second that brings a player from 100% Hit Points down to 0, we instead give the player 1% Hit Points.

    [/ QUOTE ]

    I don't see this, in isolation, having any significant effect on the problems of one shots. I doubt most of us have the reflexes to leverage those 1% HP into a chance of avoiding defeat in a fraction of a second. Obviously, I look forward to thee opportunity to test it.
  14. [ QUOTE ]
    So, what would happen if blasters got 1 extra power to choose from? Every other AT would cry and demand it about 1 minute later. Not going to happen, even though I'd like to see a few more powers added in; kinda like a khel, you just can't have all those powers, need to pick a few and go from there.

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    I imagine they would handle it the same way they handled giving out new blast and buff sets but nt new melee and armor sets. We're putting these in first, but yours are coming.

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    And why wouldn't defenders get access to these extra powers, if by some magic this did happen?

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    Reread. They WOULD.

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    Also, a lot of those changes would be seen as too much for the stalker community, as there goes the AS in a lot of them. Flavor of the month anyone?

    [/ QUOTE ]

    I don't understand how this would break AS.

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    I'm sorry, I just don't see blasters needing any more defense. That's the whole point of being a blaster, you blast. High damage, no defense. Add in defense, and make the scrappers ask for more. Then the tanks want more. Then etc etc, we all get the same 18 powers eventually, and what fun is that?

    [/ QUOTE ]

    I hardly think powers like the ones mentioned will give Blasters any kind of Defense that woudl threaten defenders and scrappers. First off, Defenders would be getting the 10th power. Secondly, a fear radius, PFF or knock field would be pretty counterproductive to a melee-er.

    [ QUOTE ]
    Fixing some weaker powers would be great, adding new toys that no one else can get isn't imho.

    [/ QUOTE ]

    How do you survive today then, when blasters have all kinds of unique to them toys in their secondaries?

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    My 2 inf; I haven't played blasters much (and when I do I blap baby! ), and I see the risk as fun, not as a bad thing. Gotta keep those defenders on their toes or they get lazy...

    [/ QUOTE ]

    But, you can still build that way. This would just give Blasters who wanted to have a bit less risk a way to do so. It certainly won't eliminate blappers as the best powers remain melee ranged.
  15. [ QUOTE ]
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    But, hey, you blappers let me know if I missed the mark.

    [/ QUOTE ]

    I would say you did. The reason for such high damage on the melee attacks is the "risk" of entering melee range. Adding range to these attacks almost demands that their damage be reduced to compensate for balance.

    [/ QUOTE ]

    Even after our role changed from "juggernauts of damage" to "ranged damage dealers"? Even after Scrappers got Criticals and a 12.5% damage boost?

    Seems to me that "higher BI because melee = higher risk" rule preceeded those other changes. Is it out-of-bounds to remind the devs that when their paradigm shifted for Scrappers from Soloers to Boss-killers, they got a buff appropriate to let them do that job, and that we might benefit from a similar buff to fulfill our new role as well?

    [ QUOTE ]
    Also, "Blappers" would no longer exist... as you just turned all of our key melee attacks into ranged ones. Losing the melees would completely kill my character concept. Some of us don't care about attack chains.

    [/ QUOTE ]

    But I very much tried not to do that. I turned SOME into ranged ones, and did my best to leave the key ones melee. Frozen Touch, Total Focus, Havok Punch, I left those melee for the very reason you proclaim.

    [ QUOTE ]
    I understand the Blaster debate. However, drastically removing and altering powers at this stage of the game with this magnitude is extreme.. and the Blaster problem is not "that" extreme.
    Adding new power options is the way to go. Not removing them.

    [/ QUOTE ]

    That's a good point. And I suspect that most of the things I am proposing for the secondary can be done by adding a 10th power as I did for the primary, rather than by replacing powers.
  16. [ QUOTE ]
    I think Defiance is the Dev's "fix" for Blasters' secondaries.

    [/ QUOTE ]

    Funny you should mention that. This post came from re-reading the followng quote of Statesman's (via cuppajo)

    [ QUOTE ]
    Fix Defiance. Fix Blaster secondaries. Add more powers to primaries and secondaries. Fix ED. Adding additional powersets.

    We’re happy with Defiance.

    We will look at Blaster secondaries; we know some need attention.

    We’d like to add more power sets and powers; it’s just that they take a LONG time. A single new power set can take as long as a month to finish; that isn’t a man month in terms of manpower. That’s a real month. Adding individual powers to sets take longer, because an artist needs to change styles to match each set.


    [/ QUOTE ]

    Do not abandon hope.
  17. [ QUOTE ]
    I like my Ice Sword how it is thanks. I'd much rather replace Frozen Aura with Ice Sword Circle, or better, Greater Ice Sword.

    [/ QUOTE ]

    If the only difference between Ice Sword and Ice Sword Circle is that one is ST and the other is AE, why would you prefer the ST attack?

    I was imagining it might be to keep you from waking sleepers in Frozen Aura, but given that you want to rid yourself or that puppy, I don't see what disadvatnage it causes. Please, educate me.

    As to getting Greater Ice Sword. Well, people in hell want greater ice swords, too.
  18. [ QUOTE ]
    And the existance of blappers for PvP is likely the ultimate undoing of any attempt by the devs to fix the blaster secondaries.

    [/ QUOTE ]

    Well, if you look at the changes I proposed, they don't take away any of the blappers attack chains. They might be trading a melee attack for a ranged attack of equivalent power, or a ST melee for an AE melee, or a PBAE for an enemy targeted AE, but they can still blap a chain with the same DPS, etc.

    I think that's one of the keys to change, that blappers don't have to trade their high BI melee attacks for lower damage ranged attacks. And I don't see why you can't convert 1 or 2 of those to ranged at the same BI. It's only going to increase the ranged DPS of blasters. Their max DPS (which will still require melee) remains the same excepting the sets getting a power like AIM (which darn well need something of that sort).

    But, hey, you blappers let me know if I missed the mark.
  19. The devs have admitted that the Blaster secondaries are sub-par and promised again and again to fix them. But they haven't yet because, I suspect, they see it as a lot of work.

    So, this thread is about fixing the blaster in the easiest ways possible. The quickest, dirtiest set of changes you could imagine to make Blasters what they should be. Imagine you're Statesmand and you have decided to fix the whole AT over in time for I7, so you have limited development time. What would you consier that needs to be changed and how would you change it?

    What I think
      [*]1) Blasters need to be able to make a better ranged attack chains with their primary and secondary combined, than could be made with just the primary.[*]2) Blasters need to be able to deliver more AE, or at least more of it at range.[*]3) Controls and Debuffs are part of a Blaster's arsenal for a reason, and if they need more protection, that is where it should come from[*]4) It is more appropriate to share more of a Blaster's Defensive "strengths" (control, debuff) with other blasting ATs than to share more of a Blaster's Offensive strengths with other blasting ATs.[/list]
      Overall
        [*]Build up increases range by 40% and is slottable for range. (1)[*]A 10th power is added to each Blast set.[/list]
        We will Add a 10th power to each blast set. This power will be available at level 16 to everyone who has access to that set will have access to the new power. The goal is to put another Debuff or Control in the primary, where it will help Blasters protect themselves better without increasing the DPS of the other ATs that share the Blast set.
          [*]Archery - Add Flash Arrow from the Trick Arrow Set (3,4)[*]Sonic - Add Sonic Siphon from the Sonic Resonance Set (1)[*]AR - Add AIM (1)[*]Elec: Add Single Target, ranged version of Storm: Thunder Clap (3,4)[*]Energy: Add Energy Aura: Repulse (3,4)[*]Fire: Move Combustion from the secondary here. Make it slottable for Fear (retreat, not cower). (See below for secondary) (3,4)[*]Ice: Add Ice Tank: Icicles. (2)[*](FYI) Dark: Single Target Fearsome Stare[*](FYI) Rad: PBAE Lingering Radiation[*](FYI) Psi: Spectral Wounds[/list]
          We will make the following changes to the secondaries.
            [*]Dev: Targeting Drone - +DMG added (1)[*]Dev: Time Bomb - Time Bomb is targetable and if it is damaged by Fire, Energy, or Smashing damage, it goes off early (2)[*]Elec: Charged Brawl - Changed to a ranged attack of same BI (1)[*]Elec: Lightning Field - This changes from a PBAE damage aura to an Enemy Targeted Damage Aura (similar to Defender EF and DN) (2)[*]Elec: Thunder Strike - Ranged (2)[*]Energy: Energy Punch - Replaced with a longer ranged version of Power Burst (1)[*]Energy: Boost Range - Replaced with a click version of PFF that cannot be perma'd[*]Fire: Combustion - Replace with Burn (2)[*]Fire: Blazing Aura - This changes from a PBAE damage aura to an Enemy Targeted Damage Aura (2)[*]Fire: Burn - Replace with Fire Imp, a click power that summons a single imp (duration and recharge parallel to Phantom Army). (1)[*]Ice: Ice Sword - Becomes Ice Sword Circle, same power, but a PBAE (2)[/list]
            This is almost entirely shuffling powers that already exist in the game around. And where you aren't shuffling, you're using existing power effects so you can leverage existing animations.

            The net result is one more power (usually to protect Blasters) in the primary and more ranged damage (AE and ST) in the secondary to buff up the amount of damage Blasters can do AT RANGE wihtout increasing the damage delivered by other blasting ATs and also without increasing Blaster BI.

            Now, while I welcome critiques of my suggestion, I'm more interested to see how you would fix Blasters with minimal effort.
  20. How 'bout a hazard zone entrance to outbreak gated at level 45 off of PI.

    It's not like you can get XP in the zone after all.
  21. I saved these just before the CoV Beta boards went down.

    Maybe someone better at this stuff than me can desconstruct them into something searchable, but for now, you'll have to settle for a TOC approach to getting a hold of them.

    I've posted them before, but those posts have scrolled.

    Anyhow, you can find them at

    http://pilcrow.freehostpro.com
  22. "I often quote myself. It adds spice to my conversation. "
    George Bernard Shaw (1856 - 1950)
  23. [ QUOTE ]
    Jump on the VD bandwagon:

    http://www.acme.com/heartmaker/

    [/ QUOTE ]


    NEVAH!!!!
  24. From another post

    Find Members when you're not leader

    Did you know that if you're not the team leader, you can STILL bring up the 'find members' screen by typing

    /SEARCH (or /sea if you're lazy)

    I was in a team today and told some level 34 guy and he was 'wow, never knew that'.

    Get more inf for DO and SO drops that you sell

    Selling double and single origin enhancement drops in the store associated with their type gets you 40-60% more inf than selling them just anywhere.

    You can sell certain medium and large inspirations for much inf (like 1,000 for a medium heal) at supergroup bases that have a medical dispenser.

    Quick use inspirations
    F1 to F5 use the inspiration in that slot -- no more fumbling with the mouse when you -really- need that heal! I now always put a stack of heals in my F5 column, so I can just press F5 when I'm in real trouble.

    Replying to someone

    You don't have to type in the name of someone if they send you a message, just press BACKSPACE and you'll automatically be in Reply mode to the last person to send you a tell.

    (I don't have time to log and check but would this work?

    /bind &lt;key&gt; autoreply, "message here")


    Ready!

    F7 does READY! (in green). So many people don't know that.

    or you can rebind it

    /bind F7 "team Ready!$$em thumbup"

    or even

    /bind F7 "team &lt;color black&gt;&lt;bgcolor green&gt;&lt;border black&gt;Ready!$$em thumbup"

    To make it green again!


    Dealing with Lag

    If you're in a map that's Laggy (the Arachnon lab ones in particular) go to main-&gt;options-&gt;graphics and audio and


    Lower the screen resolution (I go from 1280 * 1024 down to 640 * 512)

    Lower world and player detail to 'low'

    Lower particle number count to 100


    Turn OFF Shadows

    Turn OFF Antialiasing

    Turn OFF anisotropic filtering

    Turn OFF Bloom



    This helps turn those levels from a lag-fest (with looping sounds and very very slow frame rates) to something playable. It may look terrible, but after you've seen a few labs, you're not missing out on anything.

    Turn it all back up when you finish the mission. It takes me about 20-30 seconds to setup when going into a Lab, well worth the effort.

    Funny Commands?

    Typing in /CMDLIST will bring up an impressive list of commands in your chat, with example usage too.

    The Hollows are optional

    Did you know that if you talk to David Wincott in the Hollows once, you never have to talk to him again? And if you talk to him before you get the mission that sends you to talk to him (from your first level 5 contact) you won't get that mission.

    It's a fact!

    Inspiration Usage

    Try this instead:

    /bind F1 "inspexec_name resurgence$$inspexec_name dramatic improvement$$inspexec_name respite"

    That will use the smallest heal inspiration in your tray wherever it might be. Reverse the order if you'd rather use the largest first. I have F1-F7 bound to all the inspiration types; other binds left as an exercise for the reader.

    The Lost in Kings Row...
    ...can be found up in the north east of the map in the area of the Royal Refinary.
    They are easy to find here as there are about 3 on each corner.

    Hitting Z will cancel a qued attacked.
    as will hitting Tab to change your target or clicking on a new enemy (or teammate) to target them.

    See the fireworks
    By default, other players' (not in your team) visual effects are turned off in your graphics settings. Turn them on if you wanna see all the fun when in Pocket D or an Ugly/Beauty contest in Atlas.

    Melee-ers Rejoice!
    For Melee types: In the options menu-&gt;keybinds, set TAB to be target NEAREST enemy and CNTL-TAB to target NEXT enemy (they are backwards by default). Now TAB will get the baddie right beside you, instead of having to cycle through all of them (or click on them on the screen).

    Masterminds can do more
    All masterminds should do a search for Pet Macros, and use them. You can have much more control over your thralls than just the 3 default commands (attack, follow, stay).

    The Arenas are Cross-Faction.

    So if you want to have a 1 on 1, Hero Vs. Villain fight, you can do it there, rather than trying to do so in a crowded PvP zone.

    Costume Creator Shortcut
    When making a character: All of the clothing option selections are also dropdown menus. No need to cycle through them all.

    Low-res real estate
    If you run at lower resolutions (1024x768 or eep! 800x600): Go into your options and set your window size to 85% and your chat font to 10...you will have much more screen real estate to watch the action in. Also, set your menu opacity to 0% (you will see all text the same, just the colored parts of the menu become transparent)
  25. [ QUOTE ]
    And why would they introduce Pocket D as a neutral zone for heroes and villians before I7, instead of releasing it with I7? Perhaps there's something they're not telling us yet...

    Let the speculation begin! MWAHAHAHAHAHAAH (runs down street screaming more...)

    [/ QUOTE ]

    #1) Your post speculates that faction changing is going to be a feature of I7
    #2) If that is correct, it's exactly the kind of thing the devs like to be cute about and save for a suprise when the issue comes out
    #3) If that is correct, the concerns CoH PVEers have might go away since they might be able to access the CoV PVE content with their heroes

    &lt;---ever hopeful when it comes to this dev team