Rock_Crag

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  1. Hhmm... I think you're right. I'm trying to remember just how the animation plays out...

    Because the hammer attacks animations have the player reaching backward to prepare for the swing, it had me thinking that was a kind of redraw. I think that's where I got confused.

    And since it's an option and shouldn't slow the power down anyway, I fully support this idea. =)
  2. Adding a mallet to Seismic Smash will add animation (maybe even redraw) time and kill the awesome-sauce of the power. The reason it rocks so much is because it hits hard and fast. Yes, that pun was intended.

    The second suggestion, however, is good with me.
  3. Quote:
    Originally Posted by AzureSkyCiel View Post
    But as the OP and myself have been wondering, how many more changes can we keep making to this before the engine can't take it anymore.
    Exactly. It won't be long now before the game stops working properly for a lot of people. I played [redacted] for several months while taking a break from CoH. I logged on CoH a few days ago and went to Atlas... and my God... the lag I got from it was absolutely idiotic. [Redacted] has better graphics and bigger city zones and it still lagged significantly less than CoH did. I don't know if it's the duct-taped engine or the pipes, but it was still a sad realization.
  4. Rock_Crag

    Dehancements

    I have a slightly different idea. There needs to be a positive aspect... or else... like others have said... players could just not slot.

    I say it should be like a more advanced enhancement. IO's have and advantage over SO's because they give greater values (and sets add global bonuses). So, I suggest this should be like a super SO. It gives a better enhancement to a single area than IO's, but also decreases a different value as well.

    For example: A common Accuracy IO gives +42.4%. An Advanced SO will give +62.4% but also decreases your damage by... let's say... 10%.

    *sidenote* Of course the general concept of stat decreasing would only work if it's calculated by using the stat total, not the base.
  5. I haven't read this thread all the way through, so I apologize if I mention something that's already been brought up. That being said...

    I'm very interested in the idea of 'The Coming Storm' actually being Rularuu.

    (Brace yourself for a crazy and convoluted theory)

    Rularuu is supposed to be a god-like being, right? Most of the time we think of this as closer to the Mythology gods of Greece... but what if he is more like the Christian God? It seems to me such a being would exist outside of our concept of time/space... and therefore isn't limited to just one dimension. We think Rularuu is trapped in the Shadow Shard... and we know he is split into multiple aspects of himself. But what if that's still only just part of the being as a whole? Like... I'm imagining a being with all these spheres around him... each one a 'dimension' and he has his 'hand' in ours. The Rularuu we know (and love?) is really just a friggen hand and it manifests itself as Rularuu the Ravager (and, incidentally, his other 'aspects'). When we think of him this way... what's stopping him from reaching into another dimension and messing up things over there? Or even worse... setting up events to help him get his hand free?

    Okay, I know that's probably not going to be it... but I like thinking of stuff like this. lol.

    *sidenote* Another possible connection between Rularuu and The Coming Storm: Shadow Shards and the Time Echoes you fight in Mender Ramiels arc look awful similar to each other.
  6. Quote:
    Originally Posted by Organica View Post
    You probably think comic sans and papyrus are perfectly fine fonts too!
    As God as my witness I will find a good use for Papyrus! That poor font just gets dumped on left and right.
  7. Quote:
    Originally Posted by Agent White View Post
    Actually that's Blue Steel after Anti-Matter bites it in Who Will Die and BS takes up his armor. That little yellow thing is his badge, and that's why is aura is blue instead of the typical green AM's radiation usually is.

    Edit: positron. I have no idea why I keep referring to his evil twin. XP
    Quote:
    Originally Posted by Von Krieger View Post
    This is seriously epic looking. It's hard to tell what that shiny gold bit on the shoulder is...
    It would be cool if it was Blue Steel in Anti-Matters/Positrons armor... but chances are good that it's just an oddly placed particle effect and not his badge.
  8. Good news! The games rating has been updated to fit the most recent content! It's now rated for Teens *and* Adults. TnA.
  9. Rock_Crag

    I want a scythe!

    As much as I would love to fight with one... I just can't see Scythe working with either Titan Weapons or staff fighting. Conceptually... practically... it just doesn't fit well either way. You'd have to make changes to the weapon in order to make it make sense.

    Titan weapons version would have to be huge in order to make the 'smashing' concept behind the set work... and with a relatively long and thin 'handle'... it would just look odd to me.

    As for staff... well... it might fit with the fighting style better than TW... but there's no telling which end you'll be hitting the enemy with. I doubt they would have planned the animations to play out in such a way that the 'top' of the weapon hits with each different attack power.

    The only other way I could see us getting a Scythe is to add a smaller, single-handed model to the Axe attack set.
  10. See also: http://boards.cityofheroes.com/showthread.php?t=278358
    It's on the second page of this forum.

    And, even though the event isn't specifically mentioned, the Devs are aware for the problem and it's being worked on. It's the Power Suppression bug mentioned in the known issues thread on this forum.
    Quote:
    Power Suppression
    Areas where Recall powers are disabled such as the Resistance and Loyalist Bases in Praetoria are currently disabling all powers by accident.
    Hopefully they take care of it soon. =)
  11. Let me start off by saying that I really... really, really, really like this idea for a power set. I think you have done an excellent job setting it up. Unfortunately it also seems unnecessarily complex. I believe the general concept and 'cells' are enough to make this unique on their own and there is really no need for the various 'modes'. May I make a suggestion to help simplify things a bit?

    First, one of the major problems I foresee for a set like this is availability of attack types. Your kinetic and radiant meters will fill up much more often (and more easily) than the others. We must take this into consideration... because that's half of the user abilities just sitting there useless. Some solutions to help resolve this could be:

    1.A build-up type power that temporarily fills all energy meters no matter what energy is absorbed.

    2.The definitions for the energy types could be changed to incorporate a wider range of attacks. IE, any ranged and melee attacks (other than psi and maybe neg) are considered kinetic energy.... or at least add some to the kinetic meter in addition to the other attack type... so a distance fire attack would add some to kinetic and thermal at the same time.

    Some other thoughts:
    -Kinetic, being the most common, would have to be the glue that holds the set together. You'll have the most powers that use kinetic energy, but are also pretty weak by comparison.

    -Your role on the team would still have to be considered 'tank' no matter how you look at it... because you want enemies focusing on you... and, as such... you'd have to have tank numbers to avoid becoming overpowered.

    -Using one cell only gets you a minor damage attack? That's way too much. When setting up the cost, you have to look at the energy 'cells' like the endurance bar for regular attacks. And, as far as I know... no minor damaging attack takes away 1/3rd of your endurance bar. And unless you want your player being the meatshield that just stands there and takes damage without actually do anything else... you may want to think about adding more 'cells' (perhaps proportionate to their level) or convert it to a regular bar, like heath and endurance.

    Anyway, that's just a few things that popped into my mind while considering the concept in general. Take it with a grain of salt, I won't be crushed if you ignore the suggestions. =)
  12. Rock_Crag

    Chuck Norris

    Before there was Chuck Norris, there was.... BURGER KING.
  13. Quote:
    Originally Posted by Mr. DJ View Post
    argument invalid!

    lol, dude that had me roll'n! Well done, good sir.
  14. Rock_Crag

    Immortals?

    Both fired their arrows individually and somehow managed to magically hit all 4 targets simultaneously...

    Still... I'd say Immortals did it better.... considering the position of the arrows shown in the air seemed more accurate. He fired them much faster. lol.
  15. Quote:
    Originally Posted by Von Krieger View Post
    I'm not diggin the shoulders/gloves/boots/helmet... but I *love* the magma look to the rest of it. My Magma Crag has been waiting for a magma costume set for a *while*.
  16. I just got done trying this zone event and had the same issue. Outside my powers were working, but as soon as I went in the door, they were all suppressed (except for walk and a few others). Thankfully I was able to summon all my pets outside and finish it with them... so I basically spent the rest of the event just leading them around, hoping they'd be enough.
  17. Quote:
    Originally Posted by Von Krieger View Post
    Assassin's Focus is +33.3% chance to crit with Assassin's Strike outside of Hide, it stacks up to 3 times and is added with each attack you make.
    This is relevant to my interests. Thank you VK.
  18. Quote:
    Originally Posted by Arcanaville View Post
    In this game, attacks perform tohit rolls against defense, and only if the attack hits does any of the damage components strike the target. There is no such thing as damage that ignores defense: its not that it can't be done, its that that sentence literally does not parse into anything meaningful in this game.

    If you mean is it possible for an attack to "ignore" some defense, that is possible: tohit buffs mechanically do that. However, tohit buffs affect an entire character; there is currently no way to give a single attack a tohit advantage separate from all other attacks. An individual attack can have heightened accuracy, but that does not mechanically do what you're asking about. There is a mechanical trick that would allow assassin's strike to essentially have heightened tohit using special procedural clauses, but my guess is the devs are not likely to resort to that unless there was a really good reason to do so.

    Alternatively, it is possible for a damage effect within an attack to "ignore" resistance, unresistable damage will do that. The devs are extremely reluctant to give us unresistable damage, because it can break the way other things are designed in terms of their heightened resistance.
    Oh, sorry. When I typed that (the IE, anyway) I was thinking of defense as a general concept and not as the specific game function.

    But... now that you spell it out like that... I'm not entirely sure how a Piercing damage type would work effectively without being over-powered.

    I suppose you could just make it like any other damage type (smashing/lethal/toxic) and just make it less resisted on all enemies. Then change all the Stalker attacks so their damage is half piecing and sm/l/en/whatever. But that doesn't really promote the spike damage aspect of the AT...

    Maybe it's just a bad idea, lol, I don't know. I was just looking for ways to make Stalkers interesting and unique outside of hide.
  19. Quote:
    Originally Posted by Jibikao View Post
    As a player who has leveled so many Stalkers to 50, I can tell you that I do not want Placate being AoE.

    Why? Because when I team with a squishy or two, I want to be the main meatshield. I cannot grab as much aggro as a Brute/Tanker but the last thing I want to do is to dump all the aggro to other squishies just because I want to score a critical with Placate. In fact, when we are fighting AVs or bosses, I don't even use Placate at all because I am afraid they go after the squishes. I know I've "helped" kill my teammates a few times using Placate.

    Placate is a very tricky power...
    That's not a stalkers job, though. Conceptually at least. I know there are teams that form without tanks/brutes/scrappers/normalmeatshields but the idea is for a class to perform their primary function as best as possible, not substitute for any given missing class type. In any case, I was looking at the concept of an AoE placate from a purely defensive standpoint. What good is placate if you use it and immediately get hit by another random mob member? IMO, Placate should be... conceptually... the exact opposite of Taunt... because that's what Stalkers should be. They *hide* to avoid damage because they can't take it as well as other characters.

    Quote:
    Originally Posted by BrandX View Post
    The lower hit points is what makes them weaker. Of course with the right set, this becomes less of a problem when built with IOs in mind. But then, Blasters have this benefit as well.

    The increase in max HP cap will only help a few sets out when it comes to Stalkers...Ice Armor, Regeneration and WP.

    All other sets are likely to hit just under 1700 hit points if they have all the +HP Accolades and squeeze in as many +HP bonuses as they can without gimping their build, basically they won't have a bunch of easily obtainable bonuses go to complete waist.
    I really don't like the concept of a Stalker just being a slightly weaker Scrapper. I haven't leveled a Stalker to 50 yet, but it just seems... I don't know... I'm not sure I like the 'Hide' status being only a way to gain extra damage on a team. Maybe if Placate causes the targeted enemy to be hit with a fear status or.. perhaps gives them a unique status where they stand there swinging away at the air because they can't find you. Of course they won't actually be attacking because we want them to hit nothing... It will, more than likely, have to be just an animation. Functionally I suppose it could be similar to Fear, now that I think about it. The point being that they're so freaked out by not being able to find you that it keeps them from attacking anyone else for a few seconds.
  20. Quote:
    Originally Posted by Synapse View Post
    For me, ideally I feel that Stalkers should be the single target burst damage kings. Some sets do this better than others and some sets offer some AoE. Your mileage may vary depending on which sets you pair together. However, I'd really like to see Stalkers being able to outperform Scrappers and Brutes in bursts, especially with single target damage.
    I've been considering an idea... and was wonder what you might think of it. This game, to my knowledge, doesn't have a Piercing damage type (IE, it ignores a certain percentage of defense). Perhaps this is something Stalkers (and maybe sniper attacks) could make use of?

    Quote:
    Originally Posted by Synapse View Post
    Their trade off as always is survivability.
    I completely agree. For me, Hide should be their main form of survivability. Placate should be an AoE and their regular armors should really only be good enough for them to survive until placate recharges. This is, of course, with PvE in mind. Stalkers have always been somewhat of a questionmark for me when it comes to PvP.
  21. I have to agree on the effectiveness of the -MaxHP. I tested it on a CoH Boss and it only reduced the HP by 50. And that was only for a few seconds, then the effect was gone.

    I know the Devs need to be careful to avoid abuse... but... come on. This is being way too cautious. Either the effect needs to be more dramatic... so we actually see a difference during that few seconds... or they need to make the effect last longer and improve it's ability to stack (both with itself and others).
  22. Perhaps you suck at the game? lol, just kidding.

    As Agent White said, Solo Incarnate content is coming with Issue 22. As for the SSAs... I'm not sure why you're having so much trouble solo'ing those. Even on squishy toons I was able to solo them all pretty easily. Are you using every resource available to you? I know when I have trouble at a spot, I sometimes forget that I have/can get Inspirations that can help me survive.
  23. Honestly... I wouldn't mind the randomized pack if it were limited to frivolous things like... say... costumes or temps. Or perhaps even if they were a cheaper way for us to acquire certain items...

    But as a source of exclusive items... some of which are actually useful and improve gameplay? No sir, I don't like it. I'm sorry, but it just screams "Devious time sink" to me.

    Quote:
    Originally Posted by Kheldarn View Post
    This feature won't go away because you say you don't like it. Your words don't matter.
    On an individual basis, perhaps. But, if anything, Issue 21.5 has proven the devs *do* listen to us. And if it wasn't for those players who spoke their mind and told the devs what they didn't like, you'd be paying 15 Emp merits to unlock those shiny new Incarnate powers right now.
  24. Ya know... I really hated the mask at first... but now that I think about it...

    There are several places on the mask that look like plugs and it got me thinking... Maybe this mask also serves a purpose. Perhaps there are tubes he can plug into the mask to get a dose of that 'medicine' he loves to much. In that case, I can totally excuse the displeasing aesthetics if it's for functionality's sake.
  25. Quote:
    Originally Posted by Noble Savage View Post
    FYI, asymmetry is still very much on the table. Fire and Ice will have it, and there's more to come. There are limitations about where it can go, but that certainly doesn't rule it out.
    The limitations are understandable. To be honest, I'd be happy just to see something that tells us you haven't completely ignored the concept. Perhaps some non-robot options for the robot arms categories in the editor? I would certainly love to see a mutated version. I'm not sure how much work that'd be... but hell, atleast the UI is set up for it.