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  2. Unless something has changed in the last two months, it's confirmed this will eventually be removed for the same reasons BillZ mentioned. It's my understanding the devs are just trying to work out a way to make the base TP power better. Because the slash command being exposed to players was a mistake and is considered an exploit.
  3. On Live (Virtue) my main character was known as Justice Maiden, though in my mind, she was always called either Invicta or Olympia. Her new home since the dawning of Homecoming is Everlasting and she's now officially known as Invicta; I was so happy to have been able to finally grab that name for her. Her origins are magical, but in a modern sense could also be considered mutant, as she was imbued, while still in her mother's womb, with gifts from the goddesses Athena, Artemis, Hebe and Nemesis. The costume on the left is mostly her original costume, from way back... the first Valentine's day event (2006, I think?), which was originally the only way to unlock the toga and victory laurel hairstyle as a costume piece. She wore this costume almost exclusively, except for when in uniform on patrol with the rest of the American Legion supergroup. I can't actually remember which shoulder pads, gloves or boots she wore with the toga, but I know later that year the Good versus Evil edition came out and I had her in Justice shoulder pads, gloves, and boots, but then during I10, upgraded to the Vanguard boots. The costume on the right was my updated battle armoured take. I wanted it to still be recognisable and reflective of the original, but more utilitarian.
  4. """"for the first, well I suspect it has more to do with recent returnees not all having been on live after the end of the era of HO exploitation. Ive seen no few since coming to HC that got into the hami raiding, HO buying not being aware the exploit that made using an HO build worthwhile finally was fixed, and flipping out in zone chat etc when the fact was revealed to them. But Ill ask you this, what kind of bonuses do you want to see, that wouldnt equal more power? Also its a super terrible idea to add some kind of upgrade that once taken cant be changed to adapt to future build/power changes made by the devs. So the idea of something one slotted being locked in, just goes against CoHs spirit on just about every level. The only thing locked in is at character creation our power choices.""""" I disagree on the Hami statement. Those IOs have been consistently around that price even before the influx of players around the holidays. In regards to your first question, again I must reiterate, Legendary IOs is not a proposal to make toons OP. What kind of bonuses would I want to see? That in itself could be a topic worth discussing, especially when deciding upon appropriate balances. Other players have already made a few suggestions within the first page of this thread. In regards to the third sentence, that was one of the proposals I was 50/50 on myself, considering that locked-in enhancements is not a current feature in CoH. But just because one proposal for balance of the Legendary IOs is considered not a good idea, does not mean the notion for the creation of Legendary IOs itself is not a good idea. """""Your building quite the strawman that this has nothing to do with elitism and haves/have nots. That is the very purpose of such chaser systems, to create time sinks, and the desire to chase them for a sense of in game superiority."""""" Please, explain to me how this proposal of Legendary IOs are "chaser systems." """"Ultimately though why? Why do we need this system? Why do we need the devs to spend precious free time on it if its only going to be used by a very small subset of the population? How will this add over all to the general game play experience? Especially when many of us modern minded casual gamers recognize that the sense of pride and accomplishment some take in playing games is actually not seen as something healthy by the mental health community that see them as hand in glove with gaming addiction. The exception being those few actual professional E sport gamer types."""""" Going back to my original post, I had written """Now whether you make the argument that Legendary IOs are needed or not is NOT the point, the argument I'm making is that the creation of Legendary IOs would add another fun layer to the game, if it was implemented.""" I'm not saying Legendary IOs are NEEDED. Neither are extra costume pieces or designs. My argument is that Legendary IOs would make a good addition to the system that is already in existence. Why have devs spend time on something used by a very small subset of the population? Ok, I'll give you that. Same argument can be made for Hami IOs or the incarnate system. I know TONS of players who do not have lvl 50s or spend time in the incarnate system. It's an optional end-game content. How come the same argument can't be made for Legendary IOs? As for the mental health argument you're alluding to, good luck going down that route, Bentley. If you truly want to emphasize on that argument, then the whole badge system is toxic to mental health of gamers. What I am saying is, you really have not givena good reason for this new theoretical system/uber rare drop to even need to be and have in fact given reasons to not do it that you thought good points but in fact are the reasons not to do it. In other words, people who play games to feel a sense of pride and accomplishment do not need to be catered to, but may well be on the path to needing a serious game detox. Here we will have to agree to disagree. Again, as stated above, I never stated this idea was NEEDED. I have given several reasons for the implementation of Legendary IOs as a good addition to the current IO system, which many in this thread have even agreed upon (in addition to cautioning careful implementation/balance, which I 100% agree with). In terms of the mental health argument you're alluding to, again, good luck going down that route. I do not believe you'll make a convincing argument against Legendary IOs based upon "mental health", BUT, I am curious to your argument in regards to the "chaser system" you mentioned. I do hope you'll elaborate more on that point.
  5. Five months of testing and we're nearly there, woo! Bring on the Tanker Buff!
  6. I would like to see the halos for the costume pieces that have them (like Ascension and Carnival of Light) added to the Auras section so that we can use them without using the underlying costume pieces. So the hovering glowie bits like the CoL headpiece without having to use the headpiece, same with Ascension armour pieces.
  7. Today
  8. Considered Energy Aura? Typed defense, but should be easy to back it up with positional defense and a moderate amount of resist.
  9. So due to invitation by a friend I thought I'd try out this game for a first time, and because I enjoy pet builds in games quite a bit I went with a themed build with my first MM. I'm currently lvl 23(iirc) and I'm utterly getting my ass handed to me, unlike a blaster from similar level who is able to go one on one with something 5 levels higher and tear it down effortlessly. Pets are getting universally one- or twoshotted against anything over yellow or when facing more than 3 mobs in one go, and barely do any dps at all despite slotting for more damage and accuracy. Can't slot them for more health or cooldown, am already using leadership to further try and squeeze out some dps but quite frankly it's not enough by a large margin. Had I to compare the experience from similar level MM versus blaster, I'd say stopping power is less than 20% of the blaster and I have no tanking capacity to excuse that kind of power difference. No matter how good I spec for heals, I can't heal what gets instagibbed. Is this the expected result from demons, pain or MM in general? Because as it is I'm just not seeing how the hell I'm supposed to contribute with anything.
  10. Mace, solid heavy hitting single targets and several cones. Has a hefty, satifying feeling when you slug baddies with it.
  11. Yeah no terrible push for sameness in power sets in the quest for so called balance. Stalkers even sword stalkers are among the top DPS builds in the game. especially for single target killing. Your complaint about the synergy reeks of wanting optimal attack chains just handed to you. Stalkers already get the perk of AS, the sword sets are some of the few that didnt suffer a loss of a serious power to adapt to the stalker system. look at claw and dark melee as an example, the price they paid to be made into stalker sets was the loss of powers that basically defined their unique approach so they could have mere build up. And your here asking for a set that already does damn fine for stalkers to be made better because of a paltry little attack chain issue. I mean if your goal is max dps meta, why even touch a lethal dmg set in the first place?
  12. No need to speculate on it: he flat out stated that was the reason in the first feedback thread. Regarding TW and Shockwave: Specifically calling out Spine Burst:
  13. My years of playing WoW led to me feeling the same way about what I call "mechanics for the sake of mechanics". Stuff that is put in there just for the sake of putting it in there, regardless of whether or not it makes any actual sense. Like one raid boss whose laboratory had an exploding floor. Why would that even exist? "Yes, I choose to do my work in a room that has been constructed in such a way that hellfire randomly explodes from the floor." And then the accepted strategy for dealing with this mechanic (as well as many other mechanics with different encounters) was to "stack". "Stacking" meant to literally stack everybody on the same physical spot, that one spot where they'll be safe from the damage or other negative effect. A true metagame strategy that relies on the fact that there is no character collision detection in that game and multiple characters can simultaneously occupy the same physical space. It completely destroys any sense of verisimilitude. Goldside is also unfriendly to serious altoholics. Back on live, I got one alt all the way through Praetoria to level 20, and in hindsight I think I only managed it because it was still very early in my "career" (I only discovered the game a year before sunset), so I had few alts at that point and it was easy to devote the necessary time to that one character. When I came back for HC, I had 30+ alts almost right out of the gate, due to resurrecting/rerolling a bunch of my old characters. And so right away, my attention was divided between a lot of different characters. So when I rolled a new character goldside, I'd play him for a couple levels, and then play with a number of my other alts, and it might be two weeks before I got back to the goldside alt again. By that time, I'd lost track of where he currently stood in relation to all the double-double-agent stuff going on, and the ensuing confusion made it very difficult to just log him and pick up where I left off. I ended up deleting him and just rerolling him blueside. It was after that that I resurrected my original Praetorian character from live, and just rolled her straight to blueside and wrote a bio about how she can't remember how she got her powers, but she has a vague impression of having once existed in a different world but can't recall anything specific about it. In any case, my only combat-related "difficulty" issues in the current game are more limited to low-level mission content, rather than level cap stuff, and also happen need nerfing rather than buffing: The overwhelming prevalence of enemies with abilities that low-level characters lack the tools to counter. Examples: Vahzilok toxic damage, CoT ghosts stacking -ToHit. The CoT thing seemed exacerbated during the first few months of HC, as the CoT maps were overpopulated with those ghosts - at least it's what I was seeing. I certainly understand RNG, but a months-long streak of maps populated almost entirely with ghosts and just a scattered few of the human CoT mobs seems like an oddly specific, overly-long streak of bad RNG luck for one player across multiple alts. The standard advice of "eat a yellow" becomes less than useful when you end up needing to eat them so often that you're out before you're halfway through the mission. In any case, that particular "streak" of ghost-overpopulation ended rather abruptly and the map populations became more balanced after one of the patches, which does make it seem that something was actually "off". There is also the way maps seem to spawn at +1 to whatever my actual notoriety setting says, but doing so with no discernible pattern. I'll run one character through an arc, and every mission spawns +1. Then I'll run the same arc on a different character, at the same level as the previous character, and everything spawns matching my notoriety setting. The only thing that seems to consistently respect my notoriety setting is the named "boss" at the end of the mission. If I'm set to the default +0, the end "boss" is always a yellow-conning lieutenant with white-conning lieutenants, but on some alts everything on the map before him was yellow minions and orange lieutenants. On too many low-level alts, I have to drop to -1 just to get maps to spawn even-level (and then I get a white-conning lieutenant "boss" at the end). It's just weird when the end "boss" is the easiest kill on the map.
  14. When I use /search I can see that "The Hive" is one of the options I can select under Map, but not "The Abyss". Is there a work around?
  15. for the first, well I suspect it has more to do with recent returnees not all having been on live after the end of the era of HO exploitation. Ive seen no few since coming to HC that got into the hami raiding, HO buying not being aware the exploit that made using an HO build worthwhile finally was fixed, and flipping out in zone chat etc when the fact was revealed to them. But Ill ask you this, what kind of bonuses do you want to see, that wouldnt equal more power? Also its a super terrible idea to add some kind of upgrade that once taken cant be changed to adapt to future build/power changes made by the devs. So the idea of something one slotted being locked in, just goes against CoHs spirit on just about every level. The only thing locked in is at character creation our power choices. Your building quite the strawman that this has nothing to do with elitism and haves/have nots. That is the very purpose of such chaser systems, to create time sinks, and the desire to chase them for a sense of in game superiority. Ultimately though why? Why do we need this system? Why do we need the devs to spend precious free time on it if its only going to be used by a very small subset of the population? How will this add over all to the general game play experience? Especially when many of us modern minded casual gamers recognize that the sense of pride and accomplishment some take in playing games is actually not seen as something healthy by the mental health community that see them as hand in glove with gaming addiction. The exception being those few actual professional E sport gamer types. What I am saying is, you really have not givena good reason for this new theoretical system/uber rare drop to even need to be and have in fact given reasons to not do it that you thought good points but in fact are the reasons not to do it. In other words, people who play games to feel a sense of pride and accomplishment do not need to be catered to, but may well be on the path to needing a serious game detox.
  16. My feeling on this is that when Homecoming added infinite salvage to the auction house, it was still kind of a stopgap. I think Enhancements and Salvage still need something of an overhaul. One idea might be allow any two (or three, or four) salvage to be turned into any other of the same rarity, so that you effectively never run out of salvage, and you always have the salvage you need as long as you're prepared to empty out your inventory a bit to get it. This would also eliminate any concern about salvage tiers, except that maybe lowbie recipes and salvage should still exist so that starting players are more likely to actually get the salvage they need.
  17. THIS. SOOOOO THIS. Just why? We have time defenders able to give a full 45% def to all with PB+Clarion+Farsight.....*grumble* *grumble* *grumble* Edit: sigh, I'm just upset because I didn't notice the resist in mind link and I spent the last 3 hours leveling a dominator to 35 to try one out for the first time after spending a bunch of time on a build.
  18. I vaguely remember that when power was added, Power Boost came up in discussion. I believe the developers said they specifically did not want it to be boostable because it would be inappropriate to give Dominators such solid armor. Farsight is a very similar power so it was a surprise when it was boostable.
  19. Link Minds is unboostable. The power has a teensy tiny bit of Resistance in there, which I always read as an excuse not to allow Power Boost/Power Up.
  20. The 'Bug Hunter' and 'Flames of Prometheus' badges are special case badges. The way KeyboardKitsune has the Badger site set up at the moment, those two badges count towards your character total but not towards the badge counter on the badge collection page. Thus the discrepancy that you see above.
  21. Does gather shadows and mind link work together on a dominator? Edit: It doesn't. For my own clarification, would power up work? Or is there something specific to mind link that is just unboostable?
  22. Tri-Dark Tank could handle anything. Pretty much any tank, properly slotted and played, could handle anything. Some may need to use insps at times, like in cases where there is no def debuff resist it would be wise to keep a healthy tray of purples to avoid cascading etc. I main Invulnerability myself, and have had no trouble with anything outside of psi heavy mobs, and even then, just popping an orange or purple insp once a minute keeps things smooth sailing. Invuln has been touted plenty already tho... so I’ll put my vote with Dark Armor, which is extremely capable and undervalued the same. The only issue DA has that can’t be mitigated with IO’s is that it can’t reach the HP cap on its own.
  23. Called myself looking through this forum to find mentions/discussions of the Electric/Fire Brute, but missed 'em if they were there. I have lots of toons of all sorts, including farmers (SS/Fire, Rad/Fire, Spines/Fire). I've been thinking of possible farmer combos that I haven't tried (variety in farmer choice helps combat boredom, and lord how the money rolls in). I'll monkey with Pines, but I'm not the sharpest balloon when it comes to builds. Have any of you tried this combo? Did you like it, hate it, yawned, and why? Got a link to a build? Thanks in advance!
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