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Showing content with the highest reputation on 10/01/20 in all areas

  1. I'm sure I'm not alone in thinking the massive dirt cloud kicked up using Sprint is an eyesore so I'm hoping it is within the realm of possibility for there to be a Minimal FX option that can added to get rid of it for those that aren't fans.
    7 points
  2. I think that's the key part. Making the game more difficult as a whole should be an optional decision, not one forced onto the playerbase in some ham-fisted way. My two cents: if content is going to be made more difficult it should be optional and should come with increased rewards for the increased difficulty. As long as those rewards are meaningful it might convince more players to give it a shot.
    5 points
  3. Afraid of a little bit of dust? Sorry, maybe this game is a bit too hardcore for you, might I suggest something a bit more casual like Fortnite?
    4 points
  4. There's a pretty wide gap even between an "okay" IO build and a really well-tuned high end one, I'd say... That would have to be taken into account as well.
    4 points
  5. My question stands, whether you're talking 50+ or sub-50 content. The problem is once you begin to balance content around IOs the IO system is no longer optional for participation in that content and you're locking out players who would otherwise be interested in participating. At least with incarnate-based content you can grind that out and simply playing the game will eventually get you the resources you need to participate, but the same can't really be said for IOs. Besides, if you're making new content more difficult without increasing the rewards to compensate you're already ensuring that
    4 points
  6. How do you take the IO system into account without making the game incredibly difficult for characters who aren't IOd? Even at that point, what do you balance against?
    4 points
  7. Ways to address balancing TW: Playability 📈 OP'ness 📉 Thank you for coming to my TED Talk.
    4 points
  8. You've inspired me. But instead of glowing energy for a head medieval guy... I went with a space ghost. Meet the Cosmic Spirit: Psychic Blast / Atomic Manipulation Blaster
    4 points
  9. I am sure I'm not the only one who likes to add captions/speech/stuff to pics, so here is a place to share. Hope these provide a few chuckles!
    3 points
  10. Hello fellow heroes! So I've been working pretty hard on a near-total Inspiration icon replacement and I think I'm ready to share what I've come up with. First off, I really wanted to try and convey Inspiration tiers via something other than larger graphics. That's what the small diamonds are in the picture below: Other than that, I've pretty much replaced everything except for Gift Inspirations, Hami/Eden Inspirations, and some teleport ones. There's 77 icons! Here's what they look like in-game (I'm a newbie with no fancy dual/team insps): Downlo
    3 points
  11. I don't find that more palatable but less, because it removes what little player agency exists in the content. Whether it's soul cookies, mind control, or holding a loved one in the boot of a car, it might work as a motivator when you're writing a novel or a movie, but it does not work long-term for anything even remotely collaborative like a (MMO)RPG where you have a player who has a right and a duty to make decisions for their character. I would certainly not play 50 levels of being so completely under someone's thumb; I might make it 5 levels, and then I'm changing the channel.
    3 points
  12. The fact that they have controls and multiple attacks sub-20 makes them significantly harder than the standard Blue side mobs. Or even Redside. Standard hellion minion has one revolver attack and one other melee attack. An axe or sledge or something. If they're in melee range they will just wait for the melee attack to recharge. This means you have a couple of seconds between attacks. Their LTs are even worse, they only have a Shotgun or Submachine gun attack. No melee at all. This is all almost identical for all the other low level groups blueside. Redside gets a
    3 points
  13. I literally just killed all groups except this one and got no ambush, so your theory seems to check out!
    3 points
  14. You're right. It won't be a magic solution. But we can't compare the ambush (30 or so bosses) with a normal cyst pack (10 or so bosses). The ambush is a huge thing that surpasses 99.99% of common content (where else do we get 30 actual bosses thrown at us in a single wave?). It's superb bragging material. But in the end it's a MotITF, not a master-of-running-in-and-killing-every-enemy-ITF. We already do these attempts either not fighting all the enemies and just running from oracle to oracle, or leaving every cyst with a sliver of HP and then destroy them all at the sam
    3 points
  15. The kheldian ambush is too much of a hurdle and tbh it should be considered optional for such a challenge since we can complete the ITF without triggering it in the first place.
    3 points
  16. Banging my head against +4/x8 buffed MoITF on several scrappers has given me some serious appreciation for the survivability by Tanker builds on display here. After ~10 attempts on various characters, I haven't even made it out of Mission 1. My last try was on a TW/rad/soul, built with Defensive Sweep enhanced for defense and Shadow Meld, rocking ~80-100% melee defense and Ageless debuff side. Plus the knockdown goodness and damage you'd expect from TW. Regular Cimerorans can still be a threat with 2 or 3 bosses at once. The Dwarf/Nova ambush absolutely destroyed me both times I go
    3 points
  17. Keep in mind, this is when pricing for IOs was absurdly high and out of reach for most players on the AH. The situation is much, much different here.
    3 points
  18. I have not played goldside at all but based on what I've read both here and on the forums back on live it seems goldside content is significantly harder and there's a good deal of complaining about it. I think DA is a different thing altogether as incarnate level shifts apply there and once you've got all 3 level shifts pretty much all content there is trivial. Like... yeah, you can make content that's more difficult for IO'd characters versus baseline content, but then that same content is that much more difficult for characters that aren't using IOs. Whether that's seen as a prob
    3 points
  19. While there have been several suggestions about upping the difficulty (such as running with buffed enemies) and using the other choices to make it harder (only AT powers, etc), the truth is that none of these add to the rewards. It is harder content for the sake of harder content. People do not progress from +0 through all the gamut until +4 for the sake of difficulty. They do it to increase their rewards. If +4 brought no benefits then the game would be played at +0 to finish faster in order to do more. This is a super common theme in Guild Wars 2 where despite the ga
    3 points
  20. Indeed. This is exactly why I don't think it should be up to the player to manage thier way around fundamental balance problems in the system. Casual teaming is the foundation of this game and should be supported above all else (imo). Unfortunately different people have very different ideas of what 'turning people off' looks like. For me it is an MMO that can't support the teaming dynamic into the high levels, where support AT's feel they aren't contributing and where all AT's start to homogenize in the endgame because they are all built for damage and defence and use the same han
    3 points
  21. A handful of my current favourites. Jin Wu: Ninja/Storm MM - Hoard: my dapper mummy - Sinistar: a tiny sentient star stuck in some armour - Shotaro: I like Super Sentai, ok? - Royal Guard: I'm also a big fan of epaulettes.
    3 points
  22. So our current winners are @Healixat "older than @Jacktar" which under the Milton Berle rules of "only pull out enough to win" will count as 72 unless otherwise stated and @Zeraphiaat barely 20. If you two could PM me your global here on the HC forums, I will disperse your hard-earned inf for having existed for an arbitrarily long or short period of time.
    3 points
  23. Here's another way of looking at things. The team doesn't need a tank. (all archer team, all spider team, etc.) The team doesn't need dps. (tanker tuesdays, thursdays, whateverdays) The team doesn't NEED anything, but is happy to have you whatever AT or role you play. the team is greater than the sum of its parts.
    3 points
  24. Hey all, Before we continue, a caveat: Some of the changes and plans mentioned below are either very early in development or still purely conceptual. Some of them will likely not make the cut and either change greatly or be scrapped entirely. Since Homecoming launched there’s been a few questions and concerns about why we’re making certain balance changes, so with Page 6 just around the corner we thought it would make sense to explain our overarching goals in this area. Expanding the end-game and creating more end-game content was an incredibly popular reque
    2 points
  25. A harmless suggestion but I'd take it a step further and cannibalize Ninja Run and Beast Run (and all the Prestige Sprints) into one highly customizable Sprint. Dust cloud optional. Pretty silly that a suggestion like this would get crapped on.
    2 points
  26. 2 points
  27. And this right here is the whole damn problem. Let's see those 100% clear all times!!!
    2 points
  28. I'm thinking Cardiac, Barrier, Hybrid. This way the build only needs to aim for the ~40% or so E/N res you get without trying. Cardiac likely bumps it 1 or 2 %, amplifiers another 8% (?). Barrier and Hybrid top it off as needed. Even if not strictly perma, perma shouldn't be too necessary as we can manipulate the situations where we need that E/N res. Autohit nictus + ranged Rommie damage should be the longest sustained E/N we face, and with Siphon Life and 2k4 hp it should be passable... I think? And when it comes to DPS, I'm guessing some form of MG -> Moonbeam -> Siphon Li
    2 points
  29. That is the "unsolvable" problem when it comes to any idea of harder content. IOs basically double the power level of your character (or more). So it'd be impossible to balance content for IO characters without screwing over non-IO characters just like SO balanced content is a complete joke for IO characters.
    2 points
  30. Unfortunately they cannot be separated. Even if someone wants to run harder content that doesn't mean they want to nerf their own returns by seeking more challenge. Harder content will take longer to run by it's very nature, so having the same rewards is a bad idea. That doesn't mean harder content needs to be the most lucrative content, clear speeds matter too. If you do a hard TF and get 50 merits, the easy TF gives you 30 merits, but you can run 2 easy TFs in the same time you can run a hard TF this starts being closer to what is desirable. The Hard mission doesn't have to be hands d
    2 points
  31. Just realized this - the character has only one shoulder armor on! Sweet! I am excited once more lol
    2 points
  32. I reread all of the AMAs a few months ago. One of the things brought up is that the increased difficulty gold side was a mistake. They were dealing with new systems and new power sets that they didn’t fully comprehend, and did not realize how much more difficult it would be compared to even red side. Paragon Studios planned to eventually nerf gold side NPCs, especially The Awakened.
    2 points
  33. IIRC back on live a dev posted datamining info revealing about 80% of characters didn't use IOs at all.
    2 points
  34. I actually think this is a better topic for General Discussion. There are many different ways of approaching 'problematic' missions, and I don't see any specific actionable changes that would be worth dev time. It's not as if any devs frequently chime in on threads in the suggestion forums (and when that happens, it is frequently to offer 'calm down' reminders). A thread for venting seems perfectly appropriate. I particularly don't like this aspect of 'rescue'/'kidnap' missions: It's trivial for player characters to have improved movement speed (ehem, inherent Swift) su
    2 points
  35. To be honest, I think all the survival IOs are worth slotting. Steadfast Protection (cheap) and Gladiator's Armour (expensive) Damage Resistance Slot +3% defence - 3% is excellent value for a single slot. Unbreakable Guard Damage Resistance Slot +7.5% hit points Reactive Defences Defence Slot +3-13% scaling damage resistance this gets higher as you lose hit points and synergises with widows' abilities well Shield Wall Defence Slot 5% damage resistance very good value for a single slot Preventative Medicine Healing Slot Chance f
    2 points
  36. Overall, I don’t have anything new of substance that I can bring to this thread. Just wanted to state that I agree that it would be good to see harder level 50 content that’s balanced around IOs, maybe even some stuff around incarnates. I think Positron said in a post Mortem or one of his lore posts post-shutdown that the intent was to ultimate introduce Battalion midway thru incarnates (like issue 25), and they would basically stomp our collective incarnated-out butts. It would be cool to see that happen.
    2 points
  37. One thing? Asides from Energy Melee damage for tanks being so mediocre? I'd overhaul AE. I'd extend SG bases and have the option to walk out or tp into your own zone. Where you can place the contacts for your own scripted/created missions. eg. You could have Kings Row as the 'private' map for your SG base. And like the SG base. You could invite people to play you on your 'private' map. You become the 'GM' of your own adventure in CoH this way. That way you could customise your own levelling experience in CoH. Azrael.
    2 points
  38. Survey done. hope it helps your cause. On the point above, I have a slightly different take on it. While my wife has her wedding dress waiting to become an heirloom (a day that hopefully takes longer than I anticipate), I have some quasi-heirlooms that I have "bestowed" upon my daughters. While others may simply view them as hand-me-downs, these are pieces of clothing that have special meaning to me and have luckily withstood the ravages of time (i.e. rock shirts, shirts with cool print/messages, my high school sweatshirt, etc.). They're not worth much in monetary value, but do carry a lot
    2 points
  39. I'll never forget years ago, back on live, a group of us were invited on a base tour. You could immediately sort the base builders from the casual tourists because while they were all oohing and aahing over the Fusion Generator (which, to be fair, took PVP rep to earn so most folks hadn't seen one) we builders were all fawning over the room's doors.
    2 points
  40. Welp, Absorb is WAY rarer than pretty much every other mitigation available so I think that'd be a good place to start. We pretty much have the following mitigation strats: Resistance Defense Elusiveness is also a thing, but is really only in PvP. It counters Acc directly unlike how Def counters ToHit +HP This is actually kind of rare, and either in small amounts or big enough to pretty much cap you but on a long cooldown Self Heal +Regen Absorb over Time Like blaster sustains or sentinel regen, where you have a const
    2 points
  41. I took a slightly deeper look at a few of the early choices, I didn't see a Gladiator's Armor +3% Def or an Unbreakable Guard +Max HP in the build, so I'm looking for a couple of slots for those. Level 4: Tactical Training: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (5) Red Fortune - Defense/Endurance (5) Red Fortune - Endurance (7) Shield Wall - Defense/Endurance (7) Shield Wall - +Res (Teleportation), +5% Res (All) I think TT:Maneuvers could be slotted slightly more efficiently. I personally don't think th
    2 points
  42. Shards should just be removed from the game in general.
    2 points
  43. I'd suggest picking up a copy of Who Fears the Devil if you can find one that doesn't cost an arm and a leg. Aside from just being good fun to read, Wellman's Silver John stories really do convey pretty well what I feel like the City version of Appalachia is like. (He never actually sets a date for any of his stories. The supposition is that they're mostly set in the 1950's, but there's a timelessness about them that jives with that "not as developed/modernized as the region is in our world" feeling I have of the place.) Cabins in the woods and isolated towns with little general st
    2 points
  44. Everyone in this thread has made some really awesome stuff! From Alien worlds to modern cityscapes full of kitbashed yet recognizable staples! I'm in awe of the lot of you! I've scoured this thread and other resources looking for inspiration on how to do things. But there was one special feature, that one MAGICAL thing, that's eluded me thusfar. Maybe someone else already did this, and I missed it, in which case I'll be mad because I was tearing my hair out trying to make my concept work. I was going through each and every single item, trying to find the one thing that might make a suitable su
    2 points
  45. When I saw the Headless option in the creator, I knew I eventually was gonna have to make a Dullahan. Here he is! Some action shots of the last outfit because I feel it looks better in motion
    2 points
  46. The first thing i did on return. Went to grandville and watched recluse give his motivational speech on the overhead. Stupid heroes will never understand this great mans vision.
    2 points
  47. One small feature from WoW that I miss in CoH is the ability to hang little moons and stars over mobs. Would come in handy if you were running, say, a Synapse and had found the three mobs guarding the warehouse worker. As soon as the tank shows up all sorts of needless mobs will get trained in and it would be nice to flag the real targets.
    2 points
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