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General Idiot

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  1. You're not wrong, but at the same time I'd still love to be able to do that concept without having to stick a spider logo on my chest. And yes I know you can have a costume without that but my point is you're still limited to the specific weapons and powers the Arachnos Soldier has.
  2. Additionally, I'd love if we could get the onehanded hurl animation used by characters with shield defense as a customization option for everyone. It looks way better than the normal one to me, but you have to have a shield to see it.
  3. This is true, sets in several other categories include damage despite it not being their primary purpose. However, this was never true of endurance modification sets until Homecoming added the two I mentioned. All the endurance modification sets the original devs created were only that. When they added the two new ones with damage, the stated reasoning in the patch notes was "two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers". The use in dual purpose powers was very much the intention, just as it presumably would be were the devs to make a dual purpose heal/endmod set. Or dual purpose defense/resistance for that matter though on that one I do agree it's unlikely, mostly because there's only I think four powers in the game that take both enhancements anyway. Powers that take both heal and endmod are far more common. In short: I disagree with you that it's something the devs would never be willing to do.
  4. There's already precedent for sets doing two things despite some powers wasting one of them though, in the form of Power Transfer and Synapse's Shock. Both are endurance modification sets that also enhance damage, with the latter aspect having no effect in many powers that can take those sets. Most notably in Stamina, since that was your example. And personally I'd classify it as a healing set, because all the powers I can think of that'd benefit from both aspects are powers I tend to think of as heals with endmod attached rather than endmod with healing attached.
  5. Yeah, for this to fit the mold of a normal pet set you'd need to pick either Dogs of War or Berserk for the level 18 power, move Crack Whip to level 8 and add a second single target attack at level 2. And personally, I don't think I'd want a whip as my weapon for a set like this. Though admittedly I'm not sure what else would work. A bow is the obvious one but ninjas already has the bow. They could recycle some weapon models from the Circle of Thorns and give it a crossbow perhaps, the existing rifle stance and animations from Beam Rifle would at least mostly look right for one so it'd just need the particle FX to be done.
  6. If i recall correctly from the original devs' discussions of how it worked when we first got power customisation, the bright and dark options utilise seperate base textures. One uses additive colours and the other uses subtractive colours but I forget which is which. But only one of those currently exists for costume auras. At a bare minimum they have to duplicate the uncoloured textures for every aura and adjust them to match what's used for dark powers. And then port the code over from powers to costumes which with how spaghetti this game's code is might be a non-trivial task in itself. But in theory it's doable, just potentially a lot more work than it sounds.
  7. Every time they make one of these posts I can't help but wonder how many people go and make a character with the least popular powersets. Was there a sudden surge in sonic/archery defenders today?
  8. My question is, conceptually what does this set offer that just making a power armor costume and taking Invulnerability or Energy Aura or any other set you could conceivably justify doesn't? It's a cool looking set and I actually love the idea o having mutually exclusive armor toggles to let you choose which resistance you have more of for a given fight. Amusingly that's how all toggles used to work at the game's original launch, at first players were limited to one active toggle at a time. But nothing about that mechanical idea says the set -has- to be power armor themed. I'd love to see the set made to have that idea in gameplay but as a more generic set that could work for multiple origins.
  9. I came in expecting this to be a suggestion that zombies should spawn there normally outside of halloween, as a nod to how monster infested the place apparently is during the event. I'm kind of sad it wasn't that.
  10. It's worth noting that the corruptor heal proc being 75% of the defender one is in line with corruptor support powers being 75% strength relative to defenders in general. The proc isn't specifically weaker, it's just obeying archetype modifiers. With that in mind, the fact that it also grants endurance probably actually does justify the lower proc rate.
  11. It's perhaps worth noting that there already is a repeatable mission contact in the Shadow Shard. Three of them, in fact. https://homecoming.wiki/wiki/General_Hammond https://homecoming.wiki/wiki/Dr._Boyd https://homecoming.wiki/wiki/Dr._Huxley There used to be a breadcrumb mission from I think any level 40-44 contact that introduced them, like there was for zones like the Hollows, but it got removed and I think now they're in the find contact window or you can just go and talk to them. That said, those missions are ancient and in need of an update just like the rest of the Shadow Shard.
  12. The function you're looking for already exists in the form of a slash command. https://homecoming.wiki/wiki/SuppressCloseFxDist_(Slash_Command) Won't do anything for emotes like Owl Girl was asking and i dont think it suppresses the transparency effect from stealth powers, but it should serve for hiding toggle effects and buffs like ice shields. Though it's worth noting other players will still be able to see them.
  13. For what it's worth, at least one of the other servers out there has this already. Which is largely irrelevant to us given the Homecoming devs' reluctance to work with the other servers but the fact it exists somewhere proves it's possible, at least.
  14. What's funny to me is the Council mobs that turn into werewolves at low health were already a thing prior to the revamp they got. And they've always turned into a werewolf of higher rank too. The only change was extending them up to 50, if I remember rightly. If anything, the only change I'd make to them as they are now is make them turn into same rank werewolves, or at least have the lieutenants respect the no solo bosses difficulty setting and not spawn boss rank werewolves when it's enabled.
  15. If I remember rightly, the oneshot code prevents any single hit from taking you from full health to dead instantly. I believe it also accounts for powers doing multiple damage types, counting both together as one hit even though on screen you'll see two damage numbers. However, it does not stop you from taking a hit for nearly all your health and then being finished off by one or more procs in the power firing, or a DoT inflicted by the same power whether inherently or from an added effect like incarnate Interface.
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