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Everything posted by MTeague
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I get it may be percieved as "Very Low Priority; Workaround Already Exists". But I would hope exposing the toggle as another line item in the UI would be ... really tame. Granted, standard code rant applies, I have not personally reviewed the code, so perhaps it would be a beast. But usually adding a toggle or YN prompt to a screen isn't that that traumatic.
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Been injured in a super-power relatedconflict? Call 1-555-GET-RICH
MTeague replied to Skyhawke's topic in General Discussion
What if I don't want Dillo freed from his *hoorb* addiction? Is there another option to donate to @Snarkythat can help the one who is Dillo maintain his *hoorb* ness? -
Super Stunners do a PBAE endurance drain. When one drops, or is just about to, RUN. Let ranged finish it off. If you're not in range, it will not drain you. EDIT: also, a number of powers can mitigate end drain. Fire Armor / Consume should be pre-emptively popped for end drain attacks. Electric Armor / Static Shield is really good against endurance drain. Energy Aura / Dampening Field gives endurance drain resistance Force Field / Insulation Shield gives endurance drain resistance. Electrical Affinity / Faraday Cage gives endurance drain resistance if you stand within it Electrical Affinity / Energizing Circuit can directly feed you more endurance. Kinetics / Speed Boost increases your recovery, and lets you GTFO from the PBAE faster. Empathy / Recovery Aura would be available to Defenders (and Corrupters if they're exemplared down) Storm Summoning / O2 Boost gives endurance drain resistance. Marine Affinity / Torodial Bubble gives endurance drain resistance, and +Recovery. Nature Affinity / Lifegiving Spores can feed you endurance. Radiation Emission / Accelerate Metabolism gives good +Recovery. and of course, all players can hang onto Blue inspirations. I really think adequate tools exist to handle it.
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I have a grand total of thirty two characters right now. I may create more. But I deliberately level them slowly, and I tend to create a 1,000 character backstory for each one, and mentally lump them into hypothetical buckets in the event of a Final Cataclysmic Showdown between my Heroes and my Villains (even figureing out which ones my goldsiders will eventually go with). I over-the-top OCD them, trying to keep an equal number of origins, equal number of archtypes, in each bucket, and for the first 31, without any duplication of powersets at all. But if i have one skill in life, just one.... it's overthinking things. 😆
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Keep in mind, it's not that that hard to get an extra +21% accuracy to all powers just as a freebie by slotting other IO sets. You may not Need all your acc bonuses to come from a given slotting directly in that power. Also, there's Tactics, and Build Up, and Defense Debuffs, and other ways to make sure you're fairly reliably hitting. And also keep in mind, the dreaded "natural 1" / occasional manifestation of XCOM accuracy. Sometimes you just gonna miss.
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Remove the "say" command (say command)
MTeague replied to UltraAlt's topic in Suggestions & Feedback
I don't think it needs to be removed. But neither would I miss it if it were gone. I do think it would be good if some macro / bind templates were more easily locateable by new players, but, at the end of the day you can't make people come to forums, and you can't make them read the wiki. -
To be fair, there is often fierce competition for that title. In both directions. CoH isn't perfect, no game is. I think it does much, much, more right than wrong. And I think the HC devs have done an awesome job, given their constraints. Not flawless, but again, so very very much more right than wrong. But every single player is going to have some critiques. And some wish list items. And "one man's trash is another man's treasure", still applies. I've seen what I'm sure are heartfelt requests for changes people truly believe will improve things that horrify me. I'm sure the changes I want to make would have people slapping me around. But anyone who was there for live, is an adult now, and for many of us, retirement may even slowly be coming into view. We ought to have moderate adulting skillz. We should be able to take a few grains of salt (unless contraindicated by your physician...), take some deep breaths, and not let anyone's requests/opinions get to us. Even if it seems near incomprehensible to us, people probably mean exactly what they post ... probably... and in any case, it's not worth back and forth arguments that can only end in a flamewar.
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1) teaming is entirely optional: I spent far too many years on the endless treadmill of World of Warcraft raiding, and the absolute necessity to bend your schedule to work with 24 other people to get anything done. That's not the case in CoH. You certain can team, can form regular teams, join supergroups, and all that if you wish. But you never have to, and you can still do an awful lot of content and have a great time. 2) there are no contested drops: Again, Warcraft raid bosses would drop 2-3 pieces of random loot when defeated, to be divvied up among 25 people. There was nearly always loot drama, with people thinking things were "against them" if they couldn't walk away with a coveted piece of loot. No matter how much people tried to mitigate that with point systems based on attendence and suchnot, someone would always get bent out of shape when someone else got a coveted rare drop that was best-in-slot. By contrast, in CoH, the game itself always directly assigns your rewards to you. This prevents So Goddam Much Drama it's not even funny. 3) the people: Perhaps precisely because there's nothing to fight over, nothing to get worked up over, people who play CoH tend to be fairly easy-going, helpful, and willing to assist other players get oriented. 4) No treadmill: One last Warcraft comparison. Darn near every other MMO, the level cap is raised every expansion, and to keep players going for that brass ring, even top of the line gear from the prior expansion suddenly turns into liquid manure compared to even the most basic drop in the new expansion. The goalposts always move. Again and again and again. The designers of other MMO's, by design, always take all your effort, crumple it up before you, dump it into a trash can, and light it on fire. By design. Most MMO's are designed to suck hours out of you in endless grinding because that keeps the monthly fees going. You can only do that for so long before you snap. Conversely, In City of Heroes, the level cap is 50. It has been for so long that I often forget that there were a handful of early issues at live launch where that was not true. You can maintain as few or as many alts as you like in CoH, without being under constant pressure to keep your "main" characters current with the best gear from the current expansion.
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Archery / Tactical Arrow blaster should not be overlooked. Ice/Ice blasters are really good, too.
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I was casually interested in Ship of Heroes during the Snap. But as with most "spiritual successors", they never seemed to materialize. If they FINALLY do have a product... um... sorry, no. I have CoH back, thanks.
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Make player name color customizable
MTeague replied to Glacier Peak's topic in Suggestions & Feedback
Sometimes it's the little things. I'd like this as well. -
Massive astigmatisms.
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I would restrict Incarnate powers to iTrials, or to arcs like new Dark Astoria that were designed around them, only. No, that will never happen. But the question was asked, so, that's what I'd change, if anyone were fool enough to hand me a magic wand.
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Experimentation/Toxic Dart -- animation request
MTeague replied to MTeague's topic in Suggestions & Feedback
I mean, the backhand fling works for throwing a frisbee. For throwing stars / shuriken, I'd expect more of forward arm / wrist snap. Actually throwing a syringe with plunger and expecting it to land such that it injects someone is.... silly, at best. A wrist mounted dart launcher like Widows have would seem to make the most sense if a hero/villain/other set out planning to use that as an attack. -
I mean, I wouldn't turn it down.... but Invulnerability has always been an extremely solid armor set as is. Personally, I just slot a Panacea proc (health) and a Power Transfer proc (stamina), and that's my maintenance heals. Dull Pain and/or teammates handle the big ones.
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Experimentation/Toxic Dart -- animation request
MTeague replied to MTeague's topic in Suggestions & Feedback
For Toxic Dart, containment does a large chunk of up-front lethal damage to compensate for not doubling the dot ticks. I'm currently leaning on it for a low level Ice/Cold Controller in Praetoria 1-20, since those powersets aren't the best damage dealers to begin with. So far it's been working great, I just... the animation makes me sigh, lol. -
Toxic Dart is actually a pretty decent pool power attack, esp with Containment. But the animation of flinging a syringe is... less than ideal. Could we get an alternate animation, using the the Arachnos Widow / Poison Dart animation? Launching the toxic dart from a wrist launcher would feel ever so much better than casually flinging a syringe while you backslap empy air. Full Disclosure: I've seen this requested a few times before. But the most recent threads are over a year old, some two or three. So rather than necro-post, I made my own thread. I get that this is Very Very Low priority. I'm just hoping it would be an easy-peasy repoint, since we do already have the Poison Dart animation for both male and female widows now. Thanks for any consideration.
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I don't think Rage requires a fix. I do think Rage works better on characters that have a solid layer of resistence underneath the defense. But the crash has been a thing for forever, and people can plan around that by popping a few Luck or Sturdy inspirations when it crashes. Or, god forbid, they can learn a feel for when it's probably about to fade, and just NOT PULL the next group of mobs.
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It's possible that transferring a character "holds" the name on the original server, for a short period of time. Whether that's a bug or intentional, I couldn't say. But if the name was locked out only mere moments after the transfer, I find this more plausible than the idea that someone was frothing-at-the-mouth eagerly trying to nab your names at the very moment of the transfer. But are possible. But the act of transferring having a short-term hold on the name seems more plausible to me. Maybe it's insurance to allow you to transfer back and still get your name after a short window? I will say , though: I think this is silly. Names have always been server specific, both on Homecoming and on Live. If you wanted to somehow "copyright" a name on All Servers, well, make a character with that name, on all servers, before anyone else does. Your point also completely overlooks independent simultaneous creation. For instance, I recently created an Ice/Ice brute on Everlasting named "Cold Fury". Did I copy that name from something I saw elsewhere? No. Am I under any illusion that since 2019, I'm the first person to ever use that name on any server? No. It's possible that, with the name-unlock policy, the name had been in use by a dormant player, and I snagged it because a non-50 hadn't logged in in a very long time. Or, it's possible it had never existed on Everlasting, but had existed on three other servers long before now. There is no way I, in the character creator, could ever know, so I completely reject the idea this action is somehow "stealing" anything if the name existed anywhere else. Could something like CharacterName@GlobalName be done? @Psyonico illustrates the file conversion that would have to happen, and outlines the scale of coding changes needed to go with it. Not fun, but possible. Should it be done is an entirely seperate question, and I very much doubt there is universal agreement on this one. I'd bet many players would feel disappointed if they joined a team as "Firehawk" only to find six other players with the same name on the same team. Your identity would be diluted. Finally, I would say if something like CharacterName@GlobalName or CharacterName@Tag were ever done, the full name should be shown at all times. So that if someone is a complete jerk in chat, or is abusive and crosses the lines in the terms of service, it's immediately clear to everyone exactly which "Firehawk" or "Superdude" was doing so. Hiding the tag obscures that and makes it much too easy for innocents to be tarred the offendng player's actions. My $0.02 USD. But it's all up to the devs anyway, I get no vote.
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Hive/Abyss Raid - Number of participants
MTeague replied to Zappalina's topic in Suggestions & Feedback
... is it not possible to create a Hive 2 instance by getting 50 people for a second simultaneous raid? If it's flat out not permitted by the game, then I am in favor of this request. If it's "I don't want to have to start a 2nd raid group", ... my sympathy plummets. -
I can safely say I would never play this archtype. That is of course, not a reason not to make the proposed AT. The devs either will, or will not, as they see fit. Out of our hands. But I do think the proposed AT would struggle mightily to do damage. I will say those who play it would need to carefully choose their armor set favoring something with a damage aura like Fire, and a control set with decent sources of damage (Plant?) or at least plan on loading up damage procs over control duration. Controllers can at least lean on a support set to provide increased damage potential (Storm Summoning, Kinetics, Dark Miasma, etc). And of course Dominators have an entire secondary devoted to damage. I also feel the armor set is somewhat redundant. My controller locks spawns down and takes no damage because they're busy looking at the pretty flowers, or the sparkly lights, etc. It seems to me the armor set is ... a fifth wheel on a wagon. Still. Choices are choices, and more choices are usually good.
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If it were up to me, I would put the entry/exit portal in the middle of the air, near but slightly under unslotted jump height. People who pop in AFK, fall like 10 feet down, leaving the portal open. You just need to make sure a lvl 1 who pops in can make it to the exit. (hence, unslotted jump height)
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Considering the number of Doctor Strange homage/clones I've seen, we have wizards aplenty. Several robe options work just fine for casters (and the entire Legacy Chain faction, for that matter). Blackwand is available if you MUST have a rod/staff/wand from time to time. It's not available for every attack,, but requests have been made. I have never seen the dev team say "Yes, we're planning on it someyear", but neither have I seen them say "When Hel freezes over." they either will, or will not, take action. If you want to do some kind of petition, knock yourself out. In the meantime, be creative. Design a character with misc accoutrements that could plausibly be miscellaneous magic items, relics, etc. You can use certain emotes to emulate quaffing a potion. There are a TON of tools already in game, but its up to you the player to create the costume you want, and the binds and macros you want.
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While this theme does not speak to me personally, it is long past time that MM's got a new primary. Scrappers have three times the number of primary sets that Masterminds have. 21 to 7. Now, while I get that making them 1:1 is never gonna happen, 3:1 is .... really a bit much. It's time. Whether they go with this idea or another.