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Everything posted by MTeague
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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.
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Staff Weapon Cosmetic Addition: Event Horizon
MTeague replied to mad_foot_sr's topic in Suggestions & Feedback
Start of the energy blade section would need to account for various grip positions in different animations. At least, I would want it to. That said, hey, maybe only the last foot on each end of the staff gets to be an energy blade. That would still do a heck of a job on most foes. I mean, you as the staff user would still have to resign yourself to it doing no more damage than someone else who's twirling a pool cue, because weapon looks doesn't mean jack in terms of damage output. But just that tech staff, double-sided, would still go a long way for some folks. -
And yet, i still hear people say "There's not enough content" from time to time, because they yearn for progression raiding / loot competition from other games. Humans are odd.
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I played WoW from the start of Burning Crusade until the end of Draenor. I get nostaligic for it, and some of the camraderie of a good raiding guild sometimes. But Never Again. Ever. WoW started to consume my life. It's one reason I will not join any SG in CoH, ever. I pug and that's that. I get twitchy if I even start to have a "regular" crowd of pugs, and I don't accept global friend invites. I play on my schedule, only, and if I take a 4 month break from the CoH, I am not answerable to anybody.
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Real Life has Amazing graphics, and the world just goes on forever. Attention to detail is stellar. The GM's are really non-responsive, though.
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Heck, I used to use Spirit Tree even before the patch. It was good passive regen anytime I solo'd, and with Permadom I could easily have two of them running at once.
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Letting go of Def and giving in to the concept
MTeague replied to hoodedKitsune's topic in General Discussion
Very doable to turn your back on softcapping defense. Most of the time, 30% defense or so is fine, and you pop a Luck inspiration if you need to kick it up a notch. Also, if you are teaming, a lot of teams will have an Empath or a Bubbler, or a Ice Corruptor, etc. And certain if incarnates are in play, someone will pop a Barrier. -
Even if they added the appearance to another set, vs creating a new set, either way, don't care, but new options are good. I will say though, that personally, I really want to see another Mastermind Primary before any more melee. Melee already has over twenty sets. Masterminds have seven sets. A little love for MM's is seriously overdue.
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I do not. Page 1, first post, 2nd paragraph, @baster said: (color change to gold is mine for highlighting purposes) Possibly that's hyperbole? But I'm going to at least take the man at face value there. Now, I do wonder if @Rudra is onto something, and his SO's are outdated and providing him with no more benefit at all. Without an actual screenshot, that's simply unknown, this way or that. But enhancements doing nothing for you, does feel, on Willpower, with Stamina and Quick Recovery slotted with SO's, the only way this can happen, is if his enhancements went obsolete on him, OR, if the man is constantly facing off against Freakshow Super-Stunners, or Sappers, or a bunch of Mu Mystics, or other mobs that drain the HECK out of your End.
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I miss the old Sleep powers already
MTeague replied to Scarlet Shocker's topic in General Discussion
I mostly agree. But if you take everything from your primary and secondary that leaves you a whopping 6 powers from other pools, including epic/patron pool. I do think all powers should be at least semi-viable, but, players will always find a few that are only "meh" to skip and squeeze in more pool powers that they want. Be that medicine, leadership toggles, fighting, sorcery, what-have-you. -
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I miss the old Sleep powers already
MTeague replied to Scarlet Shocker's topic in General Discussion
Lol. Deep Sleep is Amazing. Five Thumbs up, even if I have dragoon others into it. For you, the good(?) news, is not every Sleep power got Deep Sleep. The Focused Feedback post itemizes them. Everything else has old sleep. Now, these are not going to be AV killers. They'll still park an AV in one application, just like an Immob. But any damage will awaken that AV immediately. Still. Mind Control is firmly boosted, a LOT. Mesmerize is essentially a second single target hold for most enemies, and Mass Hypnosis esp slotted for sleep, will lock down a spawn long enough for a team to burn them down. Spore Burst in plant is now clutch, as well. I am extremely happy with these changes. -
I completely respect your right to that opinion. I just also completely disagree with it. I find nothing immersion breaking about people who are just starting their hero careers needing to pause and use Rest. Heck, watch the Netflix Daredevil 2015 series, see how often Murdock limps back to Claire to get patched up. And he's only fighitng a few groups of people per night, he's not clearing 30 separate spawns on the same map, over and over again. I feel like you demand Superman / Thor levels of performance from your character immediately out of the gate, without any time to develop, and I think that's your biggest problem. But I am willing to agree to disagree.