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capricorpse

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Posts posted by capricorpse

  1. something that happened recently - I announced my level/AT and that I was LFG (though now i see in this thread that annoys some people, but anyway...) and some random person invites me to a team.  They didn't say anything about what they're doing, and when I asked things as we were forming up like "what are we doing? is this a TF?  is there a time estimate on this?  what level is this going to make me?" (i was 50 and wanted to use my high level powers, didn't have infinite game time, etc) they repeatedly ignored and then kicked me.  I have been playing for a looooong time and usually people are decent and will answer when you talk to them, but this was strange.

     

    Like ... just don't grab random people out of LFG chat with no explanation? i just felt dumb for not quitting sooner haha

  2. 3 minutes ago, kiramon said:

     

    Its cooldown is really short out of the box so yah its like a 2.3 second recharge.... 

    Dark, Elec, or Plant would work honestly.  Elec though I think is too slow to lockdwn for it, but that's just my opinion. Savage is such a fast paced set...

    wow that's great news haha

     

    maybe I'll try it with Fire control?  i'm realizing I don't think I've played that since I started on HC.  Savage assault seems appropriate for running around with those little imps haha

  3. A hidden gem I've discovered in my powerset recoloring, is the Psionic Dart.  I have it set to Dark Assault (hand animation), but then chose a super bright/pale yellow.  It isolated the hard-geometry of the lance (a really cool dagger or spearhead shape, like a little sharp torpedo) and most of the particle FX fade away.  I did it for an energy lance type effect, but you could easily use white or gray to make it look like you're shooting a small knife from your hand.   The rest of the set doesn't really allow the same sort of thing, but you could at least have a dagger throw for your main basic ranged attack.

  4. 23 hours ago, kiramon said:

    I like Grav/Savage - but purely for the mass teleporting of things/yourself that happen (Savage Leap has like a 2.5 second recharge...)

    I've been loving a grav/psi that I play this way with Jaunt.  I have keys set to auto-cast it forward 100ft or so, backward 30 ft, or straight to the target.  I feel like a mix of Magneto and Nightcrawler and it's easily the most fun I've had in a while.  Zip in, Psi Shockwave, Drain Psyche, Energy Transfer, and zip back to safety. 

     

    On this character I've skipped a lot more primary/secondary powers than I'm used to, and it's been working great.  Really tight rotation with mostly single-target control and stacking that Impact.  And I save my Singularity as a sudden auto-hit force field I throw in front of myself if I get into trouble.  Gravity Control's always been my favorite set but trying it with Psi Assault has really taken it to the next level for me. 

     

    Though I think I'll have to try the Savage Assault set now.  I had no idea you could get the teleport power up so quickly.  What primary would synergize well you think?  I'm leaning toward Dark Control because I've played that the least.  Maybe Plants?  Or is it better with Electric or something with more PBAoE powers?

    • Like 1
  5. maybe the higher difficulty settings should be dramatically higher, so that they test upper-tier builds more, without making the leveling content too rough.  A lot of people do NOT play optimized builds and have little interest in it, so much of the game rewards creativity over distilled numbers.  We don't want solo/casual players to be punished for not having the time or resources to optimize every character.  But i recognize a lot of people do like to get super tight with their build, and it's impressive.  They shouldn't be barred out of enjoying the content for being good at putting solid builds together.

     

    So i guess adjusting the difficulty scaling would be the answer that gets closest to addressing the issue that some people have but not everyone. 

  6. Pretty much every time I've been on a struggling team that can't quite get the edge over whatever hard instance, the problem has been a lack of control or debuffs.  Even when the aggro is managed, the AoEs and location effects can still hit everyone else. 

     

    I stand by Control as one of the more important parts of this game, and debuffs are close behind.  Of course damage is also important, but that's just a how-fast-did-we-"arrest"-them factor.  Control/debuffs are the is-this-possible factor.

    • Like 1
  7. lol all of my 50s are versions of the same character!  I was not like this on Live, but now i have a fantasy comic that I write and illustrate, and I love trying to develop the main character through different versions of her abilities.  Maybe it's different stages of her life, or different roles she can play on a team, I just never get tired of her ~vibe~

     

    She's a telekinetic energy mage.  so far at 50 I have a Grav/Kinetics controller, a Psychic/Radiation Blaster, a Psychic/Energy Aura Scrapper, and a Sonic/Martial Combat Blaster.  and I have a Mind/Energy Dominator poised at 49!  I'm very open to any other ideas you may have for me.  The recoloring really opens up powersets that may not seem relevant.  I really love energy powers and psychic powers, across all media.  I usually make this character in other RPGs as well - Elder SCrolls Online, Dragon Age, Mass Effect, Saint's Row, anywhere with powers and a character customizer.

     

    That said, I also have dozens of other characters that AREN'T her, and have nothing close to those powers.  I just love this game because I can play as my own fantasy characters so easily.

  8. On 5/27/2020 at 9:37 PM, Shred Monkey said:

    I use a bind to activate at my target.  I'm online with my toon right now.   The range is longer than the range of my snipe.  200 seems right.

     

     

     

    do you mind sharing the bind you use for this?  i’d love to try it

  9. Another category is people who are concept-based, no?  I don't exactly role play in-game, but I choose powers based on the character idea I'm currently stuck on.  I work as an effects animator for sci-fi and fantasy cartoons, and I use this game to play around with powers customization.  I love to recolor and re-imagine a common powerset as something totally different.  I also write and draw a fantasy comic, and I develop those characters on CoH to get a better sense of their abilities and fighting style.  Obviously I don't want to be totally gimped, but I don't go crazy with their builds.  i'm aware of IO sets and bonuses, but usually I only throw a few in there as needed.  Crafted enhancements are effective and inexpensive, plus the game isn't really that hard. 

     

    I see posts sometimes that equate avoiding fully IO-set builds with ignorance of the system.  But for me it's just that I mostly can't be bothered.  Dominators play fine without achieving perma-dom, despite claims that they are utterly useless without it.  I usually lose momentum in the late-game, because I've already got a new character idea I want to play.  I have a handful of 50s, they have a couple of IO sets here and there, and they have all (or most) of their Incarnate powers.  It's fun to be that powerful, but on many high-level teams you barely even notice that you're contributing, let alone needing the really fun tricks in your power sets that min/maxers would deem skippable.  For me, and probably a lot of other people, CoH is a creative/imaginative medium to play within. 

     

    (if anyone is curious, here's the link to my webtoon.  all 5 of my 50s are different versions of the main character as different ATs.  https://www.webtoons.com/en/challenge/tales-from-the-sixth-sun/list?title_no=367223 )

     

    • Like 2
  10. I'd open it up to recolored powers as well.  You could do a Pistols or Electric Blaster with a Plant secondary, but color some of them to look like metal cables and wires and stuff like that?  Or a Gravity controller or dominator.  The Propel power is taking control of the literal city objects!  Gravity/Earth dominator would be using the physical city against his enemies, and the gravity powers could be more of a psychic thing.  Throw in another element with the Epic pool, like fire or darkness recolored to be smog/fumes, or electricity, or leviathan mastery for the water spout (sewage??)

     

    I'm trying to think about your concept with the Coyote travel power.  It strikes me as someone who might be more of a fighter than a caster, but maybe you don't think the same.  You could pick an urban weapon customization (like titan weapons' stop sign etc)?  OH or maybe, electric melee and shield defense?  there's some kind of trash shield right?  and then you'd have Lightning Bolt and Shield Charge, which seem like a leyline tap.  I do think if you went with a weapon or shield, the other powerset should be flashy so you have that city magic vibe instead of just hobo hero.

  11. Thinking I might try for a Jedi character too, but maybe Dual Blades/Ninjitsu?  

     

    I've not really played much with the sword sets, I like the DB animations a lot but the combo mechanic kinda turns me off.  Does it make fights seem too patterned?  I don't like feeling gimped if I don't do an entire sequence exactly the 'right' order, instead of using whichever power is relevant right then (or if I miss).

     

    Is there a lightsaber Broadsword?  I know Katana would work well, but I thought it might be fun to switch it up.  

  12. On 4/6/2020 at 10:49 PM, Redlynne said:

    If the Repel HAS TO BE THERE (I'm not convinced it does, but work with me here) ... then I'd want to have a way to conditionally engage and disengage the Repel component being added into Telekinesis.  The simplest solution to this particular problem that I've been able to conceptualize, while keeping Telekinesis (relatively) self-contained so it doesn't create dependencies with other powers, is to go the "Mystic Fly" route and have Telekinesis get broken out into two powers ... the "main" toggle power that does the AoE Hold function just like normal ... and a "sub" toggle power that enables the Repel function in the main power.

     

    .......

     

    All that said ... I honestly think that a superior implementation to that would be to do the "fission" of Hold and Repel functions as above, but then rather than keeping the Repel function on a sub-toggle ... replace it with a "Wormhole-lite" Click power that will Teleport Foe all $Targets within the AoE of the Telekinesis Hold toggle and deposit them at the location of the anchor of the Telekinesis Hold toggle.  This would be one way to "cluster" everything within the AoE onto the location of the anchor $Target without needing to resort to Knock* or Repel functionality.  It would be a way to use already Known Working Tech™ to achieve the desired tactical repositioning behavior at the lowest risk from a technical standpoint.

     

    continuing my necromancy of this thread, I love this idea too and it seems more likely.  This would give so much control over a fun but currently unwieldy power!  the second idea (wormhole vibe) would be great too, a toggle hold that you end by throwing them at the target.  could do decent damage and KD, and be very close to what people do with telekinesis in fiction.

  13. On 3/31/2020 at 11:47 AM, Blackfeather said:

     

     

    Telekinesis: Omnidirectional Movement (Alternative Implementation Here)

     

    Telekinesis is a very fun power to use, hampered by a few things. At its core, it's a power that is designed to Hold a group and push them away from the user in the process - reshaping the battlefield while rendering the enemy helpless. There are a few issues with this.

     

    • It's difficult to control where the group should go
    • The power can only affect 5 enemies at a time
    • The high endurance cost (3.12/s!) is not worth these effects

     

    The power comes at the same level as Gravity Control's Dimension Shift, and likewise could do with a good amount of changes. However, I did not wish to make it so that the current applications of the power (e.g. bundling a group of enemies up into a corner) are invalidated in the process. With this in mind, here is my proposal:

     

    Targeting an enemy with Telekinesis will Hold and Immobilize them, along with other enemies surrounding them (potentially lower Immobilize magnitude). The original target should not be able to move of their own volition - instead, the Mind Controller has the ability to move them wherever they like, dragging the enemy, and other enemies Immobilized/Held with them.

     

    The controls would be akin to a Mastermind's pet, except without commands to attack a target - everything else (e.g. GoTo, Stay, Follow) would remain. Essentially, Telekinesis becomes a toggle-summoned pet that surrounds an enemy with a field of holding. While not everything is helpless in that area, they would all be moveable (via Repel), allowing a Mind Controller to rearrange the battlefield in a way that only Gravity Control can really match.

     

    To clarify:

     

    • An enemy targeted by Telekinesis will be Immobilized, and will be moveable regardless of rank
      • They may be Held (mag 3) depending on their level of protection
    • All other enemies are affected as usual by magnitude for Holds (mag 3), Immobilizes (mag 3), and Repels (magnitude pending, open to suggestions)
      • If they are Held/Immobilized, they will move along with the enemy targeted by Telekinesis

     

    Finally, the target cap for Telekinesis would be increased. I'd say bringing it in line with the other AoE Holds would make sense - 16 in other words.

     

    Here is my reasoning for these changes:

     

    • Making Telekinesis a toggle-summoned pet means that it gains increased flexibility - enemies can still be shoved into a corner, but they can now also just stay in one spot, follow you around, or even be hovered around in circles
    • Adding the Immobilize status effect also provides Controllers with a way of taking advantage of Containment against tougher enemies
    • Affecting only 5 enemies is quite low, and ought to match the other AoE Holds for better potency
    • These two changes are made with the aim of making the high endurance cost worthwhile (no changes there)

     

     

    i LOVE this idea!  this would be so fun to use.  I already get such a kick out of TK, and often use teleport to fine-tune the control of it.  but this would be so great.  Especially the tweak to turn Levitate into an area when used on TK targets.  That seems great but not game-breaking.

  14. Mind Control needs some love for sure.  But it's also cool in its own way. 

     

    I will say, I love telekinesis.  I think it's such a cool and unique power, and I worry about all the sets being balanced to a point of becoming generic.  As someone said earlier, becoming only cosmetically different but functionally identical.  

     

    That said, it definitely could use some tweaking!  One thing i see not being discussed as much is, TK is amazing in short doses.  I love to just pick em up and wait 2 seconds so the bunch goes back onto the Ice Patch/Rain of Fire/Whirlpool, etc.  This is also a common use of telekinetic powers in comics.  I think the recharge should be reduced, to encourage this approach with the power.   Yes, it's also great for pinning enemies in a corner for the whole fight, but that may not come up as often as you'd like.  I also like the idea of giving it a DoT effect, or what about some smashing damage whenever they bump into something on the map, becoming DoT when pinned?  That would make the most sense to me. 

     

    OR, to make the Repel more interesting, what if it worked like this - You activate Telekinesis, and for the duration, you get a click-target circle (like Teleport) and that becomes the source of the repel? Instead of moving yourself around, is it possible to just click around every couple of seconds to move them (or keep them stationary), in true telekinetic fashion?  I understand from earlier responses that the "implosion/reverse-repel" doesn't work with the way the game is coded, but could this?

     

    what I love about CoH is how many different types of powers there are.  I think it'd be kinda lame to replace TK with a target AoE disorient or something that's found in other sets.

     

    However, the only thing that's been brought up to replace it that made me excited was a targeted AoE version of Levitate.  That doesn't exist yet (outside of the close ranged Psi Melee one) and would be hilarious.  I love the Levitate/Lift powers.  This would be a great way to add damage to a mind controller, but then there's the issue of setting up containment.  Why doesn't it just happen on confused or afraid enemies?  that's always puzzled me. seems like an easier fix instead of reworking a bunch of specific powers.  containment off of Fear/Confuse doesn't seem gamebreaking. 

    • Like 1
  15. I've been playing a Rad/EM tank recently and I love the ST nature of EM.  I do use whirling hands often and i love that one.  but it's cool to be so single target focused, i like variety between sets.  I would love if they took out the Stun power, raised all the other punch's stun capability by a little bit, and threw in Conserve Power.  The Blaster's secondary Energy Manipulation has a lot of stat boosts which I think is a cool part of energy powers to bring to the tanker.

     

    This might be crazy, but what if Stun were replaced with Boost Range?  For 20s, your melee attacks can hit at 15 feet or something?  That would stay on-theme, add a unique element (compared to other sets), keep the single-target focus, and require no new animations.  You just dig deep into your energy reserves and extend them beyond normal for a while. 

     

    but whatever happens, i really really don't want it to get some combo mechanic.  it's so lame to have my attack chain prescribed for me that much, or feel like so many powers are unskippable. however some secondary building effect could be cool, as long as i can use the basic powers in any order.

  16. I've been wresting with it and re-installing last night and today, but i fixed it with a very simple solution.

     

    make sure your Island Rum is in the Applications folder, and also that your CoH.app is INSIDE the coh folder in your applications.  Then reset the path to that coh folder, and re-scan.  64-bit should stop being greyed-out, and I was able to load the game.  

     

    Might be good to uninstall and reinstall before this anyway, just to be safe.  And give it a reboot. 

    • Like 1
  17. 24 minutes ago, capricorpse said:

    can anyone clue me into what this is about?  on Mac and got this blinking error after it was updating.  I suppose I need to download Homebrew but I don't understand how to link it to fix whatever this error is with my game.  While this error is up, it seems to keep the dropdown menu from doing anything.

    Screen Shot 2019-08-22 at 3.33.55 PM.png

    I THINK I FIXED IT  😄  see yall on the inside...

  18. can anyone clue me into what this is about?  on Mac and got this blinking error after it was updating.  I suppose I need to download Homebrew but I don't understand how to link it to fix whatever this error is with my game.  While this error is up, it seems to keep the dropdown menu from doing anything.

    Screen Shot 2019-08-22 at 3.33.55 PM.png

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