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Everything posted by Greycat
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Well, they're not *your* powers, so there's not really a way (or reason, I suppose) for you to control them that way. Besides, how would that affect the caster? I know I'll usually be looking at what the team is *doing,* not staring at the team buff bar (which can get *extensive*) to see if someone needs something refreshed. If you could just turn that off, i'd end up wasting buffs (and my END and potentially recharge) trying to rebuff you. Best you could do is see if there's a mod to turn them off on your side. Or wanting to be able to *see* that you're buffed easily. Or doesn't know about the options. Or *likes* the graphics of *their* powers. Pretty rude to just make a general statement like that.
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There's a red side? Next you're going to tell me there's a third side that actually has people playing it... What? Red side's ... eh, never really been well thought out, to me. For a myriad of reasons. It's ... like the wrong reactions to what some people were saying about blue, mixed with "um, how do we write for villains in this same system?" People complained about "too many" zones blueside, so we got these supercondensed zones redside... which never have a chance to fully develop any sort of character besides "nobody's heard of a street sweeper" and which you go through the same... zones... same... environment...same...order which helps make repeated playthroughs less interesting. Depends who and what I'm in the mood for, but probably not more than 5-10%, barring some SG thing running content over there. Honestly? Meh. Yeah, I hear "oh, the writing's so much better!" but ... is it? Maybe "ooh, people actually get hurt" and/ or "ooh, it's edgier!" or something - but writing wise... ehhh. *So much* of it is either "You're a lackey," "You're a lackey and an idiot," or "You're unspeakably evil" and just railroads your character into doing things they may not otherwise do. Granted, it's hard to write "generalized villainous content." Bank robberies, beat someone up, sure. The mission system in COH works great for heroes - they're typically reactive. If nobody's doing anything particularly evil, there's not much for them to do but show up and sign 8x10 glossies. Someone robs a bank, you stop them (or bring them in.) Someone's trying to take over the world, you hear about it and stop them. It's very straightforward. Villains... needed AE. Villains are the motivators, they have to have their own plots, start their own trouble unless they just want to be someone's lackey. But we didn't have that, and so got the railroading content we had there for so long, where I know *I* was going "... but my character wouldn't do that" (but has to because I need XP to level.) Your choices with being a villain, according to most of the content, is being the moustache-twirling, tie-the-girl-to-the-tracks sociopath caraicture or being ... honestly, brain dead most of the time. Yes, much later, we started having content written with dialog that at least sounds like you're the one doing things, but... eh. Even VEAT content just... ugh. I haven't run it recently since the first run through was utterly disappointing (and at points infuriating.) Plus there was the utter lack of *any* sort of reaction to you. You're (apparently) a rogue Arachnos agent (you never really get to *be* loyal, just a dupe who provides some entertainment for a while for much of it) - and no other troops react to you. Nobody tries to get a reward (in this very darwinist society) by hauling you in randomly off the street, nobody looks at you as a hero and tries to help out... you're another enemy PC just like that dom or that blaster. Boring. (And part of why, yes, I *like* Quantums and Void Hunters when I play my Khelds.) Industrial Revolution-era London. The atmosphere will kill you if the residents don't. "Grimy" generally sums it up for me. Probably a complete and total revamp. More zones. Fuller zones with a more distinct personality. NPCs with brooms. More " You actually are starting this" content that doesn't decide ahead of time that you're either a dolt or a sociopath, regardless of your character. A chance to play with multiple *reasons* for your character to be villainous, to whatever degree - yes, maybe you are a sociopath. Or just insane. Or maybe you've just been beaten down so much you're lashing out the only way you know how. Or maybe you're a schemer with big plans that mostly works behind the scenes. Or, yes, even sort of a hero, dealing with threats to your "turf" and the people you protect. Almost everything. Including a non-arachnos (and "yay, 100% pro-Arachnos!") path, a start that isn't "you owe them for busting you out" (yeah, I know, graves, blah) - probably get rid of Longbow invading (and for that matter Arachnos invading Atlas, which is *still* frigging stupid.) I can only point up to the rest of the reply. There's just so much more in the nooks and crannies as well as stuff I just haven't remembered to put in the reply. Redside's just ... not really fun.
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I don't know if there's in-game assets for the last two right offhand (or how much work it'd take to bring them in,) but yeah. It'd be nice to have them as more than trainers.
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Nope. We only have a bit of information on what one power was supposed to be. And given we don't have to lock something to grind away at for a sub fee... Not sure about expanding the existing ones, though there have been a lot of different lore requests.
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The Opposite of Universal Damage: Typed Damage (8 New IO Sets)
Greycat replied to Biff Pow's topic in Suggestions & Feedback
As I'm understanding it, mostly because it isn't in game for it to check (as far as "when putting sets in") already? I'm not sure how hard having the ability of the enhancement screen knowing that would be. *shrug* Since it's not just armor toggles (which would have to know in PVP anyway) but enemies who know what they're resistant to (or not.) As far as Dual Pistols (and anything else that would use that mechanic,) I'd assume it'd just use the base type - the extra damage type just being added on top of it, so it's not "the power's" type but the buff's. (Think fire armor does this too, doesn't care what the attack set is, but adds a fire component?) I'm not sure if I'd want full sets of each type - honestly, not for or against it. I wouldn't mind just a high-percent proc, non unique, that adds a type to an attack. (Heck, I wouldn't mind this as an alpha, even, though it'd be a little limiting.) I, and others, have had characters that "this set looks right but does the wrong damage type" that wouldn't mind it for a bit of flavor. -
Officially Unofficial Weekly Discussion #25: Animations
Greycat replied to SeraphimKensai's topic in General Discussion
... I don't know why fire sword was still on my brain when I read this. -
Hair that's poofier and curlier than anything we have in game, at least on female characters. Mullets. Pastels. Parachute pants. Shoulder pads. Jean jackets. Leg warmers. Part of it depends on "when in the 80s" we're talking, too.
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Well, I know Pool Man was an occasional challenge on live - nothing but pool powers picked whenever possible. Never did that myself. As far as mine? *shrug* Just that I don't tend to do Mids or want to perma anything seems to make my characters weird to people... Though I used to do reverse-FOTMs (or "wrong" FOTMs.) Flipping sets around, wrong AT, that sort of thing. Sure, I have a fire/kin... fire/kinetic melee tank. Ice/elec blaster's a big thing? Elec/ice. That sort of thing. (or was it the other way...)
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Officially Unofficial Weekly Discussion #25: Animations
Greycat replied to SeraphimKensai's topic in General Discussion
Martial Arts stalkers AS, for one. Can't think of others that use it, but I remember it being complained about since live. (Hard to see, granted, but ...) As far as animations? I could do with non-flippy-spinny dual pistols animations. It has some really *nice* ones - having a character just level the pistol calmly and fire can look extremely cool. But then following it up with "toss your pistols up, spin around, do a handstand and a full cheerleading routine before firing" has always looked ridiculous. Staff *kind of* gets away with it for its AOE because it's a long hunk of wood/pipe/whatever, but pistols just look silly with it. And yes, I kind of agree that the ragdolling looks ... just too much sometimes. Better than the "planking out into thin air from your toes" we had previously, but... yeah. Likes... hmm. I'm probably so used to them all that they dont' really stand out these days. Still like Thunderous Blast - just gather everything and watch a group of enemies twitch and fall over. Dual Blades AS... will always be a "Got'cher kidneys" for me. (Straight in from the back, swipe out to the sides, it just looks vicious.) And Staff's "innocuous strikes," when it's not overriden by an enemy animation, is still funny. "Jabbing toes, toes, toes..." -
Only thing I'm going to say is... You're comparing something to *issue 6?* Pre-inventions-gone-wild, pre-Incarnates, pre-so-many-other-changes? As arguments for a change go, that's like saying seatbelt laws should be repealed because we didn't need them in the 1890s. Sure, we didn't then, BUUUUT... As far as the suggestion itself? Brutes feel fine to me, personally. I don't feel like I'm not able to do damage, Fury feels right for them. *shrug* So, not for or against it, really.
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Focused Feedback: Storm Blast
Greycat replied to The Curator's topic in [Open Beta] Focused Feedback
Might have been mentioned... Only real thing I can point out is the description for Storm Cell. " Additionally, Storm Blast attacks will be enhanced when used against foes victimized by Storm Cell." Maybe change to affected by instead of victimized by? Aside from being more neutral, I'm not sure many people would feel "victimized" by a light sprinkling of rain... 😉 even if it is meant to enhance other powers. -
Posted Feb 2020. Answered April, 2023. Seriously, can we get a limit to necroing threads?
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Officially Unofficial Weekly Discussion #24: Temporary Powers
Greycat replied to SeraphimKensai's topic in General Discussion
Hmmm. Stuff like the War Wolf Whistle, the (single) imp you get from billy heck, Amy from the KHTF, I'll tend to use sparingly. Shivans, I'll tend to have. I'll even pick up the 500k reinforcement temp power. And most will pick up a jetpack at some point (unless they have fly) and the envenomed daggers. I'll often grab the temp stealths from PVP zone patrols, as well. They're just useful, though you need to watch the duration. Most everything else? Just gets built up as I play, and how much I have depends on what character I have. I'll pick some up (like the pistol) if they fit a character, or if they're low-damage initially I might pick up hand grenades and the energy AOE... but otherwise they just keep adding up 'til one day I look and have fifty or so. -
... Really, you needed to respond three years later? Really? Can we stop necroing old threads?
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So, running a mercs/traps MM and realizing... again... how tedious Trip Mine is. Even solo, it takes a while to set enough up to do anything interesting. It's interruptible, of course. No guarantee of going off, and often just unimpressive. You pretty much need to plan to build for recharge to get things out before your grandkids have grandkids. On a team? It's often fairly pointless to even try. We could just drop the recharge on them some, but again - still takes time teams generally won't give. So to update them, let's turn it from trip mine into minefield. Select an area, 5 mines are randomly placed in that (10'?) circle. They'd be mostly the same strength as the current trip mine - can be tweaked down (or have the END cost bumped up) if *absolutely* needed. Since you're putting five down now, as an offset they could be set to not take/be affected by recharge... but it'd make them less tedious and more useful, I'd think, solo and on teams.
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Yeah, have to say I'm kind of in the "eh, no thanks" to GMs. They're usually fairly boring. Having something a little more involved (which we have examples of in game, but which should hav emore "ongoing" something to them - the monster construction for Paladin, having to destroy the generator for the war walker, Seed of Hamidon, etc.) would at least be more interesting.
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It's on test. Head to test and see.
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If all you're after is "this pool is unlocked," then the red side arcs are fairly pointless already by that logic. If you're after the pools and staying blueside, or seeing more content created (the patrons have two arcs, after all - I wouldn't mind a themed arc added as well) then it's more stuff to run.
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So, you want people to skip Aim then.
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Alter coloring options for Trip Mine and Time Bomb
Greycat replied to srmalloy's topic in Suggestions & Feedback
... Wait, wait... someone took Time Bomb? And kept it long enough to even consider the color? *marks on calendar.* -
Well, Voltaic Sentinel was turned into a toggle, which is the only way it's permanent (and which still annoys me, frankly) - it wasn't permanent before. Making the other two toggles would work, too, since they're not really "pets" like, say, Jack Frost or other control set pets. They're more mobile gadgets.
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Officially Unofficial Weekly Discussion #23: Zone Events
Greycat replied to SeraphimKensai's topic in General Discussion
I'm assuming they don't because they're in hazard zones - nobody there to "report" them. -
Officially Unofficial Weekly Discussion #23: Zone Events
Greycat replied to SeraphimKensai's topic in General Discussion
I participate in them... eh, less, these days. Steel Canyon fires are fun with a water or ice user, since you don't have to deal with the backpack. (And occasionally finding *that* spot that doesn't get affected by the blast, if you're not there right away or not quick enough.) The Zig escape would be more fun if it weren't so easy to *break* by having a mob (typically a Freakshow) run off and get lost/killed outside the "event zone" so it needs to be reset. Have the PPD "put up a containment field" or something. The Syndicate takedown's at least ... involved. (I'm not fond of the interior portion, but... eh. Mostly a matter of the maps.) It's a reasonable event. The ghoul one is... meh. So's the protest. Stand in place and hit things. The shining stars/paladin ... thing... I think they disabled, going back to the (more fun, IMHO) old paladin event. Honestly, this one I *like* somewhat because you have some control over it... IF you can find the construction. It's a little tedious just continually fighting the construction and bringing it down, sure, but it feels like you're more in control. Plus a badge for that. And if you don't get there, well, GM and merits. (Should probably be a merit reward for stopping the construction, too. It's a time sink and nobody would feel "cheated" out of 6 merits for stopping it.) Clues for where it is should be given, though. The troll rave is ... eh... there and done, and done by sleeping through it if you're past its level. Plus the Supa Trolls just sort of ... mill around. They should be *doing something.* The ghost ship... more should be done with. I mean, it's a ship... that drops ghosts. That are only really worth fighting in a small level range, outside of which they're either too tough or easy-grey. It could use a revamp. (The same's true with the ghost trapping redside, but with more annoyance as they run out of the range of the ghost trap - or that trap's range is so frigging short, even if you have someone with taunt.) GMs are ... honestly just boring. Get team, punch for two minutes, get 6 merits. (yes, I know, 10 for adamastor.) Every time I see someone suggest a new GM, I just kind of yawn about another bag of HP. There's nothing interesting to them other than getting a badge and merits. I'd like some of the events to at least *lead to* something. They should be able to be soloed - or at least solo completed on hitting 2-3 of them, if they have some number of mobs. Have the Supa Trolls attack something in a way that seems directed. Get clues, when they get put together, talk to Mynx - if you put them together right, get a special mission arc to investigate this altered 'dyne or something. Which also means you'd have to decide if you're dealing with the rave itself or following the STs. The Ghost Ship's got lore behind it which is just ignored. It should lead to *something* about the Moraine. Unlock an Ouro arc that sends you back to when it was lost, maybe multiple arcs dealing with what Mayor Spanky's up to on the side,, *something* more than "punch a bunch of (probably grey) ghosts to get a badge." -
Really needs to be a time limit on necroing threads.
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No, I was listing story arc mission givers, not the repeatable, who has nothing really to do with what's going on in the zone.