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Everything posted by Safehouse
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I'm experiencing this issue as well, specifically the "things being black" issue when I hover my mouse over the launcher. Has anybody else experienced this or determined the fix? I'm on Windows 7 64.
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So I love the idea of long range teleport. I don't mind it being behind exploration badges, personally. What I've been doing while playtesting my EM/INv scrapper is, every time I come into a new zone, I run around and grab the exploration badges. My only beef with it is in the activation/animation. Currently when I click to activate it I just sort of... stand there... hands splayed beside me. I see the circle around the power spinning, but otherwise no sign that there's success. The game feels like it freezes. Then, after a long pause, the zone list comes up. I would like to propose: 1. That the zone list come up upon using the power - before any sort of action animation plays, and; 2. That there be some sort of effect and/or sound that plays to indicate that the power is working. Otherwise, I don't mind the activation time itself.
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I tried to take a screenshot, but the capture did not include the actual window, and now I can't get on to try again. While testing EM on the Beta Server this AM, I saw a typo in the "Property Damage" meter of the Paladin event in King's Row. It could be fixed on the live server. It currently says "Property Damange."
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Focused Feedback: Energy Melee Revamp
Safehouse replied to Jimmy's topic in [Open Beta] Focused Feedback
I hadn’t seen that, but yeah power crash is affected by energy focus, not whirling hands (unless I missed WH lighting up too). The tooltip should probably have power crash in there. -
Focused Feedback: Energy Melee Revamp
Safehouse replied to Jimmy's topic in [Open Beta] Focused Feedback
I mean, gee, at least it ain't the monk rotation. Talk about dancing! -
Focused Feedback: Energy Melee Revamp
Safehouse replied to Jimmy's topic in [Open Beta] Focused Feedback
Feedback On the First Ten Levels of Energy Melee As I said I would, I rolled out a new character, a scrapper, this time starting from lvl 1, and beginning through the 'early game' experience instead of jumping straight to the endgame. Really want to get a feel for how the "new energy melee" feels. The Starting Steps I took a couple of steps that somebody rolling out a new character on live would likely not be able to take. This test is not completely devoid of freebies because I wanted to try out the SOs change and the priority is checking out how EM feels overall. Rolled out "Safehouse," made a costume with shoulder kitty. Freebied lots of inf. Ran to P2W and bought out pretty much everything. Playing +0/x1 to start but anticipate fussing with this setting to test the feel as we go forward. Set to have solo bosses. Ran the "Save Atlas Park" story (Habashy->Sondra->Aaron) Ran the first "Shining Stars" arc Started the Kings Row Skulls storyline By level 10 I had: energy punch (1); resist physical damage (1); barrage (2); temp invuln (4); bone smasher (6); build up (8); resist elements (10) So How'd It Go? Since it's only the first ten levels and we're just "getting stahted" here, there isn't a whole lot to note, but I have a few high-level thoughts. At the beginning, energy punch feels a little slow with its slower recharge time. This is personal preference, but I like my T1 skills to be overall faster hitting, and I would swear that on live right now energy punch is a noticeably faster recharge time than barrage. For the first few levels, it caused a bit of a slow down in combat. This is quickly remedied, and probably isn't even anything worth noting as the first few levels end up in the rearview so fast. Then level 6 came around, and I got bone smasher, and hoo boy things got spicy. The new animation time for BS is great. I love it. EP->barrage->BS (and vice versa, opening with BS) felt nice. The new upgrade capability, and SOs being available right out the gate, are game changers for early leveling, and its noticeable with Energy Melee. Being able to kit out SOs right away made my quibble about the EP recharge time a non-issue. Enhancement management was made so much easier with this change, and it was a fix I didn't even know I wanted. It's not cheap, though (at level 10 I spent almost 300K inf just to get my slotted SOs upgraded). Folks without a lot of spare inf to go around are going to end up poor very quickly. It is not the kind of thing players will be able to afford doing every level (if they're like me; I'm very bad at accumulating inf). This is not the thread for that discussion so I'm going to leave it at that. On scrapper, Energy Melee feels amazing. It hits hard, but currently does not feel overtuned (SO FAR) compared to other sets I have played on scrapper. The crits are beautiful. The powerset just feels "right" and fits my scrapper concept like a glove. Took on bosses without issue. The Bottom Line In short: It feels good, man. That's probably all you need but I love to hear myself talk (erm... type?) so... In the first ten levels, I'm still sold on new EM. It feels smooth. I couldn't believe how fast I got through these first ten levels. I got a bit of tunnel vision because of how much fun I was having that I almost got myself killed. Overall, not a whole lot of the changes have come into play yet (eg energy focus mechanics) so I don't yet know how things will change when that time comes. However, the early level changes such as new bone smasher feel great. Wouldn't call it a verdict yet, but so far I haven't wanted to touch my live characters because I've been so engrossed on the beta EM. Next Steps I'll shift gears to the Hollows and do the "Frostfire" storyline. I may also even try to run caverns of transcendence solo. I'll also finish off the kings row storyline and start running around in Steel Canyon. There's a midnighter storyline to level through. Hope this wasn't too rambly and actually provided some feedback of worth! -
Focused Feedback: Energy Melee Revamp
Safehouse replied to Jimmy's topic in [Open Beta] Focused Feedback
So far I’m in total agreement and will be one of those energy melee relatives. I have an energy/inv brute I think I may totally reroll into a scrapper. Heck, I’m considering a reroll of my kinetic/energy scrapper. I’ve always kind of liked EM warts and all, but even for me this is a game changer. -
Focused Feedback: Energy Melee Revamp
Safehouse replied to Jimmy's topic in [Open Beta] Focused Feedback
Haven’t had as much time to test it out as I would like - wife and I are on baby watch (she was due Thursday) - but I have tinkered a bit and have some initial thoughts: Tested out a kitted out (not min/max but pretty nice) scrapper energy/invuln/body. It played like butter. I absolutely loved it. Just running a few of the level 50 mishes felt like a revelatory experience. TF, ET, BS, and PC all feel pretty good to use. played with a stalker and I second the questions on whether the stronger PC was intentional. I have yet to see how the leveling experience feels - I was too keen to check out endgame. Still have to test pylon times but I’ll be checking out leveling in the side (will use the chance to check out the accolade teleport and new stories while I’m at it). overall I’m having so, so much fun with revamped Energy Melee on my scrapper. I see rerolls in my future depending on what goes to live after beta is over. I’ll come back to discuss leveling when I get to it, but my plan is to take all attacks except for confront, take all invuln skills except for T9 (I’ll stick to invuln since that’s where I started), and then slot over time in the same fashion I slotted my “jumped to max” character. It’s easy for me to say “I can’t wait to play this character on live” when I already have all the IOs, incarnates, skills and slots I would play at live. In truth I can’t feel confident saying “it’s good” if I haven’t really checked out how the experience from lvl 1 feels. But right now, I ADORE new energy melee. -
I hear ya. My main, Astellus, resulted from a combination of struggles I had with both Sentinel and Peacebringer. I had a "cosmic magic super" idea in mind that, thematically, would have fit well with a human-form peacebringer, but I have struggled to actually make that concept work with PB, so I used the PB AT for a different character concept. Astellus is a kinetic melee/energy aura/mu scrapper. He's given me the combination of melee/ranged abilities that I always wanted, without me feeling anemic in the damage department. My only issue with it is that I wish I could give him street justice animations instead of the hand twirlies/jazz fingers kinetic melee has (I do like the "twisty energy" look, personally, just not the hand motions as much). BUT, I get my "cosmic" theme while I also now have: 4 melee attacks (quick strike, body blow, smashing blow, and concentrated strike); 5 ranged attacks (repulsing torrent, focused burst, mu bolts, zapp, and ball lightning), and; A really pretty, and pretty awesome, defensive set (energy aura is perfect for my concept of 'character with an aura like interstellar plasma'). I don't worry about min/maxing much. My priority is builds that fit character concepts, so I may sometimes take skills that others would skip (a case could be made for foregoing on Concentrated Strike in favor of something else, as that power has... issues). If it helps, I have posted my build below. Again, definitely not a "min/max" build, but I'm having a fun with it. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Astellus: Level 50 Magic Scrapper Primary Power Set: Kinetic Melee Secondary Power Set: Energy Aura Power Pool: Force of Will Power Pool: Leaping Power Pool: Flight Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Quick Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(7) Level 1: Kinetic Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def(9), ShlWal-Def/EndRdx/Rchg(15), ShlWal-ResDam/Re TP(15) Level 2: Body Blow -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(5), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Acc/Dmg/Rchg(9) Level 4: Dampening Field -- StdPrt-ResDam/Def+(A), ImpArm-ResDam(11), ImpArm-ResPsi(11), ImpArm-ResDam/EndRdx(19) Level 6: Smashing Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Acc/EndRdx/Rchg(17), Mk'Bit-Dam%(19) Level 8: Power Siphon -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx/Rchg(21), AdjTrg-Rchg(21) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Power Shield -- Rct-ResDam%(A), Rct-Def(23), Rct-Def/EndRdx(23) Level 14: Mighty Leap -- BlsoftheZ-Travel/EndRdx(A) Level 16: Energy Protection -- Ags-Psi/Status(A), ImpArm-ResPsi(25), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(27) Level 18: Repulsing Torrent -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/EndRdx(27), SprFrzBls-Acc/Dmg(29), SprFrzBls-Acc/Dmg/Rchg(29), SprFrzBls-Dmg/EndRdx/Acc/Rchg(31), SprFrzBls-Rchg/ImmobProc(31) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A) Level 22: Burst -- SprAvl-Acc/Dmg(A), SprAvl-Rchg/KDProc(31), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), FuroftheG-ResDeb%(34) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 26: Focused Burst -- Apc-Dmg(A), Apc-Dmg/Rchg(34), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(36) Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(39), Prv-Absorb%(39) Level 30: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39) Level 32: Concentrated Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(40), SprScrStr-Acc/Dmg/Rchg(40), SprScrStr-Dmg/EndRdx/Rchg(40), SprScrStr-Acc/Dmg/EndRdx/Rchg(42), SprScrStr-Rchg/+Crit(42) Level 35: Energy Drain -- EffAdp-EndMod(A), EffAdp-EndMod/EndRdx(48), PrfShf-End%(50) Level 38: Overload -- LucoftheG-Def/Rchg+(A) Level 41: Mu Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(42), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(45) Level 44: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(45), ExcCnt-Dmg/ActRdx(45), ExcCnt-Dmg/Rng(46), ExcCnt-Dmg/Rchg(46), ExcCnt-Stun%(46) Level 47: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(48) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Dmg-I(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Run-I(A) Level 1: Prestige Power Slide -- Run-I(A) Level 1: Prestige Power Quick -- Run-I(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Run-I(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Heal-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(50), EndMod-I(50) Level 1: Quick Form Level 50: Ion Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Polar Lights Core Superior Ally Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment Level 50: Musculature Core Paragon ------------
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Thanks for answering my questions! Can't wait to finish work so that I can really start fiddling with it 😁
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Both of these builds look pretty neat. And you don't catch yourself ever missing the epic power pools? From what I've read psionic tends to be a go-to ancillary pool (if people pick up an epic to begin with), if only for link minds. The fire/invuln route seems like a good choice for the character concept I have in mind 🙂
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That's pretty great to hear! Glad to know it's held up. I created the character (making the bio now), and so far in the first couple levels it's proven pretty fun already. Actually didn't realize the nature of the crash you experience with unstoppable; after your post I looked it up and realized I think I'd rather skip it.
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I'm thinking I'll be giving this fire/invuln build a try! Torn between invul and regen as my secondary. Have you made any tweaks to it since previously posting it? It's a powerset combo that looks pretty fun. Out of curiosity, was there any reason you didn't want to take unstoppable or go with an epic power pool (I just like to know the 'why' of builds rather than just copying wholesale without having proper understanding).
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YES. Kings Row is always the "Batman" zone to me (don't ask me why, it just feels that way), and I feel like rainy dingy Kings Row would serve to accentuate that feeling dramatically. Throwing my agreement in about the zone aesthetics. Paragon City needs some facelifting. I also love the idea of the changes to make it more alive, like traffic (both vehicle and foot), and changes over time. I would adore watching the city recover from a battle - especially when there's an event like a Rikti invasion or something like that - gradually over time. And a restaurant or some other location that actually has visuals in the city would lend itself nicely to RP. Pocket D is nice, but it feels so removed from the city sometimes. Imagine a restaurant where not only players but NPC's could also come in and out. Would make me feel like I'm part of the city, like it's a home that matters to me even on my "down time" when I'm taking a break from heroing. All in all, I would really enjoy the zones each having their own unique aesthetic. I love King's Row as it is, and Atlas Park's facelift I think really helped it. As people have said, Steel Canyon needs a little something that really accentuates the fact that it is the "financial center" of the city, with unique architecture and designs. I wouldn't mind if Skyway City got a little love, though I do like the zone's overall theme as a "travel hub" that also has somewhat fallen to the wayside in recent years. There's a lot of opportunity to facelift in a way that retains the game's identity, while also really accentuating the things that make the different zones unique.
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Awesome! I hang out on Everlasting; I'll look forward to taking a look!
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Ah, I gotcha. For the character concept I prefer to keep invisibility, and I do like having the LOTG +rchg, so I think for now I'll keep invis. I'm looking at time shift and switching out to a stun set. Do you have any personal favorites? I'm currently slotting Stupefy because I like the set bonuses that it provides 🙂
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Thank you for the feedback! I'll take that into advisement and make some tweaks. Regarding invisibility, does it make sense then to pick up a different power over it, and maybe just stick with stealth? If so, any recommendations? Although I said I don't LOVE hasten, I'm not averse to including it in a build if I have the room. Does that make more sense than invis?
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Of all of the calculations, the fact that we would be at Issue 48 really slammed hard to me. By this point, not only would the Coming Storm have come and gone, but it would be as distant of a memory as issue 0/1 was to players by the time of shutdown. So much of the game as it currently stands is centered on the buildup to Battalion. Heck, even the Dimensionless (which were going to be the enemies after Coming Storm) would probably be deep in the rear view by now. I wonder if we would have had a new expansion? Potentially major graphic upgrades? There's so much that might have been. Agreed. I'd be somewhat hesitant to play it with NCSoft at the helm (been burned before and all that), and the Paragon Studios devs would be missed, but there remains opportunity even now. There's a dearth of superhero MMOs out there (at least ones that I'm personally interested in). A "refreshed" COH or even COH2 would be pretty rad.
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Hello all. Currently planning out a build for a Dark/Temp blaster concept, and I wanted to see if there were any thoughts on it. This is my first time building something so I could be way off base. I also am pretty sure this is an expensive build, so I don't know if there's any advice for IOs I could use while I'm raising the dough for the final build. Cold Mastery was chosen for character flavor. One final thing I will note: I know lots of builds include hasten. Entirely personal bias here, but I just don't love hasten being a core part of builds, even though I know it's a great skill. In the case of this build, I felt I would prefer sacrificing hasten for a little bit more defense. If doing so has really gimped my planned build, I'll have to revisit that. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Faerwald: Level 50 Magic Blaster Primary Power Set: Dark Blast Secondary Power Set: Temporal Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Cold Mastery Hero Profile: Level 1: Gloom -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Time Wall -- ImpSwf-Dam%(A) Level 2: Umbral Torrent -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(9), OvrFrc-Acc/Dmg/End(9), OvrFrc-Dmg/End/Rech(11), OvrFrc-Acc/Dmg/End/Rech(11), OvrFrc-Dam/KB(13) Level 4: Time Stop -- SprEnt-Rchg/AbsorbProc(A), SprEnt-Acc/Hold(34), SprEnt-Hold/Rchg(34), SprEnt-End/Rchg(36), SprEnt-Acc/Hold/End/Rchg(36), SprEnt-Acc/Hold/End(36) Level 6: Fly -- BlsoftheZ-Travel/EndRdx(A) Level 8: Moonbeam -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(13), ExcCnt-Dmg/ActRdx(15), ExcCnt-Dmg/Rng(15), ExcCnt-Dmg/Rchg(17), ExcCnt-Stun%(48) Level 10: Chronos -- AdjTrg-Rchg(A), AdjTrg-ToHit(39) Level 12: Tenebrous Tentacles -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(17), TraoftheH-Acc/EndRdx(19), TraoftheH-Immob/Acc(19), TraoftheH-Acc/Immob/Rchg(21), TraoftheH-Dam%(31) Level 14: Assault -- EndRdx-I(A), EndRdx-I(25) Level 16: End of Time -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(48) Level 18: Abyssal Gaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(21), SprBlsWrt-Acc/Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Rchg/Dmg%(37) Level 20: Temporal Healing -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(45), Prv-Heal/EndRdx(45), Prv-Heal(46), Prv-Absorb%(50) Level 22: Stealth -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(31) Level 24: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit(31), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(50) Level 26: Life Drain -- ThfofEss-Acc/Heal(A), ThfofEss-Acc/EndRdx/Heal(27), ThfofEss-Heal/Rchg(27), ThfofEss-Acc/EndRdx/Rchg(29), ThfofEss-+End%(29) Level 28: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-ResDam/Re TP(37), ShlWal-Def(39) Level 30: Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37) Level 32: Blackstar -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34), Arm-Dam%(48) Level 35: Time Shift -- CldSns-ToHitDeb(A), CldSns-%Dam(39), CldSns-Acc/ToHitDeb(40), CldSns-Acc/Rchg(40), CldSns-ToHitDeb/EndRdx/Rchg(40), CldSns-Acc/EndRdx/Rchg(50) Level 38: Time Lord -- GldArm-3defTpProc(A) Level 41: Snow Storm -- PcnoftheT--Rchg%(A) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46) Level 47: Hibernate -- EndMod-I(A) Level 49: Hover -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Clr-Stlth(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 50: Nerve Core Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Barrier Radial Epiphany Level 50: Support Radial Embodiment ------------
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Congrats on the win! I was watching this thread and checked in to see if any sort of strat had been worked out. Never did Barracuda before so it was fascinating to watch the discussion. Side note: every time I have seen this thread title pop up on the forums the song “Barracuda” has started playing in my head.
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Having been on my Kinetic Melee/Energy Aura/Mu Mastery scrapper for a while, I've decided it's really time to change things up. I've actually already created my next few alts. In order of priority: Energy/Atomic/Cold science blaster Bowshock. Already planned a build and got my first few levels on him. So far a TON of fun and the character concept is shaping up nicely. Probably has the highest risk of dethroning my KM scrapper as my main. Dark/Dark/Dark magic sentinel Faerwald. Supernatural investigator character concept. People don't like him because he uses "dark" magics. REALLY hates Skulls and Circle of Thorns. Gravity/Energy/Psionic magic dominator Procyon Centauri. Having a bit of a harder time with him; it's a different playstyle than I'm used to, but really freaking fun if I can not die. Cosmic wizard type, deals with interdimensional spacey threats. Think Cthulhu-esque stuff. Magic Peacebringer Sun Shrike. Character concept has a lot of potential. Void Hunters/Quantums wrecked my day so I'm torn. Like him though. Energy/Willpower/Pyre mutation brute Safehouse. Most likely to move way up my list, because I'm really enjoying EM, and frankly the character concept is awesome. Originally an arrogant guy who spent his childhood surrounded by people who always told him he would be amazing, a gold standard hero. Really has a big head. His journey has to do with sort of figuring himself out after a humbling experience. Really excited to explore his character/arc and build. Given he's also my namesake, yeah, he'll probably move up my list.
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Before I discovered COH (in 2010, I was late to the party), the only games I'd played were on SNES or SEGA, like Mario and Sonic the Hedgehog. Never really touched anything beyond that. But boy, COH got my number and sucked me right in. As with you, I got so hooked on COH that it was something of an addiction. Played a ton during summer and winter breaks when home from college. Now, with it back, I definitely choose COH over TV (well nowadays, my laptop is strong enough that I can easily play with TV on in the background)
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I can get that. Because the animations actually can affect powerset mechanics, it could cause balancing issues. If I need a little hand wiggle to be mechanically consistent, I'll take it! It's all for the cause: lasers from the hands!
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- beam rifle
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I think part of what can cause some weirdness is the fact that I'm sure some numbers/balancing decisions are based on animation time. For instance, another set I would love to see get alternate animations is Kinetic Melee (I'd love KM with Street Justice hand movements). However, if something like that was done with KM, I'd bet a balance pass would be needed because of how different the animation times are with different sets. Beam Rifle might not have that big of a difference in animation between gun attacks and, say, energy blast animations, but others might not be as cut and dry. Finger guns would be a lot of fun! I can think of at least one sentinel that comes to mind that I'd have a lot of fun playing. It does bring to mind that, on the converse side of "weapon blasts without weapons" there are likely lots of people who wish they could have blast sets WITH weapons. Not just wands, but even flamethrowers, rocket launchers etc. This thread is probably stepping on that thread's toes and I should have posted my wish in there. With everything on their plates, I'm not sure how high up on the priority list alternate animations are, so you could very well be right on the 50 year estimate.
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- beam rifle
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Acknowledging that this is wishful thinking, one of the alternate animation options I wish was available for the beam rifle set is the ability to shoot the beams from my hands. Conceptually, I have a character who doesn't fit with energy blast, or with any other blast set that really exists; nothing out there lets me shoot laser beams of hyper hot energy from my fingertips. Then I see Beam Rifle, and I love the blast effects and the overall mechanics of the set! I just wish I had the option to do away with the giant gun. I'd be all over that set. Does anybody else experience stuff like this? Any sets you wish had a "no weapon" option? Any folks out there who wish they could shoot bullets from their hands? ☺️
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- beam rifle
- power customization
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(and 1 more)
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