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Everything posted by biostem
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I think the better question is just how deep into the "healer/buffer" role you want to go. Defenders get more out of leadership, for instance, which benefits your team, but something like plant control could bring a bit more to the table via spirit tree. At the same time, while Empathy can bring the RAs, Fort, and AB, Pain Domination can bring world of pain, anguishing cry, and painbringer. It all comes down to your individual playstyle, but from my perspective, I prefer pain dom...
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New difficulty setting: Beefier enemies with larger teams
biostem replied to Vanden's topic in Suggestions & Feedback
You lost me at this setting being "forced-on". If you want this as an option, which would be off by default, then fine. Also, punishing AoEs, specifically, seems kind of punitive. -
What amusing thing in game elicits a real life cacke?
biostem replied to FFFF's topic in General Discussion
I wonder how difficult it would be to get the timing down so 1 person could knock the enemy back, then another TP them right back into place midair, then repeat the process... -
No offense to the OP, but every time I read "how feasible", my mind goes to "I would like to see this implemented". The answer is that the degree to which such a request is feasible is something only the devs can answer...
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What amusing thing in game elicits a real life cacke?
biostem replied to FFFF's topic in General Discussion
While playing my dark blast sentinel, I try to finish off enemies with life drain - it gives me a "your soul is mine" vibe, like Shang Tsung from the 1ts live action mortal combat movie. On my storm blast sentinel, I find it so satisfying to finish off runners with lighting strike - just something about my character doing that down-punch animation, followed by some sorry runner biting it to a lightning bolt to the butt! -
What can heroes and villains do together for RP in CoH?
biostem replied to Lord Evilness's topic in Roleplaying
I think the notion of heroes and villains doing things together "for fun" in-game would either require some underlying circumstance or preexisting understanding. For instance, if both parties are morally grey, or at least one isn't outright evil, then it is much easier to explain how they could socialize without things immediately escalating into violence. It could also be that both parties defer to someone else, who through superior ability or for some other reason, compels them to get along. If the more heroic character is very easygoing to begin with, and the villainous one is mostly harmless, then it again is very easy to explain why the two could get along more easily. -
What forum(s) do you never read/post to?
biostem replied to Techwright's topic in General Discussion
I don't play the in-game market, so never visit that section... -
I don't know if you'd even need to dip into the other builds - clever use of power tray switching binds, that include toggling powers on or off, could get you most of the way there. I mean, some of these personas would be "gimped" insofar as they wouldn't take full advantage of your powers, but that's kind of the idea, right?
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The Incarnate system is needlessly complex and fussy
biostem replied to FFFF's topic in Suggestions & Feedback
Just make everything cost threads. -
Here's an idea: Roll a war mace/elec armor scrapper. Take the fighting pool as well. As hercules, you use only the fighting attacks and the auto powers from elec armor. For Horus, take the blaze mastery ancillary power pool, tinted white or gold. Thor would utilize all your war mace and elec armor abilities. Sherlock would be more of an RP form, unless you wanted to dip into the experimentation pool for toxic dart, experimental injection, and corrosive vial. You could take stealth from the concealment pool and utilize a different war mace model or go with battle axe and give Thor the celestial axe, then Robin Hood one more suitable to a woodsman - choose the natural origin for the throwing knife to add to the mix.
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Elemental Blast, or Elementalist set
biostem replied to Communistpenguin's topic in Suggestions & Feedback
I kind of feel like a simple mashup would work better as a mastermind primary - you'd get an animated stone, jack frost, a gremlin, a fire imp, a water spout, and a dust devil, then maybe a fireball, lightning strike, and a stone blast for your personal attacks. -
Elemental Blast, or Elementalist set
biostem replied to Communistpenguin's topic in Suggestions & Feedback
The new storm blast set is pretty close, dealing smashing, cold, and energy damage. That being said, how would you differentiate such a set from a simple mashup of existing fire, ice/water, seismic, and/or storm/elec blasts? -
Silly vampire, nobody plans ahead...
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But the player would have to be within like the 25' radius of enemies to affect them, right? Even if you used it on an unwitting player, if they were within that radius of enemies, that's kind of on them. I'm not saying it's ok to grief players, but if you afk within a group of enemies that could potentially defeat you, then that's just being negligent. I suppose player A could put the debuff on player B, then drag enemies to player B, hoping that they then aggro on that player, but that'd be no different than trying to train enemies on an unwitting player either way, which, AFAIK, falls under such code of conduct violation regardless...
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I think part of the issue is that the presence pool powers simply aren't good enough with regard to the aggro management tools they provide - the single target placate isn't good enough if there is more than 1 enemy, the effect doesn't last long enough, and it doesn't work against those enemies you really want to ditch. Provoke doesn't provide the kind of immediate aggro redirect that anyone taking it would want, and since it lacks the -range component, it's not as useful for stripping aggro off of an ally. Similarly, the fears aren't strong enough and don't last long enough to be better selections than other power picks most characters have available to them. I haven't used unrelenting enough to really speak on its usefulness. Some thoughts: Give pacify a short window where you can deal extra damage against the target, or truly make it strong enough to dump the aggro of at least small groups of enemies. Give provoke a -range component - it could still require an acc/tohit check and have a longer recharge than taunt, to still make that the superior choice. Give the 2 fear powers a -tohit effect or otherwise increase their magnitude and/or duration to make them better choices.
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Congrats! Still, I would like to see more of a warning provided for this TF - maybe grant temp powers to compensate for a team that lacks enough holds or something...
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I think a big part of this is also how the online gaming landscape has changed - especially for adults, many folks just don't have the hours to devote to uninterrupted play. I also think, (at least for me), that my tolerance for BS has dropped dramatically - by that I mean that if I'm on a team, and the leader is being overly demanding with power use, placement, etc, then I tend to dip out after the mission is complete, (and I try to be more on the look out for red flags when joining a TF team).
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Just for the record - I'm not necessarily against allowing some anchor debuffs to be applied to allies - just that their effectiveness would then have to be adjusted to account for the increased flexibility in their use. Also, can we please get the anchor debuffs to shut off when their target is defeated, I hate having to manually detoggle them...
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IMHO it's because the only other solution would be to give tankers a level of damage output that would rival the dedicated damage dealers, which would mess things up even worse, so taunt and other such aggro overrides were put in place...