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Everything posted by biostem
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The thing is, the NPCs we're guiding aren't "followers" in the sense that'd be required for this to work. I'm not necessarily against making such a change, but as long as they are basically neutral parties that just follow, then they either need their perception buffed way up, or you have to turn off your stealth powers... I mean, they can't be harmed or recaptured, either. Would you be willing to make those concessions as well?
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Why not just have her go to the altar as soon as the mobs around her are cleared? You can have her go back into her "captive status" if more enemies reach her, or something...
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Well, I was thinking something else that's 2-handed, or maybe "hand and a half"...
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I wish we had something between broadsword and titan weapons - slower than BS but more damage, yet faster than TW, but without the momentum mechanic - something like a "greatsword melee" set that was a good compromise between the two...
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I wonder if they could make the granite FX translucent, so your character model appears in the middle of a semi-transparent granite form. Alternatively, maybe they could do something like some of the bio armor FX, where you get encased in the granite visual when first activating it, then burst out of it...
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I really enjoy the pairing of savage melee and radiation armor, (bio armor is also good, bit I've come to love particle shielding). I'm also having fun with my dual blades/electric armor brute!
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Disable +res and +def orange/purple shield icons -- Pleeeease
biostem replied to AxerJ's topic in Suggestions & Feedback
I get not wanting all these FX floating around, but at the same time, those animations are meant to convey what is active on a particular target. I suppose, since you can still see the buff icons in the pet window, this wouldn't leave you "blind" to what effects they're under, in which case, I could get behind an *option* to suppress said FX... -
I would be in favor of being able to basically "fireman's carry" the hostage/escortee, but then you shouldn't be able to attack or hide.
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Think about it - you should have to become visible or otherwise give your position away, for someone else to be able to follow you...
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I'm not sure why it would cost you any inf. If you take into account the time to create a costume I like, we could be talking several hours. That being said, I usually just grab the utility powers from the P2W vendor, but *not* the XP booster, so I can get some "seed money", then I'll sell off any medium or large insps from the "Inner Inspiration" power on the AH...
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Well, Invuln still has its Psi hole, IIRC.
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Open up pool powers to shapeshifted Kheldians
biostem replied to Gulbasaur's topic in Suggestions & Feedback
Part of the consideration for this would have to be that Kheldians get the flight pool for free (PBs) or the teleport pool for free (WSs), not to mention a mix of shields, ranged attacks, and melee attacks that are unique. Nova and Dwarf also get a ton of special buffs rolled into just 1 power. I could see allowing the human form to access the other pools, but special ones for Nova and Dwarf just seem too good, especially since concessions such as the 2 human form attacks being made available in those forms were already made... -
I wonder if they could make it so *any* attack made against you, not just ones that connect, increased fury as well...
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What if the unique proc for one of the sets added a multiplier to brute fury generation, like 1.1 or 1.25% of base?
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If they ask nicely, and I haven't filled the team by that point, then I'll gladly save them a spot, but I also expect them to switch and send a tell in fairly short order. If they demand I save them a spot, well I won't have any of that noise, and will probably move on to other candidates...
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Competition to be the new trainer of Atlas Park.
biostem replied to captainstar's topic in Suggestions & Feedback
What would be fun would be to have the various Primal Earth hero trainers dress as their Praetorian counterparts for Halloween. For April Fools, move Ms. Liberty to the top of the Atlas globe, or maybe have BABs take her place for a little while... -
Suggestion: Thematic Power Customizations
biostem replied to plainguy's topic in Suggestions & Feedback
In theory, I love your suggestion. Knowing what (little) I do about how the game is put together, I think this would be fairly difficult to implement. That being said, perhaps what they could add would be a series of aura options, specifically based around the hand, (more so than the forearm/full arm, as current ones are), which better reflect the various origins... -
New Tunnel Farm (or alternative) for lowbies?
biostem replied to biostem's topic in Mission Architect
So I think I pinned down a good balance of difficulty and XP, with Arc ID 51582. Please give it a try , if you have time. Thanks for your consideration! -
I would say only if the origin should be perceptible by your average passer-by; If they're wearing obvious armor, then yes. If it's something "from within" then you can look however you want. Just keep in mind if your "costume" is indeed a costume, and not just clothes the character wears while doing their thing, then it probably should express something about how that character wants to express themselves. If the costume has multiple components that are supposed to be of the same material, and you want a coherent look, then colors should be coordinated. If you are intentionally going for a more chaotic look or one that is supposed to appear as improvised, then go w/ whatever you like. A lot depends upon how much you care about origin as CoH defines it; If your archer's abilities come from their skill, and the fancy arrowheads are secondary to that skill, then I'd go with 'Natural'. If, however, the special warheads, or other abilities, are the more prominent aspect of said character, then I'd go with tech. In short, you can pretty much make any origin work. I think "supposed to" is the wrong term here; The question is whether the character wants others to be able to tell at a glance what kind of powers they have. I would say it's a matter of overall look and proportion - do you want the character to look statuesque and elegant, or broader? The pattern you apply to the cape also affects this greatly. A good rule of thumb is to go with complimentary colors or contrasting colors, but not both. There's no singe set of rules that work, however.
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So I've noticed this cool little side-effect, which resulted from changing my character's rocket boots from the default appearance to the tinted one that occurs while jumping or flying - you get this really cool jetwash effect you zone while flight is on. Toggling flight off then back on negates the effect and returns things to normal, (the 1st screenshot below is with the effect occurring and the 2nd is how it should normally appear). Frankly, I think it's really cool!
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Sins of the Devs are visited upon the players
biostem replied to The_Warpact's topic in General Discussion
This is total conjecture, but I'd guess that the "code" you enter is not some arbitrary value, and perhaps could point to any instanced content, if you knew that right value to enter... -
Sins of the Devs are visited upon the players
biostem replied to The_Warpact's topic in General Discussion
You are applying your own methodology here, not that of the CoH community circa 2005-ish. Most blasters did not, in fact, leverage their melee attacks back then, thus the distinction of a "blapper", to quickly and easily distinguish themselves from "regular" blasters, which only really leveraged ranged attacks. In reference to the term "tankmage" - that term predates CoH, and reflects a character that possesses both strong ranged attacks AND defenses/is high durability. It's not a reference to CoH tankers... -
Sins of the Devs are visited upon the players
biostem replied to The_Warpact's topic in General Discussion
First, when CoH was young, there were only Blasters, Defenders, Scrappers, Tankers, and Controllers. Blasters were the only ones who had extensive access to both ranged and melee attacks via their primary or secondary sets. Instead of calling them a "ranged blaster" or a "melee blaster", the term "blapper" was coined for the latter. I do recall the term "scranker" being used somewhat for a scrapper who invested more in survivability and the presence pool, however. After CoV was introduced, there were some people calling themselves "tankerminds", and controllers who slotted their primaries more for damage were sometimes called "blastrollers"... -
I agree, but without knowing the specifics of what changed between then and now, all I could provide was a possible fix. I'm glad it worked for you, but you could also see if there was a restore point created within the last few weeks, by Windows, and attempt to revert to that. Cheers!
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Traumatic Brain Injury player needs advice on Symphony Doms
biostem replied to Antarticaa's topic in Dominator
I'm going to speak in very general terms, here, so my advice may not apply to every circumstance, but I think it is generally useful: 1. Slot your attack powers with 2 accuracy, 3 damage, and an optional endurance reduction or recharge reduction, depending upon if you have any endurance issues or need those attacks up more often. 2. For your control abilities, I'd go with this - 2 acc, 2 of the appropriate effect, (hold, disorient, immobilize, etc), then 2 recharge. Swap out 1 of the mez enhancements for an endurance cost reduction if you have endurance issues, or an additional recharge if having the power up for often is a priority. 3. As an alternative to #2 above, go with a similar 2 acc, 3 dmg, 1 end redux or rech if slots are available.