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Everything posted by biostem
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Devs, Super Reflexes in need of an update....
biostem replied to Blackjoy's topic in Suggestions & Feedback
DEF does not "fail" 5% of the time - It is intentional and by design that attacks cannot drop below a 5% chance to hit; "Working as intended" is not "failing". My reference was to how you erroneously seem to think a floor of 5% chance to hit is somehow a failure, to which I compared it to the 90% RES cap, thereby meaning that at least 10% damage will always get through. Get it: 5% chance to be hit (minimum) and 10% damage taken (minimum). Do enemies benefit from the streakbreaker code, or are you referring to PvP? If it's the latter, well then I don't PvP, so I have no opinion in that case... -
Devs, Super Reflexes in need of an update....
biostem replied to Blackjoy's topic in Suggestions & Feedback
In the case of the cloud of gas, I assume you simply avoid it altogether. Yeah, if you choose to remain within it, then you should take the full effect. With regard to psionic attacks - at least the way they're depicted in CoH, they just seem to be generated by the mind, but are still a visible bolt or dart that has to hit the target, not a direct mind-to-mind intrusion... -
Was able to make it in time. Thank you Homecoming devs!
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Do you mean completely unchanged, or do you mean something like an illusions set tailored for the different ATs, like a MM set centered around summoning illusions, or maybe some sort of illusory debuff set...
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Simply a nice to have feature - Portal Corp
biostem replied to Ukase's topic in Suggestions & Feedback
I could be wrong, but it doesn't seem like Portal Corp is designed around smaller more casual-use portals. That being said, I have no issue with using the door to simply get to the portal on the other side... let's just keep it a simple door, though. You have the mission transporter if you really can't be bothered to go to the next building... -
I just wish we had more ways of depicting our powers - like longer, more elongated stone shards and spears for stalkers...
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While I don't think that mine, (inspired by yours), quite captures the elegance of Operetta, I still think it came out pretty good - "The Alabaster Axe":
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I'm in favor of more options for everyone. The issue is that not everyone has the same vision about how each AT should be portrayed. What if I can come up with a good explanation as to why I have a stone stalker or martial artist tanker?
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Devs, Super Reflexes in need of an update....
biostem replied to Blackjoy's topic in Suggestions & Feedback
Apples to oranges, here; With resistance, you take the full brunt of any attacks, including any debuffs or other nasty side effects they happen to come with. Also, since resistance caps at 90%, by your logic, can it be said to "always fail 10% of the time"? SR also has resistance to defense debuffs built into 7 of its powers. Do any resistance powers have any way of resisting RES debuffs? I know they're much rarer, (-RES effects), but they do exist. I agree that SR could use some love, but I don't think giving it a heal or more resistance is the answer... -
This one is truly phenomenal!
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I feel like the vertical vs horizontal position should (optionally) be about your current movement speed - if stationary or under about 10 MPH, use a vertical poses, and transition more to horizontal as you speed up...
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Even the Kheldians are mostly recolors of existing powers, with a few new ones built just for them. I wonder how much of the VEATS was decided upon from a practicality standpoint and how much for thematic/creative reasons...
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I wonder how good or bad the animal/beast heads would look if you also permitted hoods or hats with them, along with all the different horns and head accessories that entails...
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Unless I'm mistaken, VEATs can still go through the alignment missions and become heroes. On top of that, you blatantly defy your patron in at least Black Scorpion's arc, so using Arachnos' training and resources for your own benefit doesn't seem all that out of line...
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I think what we need is a bikini chest detail and skirt/shorts option, which can then accept a multitude of different patterns, in order to really make the most of this suggestion...
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I really like the large rock formations and overgrowth in Eden.
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The issue is whether "have a break free or mez first" is really enough options to be considered "adapting". Blasters, at least, also retain use of their 1st 2 powers, even while mezzed, so it's not as big of a deal for them. I'm not saying enemies shouldn't have mez powers too, but perhaps them being able to mez players indefintiely shouldn't be allowed. IMO, NPC mez powers should be severe but short-lived, (like no more than 1-5 seconds), and their powers should have recharges far in excess of that duration. I agree that the difficulty could be tweaked, but perhaps debuffs, instead of hard controls, are the answer...
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I'm not big on circumstances that change/replace your character or powers without your say-so. That being said, some sort of voluntary event, (a la a player-controlled monkey fight club), sounds like it'd be a lot of fun!
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The thread title threw me off a bit, but after reading the post - sure! Add animal print EVERYTHING!!
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There's difficulty that requires the player to think and adapt, then there's difficulty that is just frustrating and annoying; This suggestion is the latter.
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I would rather see the animations used, but made into lethal damage - possible mixing in some pistol attacks, to give us a real "high adventure" assault set. Then you could stick to just the whip attacks if you want to go the dominatrix route, or include the pistol attacks for a more Indiana Jones vibe...
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If I'm looking at things correctly, there are 4 whip animations; corruption, lash, crack whip, and hell on earth. If we then add some sort of thematic click self-buff or non-whip-animation-requiring power, then we got ourselves a power pool, which would be available to everyone! To that end, here's my suggestion: 1. Whip Strike - Uses corruption's animation, only without the projectile, (thus it'd only have the same range as the other whip power - about 20' IIRC). Deals lethal damage with a small chance to knock down the target. 2. Lash - As per the same-named power, only dealing lethal damage, with a small chance of knocking the target down. 3. Crack Whip - Again, per the one found in demon summoning, only dealing lethal damage, with a small chance to knock down all targets caught in the cone. 4. Entangling Whip - Uses the hell on earth animation, deals smashing damage, applies a movement speed and jumping debuff, while also applying a mag 2 hold to the target. 5. Empowered Whips - Similar to dual pistol's swap ammo ability, this would give you 2 mutually exclusive toggles, which alter how the other whip powers work. Those would be: A) Flaming Whip - Adds fire damage and a DoT component, but you lose the knockdown effect. Entanging whip would lose the hold effect. (A fear effect may also be cool here, but it may be too good) B) Electro-Whip - Adds energy damage, some end drain, and a chance to stun the target, instead of the knockdowns. Entanging whip would lose the hold effect.
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Doesn't the rage crash apply like a -9999% damage debuff? If so, I can't imagine that a pool power ultimate could possibly overcome that. Best solution woulkd be to get a screenshot of a combat log while you were under the effects of both a rage crash and unrelenting...