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Everything posted by biostem
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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. -
This may sound weird, but are they even enemy NPCs at that point? I may be that they actually only exist as an object, which spawns in the actual enemy once you get close. However, while we're on the subject, I'd like to be able to target Freakshow mid-rez...
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If separate volume controls aren't an option, then what I'd like to see is a different 2-fold approach: 1. If a glowie appears in your field of vision, mark it on the minimap. 2. Add a sort of "visible sound" effect - greatly expand the glowing effect to have it do a slow flashing or add some sort of "sound lines" graphic, which expand and contract to & from the object...
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While I can't speak to the bind/those files previously working, why not try a new one that only switches costumes, with nothing else that may be getting in the way...
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Are you waiting the 15 or so seconds before trying to change costume again? What power is in slot 6? Why are you including the "emote none" part?
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How can I keep my alts active while I'm out for surgery?
biostem replied to Blazon's topic in Help & Support
Your characters shouldn't get deleted, no matter how inactive they are, and they are only in the "warning" phase regarding the possibility of losing your character names, which means that you may get a '!' indicator next to them on the character select screen, but even then, no actions will be taken at this time. Even if you did lose the character's name for some reason, you'd just have to change it when you logged back in, so the character and any progress won't be lost, regardless... -
Allow co-op Newspaper/Radio missions in Kallisti Wharf
biostem replied to biostem's topic in Suggestions & Feedback
Use the existing call box object, place a bunch around the zone, and allow our characters to "respond" to them, thereby bringing up a selection of 3 random missions, much like Radios/Papers... -
The issue is, AFAIK, the only way to make you immune to outside effects is via an untouchable flag, a la phase shift, which wouldn't really be feasible in this context. Perhaps some method of having an emote resume/persist if interrupted, could be implemented - so you'd still react to the outside effect, but go back to what you were doing before...
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Allow co-op Newspaper/Radio missions in Kallisti Wharf
biostem replied to biostem's topic in Suggestions & Feedback
Well, have each individual player access whichever is appropriate for them, (radio for heroes/vigilantes & paper for villains & rogues), then all you'd need to address is permitting any faction in the selected mission... -
Just expand it to be useable on *any* defeated entity, then scale the damage it deals based upon the target - Players = AVs/GMs > EBs > Bosses > LTs > Minions > Underlings
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I could be wrong, but I think that's the Valkyrie pattern...