-
Posts
7768 -
Joined
-
Last visited
-
Days Won
94
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by biostem
-
I mean, neutrino bolt for defenders, (haven't checked on corruptors), has like only a 2 second recharge and animates pretty quickly. If you wanted to max out its recharge, you could get that down to about 1 second. I'm not sure on its exact animation time, but it's pretty quick. Permitting 2 attacks would seem like a better option, IMO...
-
Nu-uh! brawl -> origin power -> shadow maul -> nemesis staff -> undead slaying axe -> rest
-
There has to be some overhand chop animation that could be used, here. I'm not at a computer w/ CoH to check, ATM, though...
-
There are many factors to consider, but I can provide an anecdotal one that may shed some light on things: I have a 50 kin/son defender. My main attacks are basically shriek and shout, (each 6-slotted with the Defender AT sets). Between the set bonuses and siphon speed, I can pretty much cycle between those 2 attacks nonstop. I will use howl and siren's song if I need a bit of AoE punch or control, but otherwise it's just those 2 attacks...
-
I hope that you wouldn't have these homeless as the enemies you fight. As @Thrones intimated, it's unfortunate that you basically strip The Lost of their power in the name of "saving" them. It would be cool if you wrote an arc centered around a group that was trying to rehabilitate some member of The Lost, and finding a way to reverse the physical changes while retaining the power-granting ones, perhaps with an eye toward community outreach and possible hero work. It'd also be interesting if the usual actors, (Crey, perhaps Arachnos, and maybe even some corrupt PPD or Freedom Corps members), were trying to weasel their way into this program and hog the results to themselves...
-
Darkness is nice because poison lacks a self heal, and life drain is simpler to use than dehydrate. You also benefit from a greater tohit debuff as a defender, and the immobilize is useful to keep enemies at range, (and clustered together for poison's small AoEs).
-
How you you apply a damage cap that only affects 1 power? Isn't "damage" a global cap for each character, based upon their AT? I suppose you could add a check that says "is this character already affected by rage, and if so, do not apply the +dmg component to any subsequent applications of the power"...
-
It would be interesting if we had to go inside of DJ Zero's or maybe AE's computers to eliminate the various glitches and other corrupted entities from the Mapserver Event...
-
"Sonic" damage is represented in-game as a combination of smashing and energy damage, so I'd be fine with that. I wonder if rage could be rebuilt into a power that initially applies a self damage debuff, and requires you to actually engage in combat a bit, then it starts to tic up, (though then it may bee too much like a brute's fury). Is there a way to simply remove the crash but either not allow the rage power to stack or not allow it to benefit from recharge reduction effects at all?
-
That's great to hear! Yeah - it's not about running the tunnel farm all the way to 50 - just to a point where you can afford some enhancements that won't expire, so you have a baseline level of functionality for the rest of your character's progression...
-
You really need to avoid using absolute statements like "its not a debate", (we are clearly doing so right now), or "no body cares", (at least some folks obviously do), or "farming was always the endgame" - it isn't.
-
I mean, if a stone melee stalker can do it, then I can suspend disbelief that an axe stalker could as well...
-
No doubt. I'm trying to think off the top of my head if there's an animation where you swing a weapon from over your head, where you could hold it there for a brief moment for the slow assassin strike...
-
Well, they lose whirling sword for their version of broadsword, so I was just following suit...
-
Simple suggestion: I really like battle axe on my melee characters, and would love to see it made available to stalkers. It should be a simple enough conversion to make, (replace taunt/confront and whirling axe with assassin's axe and placate). Bonus points if we could also get a scythe weapon model added as well!
-
There are very few buff powers that can provide the kind of constant benefit that rage can. It'd need some kind of tradeoff - would you be in favor of it not being able to be made perma, or working similar to a build-up power, (short effect duration, longish recharge)? As for handclap, it seems thematic for it to do knockback, not knock-up; That's foot stomp's schtick. I could see it doing some damage, though. You could always slot it for knockback->knockdown...
-
I wonder how difficult it would be to code in something that simply opened a FAQ post on the forums, (only in-game), that was curated by the mods, (but users could submit topics, pending approval of course).
-
Complete Creation and Return to List
biostem replied to Perma-Newbie's topic in Suggestions & Feedback
The problem is, as I understand it, that the game still has to actually spawn your character into the game world to complete the character creation process, meaning that there'd still have to be a loading screen and such... -
Please Watch Video & Tell Me How You Would Design This Character
biostem replied to Bojutsu's topic in General Discussion
It's kind of a vague concept, as far as how it'd translate into game mechanics. Maybe something like a mind control/time manipulation controller. Perhaps you could do gravity/storm to represent the various mechanisms at his disposal to assure the "Return to Sender" letters reach him? -
This is going to sound weird, but give Warhammer 40K; Mechanicus a try. The point of view is different, and it is blatantly turn-based, but you have a somewhat related upgrade/progression system and you have a lot of flexibility in how you build your squad. You could also give Champions Online a try - it's a little newer than CoH, and is F2P. Without knowing the specific features you're looking for, it's harder to recommend more games. Best of luck to you!
-
Honestly, some sort of check *before* you slot beyond the 5th version of a particular set would be a better tool, since if you've already slotted more than 5 of a particular set bonus, you;ve already made a pretty costly mistake...
-
I'm not against this per se, but I wonder how well the advice would age and how much of that advice it would provide would be objective vs subjective - like slotting a stealth jump IO into sprint. I also wonder how much work would be required to do such an analysis. Maybe it could just give the basic info, like having more than 5 of the same IO set bonus provides no additional benefit, or how slotting more than 3 of the same SO or higher of a particular type in a single power tends to suffer severe diminishing returns...
-
The chest detail & belt almost look like a turtle shell. Really nice!
-
I meant "mass" as in like 2 or more controllers/dominators just toggling this hypothetical power on against an AV or something, to keep it locked down forever...
-
You could forego the boosts and just run the tunnel farm - they help, but aren't absolutely crucial.