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biostem

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Everything posted by biostem

  1. The problem is that, generally speaking, villains act and heroes react; Villains initiate events and take steps to realize their schemes. Heroes take action *against* what those villains have already begun. To truly make our redside characters into villains, we'd need to be able to establish their motives and method of accomplishing their goals; Maybe your character is a schemer and engages in blackmail and kidnapping. Maybe your character is all about physicality, so they directly attack their opponents. Either way, we, as the OP pointed out, just take out marching orders from our contacts, which is more mercenary-like than truly an independent force...
  2. One thing that I thought should have been implemented from day 1 is to have a sliding scale of debuffing effects from "unaffected" to "completely locked-down". Right now, an enemy is either held or they operate at 100% effectiveness, (barring any secondary effects a mez power might impart that are secondary to its actual hold effect). What if, for instance, a hold would apply a slow, then a recharge debuff, then a tohit debuff, then a damage resist/defense debuff, and so on, culminating in the total lock-down, once enough mag is reached?
  3. Go fight some end-draining enemies without a lot of blues on hand, and tell me how things go when all your toggles get knocked off. Yes, those using click-type mez protection powers are susceptible to recharge reductions, but while the click-types can be made to overlap out of the box, (thus combating those -rech effects), you cannot slot for end drain protection...
  4. It is not my problem that a person discussing a change or addition to game mechanics doesn't even understand the terminology. Another auto-cast or auto-fire slot is not "more than one click" - regular powers are click-type. Powers that get switched on and their effect persists are toggles. The OP was asking for an ability to set another power to autofire and/or to have that ability limited to just click-type mez protection powers. My contention with the suggestion is that click-type status protection powers were specifically designed to be able to be easily permable and do not have any "maintenance costs" like toggles do; They cannot be switched off, (in the event of end drain, for instance), which is a huge advantage in the late game, (vs groups like Malta, Carnies, etc). If you're referring to how the quote was in larger text, well that is a result of a quick copy-paste of the thread title.
  5. That's why you slot for recharge, and why they can be made to overlap. A similar case can be made for toggles and enemies that drain your end; Each type has its advantages and disadvantages.
  6. So one issue I've been having lately is that many of the characters I've created use powersets that were chosen for their effectiveness above all else, (excepting a handful of RP characters). What powersets do you feel look powerful and impressive? I'm more concerned with the aesthetic than the actual functionality. Your input is greatly appreciated! Thanks!
  7. The thread title is "Give Defensive Powersets with clicky mez protections the option to have an extra auto cast (just for the mez protect)" How are you interpreting "auto cast" as "toggle"?
  8. I thought the thread was about wanting to grant them another autofire slot, but only for click mez powers, not turning it into a toggle...
  9. Those mez protection powers being clickies instead of toggles already have substantial advantages over toggles. We don't need to give such sets extra benefits beyond what they already have.
  10. Then increase the AoE, or have it able to affect pets while they're playing their summon animation. EDIT: Another alternative, (though more complicated), would be to add a new version of each pet summoning power as you unlock the upgrades; Basically a "Summon T1 + upgrade 1" and "Summon T1 + upgrade 1 & 2"...
  11. I've experienced this as well. The best short-term advice I can give is to position all your trays/windows exactly where you want then use wdwsave and wdwload, (possibly even binding the load command to a handy key). The latter command should restore the windows/trays to the exact position they were at when you used the save command. If you have multiple characters you want to do this with, use the wdwsavefile filename and wdwloadfile filename commands instead.
  12. It would be interesting to do something like turn the upgrade power into an auto that basically pulses from you as a PBAoE every so often. Use the MM commands to better control and reign-in your pets, and your secondary to bolster their survivability. I would also like to see this. There has been some discussion on the forums about this, but it seems modifying pet behavior is easier said than done. It would be nice for the generic zombies to get some love. Sounds kind of like a "Boomer" from Left4Dead. It would be nice for the older MM sets to get a bit of a revamp. This would be great! Maybe just use the T1/2/3 version for minion, LT, boss+ enemies.
  13. If you bring up your powers window, you should see a link in the upper left that says "Combat Attributes". Click that, then go through the various pieces of data available and right click, then choose to track some of the key stats, like accuracy, tohit, last attack hit chance, and so on. You can also create a custom chat tab to show combat data, (including your actual attack roll), to see what your chance to hit the target was vs what you rolled. It can seem like information overload, but it can really help to see what your performance is at...
  14. I went with a sort of "frogman" theme for the character. Here's my take on it: frogman.costume
  15. Thanks, but @Struck is the one who started the thread. Still, great to see everyone sharing their screenies!
  16. Very cool! Funny story - my avatar picture was one of the first screenshots I ever took; I couldn't figure out how to rotate the camera around, so I activated rest, since it locks you in place, in order to get the shot...
  17. Do you happen to have screenshots? Thanks in advance!
  18. Hydra are a group where it makes sense for them to be able to merge. I could kind of see lesser Clockwork combining to form a larger one.
  19. Energy or fire make for some good generic "ki attacks". Darkness, ice, sonic, or electricity for more of an elementalist/furies type, (think Lo Pan's enforcers from Big Trouble in Little China). Beam rifle or assault rifle can make for a good modern ninja-soldier. Pistols can give you more of a"hard boiled" type of martially-trained cop/detective/PI type.
  20. Not a merge mechanic per se, but it'd be kind of cool if members of the Carnival of Shadows/Light did things like forming a human pyramid or if strongmen threw acrobats as a sort of "fastball special". It'd also be cool if, for instance, a Rikti could call down a suit of power armor for backup, but you could try and destroy it before they were able to don it...
  21. This was taken during the Rikti invasion at the end of closed beta: And this was me trying to copy Posi's costume back in like i1 or so:
  22. Except that if you stray too far from what makes CoH CoH, you run the risk of alienating all those players that came to Homecoming in the first place...
  23. There are some nice aura effects that, when set to their "combat" versions, cane make for a convincing power effect.
  24. I'd also like an "all energy" option, like we see for some sword models. It'd also be great if we could have a "classic invisible" version, where you just kind of see the faint outline of the object, like how Space Ghost or Wonder Woman's jet was frequently portrayed.
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