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Double XP is active on all shards until October 21st
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Everything posted by biostem
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No, thank you! 🤩 Hit 'n Run has decided to form a squad of her own, (I know Ninjas aren't the best MM set, but her bow is kind of important 😛)
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What if we kept the offensive and defensive opportunities, but had them function differently; 1. Offensive opportunity greatly buffs range & damage, but debuffs defenses. 2. Defensive opportunity greatly buffs all defensive attributes, but debuffs damage & range. They'd sort of act as "limit breaks" in either direction. I'd also divorce these effects from the 1st 2 attacks - perhaps grant 2 innate powers, which become clickable (but mutually exclusive) once the bar is at 90% or greater, to enable 1 of the 2 modes..
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I agree. The problem, as I see it, is that many builds are very tight, so people don't want to "waste" a power pick on hover, then slot it up to provide a better movement speed while in combat; They'd rather petition to have regular flight turned into something that would function the same way, but with only 1 power pick. Personally, I don't think there is enough weight with regard to power picks as it stands, and as such, there should actually be more risk/reward/cost involved in picking your powers and when...
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Isn't flight's end cost and suppressed speed kind of why there's hover in the first place - as a combat alternative? It'd be nice if teleport could lose the temporary hover/immobilize, if and when you don't want it. There's already sprint as an alternative to SS while in combat, (and we all get swift for free). Similarly, SJ has CJ...
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I bind z to my sprint/ninja run power(s). I bind r to my flight or jump pack powers. I have started using mousechord for an ally-targeted heal and a leftdoubleclick to a self heal. I also sometimes use mousechord or ` for domination. I use alt+leftmouseclick for petcomall goto passive on all my masterminds. I have been using the function keys for various costume changes. I use numpad 9 for the auction house and numpad 6 for my enhancement management screen. 🙂
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I get that, but axe & war mace aren't actually *exactly* the same - they're using different weapon models and dealing different damage types. That's actually pretty significant. We don't have another melee powerset that includes, say, a war mace attack somewhere in there...
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Well isn't the point of the auto-logoff to free up the network resources you were using, since you've been AFK for however long they determined you should be kicked off for?
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I kind of made a similar suggestion here, only focusing on just the heavy weapons. I doubt they'd add a set that utilized any of the attacks from other existing sets. I could see using single pistol ones, but not dual pistol, and shotgun ones are unlikely to be reused.
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Thanks for the feedback! Here's a revision: 1. Snap Shot 2. Slash 3. Aimed Shot 4. Hack 5. Build Up 6. Whirling Sword 7. Rain of Arrows, (using the adjustments suggested by Steampunkette) 8. Blazing Arrow 9. Hawk's Insight
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I kind of feel like fistful of arrows wouldn't suffice. Maybe a scaled-down version of rain of arrows? Honestly, I'd be fine with dropping the snipe. What about blazing arrow there, (scaled properly for being moved to the 8th spot)? I figured the bit of lethal/melee defense might be useful to a dominator that wants to stay close to the enemy - easy to stack it and all that, too...
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*Post moved*
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Supremacy grants active Inspirations to Henchmen
biostem replied to Weylin's topic in Suggestions & Feedback
Rename your pets, then try this, from Paragon Wiki, (Gives an inspiration to the named pet): /inspexec_pet_name inspiration petname -
Go far enough away and they'll teleport to you. You can also use grant invisibility on them, then put them in passive follow, to make things a bit easier. Their recharge is about a minute, so if it's going to be that long until your destination, then just unsummon/release them. You can also take group fly, (though you'll need to let them catch up to you). None are perfect, but there are ways to work within the system.
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CoH has a particular style that I too find appealing. Sure, it has its flaws, and certain textures or pieces are blurry, but if you work with the graphics engine and pick costume pieces and colors that are more appealing, those flaws are easily overlooked. I've tried the cell-shading, but just couldn't get used to the odd layer-like separations between the shine it applies to your character, (maybe someone could recommend specific settings to minimize that). Cheers!
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Suggestion: Please allow more than 1 back item
biostem replied to biostem's topic in Suggestions & Feedback
It would be neat to see, as an experiment, then, how a new mesh that was basically cherub wings + quiver or retro jetpack + scarf, would look/work. I'm assuming color choices would have to be shared among both pieces, since this new back piece would, from Steampunkette's description, just be a new model, but it'd be a start... -
What if "combat teleport" didn't have any hover effect, had a much shorter animation, but also only a 10' distance. Don't give it a cooldown, but perhaps have the end cost slowly escalate each time you use it, which resets once you're out of combat...
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Give teleport foe a disorient effect or maybe a defense debuff/tohit debuff (to represent said disorientation). Give team teleport a defense buff to all affected allies. What if regular teleport generate a PBAoE knockdown if you appear next to enemies? How about having recall friend grant a very brief period of stealth to allies teleported by it?
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So I'm kind of in love with archery ATM, so I was thinking of ways to incorporate it into other ATs. To that end, I present "Ranger Assault", (basically a combination of archery and broadsword attacks): 1. Snap shot 2. Slash (I believe this is actually the faster recharging of the initial BS attacks) 3. Aimed shot 4. Slice (I'm debating putting Parry here, if you don't think it'd be too overpowering). 5. Build up 6. Whirling sword 7. Explosive arrow 8. Ranged shot 9. Hawk's Insight - This would be a slight modification of the Tactical Arrow power "Eagle Eye" - in addition to the recovery, regen, and acc buff, it'd also grant a small buff to your powers' secondary effects. Now, I realize that this set could be a nightmare with the redraws, but if you were to include a 'no redraw' option, then it could work quite well. Please let me know what you think. Thanks!
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But it also has greater defense and status protection values than dispersion, which I think it to make up for that fact.
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Ooh ooh! I know, I know! Green arrow! 😉
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It, IMO, is that fine line between genuine concern and people concern-trolling/being busybodies, that is constantly skirted...
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I kind of assumed that it was on a timer to either bring it somewhat in line with the end cost over time of FF's dispersion bubble, or that no set (barring MM primaries) gets a permanent pet that early...
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*moved*