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Everything posted by biostem
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New costume temp power for next Halloween
biostem replied to TheMoneyMaker's topic in Suggestions & Feedback
Or maybe just a temp power that gives your character a Groucho Marx glasses & nose, or something. I don't think I can get behind a "I'm going as myself" costume. Maybe a torso/chest piece that is a simple t-shirt that says "I'm just here for the boos" or some other cliche phrase... -
Umm... ok. ¯\_(ツ)_/¯
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Personally, I think you're fine. TBH, I much prefer storm cell to the frustratingly limited combo system of dual blades. Regardless, give seismic blast a try, (if you haven't already), and i very much like how the HC devs kind of experimented with sentinel SR...
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Elemental Weapons Power Sets and Whip powersets
biostem replied to Lumicat's topic in Suggestions & Feedback
What's interesting is they kind of did an end-run around this by giving sets like martial assault "envenomed blades" or stone armor, "brimstone armor" for scrappers/sentinels/stalkers, which adds extra elemental damage. I agree that existing melee sets shouldn't have this function shoehorned into them, but I wonder if some hypothetical new armor set include such a mechanic, (for instance, imagine a "storm armor" set with a toggle that caused you to deal extra energy or cold damage)... -
Well, do you consider "some powers build up a resource and others consume it for additional effects", a "hokey gimmick"? That's pretty much the case with most of the sets, even those released later on in CoH's run while it was still live. Since Sentinels were, AFAIK, only added in the SCORE days, do they count? Seismic and water blast are pretty good. I've only played marine a little, but from what I've experienced, it's quite good. I can't speak to arsenal control or assault...
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PSA: Bonus XP on Lower Populated Shards Coming to an End
biostem replied to Lunar Ronin's topic in General Discussion
I hear the anti-vamp party is gaining ground...- 56 replies
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We're also *not* talking about a modern game, where there could be an extensive load time between logging out then back in...
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It may be because you need to direct them WHERE to go. Still, some commands don't work correctly in macros or binds, (i.e. the pet emote command only works in macros, IIRC).
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It's really helpful for melee pets or to simply get them out of chokepoints. Heck, you can also do a similar bind for a single pet to use them as a sacrificial lamb to take the alpha...
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I utilize 3 macros/binds on my MMs: 1. /macro Atk "petcomall attack defensive" 2. /macro Flw "petcomall follow defensive" 3. /bind lalt+lbutton "petcomall goto passive"
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Elemental Weapons Power Sets and Whip powersets
biostem replied to Lumicat's topic in Suggestions & Feedback
Going along with your mention of the ammo swap mechanic from dual pistols, I think a "Beam Sword" set, (using either broadsword or katana's animation), where you could change the element type of the sword, (energy, fire, negative energy, and maybe ice or toxic), would work very well. I'm not against this idea, but animation work is probably one of the most time-consuming aspects of development. There have been several proposals already to use the existing 4 whip animations from demon summoning, in something like an assault or manipulation set, interspersed with some other powers, to make a complete set, without needing much in the way of new animations... -
Do... do you actually think your statement would stop anyone from arguing? THIS is the internet!!! **Cues Spartan kick**
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I agree - I think the 1st one is the better design!
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I think it'd be interesting if *someone* picked up where Dr. Vahz left off, and started abducting superpowered members of lesser villain groups, (like the Outcasts), in order to create a new generation of even more powerful Eidolons - maybe some disgruntled Crey scientists that were fired for being too unethical, even by Crey standards...
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I feel like part of the problem with poison, namely the smaller AoEs, could be somewhat remediated by giving the set some way of grouping up enemies or otherwise preventing them from spreading out. To that end, what if neurotoxic breath was given an immobilize effect, or maybe make poison trap a ranged location power with a taunt effect similar to SoA's Omega Maneuver?
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I have 2 sentinels that are an absolute joy to play, (Dark Blast/Super Reflexes and Dual Pistols/Ninjitsu). Once I got them properly IO'd-out, I could lead from the front as well as even contributing a little support via the fire or elec APPs. I find that, despite lacking any hard taunt abilities, being sturdy enough to go in first and attack distant enemies really plays into this "lead from the front" approach! If I had to leverage one complaint against them, it's that most of their APPs/PPPs merely offer more attacks, and not enough utility/support powers, (though I suppose the addition of a few more cone/AoE attacks is nice)...
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Meh - I've gotten into the habit of choosing rather obscure names. Still, if it allows active players to nab some names that they really wanted, I think the window before names becoming unlocked is pretty generous...
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Not to derail things too much, but this highlights why I think allowing players to create villains was never a good idea - villains, (generally speaking), are proactive - THEY initiate the schemes and actions that make them, well, villains. Heroes respond to those undertakings, so it makes sense that they wouldn't have much input into what they're running into. Villains, OTOH, should be able to pick who they target, what their goals are, and what, if any, degree of collateral damage they are willing to inflict...
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So is the character basically a silhouette or murky cloud?
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No offense, but it's really dark. Could you post a screenshot in better lighting?
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I wonder if they could implement a sort of mini-arc, (perhaps tied to the morality system), so one could be an "honorable" villain who doesn't commit acts of wanton destruction, or a more reckless one that doesn't care about collateral damage, and enable or disable killing civilians as needed...
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Give Speed Phase an Additional Jump Speed + Height
biostem replied to Etched's topic in Suggestions & Feedback
Heck, the P2W/START jump pack/steam jump powers are plenty if you just need the occasional vertical boost... -
Give Speed Phase an Additional Jump Speed + Height
biostem replied to Etched's topic in Suggestions & Feedback
It already grants some stealth and other bonuses, IIRC. Superspeed's *only* drawback is the lack of verticality... that should NOT be removed for such a good power. You want some extra height? Guess you'll have to dip into another pool or look elsewhere... -
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