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biostem

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Everything posted by biostem

  1. They are still the "mitten-hands". Yes, they have actual fingernails, but they don't flex or move individually. Sure, you could make much longer fingernails/claws, but they'd still be a single mass...
  2. The only issue there is that, for the most part, CoH characters have "mittens", so their fingers aren't really separated, so such fingertip-claws would basically just be a long mass extending from said "mitten-hands".
  3. Maybe Spark Blade could be added as a sort of dual pistols/electric armor/ninja tool sentinel, or perhaps his introduction in-game could also come along with a special pistol & sword primary, (though that sort of set only fits as a dominator secondary assault set).
  4. I would love to be able to use no-claws for the claws set and claw models for savage melee.
  5. I haven't read all the replies to your OP, but there are some blaster secondaries, like devices or tactical arrow, that lean more toward a ranged-only playstyle, so don't sleep on those options. Soldiers of Arachnos or Fortunatas also make for great ranged combatants with status protection, if you wanna go that route. With all that in mind, I do very much enjoy my Sentinels. Give Ninjitsu a try for your secondary - has some very nice tools to keep you in the fight!
  6. Along the same lines, I'd like an "only while travel power is active" and "only when travel power is NOT active" options for auras...
  7. Ironically, I'd like that belt withOUT the clock, heh. I say give us *ALL* the options!
  8. I will say that our current copyright laws are a bit ridiculous, (95 years, really!?), but within a more reasonable timeframe, say 50 years or so, why *shouldn't* a creator retain control and exclusive rights to profit from their creation or otherwise how said creation is used?
  9. Welcome aboard! Please, if you do one thing, try as many ATs as you can, (excepting perhaps Peacebrings/Warshades or Soldiers of Arachnos/Fortunatas until you're a bit more familiar with the game). You may find a combination that unexpectedly surprises you! Bust most importantly, have fun!
  10. The issue, as I perceive it, is and likely will always be, the time and skill necessary to create the new powers. For instance, bolas would likely require a good deal of work. Flying strike could probably just use burst of speed from martial combat. The animations for the other powers basically already exist. Similarly, nano net from gadgetry may require new animation work, unless it uses the web grenade, entangling arrow, or Scorpion Mace animations. The drone powers could probably use the existing targeting drone, Imperial defense drone, or maybe even Rikti Drone models.
  11. Stop spreading the FUD and just report if you think it is indeed a violation, and go about your day, content in the knowledge that you've done your civic duty.
  12. Blasters and Dominators are the hybrid ranged-melee ATs. We already have numerous melee-only ATs. Sentinels are the "stand there and take it while dealing damage at range" AT. The "medium range" aspect reflects the reduced distance of their attacks, (typically 60' instead of 80').
  13. Within the "Darkness Control" powerset, there's the power "Haunt". I get that it summons 2 shades that attack the target, but what exactly does the "Haunted" sub-power actually do? It seems to grant a large taunt effect to the designated target. Is this to get the shades to go after it, to make enemies prioritize the shades over you, or something else entirely? Thanks for reading!
  14. Why do people seem to keep posting about how they want to make CoH less CoH-like? Clean up the existing textures and maybe spend that limited dev time on things like more powersets, more customization, and so on, instead...
  15. A few I'd love to see: 1. A thrown weapon blast set, (probably different variations of throwing knives - single target, cone, etc). 2. A "fantasy" MM primary, with the T1's consisting of 2 axe & shield warriors, the 3rd being a mace & shield cleric, the T2's being archers/rangers, the 3rd being a wizard/mage or heavy warrior using titan weapons, and the personal attacks could be a mixture of existing attacks to match a typical wizard's spells, (power bolt for magic missile, lightning strike, fireball, etc). 3. An "Integrated Weaponry" blast set - basically use the various blast animations from the Praetorian Clockwork units. 4. Some sort of "swashbuckler" assault set, that consisted of a sword in 1 hand and a single pistol in the other.
  16. I realize nothing is as easy as one would think, but there is obviously some bit of code that makes note of what pets you have and what upgrades have been applied to them, when you zone, (since to outside observers all your pets die when you zone). Why not co-op that and allow a MM to simply "collapse" their pets then resummon them as desired?
  17. So there are a few options to help alleviate the situation: 1. If you're willing to invest in 2 prerequisite power picks, (so 3 powers total), you can get Rune of Protection from the Sorcery power pool, which grants status protection. It isn't a permanent fix, but is available fairly often and can be used both proactively to prevent status effects or reactively to break you out of them. 2. You can cover some of holes in your mez resistance via the Leaping pool; More specifically, combat jumping can help with immobilization and acrobatics with knocks and holds. 3. If you are willing to tough it out until 50, you can unlock the Clarion power for the Destiny Incarnate slot you'll eventually get. If you rank it up just so, you can get its duration to match its recharge, so you'll never be without status protection that way, and it'll also buff nearby allies. EDIT: Another option is to mail yourself a few break frees - You can then access the mail system and retrieve them as needed.
  18. You do not "own" the threads you post there, only the posts you actually create. Why should the thread creator be able to restrict who can comment or reply to them, as long as said responders aren't violating the overall forum rules?
  19. Only the soldiers of arachnos/fortunatas must begin villain-side. Even then, you can easily travel to pocket d and talk to null the gull to switch sides at any time.
  20. It's all about communication. You aren't going to get anywhere by trying to force people to play a certain way. You can attempt to sway people over to your way of thinking, or you can be super selective about whom you invite and in what way said team will conduct themselves. Good luck getting anywhere in either case. Personally, I'll try to chime in and politely get people into a shared mindset, but beyond that, and if things get too bad, I'll either excuse myself from the team or kick the offender if they are too far out of line.
  21. It's like the trolley problem, only with super powers!
  22. I've also found that, while you cannot use an ampersand, you can use " 'n ", which almost nobody uses, so I've never *not* gotten a name I used that with...
  23. The 2-colored energy blades was an odd design decision, but regardless, providing an OPTION that uses only 1 color for the blade so the other could be used for the handle would be wonderful!
  24. I forgot about dual blades. I think they also have the sheathed weapon option now. In the costume creator, there's a weapons section, and next to them there should be an icon of 2 swords side by side or crossed, with one representing them shown and the other they remain hidden.
  25. From the stuff currently in Beta, which can be found here: Storm Blast The changes detailed below make Chain Lightning more consistent of an attack, and the AoE output more consistent while keeping both ST and AoE performance the same as previous. Chain Lightning: Chain decay per jump is 0.18, down from 0.20 Chain decay caps at 0.64, up from 0.60 Chain fork is now 1,1,1,1,2 instead of 2,2 Sentinel fork is now 1,1,2 instead of 2,2 Chain delay is now 0.3, up from 0.2 Chain radius is now 10', down from 15' Damage scale now 1 and 0.04x4 over 2.2s, up from 0.827 and 0.10x4 over 2.2s Recharge 16s, down from 20s Accuracy improved to 1.15, up from 1.0 Category Five: Eye Wall targets up to 16, up from 10 for non-Sentinels Eye Wall is summoned after a 3s delay, down from 5s (same duration, so it now fades out slightly sooner too) Now has 100% proc rate for Storm Cell procs if summoned while active. Storm Cell: Now has 100% proc rate for Category Five lightning if summoned while active. Split between Lightning Split/Focused/Spread is now evenly 33.33% each, instead of 50%/25%/25% Lightning (Split) damage scale now 0.7, up from 0.6 Lightning (Focused) damage scale now 1.0, down from 1.2 Lightning (Spread) damage scale now 0.4, up from 0.3 Lightning Lockout is now 1s for all, down from 4/3/2s (Focused/Split/Spread) Knockdown and End Drain stats for all lightning normalized to 50% and 5%, respectively, regardless of which version hits. Proc Chances: Gust now has 35% chance, up from 20% Hailstones/Jetstream now has 50% chance, up from 40% Chain Lightning/Direct Strike/Cloudburst now has 70% chance, up from 60% Direct Strike (slow) now has 90% chance, up from 80%.
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