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Everything posted by biostem
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Silly vampire, nobody plans ahead...
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But the player would have to be within like the 25' radius of enemies to affect them, right? Even if you used it on an unwitting player, if they were within that radius of enemies, that's kind of on them. I'm not saying it's ok to grief players, but if you afk within a group of enemies that could potentially defeat you, then that's just being negligent. I suppose player A could put the debuff on player B, then drag enemies to player B, hoping that they then aggro on that player, but that'd be no different than trying to train enemies on an unwitting player either way, which, AFAIK, falls under such code of conduct violation regardless...
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I think part of the issue is that the presence pool powers simply aren't good enough with regard to the aggro management tools they provide - the single target placate isn't good enough if there is more than 1 enemy, the effect doesn't last long enough, and it doesn't work against those enemies you really want to ditch. Provoke doesn't provide the kind of immediate aggro redirect that anyone taking it would want, and since it lacks the -range component, it's not as useful for stripping aggro off of an ally. Similarly, the fears aren't strong enough and don't last long enough to be better selections than other power picks most characters have available to them. I haven't used unrelenting enough to really speak on its usefulness. Some thoughts: Give pacify a short window where you can deal extra damage against the target, or truly make it strong enough to dump the aggro of at least small groups of enemies. Give provoke a -range component - it could still require an acc/tohit check and have a longer recharge than taunt, to still make that the superior choice. Give the 2 fear powers a -tohit effect or otherwise increase their magnitude and/or duration to make them better choices.
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Congrats! Still, I would like to see more of a warning provided for this TF - maybe grant temp powers to compensate for a team that lacks enough holds or something...
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I think a big part of this is also how the online gaming landscape has changed - especially for adults, many folks just don't have the hours to devote to uninterrupted play. I also think, (at least for me), that my tolerance for BS has dropped dramatically - by that I mean that if I'm on a team, and the leader is being overly demanding with power use, placement, etc, then I tend to dip out after the mission is complete, (and I try to be more on the look out for red flags when joining a TF team).
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Just for the record - I'm not necessarily against allowing some anchor debuffs to be applied to allies - just that their effectiveness would then have to be adjusted to account for the increased flexibility in their use. Also, can we please get the anchor debuffs to shut off when their target is defeated, I hate having to manually detoggle them...
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IMHO it's because the only other solution would be to give tankers a level of damage output that would rival the dedicated damage dealers, which would mess things up even worse, so taunt and other such aggro overrides were put in place...
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Wouldn't it be more about antagonizing an enemy, than intimidating them? Regardless, it isn't so far fetched as to think that a tanker causing a "sick burn" couldn't actually damage someone psyche in a superhero game...
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Mutants finally explained in Marvel
biostem replied to LegionAlpha's topic in Comic, Hero & Villain Culture
You are missing my point. It does not matter what caused mutants to exist or how they were brought about. Only those first few could be considered to be of a science origin. Once they started reproducing on their own, and that external source no longer plays a role, they become "normal" mutation origin. -
Mutants finally explained in Marvel
biostem replied to LegionAlpha's topic in Comic, Hero & Villain Culture
It is irrelevant if the "original" mutants were created via some scientific experiment - if someone is born *now* in the Marvel universe, and their powers are due to some anomaly in their genetics, (X-gene, etc), not directly brought about by some scientific experiment or accident, then they are still a mutant. -
Speedsters, Burst of Speed and a Speed Pool revamp
biostem replied to Rigged's topic in Suggestions & Feedback
It'd need to be further differentiated from martial combat, especially if we were to "borrow" burst of speed from it. -
As far as I'm concerned - if street justice powers can reliably build combo stacks and savage melee powers can reliably build stacks of blood frenzy, why can't kinetic melee get a guaranteed effect of its own?
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A random thought regarding Star Trek, (and perhaps all Sci-Fi in general): Why is it that the characters are exactly as competent and equipped as they need to be to handle any given situation? It's interesting to see things like Voyager's "year of hell", where they suffered setback after setback, with resources constantly diminishing, (though the seemingly endless photon torpedoes and shuttlecraft somewhat counter that). That being said, with respect to the previous image that was shared:
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Speedsters, Burst of Speed and a Speed Pool revamp
biostem replied to Rigged's topic in Suggestions & Feedback
I think this would be the best route to go. You could then pair it with different armor sets to encapsulate just the type of speedster you want. -
It looks like some of the wedding set pieces with a bolero over it. Some sort of stealth power, (or IO), to give the translucent effect is a must! Very nice!
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I want to expand upon this topic a bit by asking @Ultimo a question - how comfortable are you with the notion of having to do some setup in order to get the most of your powers; Storm blast is built around laying down your storm cell, then attacking enemies within it via your other storm blast powers. Without doing that bit of setup, your attacks will be lacking.
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Frankly, I find fantasy themed MMOs to be worn out at this point. I like being able to play anything from a "peak human" with a sword and shield to an alien or guy in a power suit. I'm also not a fan of how amazon handled the LotR IP, and am concerned that this game won't be able to "just be" a fun game, divorced from any real world politics and/or acting as one giant advertisement for future seasons.
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For me, aesthetics are just as important as actual effectiveness. I mainly play sentinels, but I've gotten ones with elec and storm blast to 50, so I think I have good experience with both sets. Elec is by far more straight forward and direct to use. That being said, if you want to project the feeling of actually conjuring a storm, storm blast is the way to go. It also has the advantage of dealing a variety of different forms of damage - energy, cold, & smashing. It also has 2 location-based powers, if you prefer those over more insta-cast ones. With all that said, level 35 is a sweet spot, progression-wise, so if you are already enjoying the character, stick with them. If you're not sure, install the Homecoming Beat/Test server, where you can insta-level a character to 50, (or whatever level you want), so try out storm blast there and compare it to your experience on live.
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Please Add Monument Points to Tip Missions
biostem replied to Papias's topic in Suggestions & Feedback
We have to look at this from 2 perspectives: The "easy" approach is just to add the coordinates of the plaques into the rotation for the tips/exploration missions. The more involved approach would be to create mini-arcs that take you through the related plaques, along with an associated mission or other such task... -
Ever come back to a AT + Power and find greatness?
biostem replied to Snarky's topic in General Discussion
When the game was live, I complete wrote off super reflexes. As of late, I've tried it on both a Sentinel and a Tanker, and it's actually pretty good! -
I've installed CoH on many computers with fresh & updated versions of Windows 10. Missing OPENGL would not, IMO, cause the kind of "login loop" that the OP described. My inclination is to believe that a firewall or other kind of filter kicked in, blocking the actual game server/shard connection, vs the initial login one...