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Haijinx
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Everything posted by Haijinx
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It was incredible in that game Fighting remarkable Agility amazing Strength incredible Dont remember the others. Back then he supposedly could only lift 10 tons though. Marvel has power creep peoblems too. 25 tons still would have been incredible though, Amazing was the province of the 50 ton lifters. Which there were a lot of. Rogue, She Hulk, Doc Sampson, Vision. It was a weird system since Remarkable Strength (1 ton) did 30 damage. While Amazing Strength did 50 damage. Decidedly non linear. Those stats never seem to matter except in the Marvel Universe Stat Guides though. Comic book authors ignored them completely. You would often see Spider Man struggle to lift things that weighed a lot less than 10 tons. Meenwhile Luke Cage who is supposed to be comprable never seems to lift anything. Or Hulk would lift things far in excess of his supposedly normal angry strength level with no coment made.
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Double stacked rage is fun, but if they made it not stack like hasten, that would be fine too. But yeah, Capt PH offered 1 stack no debuff, 2 stack debuff and people still cried. So it just stayed like it is.
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RPG Game Design is just Semantics though. Everything is completely arbitrary. They literally just make the rules up. For COH, I'm not even entirely convinced they plotted the powers out on any sort of graphs or spreadsheets. The Rule as they wrote it said one thing. The computer program that was supposed to implement the rule was bugged. So the Rule was not actually applied in totality. Its a bit like how no one in Monopoly ever actually actions off properties if someone lands on one decides not to buy it. Its the rule. Its right in the rulebook. In tournaments its implemented. But I've never actually played with anyone that uses it. And no computer game version of Monopoly uses it. It probably FEELS a lot like a nerf. But to be a Nerf, the actual rule would have had to be changed. And it wasn't.
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Sure it did. If you hit Rage ONCE .. and then let it expire. Then the crash happened exactly like it does on homecoming. But on live if you hit Rage AGAIN before Rage expired, even by just a fraction of a second, the defense crash did not happen. That is what they fixed. And that is what they said they fixed. Thing was even on SOs you put two SO's recharge reduction in rage and left it on auto. Which put you somewhere around 112-117 seconds, leaving a couple seconds of overlap. So you basically never saw the defense crash playing the game. There is no crap involved, and a lot of us were there. You are calling it a Nerf. That's not a Nerf. Its a potential problem I guess. But its not a Nerf, since the fix was implementing the way it was supposed to work from the beginning. It was literally written into the game. From a game design standpoint it was fixing a bug that resulted in an unintentional exploit. But you want them to un-nerf something that wasn't a nerf. I'd suggest that you could say the actual crash was not really ever playtested until Homecoming due to said bug, and maybe the crash is overly harsh in actual practice. Especially to Brutes.
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Props for an imaginative suggestion. Not sure how it would work gamewise, but I like the idea. EQ2 had different vision types. Some races had darkvision, some had some magic vision or something. But I never ended up using them even if they were available.
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I see this as an upside to the idea
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There was no nerf. The exact same crash happened on live servers. There was a crash avoidance bug that was fixed.
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Agreed. My goal is always to maximize Double Rage for as long as possible.
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The sad part is that going by the first couple quick attacks/levels you think its going to be good. Then you have this dawning realization that it actually sucks. And the problem is that to really fix it, it needs the later animations trimmed down, they are all way too slow. And animation support in a game that isn't even actually in production? That's tough.
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True for nearly all video games pretty much. And Movies. Book descriptions. Etc.
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Except Katana and Dual Blades. They -need- Taunt.
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just think of the chaos.
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The -dmg is noticeable, in that it is annoying your numbers all become tiny all of a sudden. Its not really noticeable in the time it takes you to kill a squad of baddies though. At least on a team. Footstomp still knocks them down, so may as well just keep attacking and ignore the number spam. As far as risk? This is the tanker section. An INV tanker with even a modest IO build is one step removed from a nigh-unkillable god. The DEF crash is there to scere the brutes. The END crashes can be noticeable at times, but I always pair SS with Energy Mastery, so its not a real problem. If you want another Mastery perhaps carry Recovery Serum as a backup.
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This probably should be in the suggestions section. Other than that, I like this idea better than all the Support/Armor proposals that we see. Basically a sort of Blapper playstyle.
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You can just play Stalker for that. They scrap pretty well now and shed aggro like water off a duck's back. They haven't aren't "rogues" anymore.
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I basically agree with the idea that every set should be reasonably equal. Thus if some have auras they probably all should*. It also seems odd that damage auras favor brutes due to the crit thing. The taunt aura and lack of crit doesn't seem to be accounted for in any of the secondary balance. Otherwise you'd see some compensation somewhere that brutes do not have, and its just not there. It all comes across as unplanned and accidental as it is now. Or none should have taunt auras, that works too, but it would be a nerf to a lot of scrapper combos. Maybe it makes sense to do this to separate scrappers and brutes some, but if they are going to do that, like above it should be Intentional, not willy nilly. ---------------------------- *Though I think if you give Scrapper Regen a taunt aura, a lot of scrappers are going to get wrecked.
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This must be wrong because Beam Rifle / Bio Sents are better than Fire Blasters, see the Original Post.
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IOs let you focus on using more Fire Balls in between your more Frequent Infernos and less time using the slower AOEs like Fire Breath and Rain. Also it makes the Set self supportive with just Primary attacks for ST damage for those cowardly erm careful Ranged only Blaster types. Assuming you are going for perma-hasten of course.
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I think Capt PH should reconsider when it comes to regen though. It seriously can handle aggro. Maybe a 20 foot taunt aura would work.
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I feel the danger of this is tiny. We already have Eleventy Million threads about what Primary And Secondary Powers people can skip so they can take Vengeance. Besides, I'd rather less people worry about so many freaking Leadership powers and maybe play ATs with Support in them. 1 Force Field Support character is better than a whole Team of Maneuvers and I don't have to poke around waiting for people to stay within 60 feet of me.
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Do you need to taunt Dead Horses to beat them?
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Pssst. Its called Regen.
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But is it really? ☹️
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This may be the most honest question in the history of Homecoming Forums.
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Jranger is a lot nicer than saying "No, because that Idea is stupid" I mean. C'mon. We all know some of the ideas put forth are stupid. I figured we were being NICE.