Jump to content
The Character Copy service for Beta is currently unavailable ×

molten_dragon

Members
  • Posts

    93
  • Joined

  • Last visited

Everything posted by molten_dragon

  1. That's going a little further than is warranted I think. I've never hated NCSoft personally. They provided a game I loved for many years and then they stopped providing it. I was disappointed, sure, but that doesn't mean I hated them or thought they were bad guys. I also don't think the fact that they haven't sent out C&D letters automatically makes them good guys. It may just mean they're indifferent. Playing rogue server whack-a-mole may not be worth the effort or money if they have no intention to monetize the City of Heroes IP in the future. But likewise, trying to make a deal with people running a rogue server when the money they'll make is trivial also may not be worth the effort.
  2. I think the size of homecoming necessitates a slower pace of development. Changes here affect far more people than changes to Thunderspy/Rebirth/We Have Cake do. They should be made more deliberately and with greater care. Of course that doesn't mean I don't want to see cool new stuff, I just want to see it in a complete and well-tested state.
  3. No, I don't think every AT or powerset needs to support every type of content. I'd actually enjoy a support-only AT that mixed a control primary with a protective secondary and was unable to solo (mostly).
  4. When Going Rogue came out, the Maria Jenkins arc was changed to better match the rest of the new praetorian content. One thing got lost in the shuffle though. Defeating the praetorian villain Siege is required for the dimensional warder badge. But Siege no longer shows up in the new Maria Jenkins arc. So currently the only ways to beat Siege and get the badge are to run a BAF incarnate trial or run the old version of the Maria Jenkins arc via the flashback system. This is inconvenient for several reasons. - The BAF requires you to be level 50 and have your alpha slot unlocked. You also need a large group. - It's hard to run the entire arc in the flashback system. The AVs/EBs can make the arc difficult to solo. The flashback system is like a task force, meaning you can't add new people halfway through. And it's a very long arc, so it's hard to find a team willing to commit to the whole thing in one sitting. And siege shows up about halfway through the old arc, so if you wanted to run the new arc and just grab siege from the flashback version, you'd have to do it about one and a half times. I'd like to request that this be fixed/improved somehow. I see three potential options. 1. Add siege to one of the current/new Maria Jenkins missions. 2. Add the siege mission from the original Maria Jenkins arc to the flashback system as a standalone mission similar to the other badge missions. 3. Remove siege from the list of villains required to get the dimensional warder badge.
  5. It's definitely masked pretty easily, because I've never even noticed it before. I do tend to play on a lot of fairly large teams though, which means there are a lot of power effects going around.
  6. Is there any way, through a macro or keybind, to automatically target enemies that have the contaminated condition from radiation melee applied to them? I want to be able to target contaminated enemies, so I can get the AoE damage spread as well as getting the healing effect from Radiation Siphon. But when Irradiated Ground or Atom Smasher apply contaminated, it's often difficult to tell which enemy was hit with it. After the original message, there's no long-term indication of who's contaminated and who isn't. And if there is no way to target contaminated enemies, is that something that could be added? Or at least add some sort of better visual indication of which enemies are currently contaminated?
  7. No thanks. Don't make me do boring things as "payment" for cool fun things. Now tying new content (powersets, archetypes, costume pieces, badges, whatever) I'm okay with as long as I don't have to do one specific thing forever to unlock it. I'll give you an example of what I mean. When the incarnate system first went live, the only way to get your alpha slot to T4 was to run the lambda and BAF over and over and over and over and over and over and over and over again. This is what I don't want. Now, I still have to work to get my incarnate abilities, but I have a large variety of ways I can go about it. This I'm fine with.
  8. Unless the duration on their mez protection runs out and they don't have the endurance to recast it, in which case they're just as screwed.
  9. No thanks. I mean badges sure, I couldn't care less about badges. But I don't want costume pieces locked behind a grindwall.
  10. I have plenty of goals to work towards. I just prefer the ones I choose myself rather than having them forced on me.
  11. When the game was live I had lots of time to play so I didn't mind grinding to get the stuff I wanted. Now I have a house and two kids to take care of and I'm very happy there's a lot less grinding in the game than there used to be. Hard pass.
  12. I'm not an AI expert, so I can't really comment on that part. But I disagree that giving enemies new powers or creating new enemies with new powers won't make the game more difficult. Some enemy groups already have a reputation for difficulty because of the powers they have. Carnies are a great example. The new Family with beam weapons are more difficult than normal family as well.
  13. No. Absolutely not. Full stop. Nothing is likely to make me stop playing this game faster than nerfing the IO system. I started playing live around I2. I quit when ED came out because it ruined so many of my characters. The IO system is what brought me back to the game because it made it possible to get back to similar levels as you could pre-ED, just with a bit more effort. We absolutely do not need ED 2.0. If anyone from the dev team is reading this, I cannot stress enough how much nerfing IOs would ruin my enjoyment of this game. If significant portions of the player base want tougher challenges, there are lots of ways to provide that without nerfs.
  14. I'm going to kind of sidestep the whole thing and suggest that power pool prerequisites are just removed altogether.
  15. One thing I'd like to see done is adding a few new types of enemies to the game utilizing some of the newer powersets. This has already been done to some extent with the demon-summoning girlfriends from hell and succubi, and the beam rifle wielding Family. This could be an opportunity to add some additional challenge to the game by selective use of which powers are given to enemies in which groups. I'm imagining things like trolls wielding Titan Weapons. Warwolves using Savage Melee attacks. Rad/Rad paragon protectors. Carnies with Dark Control or Time Manipulation.
  16. I'm not quite sure I buy this. I know the standard code rant always applies, but we as players already have the tools available to us to create new NPCs and whole new villain groups with the Architect system. It's not especially difficult. Sure there might be some kinks to work out, but this feels like something where there's at least evidence to back up the idea that it wouldn't be particularly hard to do.
  17. That was a joke. Despite some affiliation with the people who were running the invite-only private server for several years, Homecoming is not invite-only. Anyone who wants to can join.
  18. 1. No 2. No 3. Definitely in favor of this idea 4. No 5. No
  19. Thanks, I appreciate it.
  20. Yeah, I'm fairly happy with it overall, but I know there are some seriously skilled optimizers on this forum, so I'm hoping someone can point out some areas for improvement I might have missed.
  21. I'm fine with the current drop rate of purples. Market price is generally a good metric to go on, and recipes are only around ~15 million vs. often over 100 million for them on live. That's perfectly acceptable.
  22. I've been wanting to make a tanky brute that can still dish out damage for awhile. I decided to go rad/invuln since rad does very nice damage and comes with a heal, and invulnerability is a great chassis to build a very tough character on. I've got a build I'm fairly happy with. Softcap to all defense types except psi, 90% S/L resist, 40% E/N, 55% F/C, and enough recharge to be about 6 seconds shy of perma-hasten. I'd like to improve E/N resists if possible, and psi will be a definite problem with only 18% defense and 20% resistance. I'm also slightly concerned about end usage. With accolades, superior conditioning, and two performance shifter procs, I think I'll be okay, but my toggles are quite expensive and a lot of my attacks aren't heavily slotted for endurance reduction Any suggestions for further improvements/tweaks to the build? Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Meson Derriere: Level 50 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Invulnerability Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Radioactive Smash -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(5), SprUnrFur-Acc/Dmg/EndRdx/Rchg(5), SprUnrFur-Rchg/+Regen/+End(7) Level 1: Resist Physical Damage -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(7), RctArm-ResDam(9), GldArm-3defTpProc(11) Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-EndRdx/Rchg(11), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Max HP%(13) Level 4: Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(19), Mk'Bit-Acc/Dmg/EndRdx/Rchg(21), Mk'Bit-Dam%(21) Level 6: Fusion -- RechRdx-I(A) Level 8: Dull Pain -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/EndRdx/Rchg(23), NmnCnv-Heal/Rchg(43) Level 10: Radiation Siphon -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(23), Hct-Acc/Rchg(25), Hct-Dmg/EndRdx(25), Hct-Dam%(27), Heal-I(34) Level 12: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(27), RctArm-ResDam/Rchg(29) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Unyielding -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(29), Ags-EndRdx/Rchg(31), Ags-ResDam/EndRdx/Rchg(31), Ags-ResDam(31), Ags-Psi/Status(33) Level 18: Irradiated Ground -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33), ScrDrv-Acc/Dmg/EndRdx(34) Level 20: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(36), RctArm-ResDam/EndRdx/Rchg(36), StdPrt-ResDam/Def+(37) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(39) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), ShlWal-ResDam/Re TP(39) Level 26: Devastating Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(42) Level 28: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), Rct-ResDam%(43) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Atom Smasher -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Rech/Fury(34), SprBrtFur-Dmg/Rchg(36), SprBrtFur-Acc/Dmg/Rchg(43), SprBrtFur-Dmg/EndRdx/Rchg(45), SprBrtFur-Acc/Dmg/EndRdx/Rchg(45) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46) Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46) Level 44: Superior Conditioning -- PrfShf-End%(A), PrfShf-EndMod(48) Level 47: Laser Beam Eyes -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(48), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(50), SprWntBit-Dmg/EndRdx/Acc/Rchg(50), SprWntBit-Rchg/SlowProc(50) Level 49: Taunt -- PrfZng-Dam%(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(17) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 50: Agility Core Paragon Level 50: Diamagnetic Core Flawless Interface Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  23. Good point. I don't think I've ever bothered doing multiple IO builds for a single character before. Never seen a whole lot of point really.
  24. I've always found making money in the auction house to be trivial, so it's always been pretty easy for me to outfit a character with IOs. It does take some planning time though. I don't go whole-hog on every character I have. I guess I sort of have three tiers of characters depending on how much I like them, and if I have a specific purpose in mind with an IO build. Tier 3: Generic level 50 IOs plus low-hanging fruit. That generally means a Numina's, a Miracle, and a Performance shifter (because I loathe having END problems), and possibly the global +resist and/or +def IOs. Tier 2: Mid-level build. This generally means IO sets for the most part, but generally lower cost sets. This is the way I tend to go with characters I enjoy playing at 50 but don't have a specific goal in mind for. Tier 1: The champagne room baby. These guys get the best of everything. Hami-Os, multiple purple sets, superior Winter-O and ATO sets, you name it. Money is no object. These builds always have a specific goal in mind.
  25. I'm running v 2.6.0.5 of Mids reborn, which the program says is the latest version. Incarnate powers (I think that's what you're referring to) are turned on, but match what I have on the character, and none effect defense.
×
×
  • Create New...