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ironjoe

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Everything posted by ironjoe

  1. I don't know how well it works but there is a mod for up to complete nudity. It is on CoH Modder if you are really interested. It's not something I feel a need for in game but if that's what you want, don't let your dreams be dreams.
  2. I typically give away 50 mill influence to new players and tell them about all the fun stuff they can get as the P2W vendor for travel, ect. In my SG I give away 100 million as a signing bonus to new members that want it. The last costume contest I gave away 1 billion influence to the three winners and gave out some purples and super inspirations as gifts to those attending. I don't farm though so I typically only have 2-3 billion influence across all my Iron Joe's. I find those are all amounts that are appreciated. Though I recently helped judge a base contest on Everlasting and a total of 20 billion was given out but the builders put some serious work in to earn the influence.
  3. For messaging, they are the best.
  4. You can always try making each on the beta server and auto leveling them to 50 to see how you like the animations. Shield Defense is great and pairs well with most things.
  5. In the related discussion on this forum another user pointed to an earlier poll as their example of why they said knockback was not disliked by the majority of players. That poll had a biased title so I used it's question title and answers. The only addition I have made were by request for the neutral options. I also left it the same multiple answer format as the poll the individual pointed out. I can go back and manually count positive, love, and hate answers.
  6. There have been many topics on this but limited polling. Adding another and seeing outcome here.
  7. So out of 301 people in the poll 13% prefer knock back, 20% prefer knock-up, and 66% prefer knockdown. Your poll on the other hand seems to be worded in a manner to get a desired result and seems to have gathered a minimal response due to that. You hadn't disagreed yet, we were talking about the OP. You responded to the OP multiple times making your assertion, so yes it was gas lighting as you were seeking to, "manipulate (someone) by psychological means into questioning their own sanity."
  8. This would be a fun one. Currently I use the disable all powers when photo-bombing a cut scene but not needing to re-toggle would be nice.
  9. I love it when playing one of my bots MM but I do turn it off most of the time in missions because of the impact on others. I keep it on when everyone is okay with it though because the bots are more likely to stay at range and shoot than when they have to run up a ramp and end up in melee shooting at a target. It would be a great QoL improvement to have it more accessible in some way.
  10. That might be too much fun. I would have to slot Foot Stomp with some added KB and have the KU toggle chosen to use it as a mini Mighty Radial Final Judgement. That would be too much fun for some people.
  11. There were multiple reasons I was recommending both options. During any beta testing phase we typically look at multiple powers and argue over the minutia of different numbers and their impact. I think you underestimate peoples willingness to argue over the specifics if we went down this route.
  12. As far as context the individual was asserting that knockback is universally not liked/unpopular with players. We have seen enough discussions and all have played on enough teams to know that's largely true. The survey was on one of the CoH Facebook groups and asked if players liked Knockback, Knockdown, or Knockup. Yes, it is a rough survey but it gives us some numbers to show what we all know is true. One survey shouldn't be the end all decision maker though. I think there is value in a more granular survey like you mentioned that could shed light in multiple options that would improve gameplay.
  13. So my general thought is I like to give players options. When a player has more agency they are generally happier and it's one of the great things about this game. I would say the majority of players don't like knockback because of those using it poorly or because they would prefer to just have knockdown themselves without the IO tax. Speaking of the IO's, how popular the KB2KD IOs are in builds show how well liked they are. I would be in favor of keeping the IO's and adding a global toggle as it would give players even more options to suit particular play-styles. It would be particularly helpful to those players if it also impacted pets. Adding more player choice is always a good decision.
  14. gaslighting manipulate (someone) by psychological means into questioning their own sanity. We have all seen enough discussions on these forums and on other platforms to generally know what the player consensus is in this area. You comments are manipulative and dismissive of reality. I did in fact run a poll of players and out of 236 responses, only 29 like knockback. That fact that you have to use manipulation and what we all know are lies to back your arguments detracts from any further points you would make.
  15. So I'll just add in the changes I have been mulling over in my head for a while. I'll add that I play Force Field on a Mastermind and not a defender so differences in playstyle might impact what I would like to see. 1. Personal Force Field - Change values so the player retains a small buff while combat suppressed and attacking, add some ticks of +absorb. Basically it’s fine for niche cases but would like to have it as an always on shield with option to turtle up. 2. Deflection Shield - Same for Ally. Foe -DEF(Smash, Lethal, Melee), -Res(Fire, Cold, Energy, Negative,Toxic) and DoT(Toxic). Increase recharge time. With this I want to make it a power that also debuffs as the inverse of what it does to an ally and add minor damage. 3. Force Bolt - Moderate DMG(Energy) Minor damage boost and I like more energy damage in the theme. 4. Insulation Shield - Same for Ally. Foe -DEF(Fire, Cold, Energy, Negative, Ranged, AoE), -Res(End Drain) -Endurance -Regeneration. Increase recharge time. With this I want to make it a power that also debuffs as the inverse of what it does to an ally. 5. Detention Field - Change to a hold + damage. 6. Dispersion Bubble - Add Sleep protection, add some ticks of +absorb 7. Repulsion Field - Add minor DoT(Energy). Reduce end cost. I actually use this on one of my Masterminds a ton. The changes would make it useful for others. 8. Repulsion Bomb - Lower the animation time and change damage to mixed Smash/Energy 9. Force Bubble - Reduce radius by half. Add minor DoT(Energy). It’s too large for my uses. Smaller and a little more damage never hurts me at least.
  16. As a better alternative, can this be made a toggle in options so players can toggle it on/off no matter where they are? Sometimes players like the option but other times it's not as advantageous. As a person that plays Masterminds on occasion, the Group Fly changes have been fantastic. I would just like to give other players the option to turn it off or on more easily.
  17. And also I now will have a macro telling people how to go to Null the Gull to turn off Group Fly if they don't like it because rocket boots on my bots when playing mastermind looks too good and is fun.
  18. Glad I tested most of this on the beta server as I have a meeting tonight and won't be able to test it out until tomorrow.
  19. Unfaltering adjective not faltering; steady; resolute. "her unfaltering energy and determination" It keeps in theme with some previous badges and it describes the players as they have made it through the past year.
  20. Come run Underground on Everlasting. The only way we do it is charge tactics. The raid leaders talk about old snipe tactics from live but while I have been on the trial dozens of times, I have never done it that way. Just always, "Onward for glory!"
  21. So to get even more specific on my observations of Shinobi-Iri and Kuji-In Rin. Shinobi-Iri currently provides 84% Run, 82.17 Jump Speed and 417% Jump Height. The proposed Kuji-In Rin provides a blanket +35% Run/Jump/Max Jump. If wanting to keep the same number across the board I would say +84% to Run/Jump/Max Jump would be better. This would keep it roughly to current values with run and jump speed but would lower the max jump. While faster than Sprint+Ninja run, this combination would still be much slower than Super Speed or Super Jump with it not even reaching half those values.
  22. Testing the travel changes I like all so far that I have tested. I will continue to check for some bugs as I go. The only exception I have is on Ninjitsu where the changes to powers in reaction to changes here act as a small travel nerf but I posted the specifics there (Power Changes: Focused Feedback).
  23. Testing the travel changes I like all except on Ninjitsu. Currently with Ninja Run/Sprint/ Shinobi-Iri I get a run speed of 67.85. On beta with Ninja Run/Sprint/Kuji-In Rin I get a run speed of 60.83. I get similar results testing my Ninjitsu Sentinel. A small increase to the speed/jump/max buff on the beta Kuji-In Rin would fix this.
  24. I would love both a create button and the ability to see all tabs at once. I often end up just writing it down to avoid going back and forth when I forget something.
  25. Just to check did you tell anyone on the Everlasting TF's channel about the time? I can pass that along if you haven't so they are aware of it in the schedule. Edit: They know and are good to go.
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