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Neogumbercules
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Hijacking this a bit to suggest Full Auto receive the same treatment.
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I don't remember if this is actually already happening, so bear with me. Travel powers such as Super Jump, Super Speed, and Fly suppress during combat. I don't remember about Teleport tbh. So your situation is out of combat, it's irrelevant because you're not in combat and the cost is maintainable. In combat, the power suppresses and becomes useless so you're paying endurance for nothing. A lot of players would like to leave their travel powers toggled on in combat, but those powers do nothing but drain end. My suggestion is to remove the endurance cost of them all together because it logically doesn't make sense to have one. Unless someone can think of a reason why and explain it to me. Or if this is already happening and my shower thought is useless.
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Let's talk about the Knockdown Proc.
Neogumbercules replied to Galaxy Brain's topic in Suggestions & Feedback
Agree with these suggestions. KB to KD has undoubtedly improved this game. And because it's a choice, it's great for everyone. Energy/Devices, a blaster set that would be insanely counterintuitive on live, is amazing here with SA procs. -
Please (let us) copy our characters to Pineapple
Neogumbercules replied to Robotech_Master's topic in Open Beta Testing
Wouldn't it be a matter of compatibility between your live character and the data on pineapple being different? I know it's a pain in the butt recreating on Pineapple but with the pop menu and other commands it shouldn't take too long. -
No love for fire in this thread but I'm gonna give it a shout out. Flashfire, Cinders, and Bonfire with the KB to KD IO make three good AOE controls and hot feet helps to add damage. Fire/Psi used to be the go-to farming build.
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Lock mouse cursor within screen bounds.
Neogumbercules replied to CodeJunkie's topic in Suggestions & Feedback
I concur. Same problem. -
This is a great point and goes along what I was saying on page 1 or whatever. If we're penalizing stacking rage so hard, turn it into a toggle or make its recharge equal to its duration and block it from accepting recharge buffs. Just remove the stacking aspect all together and make slight buffs to the rest of the powerset to get single stack rage in line with other sets, if it isn't already. Or go with the powerhouse suggestion that people are posting about. I'm not against a crash, but the change as suggested is just awkward and counter intuitive to the way this game is played. That's what I'm against. I think it's a bad mechanic.
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Character Screen - Show Level Status
Neogumbercules replied to Fan Mail's topic in Suggestions & Feedback
I would expand the idea to give some sorting options to the character select screen. Sort by: Name, Level, Date Created, Alignment, etc. -
I love this thread and I love the super gatekeepy first response. That's the CoH forum community I've really missed... I made an observation the other day that the monorail tracks curve and turn randomly, and often this puts them more in the way of other infrastructure. The one in Steel Canyon near the Icon building actually curves into a bunch of trees and goes over the road, and then curves back to its original path. If it just stayed in a straight line it wouldn't interfere with anything and pass over nothing but a grassy hill. Obviously world design has come a long way since 2004.
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One of my biggest issues with this change is that it is antithetical to the gameplay loop people have become accustomed to since 2004 when the game launched. When your best powers recharge you're encouraged to use them as soon as feasible. This mechanic of not using a power when it's recharged feels ass-backwards. This is doubly true for SS users whose entire meta revolves around keeping rage stacked. I'm beginning to think that if we can't accept Rage as it was in live, then the entire powerset needs to be rebalanced.
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Balancing through annoyance never feels right. You may as well just give the power a cooldown equal to its duration, make recharge unenhanceable, and leave it at that. It's effectively the same outcome only you're not kicking players in the nuts when they accidently stack it for 2 seconds. Just an initial impression upon reading the notes. Will play later.
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Not to diminish the importance of builds because I know we all put a lot of effort into them, but you could move that slot from EB and put it into any defense power you can slot a Karma -KB in it and still have your 4 points of KB prot. You could also put it into any travel power and slot the Zephyr -KB proc. Using zephyr you may even end up with a free slot if you don't have sprint or swift slotted you could just throw the Zephyr in one of those inherent powers.
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Overwhelming Force Damage/Chance For Knockdown/Knockback to Knockdown is a unique IO where the KB effect is unique. It's completely obsolete compared to the Sudden Acceleration proc, which is not unique. I propose the IO remain unique but the KB to KD effect becomes a global effect. This way the IO is justified to have a unique status, and users who wish to have more granular control over their KB effects can use Sudden Acceleration.
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Focused Feedback: Snipes and Dominator changes
Neogumbercules replied to Leandro's topic in [Open Beta] Focused Feedback
Stalker - Mu Mastery - Zapp This power has a weird lag between the activation and cast, and the actual damage being dealt. -
Let's talk about the Knockdown Proc.
Neogumbercules replied to Galaxy Brain's topic in Suggestions & Feedback
I love the KB to KD IOs and in my mind it's quickly approached Stamina levels of "almost everyone is using this" levels of importance. I almost wonder if the entire KB to KD effect should just be a global added to the P2W vendor, or null the gull. -
I mean at this point we're closing in on total power customization. I like the idea, but instead of a global, I'd rather see check boxes in character creation on powers with knockback/knockdown where you just select which effect you want, assuming that's even technically possible and not game breaking. It really is a playground now, it's just a matter of what direction the homecoming people want to go. I'm sure there will be other private servers that totally break all rules (I am thinking of Ragnarok Online public servers that had 50,000x XP rate and increased the max level to like 500, etc). Homecoming seems to be aiming for an authentic direction so we'll have to see how willing they are to allow stuff like what's be suggested.