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Everything posted by Doc_Scorpion
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Quoted because it made me smile like a lunatic. 🙂 Normalizing between fast/slow sets would also need careful attention to combo/stack decay rate. Overall, I like love your proposed system... But I have to wonder how much work it would be to rework every Scrapper powerset to a combo/stackbuilding set?
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How I would solve Power Creep
Doc_Scorpion replied to Shred Monkey's topic in Suggestions & Feedback
That sound you heard is my point going by ten thousand feet over your head. Power creep is a problem, and it's not limited to the endgame as the OP surmises. The problem isn't characters increasing in power, it's characters increasing in power faster than the game increases in difficulty. -
I can't take 100% credit for this design - I was building a dark/shield brute, entered the costume creator, and 90% of this is the random costume you get when you enter the creator... I cleaned up the colors, changed out the shoulder pads, and removed the laces from the gloves and boots - and I was set. (No chest emblem at this point.) But I kept fretting with a name... Umbra "something". "Umbra" means shadow, and I kept playing with theme of shadows but nothing stuck. Left him sitting in my character list while I stewed... Then out of the blue I was hit with inspiration for his character bio: "A shadow is a paradox, darkness whose existence emerges from light. Defended by light, protected by darkness, I too am a paradox." Back to Icon to add the "?" emblem to his chest and Umbra Paradox was ready to hit the streets of Paragon City.
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How I would solve Power Creep
Doc_Scorpion replied to Shred Monkey's topic in Suggestions & Feedback
It's not just the endgame. It starts in the teens and really ramps up in the twenties and thirties as people start getting enough slots across enough powers to slot set IO's. -
I don't entirely agree with "leave crits to Stalkers", given that to some degree Stalkers have control over their extra damage and can at least attempt to summon it precisely when they want to against the target(s) they want to apply it to. As I see it, the Scrapperlock inherent would be something more like Fury/Defiance 1.0 (you have to get in there and "earn it") plus a splash of vermouth defensive or sustainment buff of some kind to further differentiate it from the existing pure offensive buffs. (You'll also want to keep it from getting too close to Scourge or Vigilance and other such inherents.) It would be tricky, but worth it for the long term. Quoted for emphasis. To me, Archetype Proliferation was the best/worst decision the OG dev team ever made. It opened up a lot of possibilities, but it also introduced a lot of imbalances (which we're still dealing with today*) because blueside wasn't designed with redside ATs in mind. Now that Tanks and Brutes have been sorted out (to a degree), maybe it is time to give Scrappers a good long look. * Witness the lengthy Brute/Tank debates during the recent changes/updates to Tanks here on HC.
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To me, scrapperlock has always felt more like increased concentration and intense focus rather than fury and lack of control... I like the general idea, but I'd go with "pushing up the chance for a crit" and "shrugging off conditions".
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Having a damage primary with a defense secondary, Sentinels also sorta contribute to putting Scrappers in the same strange place. I've recreated my Scrappers from Live as Scrappers, but new characters on HC tend to be Brutes or Tanks depending on which is the better fit conceptually. A good chunk of that is that Critical Hit is among the weakest of the inherent powers. Unlike Gauntlet or Fury, it only fires occasionally and undependably and doesn't bring much to the party. That being said, what Scrappers I do have are fun to play.
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Pushing them out of the way requires somewhere to push them to. The push works outdoors, I don't know that it's actually been tested to see what happens with a team in a narrow space.
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Or, if you don't want to do that - create a high level villain on the Beta server.
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Range indicator in the Target window
Doc_Scorpion replied to Vanden's topic in Suggestions & Feedback
That could be very useful. -
Yeah, most every team takes at least a few minutes to slalom around that map... Back in the day there was a longstanding bug where the ice was fargin' *invisible*. More than one team wipe because somebody would hit a patch of invisible ice, slide, and aggro a group or groups.
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Working on my low level MM testing and notice a couple of things... - Galvanic Sentinel did not follow me through an elevator. Didn't despawn and was waiting on me when I went back. WAI or bug? - Could you move Galvanic Sentinel to the bottom of the pet window so it doesn't re-arrange things when it despawns?
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You should stop by this thread just downforum a bit...
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No, it's just repeating what you said before. And that means the answer is the same as before: don't get in over your head and don't blame other people when you do. I mean seriously, with rare exceptions you pretty much have to be working at it to be battling more than seventeen mobs at a time. Tanks aren't gimped because they can't rescue people from getting themselves into an edge case by playing stupidly. Then I have great news for you! If you enjoy battling huge groups, and want to battle huge groups, that's entirely possible without making a single change to game! Set the diff to max, pull multiple groups of mobs, and BINGO! A huge group is yours to enjoy. But what you're asking for isn't to be able to battle huge groups. What you're asking for is to be able to battle huge groups with significantly increased safety and significantly reduced risk. /jay-[censored]-ranger
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Huh? That has to be among the silliest scenarios/arguments I've ever seen. If you can't keep the team safe from 45 enemies - don't herd 45 enemies in the first place. The tanks job is to hold aggro and contribute to the safety of the team. If you pull more mobs than you can hold aggro for, you're failing at that job. And you're deflecting blame from yourself. I mean seriously, do you honestly think that "tanks are gimped because they can't pull off this outrageous stupid stunt" is an argument for increasing the aggro cap?
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Getting all contacts that are introduced?
Doc_Scorpion replied to Idiotfool's topic in General Discussion
Not possible. At least on blueside, there's a number of arcs with multiple contacts. Once you've done the arc, you won't (can't) another contact with the same arc. -
If you're using the in-game screenshot tool, they'll be in the screenshots folder under your COH. (At least on Windows.) Not metal, but this thread makes me want to make a android toon called 2095 - based on the ELO song Yours Truly, 2095. (Yes, I'm old.)
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General Feedback: Page 5 Build 5
Doc_Scorpion replied to Jimmy's topic in [Open Beta] Focused Feedback
I've played with this a little bit and thought about it a lot... And I can't say I'm fond of it because it kinda undoes what was introduced in the last page (or patch? I've lost track). I've grown fond of ranged pets that stay in one place and fight at range. It makes it a lot easier to keep my boys in range of my bubble. I can see giving them a short leash (5'-10'?) to fix the issue and give them some freedom to reposition, but 30' strikes me as too much. -
General Feedback: Page 5 Build 5
Doc_Scorpion replied to Jimmy's topic in [Open Beta] Focused Feedback
Could we move the side discussions and the nerd rage to a different thread? Some of us are actually trying to follow and participate in the testing - and five pages of "uhn-uh" and "well, you're another" is kinda tiring to get through. -
Discussing the difference between archetypes is exactly what you're proposing.
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That's a pretty narrow and niche usage... and practically the only usage. What you should be using, and people are using, is the top level Archetypes forum.
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"Go To" Mastermind/Pet Command Accuracy
Doc_Scorpion replied to BernardTheBeast's topic in Bug Reports
As I only play bots... What exactly does this mean? What will change? -
*nods* That would be interesting game mechanic - you can withstand almost anything so long as your stock of energy holds out. But when it's gone, you're done for. Or if (like Red Riot) you could only do for a limited time. The health/endurance mechanic in CoX doesn't quite capture either. But then CoX is built to be fun for the players rather than dramatic for the readers. That's one of the things I like about MHA, so many interesting and different superpowers and the mangaka doesn't forget that limitations matter too... Even kinda weird and wonky Quirks (like Gentle Criminal's) can turn out to be surprisingly powerful. Absolute overpowered heroes (like All Might) are on the rare side.