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  1. Remember when Manticore killed Statesman to trick Prometheus and then had Numina rezz him, but States declined, so Manti blew himself up to chase after him? That was weird, and canon! But yeah, I more meant how there are no examples of superheroes, or even in general, for some of those powersets out there. When did you ever see a team get set on fire to be tougher to damage, or cover themselves in ice for the same reason? 😅 Hence my amazement for the creativity of powerset designs, so out there that it's still never been done, and I've wondered if there actually are any obscure instances of such applications, or other powersets that just don't appear anywhere in fiction.
  2. Mainly that people don't want a shorter, nerfed, costlier version of T9s that don't cover the same bases and use cases as the current ones do, hence my suggestion to have two mutually exclusive versions. Like have current Unstoppable be how it is, and add a shorter duration but quicker recharging version, called Steady Footed or something, since it's not nearly as strong. Ideally just remove crashes on current T9s and see how that goes through testing first rather than doing a massive rework. Agreed that more dialogue back and forth with the dev team would be really nice, particularly about reasoning behind specific changes. While we get general explanations in patch notes, sometimes questions come up in discussion about very specific details and those tend to go unanswered.
  3. Some of those took a loooong time but got there eventually 😄
  4. It's a thought that comes back to me now and again, but CoH has some individual powers and entire powersets that you generally don't see out there in superhero media, if ever, which only adds to the creativity that had to be involved in designing this game in the first place. Went looking and put together a handful of powersets as examples that I at least can't think of an instance that would fit them exactly, and one that actually kinda does. Kinetics Closest fit that I can think of would be Sebastian Shaw from X-Men, but even then absorbing kinetic energy and using it himself is more like an Energy Aura brute instead of a kin. Draining speed and damage potential at range and granting those to allies, causing a foe to leak healing and energizing energies, can't think of an actual match for that one. Fiery Aura, Ice Armor, Thermal Radiation, Cold Domination Covering yourself in fire or ice usually seems to get used for aesthetic purposes or in an offensive way alongside a full-body transformation, as with Iceman or Human Torch, but specifically enveloping yourself in the element and using it to heal and become tanky isn't something that I can think of an exact match for either. Even less so for setting your teammates on fire or putting them in blocks of ice for protection! Perhaps Phoenix again from X-Men could fit in for a Thermal Radiation equivalent in some appearances, but uncertain. Stone Armor Another powerset that's usually combined with becoming-an-element as with The Thing from the Fantastic Four, but just covering yourself up in rocks and minerals is much rarer if it ever happens. This one at least has shown up more recently with Titan from Invincible covering himself in gray protective stone akin to Granite Armor, although looking much less monster-like. DnD's Stoneskin spell might also fit there, although that's also a transformation instead.
  5. The long duration, high scaling defense/resistances, good recovery, and low cost to activate are all what make the T9s really nice. People seem to not wanna think that many simply play on SOs or in lower level content rather than farm an alt up to 50 and instantly IO out into a god build in which T9s see little use. A T9 godmode also doesn't make you unkillable, just much more durable as needed for a panic button. There were some good ideas to buff them too floating around, like adding defense debuff resistance to resistance T9s. I still think that simply removing the crash and doing nothing else to them would immediately make T9s more desirable. Otherwise, just have two version, one current and untouched, one the shorter (the weaker and more costly for some reason) version with low recharge so you can pick which one you want. But that doesn't matter anymore and I still prefer the current un-nerfed T9s.
  6. Wonder if that's as far as the puzzle goes for now? Tried looking around where Rikti and Praetorian tech meet but found nothing in the auction house/museum in Imperial City, nothing new about the Rikti pod at the back. The device being a digging vehicle had me looking around where Nemesis digging machines pop up in missions in Grandville/Brickstown but no luck either. Another guess could be anywhere in the Shadow Shard or the Abandoned Sewer Network but those zones are massive. Nothing new in the D-rifter lab under Grandville tower or the secret Nemesis base in RWZ either.
  7. Brickstown, [-1968.5 -60.9 -1466.6] Not technically a geometry error as it's more either a mistake in assigning an interactable area to a crate, or a popup text box that's supposed to be tied to this lone interactable crate is missing. Hovering the mouse over it changes it to the blue interactable icon but clicking it doesn't provide an info popup.
  8. That has been an issue ever since they introduced the small button on your ID to allow the display of the character's creation date to others. Dunno if it's a known issue, but that seems to be the cause of it.
  9. Any chance the "Enhancements" to "Enhance" UI change could be a toggle somewhere in the options or as a slash command so we can pick between the whole word or shortened? Mainly because it's much easier to double-click a big word to get right into the management screen.
  10. Something so small that's easy to miss, is this shortening a patch thing or something to do with the beta settings defaulting everything and is something that can be changed back? Beta Live
  11. The modifier buff feels pretty nice, allows for a bit more flexibility in builds and sets to push up their numbers to tank easier.
  12. Blaster nukes were given a lower recharge time and had their crashes removed at barely any cost to their damage (4.88 scaling into 4.0 scaling according to someone who knows better than me) and at no change in their functionality, and only had their %-based RNG damage ticks mostly removed to make sure you get full damage out of the powers. I think that's how it went. That was also alongside a very substantial buff to a power in each Blaster secondary to boost their sustain in combat as well. https://archive.paragonwiki.com/wiki/Issue_24 You can absolutely just remove the crashes from current T9 armors and not touch anything else about them and see their use go right up as players won't be afraid to click their panic buttons and might even use them for their secondary effects as well. But since that change seems improbable from the person/people in charge of current T9 power adjustments, then the best we can get is to put those new T9s as a separate mutually exclusive option and don't touch the current T9s at all. Maybe later on someone else will come along and simply remove the crash without nerfing anything. That way you have those new T9s usable for tanking alpha strikes (although all defense scaling needs to go back up for that to work) which might be useful in minmax IO'd out teams/incarnate content on occasion as you jump between mobs much faster by that point, and have the current T9s be useful in the entire rest of the game and on SO/light IO builds which are much more common throughout alts. Also un-nerf Meltdown and Parasitic Aura while we're at it 😄
  13. Another minor weirdness for the list
  14. Due to some unknown quirk of the code, the badge "The Once And Future King/Queen" displays in your ID badge list as "The Once and Future Hero.gender". But that only happens when the badge is fully elevated, as during the animation frames of the badge icon and title growing and shrinking, it regains its proper wording.
  15. They should be as those proposed T9s are such a massive departure from what those powers are now that they cover completely different bases and situation. And are terribly nerfed versions at that. Make those new ones mutually exclusive T9s to what we have now and remove the crash from the T9s we have now, at no cost as that's unnecessary.
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