Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
1609 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by DougGraves
-
So what Crab powers are better than basic SoA?
DougGraves posted a topic in Arachnos Soldier & Widow
I just hit 24 and respec'd and looking at the aoe powers they look identical as crab to normal SoA - just whether you use your backpack or gun to shoot. And the single target shots look worse on crab than basic. So what Crab powers are better than SoA basic powers and is there a reason to take one over the other? -
so it was prophetic
-
compilation Power Concepts: Compilation (Ranged)
DougGraves replied to Zepp's topic in Suggestions & Feedback
Powerset proliferation demands throwing weapons. Axes should be thrown. Maces should be thrown. Thrown small, bouncing weapon. Boomernangs, throwing stars, and round sharp discs should be thrown by warrior princesses could all be skinned as a small thrown attack. Shaped cartoony energy. I shape my force power into a boxing glove, or a baseball bat, or a bowling ball and hurl that at my foe. Lasers and light. Let the players have blindness abilities. Gas. Chemicals that poison, blind, suffocate, heal, etc. The attack version of Poison. Rockets and missiles. Let the mech characters fire off single target, exploding, and whole racks of spiraling rockets.- 4 replies
-
- powerset
- powerset suggestion
-
(and 1 more)
Tagged with:
-
My guess is they select between multiple random paths. There probably is a straight path but that might be one out of 16 paths. Easier to have them choose a slightly randomized path then to have the game know how many mobs are moving at you and then selecting a different path for each. And if they all just ran straight at you it would be easy to get them to stand in a clump and hit them with sands of mu.
-
They should allow EATS and VEATS in Praetoria. Both the ATs and Praetoria need all the help they can get to attract players.
-
Static Field recharge is very fast. You drop it instantly on a group and it retries the sleep every second or so which means even if they are not hit immediately they will be hit soon. This makes static field my favorite control power of any set. Fast, reliable control of a group. And if more foes move into the area it hits them to. You can also drop static field from around a corner. I slot it with a range enhancement to make it work more places. So no alpha. But static field does generate aggro. So if you cannot drop it from around a corner you will get attacked back and often by the toughest stuff. Whereas synaptic overload does not generate aggro. It just is not as reliable. So I take both. Where there is a corner I use static field. Where I have to approach the spawn in the open I use synaptic overload.
-
I play CoX primarily as a controller, so I designed this game based on that AT. I don't sell it, I just have it available to print and play. It is a solo or cooperative superhero board game. An army of villains is rushing towards city hall and you have to stop them. https://drive.google.com/open?id=0BxMYou04FYt1QlJDbWdRWS1hRms You play 1 of 16 superheroes. Each has a different set of powers. Your powers can damage, block, stop, or move around the villains. Powers are 1, 2, ,3, and 6 - that is the amount of energy required to activate the power. Each turn you draw 6 energy cards which you use to activate your powers. You can play multiple cards to activate a higher energy power but you cannot use a card to activate multiple powers - so efficient energy usage is key to the game. There are also stunt cards which can be used for energy or to modify a power when you use it - if you want to block a villain but your power does not do that you can play a block stunt card to add that to the power for that use. There are 4 villain groups: giant insects, ninjas, zombies, and robots. Giant Insects have tough but slow villains and fast but weak villains. Ninjas are all faster but weaker. Zombies get slower as they take damage so you end up with a horde of slow moving zombies. Robots have a type that powers up and shoots at you if it has a clear shot - but you can move it or its allies to take the hit for you. The game plays a bit like tower defense. It is a circular map. Each turn more enemies appear on the edge and the enemies move in. They move at different speeds, so prioritizing threats is vital. You do not appear on the board. Instead you use your powers to affect the villains on the board. If the villains do enough damage to city hall, you lose. New enemies stop coming after 12 turns and if you can defeat them all, you win. The difficulty of the game is set by the villain cards you draw each turn. You can have them be normal or surge. When you draw a surge, twice as many villains come out that turn. You choose how many surge cards to put in to set the difficulty for the game. I can only win up to 6 or 7 surges in a game. This was designed to be a solo game. It can be played cooperative, with each player taking a turn. With 16 heroes and 4 villain groups and varying difficulty there is a lot of replay. And even with the same hero and villains the energy card draw and stunt cards make each turn a different puzzle for how to use your cards to survive that turn and to set yourself up for upcoming turns.
-
- 1
-
-
The Current PUG Meta (aka ramblings of an old man)
DougGraves replied to Gulbasaur's topic in General Discussion
It would be cool if there were a server with IO sets and incarnate powers removed. Leave epic power pools and everything else. I don't think those are game breaking. -
There is a spiked collar, I think under shoulders. So it should not be too hard to make a non-spiked collar.
-
If you like pinball, Seattle has a pinball "museum" where you pay a single fee to play all day. https://www.linkedin.com/learning/business-analysis-foundations-4/requirement-types?u=67554002
-
AC was my first MMO. Such a great game.
-
You would need to post this on a particular server.
-
The Current PUG Meta (aka ramblings of an old man)
DougGraves replied to Gulbasaur's topic in General Discussion
I play almost exclusively lower levels - mostly 12-32. And the times I play above that I find the game is totally different. At level 16 players are cautious. Spawns take awhile to fight. Things need to be controlled, people need to be healed. At level 32 it is just a rush from spawn to spawn with them being wiped out quickly. All spawns can be locked down. Only in very large rooms is tactics necessary. I ran an ITF and probably never will again. 2 tankers who were 50's with massive lists of IO set bonuses. They could stand in the middle of a huge spawn with their health barely moving. And that's what they did. Everyone else go defeated over and over again but the tankers just stood in place and slugged it out with the EBs and AVs. There were no tactics, no attempt at tanking. It was just godmode characters grinding through enemies that had no chance of defeating them while we watched and tried to stay alive. The most fun I have had since coming back was doing Atta with a team. Every spawn was dangerous. An extra spawn joining in was horrifying. We had to pull and use tactics to make it work. It was an actual challenge, not just a question of how much the team could split up so it could defeat the enemies faster. If you want to play CoX as a challenging game rather than a proving ground for your Mids building skills, just join a lower level team doing missions. There's a few dozen of us still up for a challenge. -
How small could CoX be and have you still play?
DougGraves replied to DougGraves's topic in General Discussion
yeah, /chatsave and /chatload I found out about this past week and it saves me about an hour a week setting up alts -
I care about AT and level. I could see last played being useful but I would probably ignore it. Rather than sorting by AT, I would like to be able to create tabs or filters. Filter to just show controllers. Or set tabs so I can click to my controller tab and see them. if you sort by AT and I want to see Dominators I have to scroll past all of my blasters, corruptors, and defenders.
-
That's huge. Soloing with always on hold for 5 targets would be safe. Turn off solo bosses and you could just hold every spawn. Then you would just have to figure out how to do damage.
-
so the TK guide is really old - has you six slot END reduction. it does not explain how to aim with TK, it just says to do it. So is the anchor always repelled directly away from you - to steer them you stand opposite where you want them to go?
-
Would you play it solo? If there were only 100 other players? Could they cut out redside, goldside, or blue side? Could it be cut down to AE, or a few zones? Could they cut it down to one or two ATs? There is a lot to CoX - but how much of it matters to you? I team almost exclusively so player numbers count to me. But that also means I skip red and gold and they could disappear without me noticing. I could live with dropping down to 3 ATs - tanker, controller, blaster but would notice. On the other hand you could cut out brute, MM, stalker, dominator, corruptor, EATs, and VEATs and I would not notice. I bet you could cut at least half of the powersets and I would not notice. I rarely play above about level 32, so you could cut out all of the zones and content above it and I would not care. And while I like Hollows and Faultline, I would probably be happy just running radio missions with teams in Atlast, Kings, Steel, and Talos. So you could cut the game down to 4 zones without really affecting me. I don't use AE, so you could cut that.
-
I live in the south end of the Seattle sprawl chummer. I've played a bit of second and fourth edition. And am a fan of Corporate Sins on youtube.