Chris24601
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Everything posted by Chris24601
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Okay, here’s a thought; there’s already the base item for spending a Merit to get a specific tip mission. How about donating inf grants a random tip (in lieu of hunting for one if they’ve gone thin)?
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Given the old Level = Time convention; how about instead of having that in Steel Canyon (which is in the level band before Frostfire reforms), instead add some leveled up Yellow-conning Outcasts spawns to Brickstown and/or Founders Falls (i.e. the 30-39 band where Frostfire is a Rogue trying to redeem himself) and some blue-conning Outcasts fighting the Freakalok, Warriors, and UPA to Kallisti Wharf (the 40+ range where Frostfire has firmly committed to being a hero)? That would also open the door to a later 40+ Outcast-based story arc since it feels like the current development of late has been in reinvigorating various lower-tier factions for the high-level game… i.e. VahzFreakilok, Warriors, Skulls, and Wyvern. I’m all for trying to present an advancing timeline in the higher level zones. One of the most notable things from the Dark Astoria arcs (and the New Praetorian and Mr. G arcs) was seeing how the older villan groups were adapting. As an example, I think it would be interesting if level 50+ Malta had re-colored to blue Knives of Artemis (call them Knife/Blade/Hand of Malta) with an explanation that after the Knives were all-but obliterated during the Mot incident, the remaining Knives were recruited by Malta (and adding some nanotech particle effects and maybe beam weapons in place of rifles to the other units to represent Battle Maiden’s influence). The really big ask in that regard would be to finally see the faction swap of Scirocco (and Ice Mistral) to Rogue (offering an alternative path to unlock patron power pools for heroes/rogues) and Manticore to Vigilante (offering the same but to Vigilantes and villains who don’t want to be part of Arachnos’ hierarchy) which had been been on the drawing board since the Dark Astoria arcs.
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page 3 [FOCUSED FEEDBACK] Sentinel Archetype Adjustments
Chris24601 replied to The Curator's topic in [Open Beta] Focused Feedback
For me, the only real issue with opportunity only building in combat is that due life situations I am having to log off frequently (to handle situations that would boot me for inactivity anyway). Every time I return my meter has to build up from zero again. This isn’t an issue on live because it builds pretty quick, but in testing it was something of a pain. A simple fix that would solve my only complaint about only charging in combat entirely is to just let the bar start at full so I can enter my first combat at the same value it does on live. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Chris24601 replied to The Curator's topic in [Open Beta] Focused Feedback
I am feeling exactly the same way about my Sentinel. Bad enough I can't build opportunity outside of combat (due to the nature of my work I am often having to log out and back in, which always resets it to zero... this isn't an issue on live since it fills up in about a minute. Now I have to start fights to get it building. But on top of that I went from having a cool emergency click power slotted with a heal set to improve the boost it gave me, to now having a completely boring passive defense set that costs more endurance to run for the same level of defense and no emergency absorb power for when something does break through the defense numbers. Definitely a straight nerf that will also require a respec... and I'd just gotten my alpha unlocked and was feeling extremely happy with my build where I tried a whole bunch of new things I'd never done on a build before and it was working super-smooth. If I had a vote I'd say just leave Sentinel Super Reflexes exactly as it is now... it is running absolutely fine. Frankly, any confusion about how Master Brawler isn't really an issue because the two powers it modifies are among the MUST HAVES (with one of the two even required by build mechanics) for the power set so anyone with Master Brawler is going to have them; so it will just work anyway. Frankly, I'm not THAT bright, so if I could figure out how it worked, I think anyone could. My fix would be to make sure to add to the detailed power description of the first two powers "only with Master Brawler selected" to all of the mez protection parts and call it a day. Sort version... Leave Sentinel Super Reflexes as it is on live. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Chris24601 replied to The Curator's topic in [Open Beta] Focused Feedback
The change to MB is super annoying because it added more endurance cost, and I lost an actually useful panic button… in exchange I got about 2% more defensive on a build already capped for Incarnate content (was c. 55%, now 57%). Top it off with “can’t build opportunity outside combat” and it’s just a bad day overall (I often have to log out for work-related reasons and that always resets it to 0. Not a problem on love as it will recharge quickly… this is just… This needs to go back to the drawing board. -
Added to the “fix pattern alignment” category would be a number of textures like the Vanguard legs where the wrapping overlaps other details. I suspect this is because the texture wrapping for the female mesh is slightly smaller than for the male and so a texture designed to align perfectly on the male figure ends up just a little off with the female mesh.
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Cannot edit an existing Custom Group in AE
Chris24601 replied to Unrecognized's topic in Bug Reports
I can confirm it's back to working for me. -
Cannot edit an existing Custom Group in AE
Chris24601 replied to Unrecognized's topic in Bug Reports
I've had the same crash. Staying away from building AE missions until this gets addressed. -
I had the exact same issue with dual pistols’ sounds. So I did a deep dive in the pigg files with Piggviewer and pulled the ogg files for the Resistance weapons to replace the dual pistols cracks with. The thwip of their pistol hits for pistol and suppression, the vrrr phoont single pistol shot sound for dual pistols and executioner (the little charge up sound fills the wind time on both perfectly so the actual shot sound coincides with the barrel flash) and then the multiple thwip sounds of the long burst hits with the Resistance Rifle for the empty clips and bullet rain powers (the long burst matches both animation times perfectly).* It gives them more the sound of silenced pistols on the lighter shots with a nice charge-up and shoot for executioners and dual pistols (the charge up and fire sound syncs perfectly with the delay on dual and executioner) that is much easier on the ears for extended play while still sounding like it belongs in City of Heroes. The only ones I haven’t got a good replacement for are piercing rounds (that long windup is a bane) and the T9 (which has too long an animation time for any of the Resistance guns to work), but I will keep looking. * I will post again with the actual ogg names and the Pigg they’re in in the morning, but if you wanna search it yourself note that there are shot sound fx and hit sound effects. The pistols’ timing favors using the hit fx for most powers, but the pistol shoot sounds for any power with a windup.
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How about instead of hiring, we make it a contest? Have a couple themes; tech, magic, warehouse, etc. Then whoever gets picked gets their name attached to the option in the basebuilder for a quick prebuilt base.
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In terms of utility, my Grav/Time controller has every one of the sorcery powers and uses them regularly. Spirit Ward sits on my Singularity just about full time. Arcane Bolt is part my chain along with Lift and my Hold and provides some solid energy damage for an otherwise smashing heavy build and a preference for magic-themed (and therefore often ghost heavy) story arcs. Mystic Flight goes without saying (I do have Hover as well, as it’s a good LotG mule). Enflame either goes on the Singularity as it’s drawing immobilized targets into it, or on any EB/AV I need to burn down. I slotted it with the -Res proc (as is my AoE immobilize) to further soften up targets. Rune of Protection is my free Breakfree inspiration/Oh Crap button, that came in especially handy when doing the Carnie arcs. Best of all is that the intermix of gestures and runes with gravity attacks really makes the character feel like they’re casting spells and just using powers. They feel like the Sorcerer they’re supposed to be. Sorcery may not be for everyone, but it is perfect for me.
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I’m going to suggest that one of the primary issues with Khelds is that what different people want from them is too broad for each AT to reasonably cover. You have your human-onlys who want the flashy powers and/or Kheld-exclusive stories while still being able to see that costume you spent a ton of influence tweaking to perfection. You have the bi-forms and what I’ll call “basic tri-forms” who like the shapeshifting, but want to hold individual forms long enough to enjoy them. And you have those who enjoy the challenge of playing something like the changeling build. My proposition is that instead of trying to make the Kheldians something that can work all those sometimes mutually exclusive things to all those in the same package; that it would be less exhausting to split those up into separate ATs. For example; make a Luminous/Umbral Blast and Armor sets for the Sentinel and link them so you have to take them both (in the way that taking shield locks out dual blades and katana) and have that choice unlock the Kheld arcs. Doing that would get you 95% of what the human-only Kheld players actually want; freeing up the main Keld ATs to be balanced around form shifting while the Sentinel options are balanced for NOT having those form shifts built into them. If you wanted to be really ambitious; proliferate those along with a Luminous/Umbral Melee set (in the vein of claws with its reasonably fast cycling 40’ ranged and 40’ cones in honor of the original Kheld builds’ human blasts also having only a 40’ range) across multiple ATs reflecting how the person bonded with influences the type of PB/WS these first-time Khelds become. In case it isn’t clear I love Khelds primarily for their story (which I tolerate the current mechanics to experience) and am also a complete clothes-horse who wants to also see my costumes as I play (so would definitely prefer a viable human-only option), so take the above suggestions with those biases in mind.
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They all have containment effects. The main thing I have against Toxic Dart is that it uses a weak looking toss animation and not the wrist launcher animation.
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Arcane Bolt is definitely a pick dependent on your AT and concept. I know for my spellcaster themed gravity controller, arcane bolt outperforms Propel in just about every metric and adds a nice batch of energy damage to an otherwise smashing heavy set.
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Yup. And I know cottage rule is a thing, but presuming we leave the enhancement type alone (grandfathered essentially), could we please turn Spinning Kick into a genuine PBAoE so that Street Justice has one for precisely this purpose (and laggy zone raids)?
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I just avoid all large concentrations of power spam which turns things into a lag fest where I can’t even target things to earn xp from things fall over so fast (I can do it on some melee classes that have PBAoEs because they don’t need to target first, but sets like Street Justice are worthless because they have none, it’s spinning kick is a short range targeted AoE which runs into the above targeting issue). No amount of XP can fix that issue.
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I wonder if I could add that dialogue macro with a $$ to my existing “click item” macro.
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One of my backstories involved “Elysian Earth”; the Earth that would have been next on the list for Rularuu to devour if Primal Earth didn’t stop it and because the Rikti are also from another dimension they didn’t invade Elysian Earth either. They also never got in a slugfest with Praetorian Earth, never had Mot try to consume their world, nor did they have a blip that froze their dimension in stasis for nearly a decade. No Rikti, no war walls, no Riktized Hero-1, no lost Omega Team and all those other dead heroes and all the other destruction. Without Rularu, Darrin never enacts the scheme to kill Statesman, his daughter, and Sister Psyche. Because of their plentiful and peaceful situation, Elysian Earth began an exchange program to send some of their young heroes into a post-apocalyptic dimension to render aid. That dimension? Primal Earth; a dimension hammered by successive extra-dimensional invasions such that they still haven’t rebuilt all the devastated zones, still need massive war walls, and suffered tragic losses of great heroes. The point is; what counts as post-apocalyptic is relative. Don’t let Atlas Park fool you. By most reasonable measures Primal Earth could count as post-apocalyptic. They’ve at the very least been hit so hard that CRTs and late model cars are still used nearly everywhere. 😁
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If you wish to be from/visit a Post-Apocalyptic place, I recommended doing Unai’s missions at Portal Corp. There are countless destroyed dimensions out there and you can visit several select ones like Freakshow or Warrior Earth, or the one where only Nemesis automatons or ghosts remain. Paragon has quite a lot of non-global post-apocalyptic zones; from the Hollows to Boomtown to Faultline all the way up to Eden and Crey’s Folly. Plenty of places you could have survived the destruction of and tried to survive in. I did a hero thugs MM whose crew was survivors of the Galaxy City mess. The point is that being a shell shocked survivor of Doomsday doesn’t even require leaving the walls of Paragon City.
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My favorite thing about this game is the costumes; and in addition to needing maddening exploits to not be far behind the curve, you don’t even get to enjoy your cool costume at all because you’re always in Nova/Dwarf/Lightform. Making a Sentinel powerset might manage some of the aesthetics (though I think Scrapper in the vein of claws with its strong fast cycling 40’ ranged and cone attacks would be a better way to have that particular “blapper” feel that human-only PBs have… and people might not know human-form PB ranged attacks were originally limited to 40’ so Scrapper ranged attacks wouldn’t be unprecedented for a Kheld), but unless it also allows for the Kheldian arcs it would feel a bit hollow to me. While it would require doing the thing the devs hate most, my ideal fix for Khelds would be to add two mutually exclusive powers… one for Nova and one for Dwarf. The Nova alternate power would lock you out of Nova form, but give a passive buff to your damage to put it at roughly Soldier of Arachnos tier damage. The Dwarf alternate power would be a toggle for mez protection, also at SoA tier (the 80’ range of Kheld ranged attacks is why I’m going with SoA numbers instead of Sentinels). This would also give a buff for a bi-form, buffing the aspect of their human form in the way the missing form would otherwise provide. And if you want to play human-only or bi-form just like you do now, you just skip both powers… meaning no one is forcing you to change your current playstyle with this option added. I would also fix its class mechanic by making it be like the Defender’s… i.e. give it a solo buff that scales down as you add teammates (which give the usual Kheld buffs). I’d think maybe akin to say 1.5 each of the damage and resistance team buffs that falls off by .5 per teammate (1x at one teammate, .5 at two, 0 at 3+ members). But that’s just my idea.
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I think the fact that this is a superhero game I think has more to do with weapon priorities in the game than their historical prevalence. Not many superheroes use spears (Wonder Woman might occasionally, but it’s not her usual kit). I’ll also reiterate that I’m not at certain what a nine power set for one-handed spear use is even supposed to entail. T1 and T2 light and heavy thrust, throwing the spear, and build up? Sure. But what’s the theme for it? What else does it do? Honestly? I could more easily see it as an Assault set, since that could add some extra ranged attacks like an immobilize by pinning the target with the spear Sidebar: if you don’t want the breakdance animation with the staff, just use it while flying; the animation is much more toned down as you remain upright throughout the attack.
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I think you could do 90% of spear, by just adding spear models into Staff (more than a few of the moves involve thrusts with the end of the staff). The trickiest part there would be that staff is not compatible with shields. The problem with a specific one-handed spear style is the overall lack of animations and beyond “poke it with the pointy end” there’s just not much to work with. Thanks to its need to pierce things doing an AoE would be tricky. Light hit, heavy hit, throw, buildup, maybe stab at feet to slow… that’s about all I can think of, but it needs four more and without the ability to go two-handed (which would mean it can’t work with shield defense) a spear melee would lack many other types of maneuvers. So I think barring some genuine brain storms coming up with something I think putting a spear model into staff is probably the most efficient approach.
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"none" should be an actual costume object
Chris24601 replied to Starhammer's topic in Suggestions & Feedback
I’m the same. If I go in to edit a character with shoulder and chest details (say to edit the colors on a new power), then move on to a costume without them and those pieces from the prior costume show up (typically with the default near black/white colors) and you have to go into each affected slot and hit the revert option to remove them. It happens EVERY time I do this so it’s clearly a glitch, but if you’re aware of it, it’s not difficult to mitigate (just start with your costumes with the least number of extra parts and work your way up). I wouldn’t label it a priority, but if it could be fixed somehow it’d be a nice QoL improvement. -
I’d like to see the forearm pieces from spines added as Claws options. And on a more power customization side; any chance we could get a Minimal FX option for all the Ancillary pool armor powers?
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Only issue here is I already have four other pools; flight, stealth, sorcery, and leadership… flight (for hover’s improved control) and sorcery (for everything but flight… Singularity with a ward and dropping fire on everything it pulls in is life) are no goes, so it’s either lose invisibility or that extra bit of damage, defense and +recharging from a LotG* just to fix a coding problem. * gun to my head it’s leadership that goes bye… but man I’d love to trade my ancillary pool for a fifth regular pool and fixing the damnable pathing would make that an unnecessary choice.