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UltraAlt

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Everything posted by UltraAlt

  1. I don't know if I should give your post a "Haha" or a "Sad". So I guess I'm "Confused".
  2. Thank you for posting your idea. I understand that you think it would be a good change. I disagree. I use pacify on characters that don't have hide. I want it to pacify. And even on the characters I have that can hide, I would not want placate to change. I want it to placate. The two powers are essentially the same thing; "ignore me". That is what I want out of those powers. It isn't called "hide". So, yeah, since apparently we are repeating to get our points across - I don't want this change.
  3. Is this in the end-game or in the game/leveling-content? Honestly, there seems to be more of a focus on damage than anything else. Empathy isn't just about healing it is also about buffing. And there you go, you make your team able to do more damage, but your character is a Defender and they are never going to be the high DPS on the team. What are you seeing in regards to Defenders in general? There we go ... end-game content. Yeah. End-gamers seems don't seem to care about healing. And, yes, the are primarily focused on DPS and ... ... yeah ... in the end-game. In the end-game, characters are usually expected to hold their own. From what I can tell, unless you are doing a Hami or Mothership raid, the end-game teams aren't teams at all; they are just a bunch of characters acting independently in the same mission, task force, etc. Back-in-the-day ... before the sunset, I am not sure I ever heard it called "steamrolling". I called it by what it looked like to me - bull-in-the-china-shop. What is the point of being a defender with healing powers in the end-game when the damage dealers would rather have another damage dealer on the team? I'm assuming to them, shields would be more useful than heals ... and corruptor shields at that. In leveling-content, Defenders (any type of defender) is very helpful to a team. Empathy does put you in a position,that you really do work best when you are a team ... and the larger the team the better. Well, if they don't need the heals or the anti-mez the you still have those long recharge time powers to buff the team https://homecoming.wiki/wiki/Empathy#Fortitude https://homecoming.wiki/wiki/Empathy#Recovery_Aura https://homecoming.wiki/wiki/Empathy#Regeneration_Aura https://homecoming.wiki/wiki/Empathy#Adrenalin_Boost But I do understand that a steamrolling team isn't going to want to slow down for something as silly as faster recovery or regeneration ... Skip the end-game. Help out on leveling teams. Lead sub-level 35 task forces. Your powers will be appreciated.
  4. The little that I play on villain side at the lower levels is about sneaking around and getting the drop on targets. Also, I like running around on roof tops, so I'm not stuck with a camera angle that can't see tall buildings off in the distance.
  5. What? You have a problem with the ruler of "red side"/The Villain Isles showing his dominance over all his lackies? Of course, he will have others build statues of himself. You are lucky that they aren't kaiju that are in Mercy Island to cull the weak and pitiful! I never took them to be a serious threat to anyone other than "red side" characters ... you know ... villains. I think the answer you are looking for is "yes" except for the "legitimate" part. I would it an "illegitimate foreign nation" with the other aspects included. It is an island ruled by a terrorist organization in the manner of a crime syndicate. I think it as jumbled mess intentionally. You do see structure in some areas that Arachnos has taken over, but the rest is still pretty much built up on top of what appears to have been islands primarily focused on fishing and timber harvesting. Higher levels of industrialization moved in and the economy apparently increased enough for criminal forces to come in and take advantage of the local workers. Mercy is "the mean streets". It is the poor part of town that you need to work your way out of if you want to hit "the big time".
  6. The ones that I end up skipping/autocompleting are missions far below a character's level. I mean like having a level 7 mission when the character is in the higher 20's or higher. I actually think I have skipped/autocompleted very few missions since I've been playing on Homecoming.
  7. whatever. It's working for me, but I'm not playing a level 50.
  8. when I'm running a character trying to teleport enemies, I put 2 accs in the power. If it looks like a target might high enough level to cause an issue being successful, I'll use a build-up power and/or a yellow insp before using teleport target. Unfortunately, I haven't had time to try track down a boss to teleport. I'm assuming I turned off "bosses on solo" and turned bosses back "on" but didn't have time to run another mission with that character yet.
  9. My character teleported a red LT. I didn't try on any purples.
  10. not true. slot some accuracy in there. I went into game and have teleported an LT. Still trying to track down a boss. I do agree that it is highly unlikely to work on EBs ao AVs. "Teleport Target You can teleport a single foe or ally directly next to yourself. A successful hit must be made in order to teleport the foes. Some powerful foes cannot be teleported. Enemy players that are teleported will be temporarily out of phase, and cannot be targeted or damaged. This power can be interrupted while teleporting foes."
  11. Then I'm assuming that people wouldn't have an issue with a /stucktarget - that only targets enemies (teleport target used to be two different powers, one of which was teleport foe. So that seems doable as the game can tell who is an enemy. But it might be usable to prank in PvP, if the game treats PVE and PVP targets the same - if so disable it in PVP). You could still put it in the START vendor (maybe even putting /stuck in the START vendor wouldn't be such a bad idea so it would be easy for new players to find). If all it does is ... ... then hopefully that would be acceptable. Of course, /stucktarget would be "shoving" the "target" toward the nearest NPC pathing. However, as it would work as /stuck, I wouldn't put a long timer on it if implemented in this manner as sometimes /stuck doesn't work the first time. Sure a team would have multiple shot at it, but, as we know, there are many that solo at this point. I have a feeling that Teleport Target version would be more reliable for moving a stuck enemy out of or from behind a wall. Make it 100% chance of going off (aka successful hit on the target every time it is used) and recharge every 1 or 2 hours. As I said before, I have had only one encounter here on Homecoming where there was an enemy "stuck in a wall" outside of the DFB. In that case, the enemy wasn't just stuck in the wall, it was running around on the other side of the wall trying to find a way back into the mission map. it would return to around the spot that it was knocked through and then run off again.
  12. Would a 1 or 2 hour recharge time remove it being exploitive?
  13. Agreed. And though.... ... most times that I'm on DFB runs, the characters are so low in level that they don't have power pools unlocked yet and a bit early to take a pick like teleport target instead of another primary or secondary power. In my own experience, I have seen more enemies knocked through the walls in the Lost caves in DFBs than in any other content in the game. Honestly, only seeing one enemy knocked through a wall in any content outside of the said Lost caves section of DFB. As this happens at such a low level, I definitely support a power through the START vendor to pull enemies out of walls. If the thought of it being abused to replace teleport target or fold space, give it an 1-2 hour recharge time. After all, enemies don't get knocked through walls all that often.
  14. You might want to try a shout out in-game. I would try in the following channels: /help /general Good luck and have fun.
  15. Any player that is struggling for enough influence for slotting generally just ask to ask teammates to get some. Maybe not as much as they want, but some.
  16. Still fun talking about it.
  17. Let's streamline the basics. If the set happens, then we can worry about further customization. The easiest way to deal with the aura is to only have it showing up on the base character model (it would look like the aura was the origin of the stretching attack) and/or possibly turning it off while the attack animation plays out and turning it back on once the attack animation has completed. For simplicity sake, the animations for the stretching would all be the same regardless of the costume parts that the character is wearing. The attack animation would need to be large enough to surround costume part of the limb (assuming fist ... at least to start) to obscure it or remove the hand costume part while the "stretching" power animation is running. Color-wise? To start use the character's flesh color or the primary color of the hand costume part used.
  18. I'm not sure I would call that talented.
  19. Aside from the animation issues, the first consideration comes down to is the set an attack set, a support set, and/or an armor set that apply to existing archetypes or is stretching a new archetype? We know from how working archetypes are designed, you aren't going to get a mix of ranged and melee powers into a set (sure some PBAoEs as toggles with ranged sets and a single short ranged attack in some melee sets). So, if it isn't a new archetype, it still needs to fit into the way that the other sets for that archetype function. If it is a new archetype, that's a whole new barrel of monkeys. As for the animations, I think one problem with ranged stretching attack animations may be that the current ranged melee attacks throw things versus distort the character model to "reach" the target. That is to say, a separate "projectile" is formed that follows with its own animation to strike or miss the target. I can see the situation resolved in two ways. Currently, when a weapon or punch is done, it has the same animation regardless of how much the melee distance is. (say the street fighting ranged cone that hits every enemy in the cone out to the distance of the target, other cones, PBAoE, etc). So a ranged stretching attack could always show the same animation regardless of how close the character is to the target - which may cause issues by attacking through walls or what not. Currently, blasts and thrown melee attacks generate an animation from the starting point of a character to a target. If the stretching character stays in a pose at which the "stretching" is "released" from the character model (a punch in this case), then the traveling animation of the punch could be a layover/blast animation that starts overlapping the character model as fist (enlarged or not), that travels out to the target (like a blast) to strike the target, then the animation runs backwards until the "fist" is "retracted" back to the character model, and, at this point, the character is able to move out of the pose used to simplify the animation of the "stretching" attack. Either way, it seems it would require more intensive animation requirements than many power sets. (I'm assuming that one would want stretching attacks that go directly to a target as well as arc around and strike from the sides, etc.) I'm not against having a stretching set. I've been in conversations about it before. I agree it is a power that has been used in comics for decades upon decades at this point that has been obviously overlooked in City of Heroes.
  20. Yes. Regardless of archetype, you can only use one power at a time. So I guess I have to ask, have you have played anything other than a melee character before? Melee archetypes have an active/attack set and a passive/defense/armor set. Active set that you would click to use. Passive set with toggles and autopowers. All other archetypes have two active sets. If you have played non-melee sets before, you know you have powers in both sets and you can only use one power at a time. And, yes, if you are playing a controller, defender, or corruptor, you are going to have to choice - at any given time - if you are going to use a power to help your teammate(s) or attack target(s). You can get into situations when you feel like you can only use powers to help teammates. Other than your own personal feeling about only helping with the team augmenting powers versus attacking powers, you are still helping the team and you get the same XP either way. It can feel like you never get to attack, but you shouldn't worry about spending your time healing and helping the team through support powers if the team needs the support. Mix in attacks/controls as able. Support character payers need to watch the team window and see who needs support and assist. Also if you see a player losing health, you can use a heal to heal them, but you can also use a hold or other attack powers by targeting through them to attack the enemy that is most likely attacking them. If a team is doing well, then stick to healing/buffing/debuffing and controlling through the main attacker (generally a tank or other melee character that can soak damage). You may find that it is safer for a controller to use single target attacks in order to avoid pulling too much agro.
  21. Have patience, my friend. I know most people have very little of it these days.
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