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UltraAlt

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Everything posted by UltraAlt

  1. https://homecoming.wiki/wiki/Shop_Keeper_Badge https://homecoming.wiki/wiki/Entrepreneur_Badge /ah The Market is there for a reason.
  2. If the mission that is picked is yours, you are always the "main" character. The rest of the team is always "joining you" to complete your missions regardless of they are tips or not. You could discuss with your teammates if you are going to pick one alignment of missions over another. I'm not going to go hunting down the quotes any more than I just tried to do, but, essentially, when you are running a characters' mission, you are entering their time stream based on that character's progress through the leveling process. And, yes, I understand that you can co-op complete missions, etc. If from a personal RP point-of-view, you are a hero and do not want to be involved with vigilante activities, you could just run your missions or ask your team leader and team mates to let you know if they are going to be running vigilante tips and quit the team if they are and you don't want to participate. I can understand that motivation. I have a friend that insists - pretty much every character - they are going to go rogue/villain in order to unlock the Patron pools. Most of my characters - due to character conception - simply will not participate. That is not to say, that I don't often end up switching to a rogue or villain to help them out (I actually only have one villain .. the rest of my unsavory characters are rogues). Either way, your hero could be dragged into a vigilante mission by the mission holder ... simply based on their choice. There is no "false" dichotomy. The Tip missions were put into the game in order to change alignments. That is why they were added. They are to move the character's alignment meter toward one point on another on the alignment bar (along with adding more mission to the game in general). The need to be clear which way the "needle" is traveling on the alignment bar, the choice is made clear where you are moving toward on that bar by doing a tip - and that choice is decided upon by the player picking the tip and deciding which direction they are going to go with it. With Null the Gull, the main point of the Tips missions is more or less null and void.
  3. It is healing without out a heal enhancement (no enhancements at all in fact) on a corruptor that I just rolled up to test it. However, I wasn't really able to test it until level 3 because the incoming damage was so low that default health was healing it pretty much completely on its own and I couldn't time when that hp replenishment was happening.
  4. Barrier Reef - Create a Barrier Reef teeming with life at your target location. The Barrier Reef will emit an aura that washes over allies in range, providing them with a defensive cover of water that will absorb and deflect some damage. I agree with what others have said in other posts. the "barrier reef" that looks like stalagmites chasing you around just doesn't fit with the game well. I would suggest the ground level part of the storm cell graphics and add some fish jumping out of the water (preferably circling around the character). Honestly, I would also lock this onto the summoning character versus having it follow around (far too slowly) as a pseudo pet. The thing is going to be useless to end-game steam-rolling teams (which I do not do myself, but point it out before that ends up being a big thing once this goes live). It is entirely defensive. It makes more sense to me to have Barrier Reef lock onto the casting player versus a target character as there is already a power that can be locked onto a front line character. ... and it would also fit in to how ... ... works and how the two could work in conjunction without standing around and waiting for Barrier Reef to catch up. I can understand wanting to fit some kind of pseudo pet in to mix up the mechanics, but it really doesn't work well. If you want to be some kind of pseudo pet that isn't buffing all the time, make it a wave front that starts like 10-15 feet and travels like 10-15 feet in front of the casting character over a certain length of time that applied the buff for a very limited time with re-applications each time the top of the wave hits character and declines as it passes until the next wave hits. pseudo pet locked ton the character that moves from behind the character to ahead of the character and teleports back to the set distance behind the character to repeat. Probably a pain in the butt to do, but would make more sense than a coral/barrier reef chasing you around (so, yeah, at the very least I would make it the ground level graphics for Storm Cell with fishes jumping out of it). [EDIT : I see that you can go to a tailor and remove the crystals. I think "no crystals" should be the default. ... but, yeah, I would still like the mentioned power VFX.] [EDIT 2: Barrier Reef also needs to be able to jump higher. it is getting stuck on stuff chasing after my character.] [EDIT 3: please avoid using pure white or near white in power colors especially when you can't change them. Eye pain is real. Also please allow darker color customization. It seems impossible to darken the colors on this power to my liking/to avoid eye pain]
  5. Yeah, I think to avoid confusion on what this power does it needs to have the same out ring key and icon as Burst of speed ... ... but with the different coloration to match the power set. I had another player tell me that they had no idea what the image on White Cap was supposed to be. I explained to them that I thought it was supposed to look like someone getting ready to dive with water rushing up behind them. I honestly don't think the image is clear to what the power does either.
  6. So I ran into this tonight. The info for Tide Pool in the manage screen is the same for the corruptor, controller, and mastermind - but different for the defender. Here are screen shots for the controller, corruptor, and mastermind first. Note the red circles. The details say that the power is a "click" power, but the pop-up menu says it is a toggle power. Controller Corruptor Mastermind The Defender says that the power is a "click" power, but the pop-up menu the description starts with "Location AoE".
  7. Yeah, it didn't seemed like it was healing my corruptor or mastermind, but I don't think I had slotted a heal enhance in that power for those characters. I haven't had time to go in a check.
  8. Plant/Marine Controller Level 6 I'm not sure if I'm just getting use to the marine powers or if the controller is the best marine combo that I've played (first character corruptor, second mastermind). A little rough in the 1st couple of levels because I have always been purchasing marine powers as soon I can - so only had a plant hold, inherent throwing weapon and brawl for damage. I had though that didn't heal you character, but, after putting a heal enhancement in it, I saw that it did heal my character, so put a recharge in it as well.
  9. The easiest fix is, of course, player driven. Make sure everyone on your team is a vigilante or rogue. I know it isn't a DEV fix, but it works and really is easy enough to do if you meet up in the Pocket D to form your co-op team since Null the Gull is there. Face it. If a hero is teaming with a villain or a villain is teaming with a hero; they are really acting like vigilantes or rogues and not like pure heroes or villains. And they can always switch back once the co-op content is over. The few the lasting impacts of the original alignment system is that heroes can't go to the Isles, villains can't go to Paragon City, and heroes and villains can't team with each other outside of co-op zones. I think that separation should be there, but I was against the neutral good and neural evil alignments in the first place.
  10. @Glacier Peak I don't know if the "trading cards" were on a previous guide, but I really like those.
  11. I mainly use the procs from those sets. I don't slot them for set bonuses. That being said, I am starting to level-lock/"no XP" many characters in certain level ranges and may start looking at sets that cap above that level.
  12. I'm sure that this has already been addressed, but the accuracy is low so that you don't automatically hit all the enemies in the target area. The hit check is on each enemy individually, so you are bound to get some even with a low accuracy. Controllers get Containment. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented. Would you rather give up that to have increased hold potential/duration to say "immobilized, slept, or disoriented" enemies? I would rather have the increased damage and slot https://homecoming.wiki/wiki/Lockdown:_Chance_for_%2B2_Mag_Hold (see the bonus below for augmenting this with more from the same set) and the Controller Archetype Enhancement sets (I split them between powers to yield the greatest duration bonuses ... they stack ...) https://homecoming.wiki/wiki/Will_of_the_Controller Three enhancements improves the duration of your Immobilize effects by 6%. Three enhancements improves the duration of your Sleep effects by 6%. Three enhancements improves the duration of your Fear effects by 3.3%. Three enhancements improves the duration of your Confuse effects by 3%. Three enhancements improves the duration of your Hold effects by 3%. Three enhancements improves the duration of your Stun effects by 3%. https://homecoming.wiki/wiki/Overpowering_Presence Two enhancements improves the duration of your Immobilize effects by 4%. Two enhancements improves the duration of your Sleep effects by 4%. Two enhancements improves the duration of your Fear effects by 2.2%. Two enhancements improves the duration of your Confuse effects by 2%. Two enhancements improves the duration of your Hold effects by 2%. Two enhancements improves the duration of your Stun effects by 2%. https://homecoming.wiki/wiki/Lockdown Two enhancements improves the Damage of all your powers by 3%. Three enhancements improves the duration of your Hold effects by 2.5%. Four enhancements increases Fire and Cold Resistance by 3.75%. Four enhancements reduces the duration of Immobilize effects on you by 6.25%. Four enhancements reduces the duration of Hold effects on you by 6.25%. Four enhancements reduces the duration of Stun effects on you by 6.25%. Four enhancements reduces the duration of Sleep effects on you by 6.25%. Four enhancements reduces the duration of Fear effects on you by 6.25%. Four enhancements reduces the duration of Confuse effects on you by 6.25%. I think Controllers are well balanced myself. I'm glad that you posted. I hope some of my suggestions for enhancement slotting will help you get that Controller "love" you are looking for.
  13. It is done that way so that you can look at the date on the TOS to see if it has changed. To me it is no big deal and in no way a QoL issue that needs to be dealt with.
  14. I really like Electric on masterminds, but I'm definitely going to make some Marine Affinity masterminds. But, if the choices are "DEF or CORR", I would say for most players go for the "CORR" due to higher damage output.
  15. Level 20 now Leveled up to level 10 solo. Progression smoother than the lower levels. Still has a hard time at +2 with SOs but doable. A lot of retreating and using respites. Leveled to 12 or 13 with a Marine Affinity/Storm Blast Defender. Teaming is always easier. Ran 2 missions in the Hollows after running the lake at their level for the the first 5 levels or so. My character could have used more healing from the defender, but I know the player and concern for other characters on a team is never a priority with them. We decide to jump to level 20 and went to Striga. Ran at +1. We had a rough start because of trying to use too many new powers and not paying attention closely enough to our health bars. Fought some Family. Fought some warriors. ...before getting to our mission to defeat 10 council. Ran Dr Francois - timed mission - and he was in the first room?! what?! Ran Tommy One Eye and there seemed to be bunch of ambushes added to the last room .... at least there were bunch of additional Family showing up from behind way more often than simple timing on patrols. All-in-all a fun night. After figuring out how to use the powers gained to level 20, things went much more smoothly. My only real feedback at this point is that I don't have to watch my End bar at all. I can use my powers a much as I want and it seems like I have nearly full endurance at the need of every fight. It seemed the same for the Defender I was running with. It seems like some of the powers should cost more End to use. It seemed like when my teammate was using Tide Pool- Create a large pool of water at a targeted location to swell the damage that your allies deal, while reducing the damage and movement speeds of enemies within the Tide Pool. If an enemy is defeated in the pool, the marine life present will be thrown into a frenzy! While frenzied, the Tide Pool has a chance to knock over enemies and the damage buff and debuff is stronger. That it wasn't agro-ing the enemy. I haven't gone back to double-check it at this point, but I just thought about that again.
  16. lol. New enemies? No. Layers of farm like adventure for the farmers out there. That is what the new area appears to be to me. It is a miss-mash of enemies in pick-your-enemies levels with a big bad to be defeated in the crunchy inside that can be avoided to go back and run the level (or another level) over-and-over gain. Your labyrinthian farm can hold a league of up to 50 characters! But, yeah, end-gamers need something go grind. Grind on grinders.
  17. 2nd Character - Mastermind - Beast/Marine Affinity The first couple of levels were rougher than normal. I did my standard hunting the lake in Atlas for the first couple of levels, and level 1-3 were markedly more difficult than on the Water blast/Marine Affinity character I'm testing. Once .... Soothing Wave - Send forth a calming wave of water, washing over friend and foe alike. Allies will be healed by this power, while enemies will have their offensive power watered down. Toroidal Bubble - You create a ring of Bubbles that encase your allies, constantly hydrating them to replenish endurance and reducing the effects of endurance drain. The bubble also reduces all incoming damage, providing extra resistance to Fire and Smashing damage, and also increases jump height thanks to added buoyancy. ... were gained the progress was remarkably smoother. I ran through level 10. Hunted the lake and moved to the Hollows. Only ran at +1, but wanted to get used to the set before moving to +2. Slotting SO's only at this point.
  18. I believe the outer ring key is incorrect. I thought I was going to click on a location to use this power, but instead, when I click on it, it transports me to the targeted enemies location. Not what I was expecting based on the outer ring key. However, it does say "toward your target" and not "toward your targeted location". I did go back and look at the outer ring key for Combat Teleport (targets the ground for transport, but does no damage to the surrounding enemies) and Burst of Speed (targets the ground but also damages surrounding enemies). So I do believe since White Cap is targeted AoE damage that it should have the AoE outer ring key instead of the "summon or drop" outer ring key. The transport part is incidental and transport powers have no outer ring key.
  19. I like traveling between missions. I gives me time to enjoy looking at the City and maybe see other characters rushing in another direction or at least they might see me rushing off somewhere. I do have a friend that I game with weekly that would use a team transport to get the team to the next mission if it is over 50 feet away ... or so it seems... well, once they stop ranting about something that isn't game related and realizes a new mission is up that the team is planning on moving to the next mission ... of course, by that time, most - if not all of the rest of the team - is already halfway to the new mission or using recall target to teleport the ranter to it ... well ... maybe that is a bit of an exaggeration, but it sure seems like that ... not the part about the ranting, using the team transport to get to a mission over 50 feet away, or using recall target to them to the next mission ... just the rest of it ...
  20. Level 5 at this point. well... Toroidal Bubble - You create a ring of Bubbles that encase your allies, constantly hydrating them to replenish endurance and reducing the effects of endurance drain. The bubble also reduces all incoming damage, providing extra resistance to Fire and Smashing damage, and also increases jump height thanks to added buoyancy. ... I was shocked to find that this power bubble you as well ... and you can still attack while using it. I'm still just getting going, but it seems to have the possibility to be a great team buff and debuffing set.
  21. Honestly, I can see where you are coming from a RPG point of view. I played CoH before the Sunset, and I guess I'm pretty jaded on a lot of things in the game at this point. I never train in the "open world" any more. I always use trainers in a base. That being said, there is no reason not to have a trainer in each section of a zone at this point. That being said, I think all the original trainer were "signature" characters. I'm a bit against adding additional "signature" characters to the game, so I think any additional trainers should be the equivalent of the detectives but through a different source. The trainers are really supposed to be someone respected ..... Thinking on this for a short time, I would think adding a trainer to the Origin stores on the "hero" side would err toward the intent of the trainers that are already in the game - knowledgeable contacts that know the City and are there to support the "new" heroes. Of course, the origin system isn't deeply ingrained in villains and Praetorians .... I don't even remember there being walk-in stores for either of those "sides", so giving the equivalent of stores (non-mission contact NPCs that sell enhances inside a building or out) the ability to work a trainer would be an alternate way to go to avoid training through Arachnos if you are villainous or whoever is slapping around the Loyalist/Resistance in the Dystopian side.
  22. Water Blast/Marine Affinity corruptor here. Only had time to play to level 3. Ran the lake in Altas for leveling with the x2 XP booster. Ran around and did my usual new character stuff (unlocked Atlas Tour Guide and grabbed enough explore badges elsewhere to unlock the fast travel power - but didn't bother with Null the Gull stuff as I probably won't end up teaming with anyone - which kind of lowers the usefulness of this power set to a good extent and impedes good testing as a corruptor ... this being the case, I might end up making a Mastermind before the beta wraps up if there is time to see how that works being able to heal/buff minions) This won't go as I would usually play a set because I intend to purchase/gain any marine affinity power as soon as the character is able to get it while leveling up so that I can at least see how they play.
  23. Use forum PMs to get around it.
  24. Correct. When you do a /respec, you could reslot all but 70 of them and then they would be in your enhancement tray without using unslotters to get them there. You could even then move them to /AH to store (without posting them for sale) -or- build a sg base and put them in storage there, and then /respec again go get another 70 into your enhancement tray. If you are going to /respec, that would be the way to go. If you want to just pull out some of them, go with the unslotters. (Honestly, I've been back on Homecoming for years at this point and I have /respec'd less than 5 times and I have more than 174 characters at this point, but, then again, I haven't played much - and don't intend to any more - above level 49 and I'm also not trying to mini-max or cookie-cutter my "build(s)")
  25. If you post it, and the market price is fluctuating and you have it posed below what the sale price has been for a while, just leave it up. It will probably sell in 30-40 days at most. Every time you take it down and relist it, it pushes you to the back of the list. look at how many are listed being for sale. Every day your item is up to be bought on the market, more people are most likely posting more new postings of that item to be sold. Then I wouldn't craft the item to begin with. Sell the recipe for what you can get for it. Buy a catalyst, and attune it yourself. Heck, yell out in /help that you need a couple of catalysts and someone might just email them to you (I have supplied people with them in the past). Anticipation is making you wait. You can't rush the market. The Market is the best PvP in City of Heroes. And there are those out there that here that were working the market even before the Sunset that brought their skills here to Homecoming.
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