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Everything posted by UltraAlt
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Thanks alot for doing this. You have picked good topics to discuss, and people seem to like taking part in them. I play the game versus just the end-game, so I'm leveling up all my characters. I'm just slotting SO until I start slotting some set enhancements. I don't slot IOs until level 40. As soon I can, I slot all my attack powers with 2 accuracy (unless it has some kind of crazy accuracy to begin with). I put end reducers in the first slot in most of my toggles. After the 2 accuracy in my attack powers, I'll tend: to get another slot in stamina, put a third slot in any attack power to put another slot in any attack power that cost more than 10 end and put an end reducer in it to put another slot in defense or resist powers and put a defense or resist in to put another slot in a toggle power and slot whatever the special effect is for that power Generally, by level 20, I have: Stamina 4 or 5 slotted with 3 end reduction, a Performance Shifter: Chance for + End, and a Power Transfer: Chance for heal Health 2 slotted with 1 health and a Panacea: chance for +HP/Endurance looked for where I can put the specials in an IO set and plan out what others in that set will eventually be put into that power to get the set bonuses I want Generally, by level 30, I have: added at least one more slot and added a Numina's Convalescence: Regeneration/Recovery and replaced the Health enhancement with a Numina's Convalescence: Healing/Absorb Started working on buffing up special effects of powers started working on getting my ATO and/or Universal Damage sets going. trying to slot up the Lockdown set in holds - starting with the Lockdown: Chance for +2 Mag Hold (targeting for 3 slotting for the hold duration bonus) putting at least one Devastation: Chance for Hold in a fast ranged attack power Put a Blistering Cold: Recharge/Chance for Hold in a melee attack if it makes character conception sense to do so. after that, it's all just character conception, filling in sets, and buffing the various special effects of powers. When I can slot 40s, I'll switch whatever enhancement slots that I have filled with SOs over to IOs. I'm looking to maximize accuracy. I think most of my survivability comes from knowing when to run aways/fall back. Most of the time end management more than secondary effects. I'll tend to forgo slotting damage in low damage low damage powers and slot up the secondary effects instead. Always. err ... does starting every character with at least 200 mill count as a Platinum card? I love me some knockback!
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Out of the 100+ character I have, I think I only have 1 or 2 with acrobatics myself. Do you have any with acrobatics? But back to the main thread, you can get some status protection from the Impervious Skin proc (https://homecoming.wiki/wiki/Impervious_Skin:_Status_Resistance/Regeneration) if you have a slot you an put a Resist Damage set in, but, it isn't really "status resistance", it only reduces duration: "This enhancement grants a global 7.5% reduction in status effect duration, which may be stacked up to five times to provide a maximum reduction of 37.5%." - wiki That might not seem much, but it also: "This enhancement grants a 25% regeneration rate bonus for 120 seconds. When used in a click power, the effect is granted every time the power is used. When used in a toggle power, the effect persists until 120 seconds after the toggle power is deactivated. When used in an auto power, the effect is always active. This regeneration rate bonus is unique and non-stacking."
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So I had a little chat with Google's Bard today about City of Heroes, and it turned into chatting with this AI about Masterminds. UltraAlt: What is City of Heroes? Bard: City of Heroes (CoH) was a massively multiplayer online role-playing game (MMORPG) developed by Cryptic Studios and published by NCSOFT. It was launched in North America on April 28, 2004, and in Europe by NCsoft Europe on February 4, 2005, with English, German and French servers. In the game, players created super-powered player characters that could team up with others to complete missions and fight criminals belonging to various gangs and organizations in the fictional Paragon City. Players could choose from a wide variety of powers and abilities, and customize their characters' appearance with a wide range of costumes and accessories. City of Heroes was known for its deep character customization, its wide variety of content, and its strong community. The game was also praised for its innovative gameplay features, such as its power combination system, which allowed players to mix and match powers to create unique and powerful characters. City of Heroes was shut down on November 30, 2012, but has since been revived by a team of dedicated fans who have created a number of private servers where players can still enjoy the game. In 2023, City of Heroes is still considered to be one of the best superhero MMORPGs ever made, and its community remains active and passionate. Sources: en.wikipedia.org/wiki/City_of_Heroes UltraAlt: What is the most popular City of Heroes private server? Bard: The most popular City of Heroes private server is Homecoming. It has the largest player base and the most active development team. Homecoming also has a wide variety of features and content, including regular updates, new events, and new character classes. Other popular City of Heroes private servers include: Rebirth Thunderspy Unity We Have Cake Each of these servers has its own unique features and focus. For example, Rebirth is known for its focus on preserving the original game balance, while Thunderspy is known for its extensive character customization options. Ultimately, the best City of Heroes private server for you will depend on your individual preferences. If you are looking for the server with the largest player base and the most active development team, then Homecoming is the best choice. If you are looking for a server with a specific focus, such as game balance or character customization, then you may want to consider one of the other servers. I hope this helps! UltraAlt: If you were going to be a City of Heroes character, what archetype would you pick? Bard: If I were to be a City of Heroes character, I would pick the Mastermind archetype. Masterminds are ranged controllers who use their powers to manipulate the battlefield and buff their allies. They are also capable of summoning pets and robots to fight alongside them. I think the Mastermind archetype would be a good fit for me because I would be able to use my knowledge and understanding of the world to help others and make a difference. I would also be able to use my creativity to come up with new and innovative ways to use my powers. Additionally, I like the idea of having a team of pets and robots to help me fight. I think it would be a lot of fun to work together with them to defeat our enemies. Of course, I am still under development, so I am not sure if I would be a very effective Mastermind. But I think it would be a lot of fun to try! UltraAlt: What primary power sets would you pick for your mastermind character in City of Heroes? Bard: If I were going to be a mastermind character in City of Heroes, I would pick the Demons primary power set. Demons is a very versatile primary power set that allows players to summon and control a variety of demons, from simple minions to powerful bosses. Demons powers can be used to attack enemies, defend allies, debuff foes, and heal wounds. I think the Demons primary power set would be a good fit for my mastermind character because it would allow me to create a unique and powerful team of demons to help me fight. I would also be able to use my knowledge of the occult to create new and innovative demon designs. Additionally, I think the Demons primary power set is very visually appealing. I like the idea of having a team of demonic creatures fighting alongside me. Some of the specific Demons powers that I would choose for my character include: Summon Minion: This power summons a weak but numerous group of demons that can attack enemies and distract them. Summon Brute: This power summons a powerful demon that can deal high damage and take a lot of punishment. Summon Lord: This power summons a very powerful demon boss that can be used to turn the tide of battle. I think these powers would give my mastermind character a good balance of offensive and defensive capabilities. I would also be able to use them to create a variety of different tactical strategies. Of course, this is just a suggestion. There are many other ways to build a mastermind character in City of Heroes. It really depends on your individual playstyle and preferences. Here are some other primary power sets that would be good for a mastermind character: Beasts: This power set allows players to summon and control a variety of animals, from simple pets to powerful beasts. Bots: This power set allows players to summon and control a variety of robots, from simple drones to powerful battle machines. Thugs: This power set allows players to summon and control a variety of criminals, from simple gangsters to powerful bosses. Ninjas: This power set allows players to summon and control a variety of ninjas, from simple footsoldiers to powerful masters. Ultimately, the best primary power set for your mastermind character is the one that you enjoy playing the most. UltraAlt: What secondary power set would you pick for your mastermind character in City of Heroes? Bard: If I were going to be a mastermind character in City of Heroes, I would pick the Storm Summoning secondary power set. Storm Summoning is a very versatile secondary power set that allows players to summon and control a variety of storms, from simple lightning bolts to powerful tornados. Storm powers can be used to attack enemies, defend allies, debuff foes, and control the battlefield. I think the Storm Summoning secondary power set would be a good fit for my mastermind character because it would allow me to provide my team with a variety of powerful buffs and debuffs. I would also be able to use my storm powers to control the battlefield and make it difficult for enemies to function effectively. Some of the specific Storm Summoning powers that I would choose for my character include: Lightning Bolt: This power summons a powerful bolt of lightning that strikes enemies and deals damage. Ice Storm: This power creates an area of effect storm that slows and damages enemies. Tornado: This power summons a powerful tornado that damages enemies and knocks them back. I think these powers would give my mastermind character a good balance of offensive and defensive capabilities. I would also be able to use them to create a variety of different tactical strategies. Of course, this is just a suggestion. There are many other ways to build a mastermind character in City of Heroes. It really depends on your individual playstyle and preferences. Here are some other secondary power sets that would be good for a mastermind character: Dark Miasma: This power set allows players to summon and control a variety of dark creatures and effects, such as shadows, mist, and crows. Force Field: This power set allows players to create and manipulate force fields, which can be used to defend allies or damage enemies. Pain Domination: This power set allows players to inflict pain and suffering on their enemies, which can debuff them and make them more vulnerable to attack. Poison: This power set allows players to poison their enemies, which can deal damage over time and debuff them. Ultimately, the best secondary power set for your mastermind character is the one that you enjoy playing the most. UltraAlt: If you were playing City of Heroes and you created your Demons/Storm Summoning Mastermind, what would their name be? Bard: If I were playing City of Heroes and I created a Demons/Storm Summoning Mastermind, I would name them Tempest. I think the name Tempest is a good fit for this character because it evokes the power and fury of both storms and demons. It also suggests that the character is unpredictable and dangerous, which are both qualities that I would want my mastermind character to have. Another name that I considered was Stormcaller. This name is more literal, but I also like it because it suggests that the character has a deep understanding of and connection to the storm. Ultimately, the best name for your character is the one that you like the most. There are no right or wrong answers. The most important thing is to choose a name that you think fits your character's personality and playstyle. I hope this helps! UltraAlt: What would you do if both of those names were already taken? Bard: If both of those names were already taken, I would try to come up with a variation of one of them, or a completely new name that has a similar theme. Here are a few ideas: Tempestuous Storm Weaver Skybringer Lightning Lord Demon Master Stormfiend Tempest Bringer Stormcaller of the Abyss Demoncaller of the Tempest Master of the Storm and the Demon Tempestuous Stormcaller Demonic Storm Weaver Tempestuous Skybringer Demonic Lightning Lord I could also try to come up with a name that is more personal and unique to my character. For example, I could think about what kind of demons my character summons, or what kind of storm powers they use. I could also think about my character's backstory and personality. Ultimately, the best name for your character is the one that you like the most. There are no right or wrong answers. The most important thing is to choose a name that you think fits your character's personality and playstyle. I hope this helps!
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electric. great healing, shielding, and buffs.
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It is one of the foundational powers of the entire set but melee players hate it. Melee players also hate knockback. Seeing a trend here? You have the correct concept. The hurricane is there to protect the squishes and, when you are on an all squishy team, you can do the tanking with hurricane. I don't even bother with the knockback to knockdown proc because hurricane doesn't just have knockback it also has a repulsion effect that doesn't change because of the knockback to knockdown proc. Hurricane is great for cornering enemies and keeping them off their feet, it just takes practice using it to get a good handle on using it. Also the to-hit debuff on hurricane can be quite good and a real asset to the team, but you have tap the enemy with it in order for them to be debuffed. One of the pro-melee things you can do with hurricane is herd enemies closer to the melee characters when in big rooms.
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I would try verifying your files on the launcher. One launcher screen click on the ... on the bottom right of the little Homecoming window on the launcher and select "verify". Are you running any add-ons or have you done any modifications to the game? If so, think about uninstalling them. If you have an older machine/hard drive, you might want to uninstall, run system maintenance, and then reinstall. It's possible some of the game files might be written on sectors of the hard drive that have gone bad or are going bad.
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when enemies close on my stormies, I just summon the storm cell on my/team location, any other kind of debufff AoE DoTs/prolonged knockdown, etc. on where I stand, and the Cat 5. But I usually I do have at least one team mate and I'm not running at +4/8 and/or level 50. I try do the same thing if they spawn on top of me, but with squishies that's usually not going to cut it due to the alpha. If I have time and know the enemy is incoming. Then I set up the same situation at a choke point and/or where my character can dive around the corner to get out of LoS.
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I'm assuming this would have in-turn limited the number of packs that were being purchased. I have the feeling there are some of us that have bought more card packs in Homecoming than the entirety of card packs that were ever purchased before the Sunset.
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I don't expect this to happen, but, if there was an additional selection tool with a drop down selection of reward types (enhancement, insp, buffs, enhancement, etc.), it would be helpful to me as well. My main issue with the interface is that the type of insp aren't sorted together because of the way that they are named and sometimes the counter-intuitive names for some things (but I understand that other people may be able to finds things easily, there are somethings that I seem to have to look up in the wiki every time that I need to find them)
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Click on the word subject at the top to sort a-z and again for z-a.
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It made me laugh, but it would be helpful for those of us with this kind of stock in the card pack rewards.
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Let me know if there are any issues, but I think that should work.
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<?xml version="1.0" encoding="utf-8"?> <GameProfile xmlns="http://www.logitech.com/schemas/2009/gaming/game_profile"><Profile GUID="{AA767889-C060-4E44-8BEA-76A578D9762E}" Publisher="Custom User Profile" Author="UltraAlt" Revision="1063:18/09/2023" Installed="false"><Name>City of Heroes</Name><Signature Key="" Value="" Shortcut="" /><Target IconIndex="-1"><Name>Tequila.exe</Name></Target><Macros><Command Id="1" Name="Mouse Left Button"><Event Type="Mouse" DeltaX="0" DeltaY="0" Mask="1" /></Command><Command Id="2" Name="Mouse Middle Button"><Event Type="Mouse" DeltaX="0" DeltaY="0" Mask="4" /></Command><Command Id="3" Name="Mouse Right Button"><Event Type="Mouse" DeltaX="0" DeltaY="0" Mask="2" /></Command><Command Id="4" Name="strafe left"><Event Type="Key" Keyname="A" Up="false" KeynameUndo="A" /></Command><Command Id="5" Name="Strafe right"><Event Type="Key" Keyname="D" Up="false" KeynameUndo="D" /></Command><Command Id="6" Name="Forward"><Event Type="Key" Keyname="W" Up="false" 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/><AxisDef Axis="R" Sign="1" Acceleration="41" Speed="100" Deadzone="31" DeadzoneSign="0" /><AxisDef Axis="Z" Sign="1" Acceleration="100" Speed="100" Deadzone="0" DeadzoneSign="0" /><AxisDef Axis="X" Sign="1" Acceleration="88" Speed="100" Deadzone="0" DeadzoneSign="0" /></AxisDynamics><Command RefId="14"><Control Type="Button" ID="11" /></Command><Command RefId="15"><Control Type="Button" ID="10" /></Command><Command RefId="12"><Control Type="Button" ID="9" /></Command><Command RefId="1"><Control Type="Button" ID="8" /></Command><Command RefId="21"><Control Type="Button" ID="4" /></Command><Command RefId="19"><Control Type="Button" ID="0" /></Command><Command RefId="18"><Control Type="Button" ID="2" /></Command><Command RefId="17"><Control Type="Button" ID="1" /></Command><Command RefId="20"><Control Type="Button" ID="3" /></Command><Command RefId="22"><Control Type="Button" ID="5" /></Command><Command RefId="25"><Control Type="Button" ID="7" /></Command><Command RefId="10"><Control 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Okay, I wasn't sure if I could share the profiler settings that I'm using in a way that it was safe to transfer the file in a legit way that would be safe. You have motivated me to I figured out how to safely post/transfer the .xml file. I imported it and it seems to work fine if you follow these instructions. In the next post, I'll put in the text of the file. Copy that text. Paste it into notepad. Save it as a .xml Then open the logitech profiler, click on Profiler, click on import, find the file, and import it. It is going to ask you to target the the game .exe Target the launcher. This will make the profiler have a selection under select a game that will read "Play City of Heroes". When you click on that, it will open the launcher. Make sure to go into the Options>Global Profiler. Select the persistent profile "City of Heroes" and click on "apply persistent profile". Make sure all the behavior boxes are not checked. If you don't make sure all those behavior boxes are unchecked, it can cause weird things to happen because it can cause the controller to be active when you boot up your computer. The setting make the sticks behave like the mouse and arrow keys. The neutral points on the controller won't necessarily show a dead spot to the computer and the pointer might start moving around on its own. If you run into that, just unplug the controller. Unchecking all the behavior boxes in the Options>Global Profiler Settings makes the computer ignore the controller until you start the profiler, so you want to make sure to do that. So when you start up the profiler, just make sure to hover the pointer over the controller and swirl around the sticks and let them fall back into neutral position a couple of times so it can register itself. If the controller stops working for some reason while you are playing, toggle out of the game. click on the profiler, swirl the sticks, click the buttons, and then toggle back into the game and you should be good to go.
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What?! Too soon? The song is 4 years old!
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I see. At this point it is "SFX most commonly stands for sound effects in film and video, but it can also be used to describe special effects as a whole." I guess it is a generational thing. Thanks for letting me know.
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Okay. So that is one that you would like seeing as an alternate SFX for teleport. Any thoughts on what other ones should look like?
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I'm not sure why that looks silly. Cosmetics aren't bad. It takes time for DEVs to do animations and that has be the thing they are into in order to do it. What are your suggestions for "good" teleport power exec SFX?
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You might want to look into: https://homecoming.wiki/wiki/Category:Sets_for_improving_Teleport -and- https://homecoming.wiki/wiki/Category:Sets_for_improving_Universal_Travel (which have 2 +range per set each) I see no reason not to push for +range added to Winter's Gift for slotting 3 other than the set bonus adding globally across all powers. I can't tell for sure if you are just looking for set bonus or just trying to find ways to increase the range of teleport aka teleport "faster". If you could have have a teleport enhancement set with different set bonuses from the existing sets, what would it/they be?
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There was a thread about this recently. It depends on character conception. And then, if that character conception warrants a travel power, it is taken related to when another power doesn't appear to need to be picked first. For ease of/most useful, I would have to say flight. Normal or mystic it makes no difference to me other than character conception. For the "fun", I like super jump (without the double jump, even though I tend to use it). There is something fun to me about jumping from rooftop to rooftop. Not so much for the platforming of it, but for the crouching on rooftops looking for crime aspect of it. Teleport. It is just so cumbersome and reaction speed intensive. When it comes to teleporting, I like the way mystic flight handles it best - the hover/flight is built in. It works in the same way that the Speed of Sound/Jaunt is superior to super speed in that you are able to go vertical over obstacles using Jaunt. 2nd lease favorite: Superspeed. As indicated, vertically is an issue. You can't run up walls or up the sides of buildings. Want to go up? You're going to have to get another travel power. Back before the Sunset and before the Shadow Shard Day Job flight pack, I had to respec a character out of Leaping into Flight because of the Shadow Shard. In this case, I had to rationalize it with the character conception that traveling through the Shadow Shard was an out-of-body experience and not the physical realm in which they had leveled through the rest of the content. When City of Villains was released, it intentionally had a large amount of verticality added to the City design. I can't remember if I had to respec any characters for it (didn't play the villain side that much but had one level 50.) but I think I did have to respec that level 50 due to the map designs on the villain side. And, again, had to go from Leaping to Flight. Not so far outside of character conception in this case I guess. The character had come from a Champions RPG (now-called table top) game that I had been in years ago. That character only had hover when they turned desolid/phased/discorporal originally (they didn't have leaping in the RPG - phasing wasn't built to last long and it would take forever for hover to get you anywhere. Leaping seemed to make more sense character-wise to the other travel options and the necessity for some level of speedy travel when on teams), but, later as they leveled up, they stole a skeleton of pterodactyl from a museum, used their power to grow a plant-based-musculature system, endowed it with a minimal plant-based AI akin to its own, and used it as a mode of flight-based transport. Also, as indicated in my prior response, super speed has the limitation that you can't run up walls, the sides of buildings, or anything that is too vertical, and you also have a high probability of running off things that are narrow. This would make this a non-pick for the villains side for me and a low pick option in general. Flight, in general, is the most useful travel power. Some content really makes flight a necessity. It is simply too difficult to use any other travel power. Temp flight simply won't cut it. The Shadow Shard Day Job Flight pack is combat-flight "fix", but that isn't always within character conception. This means, when a characters without flight stumbles into one of these situations on at team, my character really can't do much to participate in that part of the content as it tends to be multiple characters are flying around and bypassing mobs that my character would have to fight through to get to where they are going easily by flying. No. I get travel powers and other powers out of other travel pools based on character conception. Sometimes that will mean getting multiple powerpools. Sometimes, I will get the Speed pool just for flurry and/or hasten. Sometimes, I will get the Teleport pool just for the teleport target (most often with the Character conception related to getting other characters to a mission vs teleporting enemies) Sure. Group fly. I can see why a solo mastermind world find it useful. Other than that.... Teleport>Team Teleport Why? Why is that even a thing?! Obviously, it should have been the Team Transport Power or a multi-zone "recall friend". I haven't seen any use for Team Teleport other than to prank other team members. Clinging, swinging, swimming and burrowing seem to be main supertravel powers missing from the game. These powers really don't have any good way of being implemented into THE CITY. Clinging apparently can't be implemented because of the way surfaces are designed in THE CITY. (works in many cases in DCUO, but there are still surfaces that you can get "tangled up" on that the game engine simply can't tell which way you are trying to go because of the interaction with the surface) Swinging. yeah. I think you have to design a game around swinging vs add it to a existing game. (Some of the Spider-man games for instance) Swimming would work best if you could be below the surface of the water which can't be done in THE CITY without major changes to the game. (DCUO kind of worked around this with Atlantis by making the whole zone underwater and turning flight into swimming, but, yeah, just a work around) Burrowing would need to be below the surface of the ground which would also take major changes to the game including what could be burrowed through and what could not be. (I know that the Champions Online took a stab at this, but it didn't look like it really covered it well) *** and off topic *** I really like the P2W form change travel powers: Coyote and panther. I wish there were more of these. There are a couple other animal forms already existing in the game that could use the same animations. I would also like to see some bird-shaped ones for flight ... possibly large insect or butterfly/moth forms as well. I wouldn't use them/don't use them all the time. I just use them based on character conception.
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What do you mean "instantly do so"? You don't store up XP when you turn off xp gain and then suddenly get all that xp when you turn it back on again. Well, you could just die a lot and rack up debt. Then I'm not teaming up with friends that use x2 xp boosts, I usually get 8 hours of it from the get go and then don't get any more. When I'm running an arc that I don't want to out level, I turn off the XP. I'm getting to the point where I'm leveling locking (turning the xp off for good) some of my characters at certain levels. Characters that are higher level and exemplar down have far greater powers than their teammates and I like the challenge of playing content within or, at least, near the level range. I already have over 100 characters, so can help stop the feeling that I need to create a new character in order to enjoy/take part in lower level content. Would I run in a reduced xp gain mode? I don't think so. At that point, I might as well just turn off the xp gain/level-lock the character.