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Gerswin
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I love the concept of knockback, but the mission objective design in CoH rarely favors its use. There are rarely mobs that you simply want out of the way. Usually, if you are hitting something with your power, you have some incentive to defeat that mob for a reward of some sort. The closest thing I see to real knockback utility is when there are mobs next to a glowie on a ledge or something and knocking the mobs off allows you to quickly click it. If instead there were more missions where knockback gives an advantage, I think people would be a lot more positive towards knockback. For instance, if the objective was to defeat a tough AV who was standing on the top of a platform, and ambushes of minimal reward value were continually attacking, knockback would be a lot more useful. An example of this is the final mission of Hess Tf, where a speedy team can just tp to the top of the robot, knock off the adds, and burn the AV. Hess is easy enough that you can also simply ignore the adds, but the concept remains. I would love to see more missions where knockback, mez, stealth, slows or other mechanics besides damage provided the most efficient solution to a 'problem'. One possible mechanic would be for some form of area denial to replace defeat mechanics for mission completions. The mission completion setting could be set to "No more mobs in this space" rather than a set group of mobs that need to be eliminated.
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Alternative: grind out multifaceted so you can Mark & Recall
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The problem with this idea is that this lets the always prepared veteran get to the zone but not the noob. I do not understand how anyone can take 9 minutes to get from Cimerora to Skyway city, but it happened this morning. I would like for the people who are waiting on the one super slow person to be able to fetch them, not for the leader to count on every invited person having the correct temp powers ready to go.
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Honestly I would be happy if it just teleported the teammate to the correct zone.
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Upon activation, this power opens up a dialogue box for a player in another zone. If they accept, they are teleported to a location similar to tp target. It does not work if either player is in a mission. Recharge time - 15 minutes This power could be used to expedite forming a task force or trial when one player is super slow or unfamiliar with base teleport, long range teleporter, or lfg travel. It could even be disabled once a task force begins if there are balance concerns.
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Geodesic bubbles causing vertigo and nausea
Gerswin replied to Captain Valiant's topic in Help & Support
The person with the problem adjusts graphics. The user of bubbles doesn't have to change anything. -
I love procs and the randomness that they add to an otherwise ultra-predictable combat system. I think that damage and -res procs are in a very good place right now. If anything, I would support the addition of more procs to further diversify slotting options and increase the divergence between specialized and all-purpose builds. I also think procs could be introduced as set bonuses: for example the 4 piece set bonus would be a 3 ppm proc and the 6 piece set bonus would increase to a 5 ppm. I do think players should be 'rewarded' for either a solid grasp of statistics or careful scrutiny of character performance when testing builds. The nuances of slotting for set bonus, damage proc, +rech proc, -res proc, healing, etc require different strategies for different builds, as they should. I suspect any developer adjustment to procs would just be removing the nuance and homogenizing builds.
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BS ideas: Child of the Grave Fairy in Boots Paranoid Warpig Supernaut solo Ozzy Hellraiser CrazyTrain Conductor Flying HighAgain Madman with a Diary Mr. Tinkertrain
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As someone with 60 Grateful Dead themed characters and an entire SG (Heroes of the Golden Road), it is completely possible to pay tribute to the music(ians) that inspire you without triggering the ire of ToS violations.
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This would make a lot of goldside content more accessible and less tedious.
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Ice/storm, Storm/storm, water/storm corruptors. You never get close to mobs but you can lay down some sick AOE damage and debuff patches with lots of soft control from slows and knockdown. You get a lot of mileage out of +range buffs as well. Ice/ gives the best single target damage but water/ is very versatile as well. If you have time to set up, like in a zone invasion, ToT, or KHTF or something, storm/ annihilates everything with complete safety.
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What is wrong with the math? I think it's ok to skip the +2Pi*n in this case. This pickup line works great btw. Used it frequently between 1995-2007.
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I want the ability to send the beam effect from just below the toon's belt area.
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I think you are spot on with the top 4. All of these sets are solid in all circumstances and excellent in their own niche. I agree that ice is #1 because it is so versatile with proc potential, mez, DoT nuke, and great single target damage. Beam and storm are both excellent in their own way, but simply not as versatile as this top 4. All of the other sets have limitations that you really feel when playing a wide range of content side by side with one of these top 4. Even elec feels a bit slow compared to the top 3 in 'DPS check' type of situations.
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-Add a reactor health bar (like so many other missions have for AVs) that does not require targeting the core. -add a mob counter that says how many mobs actively attacking core (also until wave respawn) -make glowies in Sgt. Clayton door mission give temps of some sort in final mission -modestly increase spawn sizes