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Gerswin
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Everything posted by Gerswin
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Wealth redistribution system to help new players
Gerswin replied to Intermipants's topic in Suggestions & Feedback
The skills that make someone good at resource acquisition in this game are different than the ones associated with 'playing the game' to defeat bad guys. Sometimes there is overlap, but often there is not. Trading on the market, recognizing activities with high reward/time ratio, identifying favorable enemy group matchups for each powerset, and even just having a 'grindy' mindset can make getting tons and tons of stuff trivial. On the other hand, there are a lot of great players that make it work on a shoestring budget, whether by choice, time limitation, or just a general lack of desire to accumulate stuff. I have given tens of billions to new players just to give them options in how they enjoy the game. I would imagine that many players like me will continue to be generous to new players. Still I am against any 'official' wealth redistribution system because then I wouldn't be able to choose who I donate to. I generally help out players that are: -new and obviously struggling at keeping up with the team -likable people that I would like to play with more -likely to quickly figure out the game and how to be decent players I never donate to players that beg, complain, act rude, or generally irritate me. I guess it is an ideological pvp of sorts. -
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
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Focused Feedback: Tanker - Archetype Inherent Changes
Gerswin replied to The Curator's topic in [Open Beta] Focused Feedback
These changes don't effect 4* or most speed teams at all. There is a minor effect on tank fire farmers. They hammer the 'All melee KM ITF' and tank tf soloists the most. I just find it amusing the types of gameplay that the devs feel they need to nerf. Overall, I like the new content but I am disappointed in all the changes that make me respec 100+ toons with dev statements that more changes are coming that will necessitate even more respecs. I guess fine balancing details are important to some people but I just want stability so I can dust off an old toon without having a frustratingly obsolete build. -
Legendary 45% softcap... True/False/Sometimes/BS?
Gerswin replied to shortguy on indom's topic in General Discussion
The best damage mitigation in the game is based on anticipation, mobility, and reflexes. There are some players that very rarely faceplant, even when they are playing squishy toons with minimal defenses. Knowing where to stand, bounce or fly while being able to quickly execute an 'escape' if damaged or mezzed is far more valuable than a few percentage points of def or res. My estimate is that expert proficiency with [Combat teleport] is worth 35 points of global defense when it comes to survivability. Hover blasting, while situational (Battle Maiden in Apex???, -fly mobs???) and more of a crutch than a comprehensive defensive strategy, is worth 25 points of global def. Being able to execute successive 'jousts' with a melee toon that generate 75%+ of standstill melee dps while staying at range is worth 25+ points of global def. I won't namedrop here, but I know players on excelsior that can run 4* Aeon speed runs (no inspirations)on a fire blaster without dying, without fighting pool, and without rotating stacking barrier. Any regular content run at +4/x8 is easy compared to this. TLDR version : softcap def is a noob crutch that only feels strong when doing specific easy content. -
Managing chat tabs can be difficult because there are so many channels that are necessary in certain cirmcumstances but complete spam in others. An in-game parser that allowed you to selectively show or hide active channels within a tab would be a great addition to the game.
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Broke 9 min a few times this week with some random PUGs.
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Map Server - It's Over. Whatdidchalikebestest?
Gerswin replied to Troo's topic in General Discussion
In retrospect, I like the way it filtered the players joining the lower level taskforces that I ran. No one was joining synapse with an unslotted level 15 toon to hopefully get some easy levels when the even lazier MS XP was so much easier to get. I also like the MS event because it is great for testing damage in a target saturated environment. I am fairly ambivalent about the xp. I can farm a toon 1-50 just as fast if not faster than sitting in a MS league. -
The actual number is 10000, not 9999. I always try to convert them all to hero merits every time a toon gets over 9000, but capping at 10000 happens more than I would like. There is no error message when you hit 10K, you just stop getting merits.
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Instead of zone invasions like mapserver that encourage afk sitting, make a random ouro arc turn purple every 2 hours on the hour. While a mission arc is purple : -Mission completion bonus xp is 10x -Mission completion reward drops are 2x -Arc completion merits are doubled -All mission bosses are bumped up to AV/EB -Arc completion gives event specific reward such as seasonal temp power (eg. 4th of July firework, Winter freeze ray, etc.) Some arcs are fast enough people would farm them with different toons, while others may be a race to complete in the time period. Teaming would be encouraged but not mandatory (for AVs) . This would leverage the wealth of instanced mission content available without stressing the server with lag. Some arcs would not be in the list if prone to exploitation.
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If you have a stable of strong 50s and some good macros you can triple box solo Tin Mage tf when it is the WST for 240 merits every 15 minutes.
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This might ruffle some feathers but the year is 2025. There are more than 8 billion people on this planet and less than 1 in 6 celebrates Halloween. The continent of Australia is wider than the moon, and insects are a good source of protein. We can't keep lining up in Atlas park like degenerates. Cocaine is a hell of a drug. First time offenders can get a 24 hour ban but after that, no additional bans are necessary.
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