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Nixeras

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  1. I'm not a fan of this change if only because of the 8 seconds after being mezzed before you can reactivate your 'offensive' toggles. I love the other parts of the changes, the toggles suspending for transformations on kheldians and granite and such is great. The mezz portion of this either needs to be completely reverted, or have the time either reduced to a few seconds (1 or 2) or removed altogether.
  2. People keep arguing as to whether these changes are going to affect their build, or whether it's going to be as damning as others think because of how many enemies it affects or other worries, but I'd like to ask a different question: Why is this happening? What is the end goal? This absolutely is no doubt a change to the very way builds work or will work. The effects could be negligible sure, but if that's the case then why change it anyways? Part of my biggest problem with this change is that it's happening with no transparency and it's a major change the community was hardly consulted about beforehand. It leads the way to other major changes down the line that would eventually take the game we know and love and turn it into something else. I really don't want to see that happen, I don't want this defense change to go through for various reasons but the ones I've stated are at the top of that list and the least discussed among previous posts. IMO there's very little reason to make a change like this that results in the subtraction of power from players, even a miniscule amount. No one likes being nerfed, especially while there's so many things that already need buffs as it is. Balance changes should be focused on making weaker sets stronger, not making everyone in the game have to rethink their builds on a certain subset of characters because suddenly they're squishier.
  3. In which case what's the point in anything being better or worse? Every T1 power should just hit 50 damage at base I guess.
  4. As the topic says, when I try to set up the munitions mastery weapon for the LRM rocket (Uses an assault rifle skin selectable in costume, instead of idk...a rocket launcher like the council have) it will "save" and then when I exit the costume editor one of my pistols will be invisible. If I go back in and edit the pistol to be what it was before, it will instead make the rocket weapon invisible. The rocket weapon also starts out as invisible due to the costume obviously having two weapon skins saved already. As an aside, the constant revert to default weapons during costume creation the first time I visit a tailor in a login is kind of annoying, though not gamebreaking.
  5. I don't really like your proposed changes, but more to the point an IO that is specifically for one power in the entire game would be very out of place. Not to mention that's not what rage is supposed to do. Super Strength isn't a support set. The hulk never got so mad that he made his friends stronger. That's not how that works.
  6. I made a post similar to this that also asks for animations to be allowed use by players here https://forums.homecomingservers.com/index.php/topic,3358.msg23701.html#msg23701 but without picture representation of things. Needless to say I'm 100% for this.
  7. Those still require being in the proper zone though, all I'm saying is there's no reason not to have it at our convenience especially if you're like "Oh man my xp boost just ran out" as you're gearing up for a MSR and don't want to lose your spot by going to atlas or such. There's no reason for it not to be accessible by a command in outside maps the way Wentworth's is.
  8. Please give us /p2w as a command to bring up the shop in outdoors zones similar to the AH. I don't know how many times I've been on Peregrine or such and had an xp boost run out, or realized I needed to buy something like the mission teleporter or even had just gotten enough money to buy the portable workbench or a prestige travel power. Allowing us to access the p2w vendor from most places would be a simple and appreciated quality of life change.
  9. Yes, I don't see any reason the currently existing robotic arm 3 can't be mirrored and called robotic arm 4. It wouldn't be difficult and would be nice to be able to have the left arm be the robotic one, especially since many power sets use the left arm as a "casting" animation.
  10. I think straight up removing it would have to come with some other downside. The thing we want to avoid is it becoming a "just set it on auto and forget about it" power, as that runs counter to the intent of both the original design and Castle's redesign of it. Even removing the damage penalty (due to the mentioned smashing resist issues) isn't out of the question if we can come up with some kind of alternative mechanic. It is again appropriate to quote the mighty Six, who knows many things. (But yeah, the bug fix is here to stay.) While I understand the bugfix was necessary and is here to stay, I don't understand any reason we'd need to replace a grossly inappropriate downside with anything else instead of just removing it. It was skippable pre-bug fix despite live devs fixing the skippable damage crash to be unskippable. It stayed that way till end of days and though I don't know what else the bug fix fixed I'm honestly of the opinion it should have stayed that way if it was possible. Now that it is fixed though, and since we know it won't be reverted I think the -def crash should simply be removed. As it is now it vastly gimps SS to the point that most players that use to play it will actively avoid it. There are several "dead" characters since their concepts are no longer viable. Super Strength/Shields is a very good example. Or Super Strength/Super Reflexes, etc. There's absolutely no reason to have such a limiting debuff attached to a core gameplay mechanic of such an iconic power set. The way it is right now restricts something I know is important to everyone that plays and runs this game, player choice.
  11. Yeah one part of what I'm hoping for down the line is the ability to have asymmetrical pieces. It shouldn't be too hard to "split" gloves, shoulders, boots, into two seperate things. I mean it would definitely take some work but I think it's worth looking into because that would open up a whole slew of new possibilities for the costume editor.
  12. It's a common saying in the D&D community but I feel it applies to many games. "Better no game than a bad game." Especially considering HC isn't the only server anymore. There are alternatives.
  13. I'd think a clown nose would be pretty easy if we had the file specifications for things like that. I'd also love to see alternate sound options for things like sonic, as mentioned by Trickshooter. Or maybe even the ability to choose which taunt sound effect you use (since some taunts have different sounds) etc. These would all be various options in the powers customizer window.
  14. Just to be clear, I favor rolling back the change, as it was more fun with rage having no def crash. But to be pointed, people should use arguments to support positions that are viable. 1. Case for change 2. Proposed solution 3. Supporting evidence 4. Syllogistic reasoning. Where most people run afoul of proper persuasion is 4. Syllogistic reasoning. So, I want the change rolled back and people need to argue from the perspective of syllogism to properly persuade others. '' I've actually done this. Essentially, I've stated: All melee damage powersets should be comparable The def crash not being avoidable like it was on live makes SS a severely underperforming set vs. others Rage needs the def crash removed/made avoidable But cognitive dissonance being what it is, some people are trying avoid or ignore this. I agree with this.
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