MsSmart
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Everything posted by MsSmart
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I think, like so many other MMOs have ways to start alts at higher levels at start, why not at creation have a box or something you can choose your character's level to start with and be done with it. For those very high leveled players, frankly, I have second account farmers, I can make a new alt, send them straight to AE and in a few hours they are 50; so what is the big deal? Why not dispense with the tedium andlet folks who already has a 50 begin alts at 50? Sue
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I like the repel, in many ways that is what makes Hurricane a signature power; makes no sense at all to remove the feature that makes Hurricane what it i s Sue
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Oh yes, can you add in the powers - combat attributes a monitor for endurance debuff resistance please? Sue
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Hi: If you use fire armor, there is a very good power titled "consume" The description and specifics is in error, or more correctly said: It is incomplete Missing is that consume provides endurance drain resistance which if used in advance makes the fire tanker, etc quite resistance to the sapper's endurance drain. So please update the consumption power description and specific information please? Thank you Sue
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Hurricane, with the repel is a signature power in my opinion, and I use it a lot for my storm/dark defender. I actually would love to have a way to increase the mag effect to repel, for it is fixed and can't be improved. Repel ceases to work from EB and up, and if you do a BAF the ridiculous minions running around ignores your repel, how insulting to have a true signature power conveniently disabled by the devs, the one of very, very, very few chances for a Stormy to shine, and devs disable it, gee thanks. So I very much disagree with the suggestion, it takes away a lot of functionality to the class. Sue
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Hi: It is very annoying to go into a mission, and there is no map, you have no idea where you are, and more importantly where your team mates are, when you get separated. A good example of a mission with out a map is the cavern of transcendence trial, which I would think to be a much more simple map than a large 5th column cave map. Then you have the exact same problem with the Woodsman trial, thus I am asking, please spend some time, to what essentially comes to, please finish the missions/TFs/trials to have good working maps, please. Thank you Sue
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incarnate trial Incarnate Trial versions for smaller teams
MsSmart replied to Purrfekshawn's topic in Suggestions & Feedback
I like this concept, especially when you play at odd times during the day and forming very large teams or full teams is difficult, and you are trying to get incarnate salvage to build up towards T4 slots. I know the burden of the past oro mission is there, but that is incredibly boring! Would love to see more TINPEX class missions! But would love to see more solo incarnate missions that yields incarnate salvage. Sue -
Would love a working scorpion tail, imagine any piercing attack graphic using the tail for it... Sue
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Hi: It occurs to me that we already have the basis of player housing, but lack the flexibility to actually achieve it. Let me elaborate, presently we have to create a super group to have a base, which means that if you want your account to have a means to store stuff for all your alts, at least 1 alt can't be in the SG/SGs that all other alts are in. To compound the limitation, most super groups does not allow for personal storage. When you establish your base, you cade a unique password, that anyone with it can use to get access and visit. I believe this is the key to player housing, but there is a problem, if you do not have a leader, how do you set permissions? My thought is, since this is "personal housing" that the base is account locked, that is only alts in your account can deposit and withdraw stuff, and use whatever equipment is there. Visitors given the password to visit, can only use the main teleport beam at the entrance of the base, but at least can tour your house. I can see, when we go to the courthouse, where we go to establish a super group, the NPC gives us a choice to establish a super group or a player house, when we chose the player house we are given a password to use and we can then go about building our home using the same engine used to build super group bases. Also this method would allow to have several houses if desired. Any thoughts, on how to make this happen in a more smooth manner, with least impact on the developers? Sue
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Squishies Epic Armors grant 3 Mag Protection?
MsSmart replied to arthurh35353's topic in Suggestions & Feedback
Study my logics, my premises, how can you say it is a knee-jerk-reaction? Please show me how my arguments are irrelevant -
Squishies Epic Armors grant 3 Mag Protection?
MsSmart replied to arthurh35353's topic in Suggestions & Feedback
How are they the same?, I made clear differentiations among them that has real balance. Please show me how I made them all the same? pleae -
Squishies Epic Armors grant 3 Mag Protection?
MsSmart replied to arthurh35353's topic in Suggestions & Feedback
I support the concept, but the mag protection should be 4 When you look at a tanker solo mode, why does it need +12 mag protection? It is an awful overkill, now when in a team, that high level mag protection can make sense, but why not make them depend on the defender to boost it (clear mind, O2, etc.) So they can attain group wise protection? Why give 12 mag to a tank and not make them dependent on the defender as the defender is forced to be to dependent on a melee? (I use defender as a sample, truly all the non-melee have this forced vulnerability) In fact why would any class for solo purposes need more than MAG 4 protection? Why are we mixing solo and group needs? Should it not be all classes has to have the same survivability baseline for solo? A Tank has fabulous protections (defenses, resistances, res to debuff, status effect protection) and still manages to have moderate damage capability Contrast that to a Defender, who has essentially none of the tank's protections, their buff powers do not affect them (what class has powers that does not work on them but solely on others), and then to add insult over injury their damage is nurfed so that their damage is almost as good as a tanker. I fail to see the game balance. I am told that debuff abilities makes up for this, which is sadly a sad excuse. Lets talk Accuracy debuff: The chance to hit is the creatures base ACC + acc buffs; the acc debuff deduces from acc buff in the previous equation, so far so good, but guess what is the problem? The amount that can be deduced from the base ACC is capped to 5% (0.05), so no matter how hard you acc debuff an enemy your debuff is not going to amount to much. So debuff as a great equalizer is simply an illusion. Now there is a point of differentiation, I am all for it, but as long as it is done with an intelligent balance and not in a capricious manner. I personally do agree that all classes should be build for group operation, without the need to be dependent on another class to be successful. In the live days, no group would dare do a TF without a tank or healer/buffer. The overall inter-class dependency made putting groups together to do a TF in the live days tedious and time consuming. So how do we have class balance? First it does not have to be binary, but allow for shades of grey. So I would propose to use the class limit caps to make this differentiation logical and balanced Resistance to damage and debuff: The key is the class caps, which should be as follows: Tank: Resistance Cap 95% Brute: Resistance Cap: 85% Scraper/Sentinel/Stalker: Resistance Cap 75% All Others: Resistance Cap: 65% Defense: Tank: Defense Cap 25% Brute: Defense Cap 35% Scraper/Sentinel/Stalker: Defense Cap 45% All others: Defense Cap 55% Status Effect: Tank: MAG 12 Brute: MAG 10 Scraper/Sentinel/Stalker: MAG 8 All others: MAG 4 Note that debuff is not truly effective for example Accuracy Debuff looks good in paper but in practice it is a joke, take the to hit equation used for both mobs and players: chance to hit is Base Accuracy + ACC buffs, the total chance to hit can never be less than 5%, and the debuffing of the accuracy buff of a target can never exceed -5%. (which is what players affect). So take a base attack at 1.25 but can increase depending if the creature is a minion to AV, level differences too. and the best a player can debuff is 5% pragmatically, using the low base of 1.25 it would drop to 1.20 so we go from a 25% to be hit ) prior to defense being applied to 20%. so the difference in acc is minimal. The other area is control, contral can lock down a target and render it helpless after one or more applications, so the damagge output of controllers/dominators need to address this. Tank: Max Damage is Moderate Brute: Max Damage is High Scraper/Sentinel/Stalker: Max Damage is Very High All others: Max Damage is Superior Blaster: Max damage is Extreme Note that the blaster lacks the environmental abilities of the defender, controller and other support types. I was going to make a difference between melee and ranged damage, but the old live days where ranged really did make a difference, is not at this time true; just about all creatures I have encountered have a balance between melee and ranged attacks, some have very strong melee but there some who does have very strong ranged attacks (a melee with their great protections would not likely notice this) and lastly the ranged of the mobs attacks can be at the snipe range or often around 100 feet. So I really could not justify going through the math of figuring the difference. Once again, the damage limitations are managed through class caps. The above would provide a fair balance among the classes, and actually not be so difficult to implement since class caps are already in use; all it is required is to change what does caps are... Sue -
P2W temp powers, suggested permanence
MsSmart replied to TrueBornTyrant's topic in Suggestions & Feedback
I agree with the suggestions because it allows players to assist each other more, making the game that much friendlier. I would like to see the teleport power fold, be a new Pv2 power, because it all to often happens that a mob you got to kill (kill all mission) gets stuck on a wall and you can't kill, with fold you can "unstick it" and go on an enjoy the game. If it was available as a PV2 power it would be much more present among players. Sue -
Hi: Usually we have to install vidiotmaps a top the HC client, which at times can be quite trying for non computer literate folks. It occurs to me, why not for the next patch, just use the vidiotmaps as the standard maps used. Thank you Sue
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Its only an idea to help the badgers pursue badges when not in season, many of us doing it have personality disorders that making us wait many months is simply mean... To provide anxiety relief, I suggest to have variations of Atlas city for the various event areas, so folks, SGs can build events around these areas: 1) Valentines, get valentine tips you can do, among other things 2) Halloween (know doors, get Halloween tip missions, etc. 3) Rikti Invassions 4) Praetorian Invassion 5) Spring event 6) May event (be able to buy yearly celebration badges) 7) other events, I can't think of the moment Please post events, I am missing Sue
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Hi: I am sure when you are going for the 200 kill Pantheon spirit masks, you may have noticed that targeting the mask from its front is extremely difficult, the are to click is really tiny, but if you try from it's side, the area is quite wide. It appears to me, that the click area is off by 90 degrees, the actual front of the mask is at it's side, and the side area is at it's front. Can you all fix this so the front's clickable area is the wider area. Thank you Sue
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I really like this, sometime in the past I suggested a badge for rescuing civilians... Sue
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The general idea is being able to get missions, without the need of contacts, traveling to places etc. Yes radios can somewhat do it, but a the end you know what is at the other end of the door. Sue
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Darkness Manipulation tweaks... Lets discuss!
MsSmart replied to Snowdaze's topic in Suggestions & Feedback
This is an interesting post by far... The problem as I see it is one of balance with other ATs, why should a blaster attack be as good status effect mag level as those of a controller? I can support the notion it would help the blaster survive better if their status effect were more potent and could consistently hold minions and LTs in one shot, even controllers can't lock down bosses in one shot, so why should blasters. I have an issue as well with blaster ranges not being so great, the original excuse by the developers to deny them status effect protections, and lots of opportunities to boost defense and resistance was that they had mega damage and range. When you look at their range, they do not have the corner in this, their ranges are melee, 40', 80', and 150 snipe. Just about everything enjoys these ranges, in fact many mobs with status effect have ranges beyond 80' which does not strike me as appropriate. If you are going to help blasters survive better by having range, is that ranges have to be increased so it is a factor. First of all the blaster powers that are 40' need to be boosted to 100' and those at 80' boosted also to 100', so the blaster range as a defense can be actually significant. Since all others have a 150 base snipe, the blaster needs their snipe increased to say 180' which is especially important when fighting mobs with status effect powers that have near snipe or snipe ranges (The Rikti comes to mind) Now let's look at blaster damage, is it truly that high? I suggest, if you are an alto-o-holic like me, to benchmark performance, take a blaster, defender, scrapper, and tank and choose a mob type, say Rikti, Use a flashback to level 25 area and count how many attacks it took to defeat it which is the bottom line of dps. You may, to your horror, find the pragmatic statistics to show the blaster is not so great when realizing that a tank is essentially invulnerable, scrappers/stalkers, brutes are very very resilient and the defenders and blasters have laughable defenses and protections as a baseline. I know that there will be a few braggarts that are going to make claims of tanking defenders with blaster damage, but for argument sakes just go and collect the information and find out for yourself. Once you have the information, you can decide if the total lack of status effect protection the very limited amount of power choices available to the blaster to increase defense and resistance worth the so call damage increase a blaster have over a tanker and scrapper? Also ask yourself the question from a defender perspective, is their horrid lack of status protection, and limited chances to increase defense and resistance worth their pitiful damage? Lets try not to fall for the brainless position that blasters and defenders are supposed to be support and thus totally disposable and meant to be helpless when being attacked. Now the OP makes excellent points on how lame many of the dark powers are and really need to be made pragmatically useful, if one observes the powers their stated function is to give the blaster some sense of protection, and when used they fall short, other ways of surviving is their area effect powers to take down the mobs before they close in and lock down and murder the blaster and this powers are plagued with defects that prevents these powers from being effective. Now there is always a possibility that these viewed defects, are legacy designed characteristics to ensure challenge... Sue -
Arc with untold badges need to get fixed
MsSmart replied to MsSmart's topic in Suggestions & Feedback
Snowdaze, you have a point here, but not sure about how valid your point is currently. In the days of legacy design, the game was for profit, competing with other companies for the people's money, was trying to develop content/material that only comes with time. Think of any game when they started, they has few zones and missions, but as time passed, the selection grew by a lot. Today, there are no need for time-sinks, this game is not competing with other companies for the money, and does not have to create new content as a do or die situation. So in the spirit of removing pointless time sinks practice, look at the evidence, many of the TFs have been revamped and much of the stupid travel and repetitive missions were removed; look at our travel system (even after the change) is revolutionary and we still can travel about quite quickly, all costumes are unlocked, look at how early and easy it is to get travel powers; all of these are very good trends into making CoH the most player friendly and considerate game ever. So we get to badges, my suggestion is in line with the making the game more friendly with less time sinks. While as you aptly mentioned, there are work-around, band aid methods, they are just patches to symptoms from an old era that needs to be left behind and done away with. If you look at my suggestion, I merely look for ways to take away the need to go to the internet and read all the spoilers so you can complete the mission completely and get all the intended rewards. As I said, a bit of politeness extended to the player. Sue -
Awesome, thank you, will check it out, really would love to have a way to tell what I am missing! Thank you Sue
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Hi: If you read comic books, very often the hero will stumble on a situation while on patrol or on their way to a mission. It occurs to me, it would be exciting that players could simply try opening a door of a building, or the front of a enclosed cave, or an entrance in a ship and get a totally random mission upon entering. Think of this as a modified trick-or-treat door thing, but instead of spawning a mob it spawns a mission. I would find this exciting because in the present contact system, you know what you are up against, while in this one it luck of the draw. Missions can be made to make sense to the type of entrance, a cave would have 5th Column, Oranbenga CoT, Rikti, Knives of Artemis, Snakes, etc. A building door would have Crey, Carnival, Malta, Arachnos, etc. And according to the zone, these would also have the "local" groups as well among the mission choices but only if the team leader is of the appropriate level of the zone. What do you all think? Sue
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Make enemy spawns related to zone event level agnostic
MsSmart replied to Normal Thomas's topic in Suggestions & Feedback
Sounds good for you a level 50 in a 25 zone, but how awful it would be for a level 25 who actually has good reason to be there to be swarmed by a flock of level 50 baddies? Sue -
It would be nice to have a selection of blouses, shirts, coats, dresses (1 piece from shoulder to ankle), etc. To be made available, more crowns and stuff that can be worn with hair and not go bold when wearing them. Better selection of shorts to include tighter and shorter, more shoe options, etc. Oh yeah, Cheerleader Pom Poms :<) Thank you Sue
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As a badger, I can find lists in the internet of what badges of what type and by what alignment, which is a good start to figure what I am missing. The problem I have, is that the badges are not in alphabetical order and are placed in some strange grouping order that is not consistent to boot. Take for example the Bloody Bay exploration badges, the first 4 are grouped and placed where they would be expected to be, but alas the next 4 are elsewhere but fortunately grouped. If you have a few badges, it is not too bad, when you have several hundred; its a different story. What I am asking, is perhaps in the options menu, general tab, have a place you can check to have all badges by class in alphabetized order Thank you Sue Ps: I seen postings of web based badge trackers in which you manually have to click each and everyone which is impractical from my perspective, or sends data to a non homecoming server which I frankly do not trust.
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