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SurfD
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Everything posted by SurfD
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The OP's issue is that they aren't really concerned about Stalkers. What they actually want is the ability to "opt out" of the mandatory first power pick in the secondary pool during Respecs or Character Creation. They just decided that it somehow made sense to bury this suggestion in a stalker related post because it possibly occurred to them that being able to accidentally opt out of picking Hide would basically break stalkers.
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MERIT NO POOLING or shared across accounts
SurfD replied to zolinar's topic in Suggestions & Feedback
Except that Merits (reward merits) already CAN be shared between characters on your account any time you want. Sure, "raw" merits are a pain in the ass to transfer, they can only be moved 1 at a time by mail, or 100 at a time using a SG Base Storage Rack, but you can convert them to "Hero" or "Villain" merits at a 50 to 1 exchange rate and then exchange them back whenever you want if you are looking to move bulk quantities. That means that if i really wanted to, I could EASILY move up to 5000 merits between characters just using a SG Rack + Hero/Villain merits. So yes, you actually CAN swtich freely between characters because of it. Unless you are talking about Incarnate Merit stuff, which is a different can of worms. -
Also true. It's odd that the "mission objective" pings seem to have no rhyme or reason to when they turn on either. Sometimes you are running a mission, collect 1 of 3 glowies and immediately the other 2 pop up on the map. Other times, nothing. Sometimes the "go to this person" map pin pops up immediately, other times, you spend 5 minutes trying to hunt the person down as they hide in a corner somewhere. No apparent consistency at all.
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Sort of tangentially related, but it would be nice if there was some more "universal consistency" on the "highlight last few remaining mobs on the map" code as well. Always drives me nuts that it basically seems completely random as to what triggers this functionality, as some "kill all" missions trigger it and some don't, and nothing is more annoying than scouring a massive map for that one mob you missed.
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Alternate animation for Telekinetic Thrust
SurfD replied to Ravenbane's topic in Suggestions & Feedback
Its the Telekinetic version of the "One Inch Punch". -
Correct me if I am wrong, but I thought that only 1 of the 3 level shifts applied to "general" content, and that you have to be in Incarnate specific content (DA, Itrials, Cim?) for the other 2 to kick in). So unless you are specifically running DA / ITrial content, your max level shift is only going to be +1, rather than +3 (meaning that beating non Icontent +4's is comparable to a +3, rather than a +1).
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Or clones. There are several story arcs revolving around cloning facilities, as well as the entire Revenant Hero Project. Who's to say that every person in the world isn't simply a clone.
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BRAWLT3K: So I want to break the game with universal..
SurfD replied to Abysmalyxia's topic in Suggestions & Feedback
Sooooooo, in order to save us from having to pay an IO tax to turn off KB on all of our abilities, you want us to........ pay an IO tax to turn off KB on all of our abilities, but just confine all the slots to brawl? I rather fail to see the point. If the proposed IO was a 1 off, single IO, that maybe scaled in efficiency/effect as you increased in level, I could get behind that. Having to 6slot brawl for a special effect that could more effectively be added by Introducing Proper sets or tweaking existing ones just seems a bit inefficient. -
SOOOOO, your actual suggestion really has more to do with wanting to be able to skip the mandatory First Power in secondary pools, rather than making Hide Inherent? Why not just make this suggestion directly then? Honestly, as interesting as the idea sounds, I imagine it would break all sorts of things trying to get the game to allow you to skip the initial power in Secondary Pools, so I doubt it would actually be allowed.
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Any idea who usually maintains the Paragon Wiki?
SurfD replied to SurfD's topic in General Discussion
Oo, nice. -
Might be worth noting: In almost all cases you can only be progressing on one day job at a time (there are a very, very tiny few where you can get qualification for 2 simultaneously, but it is SUPER rare). Any chance you logged out beside the Base Portal in DA? Cause that would cause you to be considered as working on the Monitor Duty (i think) day job, instead of the DA general zone one.
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I recall seeing a thread recently where someone did a fairly extensive amount of testing and concluded that every Hybrid skill except the Support one was basically either completely or partially non functional on pet classes. Basically the only way your pets ever benefitted from the ability was if you deliberately summoned them AFTER activating the skill to ensure the buff was active, and even then the chance of it sticking was spotty. Edit: Found the thread
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Any idea who usually maintains the Paragon Wiki?
SurfD replied to SurfD's topic in General Discussion
Ahh, damn. Hadn't really thought about that aspect of it. In that case, does Homecoming have a Wiki equivalent? I like using ParagonWiki for the Enhancement page list, but I keep having to remember that it is missing the new sets. -
Just curious if there is anyone who does any kind of regular maintenance on it, as I have noticed that the Enhancement Page is missing all of the new sets, and I am not really comfortable enough with the idea of trying to edit the page myself.
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Tailslap! Also, some of the animations for the "snake body" are just strange. Roll a red side toon and go kill snakes. Mess around with them until you get one of them to "jump" to get to you. The animation is freaking hilarious.
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@Outrider_01 wow, overreaction much? No. Nobody is suggesting anything of the sort. This is more of a question of convenience for PERSONAL preference. How you deal with what other players want in regards to KB/KD is another issue entirely (and it's not like some players don'talready bitch about Energy Blasters or other KB heavy power sets as it is anyway). The issue at hand is that, for some Power Sets, if the player wants to disable the KB effect, they basically are forced to pay a MASSIVE IO slot tax (potentially to the tune of up to 5+ wasted slots) just to take Knockback off of stuff they don't want it on. Having a GLOBAL KB->KD effect available would open up that choice and allow them to recover a significant portion of the KB->KD slot tax for their build. I mean, To get the most out of my BotsMM, I basically pay a 1 slot IO tax to KB->KD knockback in my worst offending bot, because nothing is more annoying than watching a Burn Patch go down only to have everything bounced out of it 2 seconds later. And that doesn't completely remove the KB from the equation, since the other bots still have a smaller chance of doing it as well. To completely remove it, I would need to waste yet more slots. A Global KB->KD IO would fix the issue entirely with 1 slot, and depending on what set you put it on, potentially wouldn't even require gimping my bots to do it.
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Yep, I remember that mission. Enter the floor and everything is fine, then you take 2 steps forward and all the lights just turn off. Pitch black. Basically have to navigate blind by the map.
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Some people prefer to micro manage their KB/KD procs on an individual power basis. A better alternative might be something like just creating a "unique" one off non set IO with a global KB->KD effect as a "Universal Damage" piece, and let people go to town?
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Teleport is Broken and needs to be fixed.
SurfD replied to Abysmalyxia's topic in Suggestions & Feedback
Ok, I will Bite: I refuse to take teleport as a travel power. Period. Why? Because it is janky and disjointed as hell and my travel powers should NOT require ridiculous levels of continuous micromanaging to get anywhere. Flight, Super Speed and Super Jump are all smooth. They feel dynamic and responsive. Sure, you still require course adjustment and such as you move along, but it doesn't FEEL like you are deliberately micromanaging the movement. Teleport does. ALL THE TIME. Most importantly, they don't basically REQUIRE you to keybind a macro for them simply to make them passably functional by reducing their application from click spam to somewhat LESS click spam. Add to this that the END cost of Teleport is crazy compared to the rest of the Travel Powers, and it makes it even worse. For example, with fly, I can pop myself in the south end of independence port, and "auto run" all the way to the north end, and end up banging in to the war walls with exactly as much END as i started with. Teleport? Half way across the zone I run out of END long after the dude with fly has left me in the dust. (this is based off of the handful of hours worth of time I spent with TP on my Stalker because I wanted to play around with Recall Friend. Ditched that crap and went back to Fly as fast as i could, and just bit the bullet and paid for ATT instead). I get it. It's a neat ability, and fits the super hero theme of the game, but it honestly should NEVER have been a "Long Range" travel power analogous to Fly/SS/SJ. It should have been a "point warp" style analog to Hover/Combat Jumping for short range mobility. -
This probably has to do with the fact that each zone specific "Morality Arc" for each of the faction paths is actually 3 or 4 smaller arcs, spread over 3 or 4 contacts, who all exist within the set level range for the zone. If, at any time, you out level the zone in the middle of one of those "arc strings", you get stopped dead, because the contact you are currently running a mini arc for will pass you off to the next contact in the string, who will then refuse to talk to you because you are now too high level, which effectively kills the rest of the string dead.
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Sort of. 4/5ths of the reason Ouro exists is because the way the devs designed contacts made it really easy to completely miss entire story chains or important missions. There are a fair number of 1 off missions from contacts that reward badges, some of which are required for important Accolades, and the only way to get them once you outlevel their contact starter is through Ouro. Outside of the intro to Incarnate stuff as well as a small amount of "personal" story attached to it, Ouro basically exists almost entirely as a means to access content you were artificially gated out of by the mechanic of outleveling contacts.
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Not to mention that even only doing HALF the content in Praetoria is more than enough to push you past 20, where the initial 3 zones basically run out of contacts. I just finished running a brute through the loyalist side, and even with no EXP boost I was almost level 21 having done ONLY the Power/Responsibility quest lines.
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Ok, great. That's all fine and dandy. It's also completely irrelevant, as we are not playing CoH from 2 decades ago. We are playing Homecoming, where it is entirely possible to EASILY outlevel entire zones worth of contacts without really trying, even WITHOUT the use of P2W vendor experience boosters. I mean, take First Ward. It's a 20-30 zone. There is enough content SOLELY within first ward to easily carry you entirely from 20 well past 25, and probably a good chunk of the way to 30 without ever needing to "grind" anything and without ever touching any missions outside of the Story Arc narrative that runs through the zone. I mean, I basically headed directly there on my level 21 praetorian after finishing the gold side starter arcs and going Blue, have barely finished about maybe 1/4th of what I recall the overall story arc for First Ward contains, and I am already almost level 24. There is no way I could do all of First Ward AND all of Talos AND all of Independence Port "organically" without having to turn off exp at some point. You simply out level the contacts way too fast. How exactly would this be "not" a small thing? As has been mentioned before, we KNOW contacts can continue to give you quests in an active Arc WELL past the point where you have totally outleveled both the contact as well as the arcs hard cap, because this ALREADY HAPPENS. I fail to see how just making this apply to the Contact in general could possibly be some monumental undertaking. The only thing you would probably have to do is turn off the bit of code that forces a contact to stop giving you missions once you have out leveled them. No one is asking for any kind of "throw caution to the wind" radical alteration to how contacts hand out missions or anything like that. And sorry, but your whole "The status quo is "Good Enough" and they are arrogant for requesting changes" bit is ridiculous. That kind of logical drivel could be applied to basically every change the Homecoming team has made to the game: Why did they add Broadsword/Shield to Stalkers? Wasn't the original roster of powers "good enough"? Why did they tweak X powerset? Wasn't the original way it worked "good enough"? The costume builder is goddamned awesome, but apparently there are people out there who want it to do more. How dare they complain that the way it works now is "Not Good Enough". Who the hell died and made you god that you get to decide what is "good enough" to propose changes for and what isn't? Your entire argument basically boils down to: The system involves jumping through hoops that were created to solve a problem, but because the hoops were the answer that the original devs settled on to solve the issue, we should just be happy with that. So you should just work within the system and be happy they gave you hoops to jump through, and just keep your proposals to more innovative ways of jumping through the existing hoops. But god forbid you actually propose an alternative to jumping through hoops, or even removing the hoops entirely. I am also completely lost as to why you think people would want to "raise hell and complain the other way against the change" when there is basically no negative aspect to the proposed adjustment. I mean, what exactly are they going to complain about? Oh no, now their level 26 character can get a level 25 mission from the contact who previously would have just told them to bugger off. The horror! The outrage! You brought up the "Having your cake and eating it too" idiom earlier and COMPLETELY missed the point. We aren't talking about "Having your cake and eating it too", we are talking about having your cake, and maybe also having pie as well. If you don't like pie, that's fine, the cake is still there. But some of us might prefer pie to cake, and when we KNOW the game is capable of giving us pie, because we have seen specific instances where it will do so, we kind of have to question why it can't give us pie all the time, exactly the same way it gives us cake. Having MORE choices is ALWAYS better than having less, especially if the new choices have absolutely no impact on the others. Want to freeze your exp to quest? You can still do that. Want to power speed to 50 in an AE farm and then do all your story stuff through Ouro Flashbacks? You can still do that too. Allowing contacts to still give you missions after you out level them affects neither of those.
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LB3K’s Visual Badge Guide to Master of Dilemma Diabolique
SurfD replied to Living Brain 3000's topic in Guides
The "Sentinel Smasher" badge seems to be badly worded, unless I am mis-reading your instructions. You say that in order to get the badge, you need to rescue the 4 captive heroes that empower the Sentinel. However, the badge text says "In a display of Confidence or hubris, you decided to give the sentinel it's best possible chance of defeating your league. Even in this dangerous state, you achieved victory over the sentinel". The wording of the badge makes it sound like the intended method of getting the badge would be to defeat the sentinel in "hard mode" by NOT rescuing the captives? -
Actually, this is incorrect. You don't have to switch alignments at all to get the badge, you only have to make a "choice" at the end of any of the "Choose your Side" Storyarcs Available to each side. If you want, you can play pure loyalist and chose to side with the loyalists at the end of all 6 loyalist Arcs and you still get the badge. Since there is one arc in each zone for each of the 4 "factions" (Power/Responsibility/Warden/Crusader), this gives you a possible 12 chances to make a Morality choice, but you only have to do 5 of them.