Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Peacemoon

Members
  • Posts

    834
  • Joined

  • Last visited

Everything posted by Peacemoon

  1. What is “Boomer Hive-Mind”? Why don’t you say what you mean instead of hiding behind made up terms? 😉
  2. @kelika2likes it when you wormhole mobs AWAY. @kelika2feels safest when you cast intangibles on what they’re fighting. @kelika2 enjoys increased knock back enhancements on all powers that accept them. If you play with @kelika2 then please bear all this in mind, and make their day!
  3. Also this is a factor in many online games and other MMOs. If you successfully ‘cast a spell’, you can’t usually block it while moving out of LoS while the projectile is in the air. Whether you’re playing CoH or WoW.
  4. Hmm, I think some confusion with your post is you begin by talking about latency and lag, and end up by talking about power activation times. The two are very different and you sound confused. Latency/Lag/Dial Up = the time between you pushing a button and your character responding Activation time = the time your character takes to use a power, which is varied by power and balanced accordingly. There are sets with fast activation times if you want something ‘more responsive’ in that regard. And HC devs have made efforts to reduce activation times that were needlessly long. There are still some powers that could use some help in that regard (radiation infection toggle!) but otherwise it HAS been improved. Nothing wrong with a cast time/build up for powerful spells 🙂
  5. My dark/dark controller used a shade of dark red in the centre and it looks good in my opinion !
  6. I remember those Nightmare Shaman. I remember join Perez Park groups and getting levels 6-12. Progressing around the zone as we all levelled up. Also I remember Boomtown doing a similar thing. It was in Boomtown that I first got to try Dimension Shift. My group loved me!
  7. Missions, Task Forces, more missions. Do people do much street sweeping still? Back when I was a noob, I would regularly have fun spending time in the cool zones, Independence Port (especially the big bridges), Terra Volta, Crey’s Folly, Skyway City, Faultline etc. The actual CITY of City of Heroes is amazingly fun to fight in. You have all the buildings and geometry to fight in and around. The elevated gangways to battle on. Rooftop hopping and knocking enemies off high rises never gets old. Nothing beats defeating a Family mafia guy by knocking him off the top of independence port’s bridges! Plus if you take the time to explore the avenues, the zones are amazingly detailed and lovingly crafted. And it feels very heroic to swoop in and help the civilians being kidnapped or sacrificed! I’d love to see street sweeping become more fashionable and rewarding again, and as usual, I have an idea! Every week we have weekly TFs to do that give great merit rewards. What if every week there was a large street sweeping mission for a particular zone, that rotated around the city every week. Something like ‘defeat 300 enemies in independent port’ and reward a a ton of influence and/or merits for completion. There could be one for a ‘normal zone’, and a harder one for a ‘hazard zone’. What do you think? 😀
  8. Perhaps something could be done with the icon and short description? I would keep the name as stealth though.
  9. I vote for stealth. infiltration seems like a great ‘natural’ themed travel power, and stealth fits the natural theme better than ‘invisibility’, which sounds more magical. Also since you can attack while using it, I think stealth fits better. invisibility I feel is something that would be completely dispelled if broken and needs to be recast. This wasn’t an issue before in CoH because you could not attack while invisible.
  10. I think some people try too hard to game the system, and then when the system readjusts they’re left with choices/characters that they only loved because of the power it brought. Moral of the story, if you constantly power-chase in a mmo you will forever be getting hurt. Also if you’re looking for respect, you’ll get more respect from using skill and tenacity to perform very well without being fotm.
  11. I think it’s a mistake to make RoP not be affected by recharge. It means the power acts differently to most other powers in the game, which is confusing. I can only think of Vengeance that behaves this way but the nature of that power makes it understandable. It stops players being able to make decisions on how to enhance it. It behaves differently to other team buffs like Fade, Farsight and Accelerate Metabolism. Its a very rigid mechanism that isn’t in keeping with the rest of the game. Making things perma is part of what makes CoH fun. The power is already restricted based on location? In my mind non-rechargeable is a sledgehammer approach that should only be used n extremely special circumstances, like Vengeance and Incarnate powers. It shouldn’t be used for ‘ordinary’ powers that the devs want to restrict the playerbase on. This feels like a hamfisted attempt to lock the power down. Also there has been no comment on the wider issue of squishy mezz protection.
  12. Yeah I think this is where we keep ending up. Finding a way which doesn’t necessarily give everyone mezz immunity, but at the same time makes it less lethal and binary. I think we’ve thrown around almost every idea the community can think of. It would be interesting now to hear from the HC team their thoughts on the issue. Although I am not too hopeful. I think after all these years we have conditioned ourselves to accept that ‘squishes’ SHOULD and DESERVE to die if they get mezzed, whilst also believing melee have a right to be immune and a right to not die, and if they do something is not balanced. I think if a Defender got mezzed and then didn’t get 1 shot by a boss mob, the community would be aghast! 😂 A summary of good suggestions I’ve seen (and made): 1) PvP immunity in PvE to protect against chain mezz. 2) More inherent mezz resist to reduce durations baselines 3) More mezz resist available from powers/IOs to reduce durations. 4) Offensive toggles not detoggling from mezz to make them less lethal to some powersets. 5) Mezz not detoggling or suppressing any toggles and just allowing them to be maintained at full strength. The goal being to lessen the binary divide and draw out a middle ground where players can survive better against mezz when they don’t have complete mezz protection (immunity). Also mezz if often used as a crutch to make the game more difficult (for some ATs at least), so it would be interesting to find other ways to add difficulty.
  13. Break Frees - yes we all have access to inspirations but they are not always available, even if you combine other inspirations into them. There’s a reason why people defence cap without needing purples. Rune of Protection - T5 power in an origin pool that is about to be nerfed to even less up time, hence this whole debate... Clarion - incarnation power not available pre-50 and the game is not just about playing at 50. Plus it does cost you access to the alternatives. Melee Hybrid - see above Team with buffers - yeah the squishes should huddle up so they can support each other whereas Scrappers etc are free to run ahead and solo the whole TF 😉 Cap your defences - you can’t 100% cap your defences. You only need 1 mezz to get through and you lose all your defences and are basically naked on most squishes. Also you are basically telling people they need to deck themselves out in full IO suits in order to have some counter a main part of the game. OR you could just play a melee AT and be completely immune by like level 10. There is a reason why CoH language uses the term “squishes” as a catch all for non-melee ATs. 😏
  14. And your thoughts on allowing offensive toggles to stay active when mezzed are? It’s the one issue that will suddenly make the game too easy in your opinion? We've already discussed this pages back in regards to melee vs squishy on the effects of mezz. As for your Dominator, they have status protection with Domination, and no offensive toggles they rely on for their survival. So yes I can see why you aren’t too bothered about the status quo 😉
  15. I’m pretty sure it was a design decision not a tech limitation to have offensive detoggles switch off and not suppress. I’m not sure about your ‘it’s all going to be too easy’ argument. It feels quite dismissive without wanting to engage with the issues we’re discussing.
  16. Big reworks are also taxing for the devs. That’s why I always *try* suggest stuff that works within the current system. So utilising the mezz resists that already exist, and the tech that already exists for not dropping toggles should be ‘relatively easy’.
  17. There are some very big mezz resist % in IO set bonuses. I think the HC devs have already doubled these once actually, but if toggles weren’t switched off mezz resist would be better 🙂
  18. A final radical thought I’ll throw out here, don’t even suppress toggles in PvE. Allow toggles to operate at full power even when mezzed. Just make it enough that you lose control of your character without also making them EXTREMELY vulnerable and shutting everything down. Melee would notice zero difference. squishies would not get instant killed when a mezz sneaks through. Losing control of your character and not being able to do anything would be enough (and would still leave you vulnerable), so protections would still be useful. It would be a really awesome change that I think the community would get excited about. I think it would be great.
  19. Yes! My rad defender relies on his toggles to stay alive just like others rely on their defensive toggles. I think a lot of the blanket mezz protection stems from an era where it dropped all toggles and would be instant death for everyone, melee and squishy. I don’t think it’s as needed anymore (personally I’d only give tankers and brutes full immunity) but we are where we are.
  20. Some sort of pvp supppression in pve would be good. I’d also encourage people to explore my idea of greater inherent mezz resistance. My defender is Rad/ and accelerate metabolism gives massive +mezz resist. It doesn’t make you immune to mezz, but it does make mezzes wear off VERY quick so they are a lot less fatal. In my opinion there is no need for mobs to mezz players for the durations they do, which is a massive contribution factor to why mezz is so lethal. If we reduced the durations of mob mezzes (through some sort of baseline mezz resist), and give some protection from being chain-mezzed to death, I think that would be enough to soften the disparity without making everyone immune. The goal is to reduce the binary feel of mezz protection (immunity) vs no mezz protection. I’d love for offensive toggles to be treated like defensive toggles also. Suppressed when mezzed but not detoggled completely.
  21. If this the verdict on RoP I can’t wait to see the verdict on Judgement powers. People are in for a shock!
  22. I think there are some structural issues with mezz and squishy ATs, which Jimmy referred to in one of his original replies. MMs probably even more so. Not denying there are work around for being mezzed, as I employ quite a few myself regularly. However, in my mind it keeps coming down the structural issue which people are fighting with RoP, and I think when you are configuring powers like this it would make better sense for the devs to come up with a solution to those structural issues first, and then try integrate as many powers into that new paradigm in one swoop as possible. I’ve posted some ideas, like giving squishes access to more inherent mezz resistance through various mechanisms, which in my mind is an elegant solution that lessens the very binary divide of protection/no protection. But whatever solution is adopted I think would be really good for the game. Cheers!
  23. I think your fixes have merit but very focused on blasters. I would like to see more use of mezz resistance personally. I find accelerate metabolism’s mezz resist really makes it more manageable for my Defender, without giving me outright protection and immunity. When I’m running it I still worry about mezzes, but I know I won’t be held indefinitely. and I think that is they key, not that we get mezzed, but that the durations are too long on players. So my suggestion would be to give ‘squishes’ some better way of getting mezz resistance, and perhaps some type of inherent where you get extra mezz resistance for a short time after being mezzed once. To try reduce the occasions where you are chain mezzed to death unless you have complete immunity. This still makes being mezzed dangerous, but also might make the mezz difficulty a lot less binary depending on whether you are immune or not. and then of the back of that, it would allow powers like RoP to flourish without them being such an absolute game changer as to whether you have them or not.
×
×
  • Create New...