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MidnighterClubPatron

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Everything posted by MidnighterClubPatron

  1. I would like the echo this sentiment. One of the best things about CoH is how collaborative it is and anything that adds competition like a limited spawn for cosmetics AND an accolade, is surely going to add negativity. Couple of ideas: Outside of increasing spawn rate, maybe we could increase her health so it takes ~1min for a a team of 4 +3 50 blaster to take her down. So that more people can get the opportunity to tag her but not so much that a support class couldn't conceivably solo her. Give sally attacks from the Water Blast set and maker her a full fledged GM? I don't know how it'd work animation wise though.
  2. Overall I love the changes. Especially the exits where you don't have to go through the green portal. Also those doors that go between the portal corp portals are super nice! (would be nice to have in the standard portal corp building in PI, lol) But some suggestions!: Would it be possible to prevent the noises from the exterior from being heard inside the AE area? As it stands the helicopter, howitzer shots, and Rikti portals can be heard through the presumably several feet thick of concrete. coordinates for ease: [-64.3 -73.0 -2359.5] The noise from the portal corp portals is also bleeding in the main area with Lady Grey. Making an already kind of noisy area even more so. loc: [272.3 -69.0 -2335.0] In other AE areas there's a power suppression room. It would be nice to have in the vanguard one, if only for consistency. Obviously not super necessary.
  3. This is kind of along what I was thinking. But instead of the player character being the main hero, I would like the moral of the story of Paragon is that the world no longer needed "The Big Hero" to look up to. We're in a new Age of Hero and Myth with tons of new super heroes. With the "Power of Friendship!" (and judiciously applied violence) between all the hero player characters, anything can be done.
  4. @SeraphimKensai @Crasical @KaizenSoze Regarding the end issues: If the inherents are always on and it gives a discount to end...why not just reduce end cost of the AT powers themselves? Seems like the inherent would be solving a problem that was placed there just for the inherent to solve. So that seems awfully pointless and unfun. Of course, it would have additional use in reducing the end cost of power pools/epic power pools but is that what we really want as a defining trait of an AT? Especially compared to Controllers/Tanks/Scrappers?
  5. A Hero Corp soldier/commander rebuilt from a serious injury on hero corp dime. What happened to his arm and eye? Who knows? But you can be sure it was sketchy and paid well! HCCommander.costume
  6. No super base but a cool brutalism area:
  7. Any corporation needs mindless drone robots that will take orders with no moral qualms!: HCBlueAndWhite.costume HCBigBlueWhite.costume
  8. Brickstown and Skyway have some really cool Brutalist scenes that I don't think are appreciated enough.
  9. Both Widows and Soldiers get the same ATOs, so Widows would get access to this too. The ATOs for VEATS are confusingly put under the catagory of "Soldiers of Arachnos" and doesn't just refer to Arachnos Soldiers, the AT.
  10. It doesn't have to have the word spam. Take for example Controller's Inherent, Containment, which doesn't have any words associated with it. It just occurs. (EDIT: Maybe it does have words with it? Impact, if thats the word associated with it, it doesn't happen everytime when the effect takes place after just testing it on my controller)
  11. As shown in the weekly discussion summaries under the Arachnos Widow and Soldier sections, I think its widely agreed that Conditioning, the inherent for Widows and Soldiers is at best underwhelming and at worse, useless. https://forums.homecomingservers.com/topic/14362-discord-weekly-discussion-ongoing-and-updated-thread/ https://hcwiki.cityofheroes.dev/wiki/Inherent_Powers#Conditioning So a suggestion: How about we take the proc from the Dominion of Arachnos AT set, and make it the inherent ability for VEATS? https://hcwiki.cityofheroes.dev/wiki/Dominion_of_Arachnos:_Recharge/Chance_for_-Dmg_and_Terrorize Since the proc is able to be slotted into any damage power, I don't think making it global through the inherent will cause any balance issues. Its also thematically appropriate and is a fun and useful proc. As for what to replace the AT proc with, maybe put in the old conditioning in its place and increase its value? Drop conditioning entirely and come up with something new? I don't really have a strong opinion either way. What do you guys think?
  12. @Cobalt Arachne A few questions for you!: How long in hours would you say it took to complete this SF from the point of March when you joined the team? Would you say that creating this was significantly more or less difficult than you expected? Or just about what it seemed like? Related to questions (1) and (2): Now that you've got the skills and know the tools, would you say that creating additional new TF/SF is an endeavor that you could routinely do, or was the time/effort significant enough to prevent that? I could easily see those custom maps as being really hard and time consuming. Was there anything crazy you wanted to do, but couldn't because the game limitations/time investments just made it unfeasible? (I apologize in advance if I somehow have missed where some of these questions were already answered!) Some comments on the SF itself: It was pretty cool to see Professor Echo and Becky used! All the maps were fantastic. My favorites were the extradimensional maps and the Devouring Earth dimension. The story felt right in line what could have been released on live. It didn't feel out of place. Loved the exploding Brickernauts. (Actually makes things like Gravity's Dimension Shift useful!)
  13. I would love to have the all the Coralax body parts! Below are a few
  14. I was feeling Nostalgic for WOTLK one day: Rimemarrow (Necro/Ice MM):
  15. You may be interested in these weekly discussions that were posted about a year ago: Widow: Soldier: Summary from those two discussions as posted by GM Miss: Widow: Soldier: Source to the weekly discussion: https://forums.homecomingservers.com/topic/14362-discord-weekly-discussion-ongoing-and-updated-thread/ As a Bane main, I share your want for some review, lol.
  16. From a practical standpoint: Your badges don't match up! (10-50 badges, Damage taken badges, and more!) RP-Wise: Your character would not, in fact be from Praetoria. They would be from primal. A stolen valor, if you will. But this isn't really an important point to me. You can't make characters on another planet, but we accept we have plenty of characters "from another planet" RP-Wise. Your bio determines whats true and whats not (to an extent?) Its more of a personal problem that I would feel like a fraud if I didn't have a toon from Praetoria if I was claiming that I was from Praetoria since Im able to be from there. (I would be curious on how RP-ers feel about the topic)
  17. I would be pretty impressed if you could get a pocket D farm consistently to do that every time you want to level a praetorian. (without using an alternate account. ) As for the radio mishs, instantly would be a lot quicker and easier than a few hours grinding mishs.
  18. I would like to see a shortcut added to Praetoria if you've completed the story line. I've thought of a couple of ways it could be implemented. For example, If you have the Tempered Through Fire badge on any character (and maybe get a praetorian character to 50), you can create a new praetorian character and: 1) go directly to AP/Mercy at level one OR 2) Instantly leveled to 20 to get the "leave Praetoria" quest immediately Because if you have a character concept that would be great for a Praetorian, it really sucks having to solo all the way through hundreds of ghoul ambushes again. I would prefer (1) to be implemented because I would hate for the lower levels to become empty.
  19. First a simple request: Tyrant's Star as a chest detail option. More far out there requests are more non-humanoid headshapes like the devouring earth: And the 'wood' parts to the devouring earth avatar? The light blue 'pustules' from the underground trial as some options would be great too Stone armor's Granite customization to include the Igneous's Magmite Lord and Slag Golem Non in game stuff that I would love to see included but don't expect it are more robes type clothes, but I understand the clipping issues involved.
  20. Thank you! Made for a Golden Age costume contest. The main bit of the costume was made by me, but I had a little help from the good folks on the #Costume-discussion channel on the discord to get the colors down right. Particularly with the Boot flaps and Cape.
  21. Which is why I had this as the very first ability in the set: As for the random chance, the set would be based in resistance rather than defense so you wouldn't be as concerned about whether they hit you or not. As long as you're pumping out the damage, you can out heal whatever you get hit with. So the regen without def is not a too far off comparison. But with this you are intentionally losing health to increase damage to increase regen.
  22. Hah, I did make an SR tanker to have some minor semblance of this kind of danger. Doesn't quite scratch that itch.
  23. Something I love from other games are HP sacrifice builds. Or in other words, builds that grant bonuses for having lower hp. Blasters used to operate this way where they would get a scaled damage percentage the lower their health were. But that was changed in 2007 to what we currently have now. ( https://hcwiki.cityofheroes.dev/wiki/Defiance ) So why not bring back some element of old defiance back and even extend it to melee? Below is just a rough template what that might look like. As written, this set is an armor set for Scrappers, Brutes, and (maybe) Tanks. But the Wound Lock concept can easily be applied to a blaster secondary of some sort. Foreseeable Problems: HP sacrifice builds require that the benefits that you gain at low health outweigh the risks. So often times, hp sacrifice abilities are made stronger to compensate for that risk. However what usually happens if that risk of low health is solved. By solved I mean, you are no longer making an active decisions to balance the risks and the benefits because there is no risk. Whether that is due to super high regeneration or the damage is so high that mobs die before they can do damage to you, and so its a tricky balance concern. So as an example, the Blood Rush ability should be balanced in such a way that you cannot just leave it on and not be concerned about the health risks, even with IOs. In conclusion, the exact percentage of how much health reserves and how much damage you might get from the health bonuses from Wound Lock and other abilities would need to be carefully balanced, but I think this brings a unique play style that was originally in coh and gives it a modern spin. Thank you.
  24. A combo! 1) Ascended Skull (Necro/Dark MM) Once a simple skull gang member, now ascended after finding a fang of the defeated Mott. He used the fang as a tattoo needle and imbued himself with a small portion of Mott's power. 2)Descended Hellion (Demon/Thermal MM) A hellion that played it too fast and loose, and lost his soul.
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