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BZRKR

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Everything posted by BZRKR

  1. How about both? I kind of think of my Dominator as a sportscar that I like driving as much as I like washing it on a sunny summer day.
  2. The HC wiki says Benumb has -Regen: https://hcwiki.cityofheroes.dev/wiki/Cold_Domination#Benumb Does this match what's in game?
  3. No, not really. I mean, I'd happily take some buffs, but I wouldn't want those buffs to come bundled with some kind of fundamental changes. I feel that Dominators are a quirky Rube Goldberg machine of an Archetype. They are different, and that is good. If the trinity made any difference, Dominators would be a great 4th member of a team. I think the only things I would like to see changed about Dominators are cosmetic: Options for the appearance of the Domination buff itself (I like it, but it may be too sparkly for some), options for the Fiery Orb appearance (Fire doesn't fit every concept).
  4. I hit 49 on my Necromancy/Electrical Affinity/Mu Mastermind, and I find him a hoot to play.
  5. Nope 🙂 Whaaat?! You admit to cheating on the One True Game™, come back and your instinct is to look into nerfherditry? I say thee nay, sir! But for real, just play an archetype that isn't as tough if what you're looking for is "hair-on-fire-seat-of-your-pants-could-die-at-any-moment" type play. Maybe look into building a Controller or Dominator that can do the +4x8 ITF challenge. Or a Defender. Or a petless Mastermind. Maybe even start with Regeneration as an armor set and make a Fully Toggle-less build (not even combat jump) and try your hand at +4x8 ITFs. Archetype and Powerset selection are among the many tools available on Homecoming to adjust the challenge level of your gameplay. (PS, all of this is meant in the spirit of good fun and friendly community banter! 🙂 )
  6. We do MSR on Indom twice a night, every night, except Mondays, when we only do it once. We're doing it instanced now, so you need to be 35+ and have the badge.
  7. "The one true game."
  8. Oh, and maybe change the scientist's powersets so she isn't the sadistic combination of high knockback energy blast and kinetics. My group's favorite is when she unexpectedly speed boosts you and then immediately loses sight of you when you zoom off.
  9. See also: https://hcwiki.cityofheroes.dev/wiki/Enhancement_Catalyst_Salvage https://hcwiki.cityofheroes.dev/wiki/Attuned
  10. Absolutely 100% agree. Just one of those cool Hexagon fields on the left arm would be a nice nod to a Praetorian character, or stolen Praetorian tech. Both arms, and color-customizable would be AWESOME.
  11. Wellll..... In mayhem missions, they play along with us because the Citizens love us and want us to have the best possible time as we play "Heroes and Villains".
  12. You've stumbled upon the actual for really-real biggest secret of City of Heroes: We are actually the equivalent of kids running around the city, imagining ourselves as Heroes and Villains fighting our rivals and enemies. The Citizens are the actual grownups who are completely immune and in some cases oblivious to our high-stakes exploits and intricate web of activities. Thus, they can walk right through our street battles and barely notice, and when they do, they just wave and answer our questions as best they can.
  13. This is a great idea. I'm generally in favor of any beneficial text not being red.
  14. With regards to leadership on Tanker/Brute/Scrapper/Etc: Most of the armor sets have Mez types that they do not protect against. IF you find that you have room in your build, some leadership toggles will help cover these (from the hcwiki): Assault Toggle PBAoE Team +DMG Res(Taunt, Placate) Tactics Toggle PBAoE Team +ACC Res(Confuse, Fear) +Perception Sure they may be edge cases, and it's sometimes fun as a Tanker to get confused 🙂 but don't dismiss Assault and Tactics without considering everything they offer.
  15. This gives me an idea! What if we used Ouroboros to travel to FUTURE versions of the hazard zones where high level enemies threaten to take over unless we can shift events in that given timeline? Stuff like: A Shivan Meteor landed in Boomtown, which became the center of their conquered territory. Missions could be given by a rag tag group of Vanguard and Hero Corps survivors. The Sky Raiders have acquired Praetorian IDF technology and used their strength to take over the whole of Terra Volta for themselves. What are they up to with a whole city's worth of power in their grasp? Working with their Rikti allies, Arachnos scientists have unlocked a way to control the Hydra and have been working to mutate them into something even more horrific. Waves of stronger and stranger Hydra are set to boil forth from the Abandoned Sewers.
  16. I like it too, as it would also be an elegant way to get all of the Mercs into throwing range of a target. And the image of every Merc stopping what they are doing and making a coordinated attack just screams "trained and disciplined combatants".
  17. These are the exact kind kinds of QoL improvements that I'd like to see if VEATS ever get a QoL pass. Bon Travail!
  18. RE: Colored Zone Text Big Thumbs UP! I like the color choices as is, but would not be mad if the Shadow Shard was a slightly bluer purple (but I do like that they are easily differentiated.) I like that the Rogue Isles zones are orange so that Red is still available for other uses (such as some kind of "Long Range Teleporter System Outage" event, or to show what zones of the Cities are being attacked by Battalion or whatever).
  19. Yes, absolutely. Setting aside the non-Tankers, I have a squeaky new Shield/EM that I'll probably play up through the low levels to get a feel for new EM and a Bio/Mace tanker that I feel deserves more attention after Galaxy Brain's recent post. How exactly one should maximize Bio Armor for more than "capped S/L resists, as best as you can get on the others, the best defenses you can scrape together, and then the most hella big absorb shields you can get" is beyond me, at least for now.
  20. The Bearded King has spoken! Through the use of smileys and fun colors, I had hoped that my joke would have been more obvious. I'll try to do better next time.
  21. Yeah, that's the joke 🙂 Radiation is fine in the RWZ with a proper build in place.
  22. What you like: I love the feeling of "going beyond lvl 50", and the extra bells and whistles you can bolt onto a character, extending the time you spend "growing" each character. I like the power and the performance you can reach. And even for an unfinished system, there is a whole lot of stuff to look ant and consider using. What don't you like: Mostly that they system is unfinished and that that the content designed to designed to challenge Incarnate characters is still limited. However, I understand why things are the way they are, and hope that the Homecoming team can find ways to expand Incarnate level content. Balance of the sets: This is tricky because I have not played every single option. I'll just say that when I look at Interface Slot Abilities in the wiki, it's hard to get excited about a 2% chance for confuse when I could get a 75% chance for a damage DoT. I'm sure that there's a use for every power, but not all of them grab me. The crafting system: I figured it out, but it would be nice for it to be more accessible. The fact that you earn materials by gaining Veteran levels (to 99 that is) softens the blow if you craft something that you end up not using. If Incarnate material gains were to become throttled, then I would want the crafting and power info systems to be made more streamlined and robust to make help ensure that players didn't make an irrevocable mistake. Where you'd like to see them go: Until there was content ready to support it, I wouldn't want to see Incarnate powers "go" anywhere 🙂. What we have is great, and the unreleased (uncreated?) slots would only complicate things further unless there was a specific time and place where you could use them. Ideally, Genesis, Vitae, Mind, and Omega slots would be released individually with a League sized and maybe a Team sized activity designed with the new slots in mind.
  23. And Radiation too! 🙂 But seriously, thank you Galaxy Brain for taking the time to do this testing and present the findings in a digestible format. If you plan on doing further permutations of this test, may I suggest one where the enemy group is: 2 level 54 Rikti Magi 2 level 54 Rikti Priests 7 level 54 Rikti Headmen … just off the top of my head, for no specific reason *whistle*
  24. Awesome work to all involved! What an outstanding monument to why CoH is the best game that has ever been made!
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