Normal Thomas
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Posts posted by Normal Thomas
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8 hours ago, Erratic1 said:
Frostfire was regularly run, announced and recruited for on Torchbearer until it seems half the population ran off to Excelsior.
I'm on Everlasting and, funny enough, right after I made my post I saw someone announce it in LFG that they were running Frostfire.
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I liked the scrappy pre-Safeguard travel powers, pre-inherent Stamina Hallow experience. Low levels are too streamlined these days. Frostfire was such a fun rite of passage. I'd be surprised if anyone still runs teams for that content.
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I like this suggestion. I think it makes sense for Scrapyard to, essentially, impart some of his power to the strikers.
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42 minutes ago, Blackfeather said:
Hi there, glad you're a fan of the overall concept! Out of curiosity, what aspects of T5: Dimension Veil aren't you a fan of? In designing Space Manipulation, I considered support sets with hard, repeatable controls to be outliers to the norm - Time Manipulation (purposefully strong and versatile) is the most egregious example here, with its Hold ability even including a hefty debuff.
I'm not a fan of intangibility powers. I will give you some credit however in that having an intangibility power that be used on friend and foe and be changed by other powers in the set is rather novel but I think that I, among others, generally view intangibility powers to be skippable. While people see value in an easy "skip" power but I'm of the opinion that player's should have more competitive power choices and feel like they're making a sincere choice when having to give something up for Fighting, Leadership etc.
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I like the concept but I'm not too keen on Dimensional Veil. I think I'd just replace it with a hold with a -def effect. Otherwise looks like a solid set gameplay and concept wise.
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On 6/11/2022 at 2:22 PM, Rudra said:
Meteor works for me, but what about Cataclysm (just for a name, it can be changed)? Creates a storm effect of cascading lightning and slashing hail that is shattered by the plummeting meteor? Though that would make more sense for a Judgement power instead....
Maybe Nature's Fury? Sets up a low DoT hot mud effect (fire and smashing damage) that slows and tries to knock targets down (they slip and founder in the burning mud) as a thunderstorm rains lightning (energy and lethal damage?) down on them? Duration could be 8-10 seconds.
(... I'm struggling here, sorry. I'm partial to just using the Meteor for simplicity's sake and calling it good.)
Cataclysm is a good name. I was thinking of a magic spell in a JRPG (Lunar Eternal Blue) that you get call "Catastrophe" which is casts 3 different element spells back to back. For this set I'm thinking would be a water/ice based attack followed by a fire attack followed by a lightning/air attack and then end it all with an earthquake/ground fissure or a meteor. Probably a lot to animate and a lot of work to put into a set but I think if a set is being added to the game it should be more than just "a blast set with _____ damage" "melee set with _____ damage" or "a support set with ______ particle effects" you know?
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22 hours ago, Greycat said:
On Everlasting, there is/was a group running "launch reenactors," including emulating having to pick stamina powers.
I still run my old school villain and hero so I guess it's still around.
I'm on Everlasting if you want to run either a classic hero or villain. I basically run with those rules, stricter in some areas and looser in others.
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This is a cool idea but I'd definitely opt for the second iteration. The title made me think of the dual pistols change ammo mechanic but with the four classic elements. Also I'd probably make the nuke unique like it'd be all four elements back to back.
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I definitely notice a lot of PuG players are quiet and go with the flow types, even if the situation does get out of hand.
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I want Wind Control really bad but I don't want it to be overly bland/recycled. I understand there's recycling that goes on in any set (how many unique activation animations are there really?) but I would want the set to look/feel/play unique.
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10 minutes ago, oedipus_tex said:
- Magneto/Polaris. We have Gravity Control, which may work as a stand in. Not sure I'm completely convinced Gravity Control is Magnetic Control, and there's not really an Assault set to pair them with that feels right. Unless Magneto is actually a very powerful Gravity/Force Fielder? Room for ideas for sure...
I always saw Gravity Control as the closest stand in for a magnetism control set. I feel like based on his Marvel Vs Capcom appearances maybe an electric assault set would do best? Still, excellent point on how nothing really fits him right. I'd say best you could do is Grav/Elec/Mace Dominator (Mace for Personal Force Field).
There's no good analog for probability manipulation so I'd say Scarlet Witch and Longshot can't be done totally right. Longshot is probably easier due to his reliance on weapons.
Warlock. I know a lot of people have mentioned shapeshifters but I feel like he's a little different from the usual shapeshifter due to his technological nature.
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2 hours ago, Mopery said:
Flurry.
Gonna add Jump Kick. No one has time for that much animation.
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I was looking to make some custom power icons for power set ideas I've been cooking up. I didn't see any guides when I searched so I thought I'd ask if there's anyone willing to reveal the tricks of the trade.
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Can I keep my current Illusion controller? He's fine as is. I could see adding some kind of -perception or placate effect to group invis but that's it really. The only way I'd see the powerset being overhauled were if it were ported to any other AT. So if you wanted a Mastermind set that totally broke the usual rules of Mastermind sets I'd be down. Changing the Controller AT Illusion Control? That's not something I want and the developers usually follow the cottage rule on things so its very unlikely to change.
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1 minute ago, Ukase said:
I do not know what that means.
And, good or bad - I've learned it doesn't make any difference what we players think about other player suggestions. The powers that be will read it, and round file it, or think about it, and maybe do something soon, or maybe do something much later./jranger is a comment people will make a suggestions, this is the urban dictionary definition:
QuoteA way to say no to a dumb idea. Commonly used in the MMO City of Heroes forums, mostly in the suggestions and ideas section. This was first used by the poster Memphis_Bill at 10:23 AM on 9/21/07. Based on the poster JRanger who would commonly respond saying only "no" to dumb ideas.Now as far as your comment that we don't decide what does and doesn't make it into the game, that is true. It is ultimately up the devs. But I can't imagine an idea to buff an already great power in some very niche scenarios is going to win the developers over. But, as I said, not my call.
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Phantom Army is great where's at. Gonna have to give suggestion a /jranger
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Some combination of traps and trick arrow does sound like a neat idea. I think I'd go for a healing grenade as opposed to healing syringe bullets though.
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8 hours ago, Uun said:
Powers have an attack type (positional and/or typed) for checking defense as part of the HitChance calculation, and then a damage type which checks resistance after HitChance has been determined. I don't see how positional resistance could be implemented.
I'm thinking the same thing. Wouldn't the damage have to have a melee, ranged or AoE type as well?
But, if positional damage resistance could be implemented it would spice up gameplay a bit.
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I do think there needs to be additional Hamidon enhancements that fill a niche that the invention system doesn't, just to make min/maxing all that more challenging and interesting.
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Personally I just wish it was possible to have Trick Arrow powers shoot out of dual pistols/assault rifle/beam rifle. I do suppose at this point you'd have to make a completely different set though.
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17 hours ago, Player-1 said:
It would still be in the game?
That'd be quite a nerf.
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It's been a minute since I've played classics. Anyone free next week to play some classic heroes or villains? My current projects are around lvl 20.
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I was thinking of this thread a couple of days ago because I had an idea for a Strength Manipulation secondary for Blasters. I recall an early CoH beta video where Super Strength was a secondary for Blasters so now I am kind of curious if such a thing could be made into reality on our server. Admittedly my power selections and level placements are sloppy so I am very interested in hearing feedback 🙂
Strength Manipulation
- Punch: From Super Strength
- Resist Physical Damage: from Invulnerability
- Haymaker: From Super Strength
- Handclap: From Super Strength
- Rage (??): This one I am really torn on because I don't think rage would work for Blasters? But I do also feel the set needs to differentiate itself and I am not sure what to put for the Build Up power.
- Physical Perfection: from Energy/Body Mastery. The "sustain" for the set.
- Footstomp: From Super Strength
- War Cry: Anguishing Cry from Pain Domination (same animation) but with -dmg instead of -res (so PBAoE -dmg and -def)
- Knockout Blow: From Super Strength
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I'd rebuild Force Fields and Regen from the ground up with the absorb mechanic in mind. These sets should be way cooler than how they actually play out (as in like, I can skip most of the powers lol)
And before anyone says it, yes, I would nerf Regen. Thank you.
More dynamic combat. At the very least, less animation rooting. Obviously, keep the game from being twitch based but make it more action-y.
A more measured Incarnate system and invention system. Still get cool end game bells and whistles but you gotta make tough choices on how you want to be powerful.
Make mezzing more interesting and useful. And on the player end less annoying to deal with.
I'd make all the archetypes designed around an inherent power, more like the Villain ones.
Make power proliferation less a choice of modifiers and more a choice of powers.
If you wanted new powers what would it be?
in General Discussion
Posted
Teleportation Melee
Super Speed Melee
Magnetism Control
Probability Manipulation