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TheZag

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Everything posted by TheZag

  1. Ya, i had a short back and forth with a dev. Its down in the bug report forum somewhere.
  2. Ive had a similar problem with necromancy and the bug turned out to be enhancements more than +3 of the henchmen's level had no effect even though they werent more than +3 of my level.
  3. Im not sure how often people exemplar if they are thinking lowbies with SOs are better than high level players with attuned sets. My high level characters roflstomp low level content in a way that my SO lowbies can only dream about. I can run into any +4x8 spawn and endlessly spam what attacks i have access to and never even look at my health because it never moves. Lets place bets on a team of 8 lowbies on SOs against 8 incarnates on any low level task force. I can tell you that my money goes on the exemplared incarnates every time. Its true the raw values of the enhancements scale below SO levels but the set bonuses, additional slots, and powers from +5 levels will more than make up the difference.
  4. Its because if a company reasonably believes that their IP is being infringed upon and does nothing to stop it, they will forfeit their claim to the property. Its like when Disney sued the daycare that had mickey mouse painted on the wall or the school fundraiser that played a disney movie for the kids - it wasnt mickey mouse daycare or mickey mouse fundraiser but money was being made and disney stuff was (barely) involved. If they didnt sue, or at the very least send a cease and desist, they could have lost their rights to their own characters. I assume the actual legal threat to homecoming is low but that doesnt mean we should wave red flags in front of sleeping bulls either.
  5. I probably wouldnt use it regularly but if the devs want to add it i wouldnt be against it either. Plenty of players have leveled characters to 50 without using double xp (myself included for a character). I might have used double debt on that toon for a more classic feel and to make battles feel more dangerous. People tend to play differently when there is more risk to their actions. And the fact that there are already debt protection powers makes me think it would be a mostly copy and paste job....copy debt protection 100, add a negative to the value and boom, debt increase 100.
  6. If your server runs instanced MSR, those are less laggy as well. Only the relevant portion of the map is accessible and the rest of the zone had its spawns removed to reduce server load. The Vanguard base and AE building were also removed to increase performance. The raid runs the same but there are several changes. -You must have the Member of Vanguard badge (earned by completing the quick tutorial in RWZ but only available at lvl 35+.) -The dropship is guaranteed to spawn on the first pylon kill. (Not a huge deal since ive never seen the dropship not spawn in a zone raid but it is possible) -The hospital is at Point Du Hoc. -All mobs are lvl 54. -All players are 'sidekicked' to level 50 (not lvl 49 like sidekick normally does. So the team will never accidentally drop to low level if the leader changes.) -Vanguard merit rewards are granted league wide and without regard to your range to the target (The pullers usually appreciate this one since they miss alot of V.Merits on the zone version. Im not sure if its 100% functionally perfect but my tank gets way more V.Merits - 700ish more on average) -The mothership shield stays down after the timer expires and the ship is left burning. You dont get forcibly teleported to Point Du Hoc.
  7. There is a command to change builds anywhere. /selectbuild 1 /selectbuild 2 /selectbuild 3 It has built in exploit protection though - all toggles drop, all powers go on cooldown, all buffs are removed. Be sure and use whatever long range teleport you need before switching builds. I use it a fair amount on my tank and i never go to the trainer anymore to switch builds. I type it in when i need it but it could be a macro or a bind as well.
  8. Neither side of this discussion will be able to convince the other because they look at knockback and the KB>KD enhancement in two different ways. Those on the KB>KD is a slot tax side feel that knockback is generally a bad thing that scatters mobs and slows kill times. An enhancement slot must be spent to fix the power and is then considered a tax since that slot could have been used for something else to make their character more powerful. Those on the KB>KD is not a slot tax side usually consider knockback helpful when used with a purpose and to reposition mobs to increase kill times or player survivability. They usually feel the KB>KD enhancement further improves kill speed by turning knockback into a reliable control ability that prevents enemies from attacking while they spend time to stand back up. These players dont feel the enhancement is a tax because they see something being gained from it. There is a kill time sheet somewhere on the forum (I cant find it. Likely buried in another knockback topic) that compared knockback and knockdown map clear times to see if the stats lost from slotting the KB>KD enhancement had much impact on clear times. They found that clear times decreased (faster clears) when using the KB>KD enhancement. This supports the belief that knockback results in slower kill speeds but is in opposition to the thought that it is a 'slot tax' since players became more powerful when using it even through the loss of other stats and set bonuses. This is also why knockback to knockdown probably wont become automatic - it will make players more powerful like the current enhancement already does and then allow them to use another enhancement in addition to it.
  9. I cant say there is a fix for all those things, but all my problems with text disappearing and reappearing elsewhere were solved when i stopped clicking in the text box. I use the arrow keys to move the cursor around and the editor has been cooperating.
  10. What problem does the text editor give? Maybe i dont use it enough but im not having an issue when i do.
  11. Maybe it could be added as a mob that AE mission creators could use, kinda like the doppleganger. So players could design a nemesis or choose one from a list and it would appear when mission creators use the 'nemesis' mob. It could allow your nemesis to appear in AE missions you didnt create yourself.
  12. Im not opposed to community reps being added to the list but im not sure how that post shows why. Michiyo gave publicly available information and then followed up with an opinion. Community reps might have access to staff information but that wasnt it. Again, im not opposed to them being on the list.
  13. There was a topic back around halloween that was hoping for some colorblind options since the banner event is basically ran by color. I dont think there are any graphics tweaks that we have ingame right now to help. Another option you do have in addition to the health bars over characters and the its your problem, deal with it, mentioned above is to add health and endurance to the attributes you are monitoring. They will show in a box that you can move around the screen - i put mine just under my characters feet. It doesnt show as bars but it does give numerical values so there wouldnt be confusion to which is which. And worth mentioning if your friend doesnt already know, there are colorblind glasses now that can give a large amount of color differentiation to people with color blindness. The ones im looking at are from a company called enchroma. They seem pricey at $300+ but might help. Im not colorblind so i cant speak to their effectiveness myself although i have seen a news program a while ago that was putting the glasses on colorblind people and they did appear to be impressed.
  14. I was gonna say the same that you out level the contacts. But its required to turn off xp to not out level the contacts if the ambushes gave xp or not. At the very least they should give inf and salvage/recipes if they dont already. Its not like they are free enemy kills, they have attacks and use them against us. And unlike the circle of thorns and rikti portal spawns, the number of goldside ambushes was intentional.
  15. I took the presence pool and slotted provoke for taunt but it wasnt powerful enough to hold any agro over a tanks gauntlet inherent ability. I play tanks alot and having a click ability be crappier than an inherent or auto ability seems really strange to me. Enemies are attacking you because you hit their friend but i targeted and taunted you annnnnnnd....nope you just keep attacking the tank. I was making a non tank/brute that was gonna tank for itrials because why not. Its easy for them to not use taunt but when they cant even attack because provoke is too wimpy is an issue. At any rate, provoke isnt useless, its just almost useless.
  16. I like the thinner ankles too when compared to the cankles from other feet options. Unfortunately i only have 1 costume that uses it because i can explain the bare zombie feet as being normal feet with dirt on them for that particular look.
  17. So someone makes a spot to talk about city of heroes homecoming stuff and because its not a discord a bunch of people are dogging on it? Seems a lot like what people claim happens on reddit...... I wish you good fortune though. Keep it clean and productive. 🙂
  18. I think her emote also making noise was part of why war witch was moved in addition to the space being small.
  19. You can get into an idle stance with shield defense...and use every single emote for that matter, it just takes extra steps. The short version is - use any emote that is available to shield users and without moving, use any other emote that is usually 'locked'. This will allow you to use the idle emote. It is a process but access to the emotes is better than nothing at all.
  20. Even if they didnt have their collision removed, making them pushable instead of being concrete pillars would help. Most of my characters have teleport from mystic flight but not everyone does.
  21. I usually prefer armored characters so i tend towards tanks. Bio armor/dark melee is my most played character.
  22. Regens shortcoming when compared to other armors was explained very well in another topic. The short version was if you take 100 damage in 10 seconds and regen 90 hp in that 10 seconds you take a net loss of 10 hp. If you take 200 damage in that same 10 seconds, you still regen 90 hp and take a net loss of 110 hp. If you have 90% resistance to 100 damage over 10 seconds, you take a net loss of 10 hp. If you take 200 damage in that same time, you still resist 90% and take a total of 20 damage. So doubling the incoming damage did double the damage taken by the resistance character but the regen character took over 10 times as much (net) damage. This leads to people saying it plays great at *insert difficulty here*. But only a slight tweak harder and the set is suddenly suffering from a huge spike in received damage. Resist and defense based armors have a much more gradual increase in received damage as opposed to the 'i cant ever be killed to it takes all my cooldowns to survive to no matter what i do im going to die' that regen is subject to over just a few small increases in difficulty. It will probably take a larger change than is possible while still maintaining regens identity to address the damage spike that occurs when incoming damage outpaces health regen. The clicks let you push it further but damage above that is essentially 100%. Mitigation armors still have mitigation, regen is more it works or it doesnt.
  23. Now i can tell my wife she isnt the only one im able to forget what was said right after it was said 😛
  24. I like to see more NPCs spread around an area, not all crammed next to each other and a big empty spot elsewhere. Were trying to RP here and you need to move isnt a reason i can get behind.
  25. I finally did the mission to burn the longbow building and check out these fires. I think im in 3 of them but they only tick for 18 while using rest. I imagine there would be somewhere else in the game to take higher damage, i have a bunch of regen to spare.
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