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Everything posted by TheZag
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You're welcome.
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I get what you mean. But I dont think there is much dispute that most knockback powers become more powerful if they had knockdown for free. So something has to give somewhere. Currently we spend a slot. If that slot was given back in the form of a toggle or null option then somewhere else should lose performance to compensate for the free buff.
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Damage tests have already been done that show slotting for KB > KD will increase clear speed (lower mission clear times) even with the 'slot tax'. I say give the people their KB > KD but toggling it on will reduce their damage appropriately to keep the original unslotted for KD mission clear times. And if they dont like this solution then they just wanted more free power to begin with and never cared about the actual knockback.
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Mercs/Trick Arrow
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How to search the old COH forums at the WayBackMachine?
TheZag replied to BlackSpectre's topic in Help & Support
oh, i didnt realize the project had been discontinued. I only discovered it after that initial work was nearly completed and read the first post and then the last bit about the problem files. -
i checked the beta notes list and it doesnt look like a single head titan weapon axe is in it. Battle axe is getting infernal axe and undead slaying axe though. you would need to convince a dev, but a big undead slaying axe or a big infernal axe with 1 blade removed would probably do it.
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How to search the old COH forums at the WayBackMachine?
TheZag replied to BlackSpectre's topic in Help & Support
You might give this a look -
Masterminds have wanted changes for years now.
TheZag replied to eldriyth's topic in Suggestions & Feedback
MMs havent received any new powersets but the henchmen recharge time reduction has been very helpful. I dont recall any new control sets yet either, so control is just as due as henchmen. The fact that we get updates at all from an unpaid team on free servers is amazing.- 144 replies
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issue 27 Issue 27, Page 4: General Feedback
TheZag replied to The Curator's topic in [Open Beta] Focused Feedback
Im happy with all of these changes. An excellent page, keep up the good work. -
issue 27 Focused Feedback: Architect Entertainment
TheZag replied to The Curator's topic in [Open Beta] Focused Feedback
After adjusting to the agro changes im farming faster than ever. I had to get a little better but i prefer some involvement over standing around like a lump and mashing keys. Sure i have to 'go outside' for vet rewards but vet levels were added by this team so i think its appropriate that the team can choose where they apply. Farming outperforms every other activity in xp/rewards by a wide margin. Shifting a portion of the rewards away from farming while increasing the speed at which one can farm (if they apply themself a bit) seems balanced to me. Things can always be adjusted later when people actually start playing page 4 and more numbers are available. -
issue 27 Focused Feedback: Architect Entertainment
TheZag replied to The Curator's topic in [Open Beta] Focused Feedback
Ill be making an AV with all the pets. Every MM pet, every controller pet, some AoE buffs and some armor. See if you can defeat that 😛 -
issue 27 Focused Feedback: Architect Entertainment
TheZag replied to The Curator's topic in [Open Beta] Focused Feedback
It always seemed strange to me that characters in the game world could become stronger by playing their ingame virtual reality. And im fairly certain that the well doesnt favor and reward virtual power so removing vet xp and their associated incarnate rewards is a good step. I would argue that 'virtual incarnates' shouldnt be a thing at all. -
Founders' Falls - add below water levels and Swim power
TheZag replied to gamingglen's topic in Suggestions & Feedback
Swimming underwater would need to be something like hover with the swim animation applied. I know of 1 spot where there is 'deep' water and you swim down just a bit and then fall as normal gravity is applied and you walk on the bottom. -
I thought about this one for awhile and some replies were what i was considering to say. I feel that converters have this covered, along with the suggestions from others about how to obtain drops.
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I ran alot of TFs for Task Force Commander until i found out how much quicker it is to get Invader. 20 minutes to unlock the contact and another 10 to 30 to get the badge depending if i abandon or complete the robberies. I like posi 2 and sewer trial and eden trial. Manticore and Citadel and Synapse are so bad, they need the Positron TF makeover.
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Ive called for a GM twice on stuck mobs and they must have been busy. At 20 minutes i reset the mission after i went and cleared everything. The second time i waited it out since it was a different kind of stuck mob that broke the mission. After 50 minutes i got the escort mob out of wait mode and back into escort mode so i took him to the second objective and completed it. Not that the GMs arent helpful, just that they dont always make it in 2 minutes.
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It could be possible as Faultline explained here it would depend if the spawns had one of those special cases applied to them.
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i have the game set to 5% to bring it to an appropriate level. Hitting several enemies at once with an AoE will stack the sound effect as well making it loud. But in that case im ok with it on my dark melee because it lets my team know i just wrecked the enemies like a boss.
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i used to read bios and then i came across an inappropriate one and now i dont read them.
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A quarter Quarterfield?!? A quarter Quarterfield over 4 days...lets see, carry the 1, multiply by the inverse of pi, reticulating splines.... 0.015625 quarters !!! Obviously my math is flawless.
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Whatever makes it work would be fine with me. I lean towards my edit that offers a slash command so mob unstuck is by request instead of automatic. That would cover your concern i believe. Even give it a timer if necessary to prevent usage abuse if someone figured out a way to abuse it.
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Mobs occasionally become stuck in the walls for various reasons. Sometimes its no big deal but other times they are required for mission completion. There are a few ways to solve the problem but they dont work every time. Some that come to mind are - -reset the mission (kinda sucks to do and not available on TFs unless everyone logs out) -auto complete the mission (available once every few days) -use a PBAoE (slowly burn down the target in the wall as your ability recharges. Doesnt always hit) -use pets (pets can occasionally find the 'spot' that doesnt count as blocked line of sight) -wait (mobs get unstuck by themselves on occasion) -teleport out of b.....(actually, Cobalt frowns on this one so instead we have...) -call for GM help (the GMs do a great job but response time can vary depending on how many are on duty and how many tickets they have) And all of these solutions either arent always available or might not help at all. My suggestion is to run the /stuck code on mobs that have qued movement but arent mezzed and havent changed their location or been damaged for several seconds. I dont think there are any mobs that que movement and never actually move unless they are mezzed or stuck. Give it a 10 second timer and if the /stuck script fails to return the mob twice, then have it dropped on the player coordinates. Mobs generally are still close to the play area when they get stuck so the first attempt would probably free them in most cases. I think this would solve almost all of the stuck mob problems and free the GMs to focus on other issues while allowing players to continue playing only slightly interrupted by a stuck mob. Edit: Alternatively, make it a command for players to use (/stuckmob). So the game isnt constantly monitoring for potentially stuck mobs and only performs a check after the command.