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Everything posted by TheZag
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You are thinking Booper (2 o's, 1 p). Bopper (2 p's, 1 o) isnt a member of the homecoming team but he does know pretty much all the inner workings of the games combat formulas.
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A way to turn off patrol xp along with an xp reducer would go a long way to bring back the feel of original leveling. A way to use 'enemies buffed' without having to go through ouro would help also since making the enemies higher level also increases their xp.
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Rudra isnt a fan of patrol xp and has been hoping for a way to turn it off. With there being so many ways to increase xp, im actually suprised that there arent any p2w choices for 25 and 50% reductions. 100% reduction is covered with turning off xp, but there is nothing for people that want to run more content before outleveling it other than all or nothing xp. I will admit that xp reducers would be rarely used and maybe thats why the devs dont add any.
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This is so true. You get a bunch of necro memes if you post on an old topic and a bunch of links to the old topics and 'here we go again' if you make a new one. I played regen back before its nerfs. I had to 6 slot fast recovery, 6 slot stamina and use 2 slots for endurance reduction in instant healing to leave that toggle on all the time. It was fun, i felt super even though i had 14 slots devoted to keeping 1 power working. Then regen got nerfed, understandibly so, because the devs didnt think players would be able to keep the instant healing toggle on all the time. But then they nerfed it again, and then again. Finally, instant healing was changed to a click ability. My character didnt play the same anymore and went from being super to being a sidekick. At the time i only had 2 or 3 level 50 characters and i was so unhappy with the character that i deleted it. I think regen doesnt get changed because it would probably require changing too many abilities into something else that requires players to respec or breaks how they play the set. I doubt instant healing would become a toggle again since it would break pvp for the 15 people that actually do that. Maybe have different pvp and pve effects since that is already possible. I also feel regen doesnt get fixed because it did get fixed. Willpower is what regen should have been. Now when i want a regen character, i choose willpower. Looking at the differences between the 2 sets, its clear that they couldnt just change regen into willpower without breaking every regen character - several abilities dont use the same enhancements. So they made a new set and swept regen under the rug.
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I almost typed zzz the other day because my friend that likes to play empathy was on the team and i got mezzed. But i figured i would be free by the time i typed it in and she reacted, which i was, so i didnt.
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If you are calculating damage per second with the recharge time included, you arent calculating damage per second, that would be damage per second per cast cycle. That can be useful for some comparisons, but when you have an attack chain that repeats without down time, the recharge time of abilities is no longer relevant to the dps. If my 5 abilities all have 2 seconds cast time and they all have a 4 second recharge, they will always be available when its time to use them since the entire chain takes 10 seconds to complete. Taking the recharge of the ability into consideration can lead to the same answers sometimes, but dpspcc (damage per second per cast cycle) isnt the same as damage per second or the more vitally important damage per activation time.
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Fixing consume and dark consumption, and related issues.
TheZag replied to WindDemon21's topic in Suggestions & Feedback
All the people ingame agree with me too. We tend to be surrounded over time by people with similar opinions as our own. When we expose our opinions to people outside our usual sphere, we find that less people agree. -
Fixing consume and dark consumption, and related issues.
TheZag replied to WindDemon21's topic in Suggestions & Feedback
I prefer to not have every ability made into click upon recharge. Lets let a little bit of thought be allowed in power usage that rewards players for their extra effort into choosing when to use an ability and not have more faceroll abilities that dont matter as long as u mash every button all the time. Based on just the +hp, consume has about half as much +hp as dull pain, half the recharge, and the same 2 minute duration. That alone puts it exactly where it should be before considering the endurance recovery and end drain resistance with a mere 51% recharge needed to make those effects permanent. You say needs fixed alot but only offer reasons that point to wants buffed. My dark melee is my favorite character and certainly isnt in need of any buffs. -
Brutes have a higher damage cap but it would generally only be reached with team or league buffs. Tanks have an easier time reaching their defense and resist caps and can use those extra slots to improve their damage. My tanks generally clear as quickly as my brutes in a solo or team setting but are more durable and have higher hp. On a league, my brute has way more damage than my tank. Clearing monsters for hami, my brute regularly hits knockout blow for 2800ish. His personal best hit was 3604. My tanks cant reach those numbers since their damage cap is 200% lower than on brutes. Their differences in performance arent really that big unless you are trying to squeeze every last bit out of your character. It depends if your character is meant for specific content or all content but i would pick a tank for most situations and the brute for league content where im not the one tanking.
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I think running CoH on a multi monitor setup with nvidia graphics cards causes a problem. Unfortunately, the person that knew the specifics about the problem no longer plays so i cant get more info.
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Most GMs take 1-2 minutes and give 6 merits. Adamastor gives 10 merits for about a minute but is on a timer meaning he is available many more times per day than other GMs. Seed of Hamidon is worth a measly 5 merits for over 10 minutes of battle. Lusca can easily take 10-15 minutes for 6 merits. Its not necessary for rewards to be increased but mission arcs and TFs get rewards adjusted based on their time investment, it wouldnt be much of a stretch to see Lusca and Seed of Hamidon adjusted based off their increased kill times.
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If a TF/SF contact or trainer dies, what happens?
TheZag replied to Gentoo's topic in General Discussion
Ive gotten a trainer very damaged when a kronos kept multi spawning on me and their health stops going down once its at a certain point. They possibly used a defense ability but it looked like their hp just stopped moving. -
I think the team lead probably meant multi-box alt and not a true bot when they used the term. I can understand the question, but any answer that conveys the message of its 2 unique people should have been the end of it.
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Back in the ye olden days, i saw proc explained as 'a procedure with a chance to happen' and the word proc obviously being pulled from procedure. So the proc is the actual random chance event that could be used in a number of places. The person not realizing that you already had the mission and saying it wouldnt proc meant you wont get a tip mission to drop from enemy kills at this time of the year. In some games, proc has expanded to mean the entire package, including the item that provides the proc. This has led many players to use the term as a noun - 'use the damage proc' when the item is the noun and the effect is a verb (usually spelled as as a variation of procced, proc'd or procing). Its not much of a stretch for players to use abbreviations to shorten ingame chat, they do it all the time with lfg, tf, magi, ug. And saying use the proc is replacing 'use the Gladiators Javelin: Chance for Lethal Damage for its chance for lethal damage'.
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Bind/Macro for bind key for the target of my target (assist target)?
TheZag replied to jmed009's topic in General Discussion
In world of warcraft there was a key to press for 'target of target'. I would use it to first target an ally and then make my target the same as theirs without targeting the player any more. In CoH it does automatically redirect your attacks through a friendly target towards their target but you cant press a button to switch automatically. You can look for the enemy health bar that pops up and re-target manually. If it were possible, i would love a target of target button. If i target a player at range and try to attack but my melee cant reach, hitting follow will move me towards the player and not their target. A target of target button would be the solution. Its something i can work around but still miss having. -
Bad UI: Endurance meter becomes less noticeable when low
TheZag replied to Kai Moon's topic in Suggestions & Feedback
Thats ---> 😱 <--- this one. -
Unofficial Is This Copyright Infringement Thread
TheZag replied to Solarverse's topic in General Discussion
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Pay per use. Feels very billionaire vigilante appropriate to me. A selection of powers that remain in your tray and charge you each time you use them without having to refill at the transact 4 victory vendor 😃
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Make Cold Domination Shields work with Power Boost
TheZag replied to Raikao's topic in Suggestions & Feedback
But force field doesnt have a +HP buff, or 60% of -resistance debuffs, or 500% -regen debuff, or an AoE endurance refill +recovery buff, or an AoE 30% plus a single target 30% defense debuff, or 470% of -recharge debuffs. What force field does have is some of the hard to come by toxic resistance.....oh wait, cold domination has that too, lemme try again. What force field does have is defense buffs.....oh wait. What force field has is resistance to some effects - cold domination has resistance to some effects but force field offers more, finally found something. Force field has higher defense buffs and more status protections compared to cold domination and thats about all. Cold domination dances circles around most other buff sets that focus on a few effects. It probably has a close second place to those sets and then laughs as it drops sleet, heat loss and benumb. Ive heard the devs dont like power boost working on buffs that last many times longer than power boost itself (one of those working as designed but not as intended situations). Even based on the description of power boost 'boosts the secondary effects, only your next few attacks will be boosted' its more likely to draw attention to the subject of if the primary effect of a non attack ability should get boosted at all. -
honoroitisfantastic whats your most pressing issue?
TheZag replied to honoroit's topic in General Discussion
I feel like many of these choices are points that have been advocated for by the OP. I would vote other over validating a lopsided poll. -
Make Cold Domination Shields work with Power Boost
TheZag replied to Raikao's topic in Suggestions & Feedback
Force field shields have some resistance but it isnt enhanceable. If the ignore outside enhancements attribute were removed from cold shields, any source of damage buffs including red inspirations and fulcrum shift, would increase the resistance of cold shields. This is due to the way that damage and damage resistance are basically the same thing as far as the combat system is concerned. The damage resistance could be made unenhanceable, but then anyone that uses resistance sets in the power would lose those effects. Recoding everything damage and damage resistance related might be possible but would need to cover hundreds of powers and enhancements. I could never say with 100% certainty, but i dont think the devs will spend months recoding the entire combat and enhancement system just so ice shields can work with power boost. I admit that it looks strange on the surface when the shields dont work with power boost, but after a deeper dig it makes total sense. -
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Can we have a discussion about collision mechanics?
TheZag replied to Solarverse's topic in Suggestions & Feedback
I think that was from a tanks gauntlet inherent. Nowadays getting 16 mobs into a small space would be less efficient than just killing them where they stand, assuming the bug is not fixed. Back then, tanks were grabbing hundreds of mobs to hit them all at once with their single target attacks. Mob collision with each other would likely remain unchanged and even if the devs change player collision, it probably wouldnt go away completely, just shrink some. It would help on itrials also when all the melee is trying to pile up on the smaller AVs with all the ranged trying to pile up on the melee. Most itrial AVs are larger than normal but some are still quite small when it comes to getting into melee range. -
Can we have a discussion about collision mechanics?
TheZag replied to Solarverse's topic in Suggestions & Feedback
Ive played several MMOs where players didnt have collision with other players and even with mobs. It didnt feel janky either, much the opposite in fact. I was able to move where i needed to go without getting 'stuck' on someones elbow. It would be worth a shot to see how it feels on the test server in my opinion. -
That is alot of requested sets - control, buff, manipulation and armor. A single set cant cover all those archtypes. I would be down for some multi-elemental themed sets but we arent likely to see all of those powers in a single set unless some new sort of AT were added.