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Arbegla

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Everything posted by Arbegla

  1. As a developer myself, its far more likely that @Faultlinelooked at the code in question (the rewards table, and Vet levels) and couldn't see any direct connection to them from a code perspective. Having looked over that code, he came back with the 'Ok, tell me what other diagnosis stuff the GM you talked to did, because everything I looked at says its impossible.' Its not calling you a liar, its just looking at the code underneath, and going 'Uh, not possible' and wanting more information in the event he missed something. Looking at logs, or drop rates from a few sessions does nothing. He can literally create an environment where he can mass murder mobs with ease in a much faster rate then you ever could (local environment test servers are amazing) and look into it much easier. Just because he vocalized his initial findings, that there is no discernible link between the different code elements within the game itself, doesn't mean he's calling you a liar, just that that 1s and 0s don't line up the way you say they are.
  2. While I get the appeal of 'Well, that server did it!' it looks like Thunderspy is one of those 'power gaming' servers that don't really care about balance. Looking at those changes for Mercs, and Necro, there is almost no balance behind that. Letting you have soul Extraction as a toggle that just pumps out additional zombies? That have all the buffs of the zombies you already get? Plus making all of the control AoE just screams power gamer unbalanced nonsense. You can already do some pretty stupid things with Masterminds in the right hands, and the changes they listed just make it so much worse. I strongly vote no on using the costume model to have pet customization. I'd be much more likely to accept a 'Here is a list of the NPC-type mobs you can command with your Mastermind powers' and having you pick a subset of say, Family, Council, PPD, Banished Pantheon, CoT Demons, Praetorian robots, Skulls, Hellions, etc that have similar powers to what the pets would have, and using those models. Its not full customization, but at least its more diverse and you can have some females within the group.
  3. I would strongly disagree that /traps (and to a less extent, /devices) being about fortifying a location. The recharge on the powers is quick enough that you can create a mobile death zone. I don't think there is any 'desired gameplay behavior' for the set either, you can play it like a fortifier, or you can play it much more aggressively. The choice is yours. FFG is basically a Pet version of Dispersion Bubble, and that's a toggle. Giving FFG the 'Prestige Pet' treatment, where its a toggle pet, even if it costs a bit more endurance it would help a lot in not having your buff suddenly disappear. I've had that happen on more than one occasion where the FFG blew up at just the wrong time, and I got mez'ed, or the mobs got a lucky hit off, as FFG is the bulk of my defense boost. Acid Mortar. at least the Mastermind versions, take Ranged AoE Sets. I'm really not sure why the other versions are different. I can kinda agree with the Seeker Drones changes, as those are AoEs as well, as should reflect the proper sets. Maybe we should post that chance in the Bugs forum, as having the sets work different between ATs seems like a bug to me. Poison trap is very much an AoE. The gas cloud it spawns affects WAY more than the mob that triggers it. Details of what it does it handled here but it definitely has an AoE component to it, for every aspect of the power, including the Hold. The radius of the gas cloud is pretty large already. And the massive -regen debuff will floor any AV/GMs regen, even with their resistance, and the purple patch. Its just that good. It is also very easily perma-able, as the gas cloud lasts a long time, and refreshes the debuff constantly. Web Grenade, being the T1 power is already pretty powerful, with its -fly, -jump, and slow debuffs in addition to its immobilize. Granted, the animation could be a tad faster, but its already a pretty solid power, considering its a T1. Trip Mine and Time Bomb definitely need a rework though. Even just giving Trip Mine the /devices treatment to remove the interrupt will go a long way in making that power more group friendly.
  4. The big difference between Thugs and Bots is that Thugs has a healthy mix of Range/Melee, and bots are pure Ranged. The Bruiser/Gang War will be hard to control with group fly, where with Bots you can just hover and afk blast your way through it all. Also, the bulk of Thugs AoE is Lethal damage, followed by Fire (arsonist) and the arsonist is an aggro magnet, so he can get killed pretty easily. The bulk of Bots AoE is in the Assault Bot, and he can take quite a bit more of a beating than the arsonist can. Also Bots is Energy/Fire, instead of Lethal/Fire. Energy is slightly less resisted if I remember correctly, but I could be mistaken.
  5. Another thing to add to this is HOs, the travel/End one affects ALL travel. 😄
  6. I wonder how a Mastermind will do in these missions... Especially with the "We have infinite pets now" changes...
  7. Multiple web comics reference City of Heroes. From what I remember, Penny Arcade, and Ctrl-Alt-Delete all reference City of Heroes in some way or another.
  8. *remembers the days where 1 billion inf builds were rare on Live, and having more then 10 billion liquid was a pain, because the email system didn't exist* I need to play more, but I'm enjoying the journey. Only two toons, both lowbies (under 30) but rocking well over 200 million inf from just playing and selling my drops. No marketeering yet though. Once I really get in the swing of playing more, and remaking my characters, I'll aim for the 100bn club.
  9. S0 while I was looking at Enhancement Boosters to try to figure out if the cost is worth the bonus, I saw something like this for the last 5: (sorry no screenshots, I'm at work) 1,200,000 1,200,000 1,200,000 12,000,000 12,000,000 And I felt really bad for whoever dropped that extra zero.
  10. Not that its available to Dominators, but Illusion has confuse AND tons of pets....
  11. If they could change the trigger for Momentum expiring to 'Landed from a jump' instead of the current 'Initiate a jump' that would fix this, but its rather minor, and I'm not sure technically speaking its possible. (is there a 'Landed from a jump' event?)
  12. I thought there was some information that the various strength damage words were standardized to the damage scale of the power themselves, but I guess I could be mistaken.
  13. https://hcwiki.cityofheroes.dev/wiki/Canon_Timeline First War of Gods One pantheon, lead by Lughebu, discovers how to feed on pain and negative feelings of men instead of worship. The benevolent gods fight against those of them who feed on negative feelings of men. The war ends when the malevolent gods are defeated and banished to the Spiritual Plane, and are now known as the Banished Pantheon.[2] Second War of Gods The goddess Tielekku learns the secrets of Magic and teaches them to other gods. Among her pupils are the gods Ermeeth and Hequat. The god Ermeeth reveals the secrets of magic to his worshipers. As a result, they stop worshiping the gods. Tielekku's faction, led by Hequat, defeat Ermeeth and his followers, effectively forcing them to flee. They cross the Atlantic Ocean and form the city of Oranbega.[2]
  14. Thing is, its not the sleep portion of the pseudo-pet.. its the secondary pet that grants you endurance (not the original one that puts things to sleep)
  15. This might not be an actual bug, but it also doesn't seem entirely working as intended either. With the new Super Speed changes, when you have max Momentum, you can jump pretty darn high. The problem is that once you land from said jump, the buff has worn off (or expired) so your max jump attribute is back to normal levels, and thus you then take falling damage from using the buff. This can cause some pretty hilarious situations where you run, jump, then splat into a group of mobs who proceed to smash your face in, as you took a decent amount of damage from 'falling' from the height you could jump at just a second ago.
  16. This thread might help with that question: It looks like that might be the pseudo-pet procing. Next time, stand near the mobs inside your static field, and see if you are given some endurance after the "Energy build up from the Static Field causes X to shake uncontrollably." triggers.
  17. I mean, without doing the Blue/Red side comparison, look at it from a new player perspective. You get introduced to this new Super Hero/Villian game, with insane customization options, you spend however long making your costume just right, load into the FIRST ZONE, and the immediately die to an ambush of mobs literally 25+ levels higher then you. I don't know about you, but I would rage quit on the spot and move onto something else. Lets think of the newbies, especially with the fact we all want City of Heroes to stay around and become more popular.
  18. Arbegla

    Collosus?

    I had a hero, back on live, that was named Patient V, and had as close to a Guy Fawkes mask look as I could make, and he lasted about a month before he was genericed. I made him when Dual Blades first came out, and man that concept was amazing. Just a little too on the nose.
  19. Is it worth using the Blood Lust 'spenders' at 5 stacks, or just keep the passive bonuses active, and not really care about the spending mechanic?
  20. Ok, I'm trying to imagine all the various 'hold' animations. Lemme see if I got them right. Plant/Dark -> Person wrapped with vines/dark energy, body slightly wiggling. Ice/Earth -> Person encased in earth/Ice, body still wiggling? (do they wiggle, or just freeze?) Mind -> Holding head, head shaking/moving agony of the mind Fire -> Holding throat, choking animation Gravity -> Floating in the air, but NOT the Ghost widow floating Electric -> Person wrapped in electricity, body writhing, much more then plant/dark/ice/earth. Is that about right? Or did I miss something?
  21. I'll comment on this just a bit. Any Knockback under 1 mag is knockup or knockdown (think Knockout Blow, or Earthquake) so 1 KB IO is going to protect you from most of the knock(back, down, up) effects, because it grants so much protection already. Even the simple Shotgun blasts from skulls/hellions/lost have .67 or so Knockdown, so you're going to be fine. Look here for a list of all powers that cause knock(down/back/up) and see how may of them at under 4 points. When you really need more then 4 points is things like fighting Energy Blast (not Energy Melee) enemies, and there aren't a whole lot of those, at least not in large quantities. The Peacebringer PPD come to mind, and if you get really unlucky, Knock(up,down,back) can stack, if multiple attacks land at the same time. But the flip side of that is in order to get full protection from all Knockback, you need 12+ points, sometimes even 20+ points (Hamidon has a mag 18 Knockback power, as do the Mitos) Generally speaking, 1 IO is enough to cover about 80% of All Knock(up/down/back) powers, 2 IOs might give you protection from about 10%, and the 3rd IO will cover probably another 8%. But that still leaves 2% of knock(up/back/down) in the game that could happen. Looking at that list, "A bomb" has 300 mag Knockback. I'm pretty sure that's the Rikti Bombs exploding during a Rikti raid, but I could be mistaken.
  22. I second this. Where do we send goodie baskets to?
  23. You might have to turn on the 'Display Automatic powers' for your henchmen. I noticed I had to turn that on in order to see the equip/upgrade powers on my pets.
  24. If you want to swap secondaries, /Kinetics is a good secondary that will boost your recharge. Just having 1 kinetics, and 3 /Radiation would make your recharge really nice.
  25. Sonic Blast has damaging attacks. Its not the highest damaging ones, but it stacks some nice -res, so you're going to be doing more damage the more you attack. Especially with your radiation debuffs stacking on top of that. I think its the highest possible single entity -resistance combination.
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