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eiynp

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Everything posted by eiynp

  1. would it? I mean you could always detonate it manually also
  2. I mean I just don't get the motivation; if you're leveling a character you want to be fighting mobs, and if your concern is pure merits/hour you shouldn't be doing (e.g.) tarikoss in the first place. I don't mind going fast per se, I just don't see the point of trying to skip as many mobs as possible
  3. I get 'speeding' some of the longer TF/SFs, but I have never understood why people speed such as tarikoss; it's like five missions, three are quick and you're lowbies anyway, just enjoy a nice outdoor map full of mobs to fight. same thing with the final mission; sure you could stealth/teleport to all the obelisks, but that's barely faster than just fighting four or five "extra" groups of ambulatory chicken nuggets. The lengths people will go to in order to avoid playing the videogame are always bizarre to me
  4. there is scarcely enough WoW-related news to sustain a news site, I don't feel like there is really much need for a CoH one a searchable database is a fun idea but it's a lot of work to build (wowhead's is a multi-decade project at this point) and most of the functionality is probably already provided by the various wiki sites also the idea that the we need the fanbyte/zam advertising model is... well, it sure is a take
  5. was any thought given to having the bomb detonate when the target dies, rather than dropping to the ground? That seems like a more elegant approach to me, since it's hard to think of a situation where you'd actually want it to drop off
  6. praetoria is harder than a lot of the old lowbie content, e.g. the hollows; it's pretty similar in difficulty to the newer lowbie content (e.g. the skulls arc in KR) because those were designed around the same time also because there aren't many people in praetoria you're mostly soloing, which makes some of the EB or ambush missions a little harder for some ATs to handle nothing in this game is 'hard' but praetoria is certainly harder than doing four or five DFBs to get those early levels
  7. back when I had a DP/psi blaster (would be DP/time if I rerolled it now) whose concept was basically luck/psychic powers making the bullets go where they were supposed to of the debuff sets /time is definitely the one best suited to 'luck' powers imo, since its look isn't tied to a particular element or palette; you could go with kinetics too depending on how far you're willing to stretch the inflicting good/bad luck concept then you need a blast set; you could go DP/archery/AR/beam and just be a dude with powers who also uses those weapons. Sonic and psi blast are also good aesthetic matches with /time; they have kinda similar looking particle effects you can apply the same colors to, and feature a lot of circles. You can color fire blast to kinda look similar to time, but you still get the sound profile and some of the powers (breath, rain) don't fit very well.
  8. I mean, it's not insulting to say that some task might be too challenging to be worth the time to figure out; any project faces those issues. if you don't wanna talk about it fine but I don't see how linking threads from a year ago contributes anything
  9. fwiw the way it works in WoW is that your character just gets flagged as needing a rename; if one of yours falls into this category you'll be prompted to change it before you can log in (doesn't seem like that's a concern in your case but still) for purpose of the HC servers I feel like at minimum they should release names of level 1 characters who haven't logged in for a year or more; it may be that's too technically challenging for them though
  10. I mean if you're playing them regularly they're not gonna run afoul of any name policy anyway
  11. if someone leveled a character to 50 I don't really have a problem with them keeping the name; at least that demonstrates a level of commitment to the idea/concept/whatever but just anecdotally I know people with multiple pages' worth of level 1-10 alts that've been in 'ehhh maybe I'll use this name someday' purgatory for years, and I think that kinda sucks
  12. they made a mistake by giving everybody essentially infinite character slots right at the get go; I get why they did, but it just encourages people to sit on however many names they can think of. Unfortunately I doubt there's any walking that back. it's well and good to tell people to be more creative but it's also pretty discouraging to come up with 10-12 ideas for a particular concept character's handle and find every one taken
  13. sorry if this has been covered already; I haven't been through the whole thread I'd like to better understand how procs work in aura powers; I was plug and chugging hot feet through the formula to try and compare proccing it out vs slotting it for damage, and it wasn't clear to me whether the expected change was per tick per mob, or if the proc rate was globally limited within the power (i.e. does the expected number of procs scale linearly with number of targets.)
  14. the meta hasn't caught up to the HC changes, basically; tanks are pretty good damage dealers now, especially since they don't have to invest as much in building out their defensive stuff
  15. I have a psi melee stalker; it's noticeable when fighting large numbers of bots (i.e. incarnate content), but it's not so bad. You do a little less damage but stuff still falls over just fine. mainly it's an issue when I pick out a boss to take out and it takes a few more swings than usual to get the job done
  16. The tragedy of energy blast is that once you slot the aoes for knockdown the secondary effect is actually kinda awesome; if you rotate the cone and the TAoE it's almost like the enemy group has an ice patch under it. Unfortunately we gotta spend slots to achieve that behavior and years of live performance have given the set a bad rap. Its damage isn't that great and smashing is frequently resisted, but in terms of DPS it isn't that much worse than all the other sets that are Not Fire.
  17. Oh come on now; we have powers and ATs that never existed on live, custom exp, AE farming as the dominant gameplay, and any number of other new mechanics, but the thing that’s gonna fundamentally change the nature of the game is... kB to kd? Gimme a fucking break you (and presumably others) like kb and that’s fine; that’s an argument for keeping it around however far it goes. This business about ‘preserving the game’ is some grade a bs though
  18. Hey you called it a pain in the ass, not me You’re assigning kind of a silly level of intent to dev decisions 15 years ago; the fact that (say) energy blast KB was never changed doesn’t mean anything other than that they never found it worthwhile to change. As someone who started playing in i2, a lot of their early decisions were atrocious. Some got addressed and some didn’t but there isn’t necessarily a method as to which. And in any event who cares? 15 year old design isn’t necessarily any guide for the future.
  19. this thread is talking about proposed changes which necessarily are 'the way things should be'; what the original dev team intended 1) isn't really relevant to the ongoing game and 2) was frequently pretty dumb. Any time you find yourself relying on the intent of Jack Emmert et al you are probably well served to re-examine your reasoning. imo this is reflected in the fact that very few new KB powers were ever added after the launch sets; dev realized pretty early on that it was kind of a crummy mechanic and opted for knock up/down instead at this point in the game's life we're all here to have a bit of fun and reminisce, so things that are pains in our collective ass should probably just be removed/fixed, especially if the fix is easy
  20. if you use /fire/fire as your secondary/ancillary you can be basically a fire blaster with a control primary; you can get every relevant fire blast power (less the nuke) and even a quasi-buildup to use. pick whatever primary you like, although earth/, mind/ and /plant lend themselves best to ranged play
  21. just letting mobs scale to a higher +level compared to players isn't a very good solution either, because the way they scale isn't linear. +4s are pretty easy for built-out characters but +5s (or higher) remain pretty impossible to fight because of how much accuracy you need to hit them
  22. Repurposing hazard zones would not (imo) address this issue that well; we have one incarnate/hard zone already (DA) and it seems to barely see play. maybe a good feature would be letting group leaders set the exemplar level of TFs at start? Then it would be easy to play level 50s but still run at a pre-incarnate level
  23. it's not even really a matter of difficulty; the game was always easy. It's that at this point incarnate powers render everything in non-incarnate content basically irrelevant. You can run something like the LGTF and every pack of mobs just explodes because somebody always has a judgment power ready. There's little need for control or tanks and barely much need for buffs, even when the mobs are turned up. This was actually becoming a problem on the live game near the end as well, but homecoming has made getting incarnate powers so easy that any character that plays for more than about 30 minutes at 50 has a T3 judgment power. imo incarnate powers (with the exception of perhaps the alpha slot) should be restricted to actual incarnate content; I find I rarely even want to play level 50 characters because it's all so boring and samey.
  24. Defensive toggles don’t get deactivated/suppressed by mez; other toggles do, though
  25. Kill-stealing? What year is this :rotate:
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