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Blood Speaker

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Everything posted by Blood Speaker

  1. Every MMO ever: something gets changed, and Group X instantly decides it's a Personal Attack™. Surprise twist: it's not.
  2. I'd treat this as responsibly as I do with my Creepy Murder Clown: if a team mate has an issue with him, I either swap characters of go back to soloing, no hard feelings. It's already plenty easy to create characters that can cause emotional distress to other players; ruling out the option isn't going to change that.
  3. Frankly, I'm a) happy with the current (new) arrangement, and b) wanting even greater pipe dreams: pet customization and/or new MM primaries, first and foremost. I'd particularly love a "Vermin" set (swarms, roaches, big spider, etc). Yes, I know option b is highly unlikely, and option a is... only slightly less unlikely. But they're what I dream of, for an Archetype that has notably fewer build options than any other. This is NOT to say that your suggestions lack merit, though I do question putting a separate resist/defense into the mix. Maybe make part of the defenses from the training powers affect the MM themself? While I'm aware that MMs were originally envisioned at "Villain Tanks", there's never been a way to really leverage that to the degree that it was first planned, though I may be misremembering the fine details. Still, the enhanceable pet upgrades help. Now, if only the PETS (not the MM) had any degree of aggro control... But that too strays somewhat from what MMs currently ARE, into what they originally might have been.
  4. LOL, that's why I edited my post. 😛
  5. Never mind. Too tired to read.
  6. Can we get a power in this set called Buzzkill? It can completely negate the attacks of those pesky DE Swarms.
  7. My ninja MM with Stealth and Infiltration + stealth proc does not have this issue. Don't recall if I have any SS toons that rely on it for stealth purposes, so not sure if I can test the issue precisely as presented.
  8. Yes, that worked; thank you. Missed that step, since it wasn't part of the previous CoHModder process.
  9. You never see Arbiter Richard dealing with this level of disrespect, that's for sure.
  10. You can get on a team running a Patron arc at any level and get the credit for the Pools to unlock when you train for level 35, but you can't speak to Arbiter Rein as a contact to take it yourself til then. If you're unable to get on such a team, you end up having to respec as described. I'd rather have the ability to do this, rather than rely on a workaround to a problem that should have been considered years ago.
  11. Now, can we get access to Arbiter Rein at level 34, rather than having to choose a Patron at 35, then be forced into a respec to actually take a Patron power at 35?..
  12. The new mods tool doesn't work for me. Had to put my old data folder back where it was. Installing things with the new folder doesn't seem to actually update the files, beyond putting an empty data folder where the functional one was.
  13. I'm not so much looking for a separate Farm channel (the thought had already crossed my mind), as I am wondering if it's worth anyone's angst to try and enforce a bit of chat etiquette on LFG, or have a timer on it such that no one CAN post to it more often than once every 30 or 60 seconds, or some such. Farms aside, it's just as irritating and clutter-y, regardless of team type, for people to post: LFM 2/8 LFM 3/8 LFM 4/8 LFM 5/8 LFM 6/8 LFM 7/8 Full, thx ...within the space of 3 minutes. It doesn't take much of that to push other messages off, at that rate, and THEN it becomes a "competition" to keep "your" message on the screen, against everyone else trying to do the same.
  14. Question: I had several mods installed via CoHModder when it became defunct. They don't appear as "installed" in the new tool. They do still work without issue. Any idea of how they will interact with any new mods I attempt to install over them, if there's any conflict (for example, I have sound mods previously installed for both Beam Rifle and Sonic Blast)?
  15. I've gotten this behavior from other spawns, and generally from ALL ToT spawns, for a long time. Quite an aggravating time to play an MM.
  16. OTOH, there's so many LFG requests on Excelsior at times that some people feel the need to repost their own every few seconds. Especially farm requests. OTOH, there's so many LFG requests on Excelsior at times that some people feel the need to repost their own every few seconds. Especially farm requests. OTOH, there's so many LFG requests on Excelsior at times that some people feel the need to repost their own every few seconds. Especially farm requests. OTOH, there's so many LFG requests on Excelsior at times that some people feel the need to repost their own every few seconds. Especially farm requests. OTOH, there's so many LFG requests on Excelsior at times that some people feel the need to repost their own every few seconds. Especially farm requests. Can we get less of that, too?..
  17. Not an external mission entry, but an in-mission door/teleport issue (I don't know how closely this might be related to the requested bug). In the Vincent Ross (Sharkhead Island) mission "Learn the Source of True Power", at the stage "Enter the Blood Coral Crystal", the blood crystal "door" is frequently not functionally active. I get the "hand" cursor when mousing over the correct region of the crystal, but clicking it does nothing. It's started happening enough that even resetting the mission is often fruitless.
  18. Gotcha; I was misconstruing the overall intent. Still, this leaves me with mainly wishing for new "magic" alternate effects for most non-weapon blast sets, now, casting rune-ish fire, energy, etc at enemies. 😛
  19. This isn't making a lot of sense. The existing Dark Blast set looks fine, and you give no actual hint what you're asking for. I'm all in favor of new alternate effects for many sets, but you didn't actually ask for anything coherent.
  20. We can already have dual Battle Axes, and it already baffles me as to why there aren't any others.
  21. This seems pretty superfluous to me, when getting alternate visual effects for one or more blast sets would accomplish the task. Adding a new damage "type" to the game is orders of magnitude more work than that. Beyond just adding the damage type, there's the need to go back through EVERY enemy group in the game and establish what vulnerabilities or defenses they may have to it. I'm not even remotely opposed to the concept, but execution is almost certainly a non-starter.
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