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Blood Speaker

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Posts posted by Blood Speaker

  1. Something I'd really like to have: get rid of the "random trash" projectiles of Grav's [Propel], and replace it with rocks or a boulder yanked from the ground, like Super Strength or the Legacy Chain earth-flinger guys. ALSO, would love to be able to never see the "Christmas Gift" throwing nonsense, ever again. It was cute... exactly once. I don't want to be forced to see it, ever again.

  2. D. None of the above. My first MMO ever, CoH permanently broke me of the completionist's "badge for the sake of badge" nonsense. If there's an Accolade power to be earned, fine. Otherwise, mleh. Badgers are certainly welcome to chase them all, but there is another option. 😛

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  3. 2 hours ago, The Philotic Knight said:

    Just delete your /data folder.

     

    All the Vidotmaps does is stick replacement files in that folder. If they doesn't work, then it sounds like it's time for a delete and reinstall.

    Initially, there was no /data folder; the vidiot exe created one. Uninstalled, deleted and reinstalled twice, with the same result.

  4. On 3/8/2021 at 7:42 PM, laonidas said:

    Over the past two to three weeks I have notice an increase in players having the Fold Space power from the teleportation pool power set. At first I thought it was a fun / easier way grouping enemies mobs together, however as time has past I have found it to be more of an annoyance. I mainly like to play melee toons, so grouping mobs together is a thing I do. While running teams for radios / task forces I am repeatedly finding players that will wait until I have grouped multiple mobs together to then Fold space half  and or even the whole mob away from me. It gets even worse when there are multiple players with the power and they keep teleporting the mobs around. I have honestly gotten to the point where I am checking peoples powers before starting TFs and even stopped playing as a tank altogether. I am surprised that even when I ask for the teleporting to stop, I am met with "why?". 

     

    This has been my experience so far with Fold Space, but I was simply wondering is another players have been having this same issue. Don't get me wrong I still think it is a useful power, but I feel like something should be done when it comes to teleporting mobs that are already aggroed.

    Then you'd probably LIKE teaming with my teleporting ninja MM with Oppressive Gloom; he Team Teleports into the most central mob I can see, then Folds everything else in range to him. Brings the melee to the melee players, stuns everything off the squishies. Pets help with the killing.

    As with many powers, there can be right and wrong ways to use them, particularly when on a team.

     

    Edit: Granted, I also ask teams how/if they even want me to do this sort of thing. Many seem to find it genuinely helpful, but I'm still perfectly fine with the answer being "No".

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  5. On 12/14/2020 at 3:07 AM, Piecemeal said:

     

    You know, fair point. I don't play MMs and never got any feedback in testing from one. I'll look into this.

    Fair enough, and that's all I'm asking. I *do* play a lot of MMs, but... well, lets just say life had a way of consuming any "free time" I genuinely wanted to spend testing the issue before it went live.

  6. Redesign the Hopkins fight in the Cap Au Diable "Steal From Crey" mission. It's uncalled for jerkery to bury a two-person team in an endless swarm of even pint-sized, monkey-farting Paragon Protectors. "Challenging" and "cheating" are two different things.

     

    That irritating power was, presumably, designed to make an enemy intolerably annoying to every Mastermind ever designed. Even with the improved pet AI, it renders pets a sudden and frequently fatal liability. Ask yourself how any other AT would feel about having their entire primary powerset taken away, while aggroing every enemy within 100+ yards.

  7. On 10/24/2020 at 9:08 AM, WindDemon21 said:

    How would it be that different than jaunt if it cools down after 3 tries. For example when chasing a runner that is constantly running from you. No issue for combat jumping, but this with a cooldown is a big deal.

    I've frequently solved many runner/porter issues by teleporting the enemy back to me, rather than teleporting after them. A combat teleport isn't going to catch a Tsoo Sorcerer or Skyraider Porter, anyway. Teleport Foe does.

  8. 43 minutes ago, CrudeVileTerror said:

    @Blood Speaker:  When we (the players) thoroughly test the crap out of it.

    Or when there aren't enough people testing any more, and the Devs throw up their hands and say "well, I guess we have to release it now . . . "

     

    I'd personally prefer the former over the latter.

    Get to testing!

    Yeahyeahyeah, patience, howlongwillthattake?!?  :p

    • Haha 1
  9. Recently, when I try to rename necromancy pets, the names only erratically "stick", on rezoning or relogging. Some keep the names I've given. Others revert back to the original names. Even after setting all pet names back to their defaults, some still resummon or rezone with the names I initially tried to give them.

     

    Haven't tested on other pets, yet. Not interested in dealing with the additional aggravation.

  10. Antlers - kill a few Tuatha and steal them. :p

     

    The Circle of Thorns "backpack" ported over to female and large body types (currently only available to male).

     

    The Vahzilok bonesaw and rusted machete as sword options.

     

    A 40s style diving helmet.

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  11. 1 minute ago, Haijinx said:

    Why did they remove arcs? 

     

    This seems like a bad idea.  

    *shrugs* No idea. And yes; especially bad considering many (all?) of them were additional content that had to be purchased separately by non-sub/LTS players.

     

    There's a reason Funcom is on my "Never Do Business Of Any Kind With These Morons Ever Again... Even If They Get Bought Out Or Change Their Name" list. It's a short list, but I'm sure we can all think of another company or two that might be on it.

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  12. On 1/15/2020 at 5:25 PM, Myrmidon said:

    The only one that I stuck with for any length of time was Secret World/Secret World Legends. The story is pretty good and the play was acceptable, although, I do miss the time spent in Fusang on the latter incarnation.

    I loved The Secret World. I gave up on TSW (and Funcom) when they stripped it of several of the better story arcs, repackaged it, and handed it back as an "improvement".

  13. On 8/19/2019 at 6:47 AM, Chuckers said:

    Yes, I *JUST* remembered the /stuck command and will have to try that next time.

    Just a heads-up on this: if the space you're "stuck" in is large enough to comfortably accommodate the character (as those metal scaffolds/towers often ARE), using /stuck won't work; you'll just port to the same space. That's why I *really* hate those things. They badly need to be completely "enclosed", geometry-wise, if not visually. It should not be *possible* to get inside them, in the first place.

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