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Triumphant

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Everything posted by Triumphant

  1. Sure. I hear what you guys are saying. I don't take the power, myself, for those very reasons. I was just speaking out in support of those that would like a bit more visual customization and who do use the power. I do think having crystal/magma forms to match the customization choices we already have, makes sense. I imagine, eventually, the devs will probably take a crack at doing that. Just depends on how complicated it is to code alternate forms for the power.
  2. I'm actually not opposed to this solution, either. Anything that would allow some customization of the same, bland model would be welcome. I think that's the thing that bothers me the most about it, actually. COH has one of the most customizable character creators of any game ever made. I think it was a bizarre decision to force everyone to change into 1 specific, generic-looking rock monster. I get what its supposed to be modelling, but I think it's a bit unimaginative just to give every character with this particular power the same bland appearance.
  3. @Rudra So you think that if some of the players didn't use that skin, for that particular power, on their particular characters- even if you and the other players that like the monster skin could still choose to use it- you think that would damage your (or players like you) play experience or otherwise disenfranchise you in some fashion. If the above is not true, I can't think of any other reason why you would object to me deciding to "strip the power set of its identity", as you put it. It's my character. What does that have to do with you?
  4. Well, it sounds like you want to force me to conform to a particular appearance in order to conform to your opinion about thematic aesthetics. I just can't figure out why you feel like you need me to do that. Or how it damages your own play experience if I don't. But, whatever.
  5. @Rudra I think you may be misunderstanding me. I don't want to remove the Granite appearance for everyone. I just want the ability to choose a "No effects" option in the dropdown, for those of us that don't like the look of it. That way the people that like the rock form can keep using it for their character but, those of us that don't, could choose to turn if off and just keep the normal appearance of our costumes. Just to clarify what I'm advocating for here.
  6. I'd like to be able to disengage the This argument does not convince me. We have stone texture costume parts we can use to simulate granite (and they look better). If I just want my normal costume to simulate the stone armor powers, I don't see why I shouldn't be allowed to do that. After all, there are plenty of power sets now that have minimal or no effects options. There's no reason Granite should be any different (unless, of course, there's a practical coding reason that the effect cannot be de-coupled from the active power). JMO
  7. Yeah, it's just more of the same. *blank* AT is bad, because *blank*. Then following up with several paragraphs of nonsense, which demonstrate that the OP understands little to nothing about the mechanics of the game (even after having it explained to them multiple times in past similar threads).
  8. Hilarious. And the fact that you're a member of The Watch, just makes this even better! 😄🤘
  9. @ShardWarrior What shard are you on? This base is amazing!
  10. I don't know what any of that means.
  11. It just comes with the territory when running PUG's. Also, this game is incredibly easy. If you can't pick up the slack from having someone drop and still succeed at the mission, you need to practice more. And this is coming from someone who is a relatively mediocre player, all things considered.
  12. I also recommend City of Data for more detailed information on powers. I find it very useful.
  13. Skipping the crashing T9's typically allows me to pick a power that will (in most cases) actually be more helpful for avoiding the death than the T9 is. But really, death is nothing more than a minor inconvenience in this game, with no real negative consequences. It's often less annoying to just die, respawn at the hospital (or a your base) and then get back into it, than to wait to recover from the power crash. A few of the T9's provide a more moderate buff with less dramatic crash effects. Most of these are pretty cool, and I usually take (and use) them.
  14. Then here's my advice to you. Learn to enjoy playing at x6, or x4, or adjust your level setting (or both) until play is challenging, but not frustrating for you. The game has difficulty settings for a reason. You aren't being forced to play at any particular difficulty level. I change my # of foes and character level settings frequently, depending on the type of AT I'm running, how well-slotted it is, and the level I'm playing at. You can too.
  15. You're not supposed to take ALL the aggro. Other AT's have to learn to pull their weight. That means that they do stuff other than just polish off the mobs that are glommed onto the tank, like shooting fish in a barrel. I would think it incredibly boring if I never had to worry about drawing aggro as a controller, defender, or whatever. I just want the tank to hold enough aggro that I can reliably deal with some spillover. If the tank his properly doing their job, and I'm playing attention, then I can do this. The Tanker has been significantly buffed in recent days. So much so, that players frequently complain that they are now over-powered in comparison to Brutes (while I don't really agree with this assessment, myself, it is none-the-less commonly discussed in the current meta). I play Brutes, Scrappers and Sentinels WAY MORE than I play tanks, though. So experienced tankers are really best positioned to reply to your questions here.
  16. What Tidge says about creating Targeting binds (I use Macros, myself) is important for dealing with Malta Sappers. They can be incredibly frustrating. They seem to have a massive attack bonus that allows them to reliably hit even very high positional defense (SR, etc.) a surprising amount of the time. The trick it to target them outside of their aggro range and then use something like combat teleport or jaunt to swiftly close and ambush them. If you can hit them with a combination high damage attack that has stun or disorient, this is very helpful. They're always going to be something of a pain though, frankly. It only takes one unlucky RNG miss on an ambush (and a corresponding hit by the Sapper) to trigger cascade failure and put you in the mud.
  17. Casting Reynolds as Jordan was the primary sin of this movie, really. Hal needs a more serious mein which, Reynolds (as amazing as he is in things like Deadpool) just doesn't have. Mark Strong was absolutely brilliant as Sinestro, though. And I loved seeing all the different members of the Corps (Abin Sur, Kilowog, and the more esoteric and bizarre GL's). It's still a guilty pleasure for me. I view largely as a test bed for how cool a GL movie can look visually (I'm probably in the minority here, but I felt the special effects were pretty great). I would honestly prefer a GL Corps sci-fi/super hero genre TV series to a movie, though.
  18. Also, considering the physical weirdness of them, compared to modern humans, the "Future" Earth might be equally bizarre. It could still be interesting to launch a counter attack from the past against alien earth of the future. Or some such.
  19. Well, we all have opinions. And we all have the tendency to believe that our opinions are closer to factual reality and everyone else's opinions are further from it. At the end of the day, they're all just opinions.
  20. I still feel like most of the farmers I see in Pocket-D AE are still Brutes, though (though, yes- I see a few tanks and some other AT's mixed in there on occasion). If Brutes are so terribly nerfed, then why wouldn't all the farmers be switching to tanks? It's not like they can't dual-box AFK farm them to 50 in like an hour. And thanks to having billions of infl, they can slot them with purples right out of the gate. 🤷‍♂️ I feel like (in pve, at least) Brutes are pretty well-balanced as a sort of damage/toughness mix that fits pretty well in between scrappers and tankers. I've got a T3 incarnate Savage/SR brute as one of my mains, and it's right up there with my favorite tanks and scrappers as far as my personal preferences for playing the game go. Having said all of the above, I will admit I am not an expert AT builder or number cruncher, so I'm approaching this topic exclusively from the perspective of a fairly casual player with mediocre skill.
  21. I don't object to it. I DO object to it, if we don't get a ridable stick-horse to go with it. Don't half a$$ it, mang. Just sayin'. 🤷‍♂️
  22. Well, some people enjoy knockback as a form of attack mitigation, not purely for it's visual effect. Of course, Greycat may have other reasons besides this. Regardless, some people will object because knockback is part of their play tactics/style. Which, of course, is a totally legitimate reason to object to limiting the effect to triggering on mob deaths only.
  23. The Superspeed power, itself, is fine IMO. I do think that Flurry is an incredibly lame implementation of a superspeed punching power, though. It's utterly skippable in almost every respect. As for wall-running, I actually do like his animation suggestions, except for the fact that I don't think it's possible to code for it. Unless I'm misremembering, running up walls and on water have both been suggested before, and it isn't possible due to issues with the game code (much as web-swinging and wall-crawling travel powers aren't possible for the same reason)
  24. C'mon, the posters forum name is Major_Decoy. How can you give a thumbs down for this reply? 😁
  25. This really says it for me, too. You could possibly apply this to any MMO or even pen and paper RPG that I've ever played. Apart from that, when I want to imagine myself as a comic book super hero in a video game, this is really the only game besides Freedom Force that has ever properly scratched that itch for me.
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