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Kalthea

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  1. As the title says! I'm using Super Jumping on a character, and it's pretty fun, but easily my largest complaint is that you move upwards so slooooooooowly. It makes it feel awkward to move upwards while traversing!
  2. Limit the application to partied entities at that point, that would resolve most of the issues with trolling using that system. And if that doesn't, then you'd just need to remove the person responsible from the team. Dunno if that's possible in the game's programming, but it's a way of changing it. You're talking about how you have to manage the ability constantly, which is why I'm suggesting this change in the first place. I don't really see how I'm misreading that? These make it seem like you're limiting yourself to changing things based entirely upon how an ability's description currently reads, and not how it can possibly be changed to become something else. You can change the wording from "afflicts" to "afflicts enemies in its area". And the in-game description doesn't even use the word "affliction" for Snow Storm (in Storm Summoning, anyway). Then the purpose for bringing up Hurricane was entirely "you already have an ability that is centered on yourself"? I don't really see how that helps in the conversion, but please correct me if I'm wrong on that would, as I could be misunderstanding that. Ahhh, perhaps this is where you're misunderstanding my idea. I'm not suggesting to change the entirety of the targeting system to be ONLY usable on an ally. I still think it should be usable on enemies on well, but also have the option of anchoring it on an ally, thus making the ability usable in solo still.
  3. The person who is tagged with the ability wouldn't be pulling aggro unless they used something to damage the enemies or taunt them before the effect of the ability hits the enemy. This would be less "griefing" and more "pre-pulling", as it would cause someone in the back who has placed the effect on the Tanker to be taking aggro before before the Tanker does (as an example), but then that can be resolved with communication (or the person who used the ability dying because they over-pulled before the tank could get aggro). This interaction is what I'm suggesting this change for. By applying the ability to an ally as an "Anchor" for it, then I wouldn't need to worry about an enemy running off and pulling more aggro than is necessary. Perhaps you enjoy that situation, which is fine. As for teammates running off on their own, that would occur far less than enemies running off towards another group, dying, being left behind in other rooms and forgetting to un-toggle, and what have you. And I don't consider assisting an off-tank with some slow or extra damage to be a problem? Sure, they're in another area holding off a group, but I'm still assisting them. Heck, maybe they're too far away at that point and the power toggles off, so you can re-apply it to a different teammate. The term "affliction" is loaded here, and implies that I'm "debuffing" my ally. This is not what I'm suggesting, and since it's my super power, and I have control over the weather (with Snow Storm as the example), then why wouldn't I be able to just decide that the Snow Storm is following around my ally while they sit in the eye of the storm being unaffected by the Snow Storm a friend gave them? And your suggestion of why you wouldn't apply it to yourself is easily answered by "Because I want people near my friend to be slowed down to help give them an advantage." And your example of Ice Armor is a bit silly, as I don't see a reason why you wouldn't want to place Ice Armor on yourself if it helps increase your survival. Also, Hurricane is a Knockback/Repel effect, and doesn't suit the same function as Snow Storm other than "it has CC".
  4. Oh, sure. But those powers existing doesn't really make the change all that much different, if anything it just makes me think "So they CAN do it." I'm perfectly fine with some tweaks here and there, but functionality wise I think powers LIKE Snow Storm would benefit from being able to be toggled on an Ally.
  5. What sets would function that way? I can't think of any off the top of my head. I already had the "git gut" joke in my inital post.
  6. I'm not suggesting that the debuffs should affect the ally that it's placed on, only that the ally should be able to "carry" the effect around with them as if it were a damage aura. And I'm not suggesting that it ONLY affect Snow Storm, it should be a mechanical change for all abilities that function the same. And yeah, my cooldowns are super low as well, the problem is that it's repeated button presses in the middle of combat to keep up a power when a body despawns, or when we're in a different room.
  7. I've been playing a Corruptor for a while now, and I enjoy having the use of a variety of powers. However, one ability that's a bit annoying to utilize is Snow Storm, as it requires me to place it on a target. The ability being a toggle doesn't help either, as it can stay on the corpse of a fallen enemy after we have moved on meaning that I have to wait for a cooldown in order to re-cast it if I end up forgetting (just don't forget, I know I know). Is there a way to make it so you can toggle this power on a party member? Being able to cast it on a Tanker in my team, or on a minion if I'm a Mastermind would be very handy, and I would be able to just keep it toggled on. This might cause some struggles with who pulls aggro first, but I feel that it would smooth out the gameplay a good bit on characters that use powersets with a Toggle-On-Target function, allowing for less button presses when you may already have a slew of things you need to press.
  8. The reason i find this confusing is because it doesn't put the ability on cooldown, and instead lets me spam it and drain all of my energy.
  9. If you use a cast-time ability while you're coming to a stop during flight (in my case, when I use Zapp as a corruptor during Mystic Flight), the ability won't cast, but you will still consume your energy without putting the ability on cooldown. This can result in a loss of all of your energy if you spam the cast-time ability while you're coming to a stop. Edit: For me, you have to be targeted on an enemy for it to happen.
  10. Only problem after doing that is that it would affect all the boot options as well. No biggie though, thanks a ton for helping out, I gave you ♥s on every post you put in here. Take care!
  11. Hey, found the problem by double-checking the Silence/Modify thing in your sig! The file path is meant to be data\sound\ogg, instead of just data\ogg. Slapping it into the sound folder managed to resolve the issue, and the sounds are playing just fine. Thanks again for the help. It's still a bit awkward since I'm using lizard feet and can hear boots, but this works out on some other characters and is a good cover-all for now.
  12. I did close Tequila, yes. Upon doing the sound test that you suggested, the sounds are in fact not playing back as their replacements. Unfortunately, I don't know what I might have done incorrectly? I've already installed one mod, the maps one I believe, and that one is working fine.
  13. Thank you once more, however I think I might be doing something incorrect. I listened to all the sound files, and they're different, but putting them into the DRIVE:\City of Heroes\Data\ogg\feet folder doesn't seem to be doing anything for me in-game.
  14. Thank you so much for helpin' out with this! After a quick installation into the data/ogg folder, I noticed that it didn't have a "feet" folder to slapped it in there. However, after installing, I don't seem to notice any difference running on Sidewalks, Streets, or inside City Hall or the University. It does seem to affect the flat rooftops on Croatoa, however.
  15. Would it help at all if I said that I just want the Female footstep sounds completely replaced with the Male footstep sounds? Not the Brute. I never run around with heels on my characters, so having the Male ones would be far more fitting on my characters.
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