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Everything posted by Lines
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Anyone a Psychologist who can help explain this to me?
Lines replied to Solarverse's topic in General Discussion
I think you're reading into it a lot more than need be. People learn things differently, sometimes the hard way. Heck, a lot of folk aren't really trying to learn when they play the game, and that's not so bad. Nobody welcomes a tutor that they didn't ask for, so don't expect thanks or validation for trying to be one. Just relax and let it happen on its own. But also, maybe don't air dirty laundry. -
I think some people in this thread need to take a long look at themselves and question if they can live with haphazardously arranged enhancements. I'm this close to hacking your accounts and sorting them out.
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Procs always go on the right. I won't slot them before I have the slot they'll go into. There may be exceptions and these can sometimes pass. But if I've frankenslotted a power then I will unslot and move things if it otherwise means not having sets together. I realise I didn't answer the question but this is super important.
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These are great thoughts and really well considered. I'd like to see these be realised.
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Hot dang, mereman. I played with you a lot on Defiant. I went by Nappyrash.
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There's a lot of goodness to unpack in this topic. It's not just rose tinted nostalgia nor resentment for hostile game design, but space for an honest look of why we've played over the years and how that has changed. What can we learn from the launch years and what are we happy to be rid of?
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It is not. The recharge rate cap is 500% - and that's really pushing it. 300% is an impressive number. That drops the recharge for elude from 1000s to 200s. The uptime for the power is 180s. Even if you manage to hit that cap, there's 20s downtime.
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Looking for a list of the quality hero-side contacts.
Lines replied to carroto's topic in General Discussion
Provost Marchand, level 30 or so. But it takes place after Dark Astoria and the current Incarnate Trials. If you haven't done those yet, I'd leave him alone for now. It's odd that the arc is available so early. I guess they're at a low level to pad mid-level content, and the 30s were a bit of a void. I suppose Penny Yin butchered the whole 'level-in-chronological-order' thing by aging all over the place. -
I think most of us do take travel powers of some form at some point. The matter of conceptual variety in travel powers has never not been an issue anyway. The point was more about what travel powers do to the experience of the city. The city in the early game was the medium by which you travelled, but now routes around the city are a lot more meta. Ouroboros, the TUNNEL system and free base teleports are all 'QOL' conveniences that circumvent the city. Some are even unimmersive, like the lfg tab and teleporting to contacts via the UI. I'm not saying that's a bad thing at all, but it's left the city in a state of unuse. This is what we're saying about the game feeling undesigned. The new pace of the game makes whole zones con grey before you can get to know them. Besides, say, GM hunts, the only encouragement we have to explore the city is to actively choose to forego the conveniences. That's why I do it now and then. Solo, obviously, for the reasons you state. I don't want to slow others down and I don't want others to hurry me up. I also wouldn't advocate a return to old ways, partly because the cat is out of the bag and partly because I'm not against the new pace. Instead, I'd like to see new encouragements for players to use and immerse themselves in the nooks and crannies of the city, rather than for it to be an inconvenience between doors. I find ninja run and beast run to be a nice medium between speed and exploration. It's just a shame about the niche animations.
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You're absolutely correct. Wyvern and Legacy Chain vanish after a certain point. My advice is always the same: to change your expectations of redside away from being a villain. You're still a protagonist - not far off a hero, even - like you would be on blueside, only you're in a setting where righteousness is actively discouraged. Heroism is a relative term. I think redside did miss the mark on trying to write you as a villain, but if you put aside that expectation, the storytelling on redside is absolutely fantastic. There are a few villainous story arcs that eventually made their way in. The ones that come to mind are: Operative Kuzmin (1-7) Dean MacArthur (20-29) - Though i really don't like the writing in this. It's very forced. Westin Phipps (40-44) There are others, for sure. But these seemed a little more proactive on the character's part - antagonistic rather than protagonistic.
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Roy Cooling's arc shows that this isn't the case - the mediport technology is reserved for superpowers and a select few others. Even SWAT don't have it. At the end of the arc, the technology is released on an as-need basis for the handicapped and the elderly, but is not widely distributed.
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Get the Chance for Hide ATO ASAP and slot it in AS (Acronym hell, sorry). It will change the way you play your stalker. It's like going from 0 to 70. Open with your strongest attack that isn't AS - it will crit. Get up to Assassins Focus if your attack chain is rapid enough (But don't sweat it too much if it isn't) and then use AS with a critical strike to quickly knock some poor sucker out. This will hide you for another crit. As you get recharge into your build, you'll be forcing crits every few seconds.
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Soloing red side I can see again how good the solo game really is
Lines replied to DougGraves's topic in General Discussion
I've noticed a little more life on redside this week. Could it be our time has come? The heroes are doomed! -
A Luddite.
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Not to mention how niche the travel powers that we have are. Even throwing Jetpacks, Ninja run and Beast run into the mix, these still don't mesh with all that many character concepts. I'm very much looking forward to freerunning. I'm sure it will place last in the travel power effectiveness, but some of my heroes need that normality. I even quite like the idea of being closer to the ground, like ninja run - the city feels great to explore at that height. Yes, even the Hollows and The Rogue Isles. One thing that CO did well was the variety of travel powers. Can't think of much else.
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Ignore my last post if you saw it - got confused. I suppose others were ok with the WIP state its in. I can't comment, however. I imagine the HC crew would like it done to a final, polished version or not at all. Here's a bit of wind control.
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I'm on Ronion too, hit me up if you wanna do cool stuff. @Lines
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At the moment, wind control uses placeholder animations and reused assets from other sets. To my knowledge, they're still working on effective ways of getting new assets into the game - many of the files are proprietary, weird, encrypted types. Until that hurdle has been overcome, Wind Control is stuck in a WIP state.
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I'm not entirely sure I understand the point that OP is trying to make. It feels like you're making a deliberate, biased effort to prove that Corrs outdamage Blasters. If true, this is a very significant suggestion. It would mean not only that the community's calculations are incorrect but also that the game has been poorly designed and that Corruptors would be in need of a nerf. Thankfully, that isn't the case. The contrary should be evident in the damage scalars, and if that isn't enough then spend some time trying both ATs using only their identical primary powers and you'll feel the difference. CoH has a LOT of modifiers going on throughout the game. It's very hard to find two scenarios where the modifers are consistent with each other. This is why folks use Rikti Pylons to crunch numbers as a standard, accepted experiment - it's as close to a controlled environment as the game has to offer. It doesn't really work to introduce a new non-standard experiment to prove your point - you need to prove it against the accepted standard. Folks on these boards eat numbers for breakfast. They know what they're talking about.
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This has pinpointed my exact feeling in words I wasn't finding myself. I think a lot of MMOs suffer from this, over their lifetimes. CoH needs a coherent 'vision', and for all its elements to mesh with that vision. At the moment, there is a dissonance that has emerged over time.
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Looking for a list of the quality hero-side contacts.
Lines replied to carroto's topic in General Discussion
Shauna Stockwell lives in KR, and she starts the new skulls arcs Here's a couple more worth a mention: Level 15-24 (SC): Graham Easton Level 15-24 (SC): Laura Lockhart Faultline and Croatoa are both enjoyable zone arcs as well. Striga... is a thing too. -
When do you want villains scattered apart in a fight?
Lines replied to DougGraves's topic in General Discussion
It's a viable strategy for when you hate your teammates. -
You might consider playing a blapper instead? There are control options within there... If you're after the melee ATs, Tank does make most sense. Stalkers could as well, thanks to not generating so much threat. As for pools, there are team buffs within concealment, medicine and sorcery. Presence has a little bit of crowd control. Force of will has some debuffs going on. Tank epic pools can be crowd controlley. All in all, you'll be relying pretty heavily on less effective buffing powers. A Guardian AT would be a welcome sight some day.
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How strong is a mace-focused Soldier?
Lines replied to Seroster01's topic in Arachnos Soldier & Widow
Single Target, as opposed to hitting many enemies at once with AoEs.