-
Posts
58 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Ravenwulfe
-
Archetype With Support and Melee
Ravenwulfe replied to Reningrendir's topic in Suggestions & Feedback
Dominators can't heal manipulation has some control in it (aka the blaster secondary set) and the primary set would be the healing set. So no, that's not what I described. -
Archetype With Support and Melee
Ravenwulfe replied to Reningrendir's topic in Suggestions & Feedback
I think they could call this archetype a Warden or something, using Manipulation powers as their secondary. I don't think they would need armor or anything they would need a few controls and powers that give them, as their ability to use heals and other support powers will be their cushion. Having a higher health pool would e a good offset though. -
Make "Collect X" badges/event badges account wide?
Ravenwulfe replied to ArchmageMC's topic in Suggestions & Feedback
I know the Bug Hunter badge I had on live I wish was account wide. So many should be account wide, like anniversary badges and the like. -
Archetype With Support and Melee
Ravenwulfe replied to Reningrendir's topic in Suggestions & Feedback
I was thinking something like this, support primary and using maybe manipulation for their secondary's. -
Move Back Alley Brawler to the Pedestal in Atlas Park!
Ravenwulfe replied to Ravenwulfe's topic in Suggestions & Feedback
And yet things change in this game hence MMOs being living worlds and evolving. Hell, a loose excuse was given for moving Castle. -
Technically the attack on Galaxy City is because of Silos, when we go to the future to avert the attack on Atlas Park instead.
-
Symphony Hold Animation - Should be Dancing
Ravenwulfe replied to Ravenwulfe's topic in Suggestions & Feedback
You see it when they are frozen with ice, earth, and I think dark control's hold also makes them do that pose. -
Move Back Alley Brawler to the Pedestal in Atlas Park!
Ravenwulfe replied to Ravenwulfe's topic in Suggestions & Feedback
Nah. She's still a brat, heroes just don't see it often due to faces of course. -
Fairly simple concept. Miss Liberty has taken over Statesman's Task Force. She is based in Independence Port because of this. Since she runs her own Task Force I think it should be fitting to bring what is suppose to be a legendary hero out of the little corner he was shoved into in Atlas Park and put him in the main central pedestal that is currently occupied by Miss Liberty. It just feels wrong to me, Back Alley Brawler is suppose to be this big hero that has come out of retirement to teach the next generation of heroes. Where as Miss Liberty is just a spoiled brat who just is related to Statesman and is carrying Excalibur for Hero-1. I just find it silly that he's suppose to be a core character of the Freedom Phalanx, yet he's off in a corner in Atlas Park that most people won't really see unless they just go there themselves. There's not even an exploration over there.
-
Symphony Hold Animation - Should be Dancing
Ravenwulfe replied to Ravenwulfe's topic in Suggestions & Feedback
Han Solo pose the one where they have hands up frozen backwards. Its' a similar pose to when Han Solo is frozen in carbonite. Sorry for late reply. -
Hard to convince people it won't be. There will be many people who go there with the idea of vendoring items and so forth, at the very least. Not to mention whatever location used will want money as well, the need to pay staff, etc. etc. etc.
-
Wouldn't there be legal issues for a Con specifically for CoH?
-
It happens infrequently but my game crashes when I try too open the costume window lately. No idea what is causing it.
-
Symphony Hold Animation - Should be Dancing
Ravenwulfe replied to Ravenwulfe's topic in Suggestions & Feedback
I mean, in the Scooby Doo Mysteries Inc. episode I don't think the people of Crystal Cove were happily dancing when the zombie band were basically forcing them to into exhaustion. I mean let's be full evil hehe. -
Symphony Hold Animation - Should be Dancing
Ravenwulfe replied to Ravenwulfe's topic in Suggestions & Feedback
I am not sure though there are three hold animations I am aware of. One being the headache animation, one being the han solo pose and one being the shocked animation. Oh I forgot the puking animation as well as the coughing animation for holds as well. -
I don't care for the fact that the hold animation for Symphony control is a standard headache. It should be making the NPCs dance in place. Could be tribal dance or just random generic dance emote, but something that differentiates the hold animation.
-
As stated the trick to the skeleton is that it is using the Level of Detail (LOD) and what is done is that the low poly model is made visible while the high poly is culled out (made invisible basically). So what causes this is the view distance you have set. The further your view distance is set to the further it takes for the LOD to be rendered in and thus the skeleton disappears much further out. It is intentionally set to where it is suppose to be culled out but this particular issue boils down to people with high view distances losing sight of it sooner or even not being able to see it at all due to view distance being set so high. It's to mesh with the exploration badges lore, essentially, of people seeing the skeleton there sometimes but due to high powered graphics cards many might not see this at all. So back in the day when pushing higher view distances was bad for graphics cards, this skeleton was more visible to those, but these days with more powerful machines and people pushing their graphics through the roof, this effect that was created is less likely to be seen. As I said, I don't have a solution for this, in general, since it uses the LOD to create this effect.
-
This one is going to be a bit hard to explain, something I tried reporting a lot back in the day to. The issue - Now if you collect the exploration badge up in the upper northwest of St. Martial called Dead Man's Tree and read the description, you will get a text box talking about possibly seeing a ghost near the tree. However, if you have your view distance up high, the effect they did might not ever be visible for you. If your draw distance is low, and you are a certain distance away where LOD kicks in, you will actually see a skeleton hanging from the branch of the tree. As you get closer, the skeleton will eventually get culled out and "disappear" as it were. However the further your draw distance is set to the sooner this skeleton gets culled out and those with max settings may not even know this effect even exists since the LOD is set much further away. Not sure how to fix this one but maybe a special exception or even have the skeleton be time based instead of tied to the view distance set by the player.
-
It does, but it's not actually that significant not to mention it still smacks into ED for late game builds. While It can bypass Blood Frenzy, it still isn't that significant. Hence the suggestion to change it and give it something else. But I already address those facts in the original post. I mean SM is already a fairly fast recharging low end set, so once you even get into an endgame build it becomes even less so once you start taking into account ED.
-
Seeing that the original intent of Blood Thirst was it was a spender, trying to flip it on its head and making it give an instant 5 Blood Frenzy I don't think has the intended effect to offset this particular powers negatives... namely its egregious cast time (2 second animation) and it's egregiously low tohit and damage bonus compared to other sets build up power (10/33 compared to 20/80 though tankers get 44% damage boost). The only other offset is the duration which is 15 seconds on brutes and scrappers and oddly 30 seconds on tankers. Alternatively, can make this power a spender again, give it a small damage and tohit boost per stack of Blood Frenzy consumed. Say for instance 3% tohit and and 10% damage per stack of Blood Frenzy consumed on top of the current bases. You can keep the 100% chance to cause bleed with attacks as well. Can also give it two methods to work, when used with 0 Blood Frenzy can give 5 stacks instantly or save it to spend current stacks to increase its effectiveness. When spent to give 5 stacks it can keep its current 2 second cast, but when used to spend stacks it can get the 1.17 second cast. This helps to keep it unique at least. As it currently stands the animation time and rather minimal boost it gives makes this power rather easy to just skip. The long animation time is just too noticeable to try and fit it into an average attack chain right now, and what little benefits it gives just isn't worth much when you can just build to four and spend to have better DPS up time.
-
I am always curious about data on things. It's fin to see what comes of small details over time.
-
The design is for deciding if you want to use for power. And using Blood Frenzy on Rending Flurry is actually quite useful as it is increases the AoE of that power quite noticeably. Furthermore Blood Thirst bypasses any annoyance of exhaustion. So quite disagree that 3 to 4 is the point of savage melee.
-
But... 20% is 5 stacks and 4 would be 16% so if I am following what you are saying that is just another 4%. So at 4 stacks you are talking 110.58 damage per activation (remember long cooldown and a 2 second activation time as well) versus at 5 stacks being 134.66. (Note: I rounded the damage to the nearest tenth). That is not even remotely close especially since that extra damage is nothing but DoT damage which is only useful against AVs. And on top of that you are talking about other powers in the set. Even saying it does more damage it really doesn't compare to its lower tier powers which also recharge faster and do far more damage per activation, and have things such as control or other debuff effects in them on top of having DoT effects. Never mind being lower cost.
-
While I agree Rending Flurry does have that tactical advantage, Hemorrhage on the other hand does not. In all my tests so far, burning 5 stacks on Hemorrhage just isn't worth it the extra damage is not even close. Especially when you consider other similar powers of this type, such as Knockout Blow for instance.
-
Yes, it does, though it has a long cast animation of 2 seconds compared to most build ups.