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Jitsurei

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Posts posted by Jitsurei

  1. Please, can we have a minimal FX or even just 'no puff' options for Blazing and Cauterizing Aura?
    I'm sure many players would enjoy a less blinding fire experience overall, but I've run out of ways to manage this specific power.

    For as long as Blazing Aura has existed, the constant puffs of smoke have bothered my eyes. The issue is due to the repetitive, flashing nature rather than the brightness, so using dark or subtle colors has not helped. Most of the time I have had to just avoid playing /fire blasters or /fire armor, and even avoid looking too long at nearby characters using Blazing or Cauterizing Aura. However, these power sets are often in high demand so it's hard to avoid.

    I tried to modify the visual using Titanman's excellent mod (below) and while it fixes the fire auras for me, the relevant particle is simply "smoke". Because a common particle is attached to the aura, modifying it also removes the visual FX from other powers, which are not repetitive in nature and don't cause me visual issues.

    omgitburns.png

    • Thanks 1
  2. 1 minute ago, Krimson said:

    I don't know if this is directed at me, but it's funny. 

     

    It IS the point though. Any player can form a team however they like. We're not going to be getting "Fairness Police" any time soon to ensure no one is being excluded. 

     

    I'm not going to join a group like this though. I refuse to join any group with Terms and Conditions, and if you are on Excelsior and have seen someone make that sort of comment in LFG, odds are that was me. I see anything where people are excluded, then I don't want a part of it. Even Instanced MSRs are distasteful to me. 

     

    So I just don't join them. But the player forming the group can still do it how they please, even if I don't like it. 

     

    But then again, my ultimate solution to everything is to play solo, and simply remove anything that slows me down from the equation. Who needs iTrials? I have freaking Dark Astoria for Salvage. 

    The point was that the design of the badge is unfriendly to melee. Not that the players recruiting for it are excluding melee. We all know that badgers can be any archetype and sometimes they just aren’t going to be the best for a thing they need, so usually groups will be inclusive. 

    • Like 1
  3. 1 minute ago, TheZag said:

    Its been a minute since i did a master run but it took 2 tries that time.  The first time our corruptor got foot stomped and since it didnt matter anymore,  our scrapper died later to a foot stomp.  Second run our ranged characters stayed at range and the scrapper moved away for foot stomp and came in for damage between stomps.  I dont mind battles that can use some tactics instead of a faceroll.  Its not master of button mashing.

     

    I actually love the more action game-like mechanics that require movement. However the titan doesn’t have a warning cue like anti matters nuclear blast, or battle maidens blue circles, or marauders ground slam. If it did I’d be 100% in favor of the foot stomp being absolutely brutal. Enemy ai is pretty hard to predict without a cue. 

    • Like 2
  4. 17 minutes ago, Aracknight said:

    Uhm...I was on a team with 1 tank, 6 assorted ranged and controls, and my ma/sr scrapper two nights ago on excelsior.  I popped ambrosia and meleed the titan on the ground the whole fight, with no UH OH moments at all.  We got through it and got our master of badges really easy.  I'm not sure how serious this issue really is.  😕

    What probably happened here was the tank was flying and taunting, so the titan ignored you and never used the auto hit irresistible foot stomp that would have killed you with the damage over time. Just a guess.

    • Like 1
  5. A suggestion: make in-set stealth powers at least have the 55 rating that Stealth does.
    Why should the pool power be better than a hero’s (or villain’s) primary and secondary abilities? This wouldn’t fix the fact that we can’t get as high of stealth as we already have, but it would at least mitigate the fact that people who already had stealth in their sets now have to take additional steps just to get back what they already had access to.

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  6. 2 minutes ago, Lazarillo said:

    ...as opposed to having to take Super Speed over an equivalent power in your primary or secondary set?

    Are you… suggesting I stop taking a travel power pool and put stealth on every char instead? You can take whatever pools you want. And if super speed gets nerfed, it gets nerfed. But let’s not pretend this is a quality of life improvement. I was going to take it because I enjoy the max run speed, which is useful and enjoyable outside of stealth.

    • Thumbs Up 5
  7. 5 minutes ago, Lazarillo said:

    Again, I'm not seeing why replacing Super Speed with Stealth doesn't just mean you're using the same number of powers, though (while also adding some bonus defense).  Doubly so when Stealth has a lower Endurance cost.  And as noted in the other response, you're aware that Stealth alone is maxing you out in terms of invisibility, right?

    Just checked in game. 55 ft stealth radius is by no means maxed out or even enough. Most aim for 65 and hard mode mobs have even higher perception.

     

    Stealth power pool is not always an option and I would hate to feel like I have to take it over an equivalent power in my primary or secondary set.

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  8. 26 minutes ago, Lazarillo said:

    I guess that's fair, but I feel like that's still...not really as bad as you're describing? No offense, seriously, but Sprint + Stealth IO has a lower endurance cost, so less "tax" anyway, and you get the full movement benefit in combat (whereas SS, last I checked, still suppresses)?  You do have to add the IO, admittedly, so I see why there could still be some beef, but in that case, you can now run Concealment-pool Stealth alongside your other powers, which is higher than Sprint, but lower-cost than Super Speed, still, and in that case, adds Defense.

     

    So you get an option that you don't have on live (assuming you have room for another travel power in your build, admittedly), in addition to one that you already have, and feels more efficient. 

    Movement speed is great, sure. And, for characters that never had stealth in their basic sets it’s totally fine. For characters that did, it’s an added inconvenience for no gain- those stealth powers already grant defense and they already weren’t getting benefits from these powers that were incompatible before. Adding more powers to my tray to do something I could already do before doesn’t sound like an improvement to me.
     

    We always had other options. This is actually taking one away. Super Speed was always compatible with all of these powers and is having its stacking removed with the others even though it wasn’t in the incompatible category to begin with.

    • Like 1
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  9. 1 minute ago, Lazarillo said:

    Unless I'm misreading the note, or misunderstanding your claim, that shouldn't be the case.  None of the powers in question had their Stealth potency reduced, so any set that needs a Stelth IO for "full" stealth post changes (Cloak of Darkness being one of them), already needs a Stealth IO for "full" stealth pre-changes.

    The issue isn’t that they’re incompatible with each other, it’s that they’re incompatible with Super Speed. You were previously able to get a good travel power and full stealth with two powers. Not everyone uses Super Speed of course, but a lot of us do enjoy it.

    • Thumbs Up 4
  10. Every character that wants to stealth anywhere needs a stealth IO with this change. It feels worse to take a set that has a stealth power when you can no longer achieve full stealth without running even more powers than before. This is going to hurt the most on sets like Dark Armor, which already suffer for endurance and slots and now will have to run Sprint or another travel power if they want to avoid attracting additional mobs. May as well call it an endurance tax.

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  11. 20 minutes ago, Icy Mike said:

    You can keep repeating that I'm wrong if you want, but it doesn't make it true or even compelling. I think it's a little odd that you think people don't like to be told why they are doing something when they are told to do something. I've never, ever heard anyone argue that before.

    I led at least a hundred trials, and I explained the whys and how’s as you are requesting. While you may enjoy this, the average player responds with “zzz”. They may just stop reading, may still disregard all instructions, and may still just not have the experience needed to do things a certain way. I also prefer to know why things work the way they do, but not everyone does, and you’ll still get renegades no matter what. 

    • Thanks 1
    • Thumbs Up 3
  12. 32 minutes ago, UltraAlt said:

     

    They are complaining about there being more heroes than villains, and they can't find a big ToT league to join on the villain-side.

     

    And so, like a villain, they want everyone else to cater to them because heroes gaming in a hero zone is somehow "privileged".

    Not a fair analysis. There is an option for everyone to work together, cooperatively, like real heroes 😁

    • Thumbs Down 1
  13. I enjoy the fundamentals of CoH enough that I like to see everything the game has to offer. If I didn’t play redside I’d miss out on many of the more challenging and interesting team activities. Renault is worth doing at least once even if just to play around in the water spout room!
     

    One of the issues is probably altitis, because yeah it can suck to redo the early content over and over. But as others mentioned there are some excellent arcs in there, and some of the contacts have fun personalities or concepts that are actually pretty memorable. 

     

    I totally get not enjoying the zone aesthetics, but with how easy it is to switch sides, you can dip in or out and have a taste of the best bits. Some take issue with that because of RP, but doing some shady things can add depth to a character.

    • Thumbs Up 1
  14. 17 minutes ago, Naraka said:

    Just another outlier idea that I was thinking, since considering add-on damage such as from procs is more rare to get across the board...

     

    ...what if they actually did decide to nerf procs quite a bit (exactly how, I'm not focusing on in this particular post) and while they did so, they looked at other means of adding "proc damage" buffs throughout powersets?  Shock Therapy has a kinda-proc debuff/control power it casts on enemies and Plant Manipulation has Toxins that add toxic damage to all your attacks, what if they changed more powers (ally buffs and self buffs) either to assist balancing powersets (FF and Sonic buff giving some damage procs or giving Martial Arts mechanics to add proc damage and/or debuffs to its attacks) or to just diversify buffs that feel stagnant in the upper-levels.  So reduce proc-bomb builds but enable proc-bomb teams, so to speak.

    Yeah, electricity manipulation has the t9 that adds special effects to the buffed players attacks. I could see adding something like that to other sets but with damage.

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