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Everything posted by Lazarillo
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There's actually another, too:
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Like a lot of lore stuff, it's sadly tucked away in standalone missions that can be outleveled and aren't in Ouroboros, either. This particular reveal comes from Madeleine Casey's missions. Here's a link directly to the de/brief for the one in question: https://hcwiki.cityofheroes.dev/wiki/Madeleine_Casey#Rescue_Samson_Grey_from_the_Carnival
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Carnie Strongmen are not just mind-drones like the ladies, but flat-out reanimated corpses. So yeah, you probably wouldn't enjoy the experience.
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So is being part of the Carnival, but people don't seem to mind that one...? As for me, uh, maybe Coralax? Not sure if that counts; I'd presumably have to be hybridized a la Barracuda. But it doesn't sound like a bad gig, relative to a lot of the others. Failing that, screw it, Devouring Earth. It's another "you're basically a zombie" option, granted, but I'd rather be a zombie than a nazi or something. And I admit, I've met fewer plants that annoy me than people. So hey, let's all be embraced by the Hamidon.
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Done or even offered to join a "Master of..." run for the level 50 TFs. I have beef with the idea of a "no deaths" requirement in a game where testing my limits is often the biggest source of fun. I'm fine if that means I end up short a few badges.
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One thing I've noticed is that "large" Lore pets like BP and Longbow boss-types tend to have some notable pathfinding issues that result in them jogging in place rather than attack a lot of the time. It's led me to generally question whether they're really the best choices for damage outside of certain controlled environments.
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Actually not exactly the case. The Hydra were not created, they were kidnapped. The Rikti basically swiped some of them from their home dimension, and exploited their confused state to use as attack dogs, more or less. You can learn more about this in Tina MacIntyre's missions (even through the Ouroboros options, from the mission chain that gives the Multidimensional badge, though you don't actually have to finish the chain to get the badge, so many people don't).
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Badge suggestion: Beating Sunstorm (Redside)
Lazarillo replied to Xiddo's topic in Suggestions & Feedback
If this is mission is updated to add the badge, how about giving him his actual costume and maybe a somewhat unique power lineup, rather than just making him a generic PPD Quantum with his status scaled up to AV level? -
If City of Heroes were remade entirely today...
Lazarillo replied to Thrythlind's topic in General Discussion
The music itself in the game is generally pretty good, just really, really poorly implemented. It's short enough that it really doesn't come up during the vast, vast majority of actual gameplay, and it's long enough that the times when you would hear it a lot of cool, contrasting toons is when you're crossing zones, but due to the speed of travel powers and the fact that one tune won't start while another is playing, you usually don't hear everything you "could". Also, whoever chose the music for the Incarnate Trials clearly thought players were going to take the raid storyline to be wayyyyyyyyy more grim than myself or anyone I seem to play with. -
Only if the VA enunciates every "-" in "-You- -Will- -Not- -Fail- -Me-"
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There's something of an animation problem for AS on several Stalker sets. Specifically: Claws, Dual Blades, Electrical Melee, Ninja Blade, and Spines. All of these sets use a long animation for AS that involves doing a sort of backwards crouch and then lunging forward. However, the "quick" animation seems to be very poor at accounting for the motion, often only playing random fragments of the animation, not playing any sort of visual, or playing the animation afterwards. I'm not sure this is a bug as much just how fast animations "work", and am not exactly fond of taking away options and such, but would it be possible to add alternate animations to the AS powers in these sets, for those of us who are more finicky about wanting animations to play correctly?
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So my first thought, at least regarding the self-rez powers in defense sets, is that I'm a heck of a lot more likely to take those than the "godmode" powers that they often stand in for. Self-rezzes do what they're meant to do right "out of the box" with no need for extra enhancement slots and although defeats may be somewhat rare (although I'm a firm believer in "if you ain't dying, you ain't trying" anyway), I'm not sure they present any less situational need than the supercharging Defense/Resistance at the cost of a crash.
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So what you're saying is that DM has a...sinister theme?
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Is there a way to remove a contact from my list?
Lazarillo replied to MikeSol's topic in General Discussion
All the more reason then that time travel would fix it. It's what Mender Silos would want. -
Though as noted elsewhere in this thread, it's probably not great for new players, when I think all-rounder in terms of secondaries, I think Dark Armor, generally because it's biggest "holes" (lack of KB protection, low defense, and even slow resistance) are rather easily plugged by IOs and pools, moreso than other secondaries (for example, there's no way to protect against Terrorize for the vast majority of sets). However, since you have to build around it, it's not great for beginners, but once one gets the hang of such things, while /Dark won't necessarily do better than certain specialists in their areas, you can will be manage-ably strong against basically everything, at a point where you also have little-to-no weaknesses (maybe PPD Kheldians...haven't done too much against them with my /Dark Brutes yet). As for the best primary to use, I've played around with Energy and Claws the most, and both do quite well. Energy gets the big takedowns making it a very effective boss-killer (along with stuns to ensure that the more annoying ones that like to pop godmodes and such don't get the chance), while Claws sacrifices some harder control, and deals with more resistance, but instead can crank out some crazier AoE.
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Please address VEAT issues (at least a balance pass)
Lazarillo replied to Rigged's topic in Suggestions & Feedback
I could go for some no redraw there, too (well, for Fortunatas, specifically...Widows don't have to worry so much), as well as Forts getting to recolor their powers. -
Nothing Says 'Brute' Like: The CHAINSAW set
Lazarillo replied to AspieAnarchy's topic in Suggestions & Feedback
Brutes (and whatever else) already have a chainsaw set, though, via BS, Katana, or Titan Weapons. Or Dual Blades if one Chainsaw isn't enough. -
Is there a way to remove a contact from my list?
Lazarillo replied to MikeSol's topic in General Discussion
You could invent a time machine and go back to before when HC patched him to be so? -
I do most of my badging on my main main, a Claws/Willpower Scrapper. This is not because the build is particularly ideal for it or anything, but just because, well, it's my "namesake" character in the first place. Of course, I have a few different "Lazarillo" characters and a couple others I also badge with, albeit less fervently, most notably a Time/Rad Defender who had been my "main" back in the late days of the game's original run, up until it was shut down in 2012 (and one of the first, if not the first I remade for HC). Beyond that, I do a little bit of badging on my Fortunata, and my Pain/Sonic Defender, and I've even been thinking about making another (likely a Brute of some variety), but for now, when I'm in a badge-y mood I mostly just focus on filling the gaps on those.
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It may be worth noting, too, that at least in the old scene (not sure if HC has changed this), Paladins do not despawn, and construction of a new one will not begin if there are already 3 in the zone. So if you want to get the badge, it's still highly recommended to gather teams to defeat any Paladin(s) you see, as you might not get an opportunity for the badge while KR is overcrowded with them.
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Friggin' ouch. Take care of yourself, too! Also, what's FBSAWiki?
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I really don't know what could be done to make the defense set t9s, just sort of in general, into desirable powers. My main is a /Willpower, and I generally don't bother with the t9 because it's got a limited up-time and all the oomph of a medium orange Inspiration. It doesn't allow me to make any concessions in my build because of the timing, and isn't powerful enough to make a difference on the rare occasions I've got a problematic enemy. The other more "godmode"-y t9s are stuck in a pretty similar situation. You have to build to survive all the time anyway, so even the bigger numbers aren't really solving the problem. Sticking a crash on the end that all but guarantees you a faceplant when the power expires makes it decent for buying time, but doesn't let it stand above even a lot of pool powers. Generally, I hate the idea of any primary/secondary powers being considered easy skips, but maybe in this case, that's what t9s should be without cottage rule-breaking (something I'm equally non-fond of).