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Everything posted by Lazarillo
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Suggestion: Remove limit of 4 Pool Power sets.
Lazarillo replied to JumpingSpider's topic in Suggestions & Feedback
If there isn't enough in the primaries and secondaries that you can afford to take so many pools in the first place, the real problem isn't with the number of pools available... -
Restrict Judgment powers during regular play.
Lazarillo replied to Darkneblade's topic in Suggestions & Feedback
...which is frankly not often enough for them to be much than a gimmick. Not that it needs to be anything more than a gimmick, don't get me wrong, but Judgment is a drop in an ocean compared to Alpha, Destiny, and even Interface. -
I mean, that's still "humanoid".
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Weekly Discussion 43: Badges/Badge Hunting
Lazarillo replied to GM Miss's topic in General Discussion
I'm not especially a fan of the Level 50 TF "Master" badges. The "don't die" requirement, especially feels less designed for "mastery" than it does just sort of going "halfway". Heck, I've even seen/heard teams where their strategy for those badges was "nobody enters the mission except for one/two designated mission-finishers". To me, the whole approach just feels so very...Anti-CoH. I'm more fond of the iTrial "Master" badges, although a couple of them are a little poorly executed (notably Lambda, a couple of the Keyes ones, and Dreamwalker). But at least the idea behind them feels more fun. I'd love to see similar "bonus" objectives added to some of the classic TFs for iTrial-type "Master" badges in those, as well. It might make certain runs feel less...formulaic. -
Focused Feedback: Experimentation (Release Candidates)
Lazarillo replied to Jimmy's topic in [Open Beta] Focused Feedback
So, noticing that this is still the case in the latest patch, and here's a new thread, I'm just going to note this once more. And yeah, again, I know it's small small, but I also ask again that it get nipped in the bud now: Please make it possible to disable the Jaunt bar by talking to Null the Gull. Or however it needs to be done. That got overlooked with Force of Will and never "fixed", so it'd be nice if we can see it already in place by the time the patch is "ready". Apologies if this got addressed in the previous thread and I missed it, but, well, if it did, I missed it. -
Focused Feedback: Katana Animations (Release Candidates)
Lazarillo replied to Jimmy's topic in [Open Beta] Focused Feedback
It works okay on Build Up, but on CtW it's definitely more of a "the animation is missing" is feel, to me. -
Focused Feedback: Katana Animations (Release Candidates)
Lazarillo replied to Jimmy's topic in [Open Beta] Focused Feedback
I just rolled up a Scrapper to do a quick check, and the most notable issue I've seen so far is that this change apparently did not get applied to Calling the Wolf, and Build Up. Using those Powers without the weapon drawn instead plays the weapon-draw animation along with the VFX up the power (i.e., the yellow lines on the enemy for CtW, the red powerup FX on the PC for Build Up). At least on a fresh character, these are the only bugs I've encountered. I'll test some more with the other ATs later, but for now, that's what I've noted. Appreciate the work on this, as it's much nicer than the not-really-"No Redraw" option currently on the live servers. -
I put a fair amount of time leveling an Energy/Dark Brute through story arcs not too long ago, and it's honestly grown on me over time. Heck, even the Total Focus animation, which I used to hate, doesn't seem too bad. But yeah, I will say that if you wanna move the ET animation to Stun just so you can skip the power with that animation...we're gonna disagree pretty hard on what constitutes good game balance.
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It's pretty close to what I'd want, actually. I honestly think buffing Stun should be in the cards, though; IMO, it's too easy of a skip. My ideal wold be to give Stun the old ET animation (and maybe bump the mag to 4), ET the current Stun animation, and Total Focus the current ET animation. It speeds the set up a little, and also adds a nearly-isntant "take that one guy out of combat for a few seconds" button.
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Just remember, planning to test a buff doesn't mean they'll actually do a buff. Consider Rage. They buffed it, but it wasn't OP enough for people, so it got pulled. Expect similar to happen to EM when the "buffs" don't involve using the old 1-second ET animation while also doubling the damage on it. Honestly, ET's current animation doesn't look like a "transfer" at all to me, though. More like a "Total Focus". The idea of "Energy Transfer" looking deceptively subtle for its extreme power sorta fits, to me.
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To whomever has two of my Terrible Character Idea names...
Lazarillo replied to merrypessimist's topic in Everlasting
I don't get this one. -
The problem with Unstoppable (and t9s in general) is typically in the balancing. One With the Shield and Strength of Will, for example, mitigate the crash, but I always end up dropping them because I barely even notice them during their (relatively short) uptimes anyway. So putting Unstoppable on par with those still makes it an easy skip, I feel like (and I agree, that nothing in a primary or secondary should feel like that...although from what I understand, that is not the HC powers philosophy in general at the moment, so folks like us may be outta luck anyway). I think something more along the lines to Moment of Glory is closer to the theme of an "emergency button". Maybe changing Unstoppable to be something like an entire health bar's worth of +Absorb? Sort of like a "pre-loaded" self-rez. It'd probably need a pretty extreme recharge, or fixed recharge, though (I'm not especially fond of the latter, either, but most seem to tolerate it).
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This is a biggie. Part of the reason I dropped Spinning Kick when HC nerfed it was because it was already pretty sketchy when it came to targeting, especially when it came to vertical differences. If the cone ain't huge (which Spinning Kick is very much not) you'll likely hit nothing but air, with the "facing cone" powers.
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Not true. Cottage Rule just means not taking away functionality that exists within a power and replacing it with a different functionality. You can add new functions to a power that work on top of the originals, though. Look at certain Blaster sustains like Touch of the Beyond and Force of Thunder. Originally, they were a single target Terrorize and an AoE Stun/Knockback. Now they are a single target Terrorize and an AoE Stun/Knockback that also buff the user's Regen. You could do similar things with Force Field to maintain all its original purposes while adding thematically-appropriate sorts of expansions to the powers. Maybe something like taking Force Bolt and saying "the recoil from knocking back the target fills the area around you with energy, increasing your damage and that of nearby allies for a short time". Or by adding some +Absorb to the team buff shields on top of the Defense they already provide.
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I hope I can speak for others on Everlasting when I say "most of us'll miss ya". Hope Excelsior's a better experience for you, though.
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Would you like to see Statesman return?
Lazarillo replied to Solarverse's topic in General Discussion
As others have noted, it wasn't going to be a "full time" shift, or at least, not as far as it had been previously plotted out. And IIRC, the trend in the game's story (which was, similarly IIRC, more or less confirmed by the story staff) is that "evil Statesman" was the default. The Marcus Cole of Primal Earth was actually the exception all along, as "dude with a rather self-righteous view of justice" + "empowered by the literal incarnation of leadership through overwhelming power" = "we're gonna conquer the world and do things my way", 99% of the time. So in a way, the "mirror" Marcus Cole is the one that died. -
I like this idea a lot as well, it's even a nice sort of balance to Warshades, whose powers tend to have a "gravity" theme, the idea that PBs would, to the counter of that, make enemies "float" is kinda neat.
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Would you like to see Statesman return?
Lazarillo replied to Solarverse's topic in General Discussion
"Return" is probably not the right word. I'd like to see his removal undone. It didn't really add much to the setting except confusion over continuity, and it took out some of the more "epic" moments of the game. I suspect that even as HC moves to slowly-but-surely add new story content to the game (like they already did with some of the new arcs) we won't see won't see any real advancement of "canon", as, even assuming NCSoft negotiates in good faith (I still have my doubts), they'll want to hold on to the characters that are considered their "intellectual property". So the idea of moving the "canon" forward from the rather messy state it was in as of i24 is not going to be fixable. Better, then, to revert it just a touch, IMO. -
The whole of the Kheldian war stuff is one of the cooler parts of the CoH setting, IMO, so I've been wanting to get back in and play a PB for a while now, but it's kinda hard to get into 'em. Dwarf and Light Form feel too...redundant with each other, especially when Dwarf, especially, requires a lot of mutually exclusive slots to make work. And then, of course, there's the knockback-scatter effect on some of the AoE attacks, and having to cope with that by using an extra enhancement slot. That's not necessarily a PB-restricted issue, but the fact that the AT is so starved for slots does make it even trickier to manage. Oh, and while I get why the animation was changed on Solar Flare back in the day, honestly, I really wish it were still an option to use the old one. Any chance of getting it back in the Dwarf version, or maybe even when using the human-form version when not flying (sorta like Air Superiority and other attacks with the same animation play slightly differently when flying versus when on the ground)?
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I've had a few ideas for characters that were "leader" types who could still hold their own, so for me, it wouldn't so much be what "sets", as much as some sort of melee/summon hybrid AT. Possibly with doppelgangers. But that would just be reaching (then again, isn't that what this topic is for, I guess?). Also, I love Martial Assault, but have had a hard time coming up with a good Dominator pairing for it, so translating some of the powers to a full-ranged "throwing weapons" set would be a nice alternative step in the first direction. Oh, yes, yesplzkthx.
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Or just make it, maybe, so that only the league leader receives the temp powers (similar, if possible, maybe to how it works when defeating Hammy in the LGTF)? I feel like that would potentially incite less drama.
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Hardcore mode - die once is gameover
Lazarillo replied to Obus Form's topic in Suggestions & Feedback
Well, if it's a self-challenge like many people here are suggesting, I'd imagine, "however you want". I remember there was an SG back in the old days (mighta been the "Iron Eagles" one mentioned above, but I don't know), where the rule was just "no teleports" (I believe they RP'd it, even, as, like, a religious thing). So rezzes of both the self and teammate variety were okay, as were Awakens, etc. Or even lying around a zone hoping somebody nice would give you an inspiration (though you couldn't ask...you were knocked out, after all!). I think they had a time limit, though, where you'd be considered "dead" if you hadn't been aided. -
That'd require whole new models programmed. Sure we have dogs and cats, but do you think the resources are there to program a lamb that could lie down on Broadway?
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Focused Feedback: Experimentation (Build 1 - 4)
Lazarillo replied to Jimmy's topic in [Open Beta] Focused Feedback
I am playing around with the new travel power and it's pretty neat, IMO. The immobilize on Jaunt actually seems to be a little shorter than on other teleports, and I dig that. In general, the animations seem pretty neat. One thing that's small, but kinda, like, let's nip it in the bud now: Please make it possible to disable the Jaunt bar by talking to Null the Gull. Or however it needs to be done. That got overlooked with Force of Will and never "fixed", so it'd be nice if we can see it already in place by the time the patch is "ready".