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Posts posted by Lazarillo
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So I can see where the idea comes from. Very Batman-y, coming out of nowhere and using the advantage of surprise for the psychological effect.
In execution it needs a little...something, though. As noted, mixing the Manipulation sets with some Defense set elements would give a mix of control and armor for survivability. But the question is, for an AT that uses Stealth, what's it using Stealth for? Is it just the standard "critical hit on your first attack" that Stalkers and VEATs get? Or am I missing something? If it is, then, meh, we've got that already. This could maybe be where the idea of a passive comes in, like you do an automatic PBAoE Confuse or Terrorize or the like when coming out of Hide. I'd definitely lean heavily into the control with this concept, I think, to make it work best.
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1 hour ago, Black Zot said:
Was this game made by Cryptic or Dilbert's office?
I mean, from the sound of things, the code is indeed pretty cryptic.
...I'll just see myself out.
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I typically don't mind having to take a travel power separately, to be honest, since they're pretty much all good out of the box, and with inherent Fitness, Enhancement slots are at a much greater premium than power slots anyway.
45 minutes ago, dmaker said:Side note: can we just do away with Afterburner and make Fly speed match that of Fly+Afterburner? Even if we have to two slot Fly to achieve top speed, that would be fine. You can get some small set bonuses with two slots filled with Freebird (I think it's called). Afterburner forces to you to dump powers into Flight just so you can have a faster Fly. Seems heavy handed, to me.
I got no beef with Afterburner either, for the reasons mentioned above, though I'd argue Mystic Flight needs...something. Granting a teleport power sounds nice, but given the combined Endurance costs of flying and then teleporting (and the fact that no Enhancements can benefit the teleport side), it's pretty lacking.
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4 hours ago, EmmySky said:
How do you use it offline? Every time I open Tequila it connects and verifies...if it cannot connect it doesnt show any options to choose or any buttons like Play.
Sorry, y'know it didn't even occur to me, 'cause I used it from back when the servers were closed down before there was a "launcher", but you just launch it directly from the directory CoH is installed in, rather than going "through" Tequila.
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1 hour ago, Abraxus said:
It was the first entry back into the CoH world. Next came Paragon Chat, which allowed for the created characters to interact with each other, though there was still no NPCs, and still no enemies/combat. That's what we lived on for quite some time before Homecoming went live in April.
Also prolly worth noting that the costume creator for Titan Icon (at least, I never messed around with the "in-cty" part) can be used while offline, so if you're net's down and you just want to screw with the costume creator, you can use it for that.
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1 hour ago, Steampunkette said:
With this suggestion there would be no way to get rid of or choose your nemesis. You'd be stuck with them, forever. But only within the context of the storyarcs that are designed for it.
Then it's not worth it, straight up.
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Yeah, I'm aware of what the mission is and how it's needed for the badge, I was more curious if there was anything to explain why it was connected to the lore of the character, I guess.
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So I was sorta wondering the other day, 4/5 of the badges required for the Atlas Medallion have an obvious connection to the hero in question: Top Dog is on top of his statue, Pupil is all facts about him, and Slayer and Silver Bullet were (at the time) the two badges for defeating 5th Column, and fighting Nazis was kinda one of Atlas' notable feats.
...but where does Spelunker fit in? Does anyone know if there is any sort of intended Lore connection there, or if it was just thrown in as a different type of activity to do?
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Finished tweaking and re-published an old arc I did back in the day. Would love if anyone has any sort of feedback on it, or just wants to enjoy some lowbie villainousness (or Rogueishness? I actually flagged it as Rogue since I could only pick one, and it's somewhat...mercenary, more than evil). It ties to the end of the Hollows arc/Cavern of Transcendence Trial, so you'll probably get more out of it if you're familiar with those, but I tried to make it clear enough without having played them.
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It's almost...gratifying that this server is big enough that even the Chinese Gold Farmers are starting to take note.
Mostly annoying. But almost gratifying.
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On 8/30/2019 at 1:50 PM, Frosticus said:
And while noxious gas is a very strong power the uptime is unfortunately pretty low.
What is the uptime on Noxious Gas, anyway? There aren't any numbers for it at all.
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8 hours ago, TheAdjustor said:
They were perfectly willing to break the cottage rule, instant healing ring a bell ? And they were certainly willing to liberally interpret it when they wanted to, energy transfer comes to mind
In fairness, I'm not sure either of those really violate the cottage rule. Both powers fully retained their original effects, they simply applied them differently; instant healing went from a toggle to a click, but was still about making sure that you, well, healed instantly when you took a hit. Energy Transfer had its animation time increased, but simply went from dealing self damage in order to have the best DPA of any melee attack in the game to...dealing self damage in order to have the best DPA (if less) of any melee attack in the game.
Cottage rule means changing the way a power works entirely. Nerfing a power does not violate it.
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49 minutes ago, ryuplaneswalker said:
Both of those would break the attack chain AI pretty bad.
Then just "a second ranged attack identical to the first one with the same endurance, recharge, and relative damage values as the melee attack"?
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On 9/14/2019 at 6:22 AM, Blackbird71 said:
I've seen some RP SGs treat it as if it's been an actual seven years since Galaxy City, and others act as if it's only been a few months since that event.
I've seen some players who treat it as both.
Can't speak to whole SGs, but "I took a time portal to 7 years in the future and...no time passed. What happened to the world that caused it suddenly to blink out and them come back?" seems to be the basis for a lot of bios, at least.
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36 minutes ago, Chirikiti said:
I'm locking down everything everywhere
That's the thing. I'm doing that on my Fortunata, too. Fortunata durations for Total Domination are about the same as Dominator base, and Mass Confusion is equivalent to Dominators with Domination up Rarely is the extra mag needed, and for the few it is, just toss a single-target on that one exception.
Don't get me wrong, I like Mind Control, conceptually, but I really don't see anything that it can do that a Fortunata can't.
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2 hours ago, Chirikiti said:
They don't get domination.
They get the mez protection aspect, and I'm not sure that Domination makes up for better defenses, team buffs, and a freaking nuke.
2 hours ago, Chirikiti said:Plus Mind's don't need pets not because mass confusion makes your foes a pet, but because they just don't need pets.
I'm not too sure Mind Control needs a pet either (though I'm not especially fond of pet powers on Dominators in general, so I may be biased). But I feel like it needs something (although...maybe that "something" is "better secondaries"?).
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On 9/12/2019 at 2:29 AM, Clave Dark 5 said:
It's been way too long since I played a Mind Dom (might have to do something about that...), but the reasoning I've heard voiced in the old days way "it doesn't need a pet, Mass Confusion makes your foes your pet." Seemed like a sensible take at the time, but as I said, it's been ages now.
The roughest thing about Mind Control at this point, especially for Dominators, IMO, is that most of its nicest powers are also given to Fortunatas.
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Anything still going on with this? I had to miss a few weeks due to travel (and just being kinda burned out at one point), but last couple times I've come to "meet" I haven't seen anyone. Everyone else just get busy too?
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17 hours ago, Megajoule said:
"Let's take these things that were balanced by being up only SOME of the time, and make them ALL OF THE TIME."
My general take is that anything that's "balanced" by me running and getting a refill isn't really balanced anyway.
That said, I'm just as happy with them not doing anything to make most of the t9s in defense sets remotely desirable to my playstyle. Just frees up a power pick.
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Thanks. I'll just stick to Batzul for now, then. It's pretty close, if not perfect (it also doesn't seem to respect "put this in the front/back!" settings for certain objectives, and it still feels better than the generic cave I used before.
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I had an arc back in the day based around a sort of epilogue/villainous complement to the Hollows stuff heroside, and I found the file and wanted to put it back up. However, I've noticed that several maps have been added since the days I originally made the arc and have been twinking it. If I can get the actual Cavern of Transcendence map, that'd be awesome! ...but I can't find it on the list. Just in case, though, does anyone know if it's available, and if so, what it's under?
(I'll prolly use the Bat'zul map as a backup, since they're similar, but I'd really like to use the CoT).
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1 hour ago, nihilii said:
Seconded wholeheartedly! I think we have tentative evidence lowering minimum players doesn't negatively affect task forces and trials, as people are still eager to form full teams as the default for these tasks. Players like to team up for these tasks and don't need to be coerced into it.
The problem with minimum-1 trials is that it makes it so individual players can't use the LFG system to, well, LFG.
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2 minutes ago, Captain Powerhouse said:
I have considered a few things, but as a rule, any change can’t increase the dps of the power since that would just make the other t1/2 the useless one.
Yeah, that's all pretty reasonable. I'll just keep holding out hope that a good compromise is found (or that I can think of I can recommend to you to be summarily denied? 😜 )
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9 minutes ago, Captain Powerhouse said:
A note about the t1/2 swap: this only impacts new builds and respects. Existing builds are not forced to give up their Jabs unless a respec is done.
As a question on this...will anything be done to make the power swapped to t2...more desirable? I mean, it's nice that Tanks don't have to pick the powers that tend to be weakest among their peers in a lot of cases, but it'd be even nicer if those powers got a little more love in the first place (this isn't just a Tank thing; it seems like almost every melee set, the t1 power becomes undesirable once you get higher-enough to make a chain without it).
Playing against type?
in General Discussion
Posted
My main namesake character is a Time Manipulation/Radiation Blast Defender. I like to point out to teammates that the little blue shield beside my name is to indicate that I'm there to be a tank. Having a melee based debuff aura toggle that floors enemy accuracy, an erectable bubble that ensures all those highly inaccurate, reduced-damage attacks come exceedingly slowly, and up to three PBAoE attacks depending on level, mean I'm pretty good at gathering up a big old gaggle of enemies around me and holding their impotent attention. Doesn't do so well against hard targets (I've debated dropping a concept power or two for a taunt, though), and if I'm not at Incarnate level, I can be taken out by the very, very rare mezzes that actually get through, but other than, I definitely feel more like a Tanker than a Defender.