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Psi

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  1. I'm biased to talking about this in the direction of "More female-only costume parts on males, please", but this really goes for any costume part that only appears on one of the three body types. And even more specifically, this is dealing with textures more so than any detailed costume item or model. But I'm here to talk specifically about the female-exclusive parts such as Tops with Skin and Bottoms with Skin. I know this isn't something as easy as flipping a switch and throwing textures specifically related to female models onto the male model, but I've personally seen the work that some modders have been doing to alter existing costume textures to fit onto male models. Is this something that has been worked on, could be worked on, or could be achieved through additional volunteer resources? Does a modder or texture artist NEED to be on the Homecoming team for a texture or costume part to be included in Homecoming's patches? As God as my witness I will learn this trade and post the files in this forum if it means getting them thrown into the game properly. tl;dr Please give me male crop tops and shorts. 😭
  2. Were people really out here trying to get only vet levels from AE farms? I'm so out of touch. 😔
  3. I have to agree with this. It seems that the assumption from the top that most people are running multiple offensive toggles is the justification for such a long suppression window, when there are many powerset combos that only have one.
  4. Any possibility to get the police baton(s) ported to Dual Blades as well? 🥺
  5. Enfeebling Lullaby question. Haven't been able to test this personally yet, but won't the pet's copy of this power almost immediately cancel out any sleep from the Player version since it also has a damage component?
  6. Yeah this REALLY freakin' sucks for altaholics. This is how I make it through the first 20 levels without going crazy. What's the reason for this change?
  7. Absolutely. To clarify, I should have said that this reverse repel would allow everything to be constantly dragged in toward the target, which is something we previously had to assume was not possible. But given what we were told about the backend changes they pushed with this recent patch, it's a very exciting time to consider new possibilities. And as far as control sets go, this could give Mind Control a new niche to fill (more effectively grouping enemies), as all of its previous ones have been largely co-opted by other control sets, but wouldn't allow it to shine as the *only* set capable of this, as Wormhole serves a somewhat similar purpose.
  8. Something to consider in light of what we've been told on discord about some new Knock and Repel tech: Would it be possible to have Telekinesis not repel away from the caster, but instead use the new pseudopet mechanic in conjunction with a reverse repel to place a wide area AoE on the ground (or the feet of a selected target) that proceeds to pull all enemies toward it? Of course, this leaves out the question of if the massive endurance cost is worth it - I would say perhaps *more* worth it with this new mechanic, but still not nearly worth over 3 endurance per second. Additionally, do you have a limit on how long this can be continuously toggled on? And is the target cap of 5 consistent with a change like this? Perhaps the repel effect can affect up to 16 targets, but the hold effect is still capped at 5? Or reduced by 1 mag to compensate for an increased target cap? Lots to think about here. And I'm glad to see all of the discussion about Mind Control, regardless! It continues to be my first love, but one that I can't generally suggest playing right now.
  9. I'm just going to say thank you to our HC devs for trying to maintain our game and do their best to balance it. It's not a popular job, but it's appreciated by more than a few of us. (I also cannot fathom trying to balance the whole game around a few outlying over-performers rather than reign them in to the established balance. It just goes to show that there is no consideration for the amount of effort and work that the devs already put in, much less how much more it would take to do something like that.)
  10. A realistic solution maybe just be to scale the enemies to the actual number of players on a team. Not through the existing difficulty system. So a single player doing x8 missions will not be bothered, but a team of 8 players may be facing enemies that have a scaling buff applied to them. I wouldn't do increased mob numbers nor increasing their level, but instead something akin to a resistance and damage buff for each player on a team. I don't mind anyone feeling godlike on their own, but I do mind it when I cannot play the game as it was intended because you can't stand to let the rest of your teammates enjoy the game as well.
  11. We currently exist in Syndrome's reality. Everyone is so super that nobody is. Granted, this mostly comes in to play when IOs and incarnates are factored in, but the fact that IOs are still available to anyone that is exemplaring (with the right forethought) means any level content can be and usually is trivial. This causes some scenarios where someone will roll a team focused character (Defender, Controller, etc) and join a Synapse TF, only to see an IOed out brute running through the missions faster than they can even travel there. It's a horrible experience for anyone that's not prepared for it, but especially for new players that don't understand why they aren't being helpful; why they can't even keep up with whoever is moving at mach speed through these missions.
  12. Respectfully disagree. Mind Control needs a lot of help but I very much do not want to lose the only control set that doesn't rely on pets.
  13. Psi

    Changes a'comin'!

    Extremely specific melee options, yes. If you're trying to keep a theme with your characters, those are very limited. I suppose a way around this would be to expand Epic pool options. For all ATs. Not a small undertaking, but one that will certain enable the "Just use your epic pool" suggestion.
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