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Everything posted by OverkillEngine
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Great games that were completely wrecked by the end
OverkillEngine replied to Techwright's topic in Video Games
This mentality has been the bane of so many MMO's that otherwise would have been so much more successful that it isn't even funny. Fuggin execs get this stupid idea in their head that they have to beat WoW by becoming it, instead of beating WoW by not being WoW. "All those neat abilities you spent all that time getting? Yeah, you aren't going to get to use them, and here's some godawful QTE based fights." -
Raise the aggro cap but give me Ninjitsu on Tanker in exchange. The version with Smoke Flash. Why? Oh, no reason....
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Acid Mortar busts through the wall OH YEAH!
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I was thinking of actually a separate set for each element, just like how the elemental blast sets are. For example, Earth Elemental Summoning could crib models, FX, and powers from the Minions of Igneous, while the non pet/pet buff powers are drawn from Seismic Blast. Over all damage types for that set would be mainly smashing, with maybe some lethal, toxic, and fire sprinkled in. Then do similar with the other elements to make specific sets to each element. Would possibly save some design time and effort since they would not have to make something from complete scratch. Edit: as far as appearance customization, could maybe port the Illusion set Phantom Army functionality where the golem pets can be a clone of the master to at least have something other than the default.
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*Slams beer on TV* Swap the Pets from 26 to 12 (where the AE hard controls other than immob tend to first be) and give the AE holds the nuke treatment of 1-2 minutes base cooldown. Smooths out the leveling curve on control sets that way since you can share aggro a bit with pets and they contribute the damage you lack even with Containment. May not even need to do this on Dominators, it's mainly Controllers that have the atrocious early game. As much as I love them and know what value they bring to the team, I have avoided making a Controller since I got back due to knowing how annoying they are to level until they get into their 20's-30's where they take off.
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Things that make you say "Hmmm..."
OverkillEngine replied to Techwright's topic in General Discussion
And that's why I think a server with GM or Rikti zone event code applied to all mobs might be interesting. Or at least not any worse than the AE itself if one is prone to repetitive farming. Might have to redo how the harder mob groups grant xp though, to ensure there is a reason to fight them as opposed to sandbagging on Skulls all day. -
Or just say screw the cottage rule and turn the upgrades into aura toggles instead of clicks. Did a Posi 1 TF a while back with a team that cranked it up to +4, and I was stuck as the primary healer/support as a Demon/Dark, and splitting my attention to replace pets and keep them at full power so I didn't die while also keeping the tank with paper armor from dying with my other powers was getting pretty obnoxious. Too much animation lock to keep up with everything.
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+1 on disliking the Orangebagel and Blue cake cave maps. No redeeming qualities to them. Just time waster design to a completely unfair and unfun degree. Pretty sure their designer would fail a psych test. The multi floor branching elevator Crey Lab maps are annoying, but they have *nothing* on the prior two.
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It's definitely satisfying to punch some mook and watch them fold into a flesh pretzel.
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Stealth powers. Think about how you can see yourself. Plus as @Luminara noted, there are other ways of suppressing FX on a client-side basis too. Eh, I see mine as simple since it is just flipping a visibility toggle for cones and AoE's on a single menu option instead of trying to figure out where to put it in the aura costume menu; the latter of which means turning it on or back off requires a visit to the tailor or swapping costumes entirely.
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Rather than making them an aura option, put it in the options menu - self only visibility of course. Maybe display the cone/AoE marker while the power is queued and animating, with a .5 second or so afterimage fade out after execution. Again, visible only to the player. Then once you no longer need/want them you can just turn them back off any time via the menu.
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Speaking from experience in other games, even what should be privately viewable only stats will get abused to gatekeep if they are accessible enough to share; unless the GM's go full on authoritarian and permaban happy for attempting to solicit or share those stats in any form. Simpler to just not provide them and deny fertile soil for that sort of behavior. Also, the tendency for people to number/KD chase to the detriment of team cohesion and content completion blows goats. You see that crap all the time in games like Overwatch where people pull a C9.
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Oh god this. Was just on my new /Electrical Affinity MM today and while I was able to finagle a macro to target the closest ally and execute rejuvenating circuit, it was still annoying to have to keep a copy of the power in my tray so that I could see the recharge timer. Or a behavior option added to assist targeting that would reset it to normal targeting if the attempted power execution failed twice in a row due to invalid target. Then macro shenanigans would not be needed. Just mash the power button like you can with normal targeting to auto-target the closest valid target.
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Your intent matters less than nothing in the face of what will happen to far more people than yourself like it does in every other game that has ever existed with an end of match scoreboard. Using a competitive PvP game as an example was especially ironic.
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Even some Elemental Summoning sets would be nice, there are a plethora of existing pet models and powers across the control and blast sets and in enemy groups that could be used as at least a starting point for making a decent number of new primaries for MM's. As is they have a paltry 7; and are very theme/aesthetics limited in how they can present them. Just hacking together the 4 classical elements alone as new primaries with the same options for FX customization as the powersets they are drawn from would be a huge boost in build options.
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Any such scoreboard tool is going to present a woefully incomplete picture of what actually happened, and will absolutely be abused in bad faith. There are too many mechanics in this game that cannot be properly quantified and summarized in a format that the average elitist can grasp to prevent them from doing so. How for example, do you quantify the mitigation effects of a slow that caused damage to never occur in the logs because the mob never got close enough to fire off its melee attacks? (Or it was also layered with a floored tohit debuff from another player too? Who gets credit then? How is this credit quantified?) The answer is you can't. That is an order of complexity far beyond what a simple scoreboard can display. And unless the scoreboard paints a 10000% accurate and complete from every multiversal angle picture of what happened, you are handing license for abuse to the same sort of people that refuse to grasp basic things like for example that confusion when properly applied, results in increased xp/time. It's just asking for lazy snap judgements. It will poison the game for far more people than it benefits. Net negative. Vote is no.
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Where are we on these costume parts?
OverkillEngine replied to Turric's topic in Suggestions & Feedback
I'd love to get Rikti power armor adapted for player models. -
Everything here, plus variants: https://homecoming.wiki/wiki/Sorceress_Serene https://homecoming.wiki/wiki/Grant_Creston Basically do a pass on all the NPC's and let us get a version of their gear for our characters. Even if you have to slightly simplify them to make them fit the player costume system.
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Taking a break is always a thing, thankfully this game appears to be here to stay for a while. Also, once a friend and I had reached a certain proficiency back in Live, one of the things we like to do is spice it up via metagaming - like making a synergistic duo like a controller and defender, then crank up the mission settings and play a game of "keep the PUG alive" despite the mission looking like deep purple suicide to them.
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All confuses work that way. Why? 1) Confusion is more powerful than other status effects - A) A hold just takes a mob out of a fight temporarily, a confuse can make the affected mobs eliminate multiple other mobs. B) Fewer mobs have protection/resistance against it. C) It is often on powers that otherwise do not have an aggro component, meaning no risk for the caster. D) confused mobs will often cast beneficial powers *using their modifier* on the confusion caster instead of their allies. 2) A properly used confusion increases xp/time, which is the only xp metric that really matters when it comes to active gameplay since mobs are an infinitely renewable resource. Killing them faster is better. Getting mission rewards faster is better. Confusion effects help with speeding up both if you don't just stand there and let them beat on each other like you are a spectator at the Bum Fights. TLDR; full xp from idle confusion defeats would make all other controls objectively inferior.
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Make the game look more modern
OverkillEngine replied to The Mighty Paladin's topic in Suggestions & Feedback
This, I turn on the lighting effect but tone down color posterization and the outlines to the minimum. Does very well at covering up that some of the textures are blurry messes especially when compared to later costume pieces. -
If you're going to play at the highest level in the game...
OverkillEngine replied to Oklahoman's topic in General Discussion
To me the primary issue there is that the AE has always had deliberately neutered content for ease of farming and leveling. I made all my characters as Praetorians while relearning the game and have yet to step into the AE since coming back, nor have I had easy availability of large tricked out teams from 1-20 since most the pop are on Hero/Villainside. Which has forced me to at least build characters that are soloable as well as relearn enough of the game to achieve that goal. Plus there is only so many times I could possibly stand to run the same set of AE missions over and over before tearing my eyes out, I am playing a game to have fun, not bore myself into fits of insanity. -
If you're going to play at the highest level in the game...
OverkillEngine replied to Oklahoman's topic in General Discussion
True, I did the Penny Yin TF and the Caverns of Transcendence yesterday with some decidedly tricked out allies after having spent my time solo'ing and duo'ing my way out of Praetorian content and it was a heck of an adjustment since my normal power rotation and positioning stopped meaning as much during it. If someone only had that sort of experience while leveling, they would have no idea what to do later on. Especially if they themselves are not at the same level of tricked out builds.