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Everything posted by srmalloy
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This has existed since back on Live; apparently, it was too low a priority for the Paragon Studios staff to address. Although the screenshots I used to have of it were taken from the west of the anomaly, while flying over the empty lot there.
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Something I noticed with a new character in Outbreak is that the prestige attack Blackwand appears to have a 'dead time' at the end of the visible animation. What is happening is that your character seems to freeze before the next power triggers. If I activate Apprentice Charm, and hit the key for Blackwand while Apprentice Charm is animating (queueing up the power), as soon as Apprentice Charm goes off, my character pulls out the Blackwand and starts its animation. If I reverse the order, queueing up Apprentice Charm while Blackwand is animating, the animation completes, Blackwand fires, and then my character just stands there holding the Blackwand until they realize that they have an attack queued and start the animation for it. I get the same thing when following Blackwand with other powers; there is a 'dead spot' when the animation finishes before the next power can activate. This could be fixed by either changing the animation speed so it matches the root time, or adjusting the root time to match the animation speed
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Well, at least cows can't fl... Oh, wait. Never mind. (ducks under an awning)
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The point is that pointing to numbers alone is the bandwagon appeal. @baster responded better by citing areas where they believe WoW works well, those features drawing people in. Of course, we can also point out that WoW and its various imitations contributed to the 'AE baby' syndrome on Live, where people coming to CoH from WoW and WoW-imitating MMOs would seek out the most effective way to rush to level cap, because WoW taught them that the leveling was just makework until you got to level cap and the end game, and then complained that CoH had no content, without understanding that in CoH the leveling that they had just skipped past was the 'end game'.
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Ahh. The "jump on the bandwagon appeal" fallacy. For which I keep the following Bloom County strip: Just because something is popular does not make it better, or even good. WoW is the MMO that fossilized the "holy trinity" of archetypes and "you are what you wear" gear structure that so many other MMOs have slavishly repeated in the hope of becoming the "WoW killer", along with other dubious decisions that have been repeated again and again by other MMOs trying to steal some of WoW's customer base.
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Neither have I, although I've played both Aion and Tabula Rasa before becoming heavily disenchanted with the 'group or go nowhere' playstyle of both, and having a target painted on my back for gankers in Aion, then SWTOR and ESO before the CoH rogue servers went public, at which point my play time in both dropped to near zero.
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That was simply the first example that popped to mind; there are a number of 'two entrance, one exit' buildings, with some strange stairway-to-roof links that I discovered back on Live but didn't bother remembering.
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Binds and Macros' That Control Controller Pets...
srmalloy replied to BjorJlen's topic in Controller
IIRC, any 'defensive' posture — goto, stay, whatever — is treated as putting your pets in Bodyguard mode, but only Masterminds get any benefit from it beyond your pets not aggroing randomly on everything in sight, which can be an issue in zones with yellow-reticle mobs (neutral until attacked) like a lot of Kallisti Wharf or the Crey PR groups in Brickstown. -
If you can't slot a type of enhancement, a power that boosts that aspect of a character doesn't need "ignores enhancement" -- that way, you can't slot an End Mod enhancement and have it do nothing while taking up an enhancement slot. The power has never allowed for slotting Endurance Modification enhancements or set. The Electric Armor set was added with the introduction of Brutes in Issue 6, proliferated to Stalkers in Issue 12, to Scrappers and Tankers in Issue 16, and then to Sentinels in Issue 25, with Charged Shield replacing the damage aura Lightning Field. Issue 27 Page 2 is an awfully long time to wait to 'discover' that the power, working the way it has since it was originally released, is suddenly and only now bugged because it doesn't do what you want.
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Ahh, that explains why you have to run over to the corner where your ass got kicked to pick it up after every fight.. You really need to use a btter glue to keep it attached. 😁
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Summon Demons Damage / Damage Resistance Enhancement
srmalloy replied to cryogen's topic in Bug Reports
This is a known problem that is integral to the design of CoH, and can only be addressed by removing the ability to slot either Damage or Damage Resistance enhancements (or by a much more difficult rewriting of the internal database structure to separate the effects)-- Damage and Damage Resistance are the same effect internally, just with opposite sign. -
Go to the double doors on the west side of the central spire in Kallisti Wharf and enter; you are taken up to the room near the top of the building. Go back down the elevators, and you'll find yourself outside the east doors of the building. This happens wherever there are two doors that take you to the same room inside a building, but only one that takes you back -- the game doesn't 'remember' which door you clicked on to enter, and just exits you through whatever single door is defined for leaving the building.
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But it does suggest that they're looking for love in all the wrong places...
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They're trying to level a TW/DA brute... and don't have their entire inspiration tray loaded with blues...
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Grinding them as bosses in DA is the inefficient way to get the badge. Take Unai Kemen's first mission, enter at +0/x1, and for each spawn you find whack the minion. The lieutenant will summon an underling mask that counts for the badge; whack the mask and leave the lieutenant. If you're a ranged AT, you can stay up in the air and shoot at the masks as they come after you, but it works with melee ATs as well. After a minute or so, they'll summon another, and will keep summoning a new mask after you whack the last one they summoned. When you have six or seven lieutenants pissed off at you, cycling around through them will keep you in a steady supply of masks until you get the badge.
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You can kill most of the farmsitting by disabling teams for AE missions. No teams, no fire farms (or any other type of farm) full of sitters being PL'd; people would have to go back to doorsitting in regular missions, which would be a more complicated fix. I suppose that a very rough cut at addressing it would be to slap a relatively small radius on how far a character can be away from a defeat to get XP or drops from it, but I'm sure that this would cause as many problems as it would solve, and I'm not sure that it would work well enough to eliminate farming for a hardcore server (and would likely be a lot more effort than it's worth, at least in my judgement).
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And like the mastermind pets, they summon in "Defensive Follow" mode; if you want them to be like they used to be, type "/petcomall agg" after summoning them to put them in Aggressive mode. Then they'll act like they did before the update, aggroing on everything in sight. For a little more management, turn on Advanced Mode in the pet window, then set them to Defensive or Passive when you don't want them jumping on any theoretically-hostile mob you pass.
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I don't know how other people do it, but I won't join an MSR until I'm at least 22; earlier than that I don't feel as if I have enough in the character to carry themselves, and at 22 I can slot level-25 IOs so I won't have to wonder mid-raid why I'm missing all the time and doing crap damage because all my SOs turned red on me.
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"Possessor of a mind, not merely twisted, but actually sprained."
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In other words, for powers that used to have, say, a 90s recharge that now have an 8s recharge with an Adaptive Recharge mechanism applied got their proc rate cut off at the knees.
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Cut the filler from the Synapse TF (spoilers)
srmalloy replied to Psi-bolt's topic in Suggestions & Feedback
I think that having the cybernetic TF-giver run an optimization pass on the task force so that you do the missions in Independence port, then go to Talos and do more missions, then have the final confrontation with Vandal, would make the TF enough less annoying to change how it's regarded. -
Some of them could be stolen from other powersets -- for example, Beam Rifle has a stock 'resting' pose with your beam rifle up, like the 'standing rifleman shooting' pose you would find in the old green plastic 'army man' toy figure sets. Some animations, like the 'shooting in the air' animation for powers like Rain of Arrows, would need to be created if an appropriate one couldn't be found, but I'm pretty sure that at least some of the animations could be stolen from existing ones. Which just lowers the hurdle; it doesn't remove it entirely.
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This has been a 'risk' since about the second day after AE was introduced to the game, with fresh level 50s stepping back into Paragon City after having entered the AE building at level 1, and having no idea how to slot, much less play, their powersets, and the calls of "How do you get to [zone]?" The people who came to CoH from other MMOs, and 'knew' that they should rush their way to level cap as fast as possible so they could join the end game where all the content was, without understanding that in CoH the leveling experience was the content, and they'd just skipped past it all.