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Everything posted by srmalloy
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The last mission of the arc always has a map with two large back rooms, and the mission goals require you to "unlock back room" -- but the remaining goals of the mission are always in the other back room, which you don't need to unlock to enter. The unlock requirement is pointless, except for having you waste time finding the mobs with the key. Is it possible to have the placement of the mission goals tweaked so that you are unlocking the door the remaining goals are behind, or move the other goals so that at least one is behind the locked door, so that there's a point to unlocking the door?
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... and made the entire team wait after going up an elevator for their summon to recharge, because all their pets died when they entered the elevator. Oh, yes, we had it good. You six-slot Hasten to make it perma, then you only needed to put three recharge SOs in Fire Imps to be able to get a third summons off quick enough to have three sets of imps out for the ten or fifteen seconds before the first set died.
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I remember my Fire/Rad Controller back on Live, long before Containment, who was basically stuck having to team starting around level 12, where her damage output started being insufficient to take down mobs at a speed faster than 'glacially slow'. Sure, you were pretty safe with the spawn you were attacking locked down three ways from Sunday, but you were also watching single-digit damage numbers.
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Not as weird as doing it with a team with a bunch of Vigilantes, all with the Signature Summon:Tank power. Pulling out a bunch of copies of Statesman to fight Statesman...
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And you could make a combined version with both the arrow and the cross for more variety.
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It takes time to reconfigure a portal to point to a different dimension or location; that's why you have to go to a different one for the next mission. (just ignore the fact that there are other heroes using the same portal you are to go to other dimensions; they're only figments of your imagination, created by your proximity to the warped space around the portal.)
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Poll: How do you feel about knockback?
srmalloy replied to ironjoe's topic in Suggestions & Feedback
And the context affects opinion, too. Watching someone run into the middle of a spawn, fire off a PBAoE nuke, and send mobs flying around the room/area can be as annoying as someone rushing into an area and firing off an area immobilize/hold -- both of them leave mobs scattered around, rather than conveniently gathered up for AoE attacks. And if you don't have a convenient wall/corner to backstop a cone AoE, you're going to be spreading mobs away from the melee team members. But completely converting KB into KD also prevents using the KB to corral up mobs for the AoEs. Part of the problem is the increase in "crush everything as fast as possible" attitudes, where some people bitch about anything that interferes with their ideas about how a fight should go ("you're making me move 40' to finish these mobs!")... without ever having discussed it with their team. I remember, back on Live, the tanks who wanted to orchestrate the entirety of each fight, insisting that no one else do anything until they'd gathered up one or more spawns, prohibiting the use of powers with KB if they moved mobs away from the tight cluster the tank had built (and been kicked for hitting the wrong key and tossing mobs out of the cluster, even though they landed defeated), specifying which mobs had to be attacked first... basically, the whole pre-attack planning crap from the iconic "Leeerrroooy Jeeeennnkiiiiinnnnsss" video. There are very few engagements in CoH where that sort of planning is necessary, and certainly not J. Random Spawn. Worrying about some mobs getting tossed around is getting too deep into the weeds. And then there are the specific tactical uses -- my Blasters with single-target KB attacks use them as 'get away from me!' counters -- making them get up again is a short 'soft CC' (although the occasional mob that gets knocked away and doesn't fall down is annoying), but more importantly, a mob's ranged attack(s) are usually less damaging than their melee attack(s). And separating them gives the other team members time to pick them up/off. -
Extended color palette / RGB color picker for costume colors
srmalloy replied to Torielle's topic in Suggestions & Feedback
I would have to go back home and look at the Sentinel+ character saves I made before the Snap, but I think that color is saved in the costume data as RGB values already, not indexes into a master color table, so giving people a full color wheel to pick colors from instead of the grid wouldn't change anything. -
What are you guys doing to revive PvP? A suggestion.
srmalloy replied to Illy's topic in Suggestions & Feedback
Ahh. "If you're not part of our community, you have nothing to contribute, so go away and don't bother us; we don't want you around." It's nice to see that we've managed to avoid elitism on Homecoming. Oh, wait.... -
What are you guys doing to revive PvP? A suggestion.
srmalloy replied to Illy's topic in Suggestions & Feedback
In point of fact, CoH not having PvP was one of the things that attracted me to it back when I first started playing (May 8, 2004). -
What are you guys doing to revive PvP? A suggestion.
srmalloy replied to Illy's topic in Suggestions & Feedback
Or looks at the cost (coder and artist effort to implement changes to make PvP more 'accessible') vs. the benefits (the fraction of the existing community who are already experienced with PvP, but lack a population of noobs unused to the differences between PvE and PvP to run roughshod over to demonstrate their 1337 5ki11z). And I recognize that I'm biased on the subject; my experience in other MMOs is that PvP, particularly open-world PvP, is a venue for people who can't think of any other way to validate themselves than by proving their superiority using the single measure of how fast their level-capped combat monster with BiS gear can gank lowbies fresh out of the training areas. The question is not "how can we make PvP more accessible?" but "How do we get more people, either already playing or new, interested in PvP?" And as long as, as @GraspingVileTerror mentioned, a dedicated PvP build in the hands of someone who knows how to play it properly can stomp all over someone new to PvP, you're going to get people going into a PvP zone, getting their ass handed to them, and deciding they're not interested in PvP. And nothing short of a major rework of PvP is going to change that. Right now, on Homecoming, the people who are interested in PvP are in PvP, and the ones who aren't... aren't. Giving people more to do while they're getting their ass kicked isn't going to make PvP more attractive to people who are uninterested in PvP. -
For each pet tier, you need: base pet, pet with upgrade 1, pet with upgrade 2, and pet with both upgrades. I think there are enough Harlequin Fencers that you could use color to distinguish them, but then you're SOL if we get customization. Strongmen only come in Iron and Steel; you'd need more variations. Similarly, you could use color for the Illusionists, or add the Master Illusionist, but you're still stuck against customization. And this is before you look at attacks.
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And a play into stereotype, but still funny. In Faultline: [NPC] Scrounger Chopper: It's a donut shop. We can take out half the force in this city with one good blast.
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Lady Jane in the "Gather intelligence" mission from Montague Castaneda; my SOP for that mission is to craft a Grant Invisibility buff in my base, skate past the spawn where she's being held captive, and clear the map to the glowie, then go back and rescue her, so she won't decide to suicide on the way there. I haven't had to rescue General Aarons on a melee character yet on HC; the ranged characters just stay stealthed, go around him, and rescue him after the other goals are completed.
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Minor note: It's the first "Close the dimensional ruptures" mission -- the one you get when you first talk to him. You do several of them, and they all seem to have the same label, so you need to look at the description to tell them apart (the second, for example, is the Council Earth dimension). Also, while it won't work for many ATs, if you're doing this on a flying ranged character with a snipe, the BP masks are a renewable resource. At base difficulty, you'll get spawns with an 'Elder of X' lieutenant and a minion shaman. Pop the shaman, and the Elder will summon a mask; if you stay up in the air at snipe range, the Elder can't hit you, while the mask will come up to be shot. Whack the mask, then go find another spawn, and do it again. After a short wait, the first Elder will summon another mask for you to defeat. If you do this for four or five spawns, you should have a ready supply of masks to shoot, rotating through the available targets, and never have to explore more than a tiny part of the map.
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Where am I supposed to be getting my enhancements from?
srmalloy replied to MikeSol's topic in General Discussion
They're Dmg/Rech enhancements with a proc (chance for a secondary effect) that retain their value like an IO. It's the proc that stops working at, IIRC, level 20. -
How many people have taken advantage of Assemble The Team to short-circuit the escort part of the 'Rescue Dr. Todd' mission in the Moonfire TF? Being able to teleport an escorted hostage is already supported for one teleport power; extending the ability to Teleport Other would just make things consistent.
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It was a fairly rare occurrence, but finding a second player/team in your mission (either the same or opposite faction) was a known bug back on Live; I seem to remember someone describing in the live forums having it happen, then rampaging through the mission with what amounted to a 16-member team.
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But that's for an epic AT, and you're forced to have suspendies and a bra in your first costume slot...
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Do the same mobs drop the same salvage or is it completely random?
srmalloy replied to MikeSol's topic in General Discussion
Except that you can occasionally get enhancement convertors from mobs that are several levels below that -- I've received them from level-22 mobs in a mission I finished at level 34. But I think that's the only exception. -
"You know what they say -- when life gives you lemons, make lemonade." "I'm allergic to lemons." "You know what they say -- when life gives you lemons, swell up and die."
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Or with effects from a Kinetics character -- Inertial Reduction will make you stop on a dime.
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It's not that flexible, but you can customize what buffs get shown: If you hide auto and toggle powers in the team window and set numeric stacking, all you'll see are click powers, cleaning up what you see significantly.
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Again from paragonwiki: So if you have a level-28 LotG Def/+Rech, and boost it to +5, it remains a level-28 enhancement for purposes of determining when the recharge boost (the 'set bonus') turns off. So you would continue to have the recharge bonus all the way down to level 25, which is the level cap for Synapse. So you're correct about the enhancement to the Defense value of the IO, but you actually get more utility out of it as you do lower-level content.
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From the paragonwiki page on the effect of exemplar on enhancements: So boosting a LotG Def/+Rech IO will change how much Def you get from it, but won't change the level at which the global recharge bonus stops working.