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Posts posted by Jacke
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19 minutes ago, Psyonico said:
Though I wonder... is Vault storage account wide or is it per character? If it's account wide, perhaps it could be put to use for account bound salvage?
Vault Storage is per-character. I used it pre-Shutdown to stockpile Rare Salvage as I was buying and selling a lot of Rare Salvage to make Influence back then.
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6 minutes ago, Unknown Magi said:
Just going to echo something Sai said. Instead of releasing "half of the changes" now and the other "half" at some unspecified future date, leaving us in the lurch in the meantime, finish the work and then push it.
To some degree, on some changes, they have to be done in partial phases. Despite all the testing Closed and Open, to get things to where the Devs want them has to be tested in the wider arena of a Live Release. Then they hear a lot more feedback in a lot of situations that is almost impossible to do in testing.
As well, to avoid doing absolute nerfs, an initial phase won't go far enough. So that follow-on phases can be absolute buffs.
In the case of same-Level Mastermind Henchmen, I think things could have been more leaned into being a buff and not the mix of whatever they are now. Which is tilting into being a nerf in far too many cases.
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8 hours ago, AspieAnarchy said:
Well son of a bulimic pumpkin...the gates of Galaxy City are creaking back open!
Can the rest of the planned Incarnate system be far behind...???
As I remember, the Devs have said that we'd get more Incarnate Powers when there was content of greater difficulty that needed them.
I don't think adding in +5 to +7 Notoriety is going to be sufficiently that much harder to allow new Incarnate Powers.
Think more like @Linea's 801 AE arcs. The tougher ones.
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Not a Dev or a GM. But @Zappalina, I highly suggest you copy your notes from that other website to your post here. The Devs are busy people who volunteer their time and you should keep bug reports as simple and direct as possible.
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1 hour ago, Rudra said:
I am not willing to give up character costume slots for pet appearances because most of my characters have multiple different appearances based on what I am doing in the game.
No idea on how difficult this would be in-game. But since Illusion Controllers and Dominators can have their Phantom Army look like they do, that should be able to be done for Masterminds..... (Now distracted by thinking about my very low Level Thugs Mastermind with clones of his rather cool costume.... 😺)
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5 hours ago, Diantane said:
Yes, it's been quite a while since i made any posts here (that's because I would be flamed reguardless of anything that I posted - good or bad). No contructive critizism. No good replies. Just flames. A good player can only take so much.
Herm....
I'm a Retired Royal Canadian Armoured Corps soldier. I also know a lot of history.
The Tank has been with us over a Century and I think it's never gone 10 years but that what the particular best working mix of features, including the Required 3 of Firepower, Protection, and Mobility, has changed.
Now Drone Warfare has burst upon the Battlefield. Some are saying this is finally The End of The Tank. Just as in other times and places, it's been The End of the Aerial Dogfight. Or the end of the Horse. Not so. Every Battlefield Technology that has an effective use on the Battlefield and hasn't been overwhelmingly neutralised or replaced in what it provides is still got some niche of usefulness. Every Weapon (some World War 1 troops were armed with Gladius as well as Rifles for Trench Fighting) and ever War Technology. The Tank and Tanker and those who fight Tanks will continue to evolve to the form and doctrine that is most appropriate for providing Mobile Protected Firepower at the Forward Edge of the Battlefield.
In the 1980's before I learned about Tanks, I learned Sneak-and-Peak Recce much as it was practiced in World War 2. Recce hasn't had the changes forced upon it as much as Tanks have, but there are changes and Recce soldiers will have adapted. Because if you don't adapt, you find out the hard way that Today's War is significantly different from what you trained for.
Don't get better at fighting the Last War. Get better at fighting War as it is and as it seems to be changing. Always observe. Always be willing to consider adapting.
@Diantane, I figure you honestly feel strongly about what you post. You wouldn't keep doing it so much if you didn't.
What I suggest to you is your view of City of Heroes is a bit askew. I don't know why, but it's askew enough and you keep posting about askew views that don't get any respect.
I suggest to you it's time, as the Infantry say after finishing an Assault upon a Position (or if they failed at the Assault too), to Suck Back and Reload (catch your breath, refill magazines, drink water, and the leaders and senior Infanteers reassess the battlefield).
- Play the game to have fun.
- Observe more.
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Read more here in the Forums.
- Especially if there's a back-and-forth.
- Think more.
- Notice who seems to be switched on about what they say.
Give it time. There's many cases in Military History of being caught short by circumstance leading to strong reversals. And of those caught in those reversals reassessing and fixing things.
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In Repeat Offenders, there was one good Player who, when they found out about Shutdown, quit City of Heroes and has never played it again.
They went on to play DC Universe Online. After City and Star Wars: The Old Republic, the game I've played the most is DCUO as they are a good friend and I would play the game for a while. But eventually I'd end my subscription (you really have to subscribe to DCUO after getting to Level 30 to experience the Endgame) and go back to City, because City is the game that has my heart.
One day they mentioned a recent paid item you could get in DCUO: I forget what it's called in DCUO (or even if it's still available), but iit's effectively an Ultimate Respec. My rememberance of DCUO is weak, but it was the equivalent of changing everything in City, including your AT and Primary and Secondary Powersets. I don't know if my friend has indulged in using it, but it is interesting that the DCUO devs at the time thought there was a market for such an item.
This means it's kind of similar to what @BEASTCORE is suggesting. And as @The Trouble has pointed out, you can sort of do that via a Reroll.
I have done a number of Rerolls of Toons in City. Often to change some of the AT and the Primary and Secondary Powersets. Some Toons have gone through several over the years.
I've also Rerolled Toons just to change their Origin. Because the one I picked initially years ago wasn't right for my concept of the Toons. Something that now just has an effect on some texts in some conversations in some missions in the game. But I had to change the Origin to put it right. And could only do that via Reroll.
Now, on the other hand, the Suggested Item of this thread is being sold partly as a massive Influence Sink, as well as giving Players something that some of them would want for some of their Toons. I've thought of ideas for new Influence Sinks too.
Except Homecoming City appears to not need Influence Sinks at this moment. Pre-Shutdown, the game had gone through some Inflation, as the Supply of Inf was growing but the Supply of Stuff to spend Inf on wasn't growing as fast. As the prices of Luck Charms was in the range of 100,000's to Millions of Inf, Rare Salvage was always in the Millions of Inf, and PvP Recipes sold off-market for Billions of Inf. I assume the Inflation had reduced or near stopped, because I took note of at least the Luck Charms and the Rare Salvage and though they shifted in price over a range, that range didn't seem to creep up.
On Homecoming, through methods and new features including Inf Sinks but also included Merit Purchase Possibilities (which puts ceiling on the effective Price of most items in the game) and other things like Upgrading SOs on the Enhancement Screen, Inflation has been more that vanquished, as the price of many items on the Auction House has declined over the 6+ years of Homecoming, though there still are fluctuations.
Such a massive Inf Sink as suggested in this thread isn't really needed. And as @The Trouble has pointed out, you can sort of do that via a Reroll.
And as I am a strong example, Players are willing to do Rerolls when they need to change unchangeable parts of a Toon.
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9 hours ago, Wravis said:
Also, I know Migraine is a special unique effect for the set, but you shouldn't design a set's effects to give the players the same debuff you're giving enemies. The SFX are horrendous to listen to, and you have to listen to them in a chain over and over, when playing the set.
This, especially.
I've not yet had to mod out sounds from the game. I don't like the sound of Big Portals, but am in their vicinity for only short amounts of time so I put up with it.
But having a Toon's own SFX being irritating, that would get a Toon shelved or deleted.
One of the pillars of martial arts training is learning how to deliver injury without hurting yourself. If that melee set is based upon sound, the Toon should be protected from it and hear but a subtle hum as they attack.
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Just now, Rudra said:
Don't trust wikipedia. Every year when we had our annual Law of Armed Conflict mandatory training, one thing always held up: if someone was unarmed and not attacking us, we could not shoot them. They were for all intents and purposes noncombatants. We could detain if necessary, yes, but not shoot.
I had them too (retired now). I'd say someone recruiting for an active combatant organization could be detained indeed.
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10 hours ago, ShardWarrior said:
I know you jest. 😄 I found Snarky to be very competent and capable.
From what I've heard, @Snarky has killed his role, dead. 😺
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9 hours ago, Rudra said:
There is still the concern of them being unarmed noncombatants though.
But they are not hors de combat, unable to participate in fighting. Even under our Internation Laws of War, they would be considered a combatant.
https://en.wikipedia.org/wiki/Hors_de_combat
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I have a Ice Armor/Dark Melee Tanker. Been a long time since I played it, but I enjoyed it.
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On 11/2/2025 at 7:01 PM, Ultimo said:
Actually, I find Arcane Bolt is VERY useful for Controllers, as it gets double damage on controlled enemies. Controllers desperately lack damage from their OWN powers, so Arcane Bolt is a godsend. I'm not sure if Enflame has the same effect, it's hard to tell with all the numbers flying by...
I use Arcane Bolt on Controllers too. And I believe that as with Containment, Arcane Power adds the same damage again. So Arcane Power and Containment does three times the damage.
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7 hours ago, lemming said:
Aw man, we're getting remakes of old threads. It's like when an author puts out a new book and you find out they reused the plot of one of their older books.
Just like Hollywood.
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I used to take the Flight Pool more often in the past. But now when I take a non-Temp non-Prestige flying Power, it's almost always the Sorcery Pool's Mystic Flight. I don't always take more from Sorcery, but I love that combo of flying and teleportation. Add an extra Slot and a 2-set of either Blessing of the Zephyr or Hypersonic and at L50 (and even some Levels Exemplared) the Toon flies at the FlightSpeed Cap.
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When starting a Toon, I normally give it 40M Influence and spend around 34M of it on S.T.A.R.T. picks, leaving the 6M for the initial cost from Levelling the Toon to at least L6.
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Just now, MsSmart said:
Good points, but I wonder could they be resolved since they would be only 5 TFs and a like number of SFs for the red side?
There's a lot more than 5 TFs. There's more than 5 Enemy Groups and some of them have more than one TF that involves them.
Making a change to an Enemy Group:
- Adjusting the Enemy Group definitions.
- Adjusting the Missions/Arc/Task Forces to make use of the wider definitions.
- Those changes would have some basic checking by the devs, then expanded to Closed Alpha and later Closed Beta testing by Devs and Testers.
- Issues and balance and other concerns would have to be addressed and then tested more.
- Impacts on other parts of the game would have to be identified, adjusted, and tested.
- When it got well enough along, goes to Open Beta testing and adjustment.
- All along this process, if the Devs are satisfied with how a change is, it goes to Release, else parts get removed and put back for consideration on a later Page.
- What is considered in good enough shape is released as a new Page.
To do that to just one Task Force to make it for all Levels, L1 to L50, would be a massive change. Because it would have to be tested at many Levels.
And to do that would mean other content changes would have to be delayed, because there's only so much Dev and Tester volunteer time available.
Now, there are changes done to Enemy Groups, changing them and also expanding their Level range. But often that new Level range is only used by new content, just to make changes reasonable enough to not overwhelm the Devs and the Testers. More general changes are done, but more content needs to be tested to confirm those changes.
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1 minute ago, MsSmart said:
I have wondered, why are the TFs in fact not scalable to the level of the organizer? Just a thought...
Welp, I can think of a few reasons:
- Some enemy groups, generally and on a particular Mission/Task Force, are only defined for a certain range of Levels. If any are defined for L1 to L50, it's not many.
- Other features of Maps/Missions/Task Forces are adjusted. While these can work for a range of Levels, I don't think they can for L1 to L50.
- The rewards are usually fixed and don't vary that much. At the lower Level, it may be significantly easier for nearly the same rewards. This would be exploited.
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On 10/17/2025 at 4:26 PM, Snarky said:
rewrite OG TF as Hardmode 50, offering both Master of and 1-4 star versions.
Let's lean into Hardmode....hard.
Let's change Task Forces Hardmode such that afterwards Players will want to tackle something easier, like a +4x8 Barracuda SF.
This will require some engine changes. Stuff like much more complicated maps. And not just staying on a Task Force when logged off. But staying on a Mission Map of a Task Force when logged off or even the Servers restarted. A persistent Task Force state. Need these things to reach for that Hard Hardmode.
Then recast the Task Forces, leaning into whatever Players complain about. Sometimes indirectly.
For example, Synapse Hard Mode: Only 1 Defeat-All Mission. Which will need those engine changes.
It's in a skyscraper. A big initial map, with an elevator far across the map. Packed with mobs. Mobs grouped together so 2 or more spawns are aggroed together. Tough mobs.
Then the Team goes up the elevator. Another big map packed with mobs with the elevator up across the map.
Then the Team goes up the elevator. Guess what? Another big map packed with mobs with the elevator up across the map.
Then you can guess what happens on the following floors. 😺
Some floors are smaller. Still packed with mobs. With an AV like +4 Reichsmann but tougher. 😺
Can't just drop off the Task Force. Gotta go back down to the ground floor. Oh, floors respawn. 😺
Get back to the ground floor, get to the door. Whoops! Gotta queue to exit the Mission. 😺
Some more stuff yet to be determined.
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6 hours ago, MsSmart said:
Please forgive me, but what is OG?
The Urban Dictionary is often good for finding all sorts of definitions.
https://www.urbandictionary.com/define.php?term=OG-
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14 hours ago, Rudra said:
Sorry. Guess I just assumed everyone put their pet windows in Advanced Mode. No reason not to in my opinion. Much better control.
I either never heard of these controls on the Pet window or forgot about them:
- Switch to Advanced Mode
- Show Individual Pet Controls
Turned them both on. Need a Pet active that has the full controls to see the "Options" item to click on.
They're also saved in the standard config file options.txt.
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2 hours ago, Frosticus said:
1.Smoke+blinding powder should just be merged rather than mutually exclusive. They are both mediocre/weak on their own.
- this should also have adaptive recharge
I like the idea of combining those two Powers.
For a mutually exclusive Power pair, Ninjitsu (and Shield Defense as well) should get a Toggle Mez Protection as an alternate to their Click Mez Protection, same as Super Reflexes is getting.
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On 10/16/2025 at 2:22 PM, Scarlet Shocker said:
I'd like to be able to disable the receipt of the costume powers. They are like spam to me and I hate them in my trays.
I don't want to disrupt anyone else's pleasure but to me they are as useful as spam fritters.
I delete the Temporary Costume Powers as they show up.
Spam fritters? Don't remember that from the menu.
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12 hours ago, Rudra said:
Your team tried to restart the TF while still in the TF? (I didn't know that was even possible.) You can't be on more than 1 TF at a time..
I've been through a few that did that. I don't think it's done in a mission, but outside. It keeps the TF Team together and you go to the TF Contact while leaving TF Mode. Allowing Toon swaps and new members. It may be possible in a mission, but of that I'm not sure.
12 hours ago, lemming said:Sounds like a race condition that confused the engine when you clicked exit.
This sounds like what went wrong.
Tin-Mage Duo
in Scrapper
Posted
I've been on Tin Mage II Task Forces where Neuron got pulled and terminated before Bobcat was aggro'ed. What happened, @Linea?