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temnix
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...Why am I posting it here and not in the Suggestions forum? Because that place is where doom reigns. It is an idea ghetto cum death camp, organized to keep all those bright creative sorts who think they have something to contribute to the game bashing their heads on invisible walls. Of course, Homecoming doesn't care about player suggestions here either, but somebody may stumble across this thread, whereas Suggestions is the forum they have been specifically ordered not to read. That is the only explanation why they... well, why they haven't fixed the typos right in the character generation. For more of what they haven't done, feel the nose on my face. So what is my idea? I have been and still am irked by having to switch off and on aura-type powers that taunt, debuff or do damage just to walk by some enemies. It's a real chore. Whether the enemies are grey already and you simply don't want to fight them, and even cities are full of them, or you are using stealth, it is such a drag to keep those auras now on, now off, especially with the tray buttons not being particularly responsive to the mouse. They take some pushing, as everyone knows. Plus it is impossible to make a macro for activating/deactivating more than one power. The result is tedious, sometimes unsuccessful clicking just to move from point A to point B unmolested. Many if not most power sets have one or two of these auras that are essential. Regeneration, for example, is not viable without its regeneration-increasing aura, which also happens to taunt. What a gift to players! Imagine if I'm not a Tanker? On the other hand, imagine if I am a Tanker? There should be some solution that makes these auras controllable, because somebody who is gushing fire in every direction or jibing in a circle would still, I think, have sufficient control over where he sends his stuff. My original proposal, now buried with the galleons of the Spanish Main in the benthic silts of Suggestions, was to keep the auras from affecting grays. I was thinking about taunting powers then. But that's not a perfect solution for a few reasons. A much better thought is to let the auras only taunt, debuff and damage enemies who have already been aggroed, be that by seeing the character or by an attack. This would keep Stealth in place, prevent unfair situations where the player rushes into a group and fries them with a few ticks before they go "Uh-wha?" as well as make Tankers in particular play an active, conscious role on teams, living up to their promise as enemy magnets. Let them move their big fat butts. If they want to draw all the mobs to themselves, let them first run in and make an attack or run in, expose themselves and be noticed, at which point their auras will start taunting, hurting, drawing bits of extra regeneration and damage resistance for themselves per enemy and so on with the rest of what auras do. The rest of the team should hang back for a moment and watch the Tanker start putting it on before they join in. That will increase the clarity of situations, reward Tankers with respect and make fights more dramatic instead of just hectic, "my auras first," brawls. Repel should also be included.
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As protein supplements declare, it is time to get Huge. Bob Raccoon Eyes USSR Space Magister Kakhran
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To whosoever may be running these forums as well as to the participants therein: if you want more intelligent and meaningful conversations here, about CoH and not about CoH, disable these "reactions" below posts. What the heck does a like or dislike mean? Or a piece of pizza? Is that pizza for me or am I required to treat others to a slice thereby? Even a laughing face: is that mockery, sympathy, appreciation... what, words getting too long? Let's not encourage moronism. Disable "reactions" and let people actually state what they want to say, if anything. And if they don't feel strongly enough about a post to click and write below at least "I agree" or "Bad idea, because...", let them write nothing at all. Raise the bar here a little, all right? Make people do a little jump, as a proof of stake. Because people have gotten too fat, on their brains.
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Well, you feel it, I feel it, but what does that change? The game was made at a time when the idea of online role-playing was to grind by beating up on identical digital monsters in instance missions. Like in World of Warcraft and all the rest of them. They all thought it was a normal use of time. Cryptic's people believed it too, hence this game. But at least Cryptic had a lot of talent. Now Homecoming is adding time sinks of their own, which is plain immoral, and celebrating veterans, badge collectors and other life-wasting, humdrum crap. Only Homecoming is mediocrities. They have no interest whatsoever in new features, large or small, that would take the mechanics and the universe to a new place, only in pushing their tiny nerd agenda. And most players think that's just dandy. They love that interminable repetition. I don't even want to ask rhetorically why, I know why.
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Hope Ends For Many
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From making things likely that were unlikely and the other way around to having a tank roll up from around the corner, this power set would involve luck in different ways. One power, for example, could be called Coin Toss: it would give the target enemy either +100% to Accuracy or -100% to Accuracy. This could make an enemy very easy or impossible, and it would be random. Slips and falls for no reason, as a 1% chance of Knockdown per second. A variation called Probability Armor is also possible: Defense bonuses, Accuracy debuffs and things like a chance that every enemy in range will be smashed by a flyby object, after the manner of Propel. For the ultimate power, Deus Ex Machina: one of the signature heroes or villains from the Rogues Gallery shows up just then to help the character for a while or resurrects him if dead.
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After any changes that you end up making, are you going to feel that you are playing the same character? That is the question.
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Jana Staforova Cold Turkey Schmo Valdis
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Bacchus, who else?
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The Masterminds
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From recent developments.
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That's lovely! Here is one from me: Boko Haram. It is not a character I am going to complete and play, only a costume.
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@Crysis You wanted hair from inside the hood (a small hood here, too). Try tweaking some of the colors of her face and the Thorn shoulders. If you can get them to a similar tone, you can create an illusion of a cascade, The Face color is probably something you don't need when the face is covered by a mask, so use it with something like Neck Cover or some pattern that will show outside the mask and appear as outflowing hair.
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Try Swabbie in Hats for falling hair. Or Matey. One of those. It won't be a pointed hood, but see how you like it. If you want cat ears, you can put them on top of the Swabbie hat. For armor - Circle of Thorns for Shoulders, Celestial for Belt, or possibly that one with the dangling front cloth as a sub-option, what was it called... Biolumo for the basic Chest and arms or else some Tights option with a Swirls, Lines or Google pattern, one of the end-of-list breastplate options in Chest Detail. The gorget is the least hopeful case, there are no tall armor pieces that protect the neck. Perhaps Mecha. Or you might have to content yourself with Victorian and Steampunk collars in the Detail 1 menu. And you can't get anything for clawed fingers. Is she to be Claws, Savage Melee? I have proposed on the Suggestions board that Claws Weapon options be opened to Savage Melee characters so that they have something to swipe with besides their frail fingers, but as always Homecoming ignored it. Also while it would be perfect to have so many parts at our disposal that we could make just what imagined (and the menus not mysteriously contracted for some combinations), with these limitations in place we can instead of following our dreams come up with new concepts. I so often find that I simply can't make the character I had in mind that rather than settle for compromises that would be like water to wine I invent someone completely different along the way. You might do the same here.
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Testing whether the board supports gifs. It does. I might post the next character as a slideshow.
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TiggerOverride
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First of all, why? I described an entire new occupation for visiting, risk-taking heroes and villains on both sides: saving or killing/kidnapping innocents. And all you can think of is that PvPers would come in to hunt other players? But if that proves to be the case, then the PvP component can be cancelled anytime. It's not like an idea has to be implemented in a perfect and eternal form or not at all.
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That's a small-fry suggestion. Basically a suggestion that definitely nobody will want to implement, because it would be a good deal of work for no appreciable amount of interest as payoff, whereas my idea would be a great amount of work for a great amount of interest.
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I like the area design of the Rogue Isles a great deal, but what has always put me off, besides the eternally overcast skies, is that they are kind of small. Areas in Paragon City or places like Croatoa extend forever, while the Rogue Isles, each surrounded by water to boot, have to cram interesting corner next to interesting corner. Why not raise them all from the sea? Say that the descendants of Mu have finally gotten their magic together and the islands have started to rise one after another. Volcanoes erupt, sea becomes swampy land crawling with Coralax and exotic monsters Homecoming can design, more landscape floats up with caves, holes and mission doors, ferries are grounded (no point to them anyway with Trump's tariffs). Gradually, at the speed at which Homecoming can handle them, the islands merge in a new land mass. Meanwhile, as this crisis goes on, the United Nations decides to intervene and declares a humanitarian emergency on the Isles. They become open to heroes without changing alignment. Arachnos rejects this help and their drones still guard all hospitals, Arbiters and key points, shooting at heroes who approach. Heroes only get limited facilities and helicopter pads. A retaliating Arachnos begins attacks on American soil and Paragon City becomes open to villains. For heroes the task is to rescue as many civilians as possible, running up to them and treating them with a special power that causes them to be teleported to safety (they respawn elsewhere in the area). For villains the task is to kill the maximum possible number, using any attack powers on them, or possibly to kidnap and teleport them away to toil for Recluse's Project Fury. Both earn points that unlock, for example, special titles or badges. PvP is allowed only against heroes in red zones, not vigilantes, and villains in blue zones, not rogues.
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Кого еще затронули манипуляции Роскомнадзора с Cloudflare? Все известные мне геймеры в отпаде. Если вам удается сейчас играть в CoH, то каким образом? Я не могу зайти даже в списки персонажей без VPN, а с VPN меня выбрасывает в меню с экрана загрузки зоны. Those who are wondering what the heck this means can avail themselves of a cartoon from the British Spectator: