-
Posts
1615 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Zepp
-
For combat stats you are able to right click and select "Track" for any of these. I would like the same ability for badge progress. Right click, select Track, and a box appears that shows progress and explanation. Thoughts?
-
Badges - filter category by alphabetical order
Zepp replied to Mekanyzer's topic in Suggestions & Feedback
I would definitely like this. I really want a search function for badges, but this is an easier workaround (coding-wise). -
At first I felt the same way (and when they upped the speed cap too), but now that I'm used to it, I can take any cave at speed and it feels really Speedstery to go through those caverns.
-
Wait, you don't use Superspeed in caves? Damn, you're missing out. As for infiltration: It should be allowed to be on with Stealth (like Superspeed, which has the same stealth bonus as Infiltration) It would be preferable to be immune to travel suppression (like Evasive Maneuvers) as that would make it valuable despite having a lower cap than SS & SJ. The defense bonus should only be partially suppressed during combat, as is it is basically useless.
-
Haven't decided yet. Just working off the concept of corrupting the minds of others... I was trying to build it sustainable enough to solo, yet able to contribute on a team. I don't expect to take out GMs with this, but it would be nice to be competent against AVs. I haven't played corruptors much on HC or Live, so I am not sure what numbers I should be aiming for.
-
I play Ill/Storm/Lev and the combination of Ill's pets, Storm's pets/pseudopets and Lev's Waterspout & Coralax make for a really fun time. 01 Gypsy Night.mxd
-
Incorporate NFT and cypto and make COH the game it was
Zepp replied to rowingthrough's topic in Suggestions & Feedback
Not going to add to the well-deserved roasting, but try to keep it respectful. Don't want the topic locked too soon. -
Seeds of Confusion does work with the concept, but I thought poisoning the mind fit the idea better. Hmmm... thinking about switching from Oppressive Gloom to World of Confusion... Does anyone know how well the Contagious Confusion proc works there? Although, losing Soul Drain will kinda hurt.
-
Alright, in-game chat was getting frisky and it was appropriate to mention the term "Opiate of the Masses" which got me thinking about putting together a Mind/Poison Troller. After looking at the combination in Troller, Corruptor, and Defender I decided to go with Corruptor (it also kinda fits the theme). Anyway, I scoured the forums and found a little bit of help, but nothing specifically to Psy/Poison, so I built it. I have very little confidence in this build, and am fine with people tearing into it. Any thoughts on the concept, the build, or other concept builds that you think are interesting are welcomed! Opiate o'DeMasses - Corruptor (Psychic Blast).mxd
-
Hmmm... Pets w/o attacks (replace attacks with team buffs / AoE Debuffs focused on mitigation). Assault... Beast: Regen Demon: -DMG Mercenaries: Res Necromancy: -ToHit Ninjas: Def Robotics: -Spd/Recharge Thugs: Absorb Or, something like that...
-
There have always been issues with the limited color palettes that are available, especially when trying to match colors on items with different color adjustments. Sometimes I want FFE5B4 but the closest I can get is F3EEAF... This is really annoying, but limitation is liberation. The limited color palettes with all their quirks make us as players find creative workarounds to make some quite interesting effects. I mean, I support updating the color palettes, but until then just think "Limitation is Liberation" and let your creativity find something magnificent.
-
I was looking at this and ended up with a slightly different angle: I've been playing this combo since live. It is fun to play. I have two versions of my build. The first is a bit more traditional. In this build Lunge is actually a mule, as the high Recharge makes it unnecessary. The other build uses Lunge and is a bit less optimal. However, this build is a lot easier to manage. You keep the green circle on Dull Pain and rely on movement to keep you under the Regen threshold. It will be a lot harder to run this at max difficulty, but it also requires a lot less management for survival. Spyqe.mxdSpyqe (Relaxed Play).mxd
-
Elec/MC blaster, because Reaction Time, Burst of Speed, etc from MC and Elec gets you those Flash vibes (also, you can get a lot of +7.5% speed bonuses for in-combat speed)... Also, try picking up the new Run Proc, adds a touch of in-combat speed...
-
In the movies, mostly SS or MA(alt), in the comics mostly (not every version, of course) StJ.
-
From a conceptual perspective, I'm not sure what this would mean. How can you be better at resisting damage from acid if it is delivered from acid breath as opposed to an acid gun. I am actually of the opinion that defense should only be positional and resistance should only be by type (but that ship has sailed)...
-
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Zepp replied to Nerva's topic in Suggestions & Feedback
The reason I chose the four playstyles I highlighted was that they are commonly considered as what Sentinel is "supposed to be" as an AT. The set choices suggest Tank Mage or Off-Tank roles (the latter less so). But the AT limits their ability to fill those roles. The reduction in AoE targets and AoE attacks evoke the role of Sniper. However, the lack of a snipe and low ST damage make this less feasible. The name evokes a scout. But, again, this role is less useful because they can't actually fulfill this role in a meaningful way. However, the main point of my post was that it is kind of pointless to talk about how to "fix" the AT without having some sort of agreement on what the AT is. So, my question for all y'all is, what is your vision for the AT? -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Zepp replied to Nerva's topic in Suggestions & Feedback
Before trying to decide how to "fix" Sentinels, I think it is important to ask, "What should a Sentinel be?" This brings us to the peculiar design of Sentinels... Sentinels as Tank Mage (last line of defense to protect squishies): Lack taunt Range is lower, meaning that if they are "in position" they are out of range for most targets. Limited AoE cap makes hoard breakthroughs less containable as they can not generate sufficient threat. Lower armor numbers make this position less tenable. Sentinels as off-tank: Lacks support to help tank maintain aggro Lacks taunt Low armor values Sentinels as Snipers (ranged Stalkers): Lack Snipe Lack range Lack spike damage Sentinels as Scouts: No Stealth No +Perception No default mechanism to distribute intel outside of chat So, basically, it is difficult to see what role the developers intended for this class. They are fun to play, and pretty good solo. However, they do not really improve team composition. -
Commuter, I believe that it was originally an option, but got buggy so it was removed (may be misremembering) Law Enforcer, this should definitely be there, but isn't. Clubber, available in Pocket D. I agree that it ought to be available in Club 55, but there is a workaround. Mortician, already available in First/Night Wards. You can also get the Shop Keeper badge if you jump inside the shop in Winter Forest. Definitely need a way of getting Fashion Designer... I like the other additional Day Jobs. How would Reporter port to those dirty ass Primal Earthers?
-
You are correct, Rocket Boots do not ignite when you jump. This suggests it is possible.
-
The question is, would it trigger when jumping?
-
Praetorians also have access to the First Ward and Night Ward day jobs...
-
You could do a bind or macro to connect flight to a costume change... I think it would be interesting to have the option of it being automatic, but I am not sure if that is codable.
-
Best thing about Sentinels? Build up and Nuke up every spawn.
-
Better a criminal than a fascist...