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Solarblaze4

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  1. Ya. Hit inferno and everything melts... except for my teammates... and somehow all those melted corpses get magically teleported away so they can be arrested. Apparently my natural origin fire blaster can determine the fate of villians (melted to the brink of death and then sent off to be arrested magically?) and heroes (somehow that same melty power does not even phase them) alike. Not to mention all those robots that explode are somehow reassembled from... from what?... scraps and air particles? Did someone tag all those parts for teleporting? And how far down does the Zig go? Do they hold different creatures at deeper levels? Do they do unauthorized testing on the creatures down there?... what do we really know about the Zig. And what about all those rularuu in the shadow shard? Does this teleport system work in/across other dimensions?
  2. Arc ID: 45160 Arc Name: Twas the Night Before Christmas... Enter Sandman Author: @Shadowblaze Number of Missions: 3 Description: It's Christmas Eve and Santa needs help! Queue music as you play, preferably Metallica's Enter Sandman. And open up your mind... Custom enemies with many powers, controls, and damage types. Accept at your own peril. Bring friends along for best luck, and to spread that Christmas Cheer! Beware AE... Please send any feedback to @Shadowblaze. This is my first story arc ever. Battle event is in the third mission, at the start. Again, listen to Enter Sandman as you play!!! And this picture is priceless... Olie, an abandoned caliby (calico tabby) kitty that found us 2 weeks before Thanksgiving 2017. She came up to our open window one night, with a meow and stared at us and our other two kitties, just wishing for warmth. We ended up keeping her after a few nights of return visits (likely the food), just before the cold snowy weather moved in too. She was house trained and a cuddlebug. This was her first Christmas with us and her first time inspecting the Christmas Tree. This is the kitty that likes climbing on my shoulder and cuddling like a baby during Doc's MSRs on Excelsior. Edit: Please do read all the clues, souvenirs, and character infos as you play through !!!
  3. My main is a fire/fire blaster. I leveled up on live with a heavy blapper playstyle before knowing what a blapper was. What has been said above is very true and helpful. Inspiration use, use of your mezzes, knowing your opponents' powersets, using defensive powers, and adjusting tactics are important. Most of all is knowing what you can outright defeat, as blasters survive better when they kill faster. Just an added suggestion i havent seen yet: Flares and fire blast are your goto if mezzed. Your secondary's immobilize can also be used while mezzed and more important for keeping a single melee target at range. Slot your ATO enhancement set in either of these powers. Specifically the ATO set that breaks you OUT of mezzes. It does not proc on every use, but it is extremely valuable, especially when out of break frees.
  4. Here is my main character since live release. Introducing Solarblaze, aka Triana. All fire blapper (way before I knew what blapping was). No technology. Oh, I forgot to mention, how she was born a hero. Just a civilian freed, and fleeing through caves, from a CoT ritual thanks to some upstart heroes... She and the heroes ran into a 5th Column underground base. The heroes were soundly defeated one by one. But when a 5th Column Wolfpack Robot pointed it's barrel to her face.... She combusted with fear and the room of robots was ignited into an inferno. She passed out, to awaken in a hospital later that week. The heroes had made it out thanks to her. So I guess that technology lost that fight.
  5. Just something from around the great shutdown of Paragon City, that I wanted to re-re-post just for the public. Would be great to get this pinned somewhere on the forums (and note that I was NOT the original poster of this info): A while back I had posted a list of characteristics that made City of Heroes different from some, if not all, other MMOs. The list was phrased in such a way that it was sufficiently generic, but could be understood by players of other MMOs, so as to disguise its identity. The coworkers I showed it to were actually surprised and intrigued by some of these characteristics, even more so that they could all be found in one game. I thought it might be time to revisit this idea, if not as a checklist of features of games any of us might consider playing in the future, then simply for nostalgia's sake. So here's the newly updated list, with tenses changed to past. ----------------------- I knew an MMO that... · Had over eight years worth of content and updates · Was the first, and still the most popular, MMO of its genre · Didn’t limit you to only playing one realm per server · Never went through a server merge · * Had 14 different classes from which to choose · * Gave you access to 192 characters slots out of the box, with the option to quadruple that amount · * Had over 1200 different ability set combinations for each of those 768 potential character slots at character creation, with nearly 3 billion total different combinations available · Allowed each character to have three different builds, enabling even more customization of ability sets · Let you customize the visual effects of your abilities, with no reduction in their effectiveness · Let you preview your abilities during character creation and costume modification · Didn’t boost your character’s abilities by simply wearing clothes that often didn’t match · Decoupled your character's appearance from its abilities, providing complete freedom during the costume creation process · * Had literally trillions of costume combinations available right out of the box, with hundreds more costume pieces you could earn, unlock, craft, or purchase, making over 4.5 quindecillion (4.5 x 10^48) total combinations per costume · * Allowed each character to have up to 10 different costumes/appearances that you could switch to at any time · Allowed you to write publicly-viewable bios/backgrounds for your characters · Allowed you to create an actual evil character rather than one that was simply opposed to another in-game faction/alignment/race · Didn’t base your character’s advancement on gear that could break, get lost, need repairing, or be stolen · Didn’t involve politics or endless need/greed rolls for loot distribution – all drops were 100% random for every member of your team and dropped instantly directly to your character · * Had a cross-server marketplace with complete anonymity between buyers and sellers, and opacity of selling and asking prices · * Allowed you to obtain any drop you wanted or needed through the market or through regular play within a reasonable amount of time · Allowed you to convert unwanted drops into something useable for your character · Allowed you to save up in-game rewards to be able to purchase specific drops without having to use the market system at all · Didn’t require membership in a guild to participate in content · * Allowed you to build massive guildhouses with medical, crafting, storage, and transportation facilities · * Had 20 different methods of transiting between game zones, including across realms, resulting in some of the fastest play and travel times of any MMO · Didn't use pointless backtracking along explicitly-defined paths as a time sink for traveling between quests and contacts · Gave you the ability to call contacts directly rather than having to return to them for your next quest · Gave you your own travel abilities instead of using super-expensive mounts – or one cheaply at level 1 if you didn’t want to take an ability · Was the first MMO to allow your character to be capable of fully unrestricted and untimed flight, without gliding or using mounts · Allowed your character to fall from any height without dieing or swim in any water without drowning · Didn't place silly restrictions on your character's movement around game zones - "You want to climb that hill over there that you'd be able to in real life? Sure, go ahead!" · Didn’t have XP loss or make you run back to your body when you died · Left your character with all their stuff when you logged back in – nothing decayed · Didn’t require spawn camping for specific kills/objectives – quests were your own private instances for you and your team · Didn't automatically force you to team with other people simply because of where you were or what you were doing · Didn't require you to "gather ten of those plants to make a good soup" or "kill five of those predators to protect my herd" - 99% of quests were combat-oriented "go punch somebody in the face" · Used actual opening and closing doors for quest instances, providing better immersion in the game world · * Had a crafting system that anyone could use without grinding raids · Didn’t penalize your character’s advancement or participation in content for not using that crafting system · Always gave you entirely new abilities when you leveled up, rather than just more powerful versions of old ones · Scaled your abilities' effectiveness as you leveled up, making them just as useful at max level as at level one · Allowed you to enhance different characteristics of your abilities, either with or without using the crafting system · Provided multiple opportunities to respecify your character's abilities and enhancements, without spending any real money · Had complete transparency of your abilities’ stats and costs so you could see exactly what they did and what you wanted to enhance as you leveled up · Didn’t require your character’s build to be min/maxed to be effective, though you could do it to your heart’s content if you chose · * Had over 140 levels of content across three different realms that could be soloed at will by anyone willing to do so · Enabled players to find level-appropriate content with a single click, thus eliminating XP "dead zones" · * Gave players the option to travel to other realms to experience content on a non-PvP basis · Had PvP but didn’t require you to participate in it to advance your character · Had compelling stories and quests to encourage players to enjoy the journey to the level cap – the game didn’t "Start at Level X" · Allowed you to go back and play lower-level content you might have missed, with full XP credit · Didn’t have an ever-increasing level cap that invalidated or made obsolete lower level characters, content, and equipment · Allowed you to create 8-person teams, or up to 48-person leagues for larger group content · Allowed you to team with anyone for most content, regardless of their level, and still earn XP credit · Didn’t require the "Holy Trinity" (Tank/Healer/DPS) for group composition – any combination of characters was viable for virtually all content · Used Buffing and Debuffing characters as "force multipliers," making your team much more powerful than you would have been without them · Allowed you to customize quests to be easier for the solo player, or as difficult as being on a full team · Let you call fighting 10-on-1 a fair fight, where you were the 1 · Had a power-to-level-difference ratio such that your character couldn't still be defeated by an enemy mob five levels below you · Automatically scaled enemy quantities and ranks based on team size so quests weren't pointlessly easy or insanely hard · Had a Pet/Summoning class which could have buffs, debuffs, healing, and damage all rolled into one fully-controllable "Army of Seven" · Had multiple tiers of consumable buffs/potions (obtainable as drops or purchased from contacts or the market) that increased your health, endurance/mana, accuracy, damage output, damage resistance, defense, or protection from status effects, or rezzed your character from defeat · Allowed you to combine unwanted consumables into a specific one you needed · Consumables didn't have cooldown timers for re-use · Allowed stacking use of consumables (either the same ones or different ones) that could turn your character into a nigh-indestructible damage-dealing god for a short time · Would auto-rez your character if you leveled up while defeated on the battlefield, while also applying all top-tier consumable buffs simultaneously · * Had a quest creator that allowed any player to make their own quests of whatever difficulty they wanted · * Had tens of thousands of solo-friendly quests made by other players up and available to play · * Had an end-game system that could be used by solo players · Allowed you to pause multi-quest "dungeons" to finish later at your convenience · * Had nearly 1400 in-game achievements you could earn, the earliest of which pre-dated the Xbox Live Achievement system by over a year · * Had over 450 chat line commands that allowed you to do things such as interact with other players, change the UI, or activate powers · Allowed you to combine those chat line commands into powerful keybinds or one-click macros, providing an unparalleled system for customizing your game experience · * Had over 250 emotes your character could perform, including when switching costumes/appearance · Had a demo recording and playback function that allowed you to record in-game activities, or edited to create your own machinima productions · Allowed you to save/load costumes, preferences, and UI customizations for use on other characters · * Had global chat abilities that allowed you to talk to other players on other servers, regardless of the character names or realms on which they were playing · Had both local server and global friends lists, as well as a global ignore list for spammers or offensive players · Had multiple levels of publicly hiding yourself from other players, allowing your gameplay to be as social or as private as you chose · Had a development team that actually played the game, and would occasionally log in as critical lore-based NPCs and roleplay them on the live servers · Would frequently have features added to the game that were specifically requested by players and implemented by the development team · Let you fight time-traveling alien Nazis with giant robots in Ancient Rome (yes, really) · Had one of the friendliest, most mature, and most helpful communities of any MMO yet to exist on the market Sound too good to be true for all of these features to be in a single game? It wasn't. I played it for years. * Feature required MTX purchase and/or active subscription to fully access. ---------------------- Some notes on the information: · Transit methods include direct (e.g. Atlas Park to Steel Canyon), train, ferry, helicopter, TUNNEL, Ouroboros, Pocket D, Midnighter Club, Vanguard base, smuggler ship, Portal Industries portal, Hortha vine, Submariner Janus, auction house TP, mission TP, base TP, long range TP, lighted path TP, DA portals, and Mistress Eva/Carter Mordesen portals · Ability set combinations include Primary, Secondary, Pool, Epic, and Incarnate sets, but NOT individual combinations of powers within those sets. I'm not even sure how one could accurately calculate individual power combinations. · Costume piece total includes every piece that was available to unlock on both live and beta servers, excluding weapon customizations. AND LASTLY... It came back to life after almost a decade of sleeping.
  6. I am getting lag in game like crazy. I can hardly move as I rubberband back almost every second. I am getting lag in the forums and server status pages. But all my other games and websites are perfectly fine. I've rebooted my modem/router and computer numerous times. Everything was working just fine when I went to bed 24 hours ago. But the last 6 hours I've been unable to really play/enjoy CoH due to this crazy lag. My characters are on Excelsior.
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