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megaericzero

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Everything posted by megaericzero

  1. Would that be because the tier three powers are all travel powers except for those four?
  2. Your inherent, primary, and secondary powers are decided by your archetype and are your character's playstyle/role; the individual sets just flavor it. Pools and epics/patrons allow you to break the mold - potentially letting you double-down on your strengths but, more often than not, adding new functions or shoring up weaknesses. Making a squishy character more durable comes at a cost because you're compensating for your archetype's deficit. It's gygaxian but this game was made when that was the pinnacle of MMO balance. The devs have done wonders to chip away at that "you shouldn't be able to solo" philosophy with changes like adding survivability tools to all Manipulation sets but that is an archetype-specific solution and doesn't free up multiple power picks. Changing how pool powers behave would have much further-reaching consequences. You want to make a power skippable so it frees up a power choice to take a power you also consider skippable? Not to sound rude, that's just how the sentence is reading for me.
  3. /hide is already used for hiding your online status.
  4. It is weird that people are arguing back and forth about counterfeiting when a much cleaner justification would be paying homage. Like Kamala Khan cosplaying Carol Danvers.
  5. I'm of the opinion that NPCs having unique costume pieces is alright as long as players have access to generic alternatives. How broad or how specific that gets can vary. In this case, a staff with a symmetrical spearhead in place of Shadowhunter's or a javelin in place of Valkyrie's would be fine. So +0.5 to this suggestion?
  6. DISCLAIMER: Standard Code Rant applies to every part of this post. My bad if this has been suggested before. tldr: Could we give weapon-wielding characters a Judgment option that uses their weapon in the attack animation? Either as alternate animation options for each of the existing Judgment powers or as its own, new Judgment option. This would primarily be for characters whose concept revolves around a signature/legendary weapon. If memory serves, the live devs said Brawl was a coding nightmare. Adding it as a power customization may alleviate this headache as the game wouldn't have to check if the weapon is drawn - just which animation the player set it to. This also allows people to keep the classic judgment animations even if they have weapons. Since the costume UI is able to show/hide options, this could help prevent non-weapon-wielders from selecting the weapon animations or for weapons from selecting each other's animation (eg: Broad Sword selecting Assault Rifle's option). Or, heck, maybe even let characters select a weapon they don't have the set for. Maybe the real power was the friends this uncharacteristically powerful Crey pyro pistol we found along the way (but for some reason only use for judgment attacks). Admittedly, I'm a weeb who really just wants a Sword Beam option in the game. There is at least a precedence in, of course, Thor with Mjolnir and Stormbreaker. I don't remember if He-Man, She-Ra, or the Thundercats used their weapons to attack from a range but they could also potentially fit the bill. And there is a plethora of examples in videogames of varying genres. This option should apply to: Rifles (assault, pulse, beam, Arachnos) Bows Dual Pistols the medieval one-handers (axe, sword, mace, Arachnos mace) Katana (and Ninja Blade) Claws (and Arachnos claws) Dual Blades Staves Titan Weapons Ones I'm dubious on but could still be applicable: Shields the Crab Spider backpack Spines (? It's more of a power customization but I'm not the weapon police.) As for the animations, it does seem like new animations may have to be made and, lurking the forums, I'm eminently aware that's a gigantic ask. Recycling animations may be more feasible but it wouldn't surprise me if they aren't able to set a section of the weapons' models as FX origin points. Still, assuming we could recycle them, perhaps melee weapons using their PBAOE animations for Void/Mighty, their wide swing for Cryo/Vorpal, and their heavy single-target animations for Ion/Pyronic. For ranged weapons maybe their cone animations for Cryo/Vorpal and their long snipe for Ionic/Pyronic; the PBAOE nature of Void/Mighty seems a bit awkward for them though. These aren't meant to be hard and fast animation suggestions - just tossing out ideas. There's plenty of room for nuance like the Moment of Glory fist-to-the-sky for melee weapons doing Ion or a shield having the Shield Charge animation for using Vorpal. If this was limited to a single new Judgment power exclusively meant for weapons, there is an opening to add lethal damage. Vorpal does it as a secondary effect on its core branch but it doesn't look like there are any that do lethal primarily. That would fit most weapons. It could also have a particle effect like the ones made by Focus (Claws), Shatter (War Mace), and Cleave (Battle Axe) or a light blast-type effect for ranged weapons - for characters that want their bow of light or holy swords. Again, just tossing out ideas. Personally, I would still hope this could be applied to all judgment options. This way, people can have their Infernal axe, their Spark Blade katana, etc. This suggestion is in lieu of something more complex such as being able to designate any set as a weapon set (eg: "Electric Melee but it comes from a staff" or "Water Blast but it's pistols") or a dedicated "custom signature move" system. I did briefly think of those but they seemed like more of a COH2-level undertaking. Thank you for coming to my Ted Talk.
  7. How do you know that you'll like the set you're switching to any better?
  8. If memory serves, the game engine can't mix animations. That's why every movement needs a floating alternate. I want to say it was BABs on live that said it. Dunno if things have changed on the backend for HC. Great idea nonetheless.
  9. If memory serves, disabling XP was originally intended for people who wanted to complete all the story arcs in each level range without out-leveling them, especially on the low-end. From what someone said in a related thread, double XP was meant to allow people to recreate old characters and fast-track them back to level 50. The reasons for these two things to exist were not related to each other. Personally, I'm not opposed to giving people something for playing with XP turned off, but INF definitely doesn't seem to be it. The only thing it would create is INF-lation. Getting SOs can be tough while leveling your first character but, once you have a 50, everything you can buy from NPCs is so cheap money is no longer an object for it. The only thing increasing INF gain would achieve is putting more INF into circulation faster, raising the asking prices on the market. All that really does is shift the decimal on your reward window and market listings one space to the right.
  10. I'm lost. What is the reason for the suggestion? Is it the usual call to crack down on farming? Or is it, like, people exit their missions and AFK with Burn still on auto-fire and kelika is annoyed at the consistent noise it makes?
  11. Interesting idea. It might cause unintended behavior, though. Imagine a tanker (or brute?) genuinely trying to keep aggro but the scrapper keeps taunting the AV because they refuse to be any amount less than maximum buff in whatever stat is being boosted. And then, on the flip side, if we avoid the above by having it not stack with itself and last long enough that it only needs to be cast every once in a while, it's just adding a chore for the scrapper - press the confront button every x seconds or else be missing your free buff.
  12. Gonna be "that guy" - as an option, yes? I prefer my character turning themself to face the target. It lets me queue up a cone on a target while the power before it is still animating on a different target. Also, imagine trying to aim Piercing Shots if all cones acted like Vorpal.
  13. Makes me wonder if it would be possible to use phasing to achieve a sort of either-or for Mercy Island. Like if your character comes from Breakout, start in Fort Darwin with the old setup; if your character comes from Galaxy City or directly from creation, start in Mercy with the new setup.
  14. My bad. The point of that contrast was meant to be that I thought Brutes stood out as a more reliable DPS Scrapper, at least according to people I've played with, which would make it their niche. If damage is damage, I can see why the Brute comes off as a dollar-store Tanker. Fair point. Personally, I'm not concerned about Brutes' performance; just throwing out random ideas.
  15. Would you prefer if Brutes' base damage was increased but Fury's potency was reduced to compensate? Something like having higher base damage at zero Fury and reaching around the same final numbers at max Fury? I'm no mathematician but if it's recalculated that way with only raw damage in mind, it seems like it could work as a buff overall as enhancements would now be working with higher base numbers and the damage buff cap would now be further away. For those worried about Fury not being 100% all the time, would it be better if it reached maximum buff before the last few percent (~90-95%) and the rest was just padding that could build and decay without impacting the buff value? Close friends always seemed to prefer Brutes in the past, reasoning that they'd prefer the always-on damage buff that fluctuates slightly over sporadic double damage that they couldn't predict. It's been a long time since I looked at numbers or discussions - did things shift?
  16. You can achieve the effect portion of this to a degree with some of the interface branches. Though, I think the proc caps at 75% chance on the damage so not a true secondary effect and people probably aren't keen on having to wait for post-50 to have a core part of their character concept available. Plus, checking the wiki, it looks like smashing, lethal, and cold don't have options. Personally, I think a good implementation someone previously suggested in another thread is to give the elemental melee sets weapon and non-weapon options for all of their animations.
  17. Oh, cool. I didn't know I could do that. Thanks!
  18. Hello, everyone. I made a parody of the Recluse's Victory trailer from issue 7 with clips from the game/anime Fate/Grand Order which can be viewed here. I'd imagine there's not much overlap between City of Heroes players and fans of the Fate franchise but I'm hoping it entertains at least a couple people. It was a way to show my love for both IPs and have fun while doing it. Also this isn't my first video edit but it is one of the first made to be seen by other people, so I apologize for the rough job. It has been a great learning experience. Hope you guys enjoy! Edit: Adding an embed of the video as suggested.
  19. Personally, I like the way Aim and Build Up are - both mechanically and thematically. It would be interesting to give each set's version a unique name and more overt, thematic visual/sound effects. Maybe an additional buff effect relevant to the common secondary effect of the set's damaging powers. I don't think their general function should change, though.
  20. If it's just changing the texture and not the model, this might be partly achievable by modifying the Tops with Skin category. Have Chest's option 1 act like male and huge's Bare Chest and Bare Chest Smooth and move the patterns to option 2; just don't allow None as a pattern option. Some of the options that are actual textures, such as barbarian and bridal options, would just stay in option 1 with no pattern choice. SCR applies of course.
  21. That would just change the best way to rolling a farmer on an alternate account and dual boxing.
  22. There's a lot of things from mechanics to quality of life that add up to make COH a fantastic experience. Taking on huge mobs feels powerful; archetypes feel like complete characters instead of functions; you can choose where to go on your journey and what content to experience per character. What it ultimately boils down to, for me, are the costumes and the power sets. Other games may have lots of options, better graphics, specific themed options, or solved graphic restrictions like long skirts with martial arts but none of them have the sheer variety of assets that COH has and the fact that costumes have no bearing on stats is a core part of what makes that work. You get to decide how your character works and looks, not the developers and not the meta. Add on top of that the powersets which you can mix-and-match, adding their own flavors to fulfilling their archetypes' niches and you have yourself a winning formula.
  23. I'd like to take the opposite side on this; powersets shouldn't be reserved for only certain archetypes. Individual powers can for both balance and flavor but an archetype should have access to some version of every powersets that they have the category for. If the archetypes are too mechanically homogenous then there's a problem with their inherents/multipliers. If the sets don't seem to match thematically then there's a problem with how people are visualizing them. Stalkers suffer especially hard from this.
  24. You can change customization options on a per-power basis. It's just going to say "Custom" at the top instead of "Bright Heroic" or "Dark Heroic."
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