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ShogunGunshow

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Everything posted by ShogunGunshow

  1. Yeah, same. 25% is an anemic damage boost and not one I would make the trade for. Unless the change is that the BASE value of Power Boost at level 1 is now 75% instead of 66%, which would be an unambiguous buff.
  2. As some of you may remember, there was a way in classic City of Heroes to do unique things to your chat bubble, like color the borders, or to even make attributes of your chat bubble transparent. This was done by adding <color #xxxxxx>, <bordercolor #xxxxxx>, and/or <bgcolor #xxxxxx> to your text line before entering what you wanted to say. Obviously, we didn't type all that out every time. The traditional way of doing this was to enter "/bind enter beginchat <color #xxxxxx><bordercolor #xxxxxxx><bgcolor #xxxxxx>" into the text box and confirm. Thereafter, whenever you would hit enter, the game would automatically spit out the color codes you wanted and would place the text cursor at the end of the string. CoH: Homecoming is currently (well, was as of last night) bugged, and is no longer doing this properly. On pressing enter, the text string is entered into the chat entry box, but the text cursor is placed somewhere off window where the player cannot see. If one hits the arrow key enough times, they can make the cursor reappear in the chat space. I've been using an autohotkey script to get around this issue (by having it automatically Ctrl-Left Arrow then Right Arrow to place the text cursor properly) but it's something that could stand to be fixed.
  3. The DFB nerf is foolish at best and highly counterproductive at worst. Now it'll just be level 1s looking to get PL'd in PI/Grandville farms, in exchange for giving the mission owner any good drops (recpie/salvage). The XP rates available from that (remember double xp weekends on live servers where people would PL from 1 to 50? I do. So that's just your P2W +100% xp buff "anytime") are similar to way over DFB's depending on the relative "efficiency" of the two teams. The advantages of DFB are huge and being overlooked compared to the other content: * A group of low levels can do it, without begging/selling their soulsdrops. * It actively encourages actual participation as opposed to piking at the door -- you help, the run is faster, your xp/min goes up. * All ATs meaningfully contribute (mostly because when you're limited to level 10, everybody sucks equally). * It teaches people to use some of the tools (building a team, queueing to lfg, etc) of the game. * It lowers the cost of experimentation ("would I like this powerset/at combo? Let's get it to 22, do it up with SOs, and see!") and so players will be more willing to experiment. ** * Its relatively short content so you can drop in and drop out when you have 15 minutes as opposed to, "oh yep another 1.5 hour task force. That's excellent, but I have a family these days so I guess I'll just go play... something else." * When high levels drop in because they only have 15, newbies can ask questions and learn something. The other thing these patch notes say is the old Asheron's Call player motto: "exploit early, exploit often." Highly unhealthy, IMO. **: This wouldn't be a big deal if we had powerset-choice-respecs. If I could turn a dark/inv scrapper into a rad/bio scrapper just by running a (reasonable) difficulty trial (preferably spaced like the terra volta ones are -- I'm not talking "grid to 50 and...") that would be a vast improvement to the game. You can still do most of these things. It is still ridiculously efficient in the 1-15 range, and is unchanged up to 10 anyway.
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