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Everything posted by Alchemystic
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Physical asymmetry would also be great! So far we can't really do much with the sliders to influence the arms separately to the rest of the body, so that may need to be addressed first. But, if something like that does get implemented, then I imagine being able to set the scales on arms individually wouldn't be too much to ask.
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Now that we have asymmetrical gloves, boots and shoulders, is there any possibility of extending the same customisation to jackets and robes, as well as being able to have large robotic arms on either/both sides of your character? And if that can be done, perhaps the ability to add robotic arm options onto jackets and robes too? I'd love to see more diversity in the ways we can customise our characters with the costume pieces we already have. One similar note, can wings potentially have asymmetrical options too? I'm unsure if it will actually work given that some of them have different animations, or if the animations can support this sort of change in general. Either way, more asymmetry please! 😄
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I'd totally be up for having the resistance/loyalist titles ported over to primal search characters somehow, rolling them into the vigilante/rogue alignments would be a cool way of going about it. I'm not against the idea of custom titles, but from what I remember that's what yellow titles were for, so maybe we could just customise our own yellow titles if the code behind regular titles wont allow for custom text.
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I think @arcane summed it up in a concise and straightforward way.👍 And thank you to the GMs who managed to clean up problematic posts and keep things on topic as usual. 🙂
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I like the look of most of these powersets, I think we totally need a sort of 'light' theme to counter the dark. That being said, I think perhaps avoiding things like 'holy' and other religious connotations might be best here. Not that I find the idea contentious, but more so that focusing a bit too hard on that aspect means that there's fewer hooks players can make use of. If it was 'light blast' or 'light armor' and such, I can see more opportunities to use this set across different characters. 🙂
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Stance Options for the Walk Power
Alchemystic replied to VinceBlood's topic in Suggestions & Feedback
I'd love this! there's so many walking styles in game that would be perfect. I'd also like to see the addition of 'walk emotes' if such a thing is possible, like when you see NPCs carrying objects or walking in curious animation cycles. -
I addressed this already; In order to properly calculate formulaic/multiplicative bonuses, ALL powers have to be considered at the same time to determine the correct final result. So no, it's not easy to do.
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Actually, I can't. Mids uses a long string of formulas and equations, accounting for exceptions, rules, limitations, and other sequences that are all managed by a system designed to run it. That isn't math, that's code.
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Um that doesn't work, because ALL powers have to be considered in order to correctly calculate multiplicative/formulaic bonuses.
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I struggle to believe that there are 4 pages on this thread and there is no evidence being presented, I even made a post on this very same page providing my own. So far, you've only been dismissive of other people's arguments and made attempts to twist logic to suit yourself, I don't think there's much anyone else can do to help you understand... because you simply choose not to.
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Really now? you can't honestly call somebody's argument 'lame', or attack their character, and then expect people to treat you amicably. You're the instigator here (yet again). Anyway, to continue my point since you missed it; lets say I picked all the best powers from 4 different pools, I would presumably be quite effective, yes? So, if I were to venture into a 5th or 6th pool, my effectiveness would surge, so much so that the current content of the game would no longer pose a challenge. There are many people who already say that it is already too easy to become overpowered, what this proposes is not to open up more options for "interesting builds", all it does is make it even more easy to achieve that state of being overpowered. Lets say I'm a little short of meeting defense softcap with Hover, Combat Jumping, Manuevers and Weave all slotted. I could then just go and pick up Stealth too, and there we have it, I don't have to play it clever, I can just hoard pool powers and achieve it easier and cheaper than before.
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Only compromise I can see truly working out here is that if we maintain the standard limitation of 4 "standard" pools to choose from, and only one origin pool can be taken as usual, but the latter no longer contributes to your total. Origin pools are different enough in structure to the standard power pools that I feel there's at least some justification to moving them outside the standard limitations, and they don't exactly fill a niche like normal pool powers do, but I'm adamantly against having more than one origin pool accessible since they have a lot of overlap.
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From what I understand, the added defense value isn't just to give it a little boost to its protective abilities, but to also make the powerset more competitive when it comes to slotting sets.
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Importing the 'Stance' mechanic to Fly powers?
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
Good to know it's at least being looking into! 🙂 -
Wednesday is 'Free Hasten' day so we should probably avoid scheduling conflicts. Does Thursday work? Oh! wait... that's 'Melee/Support AT' day... I guess Friday it is!
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A lot of effort went into this post, which is more than I can say for most threads that discuss rebalancing Regeneration, so kudos. I can already see some welcome improvements; adding absorb for one would be great for this powerset to offset the fact the def/res values are so low without popping your T9. Making Revive a click power that can instantly heal you is curious, since this there's some strong healing potential already, but since it's heal-over-time that may be enough to give it more of a unique purpose. The added recharge resistance is especially good! For a powerset that relies on click powers so heavily, having some in-built resistance to recharge debuffs would really help it from struggling too much. This would also avoid the trap of 'just decrease the recharge times' which would potentially make it perform too well. My only suggestion would be to also give it resistance to healing/regeneration debuffs, and perhaps give one power with the ability to increase healing received much like Nature Affinity or Field Medic does.
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So far many of the inherent/temporary travel powers have new customisation options, but now they've shown what's possible, I suspect we may see more customisation for these kinda powers in the future!
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Importing the 'Stance' mechanic to Fly powers?
Alchemystic replied to Alchemystic's topic in Suggestions & Feedback
I suppose the flying animation would reset to it's default while in combat, just like running stances do. 🙂 Though to clarify; using the rocket board/magic carpet flyposes would be just that, the poses. It wouldn't have the associated 'vehicle' if you customise standard fly powers this way. -
Now that we have the ability to change what stance we take with our movement abilities, I was wandering if we could also import this option to the various fly powers in the game. We already have a list of flypose emotes (/e flypose 1-4) as well as unique flight animations for rocket board, magic carpet, and hover, so could we perhaps allow for players to customise which of these animations is the 'default' when flying with certain powers? In addition to those above, perhaps some new options could be introduced too, such as the animations robots, seers and Mu use when flying, and I'm sure there's many more too. How would people feel about having these as options too?
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New Powerset Suggestion : Machine Gun (Blast Set)
Alchemystic replied to Darkneblade's topic in Suggestions & Feedback
Worked for pretty much every video game medic ever, so why not 😉 -
@RageusQuitus2 if what you're saying is that we're already dangerously overpowered, then that would be an argument against making characters needlessly more powerful, surely? 🤔
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Vampires were replaced by Catgirls, Catgirls were replaced by Robogirls, and Robogirls were replaced by Demons... The cycle continues
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The reason you're limited to just 4 power pools is to ensure that you aren't just hoarding the most useful powers from across all the pools and building something absurd, more so for the origin power pools which are especially effective and designed in such a way where having more than one would make you dangerously overpowered. So I'm gonna have to pass on this one.
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Completely agree. Imposing restrictions on people who play differently to you is just unfair, plain and simple. This is the same reasoning as the other anti-farming/powerleveling thread a little while ago, so I'll just paraphrase what I said there; If you want a CoH experience with limitations on your gameplay, go to Rebirth.
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Thanks to the recent updates, we're now able to customise certain inherent and temporary powers, so there's no need to turn these powers into pools in order to customise them. 🙂