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Everything posted by malonkey1
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To make it open in Pine, right click on the build.mxd and choose open with --> and browse to where you have installed Pine and make sure you tick always open with. That would be awesome, but I have no idea where the new .exe for Pine's is with the new installer... Right click your shortcut, and click properties. You should see a box with the file path in the window that comes up, which will tell you where it is.
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Ancillary Power Pool Proliferation
malonkey1 replied to Stan The Man's topic in Suggestions & Feedback
There's also the Carnival of Light and the Legacy Chain. -
Should we note erroneous icons here? Because I've noticed that Sentinel Electricity's Paralyzing Jolt and Lightning Field are dark purple instead of matching the colors of the rest of the set with this included.
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Ancillary Power Pool Proliferation
malonkey1 replied to Stan The Man's topic in Suggestions & Feedback
I kind of wish we could have Heroic Patron Pools at some point, too. For example, Heroes could learn Anti-Matter Mastery from Positron, Nexus Mastery from Penelope Yin, Arcane Mastery from Numina, and Speed Mastery from Synapse. -
Theoretically, there could be power customization for lefty-flipped animations of existing animations, but I don't know how the animations are set up, so flipping them horizontally be as easy as flipping a switch, or may require rebuilding it from the ground up, for what is ultimately a relatively minor aesthetic change, which would then have to be proliferated across almost every attack, support, manipulation or control set (plus Shield Defense), and unless somebody wanted to volunteer for that, I don't think it'd be something that the devs would likely prioritize. Believe me, I would like to have a "handedness" switch for my character, too, but this is one of those things where the sheer amount of little things that would have to be rewritten may make it prohibitive, because it wasn't considered during the original development and we're 24-ish issues in with a volunteer dev team.
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Ice Secondary Rework Call for Blasters
malonkey1 replied to Solarverse's topic in Suggestions & Feedback
Hopefully shortened that quote string, about to head to bed but I was not trying to make a gotcha comment. The Archetype was listed as a Ranged one even in CoH literature. Sure they have short range powers but short is not the same as melee. Yes the secondary has some melee powers (of which most are pointless compared to the Primary nukes). The melees are inefficient and not really fitting, there are better ways to make a character that uses ranged and melee hence why in the suggestion thread for them I suggested (as have others) that the melee powers be replaced. I don't want to argue about semantics, not my intent, I was just trying to say that the majority of the live Power pools are ranged and not melee, and that actually being Support, as listed on the CoH page for Blasters would be better and more useful power pool choices in their Secondary. "Support" could literally mean anything in this context, and indeed it seems to, as you can find virtually every kind of power in Blaster secondaries. There's no reason melee attacks should be excluded. Yeah, at this point, Manipulation sets are pretty much whatever they want to be. I could see a manip set with a taunt, a hold, two +Def auras, a click +Range, the deed to a small villa in Austria and a rubber chicken and think, "Yup, good ol' Villa-Chicken Manipulation." -
What would be the best way to realise the planned Striker AT?
malonkey1 replied to Xaeon's topic in Suggestions & Feedback
It was a ranged or assault primary and an armor secondary. We have it. It's the Sentinel. I'm 99% sure it was a reverse blapper. According to the AMAs: The Striker AT (Range/Melee DPS). From what I've been able to gather, it was a Melee Primary/Range secondary AT meant for people who like to live on the edge by essentially having zero survivability despite primarily fighting in melee. I don't know who that would appeal to, but it certainly wouldn't appeal to me. Blasters already spend plenty of time inspecting the floor, the striker would become a part of the floor. -
What does that mean, to recruit a new member into Ouruboros? Is that a story arc or something? Sort of. The only hint I wanna give you to avoid spoiling anything, is to re-run the "Collateral Damage" story arc in Oro, and pay close attention for any glowies that weren't there before. (If you haven't done the arc before, run it once, then a second time.)
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The Good, The Bad, and the City of Heroes...
malonkey1 replied to madpoet67's topic in General Discussion
The villains I hate most are any with End drain. A lot of my characters are really END hungry (especially in low-to-mid) so they're really annoying. -
Powerset Scheme Suggestion: Reaper Scythe (Battle Axe)
malonkey1 replied to Leogunner's topic in Suggestions & Feedback
Okay, so it's designed as sort of a more modern counterpart to Battle Axe. I dig it. There are a few scythe-wielding comic book characters. Most notably Grim Reaper from Marvel Comics. I think it's kind of interesting that this powerset has this mechanic, but it doesn't get anything that really enables it until much later on. I actually feel like you could get away with having a low-mag Fear effect on one of your earlier powers (probably the T3). This is the one where I feel you could get away with having a low-Mag Fear effect, since without a way to inflict Fear or Sleep, you have to rely on your team having those debuffs to be able to keep MFD reliable. This is a cool power. It does everything it needs to do to enhance the rest of the set (hit a bunch of guys for to inflict MFD, MFD pops, you get Fear on a bunch of guys to hit them with MFD again.). Would be a must-have for this powerset. This is a neat unique power. There is the issue of how that would be animated, but overall, the idea of a melee set with a "GET OVER HERE" power is really cool and I'm surprised none of the sets yet have it. That's pretty neat. It's a power that encourages attacking, but also enables tanking. I don't know about the numbers on Absorb there, since I'm not very familiar with the mechanic, but I would certainly be interested to see it in action. It looks like it could be strong under the right team composition to keep hitting that MFD. It's kind of odd seeing a no-damage Mez in a melee set, but for a tanktroller/scraptroller-type character, this could certainly be handy to have. Max out recharge, put this on auto, and keep mezzing them down and hitting them with MFD and Guillotine for extra Fear hits. The mechanic of the set. The -Res to Mez is a nice touch both for tanktroller-types and for helping out controllers and doms on the team, especially AVs. I think it's fine for a set to be more geared for one AT than others. I'm sure Tankers would appreciate the love. Overall, I think this set is pretty interesting to look at, and I'd love to actually play it if it were made. A Stalker version would be good. I think the Assassin's Strike in their version should have a guaranteed MFD if used while hidden. -
I would really like it if he stayed mostly uncured, and instead chose to become an ambassador between Primal and Rikti Earth, using his ties to both worlds to help convince them to cooperate against Battalion.
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Have you ever noticed that if you make a player wait more than a second, they get bouncy and run around? The Shining Stars are clearly modeled off the players.
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CO has that. Doesn't really work. While City of Titants is still in the slow-going development stages, it is doing something kind of interesting with its archetypes that feels like a compromise with this. Basically, each Archetype has three classification sub-archetypes (the former determining primaries, and the latter secondaries). For example, their Mastermind Equivalent would be an Brigadier (Pets/Support), alongside the Taskmaster (Pets/Assault) and Ringleader (Pets/Manipulation), and then basically letting you choose your Inherent out of three for each archetype, and effectively building your own archetype from those three things.
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Powerset Suggestion: Plasma Projection
malonkey1 replied to malonkey1's topic in Suggestions & Feedback
The name isn't terribly important to me, honestly. Ionization is a bit quicker to say. Well, I didn't want to do -Res, as that didn't feel like it fit too well with plasma and seemed more fitting for if we had a toxic blast set, Psi already has -Rech, and Dark has -ToHit. What about having a scaling chance for Knockdown rather than stun? It lets us get away with having a higher chance to proc, but it's still useful for soft control. Well, giving nearby players A +DoT proc effect is kind of a weird effect for a blast set, but I honestly can't say it isn't interesting. Honestly, I considered making it an Immobilize, period. It's mostly to prevent things from spreading out prior to laying down more serious AoE damage. The set could probably use a snipe. It is really short on single-target, and having an Immob/Melt Armor effect with charge sounds fitting. Yeah, that makes sense. That would bring it in line with how a similar power, Explosive Blast, gets used. Yeah, that's exactly the idea. If you cluster it in one spot, the damage adds up to a mean attack, but the individual AoEs on their own aren't supposed to be terribly impressive separate. Huh. I thought that was specific to Sentinels' nukes. I'll correct that. Yeah, I did go a little too hard on AoE. I assembled icon pieces from ParagonWiki and colorized them in GIMP. If you look closely, you can see that despite my best efforts, the borders are a little rough. -
Ice Secondary Rework Call for Blasters
malonkey1 replied to Solarverse's topic in Suggestions & Feedback
In what way do you feel it needs a rework? Are there any specific powers that you feel are below par? -
Plasma Projection The hydrogen bomb, the stars in the sky and you all have one thing in common: You're all roiling fonts of charged plasma, capable of blasting foes with a gout of superheated gases that both burn and stun those around you. While you may not have the immediate up-front damage of some other ranged attackers, you make up for it with your ability to debilitate several opponents at once with your Ionic Charge. Plasma Projection is designed to resemble the attacks of characters like Havok or Starfire. It's intended as an AoE focused set, with less punch out of the gate compared to similar sets, but with a greater ability for crowd control. Archetypes Plasma Projection is a ranged attack set for Blasters, Defenders, Corruptors and Sentinels. Mechanics Plasma Projection has a mechanic called Ion Charge. Charge can build up to three stacks. As the stacks increase, each attack power has an increasing chance to knock down opponents and a slight -Res component as Charge increases. Some powers do not build Ionic Charge, and instead consume a player's built up Charge stacks to add an extra effect that scales with it. Plasma Projection attacks deal Fire and Energy damage. Name Primary Secondary Description Plasma Arc 1 1 Narrow Cone (Ranged), Minor DMG (Fire/Energy). +Ion Charge Helium Bolt 1 2 Ranged, Moderate DMG (Fire/Energy). +Ion Charge. Lithium Whip 2 4 Cone (Short Range), Moderate DMG (Fire/Energy). +Ion Charge Ion cloud 6 10 Ranged (Placeable AoE), Minor DoT (Fire/Energy), Foe Slow. Consumes Ion Charge Fusion 8 16 Self +ToHit, +DMG. Max Out Ion Charge Coronal Loop 12 20 Wide Cone (Ranged), High DMG (Fire/Energy), Scaling DoT (Fire/Energy) Consumes Ion Charge Plasma Eruption 12 20 Sniper, High DMG (Fire/Energy), Immobilize, -Def(All), -Res(All) Consumes Ion Charge (Suggested by NovaCat as replacement for Coronal Loop) Tritium Blast 18 28 Short Range (TAoE), High DMG (Fire/Energy), Foe Knockdown. +Ion Charge Chain reaction 26 35 Ranged (3 Placeable AoEs), High DMG (Fire/Energy), Chance for KD. Consumes Ion Charge Starburst 32 38 Toggle, PBAoE Extreme DoT(Fire/Energy), Delayed -END, -DMG, Detoggle. Powers, Alphabetically: Chain Reaction Ranged (3 Placeable AoEs), High DMG (Fire/Energy), Chance for KD. Consumes Ion Charge You ignite a serious of plasma bursts in up to three spots, dealing high fire and energy damage. If you have Ion Charge built up, this power deals more damage and has a chance to knock opponents down. Set Categories: Targeted AoE Damage, Knockback Notes: This power would likely borrow the multiple-click place effect that Burst of Speed uses to place its AoEs. It can be used to help slow down stragglers with its KD, as well as dealing with widely-dispersed enemies. The KD from Ionic Charge doesn't stack with this. Coronal Loop Wide Ranged Cone, High DMG (Fire/Energy), DoT (Fire/Energy), Consume Ion Charge You can create a wide arc of charged plasma that lashes out at enemies in front of you, dealing high fire and energy damage. If you have Ion Charge, this power consumes all stacks of it and applies a fire/energy damage over time effect based on how many stacks were consumed. Set Categories: Targeted AoE Damage, Knockback Notes: A pretty simple Cone blast with a DoT for Ionic Charge that can help keep it useful if you're stuck in single-target fights. Fusion Click: +To-Hit, +DMG, Max Out Ion Charge You ignite a fusion reaction within your own body, maxing out your Ion Charge to three stacks and granting you a substantial bonus to hit and damage for a short time. Set Categories: To-Hit Buff Notes: A Basic Aim-alike that ties into the set's mechanic. Helium Bolt Ranged: Moderate DMG (Fire/Energy), +Ion Charge You propel a blob of compressed, superheated noble gases at your target, dealing moderate fire and energy damage. This power builds 1 stack of Ion Charge. Set Categories: Ranged Damage, Knockback Notes: A Pretty basic T2 blast. Ion Cloud Ranged (Location AoE), Minor DoT (Fire/Energy), Foe Slow, Foe Immobilize (Mag = Ion Charge Stacks), Consume Ion Charge You can create a cloud of violently charged plasma particles that deals minor fire and energy damage over time to those caught in it, as well as slowing them. If you have Ion Charge, this power will also consume that charge and Immobilize enemies that enter the cloud. Set Categories: Targeted AoE Damage, Slow, Knockback Notes: Simlar to Blizzard, but with a much lower damage output, and more focus on slowing enemies that killing them. The KD from Charge applied to anyone inside the field. Lithium Whip Short Cone, Moderate DMG (Fire/Energy). +Ion Charge You lash out with a stream of metallic plasma, dealing moderate fire and energy damage to nearby enemies in front of you. This power builds Ion Charge Set Categories: Targeted AoE Damage, Knockback Notes: Does a whip made of plasma make sense? No. Is it cool? Yes. Also, I specifically chose a whip so that the whip from Demon Summoning could be modified and reused for it. Plasma Arc Narrow Ranged Cone, Minor DMG (Fire/Energy). +Ion Charge You project a line of plasma that arcs through one or more opponens in a narrow cone in front of you, dealing minor fire and energy damage. Set Categories: Targeted AoE Damage, Knockback Notes: I wanted to hammer in early on that this is an AoE-heavy set, so I made the T1 a narrow cone (a bit like Piercing Shot). Most of the time, it will function like a normal T1 blast, but if the player's lucky, they can hit a couple targets at once. Plasma Eruption Sniper, High DMG (Fire/Energy), Foe Immobilize. Scaling -Def and -Res with Charge. Consumes Charge You can focus your plasma blast into a tightly-confined ray that can weld its target to the ground. If you have Ionic Charge built up, this power also reduces the target's defense and damage resistances and consumes charge. Set Categories: Ranged Damage, Sniper, Knockback, Defense Debuff, Accurate Defense Debuff, Immobilize Notes This set's take on sniper attacks. It provides another ST attack for boss/av situations, and can give a nice debuff hit when used with Fusion or late in a fight when you have Charge built up. Came from a suggestion by Novacat. Starburst Toggle: PBAoE Extreme DoT (Fire/Energy) You can overload yourself, creating a superheated cloud of plasma that inflicts large amounts of fire and energy damage over time to enemies near you for a short time. Set Categories: PBAoE Damage, Knockback Notes: The set's Nuke. I wanted to make it a little different, so instead of a regular one-and-done nuke, I made it a PBAoE DoT effect that ticks a few times before going out. (it was originally a toggle that detoggled itself in an earlier writeup). Tritium Blast Short Range Targeted AoE: High DMG (Fire/Energy), Foe Knockdown. +Ion Charge You can create a minor fusion explosion centered on a target, knocking them off their feet and dealing high fire and energy damage. This power builds Ion Charge. Set Categories: Targeted AoE Damage, Knockback Notes: This set is pretty cone-heavy, so I wanted a simple TAoE available for when you can't position yourself for a cone. Similar to Energy Blast's Explosive Blast. The KD doesn't stack with the KD from Ionic Charge. Any thoughts or opinions? Does it seem like it would be balanced? Because I'm wondering if the Stun proc from Ion Charge might be too much, or would have to be so low as to be too unreliable to be worth worrying about.
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I was snooping in the pigg files out of curiosity, and stumbled across something interesting among the icon textures. It's a file labeled "archetypeicon_guardian.texture" Anybody have any idea what it might be/might have been?
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MM-like AT that leads from the front...
malonkey1 replied to biostem's topic in Suggestions & Feedback
I had a suggestion for a Melee-ish Pet AT called the Duo. My thought was that reducing the pets to a single pet would help alleviate both the risk of an OP AT as well as making it easier to manage, and modifies defensive toggles to double as support auras. -
Honestly, I don't even really use DFB. I just grab the XP Booster and run every mission I can get my grubby little paws on. Levels me up plenty fast and leaves my inner completionist with far fewer aneurysms when I open the Ouroboros window.
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MM-like AT that leads from the front...
malonkey1 replied to biostem's topic in Suggestions & Feedback
Honestly, it might be neat to do the reverse: You're bodyguarding your pets. -
MM-like AT that leads from the front...
malonkey1 replied to biostem's topic in Suggestions & Feedback
Yeah, the "archetype" exists, but the Archetype doesn't yet, and it's likely that a true "Tankermind" AT would likely have a greater variety than just building a Mastermind that can tank. -
A little of both. It was sitting unimplemented in the game code, and the SCORE/HC team had to do some tweaks and modifications to get it implemented and playable.