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Everything posted by Blastit
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As a baseline I would want the code to be made from the start to be easily changed. Building it to be sensible from a longer-term perspective would save a lot of work. Other than that, well... Seasons would be cool. More things to interact with and do missions for or about in the city, like stopping a convenience store robbery or working at a youth community center. Vehicles would be sweet. A more advanced costume creator with more colours per piece, more possible locations to place pieces and with more body types and stances. Face customisation with more granularity than Face 1, Face 2 etc. Picking a voice would also be cool. Creating your own nemesis or rogue's gallery would be fun, but I think it'd be even better to be able to personalise rivalries with existing factions.
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Possibly you could mess with the graphical files but other than that, no.
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There's this bio-pulsing effect, yes. You can turn off the asymetrical shell but it's a bit like with Ice Armour.
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Is your old favourite AT still your favourite AT?
Blastit replied to Legree's topic in General Discussion
My fav AT when I started out was the Blaster. I really dug the glass cannon style. The first character I made during the EU beta was an elec/elec Blaster and the first character and subsequent main during the US live game was an nrg/nrg Blaster. As my CoH career advanced I kinda moved away from them, I tried a last hurrah as a fire/psi but it just didn't go very far. I guess I moved on to Widow and Controller. I've yet to try out the changes to the secondaries so I might give blasting and blapping a go again, tho it'll probably wait until I happen upon a good concept. You never know when inspiration will strike. Nowadays... I'm not sure. I think I'm more about power sets and playstyles than specific ATs anyway. If I want to play Spines I consider the various strengths and weakness, and decide which AT would be the most fun for me. -
What kind of thing is actually good to slot Nova form with while levelling? Is the tohit bonus good enough that putting an enhancement for it in there is worthwhile?
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Re: XP: A lowered amount of XP per individual enemy defeated can still work out to more XP per hour because you end fights faster, survive better and therefore fight more things in the time you play. That's why some power sets can prefer to increase difficulty first by increasing the amount of enemies they face.
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Sometimes I make a character just because I came up with a good name. That's why I'm playing a peacebringer now for the first time. A name and a single costume can be such a backbone for a character. Their style is like 80% of why I like Diamond Man and Heavenly Blue. Character concepts that I haven't been able to tie together quite as well with an inspired name tend to receive slightly less playtime, although in fairness the power set combination can do a good job of holding interest. I tend towards names that might be silly but are largely something you'd find in an actual super-hero comic book. If a name is taken and I can't come up with a good alternative I just put the character on the backburner. Rather that than adding an adjective, which I find inelegant.
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I've experienced this particular one so far. It's a bit irritating but I guess I just have to not butterfinger my keyboard so much. I haven't played with that much in the way of binds before and certainly not with shapeshifting like this. I'm only using simple shapeshifting binds so far and haven't decided anything re: any macros.
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Hey look, someone else who uses homosexuality as a punchline to mock others. Very original and job well done! You should make fun of handicapped people next. I mean, the only thing funnier than the gays are the cripples, amirite? >:( Virtue signalling snowflake clean up on isle 12 please! "Virtue signalling" isn't even a bad thing. It's just saying a good thing in public. Like, no shit that makes you look good to others.
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Nul the gull kheldian toggle please.
Blastit replied to Gauntlet_Prime's topic in Suggestions & Feedback
This is a game, which does not have to follow every rule of reality. -
It appears to be a bug fix. With the ongoing work on snipe powers, the devs so far have shown themselves open not only to changing things that aren't good enough but also to listening to feedback based both on power level and feel. If Super Strength is a bad set without Rage and too punishing with Rage then that seems to me like an obvious thing to eventually change.
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Stone Melee should be just fine for Scrappers, and how well it fits for Stalkers probably has to do with what they can do with Seismic Smash that they can't do with other sets. Thematically it's 50/50 for Stalkers. On the one hand, it's without any finesse and is very loud. On the other hand, nobody knows when the next earthquake will strike...
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I kind like the suggestion of giving tankers the same values for the leadership pool as defenders, tho I don't know how much relevant utility that is in the contexts tankers have problems in. The Tanker Tuesday crew would appreciate it, even if they'd have to pick a specific power pool.
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Ice is also one of the graphically challenging armors, like Stone, Dark, or Fire. I don't think there;s a 'minimal' option. As such it puts a crimp on creativity, and that's always an issue with the game. Ice actually does have a minimal FX option! You get a gentle frosty coating instead of the giant ice-cubes. There's still noticeable Stuff on your dude so it isn't Willpower or anything but a lot less obscuring than fire or stone armours.
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The reasoning is that you rage out, then get exhausted and become weaker and more vulnerable. You're tired so you can't punch quite as hard and you can't dodge things as well.
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It'd be hard to make it more powerful than regular Masterminds already are, and maybe it would be an AT that truly appreciated the extra attacks in the sets. I feel like it could be anywhere from "it exists" to "fills a playstyle niche like nothing else and acquires a brutally loyal cult following" depending on what the inherent power is. Assault/henchmen, melee/buff and armour/control seems to me to be some of the most solid unused AT concepts and the work of putting together inherent powers and baseline values could well be worth it. I wouldn't hold my breath for them, though.
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Allow Characters to Have the Same Name
Blastit replied to gameboy1234's topic in Suggestions & Feedback
I am not mocking your viewpoints or your suggestions. I'm explaining why adding things to a name is not always sufficient. Being unpleasant to me is not warranted. -
Please Stop Putting Quotes Under Your Responses...
Blastit replied to _NOPE_'s topic in General Discussion
Age-old? I've never seen people actually write their response above what they're quoting and I've been on forums for seventeen years. I guess I've somehow avoided overlapping my nerderies with the group who does that. Writing a general contribution above something you're quoting to respond directly to is one thing, sure, but not this. I see a lot more people who manually sign every single post they make. -
Allow Characters to Have the Same Name
Blastit replied to gameboy1234's topic in Suggestions & Feedback
There may, however, not be very many ones available that in fact fit your concept for a character. If you have a fantastic idea for a villain named The Cockatrice then there might not be other names that work and you have to come up with something else entirely. Sometimes that's okay, sometimes it's a disappointment. It isn't like costumes are exclusive or like there can't conceptually be more than one person with a particular name so that CoH character names are exclusive is mainly because of the technology used. Let's see... The Green Cockatrice Cocatris (from the old French) Calcatrix (Latin) Ichneumon (Ancient Greek) Basilisk (similar creature) Cock-a-trice Cockatrice Forever Magical Cockatrice Le or La Cockatrice (add a foreign word gender modifier in there Here's some similar stuff from Thesaurus.netj - I like Roc, etc... etc... None of those have the simplicity of just "The Cockatrice". Basilisk is likely taken already as well because it's a similarly known mythological creature. Maybe even more so because iirc there's one in the Harry Potter films. A roc-themed character is quite good but it isn't really the same creature. The issue is not in the supposed difficulty of adding an adjective, it's that doing so changes the name you really wanted. -
Brutes got SA unchanged and they're a damage-dealing AT so that seems like it'd be okay for Scrappers, too, even if Brutes are also a tanking AT. I mean, maybe Scrappers should conceptually have Eruption as their T9 that grants them a major damage-and-knockdown aura with some kind of exhaustion at the end but that'd be a bunch of work. The main thing I want is Stone Melee anyway and that should be relatively unproblematic as far as I can see.
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Allow Characters to Have the Same Name
Blastit replied to gameboy1234's topic in Suggestions & Feedback
There may, however, not be very many ones available that in fact fit your concept for a character. If you have a fantastic idea for a villain named The Cockatrice then there might not be other names that work and you have to come up with something else entirely. Sometimes that's okay, sometimes it's a disappointment. It isn't like costumes are exclusive or like there can't conceptually be more than one person with a particular name so that CoH character names are exclusive is mainly because of the technology used. -
If the aggro cap was doubled for Tankers, how might this impact their survivability? Is the amount of incoming damage usually enough of a problem on a heavy-duty team that twice as much of it is over the top?
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Is there any particular reason Scrappers couldn't have access to Stone Melee and Stone Armour? The former is somewhat more control-focused than most melee sets but so's Ice Melee and that has gotten ported to both Scrappers and Brutes. The latter does have Granite Armour which admittedly diminishes the Scrapper's ability to dish out damage, the main job of the AT, but depending on how the numbers shake out it might be an interesting take on the typical T9. Mostly I'd like to see Stone Melee just because it'd be a lot of fun hammering things as a Scrapper.
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IIRC, for optimal PvE functionality, you don't need to add a single slot to it. Just stick a recharge or taunt duration or w/e in there. Or nothing! Adding multiple slots is either for PvP work (where it doesn't auto-hit) or for throwing in IO sets that provide global bonuses. The former case isn't relevant here and the latter case is probably going to vary depending on the rest of your IO sets. Maybe you'd throw in more recharge if you really want to taunt a lot but plain old attacking should be enough together with your armour set's aura. AoE attacks are a kind of taunt, after all.
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whats the best epic pool for a plants/storm trolltasting devastator
Blastit replied to mothermoy's topic in Controller
Aren't procs a lot worse for roots, creepers etc since the PPM change?