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Everything posted by Herotu
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What would happen if they just had one elevator, but instead of going in a linear way through each map, you'd have to check each floor for the thing you need? I think it would be more frustrating, but what do you think?
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I want to point out that there's NO REASON to take confront in it's current form since PROVOKE from the pool powers is better.
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I loved this guide because it goes into how and why certain powersets work better and worse with the archetype mechanic. Just thought I'd share.
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Maybe a Beanbag powerset might finally evacuate the beanbag blockage from Assault Rifle?
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They should be replaced with escalators. Escalator would make more sense. But then you wouldn't have cool scenes like this....
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Inner inspiration is amazing for early inf if you're lucky and remember to keep using it. Larges vary wildly in price, for example; Righteous Rage might go for 100,000 just before prime time on a Sunday, but drop to 11,.000 in the mid-mornings. Another popular one is Purple Shield insp (forgot the name). and finally Escape (the Resist effects). Large Heals I sell for 20k-23k. Large Blues are usually ~10K, occasionally double or triple that. Yellows are amazing, but the farmers who buy these things in bulk don't seem to agree with me 🙂 (AKA they play farms without enemies that make you blind). Wakies are generally quite cheapo because nobody expects to die, Mr Bond.
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The developer who deals with typos puts a like on your post to say they've seen it. They've not seen my post yet :).
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Newsflash! Talos Island Times 21st April 2024 CONFRONT IS OUT OF DATE Back in teh day when the game was slow, it made sense to have a power that was used for picking one stray enemy off your ranged amigos - single target taunt was cool. Not anymore. I think Confront should be replaced by a Self-Rez (you know it makes sense) or a short duration (or in another way weaker) version of tanker/brute Taunt (i.e. AoE). Single target taunt is not completely useless, it's just so incredibly situational as to make it an auto-skip noobtrap. Nobody likes Auto-Skip Noobtraps.
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That's not what I was saying. I am not judging whether it is good or bad, but in this version of the game, some things were chosen as being things that could be given to the players without the previous sacrifices, but not the ones the OP is referring to, so where is that line drawn?
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With regard to having to sacrifice something to get something else - the hard choices - the thing that I can't get over is how much of the rare stuff in this game has been given/is easy to get now. With that in mind, removing hard choices elsewhere in the game would seem, to me, to be on-brand for this particular version of the game. I suppose what I'm wondering is where was the line drawn and why there?
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Just for devil's advocate (I like restricted choice, I get decision paralysis), what reason?
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Can I request that some of the signature heroes and villains get the treatment please?
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If I wanted to discuss this topic and didn't necro this, I'd have people moaning about dual-posting, so it's a no-win situation. So it's necro. I wanted to post this, although it came to my attention through a post by ...er.. Trike on the 3D Generative Art thread here: They point out that on Rebirth server, their developer SilverAgeFan worked out how to do Asymmetrical patterns some time ago: https://forum.cityofheroesrebirth.com/index.php/topic,96.msg213.html#msg213 I realise that the developers probably feel some kind of pressure to implement/replicate whatever is generally considered a success from the other CoH servers. I think it's a great way of working, but I also feel that kind of pressure is unfair because of the moneyless environment that all this work is taking place within. That being said, I do wonder if progress on this for Homecoming is on the cards at all? Is it a "we'd like to do it", or "we've got better things to do"? Personally, I don't know where I stand. I'm not sure I'd take advantage of asymmetrical patterns. I do enjoy asymmetrical accessories/tools, however.
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Here art some of ye olde knights: Do you want to play a game and win a prize?
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That's incredible. Asymmetry! That's amazing. Meanwhile, we can only dream ... I did a quick search. Here's a thread about said "code". https://forum.cityofheroesrebirth.com/index.php/topic,96.msg213.html#msg213
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Or put AoE on Confront.
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Further to my essay above... I think the way we blaze through content has affected Brute negatively because instead of remaining in combat with a single group of enemies for a protracted period, they now have to go through group after group. This is a clear case of powercreep that has caused a different playstyle to emerge. This effect gives more reason to push through content in a hurried manner.
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I think I would go back to the drawing board and say, you have to have 4 melee classes. One has to be a stealther. One has to be a tanker. One has to do best DPS. One has to ... er ... well ... it's complicated. I mean, I like the idea of a protracted combatant that gets stronker during a fight -I don't care if that manifests as cooldown reduction over time or damage increase or if they sacrifice def for dps as fight goes on or whatever. It's a neat idea, but imho should be part of a powerset, not be it's own archetype. Just my 2p.
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Yeah I had a beanbag just dump a "hard no" on one of my suggestions. It's very disheartening.
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Would you say that's different from this? "Protracted battles only makes you mad, and the madder you get, the more damaging your attacks become." - text from the character creator screen on Brutes.
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I think a single problem seems to have permeated the game in many areas. That problem is a combination of player expectations and powercreep. To take us off-topic slightly, you can look at Crashes, for an example. Many Crashes completely debilitate the player by turning off their toggles via 100% endurance drain. This is inconvenient and an element of tactics when you're slowly plodding through a map taking your time, resting after each encounter. That's how we used to play the game. Then came the IO system, greater player understanding, mids and post-cryptic/paragon studios development. Nowadays we expect faster gameplay, something from other games, no doubt, but that expectation exists. We can't expect the group to wait for us while we rest and our Crash happens in a safe time period after a battle - no, we just keep pushing on, and find we're in the middle of fight #3 when all our toggles drop off, and we drop dead - no problem ofc, there are lots of rezzes in the game and off we go again. This isn't some random rant. It's an example of how players expectations and powercreep have changed, but elements of the game have not changed to accommodate them and/or provide a challenge in another way. Another example: Because we blaze through content, exp debt is imperceptible. Is it a problem for devs or players? No, but TL;DR This is NOT the game the original devs had on post it notes in their office. ------------------------------------- Back on Topic: If I'm on the character creator screen, what are the ideas of the melee archetypes? - Tank: Lowest damage but, hit more enemies, absorb vast damage. - Brut: Impressive defense. Does more damage the longer a fight continues. - Scrapper: In hand to hand, no other hero can compare (presumably damage-wise). - Stalker: Hide in plain sight, ambush. Unique stuff! Very good. Not this topic. I don't recognise that definition of the Brut, do you? Maybe it's not obvious enough? Maybe I'm doing too many solo story missions and not enough fire farms?
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Quick history: Original game = Just Tanks and Scrappers for melee. CoV Expac added Brutes and Stalkers for villain side only. Eventually heroes got access to Brutes and Stalkers and villains got access to Tanks and Scrappers. I've recently been levelling a Scrapper and it feels... weak. It's damage isn't as impressive as I imagined. I get the impression that a Brute could do as much damage. Am I wrong? What's unique about Scrapper, compared to Brute? What does scrapper do better? Traditional thinking would say Single target damage, but; I'm not seeing impressive damage. I don't have lots of single target powers - did I pick a bad powerset? Elec? Enemies come in groups. What's going on? Am I just doing it wrong?
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I suppose there's no harm giving people even more time to read the warning, even if there's no chance of it ever being turned on.
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I wonder if the devs have analysed how many of these names are on inactive accounts (by that I mean ones that have been inactive for years). It makes me wonder whether they've decided that it's not worth bothering implementing the system because it wouldn't free many names.