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About Oneirohero

  • Birthday 10/19/1988
  1. Oh! I suppose it was good she tried to do /something/ after the Sunset. I kinda drifted off into the ether (or rather, latched onto the next closest thing, Star Trek Online). Making a game is incredibly hard by yourself unless you are a multi-talented genius like TobyFox. I suppose that solves one personal mystery of mine, thanks for telling me Solarverse!
  2. The only meme I remember from the old CoH forums was Golden Girl's obsession with animated hair. Especially since a couple of specific NPCs had the cape-physics applied as a hairstyle. I wonder what happened to her...
  3. Ideally, our devs should take some time to finish off all the MinimalFX and NoRedraw powers that currently don't have them yet. MFX may be purely cosmetic but NR weapon sets can lose potential actions per minute because of animating delays.
  4. Island Resort zone, preferably with a genuinely sunny disposition instead of the gloomy 'ugh' that is the Rogue Isles. A part of the island for tourists and holidaymakers, another for those who live on the island, a part with natural wonders and unnatural dangers. Maybe a Volcano, maybe with other islands in the distance for that 'stranded on an island' sub-theme, no doubt with plenty of caves and instance doors of bad guys inside. Accessible via any place with a ferry/sub, entrance to the zone would begin at the Resort's port with cruise-ships and fishing boats docked. No war-walls but understandably there would be invisible walls if you fly too far out to the edges of the zone. Geographically this Island Resort could be located between Paragon and Rogue Isles as to give each locale fair distance from each other. Random heroes and villain NPCs to find as easter-eggs, maybe they have their own dialogue box where they explain they're on holiday and you should stop ruining theirs. A story arc that probably involves some kind of Island God awakening and trying to stop it from wrecking havoc on the world. Or for villains, trying to use this Island god's power for their own. Or for something completely different and novel, an arc that's dedicated to having your character's own holiday, that ends turning up to be more work than the brochure advertised.
  5. Generally the reason why 8-man teams tend to be easy is because the powers system relying on the fact that all/most effects including debuffs and buffs stack. Any team with enough buffs or the enemy with enough debuffs can end up making any fight rather easy. The reason that folks who are in 4-6-man teams finds more challenge is because there is potentially 1-3 less buff/debuffers in a team to skew the odds. And yes, even if a team is mostly made of melee/non-(de)buff types, the fact there's more people to beat on singular targets also makes it easier to wittle down mobs of any size and thus minimise the danger of the numbers being against you. The example I always used was in an 8-man team four were going to be the ones carrying the fight, 2 would be around for support and 2 would end up being stuck with clean-up including stragglers. 8-mans are good for XP but hardly the way the game was meant to be played. I would say that 5-6 is about as many people you can fit into a team before people start feeling superflous, six being a magic number for role distribution (divides neatly into 2-2-2, 4-2, 3-3, 3-2-1...ect). But considering randoms are in it for the XP, you're most likely not going to find <8-man teams unless it's with friends or an RP team that isn't stuck in the 8-man mentality as well.
  6. I felt the Staff-wielding Tsoo was amazing but then the Lt Ancestor Spirit was hella fragile and weak in comparison despite its size. I found that the Lt actually has less powers than the true incarnation of the mob, losing a lot of its CC which could have made it better overall. I think the Ancestor Spirit LT needs a buff and a fix.
  7. Usually you will have a month or three wanderlust getting back into the game again, but you will find it passes and you start playing less if only because there are other needs and you can always try more moderate methods between the City and your 'Dayjob'.
  8. Granted, this was easier to notice before Galaxy turned into a tutorial and even more so as a base builder part, but the Galaxy branch of the FBSA has three toilets by sex. Male, Female and 'Gigantic'. Gigantic has a male-looking symbol except larger and broader and the door itself is actually about a quarter larger than the other ones (that last detail not emulated in the base builder version). Considering it's the only instance of the game featuring it there's two things that can be implied. One) CoH was ahead of its time by acknowledging Huge as a gender, and two) Because Galaxy is now exploded by Shivans, those poor huges have to settle with undersized bathrooms. Oof.
  9. A slightly unhelpful but in-universe explanation is no criminal with some intelligence is going to stick around while a super beats on their friends and subsquently them and then getting teleported to the PPD station/Zig. Running is the smartest thing they can do. As for what causes it, I have no solid answers. Does seem like one of them has a random chance to start running regardless of what group you're fighting. Sometimes one will start running mid-fight only to come back around the corner when you've finished their buddies off. So as much as they do run, they probably get second-thoughts and go to finish the job. It's more annoying when the runner does it near the end of the encounter though...
  10. I suppose it would be nice if some buildings could be redesigned to have direct interiors. Not doors you click to go into a super far-down-the-map box of a room but like, you'd have a coffee shop or cafe and you can see through the windows of all the chairs, tables and the counters/kitchen at the back; entering through an open doorway so you can move inside. So the whole idea is that buildings have a sense of space, depth and purpose and become less of the background boxes they currently are. Or to explain it a bit differently, to have buildings have interiors much like how Wentworth's isn't just a box with clickable doors, it's an indoor space you can move into easily and even has stuff in the back you can explore in. And as far as building with instanced doors is concerned, you don't have to hollow out an entire building, just create a new model with the new interior space and align the doors back into position. And on the subject of what kind of things you could do with this design philosophy. You could have jewllery stores, supermarkets, tech shops, places to eat. Some could even have 'save the citizen' spawns next to them designed to look like they're robbing the place, so when you beat the bad guys it's like you saved a store from being robbed. Such places should have stuff outside to give players a clear indication that a hollowed-out place exists from a distance so all that hard work doesn't go to waste. It could defictionalise various in-world branded areas like the steakhouses and pizza places. Even if zones are just a transitionary environment for the instanced missions, adding these places into buildings could make it feel a bit more like it's actually lived in and of course, give roleplayers more places to hang out than Pocket D
  11. I received this as well just a couple of minutes ago.
  12. I have to admit, this is much better than my suggestion(s). It's not like there's other ATs that have a purely-luck based Inherent either (Scrapper's Critical hits for example). Overpower is the one thing Controllers get that Dominators do not.
  13. Since I used it with my Controller, I can say the T5 is a bit like the counterpart to Sorcery's Rune of Protection. It's a minute long boost to Regen/Recov and Defense with no crash. If you can find use in the other powers in the pool it's useful for any Defense-oriented character much in the way RoP is good for Resist types. I would say it could do with maybe 30 seconds more duration or something because with a 10 minute cooldown, it has less uptime than even RoP at this point.
  14. Very much this! Currently anything that goes on the neck is in the 'shoulders' category (neck chains for example), however that means you can't use shoulder pieces as a result. I wonder if there's any leftover character nodes to put in for shoulder slots that BaBs mentioned all those years ago....
  15. That is true, Sleep and Confuse often get higher magnitudes and duration than most mez powers. However Controllers often don't get use containment in endgame scenarios because of the amount of mez protection enemies tend to have. AVs in their triangle-up phase and giant monsters might as well disable Containment as an inherent with the amount of bonus damage you can do. Whether or not certain mezzes can be made perma or not is outweighed by the fact that Controllers with containment don't do more damage than other ATs on average and it would be better for Controller QoL if there were the least amount of resistance to achieving their potential DPS as possible. It's hardly zero effort, they still have to successfully mez a target before the damage kicks in, that's one more step than any other AT. As for Risk/Reward, Confuse burns XP off any targets they damage, and can eliminate it entirely if they finish their ally off before you can get to them. No other status punishes your rewards for using it, but it gets used because it's super helpful for solo Controllers and makes dense crowds easier to manage. So with that said, Risk/Reward for confuse is entirely fair as-is, confused enemies are the true kill-stealers here, let's contain them!
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