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Oneirohero

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About Oneirohero

  • Birthday 10/19/1988
  1. Is this the issue where somehow the chance for secondary Interface procs being reliant on the first one passing before it would allow the second one to check? For instance if there's a 25% chance for proc 1 to trigger and 75% for proc 2 (so a lot of the Radial versions) if proc 1 failed it would not check proc 2? I'll be happy if it will allow each proc to activate individually instead of being reliant on the first one if that's the case, especially since a bunch of people said the former was intentional but the wording implies otherwise.
  2. I only have one Tanker and he's my first 50 since Homecoming, he's the one in my avatar (circa Febuary 2020). Invul/SS. Since hitting 50 I played with other characters and was absent for some time waiting on the changes, thankfully the changes went through and I notice the increased damage and areas of effect, especially with [Hurl] and [Force Bolt]. Feels even better to play than before and I already made him into a clicky juggernaut as it is!
  3. I keep Brawl on my tray1-slot1 even up to Lv50. At zero endurance cost it's perfectly good to use alternating between my normal powers and Brawl, especially on characters where Endurance becomes an issue. Lower DPS but better endurance management without having to idle as much. The fact that Scrappers get Critical hits on everything but Brawl seems weird considering how much I use it. As for whether it taunts, I'm not sure, there were Gauntlet changes recently and I'm not sure how that works yet. If it's global it should but otherwise non-Tank/Brutes might not get taunt with Brawl.
  4. Very simple suggestion this time. [Inherent.Brawl] doesn't seem to count for the Scrapper's AT inherent Critical Hit, even though practically every other power including power pools benefit from the proc. Solution: Make Brawl count for Critical Hit! That's pretty much it.
  5. I like this idea! That's all I can really say about it.
  6. As someone who has a Crab spider, I definitely want this as well. If anything, a sweep to check that all weapon-based sets have no-redraw options should be made to solve the problem once and for all. There's still gaps here and there.
  7. 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!
  8. 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...
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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'.
  14. 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.
  15. 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...
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