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Replacement

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Everything posted by Replacement

  1. So with this in mind, that animation time is also a hard, linear addition to total recharge, that portion still isn't baked into the damage formula? That's messed up, if I'm understanding that correctly. Using your example, if a 3 second recharge attack has a 3 second animation, it should at the very least be calculated as a 6-second recharge, since that's the TRUE recharge.
  2. Statement: Even if your pet powers are mandatory, all the other powers in your set should be viable -- in competition with all your viable but not mandatory secondaries, and your viable but not mandatory pool selections. Briefly: Viable and mandatory are not the same thing. Consider: Leadership toggles. Manipulation set melee attacks. Controls in melee sets. These are good picks, but they won't make the cut for every build and that's ok. I don't think it's unreasonable for @Nanolathe to want all their options to be reasonable. I'm frankly not sure there's anyone here disagreeing with this, but I'm hoping maybe this will help clarify the position.
  3. This sounds like a 3rd "spectrum" option, to go along with bright and dark.
  4. I wonder if this could be sold as "power of suggestion."
  5. I'm always up for a change to a pool that is 4/5ths unneeded and often unwanted "utility" and 1 travel power that is famously unfriendly to users. That said, I don't really like your Group Teleport. It's just a QoL upgrade to the t1 Recall Other. Based on literally nothing said in this thread. Maybe don't drag your grudges from thread to thread?
  6. I realize you're aiming high and I applaud it, @Zepp, but I'd also totally settle for an extra 1-2 points of Hold protection in Acrobatics. I suppose if we added immobilize and stun like in your proposal, it would at least go well with Defiant Barrage (Blaster ATO). Super agree.
  7. I did indeed miss that in your follow-up post. But all the same, I was just having fun thinking about what that would look like. About losing the in-combat flag, I was specifically imagining blast ATs using it with Pacify to slow-snipe. Might also allow re-triggering the +crit chance deal-io in Scrapper->Ninjutsu. Don't get me wrong, I would love -Resist IOs and sets. I was hoping someone else would chime in with the specific issue Resist stuff has so I wouldn't be clouding your thread like I'm doing right now, which is saying "I think there's something mechanical in the coding that gets in the way of this, but I don't remember the specifics."
  8. I lol'd at the Thugs changes. I knew I was in for a treat when you used Comic Sans for their section header.
  9. Speaking of logic, I have very little! It always annoyed me that Super Jump requires you to often take small amounts of damage from changing levels. A small recurring absorb on Acrobatics: It would achieve the same goal of added value to Acrobatics It would pair with SJ to smooth over that constant minor falling damage you're always taking (I understand this is an argument made from neurosis and not logic) Absorb and Resist both sell the idea of "turning a hit into a glancing blow" but a recurring Absorb tends more towards being knocked off balance by it, as successive blows are more effective until balance is re-obtained (the next +Absorb tick). Would just be different. A new place for your Preventative Medicine instead of a new home for your Steadfast Protection. ¯\_(ツ)_/¯ Shifting topic: I'm under the impression the reason we never had any "Resistance Debuff" enhancements was tied to the whole... weirdness surrounding the Resist stat, and why it has to be flagged as "ignores buffs" all the time? Maybe this can be untangled at some point, but I have a feeling we won't see this. Placate IOs on the other hand! I realize we don't really have many of these powers around, but I would be all for this and I don't know of any mechanical hurdles. This has me thinking and it's a pretty fun direction. We would need to add +placate enhancements first and even they are fun to think about. Do we care about more duration? What if the listed % was how big of a damage buff you'd give yourself for a few seconds instead? What if it was % chance for your Placate to chain to another target? What about all the cool Slot F enhancements we could get, like chance for aoe sleep on target, or chance to remove in-combat flag from self... This is fun!
  10. @Solvernia If I were playing a Defender and you were consistently cancelling my buffs, I would leave the party because I don't play dead weight simulators. You've suggested essentially opting out of the game, learning to author complex mods (what you're asking of players is stuff the other server developers are still struggling with), and you've pulled the "Devs have other stuff to work on" card. In other words: 44% of the posts on this thread so far are by you, and they're all unhelpful to a Suggestion & Feedback thread.
  11. I like the overall direction. I like the idea of improving power pools. Trap powers (Jump Kick) are traps, and that's dumb. I really like your nerve, @Zepp, to go with t3 power for the t1s. I know a lot of folks do not fundamentally like the idea of having the option to replace your own primary/secondary attacks with an equivalent functioning Pool attack, which will be a hard stop on this thread for those players. I'm not sold on some of your particulars, like the super speed one. I'd still prefer to see Acrobatics gain a small, recurring Absorb shield instead of +resist. You didn't explicitly call it out for Jump Kick/Flurry like you did Punch/Kick, but I'm assuming the changes to the former 2 are just the damage scalar you mentioned previously? I'd also add to that: Triple Kick's Recharge (and damage, End cost, rider effects to match). Teleport, you of course have me on board with. 4 dubious, niche utility powers, 1 frustrating travel power.
  12. I've never stuck with an MM long enough to trust my own opinions, but I will always back changes that make ATOs into upgrades, as opposed to "required just to perform at the same tier as other ATs." That, along with making the Upgrade abilities slot-able for Defense/Resist, would both go a long way towards adding enhancement diversity, which is always good. Implementation: You have a lot of changes, @Galaxy Brain. I feel like a good way to ease into it would be the "Aggressive stance" change and the decreased minion level penalty. The aggressive stance stuff seems like a lot, but it really cannot compete with Tankerminding, so it sits in the space of creating options without much danger of a sea change on how CoH is enjoyed (caveat: everything I say is under the assumption that we would beta test any changes and tweak/scrap as necessary). The minion level increase, well, I think that's just universally a thing people want to see. The alternative would be incentivizing people not to use their t1 minions. I'm not sure how thrilled I am about that, but we've seen threads on the topic of reduced pets come up here and there (example: reversing your Endurance discount so it shrinks as you add more pets). You can imagine a scenario where you might perform better aggressively with only 3 pets (LTs and boss) and then throw out your minions when you need the additional Supremacy soak. In that sort of scenario, yeah, maybe it's better to leave them at -2.
  13. I just think the ship lasers are broken. I was insta-gibbed on a character leveling in Steel Canyon. Chat log said I was hit for 50 damage 8 times in one second. I mean I get they're trying to tell me to stay away from the ship, but ffs I was just talking to Valkyrie.
  14. It seems like the first step would be finding the average activation time of all attack actions. I would probably exclude blast nukes and controls (since they tend to have damage more as a rider effect than as their selling point) from that initial search for a benchmark. Even if HC doesn't really agree, I think there could be value in doing this as a community... sort of finding that mean activation time, and showing which powers radically vary from that time without noticeable compensation.
  15. I am more excited (and thus concerned about them pulling the plug on) low level SOs than literally any other CoH update I can recall at this very moment.
  16. Rad armor has a pbaoe heal.
  17. I suggest Shirts category or (sleeveless) jackets, which has some form-fitting options. This should, I think, give you a spectrum "chest" option to wear under. Edit: just saw the req of cellular pattern. I don't think any of what I just said above allows patterns but I still suggest checking if there's anything in there that will work for you.
  18. Literally every player I played with who took the "stay focused on one character" approach burned out on this game immediately. They didn't like things about their characters but refused to start a different one. All both of them.
  19. The one problem with day jobs. I miss finding melodramatic perches to log off at. I also really wish emotes persisted through log out. I used to work real hard to casually sit with my legs hanging off of a water tower only to log back in standing awkwardly half off a ledge.
  20. Almost always set my window colors to match my character, even though I typically don't change my chat colors for everyone else. I guess I care more about selling myself on my fiction than others. ¯\_(ツ)_/¯ @DougGraves I'm absolutely going to start doing this.
  21. You have 5000 character slots. 5000. No reason to hold back. /ah brings up the auction house from anywhere that's not a mission, pvp zone, or supergroup base at level 22, take a look in the auction house under Crafted Enhancements > Other. You'll see a bunch that start with "Invention:" that's what you want until you feel comfortable diving into other stuff. Email tab allows you to send influence to yourself. You'll put an @ sign in front of your global handle. Under the main menu ( \ key on standard keyboard) there is a Global Handle option. You can use this to change your global handle once and then this option disappears.
  22. @VileTerror Bummer the post is hidden, but if it helps I'm pretty sure I remember the details of what they would like to do (no guarantees this will be the direction it actually ends up going). Keep enterbasefrompasscode but require user to be standing next to a base portal (similar to the Day Job requirement to just be nearby). Change the base teleports to instead summon a base portal at location, Ouro portal style. General QoL pass on all teleporters such as Pocket D VIP Pass to make them less of a pain to use and lower cooldowns.
  23. Correction: the procs stop working at 21. Overwriting: easy. Because these are free, I occasionally buy 2 of each. That way as I level up, I can rotate which powers get them. Knockdown proc: can work multiple times, which is why I try to put it in aoe. I'm sure that makes it proc less but I love it when I see everyone fall down when I hit them with an aoe immobilize. If I have a damage aura, I put it there instead.
  24. Step 1: set the group bubbles to grant self a separate version of the buff in question to self (this means you still need to find something to cast it on). This separate buff will be probably half strength. Step 2: wait a year and see where we sit.
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