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Everything posted by Troo
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Slot Machine's Random Challenge Up for a new challenge? Does the RNG really hate you? Maybe you're just looking for a new character to try? Ever want to create a new character and wish there was a tool that would randomly select a character for you? "Do you feel lucky, punk?" 3 d100 Rolls Roll #1 ________ Roll #2 ________ Roll #3 ________ https://rollthedice.online/en/dice/d100 Play for fun. Play for prizes. Win Big!! for more details on the event: (i'd suggest right-click > open-in-new-tab as the roll tables are on the event page) special thanks to @ArchVileTerror @Mike Morbid @Xeph and all who participated in the event last year. Have Fun!
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fyi, some new stuff is on the way that'll boost numbers a bit. it's not all doom and gloom.
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I'm under the impression many things in the game are in the form of a database. Bases and contents could be easier to deal with than duplicate names which could add wrinkle to supergroup rosters. I'm not suggestion there is a silver bullet or any easy solution. I don't want to lose any servers. Indom is my home and where my SG & storage is. That said, we are willing to be realistic and consider the possibility of some consolidation.
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Do away with enhancemnet conversion dropdown menu
Troo replied to xl8's topic in Suggestions & Feedback
or a persistent radio buttons.. ..I mean lets ask for what we really want. "please don't make me select from the dropdown every time!" -
you could try..
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is someone suggesting taking your stuff? did I miss something?
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First one to log in.. that's my initial knee jerk. It's a great question which would need to be explored and well thought out. Does anyone really wanna see dozens of troos running around?.. it could happen. 'Santa' certainly would be more likely.
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I would support combining the two lowest population servers. End the name squatting. (one reason to go to another server) Name the combined server something new and drop the not-to-be-mentioned-unoffical title.
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It would be interesting to see numbers on how many accounts are logged in at the same ip address. That 1,000+ logins looks strong, but likely inflated a bit.
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While we do have an event that coincides with the end of March and beginning of April, the communiqué discussed here is separate. April Event
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What are your tips for managing a large character roster?
Troo replied to oedipus_tex's topic in General Discussion
ahhhhh.. creating a new dark dark when you already have 2 other dark darks, AND, knowing you have a character somewhere but can't find em. A personal SG helps. '/altinvite' is your friend. One bin for heals, another for defense, another for ATOs, another for purples, etc. If we need a second bin for one category we may be hording. Email to @yourglobalname. Then after a successful email, REPLY to the email that worked. This can help avoid mistakes. Word is we can edit our character list offline (I have yet to feel compelled do this). Alternately use the 'search' function on the character list page, it works pretty well. Merits.. cash em in on Convertors. Infamy and influence are easier to manage and send to an alt. When managing infamy becomes a problem we really don't have any problems. -
Blaster's Log 2203.25 Libation You are missed @Rathulfr
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That's my bad. Was referring to an potential upcoming communiqué and tried to repurpose an old thread rather than start anew.
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Soon™©℠® -vs- Imminent™©℠® A new announcement may be in the works..
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"If you don't ask, you don't get it" - Mahatma Ghandhi ..and all I need is some gawd damn clarification. Besides the Beta forum is silent and my Peter tingle is going crazy.
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Yes. Teaming vs Solo builds Single target vs AoE focus Stealth vs Non Stealth PvE vs PvP <50 vs >50 Power tray organization and button mapping being limiting or frustrating aspects.
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interesting
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Sorry, both examples exist in game. Battle for Siren's is in a PvP zone and it is a fun mini game where large battles between Longbow and Arachnos pop up. Players can assist one side by buffing, healing, debuffing, mezzing, attacking, etc. The battles cycle through various locations and if one side wins enough battles they win the zone. The nature of these encounters allow number of enemies to exceed If not in a PvP zone it would allow players to join in on large scale battles where their character can make a difference in the outcome. As this is one of my favorite mini games I think others might have fun with something similar if we removed the PvP element. Gladiator matches are interesting as players get to create a team of non player characters from various groups we've defeated in game. It's limited as an arena event and I think can only be one player vs one other. This is sort of similar to controlling a heavy in Recluses Victory. It might be interesting in non pvp zone environments. The game has plenty of zones with little population. So there is space to do something. We have similar functionality available in multiple areas of the game. Even non level specific critters could be used.
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@Bopper Velocity, that's what I was looking for. Thanks!
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soontm and for a limited time only.
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What would happen in PVE builds could be used in PVP?
Troo replied to The_Warpact's topic in General Discussion
What would happen in PVE builds could be used in PVP? or maybe even in one zone.. or an arena setting.. sure it would favor some more than others which is not too dissimilar from the current setup. -
interesting that's weird. pvp was fun, diverse, and fairly popular for many in COH.. I'm not sure why you'd feel the need to try and insult folks.
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I believe there was mention of a new knockback formula. Did that get implemented? Also secretly hoping that new formula can calculate some type of damage based on knockback distance.
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+1 anything good in the i13 pvp changes or was it all bad? i13 PVP Revamp (excerpt from: https://archive.paragonwiki.com/wiki/Patch_Notes/2008-12-02) PvP combat has been completely revamped in this issue, in an attempt to make it more fun for all ATs and builds. Please note that these changes only take effect in PvP situations; these changes have no effect on PvE. Here are a summary of the major changes: The damage of all attacks has been refigured. Basically, the longer the activation/animation time of an attack power, the more damage the power is going to do. There are adjustments for recharge time and Endurance cost, but the actual time the power takes up in an attack chain is the primary consideration. In general, the base damage of all Archetypes has been increased in PvP zones and Arenas. The Containment bonus for Controllers in PvP has been reduced because of their higher base damage. Being hit by an attack triggers movement suppression, just as making an attack does. Suppression for being hit by an attack is always the same duration. Any power with a negative impact on the target (including all debuff powers) is considered an attack. Note that Teleport powers are completely disabled when suppressed. Healing powers also trigger suppression. The greater the base range of an attack, the longer the suppression for the attacker. Teleport Foe and related powers in Gravity Control and Warshade powersets now grant 3/4 of a second "untouchable" flag on the target. Resistance and defense powers have greater diminishing returns when stacked than in PvE, and lower caps. Healing powers suffer from diminishing returns when several are used in a short period of time. All Archetypes (except Tankers and Masterminds) have some default resistances to all attacks in PVP. Unlike in PvE, defensive toggles do not suppress when you are held/stunned. This means that not only do the toggles not drop, they continue to grant defenses while the player is held/stunned. Melee classes gain extra resistances to all debuffs and to movement slows. These bonuses are linked to the power in each set that gives status protection (Unyielding Stance, Wet Ice, Plasma Shield, etc.). "Buffing" Archetypes (Defenders, Controllers, Corruptors, Dominators and Masterminds) have less ability to benefit from all buffing powers than other ATs (the powers have less effect on them, and their caps are lower). Melee ATs gain more benefit from buffing powers than other Archetypes (the powers have greater effect on them, and their caps are higher). Defeating enemies in PvP can award inf, Inspirations, and rarely Salvage, but no XP. In general, there is no such thing as Status Protection in PvP, only Resistance. The exception is Knockback protection, since Knockback is a binary effect. The base durations of status effects are greatly reduced in PvP (generally 4 seconds for Controllers and Dominators, 2 seconds for all other Archetypes).
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I do miss base raids If only there was a way to make it less specialized and fun win or lose.