-
Posts
1652 -
Joined
-
Last visited
-
Days Won
9
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by Andreah
-
-
40 minutes ago, Solarverse said:
This right here.
With the intent to buff the the scaling resistances in the powers? 😮
-
I had a SR/SJ Tanker back on live up to low incarnate, and I remember it being reasonably fun. I didn't feel unkillable though, nor really able as a main tank in high end content, such as incarnate raids. I may not have built it as well as I could have though.
-
It would be very useful in RP to be able to use the animations and VFX's from our powers on otherwise friendly players. Maybe limited to inside AE's, or inside a base, or something. Not unlimited use in public.
-
Too big and messy a can of worms to open. Leave it be.
-
One thing that would be really nice would be to be able to set my personal radius of hearing to local to be closer. SO I would be able to use a command or a setting to only hear chat in /local from say, half the normal distance, or even 1/3 or 1/4 the distance. Trying to have small RP discussions with others close to me is often drowned out by the clutter of chat from other people in areas that are busy -- for example, tonight's SG Faire on Everlasting. it's very hard to pick out what the people who're asking questions about our group are saying with a lot of other groups also trying to conduct their talk at the same time. It would be nice to be able to set my listening distance to close or very close at times like this.
-
4
-
-
I would like to see a way to synchronize dance moves between some number players and everyone else in their respective latency affected points of view.
It would also be cool to have some dance animations that are for two characters together, or even for a circle or long line of people.
-
1
-
-
2 minutes ago, Anguitami said:
There is a Add/edit note option if you look at a characters info.
On other people, yes. But I want to add notes for myself.
-
One more suggestion.
Could we have a way to add a note to ourselves, so we can take down notes in-game? Ideally, tied to the character, but if the note taking window had two tabs, one specific the the character, and one global to the account, it would be great. It would be fine if these were only stored locally on the player's computer, but better if they were stored server-side. Bonus points if we could link map points into a note. Bring up a clipboard animation while this window is being edited. 🙂
-
1
-
-
Another idea. Radio/Newspaper missions have been a staple for years, and many people like them, and we often roleplay through them. However, they could use some sprucing up. Some simple things might be easy to do.
For example, add more boss names to the lists for each foe group. Add some new "McGuffins" to the lists of those. Add some new call-outs for the enemy groups to say when the players get close.
There might be some additional tweaks which could be made to them as well, perhaps inspired by things we can do in AE missions. For instance, more than one objective inside a Radio mission. Or a radio mission where two groups are fighting.
Another change might be to extend some of the enemy groups to levels they're not usually found it. For example, have a low-level Arachnos themed radio mission pop up in King' Row. Or let the Family try to muscle their way into Peregrine now and then.
-
3
-
-
4 hours ago, Krimson said:
I have no idea how possible it is, but yesterday in Help chat someone had suggested a PvP Bank Robbery/Safeguard mission.
I brought this up in /help yesterday, so I suppose I should flesh it out a little. I doubt it's possible, but who knows! Maybe some dev will latch onto it and make it a pet project for the long term.
So, it would go like this. When you start a bank mission, you would be able to choose whether it's open to PvP, or not -- need to preserve the current way, since most people would probably prefer that.
Other people would be able to enter a waiting queue for bank adversaries, either as heroes to stop them, or as villains to get in on the mayhem. This would be through the LFG queuing system.
So when a bank Safeguard or Mayhem mission needs adversaries, it would draw a few people out of the appropriate queue and add them to the map, with pvp enabled and levels normalized to the mission level. At this point, it is now a capture and secure/escape with the money bag mission. Being defeated takes you out of the mission if you don't get a friendly rez in, say, some modest number of seconds. Regular rez insps don't work, but there are one-use rez powers which can be found in the map in various spots.
Carrying the bag of money turns off all your travel powers, and reduces stealth radius a lot.
When everyone on one side or the other are defeated, a hero gets the money bag to the police van, or a villain gets it to the arachnos flier, the mission completes. The victor side gets bonus xp, inf, and a few merits.
-
4
-
-
I have rage on my SS tanker, and I hate using it. Turning it into a build-up would be an improvement, as would various ideas for removing the crash. My favorite of those would be to eliminate the crash completely, but make the power not stack with itself at all.
But some of the other powers in SS need some work too. it ends up too dependent on its AoE hits, and the ST powers are just gap fillers. How would I address those? I'd make them all AoEs! Give the other power small AoE splash damage zones, and maybe chance for splash side-effects. (Then rebalance the total DPS of the set -- I think it's fine on the average, and does not need a buff).
-
I like this idea as a game design concept, but it's a terrible fit as the game stands today. It would take widespread changes to other parts of the game to make it fit in and be balanced.
What might Vet levels offer that don't make character more powerful directly? Or how else would the game change to preserve power balance? How far would Vet level boots go? What do you get for your 2,561st vet level? Are base level 50s too powerful, should they be nerfed (e.g., global to-hit/def/res nerfs) and would Vet levels bring us back to level? Offer some ideas on how the game would need to change to stay balanced, and I think in that context the better choice would be not to do it.
-
On a PUG, another grav/ player offered some interesting advice. I think, for me, it's too expensive to do routinely, but I can see how it works. This other player was using an Ultimate inspiration to be level shifted up by one (to +2), which allowed Wormhole to teleport some Bosses as well as Minions and Lt's.
Ultimates on my server sell for 1-2 Million each on the /ah. I have plenty of Inf, but not enough to routinely use those on pick up mission/radio teams. But for special circumstances, I could see it.
-
1
-
-
Could you DS the support Nictuses away from Romulus?
-
I'm playing a grav/kin controller alt, and just got to level 50. I had one back on Live, and it was very good there, but not truly great. I have a few observations to add now, on how it's different in regards to WH and FS, and better.
Foremost, we can convert knockback to knockdown. This takes Wormhole and makes it a truly fantastic control power, as well as an enemy positioning power. Combining this with Fulcrum Shift is, as Redlynne said, truly RUDE to the enemy. You can come up to a group, grab most or even all of a second group, stack them on top of the first group with the stun in place, and then let Fulcrum Shift go to get a maximum FS boost for you and your whole team.
Since this is Homecoming, I have my Wormhole bound to a key as "powexec_location camera:max Wormhole" -- I select the target at the source group, turn to face where I want them to go, generally right in the thick of our current fight, and the tap the key. Sometimes it will say the target is too far away -- I just slide (or hover) towards the other group until I'm in range, and pow! it will fire and grab them once I'm close enough, and they will go to my originally targeted spot, even if my camera has moved around since I tapped the key. This is HUGE.
With enough global recharge, you'll have hasten perma'd, and I added a +45% recharge Alpha, and my Wormhole and Fulcrum Shift are now recharging fast enough to do this twice per mob group, if they live long enough.
My Wormhole power has a Sudden Accel Knockback to Knockdown IO, and then is frankenslotted the rest of the way with attuned Accuracy/Stun/Recharge pieces from stun sets. With my global recharge WH recharges well before the stuns from the last use expire -- 24 seconds vs 39 seconds of stun.
For Fulcrum Shift, I have plain Recharge IO's slotted to get it up to the ED limit. From there, global recharge and alpha get it to recharging in 19 seconds. You can have two FS's stacked on your team constantly from that multi-spawn group you WH'd in on top of them.
As a Grav/Kin, we also have good area effect controls to apply after the giant double-spawn-mob-group is WH'd and FS'd, and plenty of group buffs and emergency skills to use. I added recall friend, grant invisibility, and carry 100 charges of Resuscitate temp power. If someone's in trouble, I can single key grab them, teleport them to safety, rez them, invis them, apply mezz mitigation with Increase Density, and then throw Speed Boost on to get them on their feet and a little breathing space to re-self-buff.
You can rescue the whole team when things are hitting the fan. You gather scattered mobs other people blast around, and put them on top of the tank and in the fire. You run everyone up to the damage cap and make their powers recharge like lightning. The ones that bounce off walls can talk to Null the Gull and ask for speed mitigation.
You can be a master of mob positioning.
You make everyone faster, stronger, better.
Pick up teams will thank you for joining today, and cry when you have to leave.
Life is good.
Go, hunt, kill skulls.
-
1
-
-
13 hours ago, AboveTheChemist said:
There is a way to control options like that with a slash command. According to Shenanigunner's CoX Tech Guide (page 79-80), there are a couple of ways to toggle that.
- /option_set PromptTeleportFromTeammates <0/1>
- /option_toggle PromptTeleportFromTeammates
Presumably /option_set PromptTeleportFromTeammates 0 turns the prompt off, and /option_set PromptTeleportFromTeammates 1 turns the prompt on, but I haven't tested it for sure.
Unfortunately, I am pretty sure the /option_set commands were broken back in the September patch. At least, the binds I have that used the /option_set command have not worked since then. It might be worth trying with these though just in case.
I will test this -- if it works, this will be great. Otherwise, hopefully they will fix it.
Edit: I just tested both commands in-game and they work! Thank you!
-
1
-
I was wondering how hard it would be to add a slash command to control the Teleport Prompt setting. This would allow us to /macro it and have easier control over it for different situations.
Recently, a number of people on the server I'm on have been using Incandescence for the Heal and Stun effect, and too bad for the rest of us if the teleport is annoying. Some of them can be reasoned with and are happy to accommodate; but others, well you know us players, we just love to disagree. ("No we don't!")
Many of us have had our prompts off, so we instantly auto-accept friendly teleports, because this is one very useful mechanic inside certain iTrials. But elsewhere it's very annoying. I would like to be able to rapidly toggle my prompt without going through the options screen each time, and a macro which fired the slash command would be very nice for that.
As a nice to have addition, a third state on the prompt option would be even better: being able to auto-refuse all teleports without seeing a prompt come up at all. (Although a system message that I just auto-refused a teleport would still be needed.)
-
On 1/24/2020 at 11:49 AM, PeterDutcherJr said:
Also, a request:
- Could a way to make the stufff in mids bigger and easier to read? For example, make things bigger in two column view mode and be able to scroll? The reason is I'm an old fart with poor eyesight.
I'll second this, it's almost impossible to read and if had an option to be scaled 1.5x or even 2x bigger, it would be much easier to use. Mids already has a very busy interface, and on top of that the tiny icons and text are terribly frustrating.
I know the whole computer display can be scaled, but that wrecks everything else which was already readable.
-
((It would be cool to get together and chat sometime!
It might even be a good idea to have semi-regular in-character get togethers of dimensional refugees to commiserate and share stories. ))
-
An advertisement flier finds its way to Junk Bot, something about a corporate sponsorship opportunity.
Of course, it's Junk-Mail.
(( I've teamed with you a few times, and LOVE your character! 💖))
-
Red fortune can give you 74.2% recharge (at 50) and a set bonus of 5% recharge; the LoTG gives 7.5%, so that's a total of 74.2% recharge in the power, and 12.5% global bonus. That's not bad, gets a bit into diminishing returns, but you can do better, even keeping the LoTG in it.
You could use just five slots, and then "frankenslot" 4 recharge double Defense+Recharge IOs from various defense sets, and get 26.5 x 4 recharge in the power, which will get into diminishing returns, and then have the LoTG global bonus on top of it, too. This should get you about 20% more recharge in the power, and still have the 7.5% global. This will also boost the defense enhancement from ML by 63.6%, which is almost as much as the five piece Red Fortune would have done; provided the piece you skipped was the Endurance singleton.
You could use the extra slot to get more space in another power to get another global set recharge bonus, or whatever other build objective you have.
-
Lots of possibilities.
It was old; ancient. Its origin lost in the mysts of time. Perhaps it began as an animal skin cape, or a woven grass skirt. Passed from one wearer to another, it had gathered power through the ages. In Cimerora, it had been a segmented Lorica; after the Fall of Rome, it had been a chain hauberk. A conquistador had worn it as a steel breastplate, and gone on to win fame and nobility in New Spain. During the Revolutionary war, it had been a great coat; its wearer had served General Washington, and claimed it stopped bullets. It was lost through the 19th century, but rumors of a soldier whose socks never dirtied, never became wet, and who never tired and moved through the trenches like a sprinter. In Korea, ten men at Frozen Chosin were saved, walked out, by a soldier wearing non-regulation boots. In Paragon City, years afterwards, these rumors were half believed and half ignored. Miracles there were about every day.
The kid was unhappy. He been trying to get off the streets, but jobs were hard to come by, and once on the street, there was a lot of pull in the wrong directions. Gangs, crazy people, outright villains; if you didn't have a clean look and a mailing address, no one would hire you. But he tried. When you have to grab old clothes out of dumpsters, you just can't measure up. And it was always so cold. He wished he could get a bus ticket south. Maybe Florida. That wold be nice. But, tonight wasn't going so well. It was freezing.
He stopped to help an old man slumped against a wall. January nights could be cold in Rhode Island. He was cold, shivering, and he hated it. The old man was shivering, huddled under some trash, with just a bag and a blanket. There was a shelter on 11th Street, over in the Jewelers' district, but on the way, they'd been mugged by Outcasts. He woke up, bruised, half an hour later, and the old man was hunched down next to him.
"Up you go, friend.", he said, "We made it". Sure enough, they were next to the shelter. The old man's breath was awful. "The stole your sweater. I'll be okay here, and I don't have a lot of time left anyhow." The old mans face betrayed a softness and a care rare on the mean streets. "Here take my old socks." The old man handed him a sweater. "Really, take 'em. You're young, and you have a good heart." Socks? It was a sweater. The old man must be nuts.
They got up, and the kid got the man inside the shelter. But he needed to move on. Walking down the dark, cold street, he slipped the grubby old sweater on against the cold, and it was like lightning. It was clean, neat, and so red. Silky smooth inside, beautiful fuzz all over it, fresh from a glitzy department store. He drew his breath in, and every muscle in his body tensed and it flared. Fire, fire everywhere; bursting out from the sweater, covering his body painlessly in warmth; his fists erupting is blazing power.
"Wow, I'm never going to be cold again," he though to himself. He could do some good now, put those outcasts in jail for beating him and the old man up. And further, a blazing sense of purpose and possibilities filled his mind. But first, he thought, "I need some new pants."
-
1
-
-
(( reserving space -- comments below welcomed ))
-
(( Character Description for Lady Warspite ))
Name: Victoria Crawford
Date of Birth: May 24, 1988
Place of Birth: Birmingham, England; Empire of Britain; Dimension Dimension Delta Zeta 17-46 (Restricted Red-5)
Origin: Natural latent psy abilityWhen her ability was discovered, Victoria was conscripted into Imperial Meta Command; a force of meta-humans as auxiliaries to conventional combat operations, inspire the commoners of the Empire, and most of all, to go toe-to-toe against the American colony's Super Force. As all MC members, she was assigned a code name from a famous Imperial warship of the previous century - Warspite.
Victoria has the Medallion of Superior Order, the Conspicuous Gallantry Cross, and was knighted alongside several other Metas by Emperor Charles III after the Slaughter Spring suppression in 2009.
When the world was destroyed in nuclear war against the Americans, she and a few others escaped to Earth-1-1.
-
1
-
Super Reflexes: Quality of Life Improvements II: Reflexive Suparoo
in Suggestions & Feedback
Posted
I would rework the scaling resist formula generally across the game, and have the scaling integrate as the damage was applied. I'm sure either a closed form algebraic solution could be derived, or a fast approximate algorithm be put together.
Imagine that your health is at 100%, and then a hit come in that should take you down to 10%, but you have scaling resistances. Instead of applying the scaling resistance from the start point at 100 to the entire block of damage, you integrate it down point by point (or in the limit, as differentials). The first point is not resisted. The second point is resisted a tiny bit. The third point is resisted a little more, and so on, until all the damage is applied -- the 90th percentile of damage would be almost maximally resisted.