Jump to content

SeraphimKensai

Members
  • Posts

    3102
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by SeraphimKensai

  1. Barracuda, lvl 45+ Grandville contact, final mission lead all of Recluses LT's to be sacrificed and then beat the shit out of Reichsman. Yes that would be the one. Maybe we got lucky and either he didn't use his phase, or something else occurred. Like I said I was watching The Waterboy also at the time, but no Defenders or MM's.
  2. To be honest, didn't really even notice him phasing through the fight, mind you I was also drinking a beer and watching The Waterboy on Vudu at the same time.
  3. Did the taskforce yesterday without a defender or mastermind. We had 1 Tank, 1 Brute, 2 Blasters, 1 Veat, 2 Sentinels, and 1 Corruptor.
  4. I'm getting to the fact that if: Player 1 completes task A on +0/1 And Player 2 completes task A on +4/8 The reward at the completion of the task, is the same. The mobs on a +4/8 would drop more influence than on a +0/1, and that's rightfully so, but the issue lies at the hand of the completion reward. As in several people I know's case (myself often lies in this pool as well), is that joining a team for a taskforce that the leader decides to run at say +4 as they want xp or influence. If you are already at max level and say have enough influence that you don't need more, you might be more willing to do the +4 if say the completion reward scales, say instead of 20 merits, maybe 30 or such. As if you have all the xp and influence you need, it's sometimes often able to run say the ITF 4 times on +0 in the time it takes a team to run it on +4. And I'm trying to justify why I should spend more of my finite time on a task that could be completed more efficiently. Sorry if I'm not super concise in how I'm phrasing this.
  5. Maybe then a tf option to disable set bonuses for added reward?
  6. I've been thinking the following for the better part of the last year now: Why not have taskforce, trial, arc completion, etc. rewards like merits, and increased incarnate salvage scale based on difficulty? That way if we run something that's +4*8 we're rewarded more than doing -1*1. It feels weird, at least to me, to do something on a higher difficulty that doesn't compensate for our additional effort/time. It's like the idea of working overtime in the real world, I'd definitely prefer time and a half than straight pay. The largest issue I could see would be people running on the lowest difficulty until the last mission, and then cranking it up. Due to that some form of code would have to be created to prevent abuse. Assuming that something like this is possible, what thoughts do you all have regarding scaling rewards based on risk?
  7. That's why when I play sonic, I crank up the volume to max and play it through my Dolby 7.1 surround sound system via Bluetooth. I literally one shot anything less than Hami. Hami takes me 2 hits per mito, and 5 for the Hamidon itself. Definitely endorse cranking the volume to max when playing Sonic.
  8. Anytime you move a character off a server or change a character's name, that name becomes immediately available on the server it was on. It does not reserve the name to you to make on a different server, so if the name you had in mind is taken you're shit out of luck. Example: lvl 50 Tank - Hero Man on Torchbearer, server transfers to Everlasting. An RP'er over there named Johnny has a lvl 1 Peacebringer that sits in Pocket D all day named Hero Man. You pick a name (Her0 Man) and are on Everlasting, the name Hero Man on Torchbearer is immediately taken by a 12 year old from Philadelphia named Benny Franklin. Benny is now Hero Man on Torchbearer, and Johnny is Hero Man on Everlasting, and you're left being Her0 Man. Moral of the Story: Be careful with transferring toons and changing names, as life is extremely adapt at shitting on you.
  9. Body weapon morphing like Venom/Carnage and Alex Mercer would be super cool.
  10. My biggest caveat with difficulty levels, is that I feel if there's more risk there should be more reward. Give us an actual incentive to play +4. That said need more story development regarding Kheldians, Battalion, the Shadow Shard, etc.
  11. Some of us don't care about badges unless they are either a passive or click based stat boosting accolade. Your reward is patting yourself on the shoulder at your various milestones. Just enjoy collecting badges if you enjoy that sort of thing and not negatively impact those that don't. Another way of looking at something like this would reward you for say PvP, and that would be like getting an influence multiplier for every 100 people you kill in PvP. So after killing 1000 players you now get 10x influence. Something like that would effectively force everyone to PvP. It's probably not a good idea to force someone through a particular doorway with essentially a bribe, let people choose how they want to enjoy their time in game. As such I don't mind you having your interface to track your badge progress, but that's where I draw the line.
  12. I was just thinking about this post the other day, its been almost a year since I posted that, and still extremely relevant.
  13. In glue arrow it has a ~90% chance to proc due to the base recharge on glue arrow. If you slot it with recharge enhancements, that value will decrease.
  14. The best way to retain players is simple, get them to play the game with other like minded individuals. If you're having fun with friends you're more likely to stay around then leave on the next bus. Play with discord, invite randos to comms, learn more about the player behind the character, and don't be afraid to laugh out your beer while holding agro during a Keyes itrial because someone said something funny. Get weird, have a good time.
  15. Also the proc in your glue arrow does energy damage, and energy damage will ignite oil slick. I used to use a taser on my way old school TA/Psi Defender back on live to ignite it back in i5 when TA was the new kid on the playground.
  16. Alright, I'm going to finish hitting 50 and then quit, log back in and see if i can respec. Thanks. Maybe the December break that Faultline spoke of is already over. Update: logging off the game and rebooting allowed the respec to work. Still not sure why it was failing in the first place, but might be something worth trying to figure out how to reproduce/eliminate occurrence of. Thanks for taking a short December Break.
  17. I'm lvl 41, and yes you can respec before lvl 50. fully trained for the levels I have earned.
  18. I'm standing on top of the hospital in Talos Island. I tried over in the AE building too.
  19. After patches today, I've had 4 respec failures. unteamed. not on a taskforce. Anyone able to respec? using a lvl 41 ta/dp defender btw. Normally I'd post this in the bug section, but I respec'd on the same toon just fine yesterday before today's patch.
  20. That bold part is not true. While the Homecoming Team has expressed interest in acquiring the license for the IP, as others have attempted over the years, they have not secured it, so everything they do could be shut down via a legal injunction via NCSoft. Therefore, if you enjoy CoH, you should treat each day as a gift as it could come a day when Homecoming or others could be shut down. That said it's a good idea to download the source code, so if you like CoH you can always make your own server if you need or want to. Homecoming, Rebirth, Sanctuary, and even Thunderspy all go out on a limb to serve the public and at least in my opinion should be commended for bringing us back this gem of a game.
  21. I've said for years Kheldians should have some Mez protection in their armors.
  22. My permadom BatteriesNotIncluded approves of these proposed changes.
  23. Bopper, you're right EM holds up pretty well so far. I've taken mine on 5 TF's so far and it gets the job done. It feels damage wise right where it should be, the animations look like enemies are getting a wallop. Some of the attacks seem just slightly slower then they should be but that's probably because I didn't take Hasten.
×
×
  • Create New...