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Posts posted by Derek Icelord
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Sadly no. See point 4 in the disclaimers at the beginning.
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10 hours ago, Book of Og said:
I've got the latest version of Mids' Reborn, and when I opened a character build, the enhancements are shifted, to columns between powers and under other power sets. I can't find the proper adjustments if they exist. I thought it might have been because the build is dated 2019, but I tried my own build and got the same kind of mess.
Don't know what to tell you. It's not happening on my install. I'm not a developer, I just wrote the guide. I'd post in the Mids' Board for help.
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Not for the entire build, but you can flip the slots on an individual power with Shift + Right Click
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Just to be that guy...
What about keeping Knight Errant/Black Knight as the badge for defeating Paladin and adding a 2nd badge for preventing the construction? Wrecking Crew or something?
And yeah, the timer needs to be lowered from 20 minutes.
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I like the idea of making LGTF 45+ again (hell, I still want the RWZ to go back to level locked to 35+). Not every single piece of content needs to be accessible to every damned level.
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Is there an update for the tweaks to the sewer network/abandoned sewer network?
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Ah, it's counted as an auto power. That's why I didn't see it before. That seems like a bug...
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I shall rephrase.
How do I, as a player using Electrical Affinity, know how many stacks of Static I have so I know how many extra targets my chain powers hit or how much of a buff Defibrillate gets?
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Is there anything in-game that indicates how many stacks of Static an Electrical Affinity character has?
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On 3/20/2021 at 9:54 AM, GM Arcanum said:
I'd rather this not be changed. One of the benefits of Walk (which was added purely for RP) was it disabled Health, which is frequently slotted with a +HP IO that continuously pops green numbers above a player's head. Since Health is an auto power given to all characters at level 2, a command to turn off all toggle powers wouldn't work.
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39 minutes ago, Bopper said:
The point wasn't missed. The reason why that is conventional wisdom is because of how easy it is to hit the caps without slotting travel powers.
<snip>
So again, to my point, it is so easy to reach the speed caps on Live that nobody should be investing in their travel powers. In Page 2, those caps are raised so it incentives players to invest in them if they wish to reach the new caps, but you don't have to as you will still go just as fast (if not faster) as you do on Live.
Unless the movement cap is effectively tripled (or increased by some equally ridiculous amount) with no increase in base speed, I'm not burning precious slots in movement powers. I know I'm not alone in that thinking, either. Getting from A to B faster is nice and all, but it's at best 4th down on my build priority list.
As I posted earlier, slots are so tight 99% of the time I would far rather take an extra power that I don't have to slot than try and pry a slot out of an already slot starved build to throw on my travel power.
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3 hours ago, Jimmy said:
The problem is that on live, slotting Fly is mostly pointless, so many players don't actually have slots there. I can appreciate it's a bit of a pain for existing builds, but going forwards you'll need to put your slots and enhancements in Fly (not Afterburner / EvMa) if you want your travel speed to be high. If you want combat speed, you can slot EvMa.
Given how slot starved most of my builds get, I'd much rather pick up a couple more powers I don't need to budget slots for than try and carve slots out to retain the ability to hit the flight speed cap.
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I am not a Mids' developer. If you need technical help, post in the Mids' forum.
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12 minutes ago, Miltonaut said:
Is there another way to remove a power from a build? This ^^^ doesn't work for me.
You need to click the power in the powers list, not the area where you assign slots.
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1 hour ago, LaconicLemur said:
Ok. I see in your guide it's listed under the "Viewing Your Totals" section. Thanks.
Already done.
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3 hours ago, Ura Hero said:
One is for Procs, the other is the power toggle that has always been there.
Correct. The left/yellow radio button toggles the proc effect and the right/green radio button toggles the power.
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Updated for Mids' v3.0.2.19 and Issue 27 stuff. If I've missed anything, please let me know.
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Much appreciated. If there's anything not on that list, I can probably figure it out. This makes my task so much easier.
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/auto_enhance automatically fills your powers with enhancements (but you don't get to pick what it throws in there), so not quite what I need. I use the store when possible, but they only sell in increments of 5 levels, which is also an imperfect solution.
I'm trying to recreate the data in the wiki Travel Power table that includes base, even level DOs, +3 DOs, even SOs, +3 SOs, and IOs (boosted and not). I can kludge it with DOs using the AE vendor, but SOs at lower levels are proving a problem.
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Is there a way to grant non IOs at specific levels? The boost command only works on IOs. I'm trying to collect data on travel power speed caps at various levels.
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On 1/7/2021 at 6:04 PM, mcdoogss said:
I’m still waiting on confirmation if the winter pack price is 10M permanently
Same.
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15 hours ago, The Philotic Knight said:
I'm assuming you're using the new launcher? If so, you're pointing to the old install, not the new one. The game should have installed (by default) to c:\games\homecoming\
That's where you have to point the app.
Nope, still on Tequila. Can't be bothered to do an entire new install just for a launcher.
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1 hour ago, The Philotic Knight said:
Which directory are you pointing the CoH root folder to?
D:/City of Heroes/
It installs the mod. It's just that one map that's screwy.
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@The Philotic KnightI just installed Vidiot Maps via your CoH Modder tool and it still has the old rotation of Siren's call. This is also a fresh install of your CoH Modder, as I've never used it before.
Focused Feedback: Blast Power Set Updates
in [Open Beta] Focused Feedback
Posted
I dunno if the reversion is set in stone, but I'd much rather have Aim over Beanbag. Blasters already have plenty of control options in their secondary and Assault Rifle could really use the damage boost.