
J-Naught
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Everything posted by J-Naught
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Pretty basic. My Tsoo girl wants a shirt, but there's no tattooed tank top in Shirts>Chest. Probably just an oversight. No Cyberpunk for that matter. Not sure where things like this go.
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Honestly, I assume it's an in joke from CoH history. The original graphics for Sonic Resonance buff/debuff were a perfect trigger for sufferers of visual-trigger migraine headaches, literally hospitalizing some players and causing lost work for others. One friend of mine destroyed a keyboard because they were buffed with sonic rings during a raid; they couldn't make them out through the other glows until they became violently ill and had to get their spouse to drive them to the hospital. Interestingly, epileptics loved it, as reportedly epilepsy sufferers have more trouble with Force Field. The graphics were toned down in Test after numerous reports that they were a problem but not changed, leaving them as a trap for many players and an almost invisible, underwhelming shimmer for everyone else. A year and a half later after constant complaints, they were changed to their current orange halo form.
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Weekly Discussion 49: Alternate FX/Animations.
J-Naught replied to GM Miss's topic in General Discussion
Oh GOD no. That's how it was on Live for several issues and it made the power all but unplayable. You'd hit a spot of lag, fall, hit a rooftop and start whooshing in a random direction, then you'd keep dropping and flying through the air and pinballing through everything. -
Weekly Discussion 49: Alternate FX/Animations.
J-Naught replied to GM Miss's topic in General Discussion
Power slide as an alternate for Super Speed. "Only when travel powers are active" as an option for Path Auras. Ability to change the colors for Shields:Elemental:Dark and Shields:Elemental:Ice Non-breakdance Staff animation for the PBAOE. Fire Melee, Ice Melee, Psionic Melee: Sword options for powers that don't use a sword. Non-sword options for powers that use a sword. Stone Melee: Hammer options for non-hammer powers, non-hammer options for hammer powers. "Alter all costume slots" function for modifying power FX, because it's annoying having to change all my costumes one... at... a... time... to get the glowing hands or the white haze to go away when I first pick CJ or Haste or something that I couldn't customize in character generation. If I adjust the colors on one of my Ionic Judgement, just assume I want those colors on every future Ionic Judgement by default. Same for all Incarnate powers. Variant Quills and Fire Aura that don't have a visual/auditory pulse. Just a ring of fire or a glint off the quills, maybe. Titan Weapons: Carnival Mace. -
Building a psychic themed character. I want to use Titan Weapon, because it's fun and I don't want to gum robots helplessly again, but that leaves defensive sets. Being a psychic themed character, I don't want a Psychic damage hole. I can deal with having a damage hole somewhere, just as long as turning the corner to see a mass of psychic damage enemies makes me go "Oh good, my defenses are GREAT against THESE. Stand back, brickyman, I've got this and I don't want you getting your brain melted." What are some good solid powersets to achieve that?
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So.. It's late November. Does anybody have any idea when presents will appear yet?
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Yes, and there's already a Candy Keeper in Atlas Park. But I don't know when the presents and so on start appearing.
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If nothing else, they have to make way for the Valentine's event. Personally I'd like mid-December to mid-January, but I just need to know how many parts to break the AE plot I'm running into, since I have to schedule them. I want to end it with a blow out where the villains open the way for the Winter Lord, which of course is best done the day before presents start popping up.
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Does anyone know what's planned for the Winter event and when it's going to start? I want to set up a plot that peaks the day before it starts.
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Not sure how much this affects, but.. I made an AE mission with Winter Horde in it because that character's backstory is linked to them. When I turn up the difficulty, the Winter Beast (Boss) mobs cap at 50. The named boss (Winter Beast, but with a name) , minions and LT's spawn at the normal level for settings. Probably not a huge deal, but might be worth taking a look at before winter.
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Mid's Reborn: Hero Designer
J-Naught replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
Mids seems to have decided that every version of my main's build I can find is a Kinetics Manipulation Buff-debuff/Ice Armor Scrapper. Suggestions? -
Could someone add "Sliding" to alt animations for Superspeed? Just copy the animation from Prestige Power Slide. If you're really feeling your oats, you could put some path auras in it.
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Took my Super Reflexes tanker out, flew to the top of the sky, fell. Had to do it again because falling damage is less than I remember. On the ground, flashing red, I looked at my display: 61% lethal resist. I have 3% right now from something or other, and I might have regenerated a little before the display updated, so that shows that scaling resistance on Tankers probably caps out at 60%, which as I recall is the scaling resist cap for a scrapper. That means that under more circumstances, it's probably closer to 30%. 60% is a nice layer of resistance for a scrapper. 30% is even a handy bonus for a scrapper suddenly stripped of defense. It's not so good on a tanker who has a higher resist cap. SR is regularly described as bad at tanking; defense can still be stripped or bypassed by very common things, and SR doesn't have the reliable healing of many other sets. SR has resistance to defense debuff, but tankers get hit by a larger volume of attacks that contain the debuffs. Could that number maybe get bumped upward? If it capped at 80%, at 50% health it would be 45% resistance. SR doesn't have a heal or a maxHP boost, so the layers are important.
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The issue was always that Brutes demand (and have) the ability to suck aggro off the Tank to fuel their DPS. This spreads aggro WIDER so that you don't get to be the tank with barely any aggro and inferior DPS in all cases.
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Ooh, this makes tanks a good AOE option because of being able to hit more things. Brute hits hard, tank hits wide. Brutes remain a DPS, for hard targets, tanks deal with minions.
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Advance the storyline.
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issue 26 Patch Notes for August 27th, 2019
J-Naught replied to Leandro's topic in Patch Notes Discussion
Is there any reason to explain the high endurance cost of Stealth now that Invisibility's cost is reduced? The stealthiness seems on par with say, the immobilization protect of Combat Jumping. -
issue 26 Patch Notes for August 27th, 2019
J-Naught replied to Leandro's topic in Patch Notes Discussion
Concern about the concealment: Invisibility change - before with the Only Affect Self, a tanker, certain Defenders, and similar could sneak in invisible, then decloak in a group and have their taunt aura/debuff toggles immediately start affecting the group and themself. With the OAS removed, that functionality sounds like it might be lost, requiring me to manage toggles and start combat debuffed. If it is to remain OAS, can you look at having Invisibility suppress PBAOE toggles that affect enemies out of combat? I also have some concern about retaining a separate identity between Invisibility and Stealth. The small stealth buff in combat is nice, but not the only reason I use the power, particularly if I can put defense sets in Invisibility. -
Yeah, I know, "zomg but u put teh proc in teh Stamina!!1!" Don't want to hear it, people rant about it every time I mention this with silliness like 'but then it won't work when you aren't fighting!' (I'm a tanker. If I'm not fighting, my end bar is fiiine. :p ) I wanted to put it in my fast recharging first tier attacks for feel and concept and so on in addition to the usual stuff. And because I'm level 25 and haven't got all the IO sets and so on sorted out yet. My other tanker is Dark Armor, I don't want to have to care about blue bars anymore. :) So on a level 25 SR/Electric tanker, I put a Performance Shifter +end proc in Charged Brawl and Havok Punch, and a [Call of the Sandman: Chance to Heal Self] in Jacob's Ladder. All attuned from the AH. Then I went and started punching and noticed my end bar going down as normal rather than the more jagged expected behavior. So I opened the combat log and made it big and punched my way through a couple of missions. Over two missions that I fought my way through, neither of the +end procs fired. The Sandman proc fired as expected every few times I hit something with it.