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Akisan

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Everything posted by Akisan

  1. Rather not have joint inventories for this - a few of my characters are Solo / Self-found, and don't interact with the market/SG storage at all. It'd become quite the headache keeping track of gear for those challenges. Besides that, they'd have to tweak the inf cap for this change, as 2B global inf seems painfully low, even with the market not as inflated as it was on Live.
  2. @Greycat, funny you mention respecs being purchasable. With the greatly increased access to respecs (every 10 levels, plus you can buy them...), perhaps changing the reward from the Respec Trials to grant a build slot instead could work. I think the last time I actually ran one of those trials for the respec was way back on live (shortly before CoV came out, IIRC)
  3. More hair models might actually be easier to implement, (depending on how things look under the hood), as they're pieces placed on an existing framework. Removing the ears from the sides of the head would require another "head" framework, which all existing hairs would probably have to be tested against. Well, that and most hairstyles would have to be tweaked slightly so there's not just a gap where the ears were, which would look super weird. As far as the colored ears go, maybe an additional mask option for ears excluded could work - just a simple texture edit there.
  4. With our wonderful dev team starting to add extra challenges to end-game content, would it be possible to add a 4th build slot for us to switch between? My main currently runs 3 builds already (Solo, Team, and RP/base building), and I (and possibly others) would like to not have to burn a respec every time I want to join groups running the new no-set/no-incarnate challenges (and then another respec afterwards to put stuff *back*). The current build unlocks are at creation, level 10, and when you get your alpha slot, so perhaps being granted that 4th slot when you craft your first tier 4 incarnate ability would be good pacing? It'd be a good indicator that you've invested in your toon enough to want/need that slot for challenges.
  5. I could see a special title (like Helper or Roleplayer) as an in-game indicator for toons running in this mode. As soon as you die that first time, that title could be removed/disabled, so it's still your choice to delete or continue as non-Hardcore.
  6. Very much so. There's only what, 3? 4? hairstyles that actually hide the human ears, so more hairstyle varieties could also go a long way to helping this issue.
  7. I, for one, would prefer to not see this change. One of the benefits of it being a toggle is that you can cancel it early, starting that 2 minute cooldown as soon as you no longer need the buff. This lets you use it when opening a hard group, killing priority targets, and have it be available again by the time you get to the next difficult group. Without that early cancel, I'd probably have more effective downtime on my Hybrid toggle.
  8. 3 is already mostly implemented (there's a bunch of fully repeatable contacts in FBZ & Cascades, at least). Adding 5's rewards to their rotation would be a great addition. As far as 6 goes, I'd much rather they added additional mole points, especially to The Chantry and The Storm Palace (where there aren't any mole points). These could very easily have contacts with the new mission types - including fending off other dimensions' explorations into the Shard (like Council America), as well as allowing for further development into the Shard's story. For 4 though? The Shards are Hazard zones, so I don't see Portal Corp. having the resources to send that many trainers out into the Shard. Maybe trainers/vendors in the various mole points though.
  9. Not very familiar with NRG/NRG, since I play Archery/Ice, but wanted to chime in on that Aim vs. Build-up point: I tend to favor build-up over aim when building, as neither grant perception on their own, and both can slot the +perception IO (and, except in very rare situations, the +damage is more important than the +to-hit).
  10. Probably another reason it's run in TF mode - unlike regular contacts, everyone on the team gets the arc's merit rewards (instead of just the owner). That said, I'd totally be up for an option to either downscale (or entirely remove that) in favor of being able to invite friends (or EB/AV help) to an in-progress arc.
  11. Not sure I'd go with full text for statuses next to your allies, it would keep it from being a good "at a glance" status bar. A red ring around status debuffs (provided they were currently affected by that status) would be very helpful though for those fights were everyone has dozens of buffs on them.
  12. I'd go with a Psionic / Traps Corruptor for Feature Creep. Oftentimes it sounds like a good idea, but it's so easy to get carried away and code yourself into a corner. As for new login screen info - I would also love to see a display for how many bars of patrol xp / debt have accumulated.
  13. I have a few kemonomimi* characters, and they just have the ears on top of their head, not the ones on the sides. An option to show/hide the default ears would be great to have, as there's only 2-3 hairstyles that completely hide them. *Kemonomimi -> Mostly human with minor animal traits, usually just ears & tail.
  14. As @Coyotedancer mentioned, quite a few of the girls' hairstyles (especially the original ones) just sort of... mix the 2 colors throughout the hairstyle. A cleanup pass, as well as adding variants for different highlighting schemes would be a very nice addition.
  15. Would definitely be nice to have more options for interface, as they only stack so deep (4 stacks of any kind, regardless of source. I often change to an uncommon variant when teaming). And yes, a taunt effect outside of the presence pool or Melee Hybrid would be a great option for certain non-tank/brute builds to have, as PuGs don't always have those archetypes with them. Also, a possible alternate Lethal name/effect: Lacerating (or Maiming), Lethal Dot, movement or global slow effect to represent bleeding and damage to limbs/tendons.
  16. They're actually putting together a system to address this on the beta server right now, and it should be out in the next page: Whenever you hunt mobs in a zone (at any level), there's a chance that they drop a tourist tip that will guide you to one of the badges you don't have in that zone. That said, having the accolade tooltip auto-update to list the ones you are missing would be quite nice to have, for those of us that don't mind looking up badges on the wiki.
  17. Another part of Ouro being set up as TFs is in how it awards Merits - at the end of the arc, all teammates get merit rewards, not just the arc owner. While I would love to be able to invite friends halfway through an arc, some tweaking the rewards would have to be done to prevent exploits. And that "idle" contact tab would be great. FBZ is a bad offender for that contact list clutter, as all of the contacts offer repeatable missions, and you get introduced to more and more of them as you explore their arcs and the Shard (I think I'm up to 4 of them now?). Being able to move the initial contacts to a separate list would be so very useful.
  18. Definitely been wanting this to happen for a while, though in a somewhat expanded form. I'd like to be able to set my level to whatever, then run as if I was that level (including getting missions from regular contacts). That would solve the issue of out-leveling story arcs (it's not very fun to have to clean up a grey arc), and it would let us run the contact's side missions (which aren't available through Ouro). Please note that "run as if I was that level" includes joining/forming teams, as the TF aspect of Ouro is frustrating if your friends want to just join for a mission or two in the middle.
  19. Yes, some of us have all 3 builds taken. My main (blaster) has a team build, a solo build, and a base building build with a bunch of utility travel/aura powers to test clipping and pathing. While a 4th build for challenges would be nice, having additional notoriety settings to quickly adjust my power level (no set bonuses and/or no/limited incarnate powers) would be easier to toggle when I feel like running more of a challenge. And it has the additional bonus that anyone who decides to run that challenge with me doesn't have to set up a special build either.
  20. I'll definitely say the new arcs (especially Twinshot and Shauna Stockwell) should either have some tweaks, or not be pushed nearly as hard, if for no other reason than they're very unlike the rest of the game. Twinshot's first arc (especially the first mission) feels like a second tutorial, complete with a walk-through on how to interact with glowies. As if we didn't learn anything between the tutorial and 5 levels of playing. The fact that a Boss-level enemy shows up regardless of difficulty settings (even at 0x1, no solo bosses) at the end of that missions is just icing on the cake. In that same arc, when you investigate Manticore's mansion, you again fight bosses (regardless of difficulty), and then have to find a secret passage (which doesn't glow or make noise), something I can't recall even occurring elsewhere blue-side. Shauna Stockwell's arc is... gold-side tough, complete with EB fights, difficulty setting ignoring bosses, and player seeking, stealth ignoring ambushes (that then camp the door if you can't take them out the first time (looking at you, Shut Down the Superadine Den)). I would definitely mark it as a challenging arc for veteran players, not the default "go do this" you get when you enter KR. Slightly off topic, while Hashaby's AP arcs are fun, the zone spawning in the new AP should probably be looked at. Mobs don't spawn like that anywhere else blueside. With a very short respawn timer and no proximity detection for mob spawning, it's very possible to be locked in combat until you run off or are defeated. Seriously, if you accidentally aggro 2 groups with a low-damage toon, the 1st group will respawn before you finish off the 2nd group. I'll even say that the new spawning in those areas in AP doesn't even feel like CoH anymore, instead more like one of the several Korean MMOs I tried while waiting for CoH to come back. Personally, I don't think it's a good idea for a new player's introduction to street sweeping to be in an area with unique mob spawning rules.
  21. Eh... they really don't need the +damage. If you're running a blaster with non-capped defenses, and they get MoG off (likely because you missed a 95% chance at a bad time), an almost untouchable boss can be more than enough to take you down. I will agree though, the duration is obnoxiously long. Some shortening of said duration, or even decaying effects like an Incarnate's Destiny power would be welcome.
  22. I also use target through with my Empath, just the other way around: I'll often have a key enemy targeted for the debuffs from my blast set, and heal their target when needed. This secondary targeting window would be very helpful, as it'd be very nice to know when said enemy changes targets (so I don't end up healing someone already at full HP by accident)
  23. I'd love to have a new recharge themed inspiration, but not as pure +recharge. Slows are one of the few debuffs in the game that can't be removed with inspirations, despite being in enemy powersets from a low level. I'd much rather it work as a resist slow inspiration, with a minor (if any) boost to recharge while it's active, just to give a way to escape being locked at -75% recharge / move speed by poorly-rolled enemy groups (6x outcast chillers, for example). This would have the inspiration occupy a similar niche as yellow inspirations - great for handling debuffs while leveling, but largely obsolete on most end-game builds. Sample buff values: Small: 20% resist, 5% recharge speed Medium: 40% resist, 7.5% +rech. Large: 60% resist, 10% +rech. Huge: 80% resist, 15% +rech.
  24. Some immediate feedback would be nice, along the lines of "<key> is now bound with <binding>". Until that feedback is added though, you can get quite a bit of mileage out of /showbind <key>, which prints the command(s) bound to <key> (and is invaluable for troubleshooting, I use it a lot)
  25. Teleport doors would definitely be nice (as well as working, open-able doors...) I've a few other things on the base teleport wish-list, figure here's as good a place as any: Locked areas. I wall off under construction areas (so I can add secret areas), and use a teleport beacon to enter and test the room before I open it up. I'd love to be able to have certain beacons unavailable to low-ranking members or non-SG members (or even keyed to specific members), so that secrets aren't spoiled during construction, or so I could make private, individual housing in the base. The option to make telepads with a single destination automatically teleport you, instead of opening a menu. Some bases are used for RP, and having that menu pop-up kinda ruins the immersion for me at times. Similar to the above, have portals (like the CoT ones) with a single destination warp you there when you walk through them, just like they do in Oranbega. (Or even warp you randomly, if you've multiple attached beacons). Not everyone will want/need these (or even want different behaviors within the same base), so these would be great as options instead of straight changes to the base items. Not sure how feasible these are coding-wise, as it may not be straightforward to move mission-specific triggers for general base operation.
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