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Akisan

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Everything posted by Akisan

  1. Gods, what didn't I play? CoH was nearly impossible to replace, so... off the top of my head: Diablo 3, Path of Exile, Minecraft, Terraria, Mabinogi, Champions Online (very briefly), Dungeons and Dragons Online, Tera, Starcraft 2, Spiral Knights, so many Steam games, several Legend of Zelda games, Pokemon SoulSilver, and the Metroid Prime trilogy. I'm sure there's more, but those are the ones I remember.
  2. Me neither, but then, I feel that way about a lot of "proper" ettiquite. @Rudra's right though, it is a bit of a catch-22: it's considered bad form to resurrect "dead" topics (even if they're still relevant, or new information is obtained, or the situation's changed), and starting a "fresh" iteration on the topic can be frustrating for those who filled out their side of the prior debate. (I guess it's kinda like bringing something back up in conversation after an uncomfortably long pause - while there may be more to say, it's still all kinds of awkward)
  3. Nah, the fastest way to do that (as far as this thread goes) is to let the suicidal AI commit suicide - we still progress to the next mission, which is (hopefully) less frustrating.
  4. Thread necromancy may be a faux pas, but it's not nearly bad enough to recommend that people leave the community over it. Unless you're attempting to say that those 2 servers have somehow managed to fix this AI problem, in which case, why didn't you say so? And yeah, the AI's still fun to work around some days. At least some of them can be skipped/bypassed with Stealth, but that's still just a workaround. Fusionette syndrome is spreading though...
  5. To be fair, half the time it feels like the players are huge. I'm typically on my main (about "average" height, 5'7" female), and often feel small from just hanging around my teammates. It's to the point where it's weird if the rest of the team is about my size. So, um, I guess it's possible that the average size of thugs, council soldiers, and supers in general are just... that sized? (Plus the Natural store shopkeeps... they're usually pretty big)
  6. Usually Skittles and/or chocolate, occasionally trail mix of some kind. Once in a while though, I hang out in my base and watch Help chat while base building; those days I make a big bowl of popcorn (kettle corn, eaten w/chopsticks of course!)
  7. Oof, guilty. I still use it on my archer because that animation is a kick to the groin, and it's oddly extremely satisfying to finish off minions that way (especially after they survive a quick snipe with 1HP). Could go either way on whether it needs a buff, though - it's true I don't use it after about level 10 on most of my toons, but as they've said, it's primarily a filler attack to use while we don't have enough recharge or endurance to make a real attack.
  8. One of the nice things about said Peregrine - Talos ferry line is that it has no dialogue pop-up. Entering the ferry immediately zones you to the other zone, just like the highway tunnels through the war walls. I'd rather miss the simplicity of simply flying into the ferry to change zones, so I'd much rather they simply added a second (nearby) ferry in PI (and a match in IP) so you could do the same on the other ferry line.
  9. There is a "random" button in the costume bit of the character creator, but not for scales/power effects. If that's what you're after, maybe it's already there? Related to that though, I'd like to have the ability to lock pieces of the costume before randomizing the rest - so if I'm making a character with horns, or I like a certain pair of goggles, or the way a certain boot/skirt combination looks, I can reroll everything else without having to repick those costume parts.
  10. Nobody'd make any influence blueside if we had to pay to clean/repair our costumes. Half the missions are in the sewers! (That, or in one of the many blue caves...) Of course, having full impervium costumes does explain how insanely high Icon bills are at 50... Really though, the base game may be easy enough, but QoL fixes are still nice to have. Hopefully, we'll also get a few optional ways to bump the difficulty of our everyday missions (like harder enemy AI/powers) without sacrificing rewards, but stuff like the Hardmode TFs will have to do for now.
  11. No? No?! What do you mean "No"!? OP didn't even suggest that autohit powers even be removed. Any suggestions to that effect in this thread have been half-hearted at best, and if anything, the only thing I'd want is for the autohit rule/pattern to be consistently followed - Location based AoE debuffs like Earthquake, Sonic Grenade, or Super Stunner Rezzes being autohit, and ST Mezzes (Scramble Thoughts) should *definitely* have to-hit checks (seriously, right now it's just a penalty for being a squishy) Normally wouldn't call this out, but that's really elitist. Not all of us play at upper difficulties. Not all of us want to (or can) team. Having to stay away from certain common enemy groups because they're imbalanced is obnoxious on a good day. Being told to do those things is quite insulting, especially under the guise of "the game's too easy anyways". I know that I don't appreciate the feeling that I'm somehow less of a player, simply because I can't effortlessly clear harder content. And while I'm at it - It's incredibly frustrating to get fixes and QoL stuff constantly heckled and vetoed "because the game's already too easy", especially since threads to create optional difficulty bumps for normal content keep getting shot down. -*sigh*- I know several different people on both sides are involved in that mess, but still... (Oh, and by the way - spoiled milk and cottage cheese are both gross. Along with sour cream.)
  12. Rularuu eyeballs are... special. Like, +100% tohit kind of special (I don't think I've *ever* had less than a 95% chance to be hit by them). Plus, each of their attacks carries a huge amount of -def (30-50%). Pretty sure they were designed as a hard counter to defense based builds, especially since Shard content was the capstone "hardmode" content when it came out. Honestly, I wouldn't be surprised if the only reason all their attacks aren't autohit is because that capability may not have been there when the Shard came out. Not sure about Cimerorans having +acc/tohit, but since they use swords, any hit that does land inflicts a good amount of -def, so they cascade very easily. (Ninja'd by @Doomguide2005). Defense negates to-hit at a 1 to 1 rate, so the soft cap is 59% in incarnate content, and would be 70% if enemies had the same base to-hit as players. Also, since accuracy is a multiplier, it affects your minimum to-hit chance. (I have between x2 and x4 total accuracy on my ranged attacks, so I end up with somewhere between a 10% and 20% chance to hit the melee mitos). @TheZag's enhancement example, and your level shift example add accuracy to the mobs, not to-hit (so they'd still end up with about a 7-10% chance to hit a capped character). Well, until you go to +5s or higher - those get +tohit in addition to +accuracy. Wiki link here. Kinda makes me wonder why some of these auto-hit attacks don't just have a large accuracy multiplier on them - x10 would make them effectively auto-hit for everyone but a capped toon, and still let capped toons have a 50% chance to avoid it.
  13. I usually just use the costume change emotes myself (e.g. ccbackflip), though it'd be nice if there was an option to have it so clicking the costume in the costume change menu added the correctly parsed CC emote to your chat bar.
  14. Arachnos seems to have quite a few of these, though my least favorite is still probably Mental Scramble (Tarantula Mistress, -tohit, -perception, and -25% defense)
  15. Definitely on board with a "dynamic duo" Epic AT - make 2 characters, with either partial or weaker powersets to choose from (and level up with). The best gimmick, I think, wouldn't necessarily be having combo moves between them, but being able to switch between them freely (or on a short cooldown), with the other half being AI-controlled (MM style).
  16. I'm pretty happy with the EB balance (TBF, I perma-hold all of them other than the Mummy [Immune], which I instead slow to 10% movement and then kite), though I wish ToTing respected notoriety. There's no reason for an EB+Lt. to pop out of a door on someone set to +0x1, which makes solo ToTing unnecessarily dangerous. Similarly, being able to go to one of the Halloween salvage vendors to set EB/No EB would be a very nice option to have. I'm not sure about the EBs popping out as AVs unless your AV flag is set - the EBs already do a lot of damage and have some really nasty debuffs. I regularly solo the EBs, as they're not very difficult for my build, but I'd have a rather hard time bringing down any of them as AVs (I could probably do it, it'd just take way longer than it's worth). And I have to agree with the duration on the "Diseased" debuff - it often lasts long enough for me to find (and kill) another EB before it runs out (assuming I didn't find another Mummy..). Halving or even quartering its duration wouldn't really be a nerf to the Mummy during the fight against it.
  17. Haven't taken a good look anyways - too busy trying to banish them before they charm my teammates. Do they also have femme CoT gear? (I may have to try and salvage some next time, good enchantments on CoT gear...)
  18. Since I'm apparently in a mischievious mood this morning, and can't resist - does that mean you'll never grow up? (To be fair, kinda jealous - it must be all kinds of fun to get to stay a kid!)
  19. Can agree - softcapped defense isn't required, at any level. Running at level 50 (blaster though, so not fully equivalent), I'm only at 20-25% defense/all, and I've started solo hunting AVs and GMs (without Envenomed Dagger). Positioning & CC take a larger role, since I can't stand long in melee range (again, squishy blaster), but it's definitely doable. (As for difficulty, I'm usually on an easy +1x5, but can run up to +4x8 if I'm paying attention & playing well)
  20. You gave up flying and jumping for running?! That's so... pedestrian though! Kidding (and bad puns) aside, I get that. Flying's fun for a while, but it feels so much slower than the others (and is boring after the excitement wears off). Not sure I could give up SJ though, I love jumping from rooftop to rooftop on my way to and from missions. In some zones, it's a fun little minigame trying to figure out a route that keeps me off the ground! (and yes, SJ is on most of my toons)
  21. I would guess that they're level 30 equivalent, just like most of the other level-less mobs. I'd also agree on the team play bit, but the spawn code is incredibly variable - it seems to ignore notoriety settings, and will spawn anywhere from 3 minions (x1) to an EB + Lt. (x5?), totally at random. And that's solo, btw. I don't typically ToT solo, except on my main (who has enough damage + control to quickly lock down and kill EBs) That one's an obnoxious quirk of the spawn animation - there's a brief invincible period where they're supposedly animation locked coming out of the doors. Some of them take longer (and can be hit on their way out), others are faster (usually werewolves, who'll run to you in that time). If you have any AoE debuff/DoT, they'll be affected by it the instant they're vulnerable, so watch for it so you don't waste your alpha strike. (I have Frigid Protection, a rather significant PBAoE slow, and it puts a nice blue glow around them when they're done cheating). On the plus side, they can't attack during that time (though this tends to mean that they'll attack simultaneously when it wears off). Can't really help you with the RNG though - even with streakbreaker, she's quite spiteful, and more than slightly streaky. And I feel you on that string of infinite misses - ignoring streakbreaker, I've missed 22 times in a row at 95%. It made gameplay... significantly more challenging. (It also made it more predictable, knowing that every other attack was forced to hit...). Only advice I can give is to avoid your low accuracy attacks (like Brawl) when the RNG goes rogue. They'll only extend your string of allowable misses.
  22. That's probably the easiest (and fastest) way to deal with the problem, but I always feel kinda bad doing so, so... yeah. Makes for an interesting challenge somedays.
  23. Related (just tested) - /e swoon acts like you're defeated (the tail stops moving), but /e collapse does not - you just can't see the tail normally since it's under the floor (I'd imagine that would be extremely painful, btw)
  24. Good to know. I usually ditch them with a combination of stealth and quickly breaking LoS, assuming I "rescued" them in the first place. Sometimes I wish I could cast a Confuse on myself so I could Hold/Immobilize them. Related - would it be difficult to add a "hostage" pop menu that commands your NPC followers to either "Follow" (including fighting, if they're combat), or "Stay" (and only defend themselves if they're attacked)?
  25. Can we please get a variant of "/e liedown" that has no tail movement? I have the animated wolf tail, and the constant tail movement makes it look like I'm expectantly waiting, and just pretending to be tired.
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