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Everything posted by Akisan
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A more visible animation for Resuscitation would be nice too - I can't even tell you how often I've been rezzing someone, only to have someone else also start casting a rez because they thought I was just standing there. (And yes, very long overdue!)
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Usually, Hospital for charges of Rez/Heal other (very nice to have when Exemplaring), then Tram to top off my jetpack (SJ here). After that, I probably should care, but I generally just log off wherever's safe if I don't need either of those.
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I just leave Combat Jump running. Plenty fast with an IO in swift, I get any stealth I might need from a Celerity:Stealth in Sprint, and if I have to seriously backtrack then I just toggle Super Jump on and bunny hop my way across the map (just tapping jump gets you a surprising amount of distance with very little vertical)
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Give us a power to make us untargetable by players
Akisan replied to TheSpiritFox's topic in Suggestions & Feedback
This would be great fun for RP stuff like hide and seek, but it'd have to be severely limited in PvP zones - having an invincible opportunist (or even observer) on your team could get you a very powerful advantage. So, in PvP zones: this mode should have a long interruptible cast (no sneaking out of combat), and you can't even see enemy combatants (unless they're also in this mode, so you can RP that way). They can still see you, though, to discourage attempting to leave this mode to ambush (as you'd likely be the one ambushed). Oh, and can't forget "Only affecting self", because burn patches location targeted AoEs are a thing. -
This, please!. I've seen this in a few other games, and it's great! Sometimes the random will spit out a costume where part of it looks amazing, but the rest needs rerolling. That is one of the reasons I hit the random button when starting a new toon - usually I'll already have a backstory/theme readied, but not always. The random generator's good for that! Also, for whatever reason, it's really good at making ghost pirates. I've had more than a few pop up on the random generator. I fortunately didn't have to deal with it much myself, but I have heard horror stories from the days of "random, all-black" being fairly common, to the point that a few guides were released on how to be fashionable. For the most part, I don't care what someone's costume is, but if I was surrounded by those horrors? I'd probably leave team as soon as I politely could. (Or swap to an Ice/ or Fire/ defender - cover their costumes right up!) (Ok I lied - I do care. People who have amazing costumes tend to be more fun to RP with, for whatever reason. Maybe it's because they're that much more invested in the character? Either way, the costume rarely affects my willingness to team with someone - it's generally their attitude that affects that!)
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Is there something like a Best Costume competition in the game?
Akisan replied to temnix's topic in Suggestions & Feedback
For nifty, semi-persistent gold/silver/bronze titles for the current 1st/2nd/3rd place on this? Sure. For badges awarded by subjective preference? We already have one - Fashion Victim, and there's a reason it has an alternate way to get it. -
OMG the mental image of Recluse at his desk, wearing spectacles while he signs forms... occasionally taking a sip of the (in)famous Grandville coffee that Arbiter Sands keeps hyping up...
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Just action figures? I wouldn't put it past him to order Freedom Phalanx shaped doggy chew toys that he can throw to the Arachnoids when he gets really irritated. (assuming he doesn't just take it out by shredding one of several Phalanx-inspired training dummies in his personal gym/training room)
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That would be a nice bonus there. They'll eventually add enough badges that I can get Until the End of the World on my blue-only badger, but not gonna complain about it happening sooner. Why am I suddenly reminded of Jingle All the Way? (that'd probably be fun to reference in Okayfellas too, now that I think about it)
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enhancements For SOs/DOs Only: Combine Accuracy and Endurance.
Akisan replied to Sunsette's topic in Suggestions & Feedback
Very interesting idea - Endurance is definitely limiting early game, and I have to pause or cycle my weak attacks if a fight drags on long enough. Not sure about carrying it into late-game though, after we have enough slots to consider slotting both separately. If it doesn't carry to late-game SOs/DOs, at what level should it start to taper off / turn off completely? (i.e. at 25-35, a SO accuracy only provides a DO's worth of endurance, and at 36+ it provides none) Or, could this be instead translated to a global endurance discount that tapers as we level, the same way our base to-hit does with Beginner's Luck? -
So... instead of SBB1, SBB2, etc., we could have BB for each season? WBB could be New Year themed (please include a bobsled/luge chase section), Spring could be Romance themed, Fall could be Horror themed?
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Best AT for a soloist starting with nothing?
Akisan replied to Dao Jones's topic in General Discussion
Tanks can do well also - they have great AoE potential now. My go-to's always been a Blaster, though (assuming you don't mind the occassional faceplant). Acrobatics makes a great bridge power for anti-CC until you can get IOs for that. And keep in mind certain arcs (Praetoria & Shauna Stockwell come to mind) are more difficult than others (designed for more exerienced players), and can be a lot rougher on less powerful builds -
Something else you can try - Leaping Pool, take Combat Jump, Super Jump and Acrobatics. Combat jump stops most immobilizes, SJ is a solid travel power, and the often-overlooked acrobatics stops most holds/KBs in the game, at least until you can afford the IOs that stop the KB (a surprising number of Holds are 2 mag, like Malta Gunslingers' cryo rounds & DE fungi bombs) Edit - sleeps can be annoying too, but since they're broken by any HP change, you can often get out of them with a heal proc or 2 (panacea, power transfer, entropic chaos...)
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Focused Feedback: Epic / Ancillary Power Pools
Akisan replied to The Curator's topic in [Open Beta] Focused Feedback
<sarcasm> It's just progressive Imperialism at its finest - anything not in use by the fashionable elite is at best "quaint", and at worst "backwards" or "primitive". </sarcasm> I don't get it either - new concepts & discoveries & QoL stuff is generally nice, but at the same time we now have concepts/policies like Planned Obsolescence, so some stuff *deliberately* isn't built to last, so... yeah. Old-fashioned stuff can perform just as well, and generally won't break when you look at it funny. On topic though... Went out for another few rounds with my Blaster on Beta. Have to say that while the 50% increased recharge on Char hurts, it doesn't hurt nearly as bad as the -range. It's now much more difficult to open a fight by locking down a priority target in the back of a large-ish group without accidentally aggroing said group. It also means that I'm in range of the alpha strike, at 72 ft, compared to the 96ft range I had before (enhanced values, common enemy attack ranges seem to be 80 or 100 ft). It's also really noticeable while out street sweeping, as there's now a 30ft gap where I can use most of my powers vs. hold them (136ft vs. 102ft). -
Focused Feedback: Epic / Ancillary Power Pools
Akisan replied to The Curator's topic in [Open Beta] Focused Feedback
Epic > Electricity Mastery > Shocking Bolt (Corruptor/Defender) - Recharge increased from 16s to 24s Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Recharge reduced from 32s to 24s Epic > Fire Mastery > Char (Blaster/Corruptor/Defender) - Recharge increased from 16s to 24s, range lowered from 80ft to 60ft Epic > Fire Mastery > Char (Brute/Corruptor/Defender/Scrapper/Stalker/Tanker/Mastermind/Sentinel) - Recharge reduced from 32s to 24s (Corruptors & Defenders got their recharges simultaneously nerfed and buffed?) While I appreciate standardizing Epic powers across the board (and Shocking Bolt getting an apparently badly needed buff, 32s is way too long of a cooldown), 24s is a very long recharge for a ST hold on a <Blast> AT - some of them already have Holds in their Blast or Manipulation sets, most of which have a base recharge of 10s. Using my main as an example (Archery/Ice/Fire Blaster, enhanced values, not including my 55% global recharge), the disparity in power between Freezing Touch (Melee, 26.93s Hold, 5.27s recharge) and Char (96ft->72ft Range, 25.93s Hold, 8.42s->12.64s recharge) really makes me wonder if Char's still going to be worth taking, or if I'd be better off swapping to Bonfire/Ice Patch and using positioning to stay safe instead of hard control. (Only having 20% def/all means I have to rely on control & positioning to stay alive.) Reducing the range by 25% and increasing the recharge of one of my controls by 50% makes things significantly more difficult, as it's that much harder to open with said control, and there's a much longer delay between locking down priority targets (like my perennial unfavorite, Tarantula Mistresses). To be fair, I can still keep a pair of +4 bosses Held, so it's still workable, but it's very close and I have to use both on cooldown (instead of both holds whenever Char finishes recharging). There's no longer any room for error though, so any missed Holds means a loose boss for more than long enough for it to be a health hazard (Usually ~20 seconds, unless I want to swap which boss is loose). -
This... pretty much sums it up perfectly for me. About 95% the first issue, 5% the other. I've a few alts I've shifted to Vig. so I can team with red-leaning friends, but that's as far as I'll go. As for getting my interest in going to the rogue isles, maybe something along the lines of "Longbow raid on <Faction> hideout" style of missions and/or zone hunts. No idea how that'd work mechanically/lorewise, since that sounds like it's asking for Arachnos counter-raids and/or open-world PvP and I've no interest in either of those cans of worms. Edit to add: I could totally also see some Vigilante contacts/story arcs over there - our characters may be there to ferret out certain enemies and/or factions they have a grudge with, and there's little to no chance of said enemy being foolish/brave enough to actually show up in Paragon City.
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For whatever reason, this bug only seems to affect me when running Praetorian content - especially when loading into the Praetorian laboratory tileset (which triggers it every time). Tina and Maria's arcs in PI are interesting for this, as some maps trigger this and others don't (usually the ones on "regular" tilesets don't trigger it).
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Move APEX and Tin Mage to Peregrine Island
Akisan replied to MsSmart's topic in Suggestions & Feedback
Aren't both of those co-op TFs though? I could see moving them to another co-op zone, but I don't think there are very many of those on Primal Earth. -
Have to? Not often. Want to? All the time. I love seeing what people have made, and have spent hours exploring the larger ones. Not sure this change would actually be helpful though (for me, anyways) - the urge to go explore said base would either make said TF less enjoyable (distracted), or would be disruptive (as the TF would be paused/delayed to let people get a quick tour of the base in).
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That's definitely the style I was thinking of with the /SR stalker. It'd be nice, RP/theme-wise, to have that sort of heist style gaming, but I'll agree that CoH isn't great for that. That cold-hearted, calculating charisma is what I had in mind when I mentioned a Mind/ controller, especially using stealth + confuse & mass confusion to have her enemies tear themselves apart. I hadn't considered an MM to represent that, but it would fit. With this in mind though... I would consider a Peacebringer, especially with your earlier comment about controlling light. Not sure if I'd stick human-only, or go tri-form, but a villainous or rogue PB would match that alter-ego well.
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"The Glass Fox" sounds like she'd be a notorious, rather accomplished (and elusive) thief. I'd lean towards either <Ice/Dual Blade/Katana>/SR Stalker (a catburglar, focused on not getting caught), or a Mind/Ice Controller (Carmen Sandiego-style femme fatale, doing what she can to have her marks hand her what she's trying to steal). I could also see an Ice/<Ice/Stone(crystal variant) Scrapper, if you'd prefer a bruiser, assassin or just generally rougher character (though, I'm not sure how a tougher, melee fighter would come by the Glass part of their name and have it be a good thing)
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Oh, that makes a lot of sense, actually. I can appreciate not wanting to make a dozen variations of each animation.
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Not sure why the decision was made to have attacks root, but it is what it is at this point. Though, I do remember that -25% accuracy penalty from playing DDO, and I was not a fan of missing my attacks all the time (though, it did make the Spring Attack feat very attractive...) As for fixing the problem, you could probably add this effect to your own keybindings - for example [/bind w "+forward $$ powexec_abort"] or [/bind w "+forward $$ powexec_unqueue"] would make it so moving forward would dequeue your next attack (the former also disables your auto-firing power). Similar binds for left/right/backwards/jump would perform exactly what you're asking for (except for removing the rooting, that's an engine limitation).
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what is up with boss and higher running away all the time?
Akisan replied to MsSmart's topic in Suggestions & Feedback
Somewhat? The mob "scatter" AI seems to be based on how fast their allies are defeated, as well as how much AoE damage the group is taking. If I stick to ST attacks, they'll usually stand and fight, even if I'm one or two-shotting all of them. On the flip side, I've found the enemies' fear of AoE is somewhat higher than it should probably be, as they'll often scatter after I use my 2nd cone attack (they'll scatter after the first if I hit the target cap). That panic does seem take a little longer to set in for higher ranks (bosses usually only run after I use Rain of Arrows, and AV's almost never run), but if you're opening with strong AoEs, expect everything to scatter immediately. (especially Warwolves. Sometimes they'll leave if they think you might use an AoE) Of course, it's also possible that said bosses are leading by example, and it's how/why they got promoted - "He who fights and runs away, lives to fight another day" -
Some glowies also provide a (small) amount of Inf and/or XP to the person collecting them. It's very possible that the early difference was because she disarmed the bombs (xp for her only), while you defeated the attacking Longbow (xp for both of you). That early in the game, 25 xp for each of 3 glowies could be a couple of fights' worth. It may be that all you have to do to stay even is occasionally changing who grabs the glowies. (unless someone's behind, then they get the glowies) And yes, Level Pacts would be great to have back, but if they're dangerously buggy, I'm not sure it'd be worth the extra frustration.