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Everything posted by Vanden

  1. I believe the red blasts in Energy Assault were also new FX at the time, and Ice Sword Circle and Ice Slash were new powers, but made from existing FX and animations.
  2. Lots of things can make you tired, not just getting angry. Sustaining an 80% damage buff and 20% ToHit buff for 120 seconds when most can only keep that up for 10 seconds will do that to you.
  3. HC went and standardized the language describing recharge times in power descriptions to correspond to discrete recharge ranges, but I don’t think the same was ever done for damage.
  4. Oy, look at Typist Rockefella ova heah! Probably went to fancy pants Mavis Beacon typing school, got no idea what it’s like typing on the streets
  5. Well the Hulk doesn’t get tired, so that means the only thing that might exclusively fit the Hulk in the set is the name of Rage. So you’re basically saying the name of one power is enough to invalidate a character concept.
  6. You’re talking about the player characters
  7. Ice has tools for everything. Shiver and Frigid Protection keep enemies at range, while Frozen Aura (which is worth taking now) and Freezing Touch control enemies that get into melee. Ice Patch works for both ranges; sure, you can plant it and just stand in it, but you can also plant it a fall back a bit, using it as a choke point. If you haven’t tried Ice since Live, you’ve never tried Frigid Protection’s massive 30-foot radius slow aura, which naturally puts the 10-foot radius it had as Chilling Embrace to shame.
  8. Ice Manipulation is very good now. It’s by far the safest Blaster secondary, which definitely means something on an AT that notably lacks in survivability.
  9. You're taking crazy pills, Jab's animation is garbo. Punch's animation is where it's at.
  10. Sort of. Jab, Punch, and Haymaker follow the damage formula exactly, they're just sort of a tier below where you'd expect their damage and recharge to be, given their place in the power set. Punch is a tier 2 power, for example, but its damage and recharge are what you'd usually see in a tier 1 attack, for example. And Knockout Blow has a 5-second recharge penalty.
  11. As the guy who is anal about icons, I say it should definitely keep the icon of Invisibility, no matter what it ends up being called.
  12. I dunno, they’re worth like triple? I think? the normal XP of a lieutenant, so if they manage to summon a pair of minions you have to defeat for no rewards it’s still a net gain. If you could interrupt their summon with just damage, they’d be much more rewarding than normal enemies without being notably more dangerous.
  13. How many Ice Patches are you throwing out at a time? Knockback powers were reworked with a new mechanic called Knock which replaced the old knockback mechanics. The old knockback powers couldn't stack knockback from different sources, but Knock can, so putting down multiple Ice Patches can often send enemies flying.
  14. It'll be easy once those hands are nerfed and feeble
  15. You can make VEATs' Placate AoE like Misdirection, but making it mutually exclusive with Venom Grenade ensures my Bane will never take it. VEATs are not sturdy enough to survive having a taunt aura on teams.
  16. Not sure that's a bug, a handful of very old story arcs will give out certain missions in a random order. The old Positron TF is another example.
  17. SCoRE got rid of that limitation years ago. You can put your slots wherever the heck you want when respecing.
  18. I did the Super Pack game for a while and I did make inf on it, but it's not the greatest return. You kinda have to find opening booster packs to be fun.
  19. I know Rebirth tries to keep the closest to the "classic" CoH as possible but I don't think they took it so far as to turn the clock back to issue 4.
  20. Sometimes you can skip the animation of Takeoff by jumping at the exact right moment during activation, though, and when you do, hoo boy!
  21. This is all stuff you'd have to think about that you don't have to think about now when playing SS. That's going to change how the set feels to play.
  22. Yes, you would have to play it differently. If you get Impact on a target, you have to follow up with one of a specific selection of powers. If I hit a target with Punch and Foot Stomp would be enough to finish it off, but Impact gets applied, now I have to use Haymaker or Jab if I want the AoE damage. If I'm a Brute without a Taunt aura, I have to spread my ST attacks around to grab aggro, but this mechanic requires that you focus your power use on specific targets. This subtly changes how the set feels to play. Reread the OP - the proposal only adds the mechanic to Jab,
  23. I really don't like the idea of adding a "mechanic" to Super Strength, and I know I'm not alone on this. I'd prefer Super Strength stays a set where you use a power and it just does its thing, no managing any unique buffs or anything.
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