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Vanden

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Everything posted by Vanden

  1. But some powers have FX that plays on top of the pom-poms, like Total Focus.
  2. Nice job synching the sound of Total Focus with its new animation. However, the FX are still timed for the old one; there's a final pulse from the pom-poms that happens after the enemy is hit, that was synched with the hit in the old animation. Could that be fixed?
  3. If the Peacebringer FX are being looked at, could we possibly see Solar Flare and White Dwarf Flare returned to the Foot Stomp animation? Also, it would be really great if the Light Form FX actually stuck to our character, instead of staying put while the character animates around it. I like that fix for the White Dwarf Step FX. I honestly didn't think Peacebringer FX even existed for the power.
  4. Hm, when did patron pets get changed to spawn at +0? I'm sure they used to spawn at -1.
  5. The powers are (currently) identical, yes, but they exist in different contexts. In Devices, they're in a set that's expected to provide damage, among other things, so the changes to make them better attacks make sense. However, in Traps they're part of a Buff/Debuff set, so making them better for attacking isn't necessarily the best option. I'm not saying they shouldn't be changed (they probably should), but it makes more sense to try to come up with a change that will make them better at the things you expect out of a Buff/Debuff set.
  6. Just from watching the combat log you can see that the +End and +Health show up separate from each other. Sometimes you'll get both at once, but usually you'll get one and not the other. It seems to effectively be two separate procs in one enhancement. I'm just wondering if the stated 3 PPM is for both total, or each will trigger approximately 3 times a minute, like if you had two separate 3 PPM procs in an auto power.
  7. The changes to Stealth on Justin seem to have caused it to have no running FX once toggled on. On the live shards it has a particle effect that remains active as long as the power is toggled on, but on Justin there's sjust some sparkles when the power is initially activated, then nothing while it's running. I tried with all three possible themes (Original, Bright, and Dark), and all three have lost the toggled FX.
  8. Has anyone tested the Panacea proc extensively? It's a chance for +Health and +Endurance, and it's supposed to be 3 PPM. However, the +Health and +End trigger separately. I'm wondering, does this mean that you get 3 procs of each effect per minute, or only 3 ppm total?
  9. I think this too. Maybe we could have Fire, Ice, and Electric Lores made from the Animus Arcana minions of the same type, scaled up to the appropriate ranks.
  10. You're too used to IOs if you think defense sets give "freaking perfect mitigation." Without IOs, Scrapper-level defenses won't let you take the aggro of a full team's worth of enemies without some kind of help, like active mitigation from controls or buffs from a teammate, or just a lower difficulty setting than most people want to run on. Even less so if the defenses are going to be weaker than that. Even so, melee ATs get their armors so they can survive in melee long enough to fire off their attacks. Staying at range for the most part while occasionally jumping into melee for an opportunistic AoE or melee attack is a staple Blaster playstyle, and they do it without armors for the most part. It wouldn't be something new. I'm not being reductionist and negative just because I see flaws in the proposal.
  11. No way, The Stand wouldn't deceive us like that.
  12. Why Summon Blaster over Call Reinforcements? Call Reinforcements is the better power, no? Or does it not matter, because you're only after the S/L set bonus?
  13. Freakshow Boss: Tank Smasher (Sawblade, Cybernetic Hammers, Hand Clap, Tank Grenade) Lieutenant: Juicer Chief (Lightning Bolt, Ball Lightning, Charged Bolts) Support: Noise Tank (Sonic Dispersion, Rock Anthem (PBAoE +Dam, +Rech click), Shriek (Partial Radial only)) Animus Arcana Boss: Forbidden Knowledge (Fire Ball, Bitter Ice Blast, Dark Obliteration, Arcane Bolt) Lieutenant: Crystal Ball (Lift, Spectral Wounds, Arcane Bolt) Support: Cure Wounds (Cure Wounds (targeted ally heal), Regeneration Aura, Arcane Bolt (Partial Radial only)) (Looks like the contact Rejuvenate in the Midnighter Mansion) Ghosts Boss: Poltergeist (Smite, Midnight Grasp, Life Drain, Dark Obliteration) (Looks like a Spectral Daemon Lord) Lieutenant: Wraith (Gloom, Umbral Torrent (knockdown version)) (Looks like a Spectral Daemon) Support: Wight (Midnight Grasp, Fade, Dark Blast (Partial Radial only)) (Looks like a Spectral Follower) Shivans Boss: Shivan Destroyer (Contaminated Strike, Radioactive Smash, Irradiate, Neutron Bomb, X-Ray Beam) Lieutenant: Shivan Irradiator (Neutrino Bolt, Electron Haze) (Looks like a Shivan Smasher) Support: Shivan Energizer (Radiant Aura, Accelerate Metabolism, X-Ray Beam (Partial Radial only)) (Looks like a minion Shivan) Paragon Police Boss: PPD Hardsuit (Bone Smasher, Laser Burst, Laser Spray, Foot Stomp) Lieutenant: PPD Shell (Minigun Burst, Minigun Spray) Support: PPD Guardian (Repair, Force Shield, Laser Burst (Partial Radial only))
  14. Nah, ol' Stanno had more hair than Marchand.
  15. Then what's the point of them having armor toggles? Running into and out of melee, hit-and-running with ranged and melee attacks? That's a Blaster. You've designed the Blaster.
  16. What's going to happen if you give Assault sets to a DPS or tanking AT is you'll effectively have made another melee class. They'll need to use their melee attacks to fill their attack chain, so they'll be in melee all the time. Assault works for Dominators because they can fill their ranged chains with holds and such from their primary, and it might work for a Buff/Support class for similar reasons, but for a DPS class with a Defense Primary or Secondary? I don't see it being very different from the four melee classes we already have.
  17. Archvillains resist debuffs including -ToHit by a large amount, and retain this resistance even when downgraded to Elite Bosses by your difficulty settings. However, normal Elite Bosses have no such universal debuff resistance (though it’s possible for individual examples of EB mobs to have some debuff resistance).
  18. This is true in some games, but there doesn't seem to be any reason for it in CoH. Jump Height and Jump Speed are discrete, separate stats, and there's no apparent reason why Hurdle's buff to the latter are so strong.
  19. Energy Blast does have guaranteed knockback, in Power Push (and Sniper Blast IIRC). And it can knockback said boss with every attack; unlike Sonic or Dark who only have the one each. (And Sonic's has an accuracy penalty.)
  20. You already opt out of incarnate content by not crafting any incarnate skills. A setting to disable drops and incarnate XP would only have the effect of you not seeing some otherwise harmless messages, which doesn't seem like a worthwhile addition.
  21. Expanding on this, the glowy hands are synched with the old animation time as well - could that be fixed? Also, I noticed in the character creator that Fling Thorns in Thorny Assault seems to hit the target before the projectile even fires. Someone else was saying that the same thing happens in-game to Hurl Boulder in Earth Assault, and that's apparent in the creator as well. I wasn't able to test it out myself, but it seems like that probably happens in-game to Fling Thorns as well if it shows that way in the creator.
  22. You kidding? Energy Blast's knockback means even bosses can be rendered temporarily harmless, long enough to dash in and get free hits with Energy Manipulation's excellent melee attacks. It's great synergy!
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