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Double XP is active on all shards until October 21st
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Everything posted by Vanden
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Costume contest idea: Shade Edge and Dusk Song
Vanden replied to Vanden's topic in Suggestions & Feedback
The two appear in the Hero tip mission A Voice in Your Head. Shade Edge's info: "Shade Edge is a master of the sword and is also able to tap into the Netherworld to empower both himself and his blade." Dusk Song's info: "Dusk Song is a hero capable of manipulating both sound and darkness to punish evildoers and aid her allies." I'm genuinely surprised they have real bios, since they appear as generic civilian NPCs and even belong to the Hapless Citizen group. -
I don't know how people can be so deep in the PvP mindset that they can miss how opening up 20 KB protection to every character is going to make major shockwaves in PvE. It would basically eliminate KB on players as an element of the game. If building for KB protection is so essential to the PvP experience that letting us get so much with no sacrifices qualifies as a QoL improvement, why not do what I suggested on the first page and put KB protection into the PvP resists that every AT gets?
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This doesn't unbalance PvE. KB is a literal non-factor in PvE. One KB IO nullifies like 98% of PvE KB. Acrobatics nullifies 99% of the remaining 2%. The 4k inf base buff for +10 KB Protection invalidates the rest of it. This is a change that retains some investment in KB Protection in PvP, while making it significantly less impossible for several builds. 20 KB protection for, and I can't stress this enough, absolutely no build investment or compromises is absolutely unbalanced. Getting KB protection on characters without primary or secondary powers that provide it still has an opportunity cost of slots or powers, by design. This change would simply throw that design out.
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The info we have on Rularuu is scarce. An early version of the CoH Lore bible is available, but a lot of the info in it is doesn’t jibe with what’s in the game. For example, according to the lore bible, an artifact called the Dagger of Jocas was used to shave off a tiny portion of the dimensional essence of Paragon City and all its inhabitants, creating a barely substantial “shadow” copy of the city. (Hence the name Shadow Shard.) Rularuu was then trapped in this copy, though the Bible is vague as to how. However, in-game, Dream Doctor claims to have simply stabbed Rularuu with the Dagger, intending to destroy him, but outside sabotage made that only trap Rularuu in the Shadow Shard. And there’s no explanation of where the Shard came from, either. The Lore bible also describes the Shard as being like a city with otherworldly, physics-defying architecture, inhabited by humans that have been genetically modified by Rularuu into scientists and wizards. However, in the game the Shard is just a collection of floating rocks, and the humans there are pretty much tribal; although the former inconsistency could be attributed to the actions of Lanaru, whom the bible doesn’t talk about much.
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Actually, Energy Manipulation might have the best sustain power. Three slots and it's perma, and it gives you almost 4 (pre-ED) SOs worth of end reduction in every power, along with slotted-Integration levels of regen.
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That one second means you're doing 20% less AoE DPS.
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Making killing hostages fail TFs?
Vanden replied to Robotech_Master's topic in Suggestions & Feedback
Welll, it does. On the TFs I was on, they cheerfully let the hostages die, failed the mission, then went right on with the rest of the TF. If it's not supposed to work that way, it's not working right. I was wrong. What the patch notes says is that defeating the AV wins the mission, so you don't have to bother with the hostages. -
Making killing hostages fail TFs?
Vanden replied to Robotech_Master's topic in Suggestions & Feedback
According to the i25 patch notes, that shouldn't even work any more. -
It's really not very good. It's mag 1 mez protection, when most mezzes are mag 3. There's a few that are only mag 2. Maybe the superior version is more protection, but I think it only procs more.
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Ice Secondary Rework Call for Blasters
Vanden replied to Solarverse's topic in Suggestions & Feedback
Hopefully shortened that quote string, about to head to bed but I was not trying to make a gotcha comment. The Archetype was listed as a Ranged one even in CoH literature. Sure they have short range powers but short is not the same as melee. Yes the secondary has some melee powers (of which most are pointless compared to the Primary nukes). The melees are inefficient and not really fitting, there are better ways to make a character that uses ranged and melee hence why in the suggestion thread for them I suggested (as have others) that the melee powers be replaced. I don't want to argue about semantics, not my intent, I was just trying to say that the majority of the live Power pools are ranged and not melee, and that actually being Support, as listed on the CoH page for Blasters would be better and more useful power pool choices in their Secondary. "Support" could literally mean anything in this context, and indeed it seems to, as you can find virtually every kind of power in Blaster secondaries. There's no reason melee attacks should be excluded. -
Looks like you don't have the quotation marks quite right, and there's an extra argument in there you don't need. Try this: /macro_image MentalControl_MindControl Control "powexecname Confuse$$local $target, you are under my control now!"
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She is part of the Guardian of Forever badge.
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Ice Secondary Rework Call for Blasters
Vanden replied to Solarverse's topic in Suggestions & Feedback
If it even worked the way I imagined it, slotting for Sleep would become a lot worse. Let's take a Sleep that currently lasts 15 seconds. If we converted it to Sleep-over-time (if that's even possible), it would become something like 5 ticks of 5-second sleeps, over 10 seconds. Unslotted and uninterrupted, that would still last 15 seconds. However, with 100% sleep enhancement, the original version would last 30 seconds, while the Sleep-over-time version would last only 20 seconds. So it'd be a buff in one way, but a nerf in another. Then the question would be why bother with it at all? Players that use and slot sleep likely get their money's worth and this is only pandering to players who already have a full course of other control options available. This is in a similar position (although not as hotly discussed) as knockback. At best, such a suggestion would be best implemented as some sort of trade-off option like a slot enhancement that might cast sleep on the target again. Something not mentioned regarding sleep is how it is stacked. Blaster Frozen Aura is one of those sleeps that don't cause damage thus it can actually stack with other sleeps to put resistant foes to sleep. Personally, I think an easy QoL fix for Sleep effects would be removing "damage ends the effect" and just have the magnitude remain but the effect suppressed. You could then create some sort of effect where if the target doesn't act (use their endurance), they can fall back to sleep if the effect hasn't expired. Why bother? Because it makes Sleep a more reliable method of control. It wouldn't be appropriate for every sleep power, but I think it would work well for Frozen Aura. -
Ice Secondary Rework Call for Blasters
Vanden replied to Solarverse's topic in Suggestions & Feedback
Blasters are not a ranged DPS archetype, they are a DPS archetype. That means DPS at any range. Melee attacks are not a problem, the problem is them not being worth the risk. -
Kinda sounds like what you want is a Fortunata.
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It's weird that you say it doesn't do that in the in-game editor, because my experience has been the opposite. Any time I've written a bio that comes in just over the limit, I always copy-paste it to Notepad and then back into the game and suddenly it's counting fewer characters.
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Ice Secondary Rework Call for Blasters
Vanden replied to Solarverse's topic in Suggestions & Feedback
If it even worked the way I imagined it, slotting for Sleep would become a lot worse. Let's take a Sleep that currently lasts 15 seconds. If we converted it to Sleep-over-time (if that's even possible), it would become something like 5 ticks of 5-second sleeps, over 10 seconds. Unslotted and uninterrupted, that would still last 15 seconds. However, with 100% sleep enhancement, the original version would last 30 seconds, while the Sleep-over-time version would last only 20 seconds. So it'd be a buff in one way, but a nerf in another. -
>.> Okay, yes; brevity is very important for effective writing. For sale, baby shoes, etc. etc. etc. There are still some ideas that you can't express effectively in 1023 characters. Is everyone likely to read my bio if it's 65535 characters? No. I wouldn't expect them to. I don't expect everyone to read my bio at 1023; I don't read everyone's bio at 1023. But there are bios that are really well-written and I hate getting to the end and going 'gosh there's nothing else.' There are characters that are really complex and have a lot of useful references to note in their profiles while you're RPing with them. Etc etc etc. I happen to play such a character and I enjoy having those reference notes for myself, too. I entirely understand if this is not a feasible change for coding limitations -- for example, it might increase the amount of data loaded with every single character model on what is an archaic engine. Don't see much sense in trying to shoot it down on any other angle. I don't mean to say I'm opposed to increasing the character limit, just to explain why I'm fine with the current limit, even though even I chafe under it at times
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Well, I, too, sometimes run out of space when writing bios. But Shakespeare wrote that brevity is the soul of wit, and I really believe that; I think working within those constraints can make you a better writer. Plus, like Justice Believer says, I'm not likely to read all of a bio that's at or near the character limit, and I think that's true of a lot of people. I wouldn't object to some space to describe all your characters' costume slots, though.
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You need another 1000 character slots already?
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Sounds like you're confusing the Disruptor badge, which is for PvP, with the Villain Disruptor badge, which is the one that unlocks the Safeguard contact.
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PA drop teams! Kronos Titan ambushes! It'd be great!