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Everything posted by Vanden
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There is literally nothing wrong with knockback. Objectively untrue.
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The Philotic Knight's Buff Force Fields 1.0!
Vanden replied to _NOPE_'s topic in Suggestions & Feedback
New cottage, different rules. I see no problem with replacing or changing bad powers. Also this. It's a good guideline, but honestly it's been *years* and there is a much different audience / no need to model the game to a subscriber base or publisher guidelines. None of which are why the Cottage Rule exists. -
Trickshooter's Buff Trick Arrow 3.0!
Vanden replied to Trickshooter's topic in Suggestions & Feedback
Entangling Arrow is one of the few powers I'd seriously consider throwing out the Cottage Rule for. It's just mind-boggling, what is a single-target immobilize doing in a buff/debuff set? And the -recharge is less than half as strong as Web Grenade for Blasters! -
The Philotic Knight's Buff Force Fields 1.0!
Vanden replied to _NOPE_'s topic in Suggestions & Feedback
If, as Vanden says, there's tech in the game somewhere that lets intangibility only apply to the character and not to enemies... I'm fine with keeping the intangible.. GREAT! If not... I'd rather have either a hold, or better yet make it a toggle so that we can decide when it stops being affected. The toggle idea is really starting to grow on me. The tech definitely exists; Hamidon is capable of killing the otherwise invincible Phantom Army with his attacks. -
The Philotic Knight's Buff Force Fields 1.0!
Vanden replied to _NOPE_'s topic in Suggestions & Feedback
I think the game doesn't have a way to easily brings things together without it being like a secret Teleport. Both Repel and Knockback only seem to work away from the caster. Mathwise, it's trivial to code "knock-towards" and "reverse repel" if you've already coded knockback and regular repel, you just swap the positions of the target and the caster in the formula. That might not translate to being easy to implement of course. But for reverse knockback, there'd be nothing to stop the target from simply flying over the origin point of the knockback and ending up farther away that it started. But I'm not sure if the game engine can do that with the current implementation of the Knockback effect. It doesn't know where the knockback came from, only who the knockback came from, and it goes outwards from that direction. That's why if you throw Explosive Blast in to the middle of a group, even the ones in front of the blast point still fly backwards from your direction. I feel like knockback would need to be reworked in order to make it function another way. I would guess that reverse-knockback in the current engine would only be understood as knockback protection. Explosive Blast works exactly as I described. It knocks the targets away from the caster (you). -
The Philotic Knight's Buff Force Fields 1.0!
Vanden replied to _NOPE_'s topic in Suggestions & Feedback
I think the game doesn't have a way to easily brings things together without it being like a secret Teleport. Both Repel and Knockback only seem to work away from the caster. Mathwise, it's trivial to code "knock-towards" and "reverse repel" if you've already coded knockback and regular repel, you just swap the positions of the target and the caster in the formula. That might not translate to being easy to implement of course. But for reverse knockback, there'd be nothing to stop the target from simply flying over the origin point of the knockback and ending up farther away that it started. -
The Philotic Knight's Buff Force Fields 1.0!
Vanden replied to _NOPE_'s topic in Suggestions & Feedback
It's a discussion I remember from the Live forums. Apparently it's got to do with the tick rate of the servers or something, it's just too low for a power like Force Bubble to keep out faster enemies if it's too small. Even now fast enough foes can push into it. -
The Philotic Knight's Buff Force Fields 1.0!
Vanden replied to _NOPE_'s topic in Suggestions & Feedback
Detention Field should be a toggle. The tech exists to have powers still affect intangible targets, so there's no good reason to keep it a click. You lose the ability to make it perma, but as it stands one full duration of the power is already too long, plus as a toggle it won't wear off faster against higher-level enemies. I honestly don't think Force Bubble can be fixed by simple numbers. The reason it's so massive is because it needs to be, otherwise enemies could push in against it long enough to still get melee hits off against players inside it. -
That is not actually remotely true. 95% of cards are designed for Draft environments. As for Serum - It doesn't need a redesign, it just needs a buff. Halve the base recharge. Get rid of the Crash, and maybe have it heal the targeted minion to full so it can be used as an "Ohcrap button" that gives a pet that has gathered aggro a way not to die. Halved recharged would still be very long, and the power kicks in much too slowly to use it as an "oh crap" power for a pet that is low on health.
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Praetorian Police Powerset: Digital Blast
Vanden replied to Steampunkette's topic in Suggestions & Feedback
I assumed you meant Digital in reference to the fact that the blasts come from the fingers. -
Just imagine it! Healing blankets! Dispersion Bubble beacons! Hold phases! Like in the old days! But maybe boost the rewards, 'cause otherwise no one's gonna bother.
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It's Left Shift + one of the thumb buttons on my mouse.
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Yes, the pool with the single most used power in the game needs help.
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One Super Enhancement Booster boosts an IO to +5. They cost 25 merits at the merit vendor. Please add so boosting isn't so tedious.
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Two simultaneous Gang Wars says... well, it's not really words, more of a maniacal laugh?
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I Alt-Tab a lot, and I've noticed some weird behavior. Basically, it becomes a lot slower if I do it too quickly. Ordinarily, Alt-Tabbing to another window from CoH will be instant. However, if I then go back to the game and Alt-Tab after only a few seconds, my computer freezes up for a few moments before the window changes. It's usually less than a second, and I can still move the cursor (which changes to the Windows cursor, and I can move it). If it takes a long time to switch over I can even force it to switch by hitting Ctrl+Alt+Delete, then cancelling out of that screen, but it's usually not necessary. But anyway, yeah, game starts being reluctant to lose focus if I Alt-Tab too frequently. Anyone else experience that?
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It was just as bad before sunset. But yes, this would be nice. If nothing else, this should absolutely happen with the "Stay" command, if not Goto. There’s no difference to the pets; Stay is just a Go To command with their current position as the destination.
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Is having more then one KB IO protection overkill?
Vanden replied to hoodedKitsune's topic in General Discussion
Not entirely. There’s still a fair amount of things in the game that can knock you down with only one -KB IO. The thing is, to negate the majority of them you need to put in two more -KB IOs. -
I had a look at the build, and it's a good build, but I think ultimately I'll go with mine because that build hinges on Agility Radial Paragon, and I don't want to give up Musculature's boost to Lore and Judgement damage.
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Could the Freedom Phalanx Beat Statesman's TF?
Vanden replied to Zumberge's topic in General Discussion
Nothing wrong with two Tankers on an STF. My first successful Master of STF run was on a team with two Tankers, including me, and this was before incarnate powers and before I got off my butt and put together an IO build for my Tanker. -
You have always been able to change this. Options->Configuration->Effects and Maths->Suppression: Check 'Attacked'. Geez, that's buried. Thanks, though. What about a proc chance using the PPM formula? Is that hidden in there too?
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I ran the Justin Augustin TF today with a full team of 8, and found that the CoT Arch-Mages had been downgraded from AVs to Bosses. With this change, the TF should be soloable for anyone, so if for whatever reason teaming for it's not what you want, the option is there.
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Not every character's is gonna be running their own SG. There's players out there that will be in SGs whose bases they have no control over. Also, the best time to test powers is on Justin, the beta server, which is routinely wiped. Not having to build an SG base every time some testing is being done would be a time saver.
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I see. I like the Range though, it's useful for picking off runners or aggroing things out of range of Taunt. I wish Thunderstrike wasn't so overslotted for damage and had an Acc/Recharge or an Acc/End/Recharge in there somewhere.
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Those Thunderstrikes are giving me E/NE Defense, though. I definitely don't want to lose those.