Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
3586 -
Joined
-
Last visited
-
Days Won
11
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Vanden
-
Small Change for Super Reflexes: Practiced Brawler.
Vanden replied to GoldHero101's topic in Suggestions & Feedback
This argument always rang hollow for me. It is incredibly rare for enemies to stack enough mezzes on you to overcome toggle mez protection from a primary or secondary set, You don't play Tanks, do you? My Ice Tank, who has a very good Toggle Mez Resist, gets occasionally held and Immobilized through his Mez protection against CoT. Had that been a click (which goes on auto for me anyway, so I never even think about it) those holds and immobs would have never phased me. My main is an Invul/SS Tanker, and I've literally never been mezzed through Unyielding, unless I'm fighting Ghost Widow or the like, or it's a mez that Unyielding doesn't protect against (terrorize or confuse). -
Man, you did see my thread! You posted in it!
-
It’s always going to be petless MM. Thats why this topic doesn’t come up much, because this is a solved game.
-
Hopefully one with a decent Search function...
-
Small Change for Super Reflexes: Practiced Brawler.
Vanden replied to GoldHero101's topic in Suggestions & Feedback
This argument always rang hollow for me. It is incredibly rare for enemies to stack enough mezzes on you to overcome toggle mez protection from a primary or secondary set, so click mez protection being stackable just doesn’t seem like a real advantage. And it’s still useless against powers like Ghost Widow’s Soul Storm, because those mezzes are intentionally overpowered to make them nearly impossible to resist. On top of that, click mezzes use up your only auto-exec power, they can go off unexpectedly and root you when you’re trying to escape, and if you get real bad Scrapperlock you can queue up too many attacks, preventing it from going off and leaving you mezzable. So what, practically, are we getting out of click mez protections to justify those downsides and extra slots they need to achieve parity with their toggle counterparts? -
Equivalent Powers, for more options and flexibility in sets
Vanden replied to Vanden's topic in Suggestions & Feedback
So in this example, if you chose the Burst Alternative would you then be locked into taking the other Alternatives for Slug and Sniper, etc? Or would you be able to take from one side here, another side there? For example, Burst Alternative, Slug Original, Sniper Alternative. I don’t see any reason you wouldn’t be allowed to mix and match. -
I’ve already done so.
-
Equivalent Powers, for more options and flexibility in sets
Vanden replied to Vanden's topic in Suggestions & Feedback
Yes, that’s the thing that made me think this was already possible. -
Suggestion: Random missions when clicking unassigned doors
Vanden replied to chigiabelo's topic in Suggestions & Feedback
It's not an apartment, it's a secret lair! If it was a secret how’d you know to barge in -
Equivalent Powers, for more options and flexibility in sets
Vanden replied to Vanden's topic in Suggestions & Feedback
So they do! Super Reflexes Sentinels can take either Master Brawler or Practiced Brawler starting at 10, but never both. I was pretty sure this idea was mechanically possible already, but that confirms it. -
/bind <key> windowtoggle contact
-
This is a long-standing bug; when using Web Envelope or Web Cocoon, the muzzle flash on the Arachnos mace is rotated 90 degrees downwards to face the ground. Here's a screenshot of the bug from back in 2008:
-
Several windows don't allow you to scroll far enough down them to see the full list of items they contain. Observed in the Supergroup Window, LFG window, and the /search window.
-
This is an idea I've had for a while: Equivalent Powers are additional powers in a set or pool that unlock at the same level as other powers, but are mutually exclusive with them. If you take one, you can't take the other. These powers would be roughly equal in utility, and would give players a thematic or role-based choice at those levels, letting them build their character closer to the idea they have for them. Here's some examples of ideas I had for Equivalent Powers: Assault Rifle: Burst, Slug, Sniper Rifle, and Full Auto would gain Hollow Point versions of themselves as Equivalent Powers. These powers are statistically identical in damage scale, end cost, and recharge, however the damage is a 50/50 split of Smashing and Lethal, rather than entirely Lethal. Pyre/Blaze Mastery: Melt Armor is available in this APP for melee archetypes. It's pretty much the exact same power as from Thermal Radiation, but it's had the usual APP reduction in effectiveness, and it's on ATs with weaker debuff scales. This double-whammy makes it a fairly weak choice; a mere 7% defense debuff and 9.75% resistance debuff. It would have an Equivalent Power that is single target, with higher numbers in exchange: 14% defense debuff, and 16.25% resistance debuff (numbers stolen from Poisonous Ray in Mace Mastery, another single-target debuff in an APP). Body/Energy Mastery: These pools for melee archetypes offer Laser Beam Eyes and Energy Torrent for attacks. However, they don't fit a lot of character concepts. Thus, the pool would gain Power Blast as an Equivalent Power for Laser Beam Eyes, and Explosive Blast as an Equivalent Power for Energy Torrent. In addition, the Brute version of Energy Mastery and Stalker version of Body Mastery get Superior Conditioning instead of Conserve Power; this is because Conserve Power/Energy was already available to those ATs from Energy Aura and Electric Armor. However, those armor sets have since had Conserve Power/Energy replaced with Energize. So there's really no reason Conserve Power couldn't become an Equivalent Power for Superior Conditioning for Brutes and Stalkers, and vice versa for Tankers and Scrappers. Presence: In i24 Challenge was replaced by Pacify. I know it's an overall buff to the pool, but this still didn't entirely sit well with me, because I found a lot of value in Challenging bosses and EBs on Masterminds while in Bodyguard mode. Challenge could come back as an Equivalent Power for Provoke or Pacify. I think this idea would add a lot of flexibility to the various power pools in the game. Let me know what you think.
-
Make Contacts/Radio Available in All Zones At Level 50
Vanden replied to Hakarne's topic in Suggestions & Feedback
Another way to do it would be, after you've done enough radio missions in PI/Grandville at 50 to have received the mayhem/safeguard mission once, to have subsequent radio missions send you to any city zone for the mission. That would spread people around the city/isles and by the time a character is 50 and done the first set of radios in the zone, they should have enough fast ways to get around that traveling from, say, PI to Atlas isn't excruciating. This is a terrible idea. The #1 problem with issue 0/1 content in City of Heroes, outside of the prevalence of Hunt missions, is they way they can send you all over creation looking for your mission doors. Applying that to newer content is just stupid. -
This is my thinking as well. It also would look weird for the enemies to become drunk because they're being shot, plus I'm not sure it'd be possible to make the stun effect last exactly the duration of the power, because of how power effects scale based on the relative levels of players and critters. Maybe it could be a knockdown-over-time effect, that knocks enemies over multiple times over its duration?
-
My reading of Thunder Strike's info doesn't exactly match what's being said here; according to the info, it does X Smashing damage to just the target, and Y energy damage to the target and nearby enemies. From hidden, the smashing damage to the target is guaranteed to crit, while the energy damage in the AoE is 50% chance to crit. In other words, the target is not guaranteed to take the full crit damage. This is actually a little weaker than the scrapper's version, which I do have experience with: like the Stalker version, it's X smashing to the target and Y energy in an AoE. However, every affected enemy, target and nearby, when crit, takes energy damage equal to the X smashing + Y energy the primary target takes. In other words, when you crit Scrapper Thunder Strike on a non-primary target, they're actually taking around triple the damage, not double.
-
The cone is extremely small and Lightning Rod, the giant PBAoE from Electric Melee with superior damage, doesn't have this debuff. Seems super unbalanced to me. Are you sure? The info I see for that power says it can't crit from Hidden at all. Ah you're right, my mistake, I'm using the PINES descriptions and it seems to be missing. Sorry about that. But either way, for abilities like Eviscerate from Claws or Greater Fire Sword from Fiery Melee to have it, it still feels really bad. And the cone is genuinely tiny, no one ever bothers lining it up. Those are both single-target attacks (when used by Stalkers, in the case of Eviscerate). I could see them making an exception to the rule in this case; the cone is tiny and the end cost of the power is clearly balanced as if it were a single-target attack. But as it is now, Golden Dragonfly and Headsplitter are behaving exactly according to routine.
-
The cone is extremely small and Lightning Rod, the giant PBAoE from Electric Melee with superior damage, doesn't have this debuff. Seems super unbalanced to me. Are you sure? The info I see for that power says it can't crit from Hidden at all.
-
It's a cone attack, and AoE attacks typically have lower chance to crit from Hidden.
-
The thing is, the numbers change based on the rank of the henchman you use it on.
-
No need. You're just overthinking it. Reread what I posted and you might understand :) You seriously think making the two weakest powers in the set a little stronger is enough to compensate for losing perma-Build Up? It would not need significant changes. It would need 1 power change and an animation change. Granted some may call that significant but probably not as much work as people think. Drop Jab, replace it with 12 second recharge 95 damage (brute) attack. Speed up animation on punch to be like Energy punch. That would put it on par with other s/l sets out there and above IMHO due to footstomp being awesome. Oh my God, you're, you're so underestimating what losing Rage would do to the set. Every power in the set is balanced around the expectation that it'll have at least 80% damage boost at all times. How strong are you expecting this one new move to be, to make up for losing all that damage in every other power?
-
No need. You're just overthinking it. Reread what I posted and you might understand :) You seriously think making the two weakest powers in the set a little stronger is enough to compensate for losing perma-Build Up?
-
Dominators having Snipes never made sense to me. The only use it seemed like they had was that trick to fill up the Domination bar immediately.
-
Then maybe it's time to adjust some of the numbers in the SS powerpool and, in return, rage gets a downtune to be a regular build-up. This would be a reasonable solution. Absolutely not. As far as I'm concerned, Rage becoming a Build Up is off the table.