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Vanden

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Everything posted by Vanden

  1. /bind <key> windowtoggle contact
  2. 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:
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. It's a cone attack, and AoE attacks typically have lower chance to crit from Hidden.
  11. The thing is, the numbers change based on the rank of the henchman you use it on.
  12. 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?
  13. 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?
  14. 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.
  15. 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.
  16. How is it useless? Nobody's slotting the ~96% enhancement for accuracy that it takes to reach the chance to hit cap against the +3 and +4 enemies you fight so often at endgame. Set bonuses (hence endgame) give an abundance of global accuracy. Too bad the game isn't balanced around IOs.
  17. How is it useless? Nobody's slotting the ~96% enhancement for accuracy that it takes to reach the chance to hit cap against the +3 and +4 enemies you fight so often at endgame.
  18. Demos are also a good way to put together videos that would be hard or impossible to make happen in the actual game, which you could then use for, say, a forum avatar.
  19. It is bugged, though; the projectile simply vanishes if the enemy is farther than about 20 feet away. Doesn't affect the power's performance, but it's bad for aesthetics.
  20. Those people are probably talking about the situation where more than one type of defense applies to an attack. In that situation the higher value is used. There's no "rolls" for resistance. Damage is calculated with no randomness. First the game determines if the attack hits, and if so, resistance reduces or increases the damage received accordingly.
  21. Literally impossible
  22. Because the animations only exist for a few attacks.
  23. Well, glad everyone can agree on the state of Empathy. Personally I think Empathy struggles to find relevance in the end game. As builds mature, players are taking less damage, hitting their chance to hit caps, and no longer running out of endurance without any outside help, which obviates most aspects of Empathy. The prevalence of Barrier and Ageless in incarnate content in particular leaves Empathy with little to do.
  24. Why do we need to pass the function the name of our desired enhancement twice?
  25. Even if you had invisible weapons, the animations are all designed around having a weapon, so it wouldn’t look right.
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