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Everything posted by Vanden
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You can't get there from here. (places LRT won't go)
Vanden replied to cohRock's topic in General Discussion
Minor nitpick, the Ouroboros citadel doesn't need time travel to reach. -
Super Strength Proliferation to Scrappers and Stalkers
Vanden replied to ironjoe's topic in Suggestions & Feedback
You can't really be replacing it with a toggle that's just on all the time, either. -
Super Strength Proliferation to Scrappers and Stalkers
Vanden replied to ironjoe's topic in Suggestions & Feedback
Stalkers have to have Build Up or one of their ATO procs is useless. -
While I agree that it's a little silly that there's so many ways to get jetpacks that you might as well be able to get a permanent one, but can't, I don't think there should be a purchaseable permanent flight power with no jet pack. It seems to me that a jetpack is the theme neutral flight option; anyone can slap on a jetpack and fly.
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Scrapper Energy melee power order and 'lack' of combos
Vanden replied to Razor Cure's topic in Suggestions & Feedback
Every time a Build Up has some other effect to it, the actual damage buff is weaker. See: Fusion, Chronos, Bloodthirst, Combat Readiness, Build Momentum, etc. In this case we'd be trading that buff for an extra effect that you might not even want (given your level), that would get used up immediately by one move, and then for the rest of the Build Up buff you'd just have a lesser buff than is typical. I'd rather keep the 100%/80% damage buff. -
Looks nice, though I think it would be better to group unlocked zones at the top of the list together, before listing locked zones, if it's possible.
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True, but you don't necessarily care about every attack you use. It's possible to miss with your Big Attack, like Assassin's Strike for instance, use other attacks while the Big Attack is recharging, and miss again once it's up. That still feels like two misses in a row, and there's nothing the streakbreaker can do about that. And since the streakbreaker exists entirely to placate bad player feelings about missing, it's a notable deficiency.
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? The only powers in the Sonic primary stronger than Deafening Wave are Scream, Shout, and Dreadful Wail.
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There's been a little back-and-forth about the subject. Personally, I think that since it takes both Accuracy and Healing enhancements, it should take accurate healing. @Captain Powerhouse is currently of the mind that they should only be usable in powers where the healing effect is conditional on a successful tohit check.
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Man, you've made my Heroic Blade powerset but for guns and with a straight face. You maniac
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- powerset suggestion
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More info about this bug: Apparently it's not caused by the name of the badge being drawn under the badge's shadow, as can be seen in some smaller badges: The text is just drawn mostly transparent for some reason. Also, the bug doesn't occur if the badge name is long enough to need to be split across two lines:
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Make Ice Control Cooler: A Control Powerset Buff
Vanden replied to Blackfeather's topic in Suggestions & Feedback
I never got the impression that PBAoE powers were unaffected by range changes because the game couldn't support it...- 202 replies
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- ice control
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Would it be possible for a badge to unlock missions as a destination on LRTP, when you get a mission that says "Board Transit?"
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Only one Hero tip mission against Freakshow, everyone's favorite, after 40? But there's two against Longbow and Nemesis, and three against Carnies? Madness. Clearly the answer is we need more.
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I see a lot of posts treating the 5% tohit floor and the 95% tohit cap as equally important, and intrinsically linked, but the fact is they are not. Changes in hit percentage have much larger impacts on overall damage output at the lower end of the spectrum than the top; if you go from 5% chance to hit to 6% chance to hit, your overall damage output has gone up 20%. But if you go from 95% chance to hit to 96% chance to hit, your overall damage output has gone up 1.04%. Same change in percentage, much different change in the overall result. Going from 95% to potentially 100% chance to hit only increases overall DPS by about 5.3% with maximum accuracy, a very small margin that can be easily compensated for. Changing the tohit floor at all is going to cause much bigger ripples in the overall game balance.
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Are we gonna see details about the /enterbasefrompasscode exploit that had to be fixed?
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I suspect that the whip underneath the fiery effects does not move all that realistically. But on the other hand, people seem to like CoH's ragdoll physics, so maybe that wouldn't matter to some.
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If you're unconvinced, you can just be unconvinced. You don't have to make fun of the other side. (Not necessarily you, specifically)
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If you double-click on a picture while you're making your post, you can edit the size of it.
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A Powers "API" of sorts (Gift to the community developers)
Vanden replied to RubyRed's topic in Tools, Utilities & Downloads
I don't see any listing for temporary or day job powers in the files; I need the full internal name of the various temporary powers I use through popmenus to use them with the new popmenu functions that check if you have the powers, and I was hoping to find them here. Any chance those could be added? -
As usual, the arguments against the change opt for a reductive mocking of the opposition, and ignore the very real argument that the cap takes player agency out of the equation and replaces it with pure luck.
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I'm honestly not seeing how this would be the case. Nothing about the math or mechanics behind tohit would change; you'd still need to do everything you currently have to do in order to ensure your chance to hit is as high as possible. You actually could have to do a bit more, since it raises the performance ceiling. Large teams would be able to unleash their AoEs knowing their controls and damage will land, sure, but that's virtually already true. A high-end team full of maxed-out characters already wipes out enemies with ridiculous speed and safety; this wouldn't change anything for them at all. The barrier to entry thing for new players is a new one, though. I can't imagine how raise the performance ceiling a little makes it harder for new players, unless you're talking about the new defensive options that you say the enemies will have to have to allow this. I already talked about this earlier - making it possible to reach 100% chance to hit raises player DPS by roughly 5.3%, so just raising enemy HP by a similar amount should compensate for any increase in clear speed. Not sure if I should call this a slippery slope or strawman, since it fits both pretty well, but either way it's not what we're talking about.
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It's a lot better on Stalkers. You get Build Up and you get to have Form of the Body at all times without spending a power on it.
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If we're gonna have badges based on memes, they should be CoH memes, or at the very least timeless memes that will never get old that's what I'm talking about
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Like I said in the OP, I want Foot Stomp to play footstomp3.ogg on activation, instead of footstomp2.ogg, which is what it currently plays.