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Everything posted by Vanden
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Focused Feedback: Costume Editor Updates (Release Candidates)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Alright, I was finally able to make a character with all the Cosmic Corsair hook and peg leg parts without getting an error, and I was happy to find you can have the pirate peg leg on both legs. I was disappointed, however, that the pirate hook seems to be only available on the left arm, and not the right. -
Mesmerize works on bosses in one shot even without an Overpower.
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That's how much bigger the other numbers are getting
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You mean this is all untroo?
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Wildly inconsistent merit rewards from storylines.
Vanden replied to Heraclea's topic in Suggestions & Feedback
Merit rewards are based on median completion time. Lou Pasterelli's arc is very long for example, but if you Stalker to the objectives like OP did, you'll finish it much faster than the average. In addition, a lot of old arcs, like Lou Pasterelli's, had their typical completion time inflated by virtue of the fact that they'd been available since the launch of the game, when players were worse at the game and characters were weaker, and so took longer to complete them. -
You think Thunderstruck by AC/DC is obscure?
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Atlas is ded too but I don't see my dearly-desired giant globe back detail in the costume creator.
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Except Malaise, for whatever reason.
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Really, it wasn't that bad, it was just long. There's basically nothing noteworthy about it, which is why OP was able to run the whole thing without even realizing it was supposed to be a task force. If your team quit, you could just solo it. Back in the day I ended up just duoing it with one other guy after everyone quit.
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Focused Feedback: Experimentation (Release Candidates)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
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I'm bumping this thread because it seems like every time I go to RWZ on Beta to test something the gosh darned dummies aren't freakin' there.
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Shield Defence for Sentinels+Shield Toss primary
Vanden replied to Gobbledigook's topic in Suggestions & Feedback
I think there's two major reasons there's no Shield Throw power in the game. 1. There's no way for an FX effect to inherit color or geometry from your character's costume selections 2. The set is about defending yourself with a shield, and you can't use your shield to defend yourself if you've thrown it at an enemy. Also, some of those Elemental Shield options are clearly meant to be your character using their control over that element to create an barrier to block with, not a physical object you could throw at someone. -
Focused Feedback: Electrical Affinity - Powers (Build 6)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Nail on the head right here. This is one of two major reasons MMs don't need GS. The other reason is that Electric Affinity is very clicky, and the pet cuts back on the number of powers you need to be firing off regularly, to give you a chance to use your powers from your other power set. But MM primaries are largely fire-and-forget, so the majority of their power use is powers from their secondaries. They have plenty of time to be using another click debuff. -
Focused Feedback: Electrical Affinity - Powers (Build 6)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
So, totally subjective feedback, but I think it would be really cool if Shock was changed from a "shoot lightning at the enemy to weaken them" to a "drain electricity from the enemy to weaken them" theme. A lot of electric-based characters in fiction will "charge up" by sucking electricity out of power lines, car batteries, generators, etc., and while that's not something CoH is set up to do, draining enemies is pretty close. I was thinking it would use the Dehydrate animation, the projectile FX would originate at the target and connect to the user's hands, and the FX from toggling on Static Shield in Electric Armor could be repurposed, playing on just the arms. The name would probably have to change to something like Power Leech or Sap Strength. This would've been even better if Shock was still a Static Builder, but maybe some kind of token +Regen or something could be added on a hit? -
Unfortunately, I don't generally have time to do any really in-depth testing, only superficial stuff. I wish you guys good luck, though!
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Focused Feedback: Electrical Affinity - Powers (Build 6)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
I had a look in the powers preview for Masterminds, and found that Discharge doesn't have Heroic or Villainous themes, only Bright and Dark. -
I tested it and Demons' heal hasn't actually changed its values from live, but Vanguard's is weaker. One must be a bug.
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Focused Feedback: Dark Miasma (Release Candidates)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
And now the pot calls the kettle black. I used the name of the powerset instead of the name of a specific power in one place and you responded as if I was claiming that the whole set is overpowered. I thought from the context it was clear I was still just talking about the specific powers. No, what makes it overperforming is that it's stronger than the AT mods indicate it should be. A strawman argument. -
Focused Feedback: Dark Miasma (Release Candidates)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Semantics. 1. No, an overperforming power is an overperforming power. Some powers overperform by design, but there's nothing to indicate that Tar Patch or Twilight Grasp are designed that way and strong evidence that their performance until now is unintentional. 2. Are you really going to claim that AT mods aren't that important? -
Focused Feedback: Katana Animations (Release Candidates)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
No rush, I'm just saying that as the only weapon classes without a No Redraw option, VEATs would like to be first in line for the super-No Redraw treatment if it's going to be a thing. 😁 -
Suggestion: Cape brooches as belt or chest detail options
Vanden replied to biostem's topic in Suggestions & Feedback
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Focused Feedback: Dark Miasma (Release Candidates)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
You can't have it both ways. Either defensive support isn't valuable and the healing loss is irrelevant, or it is valuable and the healing loss matters. As @Captain Powerhouse said, a power that is stronger than AT mods would dictate is by definition overperforming. The onus is on the anti-change side of the debate to give an actual reason for why Dark Miasma/Affinity should be allowed to overperform. And no, the set being "only" the most popular on one AT and as low as seventh-most popular (out of fifteen sets!) on another is not an actual reason. -
Focused Feedback: Dark Miasma (Release Candidates)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
As Bopper pointed out, the DPS loss from Tar Patch is only 6%, 10% if you stack it. As for Twilight Grasp, only the heal is being reduced. The debuff already respected AT mods. -
Focused Feedback: Dark Miasma (Release Candidates)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
I also have to wonder how the set apparently managed to fall so far. I remember during Live, the common wisdom was that Dark Miasma was an excellent set. On Controllers, it's an even better buff/debuff set because it loses two powers of the kind that Controllers already get in the primaries for two more excellent buffs. But now it gets this small slap-on-the-wrist nerf and suddenly people are claiming it's not that good to begin with? Something smells fishy. -
Focused Feedback: Katana Animations (Release Candidates)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Using the No Redraw theme, you can activate your attacks immediately without redraw, but you lose the ability to draw your weapon to look cool or for dramatic effect. The changes here should let you still do the draw animation when you want to show off, but still get the benefits of No Redraw in combat.