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Williwaw

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Everything posted by Williwaw

  1. Just one note about Soldiers: The basic Training and Gadgets secondary set has the Call Reinforcements power, which summons two Arachnobot Disruptors, so regardless of whether you go Crab, Bane, or "Huntsman", you can choose to summon those. The Crab Spider Training secondary set has an additional pet power, Summon Spiderlings. (And then if you take a Patron Power Pool, you can get a third pet power)
  2. Except the issue involves other players casting buffs on you, not just one's own character. Okay, hypothetical situation: I'm a SS/Willpower Brute. I have no ice powers whatsoever. I team with a Cold Domination Defender and they cast Ice Shield and Glacial Shield on me, and suddenly I can't see anything because I'm turned into a big blocky ice thing. Where in the tailor should the option "minimal effects for *other* people's ice and glacial shields" be, so I can avoid that situation in the future? Where in the UI should they add the ability to customize every possible buff or debuff that anyone else in the game could conceivably cast on me?
  3. Bear in mind that AT multipliers have nothing to do with whether powersets are "Primary" vs. "Secondary", and are instead tuned for each AT individually. For example, Controllers have much better Mez multipliers than Dominators (1.863 vs. 1.490 for Fear/Immob/Sleep/Stun), even though it's a Primary set for both ATs. Similarly, not only do Blasters have higher ranged damage multipliers than Corruptors (1.125 vs. 0.750), despite both being Primary, but so do Dominators (0.950), even though their damage powerset is Secondary. So with that in mind, I'd give a Commander set Defender's slightly higher ranged damage multipliers (0.650, while MMs have 0.550 - note this wouldn't affect pet damage), and Dominator-level mez multipliers (at best). This would give them decent offensive capability but without the inherent buffs that those ATs provide. Instead, the Commander's Inherent could make the mezzes stronger (i.e., longer duration) depending on how many of your pets are nearby - sort of a reverse Supremacy. (I'm thinking no Bodyguard Mode for this AT) (And, of course, all multipliers would be subject to balance passes; that's just a general ballpark to start with)
  4. Any character in anything vaguely action-oriented often leads to the thought "I wonder if I could recreate that character - appearance *and* powerset - in CoH". (It's rare that that leads to actually making the character. I have enough ideas of my own. And even when it does, I don't try to duplicate the appearance or name, though their biography may obliquely refer to the character's origin. At most, I'll try to duplicate the original costume to use as a basis for my costume, to keep the "feel" of it)
  5. This. Homecoming has a lot of QoL improvements and a new class and new powersets and powerset proliferation and so on, but it still feels like essentially the same game, and when they make a major change they test it thoroughly (for several things, including bugs, balance, and community reaction). Some of the I24 servers are just throwing every random idea at the wall to see what sticks. (Like totally changing how Control sets work by swapping the pet with the single-target immob, and then turning the single-target immob into something else)
  6. My character who's an homage to the Shadow (particularly the pulp paperback version) is Dual Pistols / Ninja Training. But Immobilizing Dart is basically Black Widow's wrist blasters.
  7. To be sure, there are some endgame boss battles (iTrials in particular) where having a character constantly spamming their PBAoE heal on the group is helpful, but even then there's many Support sets that have a basic PBAoE that wouldn't otherwise be considered a "healing" set, like Thermal, Time, or Rad. And it's helpful, but not required; by that point most characters have a lot of survival mechanisms of their own. One might argue what a "pure healing" set even looks like in this game. Even the most heal-focused sets in the game have very few direct heals - Empathy and Nature Affinity have three each, Pain Domination has three on a MM and four on other ATs. The rest of the powers in those sets are buffs, debuffs, and a rez. In CoH, there's a lot more focus on preventing damage than healing it afterwards (and the melee classes are a lot tougher than melee classes in any other game I've played, even other superhero games, so they don't need to be healed as much). I think you may want to give Controllers a try rather than a "pure healing" Defender. You'll be able to buff and heal your team with your secondary and keep most enemies locked down and helpless when healing is not needed (which it usually won't be).
  8. The guy explicitly says in the Reddit thread that he's starting with Mercs, Thugs, and Ninjas because they use the same humanoid mesh as players, but he plans to make all the MM pets customizable: "Humanoids are first because they are the simplest, then bots, then demons/beasts." It's apparently not 100% compatible with I25/26, though, so it'd be extra work to incorporate it here.
  9. It doesn't depress me, but it makes it difficult to see where the heck I'm going half the time.
  10. Don't use the actual Freedom Phalanx (and Arachnos) NPCs, approximate their costumes using only player-usable parts. That would emphasize the "homemade" feel of the costumes (since they are, after all, just cosplayers), and allow you to put whatever powersets you want on them. You could have people cosplaying as the lower-end heroes and villains (the ones that show up in Tip, Mayhem, and Safeguard missions, like Shock Treatment or Sky Dragon) for Minions and Lieutenants, and the faux-Signature heroes and villains (Freedom Phalanx and Arachnos) as Bosses. The CoC only says you can't play as Signature characters; you can still use them in AE missions and refer to them in your backstory. You can certainly use people dressed up (badly) as them and named "Bob" or "Susie" in your AE missions.
  11. Just a note that Scrappers, Stalkers, and Brutes have exactly the same multipliers on their defensive powers (so they get the same defensive benefits from the same power), but Stalkers give up a defensive power for Hide and have lower HP than Scrappers or Brutes, while Brutes have higher HP and a higher Resistance cap than Scrappers or Stalkers. Brutes can be hardier than Scrappers and Stalkers if you build for it, but you have to build for it. It won't happen on its own. Brutes make slightly better off-tanks than Scrappers due to their inherent taunting, but a well-built Scrapper is not exactly a fragile flower. Stalkers probably shouldn't be used to tank (since their whole gimmick is *not* being noticed), but they also have decent defenses. On the other hand, Tankers have higher defensive values, a higher resistance cap, and the highest max HP in the game. Even with the same defensive powers and the same enhancements, they'll be hardier than any of the other three melee classes. They do less damage than the other three melee ATs, but not "very little" damage. In fact, their base damage scales are higher than Brutes, but Brutes have Fury and a much higher damage buff cap to make up for it. (However, be aware that Tankers are undergoing testing to make them more effective offensively, at the cost of being a little worse at team support, so anything I say about them now may no longer be true in the near future) While there's no "wrong" way to play any of them (as long as you're not dying or killing your teammates), Scrapper is designed as an offensive powerhouse (Melee 10, Defense 7), Tanker a defensive powerhouse (Melee 7, Defense 10), Brute a fast-moving offensive off-tank (Melee 9, Defense 8), and Stalker a stealthy single-target juggernaut (Melee 10, Defense 7).
  12. I like that idea. And since signature costume parts aren't available for player costumes, they'd necessarily have to be *bad* copies of the signature characters, making it obvious they're cosplayers. You could also have people cosplaying the lower-tier heroes and villains, like the ones that show up in Mayhem and Alignment missions and such. I'm pretty sure all those characters have player-available costume parts and can be imitated pretty easily (but you may want to deliberately change some bits to make them look more "homemade"). (Edit: Didn't there also used to be public domain characters there, too? Like Santa Claus and Dracula and such? Are they still part of it?)
  13. ... now I'm really sorry I didn't play the original version of this while I could. It sounded hilarious. This version... eh.
  14. Well.... (Look at 0:22, in particular) .... yes, actually. I do. :)
  15. The game uses "epic" in the original sense of "a long-form story". They're "epic" because they have their own story arcs that can only be played as those ATs, not because they're what I like to call "internet epic" (which just means "totally awesome, dude").
  16. I'm not sure the animation for any powerset we have now is quite appropriate for a scythe, though I think Staff Fighting would be closer than Titan Weapons.
  17. Yeah, don't use Disney characters like Cinderella, Sleeping Beauty, or Mulan; use Public Domain characters like, say, Cinderella, Sleeping Beauty, or Mulan. :D
  18. The idea is that Inf isn't "money" - you're actually trading in on your reputation (your influence, your infamy, or your information) rather than in actual dollars and cents. So, sure, you may get a few hundred thousand dollars from a bank robbery or millions of dollars from Leonard's arc, but dollars are not Inf. It's a bit hand-wavey (especially when the Auction House comes into it), but that's the justification.
  19. ^ This. The EULA just said that NCSoft had the rights to use the images of the characters as they appeared in the game, but they didn't gain the rights to your actual characters. If you made Captain Cheesecloth in the game, NCSoft didn't suddenly didn't own your character's name, powerset, appearance*, or backstory, it just meant that NCSoft didn't owe you any money if they used a screenshot or video of Captain Cheesecloth in their ads. * You'd have to change their look just enough so they weren't using exact CoH assets, of course.
  20. It's considered the Mutant power pool only because the other four (Sorcery, Gadgetry, Utility Belt, and Experimentation) map to Magic, Tech, Natural, and Science origins respectively, leaving Force of Will and Mutant as analogs by default. (Sister Psyche has psionic powers, and she's a mutant, so it might be based on her, or on Marvel mutants like Jean Grey and Professor X) My headcanon, though, was that it was a sneaky way of adding Jedi powers to the game (travel power is basically the Force Jump, attacks are all mental... and it's named Force of Will). YOU CANNOT CONVINCE ME OTHERWISE. DO NOT ATTEMPT IT.
  21. Dumb question - is the Panacea IO in question the +Hp/+End Proc, and do you already have a similar proc slotted elsewhere?
  22. Names can't be copyrighted, names can only be trademarked. You can copyright an entire character, but not just their name (which is why Marvel has a Captain Marvel and DC has a Captain Marvel... but only Marvel has the trademark rights to use "Captain Marvel" in a comic's title) In theory, you can make a CoH character named Captain America, as long as said character didn't resemble Marvel's character in any other ways, and you'd be breaking no copyright or trademark laws. (In practice, of course, you'd probably get smacked down anyway, on the Better Safe Than Sorry clause)
  23. This. When talking about, say, someone wielding a sword, I'd call it Natural if they're wielding a normal sword and the skill is all their own, but Magic or Tech if the sword itself is special. In other words, if you swapped out their trademark sword for a perfectly normal sword, would they still be just as good? If so, then they're Natural origin. If not, then they're probably Tech or Magic. Of course, there's overlap, but that's my general guideline when I choose an origin.
  24. As I said, it's in the Cider client, but it looks like you have the Wineskin client instead. Though it also looks like Manga updated Island Rum yesterday, so if you have Island Rum build 091320191, try re-scanning your files.
  25. ... no brute has 6000 HP. Brute max HP and max max HP (with all possible +HP buffs) are both lower than Tanker max HP and max max HP (1500/3200 for Brute, 1900/3500 for Tanker) As for the rest of it, have you been to the test server lately?
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