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Everything posted by Solarverse
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New Argument and Proof in Favor of Increased Aggro Cap
Solarverse replied to Solarverse's topic in Suggestions & Feedback
Nobody said the Tank would be able to hold their aggro. The limit to how many a Tank can aggro would still be there. Over aggro and guess what, the aggro is on you. So no, this is not what would happen...which using this logic, you should be all for the idea. 😉 -
New Argument and Proof in Favor of Increased Aggro Cap
Solarverse replied to Solarverse's topic in Suggestions & Feedback
Then you know that Blazing Aura will indeed aggro mobs just the same as a nuke. It triggers aggro either way, especially since nobody else was there for them to share an aggro table with. I am going to try and do this with you without attacking you the way you have clearly done with me. I have been known to lose my cool easily when attacked, but this time I am going to answer your accusations and questions logically here. Yes, aggro was revamped. I never insinuated otherwise, in fact I covered that in the OP of this thread. I also mentioned that mobs have a limited timer on their aggro response. If mobs are not continuously reapplied with something that triggers aggro, they eventually stop following you and return to their designated positions. This does not change with what power rolls the dice to hit...regardless if that hit misses or hits, they aggro for the same amount of time, for the same distance. My point of the video shows that even if we raised the aggro cap, the other mechanics of the game would continue to make herding in this game pointless, as it would still be much more efficient to go mob to mob. My video shows strong evidence of this since herding mobs takes almost twice as long to herd them in to one place than it would if a team simply went mob to mob wiping them out together as a unit, rather than waiting for the Tank to bring a large herd back to the team. Also, there is no way a Tank could herd an entire map with today's mechanics. Those days are over even if we completely lifted the aggro limit...which is not even being suggested here. Also, I am unsure what your evidence is that I am not trying to have a good faith discussion, as there is absolutely zero proof of this. And yes, on an aggro table, 1 offensive toggle suffices just as much as anything else. Let's not pretend that changes the aggro timers. The ONLY thing that changes aggro timers is a Taunt Enhancement slotted in your toggle. However, I have tested that as well before making this video and it made no noticeable difference. Your attack on me is based on nothing at all where as my post is proposed base on facts and attacks nobody. And even if you somehow manage to find statements that are false, you have simply found a whole in my knowledge, not some proof that I came here with an agenda to trick everyone in to taking sides with me. Believe it or not, this is not some Nemesis Plot. Your attack on me is unwarranted. This is untrue. I challenge you to go to WeHaveCake server an show evidence that anything you can do will be any better than what I have done. I have shown evidence to back up my post. The burden of proof is on you to show evidence to back up your claim. You will have to go back to reaggro mobs just the same as I did or your mobs will run away while you are still trying to gather up mobs. You will have fewer mobs in your dumpster than what I had if that is what you think will prove me wrong. I'm not "being genuine." That is an easy claim to make when you are on the attack and your accusation comes with zero evidence to back it up. -
New Argument and Proof in Favor of Increased Aggro Cap
Solarverse replied to Solarverse's topic in Suggestions & Feedback
Clearly you weren't here in the old days of herding since you did not see my AoE hitting the mobs, even a miss counts as an aggro. A Tank NEVER needed to taunt to herd...not ever...and if they did, they were doing it wrong. And yes, Tanks were herding using Blazing Aura all by itself. -
New Argument and Proof in Favor of Increased Aggro Cap
Solarverse replied to Solarverse's topic in Suggestions & Feedback
If Bill, Will, Bob, Rob, Joe, Ted, Frank, Curtis, Bart, Burt, Fred, Jack, Dave, James, Rick, Sam, and John can't stop the Hulk...why just stand there and wait your turn to get stomped by the Hulk instead of giving yourself a fighting chance by adding the numbers against Hulk...or hell...run? Countered. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
It could happen. 😉 -
So the biggest argument against a higher aggro cap is that it will lead to Tanks going back in to the herding mentality and people fearing the "Wait here" mentality will once again reign in City of Heroes. It was a valid argument at the time, however, since then I had the chance to actually test out this theory to see for myself...in today's game under today's game mechanics, would it even be worth it for Tanks to herd maps if the aggro cap were to increase? The short answer is no. Absolutely not. So the proposed change to raise the aggro cap has not been a limitless aggro cap. Typically people have been asking for a double or even triple aggro cap. To the best of my knowledge, nobody has requested a limitless aggro. However, even if they did, the tests that I have conducted was pretty conclusive that even if the aggro cap were to be lifted all together, and even if the target cap were lifted all together (meaning your AoEs will hit anything in ranged, not just a limited amount of NPCs) it will still be counter productive to herd maps as a Tank. It would be completely pointless to say, "Wait here while I go aggro the map" and I have evidence that supports this. I went to the We Have Cake server where there is no aggro cap and no limit to how many NPCs your powers will hit. My findings is as such... NPC's still lose aggro over time if they are not periodically damaged or debuffed or affected in some type of way...and they tend to lose aggro quite quickly. So when attempting to herd, a Tank will have to continuously go back and make sure that he/she still has the attention of the mobs following him/her. This was a nerf that was implemented before the aggro cap had been set in to place. Previously, the NPC's would aggro for a VERY long time without a Tank having to constantly regain the aggro. NPCs would follow Tanks regardless of how long ago the Tank would aggro the mob. Secondly, all of the ambush mobs that were once in the game and the missions therein, have since been removed. The days of just running around Chimera and his Guards map and triggering all the ambush mobs is a thing of the past. Those ambush mobs no longer exist. So due to these two changes that would still be in place even if the aggro cap were to be increased, Tanks trying to herd would be a complete waste of time. Now, what would we have to gain from an aggro cap increase double what it is today? I believe and continue to stand by the statement that mobs will simply no longer stand around and pretend like you are not even there. They would aggro and fight you instead of being oblivious to your presence. This IMO alone is reason enough. It just doesn't feel right when mobs clearly see you yet take no action. They don't run away, they don't attack, they just....stand there....waiting their turn like some B-Rate movie. If you care to see the video, I cannot post it here due to the forum rules. However, if you go to my Youtube page which can be found below, you can find a video named City of Heroes Herding which can be found at the bottom of the City of Heroes Related Videos playlist. Once you view this, you will clearly see how much time it takes to herd a large mob even with no aggro limit, and how often I had to turn back and garner the attention of mob in order to keep them aggroed to me. Once it is said and done, you will clearly see that herding just is not worth the effort in today's game and I think the fear of what Tanks would do is clearly unfounded when you add in the other mechanics at play that prevent herding as a power leveling tool or a team strategy. I think this video shows evidence that speaks volumes in that raising the aggro cap by double could do nothing but actually help makes this game more enjoyable. After viewing the video, I ask that you take this in to consideration and then let me know, after the evidence in which has been submitted and after reading what I wrote, why you still believe that doubling the aggro cap would be such a bad idea as opposed to an idea that would actually make the game more enjoyable? Thanks for your time. Looking forward to chatting a bit about this. https://www.youtube.com/channel/UCEOq5JVVNnjJGlfmGB5YCVQ
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This is a tutorial on how to not only create SFX Mods, but this will also teach you how to customize your own unique sounds for your SFX Mods. This is a 3 part video I put together to help people learn how not only to create sound effect mods, but also create customized sounds for your mods. This gives detailed information on what programs to use, what websites you can use and how to edit what you have created and how to change sounds to sound completely different from their original sound. Hope this helps anyone interested in learning how to do this. Without further delay, enjoy! For anyone who wants to learn or has an interest in learning, this will most certainly get you in the direction you are trying to go. Enjoy and hope this helps!
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@The Philotic Knight would you agree with this analysis and fix?
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I have seen that once happen to me. It was after I had tinkered with the Data folder after installing mods. All of those errors occurred after I had manually deleted a few mods instead of using the Modder Tool to delete them. Okay, so the fix for me was this: Completely remove the Modder Tool from your PC. Delete the Data Folder and any folder the modder tool places in that directory. Particularly the info file named Allmods and the folder named mods along with the Data folder completely. Redownload the modder tool, redownload your preferred mods. After doing that it fixed the issue for me. I'll post a picture below and circle the ones you need to delete.
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Take a screen shot of the error please.
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YAY!!!! Glad you got it figured out!
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I'm referring to the window boxes within the modder tool. The ones on the right side. Yours are scattered about, almost like it's bugged somehow, while ours are uniformed. Also, if you look at the top left where it says CoH Modder you will see that ours is dark, where-as yours is greyed out. Almost like the programmed stopped responding?
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The thing we are concerned about, is that yours does not look like everyone else's. Look at the difference between yours and ours.
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It works on mine. So if it is not working on yours, that makes me very curious indeed. As you can see, my Data folder is in my homecoming folder and it works perfectly. So if it is not working for you, it makes me wonder why.
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Just to reiterate what Knight has said... Modder Tool Download can literally go anywhere accept your CoH Folder or your homecoming folder. The directory for your mods should be (depending on what launcher you use) \CityofHeroes folder or if you are using the new Homcoming Launcher, then you direct your mods to the \homecoming folder.
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What is confusing me, is if you look at the bottom of the CoH Modder Tool, it shows that they have 5 Local Mods and 5 Installed Mods. So it recognizes that they have mods, but for some reason they are not rendering in the information screen.
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That is just very strange. I have never had that issue before. One last question, you are not placing your homecoming folder in the \CityofHeroes folder, are you?
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I think I found your issue. Do not tell it to go to \homeciming\bin64. Instead tell it to go to \homecoming. Your Data folder should be in your homeciming folder like this.
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Could you take a screen shot? Sounds like you might have it set up wrong or something.
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Request: way to turn all skill effects off
Solarverse replied to Bleuz's topic in Tools, Utilities & Downloads
I think you would have better luck putting this in the suggestion forums. I don't think you are going to find a modder to do that one since modding just a single power can take a very long time. You need an in game option for what you are asking. Asking a modder to do this could take months, if not years...and since we are all doing these mods for free, I don't think any modder would want to invest all that time in to something that would be easier done as a graphics option in game. Try posting this on the Suggestion Forums. You will have a better chance of getting this there than posting it here. -
Oh sure, all these wanna-be Energy Melee guys are going to start coming out of the woodwork. That's okay, I always have the bragging rights of, "Energy was my main before it was cool...everyone else are just bandwagon fans..." 😄
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Which could also affect your set bonus stats. For an example: You currently have a full set of Damage in Thrust that gives you 3.75% Defense to Ranged. Now that you have to slot for Knock Back to get back your Knock Back, maybe that set only has a 1.25% Defense to Melee instead of Ranged, thus taking you down from the Soft Cap to Ranged and placing you below it instead. Which is the exact same issue I have now with my Energy Blast Blaster, since I have to slot a KB to KD Enhancement in all of my Knock Back Powers, I always miss out on that sixth Bonus stat. This is why I say the ONLY viable solution is to add a toggle to every AT that turns KB to KD and vice versa. That way the people who hate knock back can actually slot correctly instead of gimping our builds by placing KB to KD in half our powers. It's not fair to us...and I for sure would not want to turn that table around to those who currently enjoy the Knock Back, it wouldn't be fair to them either. However, something needs to be done to make it fair for everyone...and the toggle is the only way that fairness can be achieved.
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The better option is to have a toggle built in to every character that changes your powers from knock back to knock down and vice versa. That is the only compromise I see playing out well.
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Focused Feedback: Blaster Secondary Revamp
Solarverse replied to Jimmy's topic in [Open Beta] Focused Feedback
I can't be the only one who was hoping to see the +Recovery being removed from Touch of the Beyond to Death Shroud. I really hate that the +Recovery is tied to a power that is a click and requires a target. I really want to play /Dark but for as long as the +Recovery is tied to a click that requires a target, I just can't. That set could REALLY use some love too, since it is the second least played set in game, only being 11 players short of being the absolute least played set in the Blaster Secondaries neck and neck with the least played set which is Ninja Training. I have a thread on it here for reference to the idea and the statistics. For me personally, if we could move the +Recovery from Touch of the Beyond to Death Shroud, that's all the set would need to entice me to actually play the set. -
And then there is hat too. 😄