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Everything posted by Bionic_Flea
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Can we get any more Play to Win Vendors?
Bionic_Flea replied to Bionic_Flea's topic in Suggestions & Feedback
There might be a reason that we don't know about. For example, I've been told that you can't have access to the auction house inside of bases or missions because each map instance opens up the entire database of everything sold, stored, and offered for sale. And that kind of memory usage would make servers cry. Maybe there's some issue like that. Maybe there isn't. I don't know. But I can't assume either way. -
Discord Weekly Discussion - Week 35: PVP
Bionic_Flea replied to GM Miss's topic in General Discussion
How painful is very? -
As most of you know, Play to Win vendors give out the old prestige and veteran powers, XP multipliers, and sell a lot of other temporary powers. There's one in each tutorial and starter zone (Atlas, Mercy, & Nova), as well as Firebase Zulu, Grandville, and Pocket D. Would it be possible to get one in the RWZ Base? Or better yet, can we have a P2W vendor NPC for bases?!?!? Thanks.
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Community Vote on "Cottaging" Powers?
Bionic_Flea replied to Galaxy Brain's topic in Suggestions & Feedback
I don't think voting or polls are a way to design or maintain a game. Sometimes things need changing even if people don't want it to change. Sometimes things shouldn't be changed even if people want it.- 131 replies
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Patch Notes for January 27th, 2020
Bionic_Flea replied to The Curator's topic in [Open Beta] Patch Notes
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Love: known. Rules: known. Thoughts: Full Commitment. Other Rikti: Non-responsive. Feelings: Communication desired. Your understanding: required. Give you up: Never. Let you down: Never. Run around and desert you: Never. Make you cry: Never. Say goodbye: Never. Tell a lie and hurt you: Never. You've been Rikti rolled!
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Discord Weekly Discussion - Week 35: PVP
Bionic_Flea replied to GM Miss's topic in General Discussion
Here's a thought for rewards: Allow ATOs and WinterOs as drops for PvP kills, along with a higher chance of PvP recipes. I'll need more time to digest Alou's post, but if the gist is a tweaking of the DR curve, I'm all for it. -
A Call for a little transparency, just a touch.
Bionic_Flea replied to DR_Mechano's topic in General Discussion
But Jimmy, why can't you give me specific statements of what's going on so that I can pick them apart and destroy you with my logic and semantics!?!?- 137 replies
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This is how I might make a fire/rad. You are correct to build for perma-AM, which in turn will get you to perma-hasten, with Agility Core Alpha. While defense is always good, You have Radiation Infection dropping affected targets' to-hit by 30%. Fallout can be a one hit wonder. Look at the numbers on it with just one slot after hitting Aim -- 630ish damage, -50 resistance, -30 defense, -30 tohit, -30 damage buff. Dying friends are your best friends, and then you can rez them with Mutation. You have KD mitigation in Inferno and fireball and the immob proc in rain of fire should help keep enemies in the rain and out of your face. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Ukases fire-rad corr: Level 50 Magic Corruptor Primary Power Set: Fire Blast Secondary Power Set: Radiation Emission Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Villain Profile: Level 1: Flares -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(7), SprScrBls-Acc/Dmg/Rchg(40), SprScrBls-Dmg/EndRdx/Rchg(40), SprScrBls-Acc/Dmg/EndRdx/Rchg(40), SprScrBls-Rchg/+End(42) Level 1: Radiant Aura -- Prv-Heal(A), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(39), Prv-Heal/EndRdx(50), Prv-EndRdx/Rchg(50) Level 2: Fire Blast -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(3), SprMlcoft-Acc/Dmg/Rchg(3), SprMlcoft-Dmg/EndRdx/Rchg(11), SprMlcoft-Acc/Dmg/EndRdx/Rchg(13), SprMlcoft-Rchg/Dmg%(13) Level 4: Accelerate Metabolism -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod/Acc/Rchg(5), PrfShf-Acc/Rchg(5), EffAdp-EndMod/Rchg(25), EffAdp-EndMod/Acc/Rchg(45), EffAdp-Acc/Rchg(45) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), Rct-ResDam%(37), ShlWal-ResDam/Re TP(39) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 10: Super Speed -- Clr-Stlth(A) Level 12: Boxing -- CrsImp-Acc/Dmg(A) Level 14: Fire Ball -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(15), OvrFrc-Acc/Dmg/End(15), OvrFrc-Dmg/End/Rech(17), OvrFrc-Acc/Dmg/End/Rech(17), OvrFrc-Dam/KB(48) Level 16: Rain of Fire -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(46) Level 18: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), UnbGrd-Max HP%(19), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31) Level 20: Blaze -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(21), Apc-Acc/Rchg(21), Apc-Dmg/EndRdx(23), Apc-Dam%(23), GldJvl-Dam%(37) Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 24: Radiation Infection -- HO:Enzym(A) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Dam%(27), GldJvl-Acc/Dmg/End/Rech(29), GldJvl-Dam/End/Rech(29), GldJvl-Dam%(31) Level 28: Lingering Radiation -- Acc-I(A), RechRdx-I(42) Level 30: Aim -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(45), RctRtc-Pcptn(46) Level 32: Inferno -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Rchg/KDProc(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(39) Level 35: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(37), LucoftheG-Def/EndRdx/Rchg(42) Level 38: Enervating Field -- EndRdx-I(A), EndRdx-I(46) Level 41: Fallout -- Ann-Acc/Dmg/EndRdx/Rchg(A) Level 44: Mutation -- RechRdx-I(A) Level 47: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48) Level 49: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- HO:Micro(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9) Level 50: Agility Core Paragon Level 50: Clarion Radial Epiphany Level 50: Assault Radial Embodiment Level 50: Reactive Radial Flawless Interface ------------
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Consolidated CoH difficulty thread (Includes Poll!)
Bionic_Flea replied to Galaxy Brain's topic in Suggestions & Feedback
Seriously. If you want to play a certain way, play that way. Find others that also want to play that way. Post on the forums, talk in discord, use LFG and other channels on your server. I ran a +4 Speed ITF today. 15 minutes, no deaths. To many that sounds horrible, but I loved it! And the others that ran it with me did too. -
Consolidated CoH difficulty thread (Includes Poll!)
Bionic_Flea replied to Galaxy Brain's topic in Suggestions & Feedback
Can you point me to where on this thread anyone used the words "insecure" or "blowhard"? I just searched on my own and your post is the only one that has either of them. -
Consolidated CoH difficulty thread (Includes Poll!)
Bionic_Flea replied to Galaxy Brain's topic in Suggestions & Feedback
Doing any of these things would CAUSE problems. Don't nerf me, bro. Add harder content or create ways for players to choose harder content if they like. But don't force it on everyone. -
Consolidated CoH difficulty thread (Includes Poll!)
Bionic_Flea replied to Galaxy Brain's topic in Suggestions & Feedback
I have thought about this topic over the years and have made some observations: There's a wide variety in the player base. Believe it or not, there are players who don't have a level 50; players who don't use any IOs, players who only use generic IOs; players who PL to 50 in a couple of hours; players who solo exclusively; etc. Some of these want the game harder, some want it easier, some just want people to slow down . . . or hurry up! If difficulty is not tied to reward, players will generally avoid it. The game currently provides several ways to increase difficulty: play against tougher foes (Rularuu, Arachnos, etc); play at higher settings, use the TF and Ouro settings to buff and debuff. I don't think I have ever seen any of the below level 50 TFs run at +4 (except accidentally). However, you will see +4 frequently when players know that they can beat it quickly and with ease. The only time I see the TF difficulty settings (players debuffed, enemies buffed, timed, no deaths, no enhancements) being used is once for the specific badge and however many times it's needed to get a "Master of _______" badge. It doesn't take much of a reward to encourage players to try difficult settings. Some people are willing to try over and over to get a "Master of _______" badge or The Really Hard Way or other difficult badges. After getting the badge, they might be willing to help others get it, but generally players avoid the additional difficulty after the reward goes away. Synapse, Citadel, and most of the Shadow Shard TFs are repetitive and a slog, but people run them for the badges, the associated accolades, or because it's the weekly TF and has bonus rewards. A significant slice of regular players will pursue maximum rewards for minimum effort. Hello? Fire farms? Even at half XP fire farms are a quick and easy way to get XP, influence, and drops. It's repetitive, boring, and yet beloved. Things like fire farms and other min/max speedy play creates disparity. Players who like that kind of play get lots of XP and inf that lets them build characters that can do that content even faster. The rich get richer. My conclusion: Additional difficulty has to be rewarded or it will be avoided. But instead of awarding XP and influence for killing critters, add other rewards, like badges, desirable IOs/recipes, incarnate salvage, etc. Suggestion: Add additional arc completion rewards. If mission completion and especially story arc completion carried additional rewards more people would do those. If it were possible to add a TF Mode to story arcs, such that you could grant bonuses to the entire team at the end and add other difficulty settings that would be great and allow additional challenge opportunities. -
I don't think Ouro is obsolete and I do think that enterfrompasscode is an exploit and should have the same animation as the Base Transport power from P2W. Enterfrompasscode is supposed to be a GM-only tool to help folks having issues in their base. It was never intended for players. All other TPs have an animation associated with it. This one doesn't and that's why people love it, but it's also why it's an exploit.
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Are there any underrated money makers for converter crafting?
Bionic_Flea replied to Gravitus's topic in The Market
For a billion in 90 minutes, you'd need a bit more than 11 million a minute. At 2.28 mill/minute for 90 minutes you'd end up with about 205 million. Even if you got great drops and sold them you'd be hard pressed to make another 795 million. Hmmm . . . now I'm kinda interested in what the number would be with drops vendored or placed on market for average last 5 price and assume that it insta-sold. Does the Farm Fresh builds data have those kinds of numbers too? -
I don't know about Brutes, but a perma-dom, perma-whirlwind is a thing of beauty. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Whirling Dervish Dom: Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Martial Assault Power Pool: Sorcery Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mace Mastery Villain Profile: Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(13), BslGaz-EndRdx/Rchg/Hold(15), BslGaz-Acc/Rchg(15), HO:Nucle(17) Level 1: Shuriken Throw -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(17), Dcm-Dmg/Rchg(19), Dcm-Acc/EndRdx/Rchg(19), Dcm-Acc/Dmg/Rchg(21), Dcm-Build%(21) Level 2: Frostbite -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprDmnGrs-EndRdx/Rchg(3), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprDmnGrs-Rchg/Fiery Orb(7) Level 4: Trick Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(23), Dcm-Dmg/Rchg(23), Dcm-Acc/EndRdx/Rchg(25), Dcm-Acc/Dmg/Rchg(25), Dvs-Hold%(31) Level 6: Mystic Flight -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(7), Frb-Stlth(9) Level 8: Boxing -- HO:Nucle(A) Level 10: Spinning Kick -- SprAvl-Acc/Dmg(A), SprAvl-Rchg/KDProc(11), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-Max HP%(36) Level 16: Envenomed Blades -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(37), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/Rchg/EndRdx(39) Level 18: Flash Freeze -- CaloftheS-Heal%(A), CaloftheS-Acc/EndRdx(34) Level 20: Spirit Ward -- Prv-Absorb%(A) Level 22: Super Speed -- BlsoftheZ-ResKB(A) Level 24: Arcane Bolt -- HO:Nucle(A) Level 26: Glacier -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprAscoft-EndRdx/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprAscoft-Rchg/+Dmg%(31) Level 28: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-EndRdx/Rchg(40), UnbGrd-ResDam(40) Level 30: Whirlwind -- FrcFdb-Rechg%(A), FrcFdb-Rchg/EndRdx(37), EndRdx-I(37) Level 32: Jack Frost -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-EndRdx/Dmg/Rchg(42), ExpRnf-Dmg/EndRdx(43) Level 35: Masterful Throw -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(43), StnoftheM-Acc/Dmg(43), StnoftheM-Dmg/EndRdx(46), StnoftheM-Acc/ActRdx/Rng(46), GldJvl-Dam%(46) Level 38: Explosive Shuriken -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(50), Apc-Dmg/EndRdx(50), Apc-Dam%(50) Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42) Level 44: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(45), LucoftheG-Def/EndRdx/Rchg(45) Level 47: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 49: Personal Force Field -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9) Level 50: Agility Core Paragon Level 50: Clarion Radial Epiphany Level 50: Ion Radial Final Judgement Level 50: Support Core Embodiment Level 50: Reactive Radial Flawless Interface ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1536;714;1428;HEX;| 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|4D0FC147CC96C7E01366EB53E61CD56BE67A723366EBFACDECFE0962071DD44F08E| |7163A8B59CF8061DE659A42DB50AF6D857DDD5F99BDDF98D12FCC39DA5D04E71959| |E46723FA067CC9EC7F05BE0663DCCB3CE576E25DE9ECE77A893833950093608AA95| |0FF3DE8BFA78EF7DE1B006B99E7A87C1FCEB30F3131F862888DF9993EAA1747BD38| |6213884920E7A3478824CE2B899816A5FCCED2973E22B26AE14AA5A8CD9BB459523| |6CB369B65BBCD3262B38C2AE57F00215916576DF9BD2E2DBBC92BADF77EAE582429| |CC27E13EC2537DB245AFAC8F9EC7FB3DC3FC1B2460E27BF4E0A7A0D914A8D89F452| |AF6257FC5FE1FC973091E| |-------------------------------------------------------------------|
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The bugs you remember (fondly or otherwise)
Bionic_Flea replied to Greycat's topic in General Discussion
No one ever remember me fondly . . . Fleas ruin everything. -
Welcome back!
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Threads are better than shards. 🤪
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Can We Fix the /Search function?
Bionic_Flea replied to Bionic_Flea's topic in Suggestions & Feedback
What does this button do? -
Choake is also my personal shaman!
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Many of you know, but some may not, that there is a /search command that brings up a User Interface (UI) box that shows other characters online. You can customize it to look only in certain zones, or certain ATs, or certain levels, or any combination thereof. It's great for finding friends or recruiting players or just for random data (how many stalkers are on now). If you don't want people to be able to find you that way you may want to play with another command -- /hide. It's a neat tool to find people online but it suffers from two problems: First: It is side specific. It will only show you players on your side of the morality compass (hero/villain). If you are rogue or vigilante you can see players that are on the same side you are currently on (meaning the physical location of the map). If you are in a co-op zone, Rogues and Vigilantes are tagged as hero or villain based on which side they came in on. As a Rogue in Praetoria, search only showed me other villains on the Rogue Isles. But as a Rogue in Founders Falls, I was able to see all the players that were in Hero zones. With Null the Gull allowing instant side switching, it seems to me that the side-restrictive searching of /Search is no longer warranted. Second: The results cap at 50. When I first became aware of the command, years ago in the early days of "golden dawn" Hamidon Raids, the /Search command would list everyone on the server. I recall seeing over 300 names and having to filter by level and then AT to ask folks to join us at the raid. At that time there was only heroes -- no Rogue Isles or Praetoria -- so being side-restricted was meaningless. At some point, I'm not sure when, the response was limited to 50. You can tell if you restrict search by certain ATs and levels that there are more than 50 players when you add up all the results, or you can check here to see the number of players per side on any specific server: https://forums.homecomingservers.com/status/ I'm not sure if there's a reason why it's limited to 50, but maybe that reason no longer exists with beefier machines and more efficient coding. So my request would be to remove the side restriction, or better yet add it as another sorting option; and to remove the cap of 50 so that we can see everyone that's not hidden on the server. Thanks!
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