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MistressOhm

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Everything posted by MistressOhm

  1. Even though CoH was the game that broke the Holy Trinity of Tank/Deeps/Healer, the devs still thought along the lines that any 'difficult' content would need different roles fulfilled. You still needed to grab aggro and hold it. You still needed healing or status mitigation. And you still needed damage (and lots of it). They didn't think about what would happen if a buff/debuff heavy team took on ALL of those roles simultaneously, healing each other, lowering target stats to the absolute floor, and raining out a ton of damage all at the same time. You don't need a tank if the mobs can't hit you hard, you don't need a dedicated blaster if resistances are floored and to-hit is buffed to the cap, and you don't need healers when everyone on the team can heal. And with the FFoF runs, using unlucky (or unwitting) characters as sacrificial lambs for Vengeance/Fallout was just icing on the cake. "No, stay down, don't port off to the hospital, we'll just TP you around and use you as a bomb." has to be one of the silliest and yet most fun ways to get PL'd in the history of MMO's.
  2. So, first off, I finally got around to creating an origin tale for one of my beloved Live characters, my first COV character "Daisy Chain". Annnd it has some bugs in the final mission. It 'completes' when the boss is killed, BUT it contains three allies (the first you lead to the boss, and the other two appear as you're fighting him, they're supposed to be led to the exit.) For some reason I can't chain Find First Ally - Defeat Boss - Defeat First Ally - Find Second and Third Allies & Rescue Them Suggestions? And yeah, aside from the above buggy behavior, I'd love feedback on the arc. Thank you! 🙂
  3. Back on Live, Kinetics and Radiation were two powersets that if you built an 8-man team where everyone had Kin or everyone had Rad, you could wipe the floor with pretty much whatever you ran across. Two supergroups (Pinball Wizards for Kinetics, and Faithful Fans of Fallout for Radiation) demonstrated that the stack benefits were SO extreme that Positron contemplated nerfing both sets into the ground. 8-stack SB wasn't so much the boosted speed, but the boosted end recovery and recharge rates, that made things so crazy. People were speed-running the Posi TF (easily one of the longest in the game before it got split into two), and on the Live forums Posi actually came out and said "these guys figured out how to break the game". But at the same time, the gameplay tactics used were so damned fun that the devs let most of it stand (unlike the fire-farming, which nearly had the AE shut down when people started using it to PL their characters).
  4. This is really quite good. As for the RP aspect of being able to zap oneself into any base from anywhere, I'd think it would be useful to perhaps restrict use of base entry to the following: 1) Next to a Base Portal (obvious) 2) In the Tram Station / on a Ferry 3) On a Smuggler Ship (sub or cargo ship, as is used to get to Striga Isle or Peregrine Island) The other possible method is to use /loc to find coords to instance doors in the game, perhaps to a warehouse or a skyscraper or whatnot. Then when you create the base, you can set an "entry zone" for your base so that the command can be used there. That of course would involve considerable coding to keep track of all the base "entry zones" and cross-check them against where someone is when they type the command....
  5. Populate Kallisti Wharf, finish the origin pool powers, perhaps "clean up" some of the older costume bits (a lot of the 'with skin' textures could use some love), add more RP animations, and do something, ANYTHING to make it easy to filter out the farming content in AE. Other than that, what's been added so far is awesome. I have to thank you profusely for what's been done so far. (and yeah, IF any of the original Devs would care to jump back on board, we'd love to have them.)
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