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Sunsette

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Everything posted by Sunsette

  1. If you don't like moving during your animation... Don't move. I like the fact that I'm much more mobile now. I also suspect given that many of these moves are survival powers, it would make a lot of the new fight mechanics much less pleasant to play.
  2. Teleport is an extremely strong pool right now, with four of its five powers worthy of contention on many builds. Fold Space is a game changer for mob control, teleport can (barely) beat out fully invested fly in straight line speed for much less effort, combat teleport is transformative for combat movement and the +5 hit bonus on demand is actually pretty useful while leveling if you know to use it against slippery enemies. Teleport target is incredibly useful for speed runs and for safe revivals in hard mode fights. I understand the reason for the request, but there's actually a good chance that allowing defense slots in teleport might make it the most powerful pool in the game by a lot.
  3. While in theory I would welcome a change to a charge mechanic simply because the existing UI is frustrating to deal with and tracking momentum is unnecessarily hard -- as you said, I just learned the rotation intuitively through doing it enough -- in practice, a charge mechanic would likely result in every attack in the set needing some level of rebalance and possibly retiming of the animation. Neither is simple to do with the tools currently available to the devs. It's a reasonable suggestion in a game like WoW where a significant overhaul of a playstyle to refocus on its conceptual essence can be expected every two years to some degree. It'd be a dramatic change here in CoH, and I think for a relatively marginal benefit in this case.
  4. Doing Tina and Maria is one of the most groan inducing and boring parts of raising a new "serious" character for me. I would love a rework of their structure.
  5. I think my biggest issue with portal corps missions as an idea is that all of the dimensions we travel to through Tina et al. look like ours and the idea tends to feel flat and underwhelming pretty quickly. Cryptic and Paragon didn't have the dev teams necessary to create the art for meaningfully distinct settings most of the time, and Homecoming is even more strained on this front. Praetoria gave the depth we needed to appreciate the subtle differences. I'm kind of skeptical that doing this right -- meaning not like it's been done in the game so far for the most part -- is actually feasible, though I'm not per se against it.
  6. It depends on how often you do incarnate content that gives empyreals. My rule of thumb is that it is always okay to spend them on rare (T3) and very rare (T4) salvage components but also reasonable to wait to see what your luck is like. I never spend them on threads unless I'm very confident that my primary build for a character is just about done.
  7. I'm sorry to hear that and to have wasted your time. Hopefully the devs can address this issue soon.
  8. Hey, have you checked out the city modder? There are a few mods for higher contrast cursors. I support this idea since accessibility should always be core but as a stopgap, this might be helpful to you.
  9. Just to be clear on this: I just respecced out of having a ranged power slotted with a melee AT's ATOs and currently have melee powers slotted with a ranged AT's ATOs. The damage ATs are not limited in this way. Blasters can basically put their ATO in about 10+ powers and Scrappers/Stalkers/Brutes/Tankers can put their ATO in 7/9 primary powers even if their primary is hybrid melee/range. If I can put Defiant Barrage and Blaster's Wrath in a teleport melee attack, and Stalker's Guile and Assassin's Mark in an area ranged attack... not sure what's so outlandish about letting MMs slot an enhancement in both their pet powers and their attack powers.
  10. I mean... Blaster ATOs go in any sort of attack. Melee/Ranged, ST/AOE. This is also true for melee ATs when their powersets have a ranged attack. So i don't think ATOs are constrained to have to work in a single type of non-archetype set. There's precedent here.
  11. I would be for this as a *separate* feature toggle, but I specifically attack through others on purpose on a regular basis -- it can help with finding hostless nictus in Adv. ITF (esp. in situations where more than one has popped and you need to prioritize specific ones) or prioritizing the many many kill targets of Adv. LGTF.
  12. Similar consistency would be appreciated for snare or slow; it's not as bad as disorient vs. stun, but it's bad. If they all became snare, it'd help clarity vs. recharge slow.
  13. Yes, my finger muscles aren't great and getting worse with age; I often multi-press a bind, especially when I'm excited and tense like during a hard fight. In other games I often disable this behavior to deal with the issue. Up until recently it didn't really matter in CoH but now it does.
  14. Asked around a few places, I don't think this is an option in the game; if it is, please tell me how to disable it and I hope the option gets a little more visible. I think a lot of ranged-heavy players can sympathize with the following: you're in a team, rapidly bringing enemies down, you target the guy who's got a sliver left -- but someone brings them down at the exact instant for your character to know that they're a dead, invalid target so you automatically rotate 47 degrees and fire a beam into a group 80 feet away that you never intended to pull. It was merely annoying before, but Advanced Mode content makes this actually dangerous, especially for characters who enhance their range.
  15. I've seen no issue with backwards compatibility with pre-existing bind files, only some issue with how new bind files are auto-created by the game.
  16. The game Shadow of Mordor had a pretty high-profile thing a few years back about how its Nemesis system was patented. It was a good deal more complicated than CO's Nemesis system, and as a patent, it only protects their very specific way of doing things from deliberate code dissection and reverse-engineering, not the general concept (and SoW doesn't have much to do with CO's Nemesis system conceptually anyway -- theirs is about procedurally generated enemies that advance their own careers parallel to the players to make each playthrough unique). It was big news because it's extremely rare to give patents on software, so I doubt CO managed a similar feat a decade prior. Champions Online's code is certainly copyrighted but that doesn't extend any protection against any thing on this scope.
  17. Yeah I surmised that later but damn that was disorienting for a minute.
  18. This is a good point, yes. When I say to 'set expectations low', it is not meant to denigrate the intelligence and reasonability of the average player. Flexibility and understanding are really key to management.
  19. My bad, apologies for the misinfo -- removing it so it doesn't mislead anyone else.
  20. Easiest way to get it hero side if you skipped doing it in the Outbreak tutorial is during the first mission of Ouro introduction. INCORRECT INFO: There are also low level missions and random mobs of contaminated in Mercy on red side.
  21. As a semi-related tangent: The first city in the United States that I ever lived in was Detroit. A part of me is still very fond of that city. I was quite eager to see a game set in Detroit! ... I don't know how it could have been more obvious that they were making a (terrible) riff on NYC but damn. No landmarks, no geography, nothing feels like Detroit. Even the ethnic communities in "millennium city" have nothing to do with Detroit and everything to do with standard NYC Knock-Off. Although, random purple gang reference they don't do anything with. Yay, I guess. But yeah that plaza bothers me. It is okay ish when you're inside of it, but outside of it, the artifice is too obvious.
  22. Guess what zone I was leveling in today! 😄 😄 😄 😄 Unrelated, I am having trouble sleeping tonight.
  23. Every time I defeat a carnie, those screams make me feel like a terrible person.
  24. Actually, just wanting something is a valid reason for suggesting it. If a suggestion can have negative consequences directly, I believe that's a good time to speak against it. But if the only thing standing against a suggestion is that it might not be a justifiable expenditure of work to service a large enough slice of the population, I think we are better off leaving that to the council to decide since they're the ones who know best the scope of work such would entail and the resources at their disposal. You listed issues you have with the idea; I don't agree with those issues, but those are objections and that's fair. But just wanting something does justify suggesting it. Multi-elemental characters are a common conceit in the pop culture which superheroes draw on and contribute to -- there's both a variety there and a natural grouping, which is a strong basis for a power pool. While I myself prefer to play elemental specialists, it's not hard to see how multiple element characters struggle to be realized here; it's rare that anyone is interested in filling out most of their epic, so at best most characters can manage two elements and a tiny dash of a third. An elemental pool that covers utility options is a good way to expand this a bit. I do think, despite complexity, some version of this that is not hard locked into covering these four elements would be the best of all worlds in helping realize elemental characters, though I don't at this moment have a better suggestion than my earlier.
  25. Yeah. We usually get splits when I do it that way, but a split can usually survive on a full team IMX. So we get like five people clearing and three saving heroes and it roughly works out.
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