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Posts posted by Indystruck
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1 hour ago, Lazarillo said:
Now, now, can't go upsetting the afk farmers by adding something that isn't designed specifically to please them...
2 minutes ago, macskull said:Sorry, on what planet are people using SS for AFK farming?
Yeah that's... lol. Like, taking the powerset that would want Rage AND an AoE damage power on auto to AFK farm. If anything the toggle form would be better for AFK farmers! Then you don't have to worry about needing two auto casts!
Listen, I see you want to demonize the people who took the cool thing away, but, you should. Just not do this. It's silly.
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8 hours ago, skoryy said:
My thought on thoughts like this is that we don't know what else Synapse and Hit Streak had planned as far as big changes following the PPM change. They might've been asked but who knows if their notes and memories were still enough to build from. Homecoming devs came into this like a half-built renovation and the homeowners have already moved back in, they've had to work around that. Something to keep in mind as we give feedback. CP's not Hit Streak, and neither of them were Jack.
Synapse was in the Dev Q&A, luckily!
Are there any progression, itemization etc. systems or ideas from other games that you have worked on since or have played since CoH's development that you can see working in City of Heroes? Do you have any advice you'd give to the current people supporting the game, or things you'd personally like to see, whether as a player or former developer?
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As far as totally unsolicited advice, I offer the following:
- Trying to balance this mess is a lost cause. Embrace the chaos, fix the very very bottom and very very top performers and always try to make things more fun.
- This one is obvious, but it's amazing how often I have to remind people of this. Approach everything with goals first.
- Ask yourself "how is this serving the playerbase?" "is this the best solution to this problem?"
- Know that you're doing amazing work!
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On 11/24/2025 at 3:51 PM, Acroyear said:
These look AMAZING! Please tell me someone from the Dev team has already reached out to you about working on implementing a variation of these power sets? Exo Blast and Tactical Armor look fantatic!
Man I wish.
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Bonkin' some dudes with a melee implement, makes sense to me
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If it's gonna break hide it should have a chance to crit.
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I'm not sure whyyyy the change from an aura for the -res on scrapper and think it's an oddly complicated way to induce essentially the same effect just less so, but, it works on scrapper as intended from what I'm seeing.
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I am gonna willfully misinterpret what all the time means, mac, and I am gonna make it your problem.
just forum life things
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It's not a lot of toxic resist, and all armor sets have been having their weaknesses plugged at least a little (some more than others) so I assume the stance now is that a resistance can be weak but not nonexistent.
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2 minutes ago, Night said:
Which is not something every archetype or even team makeup has access to. Just trying to make a power nobody has any reason to pick (Black Hole) and a cool looking power with much more usage cases but still finicky (Dimension Shift) more usable.
Yeah, my point was it would not be particularly overpowered considering enemy is present but can't affect player is essentially any mez when you break it down.
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It's also substantially weaker than just deleting the mob with a nuke.
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On 11/2/2025 at 9:44 AM, Six-Six said:
can't wait for the dominator version of ranged + melee attacks.
yeah ston get a baby monitor or some shit and cook up some dom stuff too
kids basically watch themselves but you know what doesn't?
power sets
c'mon, let's go
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This all looks sick as fuck.
Put it in my goddamn veins.
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there's a +Perception IO in ToHit in I believe the Rectified Reticle set, just slot that.
Oh, you mentioned that. Well, shit, how much more do you need between that and Tactics? Is it just a blue numbers hangup?
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if anything not having dark pit as a pick is technically a buff
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+4 mez prot for free at all times is way too much protection, honestly.
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21 hours ago, battlewraith said:
Lol like Darwin. Galileo. Socrates?
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It's ToHit Strength (self) which is I believe for if in the event it would receive a buildup power it would function at -25% efficiency? So it's not actively detrimental, it's just... a useless add on.
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On 8/25/2025 at 9:47 AM, Videra said:
We really do be nerfing Radiation melee for no reason and calling it a bug fix.
do the kids still say "big oof" because
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me, on my dark/dark defender i've played for decades, having everything feared and stunned: I am glad I have this additional chance to do -7.5 tohit in a slow recharging stun power, which is less than unenhanced gloom on defender scales. The stun in it at base lasts for 12~ seconds, meaning I am really getting use out of the 10s unenhanceable duration of the tohit debuff.
I'm just kidding ain't no way I'd take dark pit lol
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Is that thing where Temporal Manipulation's build up gets cancelled by Time Manipulation's Temporal Selection still there, because that should be fixed too if so
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If nothing else the "blah blah blah" just to string additional 'talking points' together without writing the dialogue for them is really lazy.
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i've got news for y'all about clear mind/enforced morale/clarity
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5 hours ago, Ghost said:
Are there any other powers you can buy that negate the powers of other players?
Group Fly negates Super Speed, yeah.
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if you die in the game they send a drone to your house
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[FOCUSED FEEDBACK] Super Strength Adjustments
in [Open Beta] Focused Feedback
Posted
Well, not Absolute Amazement as the changes were going, cause the stun was set to replace and not stack. So if it maintained the same stun duration (I didn't see that being altered in notes, just that it lacked a chance for 1 additional mag in UM form) it's essentially perma-stun effect if you put one generic level 25 stun IO in it.