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Ghost49X

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  1. About jousting and kiting... Sounds like they felt like the situation needed an emergency fix and they didn't have any good ideas so they went with the best they could think off. We should consider reversing this decision at some point but until they can come up with something better we better leave it alone.
  2. On top of having access to more powersets and powers as described above. I'd like more control over most aspects of the AE. Allow me to script AI, to have more freedom in where I place mobs and how they can interact and so on. Lastly but significantly more difficult, allow me to craft custom pvp scenarios. If you think that people will exploit this for free rewards, then I'm find with rewards being taken away unless certain rules are followed.
  3. Why not just give Defenders the option for an assault secondary? You could do something similar for corrupters if you really wanted to push it. But for Defenders, their main role is supporting so they're not going require a focus on melee or range damage. The players can decide just how much they want to stick around or stay away from melee. This is by no means a request to replace the current defender secondaries, only to add more options.
  4. Hi, I was looking at the beam rifle animations and I'd love to see a variant option where you shoot beams out of your eyes instead of using a gun. I looked through all the animations and I think they can already be converted over with minimal fuss and I think this would be great. Not to mention a very common super power from the earlier ages of super heroes. Of course I'd want this with both light and dark tintable particle colour palets.
  5. I chose content, but it's not the lack of quantity but rather the lack of appealing quality content that demotivates me from playing red. Playing red, especially lower level doesn't make me feel like a villain. At best I think the current red content fits a rogue alignment instead of a villain alignment. Villain aligned content should be the sort that would make heroes want to stop you or should be part of arcs leading to some villainous plans. Rob bank (get resources) > build super weapon > enact evil plan. Playing anti-hero type missions should be for Vigilantes, and Rogues missions should have anti-villain type missions. Make me feel like a villain early on and keep it up.
  6. I like to play both sides but I'll roll characters for each side as opposed to lean on Null de Gull when I see the opportunity to join a team on the other side. I don't see the need for him especially since people can pick any side with any AT and even convert over later on. Maybe starting off as a Vigilante or Rogue should be an option but Gull is kinda redundant to me. Also on a side note, I'm perfectly happy rolling a new character to match a specific need for a team. With the current Sidekick/Lackey system there's no need for me to be any set level to enjoy any group content (maybe aside from high difficulty end content) I typically get invited for.
  7. That and if they're going to cater to those who don't have the patience and need to grind multiple toons to 50 in the matter of hours by giving them XP Boosters to farm they might as well give those on the other side of that scale the same catering. Besides it's not like those who use the boosters and farm the AE and DFB would have done anything different without the boosters.
  8. Doing something like that would cause more problems in the long term for those having trouble finding a team. As toons created after that weekend have trouble finding players their level as everyone else are now close to or at cap already. Besides, the type of players this would attract aren't the type to read missions and enjoy lore. They'd stash themselves at the AE or what ever content is rated to be the best xp/min and farm that until they hit cap or whatever their goal is (probably before switching over back to blue). I think the best option is to advertise on other servers, in the forums (here and elsewhere) and recruit like minded people into your SG. Then you can slowly build a community and do content together. There are indeed nudges that the devs could provide, but it would need to be additional interesting content starting at the lower levels to draw and keep a crowd interested. Bonus xp is just going to be taken advantage of and won't have the desired effect, worse it'll probably have a counter-productive effect unless what you want is more people strictly for level cap content.
  9. Actually I wish the Dom secondaries were available on a lot of other ATs, it would allow for more hybrid melee/range type characters which would be sweet.
  10. I don't know about waiting in queue. Hero side when looking to build a team for something we ask around, personally messaging people of the right levels and sometimes ATs that we think we need to see if they're up for it. On top of advertising in LFG for the content we're trying to build. That's how it worked red side back on the official servers too. It was way more engaging and personal than relying on a "join queue" system. I get that people especially kids are used to that sort of thing in MMOs but then again also people say that the advent of the LFG/LFR systems killed the community in other MMOs (thinking of wow in this case). If you get the right type of group going I'm more than willing to switch toons to red side to join in a taskfore or other group content, hell I'm even willing to join an arena team for some fun and I'd be surprised if I was the only one who felt that way. If you're alone and looking for a team, think about setting your search comment and tag so that people looking at building a team know you exist and that you're interested.
  11. This can't be the normal pace, I finish contacts in my zone and I have to skip up to two zones ahead of where I should be. Even without DFB, the AE or boosters I've made almost 10 levels after running with a team for for about 6 hours. Maybe set the xp rate after inf boosters to be close to what it was prior to issue 11?
  12. In addition to the existing controls -- Although it would probably take some heavy redo-ing of the aI -- Ranged vs Melee commands. Where rather than just leaving them with one attack it would weight the AI's preference one way or the other. I expect zombies to go around pimp-slapping things. It makes me a bit crazy when a robot runs in to do it. And a shorter "wander" radius for the "goto" and "stay" commands. I think that being able to set them in a stance to only use range vs use range and melee (or only melee) would be great. The more tactical control given to MM the better their gameplay will be.
  13. Funny enough when I look through the search window for team mates I rarely find any villains who are anything but "not seeking". We should use the tools given to us when we can.
  14. If you want to focus on support, consider taking Mastermind as your AT, then you can focus on your support secondary and let your pets take care of the damage. Your starting alignment is no longer based on your choice of AT so you can play either side with this concept. I think I read about this concept in a similar discussion on Empaths, not sure if it was on the forums or in game though. As for wow, healers are required for most group content in wow (at least back when I played) hence they were very well in demand, not so much in CoH. The equivalent role for wow would be the support role, as in the guy who brings buffs or debuffs to the party. I mean didn't care if you threw down a curse of weakness here or there, but they preferred that you brought more dps or healing and no one to my knowledge sought out support roles in wow. (if I lost you here, I played wow during vanilla, through to Lich King, I know the game has changed a lot since then) Defenders themselves are still useful and appreciated for their buffs and debuffs, it's just that pure healing is very situational and even then people will prefer resistance or defence buffs over reactionary healing.
  15. This exactly, While I could reduce the challenge, most of my fun in this game comes from punching above my weight. Also I doubt inf boosters or even just a booster that cuts xp would be all that hard to code in. I mean they copy what they did with the XP boosters and switch the numbers around.
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