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Posts posted by Marbing
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I am Marbing and I approve this message.
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10 hours ago, Wavicle said:
I think what the chart really doesn't show is how MASSIVELY VALUABLE are the debuffs from Storm Cell+High Winds and the knockdown from Lightning. It is NOT just a damage power, it's a survival power too.
Correct.
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2 hours ago, Wavicle said:
So Storm Cell out accounts for approximately 10% overall damage of storm blast at lvl 34… interesting. So in essence, at least at that level, it doesn’t seem like you’re losing much damage if you can’t keep it up. In your test, that is.
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It would help if someone could do a with Storm Cell vs Without Storm Cell DPS comparison so everyone could see just how much loss there actually is as a starting point.
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16 hours ago, biostem said:
It'd be great if the powers had a chance to siphon the strength from enemies, even outside of when power siphon is active...
Siphon power could be an auto instead of a click. Always on. Or a toggle. That’d be a cool and unique buildup mechanic.
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Hurricane is a great area denial and fantastic at keeping melee off of you or other squishies if the team is aware of its benefits and doesn’t just tell you to turn it off. It is not a toggle meant to be run 24/7, but when used properly can absolutely be effective. I’ve also used it to save a team in an “oh shiz” situation where you get overrun. It can hold off a ton of adds and keep them with a substantial -Tohit and -range debuff in the process.
Now with regards to Storm Blast, Hurricane can be used to great affect a keeping enemies positioned inside Storm Cell or C5. Takes some skill / practice to use properly but it does work.
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First, how did I not know this was here? I want to blame someone other than myself…
Second, why did it stop? Is it related to me not knowing this was here?
Finally, and this is key, can we get this up and running again?
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The best place for most of these suggestions is:
https://forums.homecomingservers.com/forum/45-suggestions-amp-feedback/
Just FYI. 😊
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8 minutes ago, Rudra said:
They can be cancelled?! I don't have to stand there like a fool seething until they go away?!
Right click the icon for the buff in the top right hand corner, and choose "Cancel" from the drop down.
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22 minutes ago, Puma said:
My only change would be to have the thread locked with only a link to a private poll as the way to respond, giving the devs feedback without the ability for others to attack people's thoughts.
This wouldn’t work. People can create countless fake accounts and/or already have countless fake accounts. So results would be skewed in favor of who has the most accounts. This has been discussed before, don’t remember the thread, but it was determined that polls are just way to easy to manipulate and therefore are much less useful than they appear.
Just a little insight and FYI, FWIW:
As it stands right now, the testing and feedback done both before (by the beta testers) and after a page goes into the Focused Feedback stage provide valuable insight to the devs. That insight has on MULTIPLE occasions prompted changes and revisions to content before they go live. However, not every idea is a good one (mine included) and we as players have to be able accept that and move on. Don’t let it discourage you from continuing to provide feedback.
This is coming from someone who has both been a tester (and still is) and added content to the game (just patterns I know but it’s something I am proud of). I have worked with and/or spoken with several Devs and know for fact they have just as much passion or more than me or any given player here about this game and its future. Do I always agree with them? Of course not, and as such I expect they don’t always agree with me. That’s teamwork though, the ability to disagree and still work toward a common goal. We play our part, they play theirs.
We all have one thing in common at very least, we like CoH. Let’s agree on that. Feedback that remains polite, constructive, and focused on the content (not on other players) is always appreciated and DOES have an impact on the decision making process for that content. You may not always see it, but it’s there. You just have to be able to take the devs perspective into account.- 3
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I was going to say something more but… @Shadeknight pretty much covered it.
Also,
Testing is done before it hits feedback and after it hits feedback. Changes happen both before and after as well. Some things don’t change, some things do. The devs listen and do the best they can, but they have a different perspective.- 1
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48 minutes ago, Shocktacular said:
You can observe an inward spiral with ordinary dust devils, and they're about as small-scale as these things get. It's not very strong at that scale, of course, but it's still noticeable.
Also, super-hero media has always taken some... creative liberties with science. I was just trying to point out that saying "storms don't really work that way" is not correct, so it's not a reasonable justification for avoiding adding an inward pull effect to storm powers. (I cannot speak to the coding issues that may hinder or prevent adding such an effect, since that's outside my area of expertise/knowledge, but I do know something about atmospherics and fluid dynamics.)Oh I know, but that’s as they get closer to the vortex, from my understanding objects farther away don’t alway have an obvious radial pull (especially from the perspective of the object and those nearby), it’s more subtle. Also, take the dust devil example: We observe it from far away, but the perspective of the leaves on the ground just before they begin to spin may be different is all I am saying, it could appear as they they are headed straight in and begin to rotate as they get closer but I digress this is a tad off topic lol.
But yes, you are correct I’m just trying to justify the direct pull in some way. 😂 Also creative liberties and all, it’s a super hero game after all lol, the power doesn’t even affect the caster or allies so, there’s that.
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18 hours ago, Booper said:
Thank you for the info, after rereading my comment I had realized my phrasing was slightly ambiguous. I was referring to a straight pull in, that doesn't happen. The pull is with a lot of radial motion, and that's why the knock is set up to somewhat simulate this, with an inward knock and sideways knock. I'm not against the idea of an inverse repel that also includes radial repel, but so far attempts at doing this in a way that looks good hasn't been successful.
I think though, on such a small scale, a radial vacuum inward wouldn’t be very observable. It would appear linear with such a small vortex, the radial swirl would only be observable once they reached the wall of that small cyclone. Kind of like a small tornado. But, I don’t know if we really need to be that realistic with this.
Though, a vacuum affect toward its center would be a unique and cool addition to a blast set, regardless.
I could be wrong @Shocktacular could correct me as the physics person.
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This is a good idea.
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On 7/8/2022 at 9:18 AM, Blackfeather said:
Hi again, everyone! I got some time to think about other potential homebrew powers recently, and since my writeup on Light Control actually started off as a support set, I figured that creating a proper one was long overdue. In this case, I decided to go for a counterpart to Time Manipulation – a power set revolving around manipulating space in different ways.
Design Rationale
A lot of Space Manipulation’s abilities revolve around the concept of “support through repositioning”, shifting space in a more advantageous way for your allies. This comes in a variety of forms, from moving dangerous enemies away from more vulnerable targets, to phasing allies taking too much heat, enhancing the distance that allies can attack from, and even causing attacks to strike another, more durable ally instead of their intended target.
As such, one intentional weakness of the set is a lack of any healing options. Space Manipulation excels in the field of damage prevention, kind of like Force Field, albeit mitigating damage through more indirect means. With proper use of its abilities, health recovery should hopefully be unnecessary in the first place!
I also purposefully tried to avoid the more ’creative’ aspects of manipulating space (portal slicing, turning enemies into spaghetti, and so on); many of Space Manipulation’s powers are much more subtle and indirect in nature, save for a single ability that reduces foes’ resistances. I wanted Space Manipulation to feel a bit like playing a game of chess, repositioning allies and foes alike to provide tactical advantages for the team.
Questions to the Forums (Other Questions/Comments Welcome!)
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Is this proposed set something you’d be interested in playing? What kinds of use cases can you see for it?
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Does it fill a niche that other power sets already provide, or is even strictly better than them? If so, what adjustments would you make to resolve this overlap?
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Space Manipulation was meant to perform about in line with existing support sets – how do you think it ranks performance wise compared to them?
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Are there any discrepancies that need clearing up about the powers on display/elaboration on why some powers were made as written?
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What powers could you see yourself taking or skipping? Would your answers change depending on the content you’re running? (E.g. simple PUG, hard mode ASF?)
As always, I’d love to hear everyone’s feedback on this!
Space Manipulation
Power Table
Power
Level (Primary|Secondary)
Effect
Displace
1
1
Ranged, Minor DMG(Smash), Teleport Teammate or Foe, Foe Knockdown
Focal Point
1
2
Toggle: Ranged Ally (Targeted AoE), Ally +Res(All DMG, Knockback), Foe Attract
Expand Distance
2
4
Location (Ranged AoE), Foe -ToHit, -DMG, -SPD
Warp Shield
6
10
Toggle: Ranged Ally, Ally +DEF(All), +RES(DEF Debuff), Special
Dimension Veil
8
16
Toggle: Ranged Ally or Foe, Ally Intangible, Foe Intangible, -Regen, +Prot(Repel, Teleport)
Repulsion Zone
12
20
Location (PBAoE), Team +Res(Status), Ally -Intangible, Foe -Intangible, Repel
Dispersal
18
28
PBAoE, Minor DMG(Smash), Foe Teleport, Knockback, Chance to Disorient
Twist Matter
26
35
Ranged (Targeted AoE), Foe -Res(All), -Special
Compress Space
32
38
PBAoE, Team +Range, +SPD, +Res(Slow), +ToHit
Powers
You teleport a single foe or ally to another location of your choice. A successful hit must be made in order to Displace a foe, and if so, may knock them down and deal some smashing damage from the sudden change in location.
Damage Minor (Smashing) Recharge
Slow (15s)
Minimum Level
1 (Controller)
1 (Corruptor)
1 (Defender)
1 (Mastermind)
Effects
Ranged (Foe Only)
Teleport Teammate or Foe
Foe Knockdown
Enhancements
Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Range
Increase Attack Rate
Set Categories
Ranged Damage
Knockback
Teleport
Universal Damage
Universal Travel
You cause additional space to gather around an ally, pulling in nearby foes and providing your target with some resistance to damage and knockback effects. Focal Point will not pull in nearby foes if Warp Shield is also active on the selected ally.
Endurance
0.26/s
Recharge
Slow (10s)
Duration
2.25s
Radius
30 ft
Minimum Level
2 (Controller)
2 (Corruptor)
1 (Defender)
2 (Mastermind)
Effects
Toggle: Ranged Ally (Targeted Area of Effect)
Ally +Resistance(All Damage, Knockback)
Foe Attract
Enhancements
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Damage Resistance
Set Categories
Resist Damage
You create a localised space distortion where things are much further away than they appear, causing foes inside to move slower and miss their attacks more often. Attacks that do hit will have their damage reduced due to their longer travel time.
Recharge
Long (90s)
Duration
45s
Radius
25 ft
Minimum Level
4 (Controller)
4 (Corruptor)
2 (Defender)
4 (Mastermind)
Effects
Ranged (Location Area of Effect)
Foe -Damage, -Speed, -ToHit
Enhancements
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Slow
Enhance ToHit Debuff
Set Categories
Slow Movement
ToHit Debuff
You surround an ally in a protective spatial anomaly, making any attacks directed against them less likely to hit as well as increasing their resistance to Defense Debuffs. Any damage that would still affect them will instead be inflicted on the target of your Focal Point if it is currently active.
Endurance
0.26/s
Recharge
Slow (10s)
Duration
2.25s
Minimum Level
10 (Controller)
10 (Corruptor)
6 (Defender)
10 (Mastermind)
Effects
Toggle: Ranged Ally
Ally +Defense(All), +Resistance(Defense Debuffs), Special (Redirect)
Enhancements
Enhance Defense Buffs
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories
Defense
You cause a target of your choice to phase into a sympathetic dimension for as long as this toggle is active, turning them intangible and unable to affect or be affected by others in normal space. Targeted allies are able to move freely, but foes will find the dimension hostile, severely reducing their regeneration rate and anchoring them in place, immobilizing most foes and preventing them from teleporting or being forcefully moved. Maintaining this veil is taxing on the user, and cannot be kept active for more than 30 seconds.
Endurance
0.52/s
Recharge
Slow (60s)
Duration
30s
Minimum Level
16 (Controller)
16 (Corruptor)
8 (Defender)
16 (Mastermind)
Effects
Toggle: Ranged Ally or Foe
Ally Intangible
Foe Immobilize (Mag 10), Intangible, -Regen, +Protect(Repel, Teleport)
Enhancements
Reduce Endurance Cost
Enhance Immobilization Duration
Enhance Range
Increase Attack Rate
Set Categories
Immobilize
You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this area. Casting this power again will move this space to your location. Targets affected by Dimension Veil will phase back into reality while inside your Repulsion Zone.
Recharge
Slow (10s)
Duration
240s
Radius
25 ft
Minimum Level
20 (Controller)
20 (Corruptor)
12 (Defender)
20 (Mastermind)
Effects
Location (Point Blank Area of Effect)
Team +Resistance(Status)
Ally -Intangible
Foe -Intangible, Repel
Enhancements
Reduce Endurance Cost
Increase Attack Rate
Set Categories
None
You cause the space around you to rupture outwards, violently teleporting nearby foes away to random locations before dealing a minor amount of damage and throwing them off their feet. The process can even cause them to become disoriented. If you have Focal Point active, Dispersed enemies will teleport to your targeted ally instead.
Damage
Minor (Smashing)
Recharge
Slow (45s)
Radius
9 ft
Minimum Level
28 (Controller)
28 (Corruptor)
18 (Defender)
28 (Mastermind)
Effects
Point Blank Area of Effect
Foe Teleport, Knockback, Chance of Disorient (Mag 2, 40%)
Enhancements
Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Range
Increase Attack Rate
Enhance Disorient Duration
Set Categories
Melee AoE Damage
Knockback
Stuns
Teleport
Universal Damage
Universal Travel
You violently twist the space your foes inhabit for a short period of time, debilitating their damage resistances and weakening their secondary power effects. The targets power effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all weakened.
Recharge
Long (150s)
Duration
40s
Radius
15 ft
Minimum Level
35 (Controller)
35 (Corruptor)
26 (Defender)
35 (Mastermind)
Effects
Ranged (Targeted Area of Effect)
Foe -Resistance(All), -Special
Enhancements
Enhance Accuracy
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories
None
You cause things to become much closer than they appear for nearby allies, increasing the range of their attacks and their chance to hit. These compressed distances also provide a boost to movement speed and some resistance to slow effects.
Recharge
Very Long (360s)
Duration
90s
Radius
25 ft
Minimum Level
38 (Controller)
38 (Corruptor)
32 (Defender)
38 (Mastermind)
Effects
Point Blank Area of Effect
Team Range Increase, +Speed, +ToHit, +Resistance(Slow)
Enhancements
Reduce Endurance Cost
Increase Attack Rate
Enhance Running Speed
Enhance ToHit Buff
Set Categories
To Hit Buff
Running & Sprints
Universal Travel
Whether or not this actually makes it in game, I am VERY impressed. You’ve done a great job presenting this set and I can tell you put a lot of thought into it. Well done!
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10 hours ago, Ebo said:
The katana in the ninja training blaster set is 2-handed and pulls from the back. 👍
Yes but it pulls with one and and switches to a two handed stance. IIRC the katana pulls from the hip in a very samurai fashion transitioning smoothly into that iconic stance. I am not saying I am opposed to the idea, just pointing out what you would be getting with a broadsword being drawn like a katana. Though, aren’t there broadsword looking options in katana?
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On 4/11/2023 at 5:21 PM, Virtual Green said:
Howdy, costume folks! I could use some assistance with my new guy Goldbar here (a professional bank robber/blue collar villain) :
I'm pretty satisfied overall with the costume.. except the chest emblem. I just couldn't find one that both fit the chest pattern used and the guy's theme/name...
Any ideas or suggestions? Here's the costume file just in case :
Looks great!
Hmm, I can try and come up with some suggestions with regard to the chest emblem… let me play around with it a bit and get back to you.EDIT: Assuming you still need assistance.
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2 minutes ago, Vanden said:
Unkindness doesn't summon crows, though, it summons ravens. An unkindness is a group of ravens.
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Oh hey its @Hex, welcome to the forums!
I don't dislike the idea, I have had a similar one in the past. Another AT that is similar but different than an MM would be cool to play around with. Like a Commander who is individually stronger than an MM but the pets are weaker than an MM's pets in some way, or there are less of them, balancing it out. On the surface it isn't a bad idea.
I will say this, though, I don't see anything wrong with @biostem critiques on the matter. They are valid points to take into consideration while fleshing out your idea.- 1
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Doms are very strong. You can build them with no defense and still be safe. They play different than other ATs and take a bit sometimes to get use to. Have to change your strategy and such but, doms are in a good place IMO. I would be extremely hesitant towards any change.
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2 hours ago, DougGraves said:
Freedom of speech is protection from the government arresting you for your speech. It does not give you power over private companies and individuals and require that they let you post whatever you want.
It also does not mean that others cannot post what they want in response to you.
For some reason people cry "freedom of speech" as a way to complain about others speaking freely. As if freedom of speech is for them personally. They can say what they want and no one else can.
You are entitled to state your opinion. And others are entitled to state theirs. Stating your opinion and then complaining when others state theirs does not make you look like a victim, it makes you look entitled and hypocritical.
It’s times like these I wish I could give more “likes” to a single post.
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Female MM Pets
in Suggestions & Feedback
Posted · Edited by Marbing
Any chance we could get some female MM pets? Like female thugs, female mercs, female ninjas...
I know the complications surrounding MM Pets, and I am not asking to be able to customize necessarily (though that would be nice too, but it has already been suggested), just looking to have some females mixed in with those males or even the option to have all females if possible. Whatever can be done easily (if at all).
What y'all think?