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Posts posted by Crasical
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Increased the radius of the following powers:
- Dark Armor > Cloak of Fear
- Dark Armor > Oppressive Gloom
I'm not seeing this effect on my dark-armor scrapper. I tested on some bane spider minions; I could consistently have them mezzed at 12 feet for Oppressive Gloom and 15 feet for Cloak of Fear, but if I stepped out of this radius they would recover. This is in line with the 12 and 15 feet radius they claim to have on live.
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Increased the radius of the following powers:
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The warriors have always kind of been sleeper brutes; they hit like a train and do knockup or small stuns that can make them quite difficult to deal with on the wrong archetype. The higher-level reworks continue that fine tradition.
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I've played a number of vocally-impaired characters over the years: A yeti that doesn't speak English, a robot that just beeps, a poltergeist that gestures but never speaks.
Emotes and body language are your friend. thumbs up, thumbs down, okay, nodding, shaking your head no, shrugging, waving at people, bowing, pointing at things or people, holding up a number of fingers for monetary transactions, flashing a peace sign, and the ever-expressive bird.
Facial expressions are good too, though a headless character won't have those: Smiling, nodding, blinking.
The other thing is that you can cheat out extra information by explaining what the gestures *mean*. "/e clenches their fist, then points at the stairwell." can be ambiguous, but "/e clenches their fist in frustration at that remark, then points insistently at the stairwell, as if demanding that the other party leave." is hard to misinterpret.
You can get way further than you'd think with *just* this, without ever going to pantomime or drawing on the bar napkins in Pocket D, or carrying a tablet that lets you communicate with others.
The one thing you're going to want to be aware of is that you're asking for additional buy-in for people to interact with your character. Some people will see a mute character as just an obnoxious gimmick, others just won't have any interest in doing the extra work to communicate with your character or decipher what it is they're saying. On the other hand, some people *love* it, and will immediately latch on to the silent character as a puzzle to be unraveled, to figure out what their deal is. It can be polarizing, as with a lot of RP, so you're going to want to be aware going in what you're doing. Roleplay is about communication, after all.
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The squad of Arachnos helping attack the longbow base at the end of the second mission in Mako's first story arc are hostile to the player and have no barks explaining why that is the case.
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at [344.7 41.5 2155.9] in Khallisti Wharf, steam is gushing out of a manhole cover. if you click on the steam, it opens up the PVP arena menu.
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No matter how much I squint, I don't recognize these NPCs.
Also, the phrasing on the Galaxy Girl monument is a little off to me, just the last sentence of it: "After a blur of flying, energy blasting, and healing light... Galaxy Girl was born!"
It feels like it maybe should be 'IN' a blur, ect, not 'After'. And maybe the elipses should be a comma.
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In the 'Steal the Stolen Items' rogue tip from the 'Auction Notice' tip in the level 28-ish range, you encounter Shock Treatment, who is targetable (and damageable) but will turn to friendly once the Wyvern mobs around her are cleared. At a later point in the mission, she'll complain that she 'doesn't want to, but I gotta kill you!'; but she never actually turns hostile. It seems that whatever trigger covers her rescue and then subsequent betrayal is broken.
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Nevermind, despite what I've been told, it doesn't transfer over for peacebringers either.
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Muscular Radial for the damage and the extra sauce on defense debuff and tohit debuffs.
No, Infiltration is for maneuvering and sneaking around, it provides no benefit when you're actually in a fight. Infiltration and Combat Teleport are also for my character concept, you could indeed swap them out for Super Jump and Combat Jumping, and lose the stealth slot from Infiltration for something else. The Kismet is also probably not really necessary, but you'd have to cut a power somewhere (Soul transfer, maybe?) to put Hasten in.
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4 hours ago, JayboH said:
How would you build it now?
SpoilerThe Cartoonist - Villain Corruptor
Build plan made with Mids Reborn v3.7.14 rev. 3
──────────────────────────────
Primary powerset: Water BlastSecondary powerset: PoisonPool powerset (#1): ConcealmentPool powerset (#2): TeleportationPool powerset (#3): FightingPool powerset (#4): FlightAncillary powerset: Dark Mastery──────────────────────────────
Powers taken:
Level 1: Aqua Bolt
A: Thunderstrike: Accuracy/Damage3: Thunderstrike: Damage/Endurance3: Thunderstrike: Damage/Recharge5: Thunderstrike: Accuracy/Damage/Recharge5: Thunderstrike: Accuracy/Damage/Endurance11: Thunderstrike: Damage/Endurance/RechargeLevel 1: Envenom
A: Invention: Accuracy13: Achilles' Heel: Chance for Res DebuffLevel 2: Hydro Blast
A: Thunderstrike: Accuracy/Damage7: Thunderstrike: Damage/Endurance7: Thunderstrike: Damage/Recharge9: Thunderstrike: Accuracy/Damage/Recharge9: Thunderstrike: Accuracy/Damage/Endurance11: Thunderstrike: Damage/Endurance/RechargeLevel 4: Weaken
A: Cloud Senses: ToHit Debuff13: Cloud Senses: Accuracy/ToHitDebuff15: Cloud Senses: Accuracy/Recharge15: Cloud Senses: ToHit Debuff/Endurance/Recharge17: Cloud Senses: Accuracy/Endurance/Recharge17: Cloud Senses: Chance for Negative Energy DamageLevel 6: Water Burst
A: Bombardment: Damage19: Bombardment: Accuracy/Recharge/Endurance19: Bombardment: Damage/Recharge21: Bombardment: Accuracy/Damage/Recharge/Endurance21: Bombardment: Chance for Fire DamageLevel 8: Whirlpool
A: Bombardment: Damage23: Bombardment: Accuracy/Recharge/Endurance23: Bombardment: Damage/Recharge25: Bombardment: Accuracy/Damage/Recharge/Endurance25: Bombardment: Chance for Fire DamageLevel 10: Tidal Forces
(Empty)Level 12: Dehydrate
A: Superior Scourging Blast: Accuracy/Damage27: Superior Scourging Blast: Damage/RechargeTime27: Superior Scourging Blast: RechargeTime/PBAoE +End29: Touch of the Nictus: Healing/Absorb29: Touch of the Nictus: Healing/Absorb/Recharge31: Touch of the Nictus: Accuracy/Healing/AbsorbLevel 14: Infiltration
A: Celerity: +Stealth36: Luck of the Gambler: Defense/Increased Global Recharge Speed37: Shield Wall: +Res (Teleportation), +5% Res (All)37: Reactive Defenses: Scaling Resist DamageLevel 16: Alkaloid
A: Preventive Medicine: Heal37: Preventive Medicine: Heal/Endurance39: Preventive Medicine: Endurance/RechargeTime39: Preventive Medicine: Heal/RechargeTime39: Preventive Medicine: Heal/RechargeTime/Endurance40: Preventive Medicine: Chance for +AbsorbLevel 18: Water Jet
A: Superior Scourging Blast: Accuracy/Damage/RechargeTime31: Superior Scourging Blast: Damage/Endurance/RechargeTime31: Superior Scourging Blast: Accuracy/Damage/Endurance/RechargeTime33: Thunderstrike: Accuracy/Damage33: Thunderstrike: Damage/Endurance33: Thunderstrike: Damage/RechargeLevel 20: Elixir of Life
A: Gladiator's Armor: TP Protection +3% Def (All)Level 22: Antidote
A: Steadfast Protection: Resistance/+Def 3%Level 24: Combat Teleport
A: Blessing of the Zephyr: Knockback Reduction (4 points)Level 26: Geyser
A: Superior Malice of the Corruptor: Accuracy/Damage34: Superior Malice of the Corruptor: Damage/Recharge34: Superior Malice of the Corruptor: Accuracy/Damage/Recharge34: Superior Malice of the Corruptor: Damage/Endurance/Recharge36: Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge36: Superior Malice of the Corruptor: Recharge/Chance for Negative Energy DamageLevel 28: Poison Trap
A: Eradication: Chance for Energy Damage40: Scirocco's Dervish: Chance of Damage(Lethal)40: Obliteration: Chance for Smashing Damage42: Invention: AccuracyLevel 30: Venomous Gas
A: Enzyme Exposure42: Enzyme Exposure42: Enzyme ExposureLevel 32: Boxing
A: Invention: AccuracyLevel 35: Oppressive Gloom
A: Invention: AccuracyLevel 38: Dark Embrace
A: Unbreakable Guard: Resistance43: Unbreakable Guard: Resistance/Endurance45: Unbreakable Guard: RechargeTime/Resistance45: Unbreakable Guard: Resistance/Endurance/RechargeTimeLevel 41: Soul Transfer
A: Invention: Recharge ReductionLevel 44: Spirit Drain
A: Bombardment: Accuracy/Recharge/Endurance45: Bombardment: Damage/Recharge46: Bombardment: Accuracy/Damage/Recharge46: Bombardment: Accuracy/Damage/Recharge/Endurance46: Bombardment: Chance for Fire DamageLevel 47: Tough
A: Unbreakable Guard: Resistance48: Unbreakable Guard: Resistance/Endurance48: Unbreakable Guard: RechargeTime/Resistance48: Unbreakable Guard: Resistance/Endurance/RechargeTimeLevel 49: Weave
A: Luck of the Gambler: Defense/Endurance50: Luck of the Gambler: Defense50: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Kismet: Accuracy +6%
──────────────────────────────Inherents:
Level 1: Brawl
A: Invention: AccuracyLevel 1: Scourge
Level 1: Sprint
A: Invention: Run SpeedLevel 2: Rest
A: Invention: Endurance ModificationLevel 1: Swift
A: Invention: Run SpeedLevel 1: Health
A: Panacea: +Hit Points/EnduranceLevel 1: Hurdle
A: Invention: JumpingLevel 1: Stamina
A: Invention: Endurance Modification43: Invention: Endurance Modification43: Performance Shifter: Chance for +EndLevel 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3Quote|MBD;23753;1385;1848;BASE64;|
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On 7/21/2025 at 3:13 AM, JayboH said:
Spirit Drain is empty here, what do you have in there?
I'm afraid that build is from four years ago and is not current to the character.
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16 hours ago, TalynDerre said:
Mechanically, they fight more like Super Sky Raiders than like Malta. Their doctrine of "use bosses to draw fire while dropping high-tech support buffs" is very Sky Raider-esque. Also, with their specialist AI, they try to get around the tanks and target the squishies. Malta, on the other hand, is based around targeting the tank super, nuking their defenses down (between Sappers draining END and the rank-and-file imposing -DEF debuffs) and then taking them out with ludicrous single-target damage.
So they feel very different to fight, even if they have a very similar narrative vibe.
It seems like Cobalt Arachne's intention was that they are not just different, but harder to fight than Malta is, describing them as a difficult endgame group like Vanguard and the Soldiers of Rularuu. It's not an issue of 'these are two different military groups, equally dangerous, but with a different tactical doctrine', this is straight up 'Blackwing has an extremely similar narrative vibe to Malta, but are just better at being anti-meta paramilitary than Malta is.'
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I have some concerns that the decision to make the group a 'super endgame squad' like Vanguard or Rularuu has meant that they've kind of obsoleted Malta. being:
- A technology/natural based villain group.
- Paramilitary-themed with specialist technology
- Specialized in taking down super-powered targets
- Mysterious Shady Military People
I feel like they've basically taken over as a 'Better' version of the Boys In Navy Blue.
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39 minutes ago, Videra said:
Intended Role (Source, by the way?) =/= The Reality of Gameplay. Thank you. 🙂
I think that it's fairly self-evident that the form that increases your resistances, health, provides self healing and taunts, was intended to be a tanking role for Kheldians, and it's very strange to me that you're pretending otherwise. The 'reality of gameplay' being that people prefer to use the changeling exploit/glitch doesn't make it any less clear what it originally was intended to be used for.
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I'm really confused by what the tanker changes are. The self damage buff is for their build up equivalents (and Assault from the leadership pool, I guess?), not their base damage. But what's this Overcap? You can hit people above the target cap now? What arc/radius buff restrictions have been lifted?, Is this the powers that didn't benefit from the Gauntlet AOE size increase (Like most of Titan Weapons)? Cones are now deeper instead of wider?
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When playing a Peacebringer, upon changing from human form to nova form, there is a several second delay before one can attack if one is using specifically the 'wispy' customization for Light Form that is not present if light form is not active, or if the default customization for light form is used.
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On 3/31/2025 at 9:23 PM, GM Impervium said:
I'm also not 100% sure what the appeal of Trapdoor was, aside from maybe ease of access, a small, straighfroward map (even though it had some vertical movement), short length, and a fairly beefy (and mostly harmless) target at the end. Had just enough mobs to get a good "feel" for AoE performance, without being too many to make it a slog. There was also no randomness or variation. If you had it set at +4/x8, the same enemies would spawn in the same places, in the same configs, every time (iirc, anyway).
I mean, you've mostly covered it. My understanding was that Trapdoor testing was popular because it was more representative of standard content than pylon DPS. As in, hitting a single static target overvalued single target DPS and immobile patches and summons, whereas in actual mission environments you have to move from pack to pack, leave your tar patch and rain of fire behind and contend with a mix of minions, Lts and bosses, while Trapdoor at the end of the mission constituted the big single target with lots of HP for your single target chain to matter for. It's 50/50 mix of Council and Arachnos, so a mix of one of the easier enemy groups and one of the harder ones. ¯\_(ツ)_/¯
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There are actually animations for the Freedom Phalanx where they get mediported out (With longbow escort, even!) because you can't canonically kill them.
anyway there are a few explicit kills in the game, more as time has gone on, but the generic term 'Defeat' is used for a reason, so that you can decide if you're sending them to the shadow realm or leaving them beaten but alive, or sending them to the zig with teleport magic or what have you.
I do want to echo some frustration with Tarantulas/Tarantula mistresses and with Carnies, who sometimes explode or have their souls sucked out when they are taken down. Heroes that refuse to kill are super genre appropriate, so having explicit death animations for those factions is kind of vexing.
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The Legacy Chain never actually do anything wrong, I don't think, they just have bad vibes, and aren't actually very *effective*, they kind of get crushed out of existence with huge numbers of their order getting wiped out by the player villain in the Striga and Blood Coral arcs.
The PPD are, despite a lot of the playerbase/characters professing to hate cops, mostly portrayed as honorable and upright. A handful of dirty cops in Kings Row, the one time that they thought they were being denied lifesaving medical tech (Which, with how *obscenely* dangerous police work is in Paragon, wasn't entirely unfair) and Blue Steel freaking out and beating a guy mostly to death that one time.
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It's ten times more involved, but it adds so much detail that it might make figures ten times better looking, so, even tradeoff.
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For me, the line is when 'This doesn't feel like it belongs in the setting'. Which, considering City of Heroes is a Super Kitchen Sink setting WITH multiverse travel, you kind of have to go out of your way to do.
The three pillars are name, costume, bio, with name and bio being the more egregious ones.
Like, what bothers me isn't that you have a Power Girl Homage, with similar costume, it's that you NAME THEM Power girl (Power.girl, PowerfulGirl) and state that they're 'From the planet Krypton'. (Or, bafflingly as I observed once in the wild, from *Praetorian* Krypton.)
If you do the diligence of taking a character's backstory and saying 'okay, so what would that look like in the city of heroes universe' and adjust it accordingly, I'm much more likely to say 'Oh, you're doing a wolverine-style character, neat.' and here is the amazing part: I will think you're clever instead of being a hack.
I do have characters that are openly homages of other characters I like, and at least one huge rip, but I try not to make them be immersion-breaking.
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How are you getting the bump maps out?
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[FOCUSED FEEDBACK] Kinetic Melee Adjustments
in [Closed Beta] Focused Feedback
Posted
Loaded up on my KM/Stone Stalker to look at the changes on Kinetic Melee
The only thing that really changed for that section are Burst and Concentrated strike, since Stalkers do not get Siphon or Repulsing Torrent:
Which comes in basically three points. First, the lower cast time; which may have been my imagination but did feel very slightly smoother; I didn't really feel like I was 'sitting around waiting for the animations to finish' like people often complain about Kinetic Melee.
Secondly, the DoT before the animation completes, I'm curious as to what the reasoning for this change is. Is it to try and trick the player into feeling like they're having an immediate effect and not 'waiting for the animation to finish' as above? I'm not sure it works, and it does sort of induce a visual issue where I'm asking myself 'my character is just waving their arms around and hasn't actually hit anything yet, why are the enemies taking damage?' I don't hate it, but I don't really get why, either; and I imagine that some people will be way more annoyed by the animation/damage disconnect than I am.
Thirdly, the stalker-only changes. I have been long-term under the impression that burst's higher crit rating was deliberately overlooked as help for a set that didn't have much else going for it. I think it merits consideration that it *remain* that way, because while I feel Kinetic Melee is perfectly *adequate* on Stalkers, it's now kind of boring with the distinct Hide -> Build up-> Concentrated Strike -> Build Up -> Placate -> Burst explosive AoE removed in favor of just more single target damage.
It's not *bad* but I definitely preferred the current version's distinct quirks, and considering that with the changes to Siphon it will hopefully no longer feel like 'Having regular build up is an advantage over Siphon Power' for Stalkers; I hope the Stalkers will get to keep some of their toys.