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About Me

Found 15 results

  1. Eco-Friendly Powerset Recycling So! one of the biggest issues faced when creating new powersets is the difficulty faced introducing new assets to the game, which is why many of the newer powersets are created from existing assets that are already used in other powersets (Such as Savage Assault, Ninja Training and Radiation Melee). In order to produce new powersets, it seems most likely that they would be created from what we have already, which is why we've seen many more Manipulation and Assault sets than any others (since they are mostly formed from existing powers).
  2. Speed Phase remained active after entering a mission with an auto-exemplar effect. Was unable to disable Speed Phase after entering a Mayhem mission from Lord Schweinzer. Auto exemped for the Atlas Park mission from level 41 with all toggles running [including SS and Speed Phase] and when inside the mission all toggles expected to disable did except Speed Phase which remained active and inaccessible for disabling without exiting the mission. Even after exiting the mission Speed Phase remained active despite SS not running. Other missi
  3. Unsure how much this might be a bug but thought to make a mention of it anyway. Despite various objects in Mayhem Missions being targets and destructible [cars, bus stops, cardboard boxes, letter boxes, etc] players cannot run through them with Speed Phase active as they can vs mobs and other entities in game.
  4. Since we're now removing the mutual exclusivity of travel and prestige powers, would it be possible to take a look at maybe adding some of the prestige travel animations (esp. Void Skiff) as customization options for the Fly power pool, or otherwise removing some of the restrictions they have regarding using abilities and detoggling powers while it's in use? I realize there's possibly some trickiness to some of those animations that have resulted in them working the way they do, for instance a character that's doing a kick is going to have to be animated to have their feet leave th
  5. Good evening everyone. I'm sorry if this kind of topic has been posted a lot, I checked the last four pages to see if there was any recent discussion about this and didn't see anything. The suggestion is pretty simple -- I think it would be really fun if Flurry, Jump Kick, and Air Superiority took a page from the Fighting pool and had their strength increased with each other power you took in their respective pools. It would encourage people who want to build specific types of characters (like the ever-popular speedster) and reward them for going all-in on a power pool that is flav
  6. Same rules as always. No enhancements, you may pick multiple, “worst” can mean whatever you like. Unfortunately I can’t post this to the CoH Reddit *lol* so we might have lower turnout today.
  7. I've rolled a rad/rad stalker and, well, it's totally rad. I've had a rad/rad brute before and a few stalkers and this one just hits the sweet spot. I'm going to skip the Ancilliary/Patron pools because they're all a bit indifferent, so I'm looking at regular power pools. I'm planning on going deep into the Presence and Experimentation pools (as well as something with some Defence, although I'm not looking for 45% because by end game teammates usually vomit defence buffs all over the place so I don't need to be self-sufficient). The Experimentation pool has two ranged attacks, bot
  8. I have a lvl50 Stone Tank, lvl50 Warshade, lvl50 Peacebringer and other characters with teleport or, mystic flight. Along the way, I've come to know what I like and don't like. I also have a lot of binds and a lot of alts, leading me, like a lot of people I'd guess, to start putting energy in to one global profile to cover as much as makes sense and smaller profiles for toons that develop out of it. I'm up to 11 level 50s in all so, that global has matured a lot along the way. There's great guides on this topic already. They've definitely helped steer me along the way. if this is
  9. I was in another thread talking about issues with the Teleport Travel power. The discussion there is about the need to extend the hover protection for lag and to decrease hover tar. There were three main ideas: extend the time but make it self-cancel upon movement (possibly through the use of a pseudopet), decrease flight speed of the hover and eliminate the movement penalty, and make TP a secondary power for a hover toggle. That discussion should continue in that thread. This thread is mainly about a realignment of the TP power pool. There are several major issues, one is the fact
  10. With Force of Will and Sorcery released, I imagine that the Natural/Science/Technology power pools will eventually become a thing in due time. However, with only four power pools, it can be quite difficult fitting them in, even if it's only for a more thematic travel power - this is the main reason I thought of this. As such, I think it'd make sense to have these power pools as their own separate selection - you'd only be able choose from one, just like the Ancillary/Patron power pools, leaving the other four pools available for other things. This would leave characters
  11. Really, this is a neglected gem. Usually I end up taking Energy Mastery on a tanker. It does one thing well: it gives you a place to slot one or two more Performance Shifter procs. Earth Mastery, though, helps you in even more ways. I have two of the powers on my newest tanker (Willpower/Mace). Being Willpower, she doesn't need Perf. Shifter mules. I took two powers from the set: Salt Crystals and Quick Sand (sic). Salt Crystals was and is a huge AoE; sixteen feet IIRC. It takes accuracy enhancements, which means that it taunts every mob it hits. The fact that
  12. Think like Daredevil, Spider-Man, or Superman. Not gonna lie, mostly just want something to FIND THAT LAST GODDAMN 5TH COLUMN IN THE POOL ROOM! I'm imagining some powers would include an accuracy buff, a dodge bonus against ranged attacks, and an enhanced perception, limited duration power that also let you see enemies through walls and/or spot them on your map, akin to x-ray vision or super hearing. Might also be cool to be able to spot an enemy's relative defenses and resists, though I think that data is all online anyway.
  13. So here are the ideas i had floating in my head. Power pool/powersets Munitions power pool: This power pool would be for those that want more types of weapons other then only a rifle or handguns or want just one handgun rather then dual. some ideas for what would be in this powerpool. Chaingun burst and fullauto fire. Single handgun hip fire and aim fire. Rifle butt and pistol whip. Bayonet stab. Flamethrower attacks. Grenades with many types of effects. Elemental ammo types for weapons. And lastly maybe some rocket launcher weapon at
  14. There are a couple things I am looking at here. T4 powers should only require a single power from the pool for unlock. So Lvl 4 T1-T3, Lvl 14 + one power from the pool T4, L14 + two powers from the pool T5. The Teleport Pool (as has been discussed in two separate recent threads) needs a bit of a revamp. This pool is popular despite it needing a major renovation. Presence is the least popular pool (for good reason) and may need a revamp. There are several unpopular powers in other pools that need reconsideration/replacement. These include Phase Shift, Group Fly, B
  15. Before live ended there were place to add the Devices, Experimental, Strength of Will, and Utility belt power pools. The old page even has it listed as most of what the planned powers were going to be. I know it's not an easy thing to add power pools, but I was wondering if it would be possible to reuse assets to finish those pools and add them to the game? It's definitely something that I feel would add some great quality of life to the game.
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