Jump to content

Search the Community

Showing results for tags 'suggestion'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Announcements & Information
    • Announcements
    • User Agreement & Code of Conduct
    • Getting Started
    • City of Heroes: Homecoming Discord Server
  • Help & Support
    • Help & Support
  • Development
    • Developer's Corner
    • Homecoming Beta
    • Bug Reports
    • Suggestions & Feedback
    • Website Suggestions & Feedback
  • City of Heroes: Homecoming
    • General Discussion
    • Tools, Utilities & Downloads
    • Archetypes
    • Guides
    • Base Construction
    • Badges
    • Roleplaying
    • Mission Architect
    • The Market
    • The Arena (PvP)
    • Art & Multimedia
  • Servers
    • Torchbearer
    • Excelsior
    • Everlasting
    • Indomitable
    • Reunion (EU)
  • Real World
    • Reconnect
    • Video Games
    • Comic, Hero & Villain Culture
    • Off-Topic
    • Fallen but not Forgotten

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 29 results

  1. So disclaimer: this has been on my defender, who's elec/elec. I've been enjoying the set a lot! But there's a few points worth noting. the chain based buffs are awesome but are also extremely loud and tend to smother other audio; in large teams this can result in basically the entire sound channel being taken up by zapzapzap sounds. This is maybe a bit overwhelming, and could stand to be muted a little in volume. I think this might be the first time a set like this has existed in City, which may account for why it's so loud--the engine simply hasn't seen this sort of thing used before. the galvanic sentinel is a bit underwhelming as a pet, but that's fine; it's there mostly as a soloing tool. I'd like it if we could summon it for more or less indefinite lengths, like controller pets, though. As it stands I'm usually so busy I forget to resummon it. (the same is true for voltaic sentinel in elec blast, and is much more acute there) Faraday Cage is really, really good, which is fine; did you intend it to be possible to summon it while mezzed? the animations have been discussed elsewhere as being traumatizing for some folks. The Kinetics buff animations have been noted as being better for this.
  2. I have an idea for a mod to the game. I think it would be awesome if someone could modify the code so whenever an NPC says something in-game you HEAR it. Even if it was an artificial voice I think it would bring the game to life. It would make the npc's around you more noticeable. I think this would be huge for immersion in this game. Thoughts?
  3. Hello, everyone! I wanted to start by saying that this list is not a complete accounting of all the suggestions in this forum, this is an effort on my part to curate some suggestions given to me in other forms and formats, and to promote neat ideas that players (and even staff!) have come up with that are a bit within my purview as a rep for the Roleplay community. If you have roleplay suggestions that you think might not warrant an entire forum post, you might drop them here, or if you think it’d be something you’d like me to take a peek at, too! I’ll be checking in occasionally and adding things to the list as we go, so keep an eye on this thread if you want to see what’s been added! I’ll add personal notes of my thoughts on the suggestions, underneath each. Please note that anything shown or not shown here does not mean it will or will not be considered – these are merely ones I am observing myself! The list so far! Trigger invasion events for player-run events This is an interesting concept – this would largely be just activating an otherwise ‘random’ or timed event at a time when a roleplay event is being run by a group to coincide with whatever storyline they have going at the time! Pull league groups into an AE map This one surprised me! I hadn’t considered the implications here, but right now you have issues getting league-size people into an AE map, and largely the suggestion revolved around group RPs that have large numbers of players using a large map, like the Ruined Atlas map for group combat RP and the like. Narrate for AE arc RPs This one can technically be accomplished by the story leads at the time using team chat/local chat with something like [Positron]: Blah, but it’s a neat concept if they want to see the actual NPCs chat a bit. New invasions/redo old invasions This one somewhat applies outside of the RP community too, and ties into the suggestion above – people liked some of the old invasions or want to see ones triggered more often for specific things. Events and the like that were hosted on live but haven’t shown back up since. I like it! Larger descriptions The current description limit of 1023 characters is quite a bit limiting, so seeing it expanded to allow for larger descriptions with more detail would be just a generally nice quality-of-life change that would let people be more creative and descriptive with their character’s bio! Bio editor bug fixing There are some issues with the bio editor at the moment, a bug-fix sweep would be quite welcome. GM line drop/appearance at player events This one would be fun! This would be, for example, a story event being run by players where a hero/villain might show up and say a few lines, sass some people, or generally appear for the sake of the story to enhance it. It could be a lot of fun! Weekly-change/etc callouts and chatter by quest giver NPCs This one surprised me as well – I genuinely hadn’t thought of this! As our weekly targets change, a GM could call out as that character in LFG and other methods to seek help from willing heroes/villains, as well as chat with players as they collect the mission from the quest giver! They could congratulate successful teams, offer advice, and generally breathe some life into the existing story arcs by providing input from their spot. Add a Bouncer role to SGs to boot people out of a base With public SG bases come people who are going to try to cause trouble. With that in mind, giving SGs the ability to boot people out who are causing problems would be nice, as the only other option right now is to completely kick out everyone, rather than selectively. This would be a good quality-of-life enhancement for everyone, not just roleplayers! Add an option for variable chat range When you start roleplaying in places like Pocket D or in big SG bases, it can quickly become very hard to keep track of who you're talking to because of how wide the /local range is. Perhaps an option to reduce local range? Or another /whatever option to speak/emote in shorter range like whisper? Dicerolling! Because why not? /rollxdx would be nice.
  4. I love my bots, we’ve spent many years together destroying many things and having great times. Sadly my robotic friends aren’t made to feel welcome by team mates when we reach cave maps, I’d love to be able to shrink ray them or even better, allow friends and family to be able walk through them?
  5. Peacebringers get the flight powers baseline. My understanding is aside from some extra VFX, Energy flight is supposed to be identical to Flight and Combat Flight is supposed to be identical to hover. These days, Hover has a pose that is different from flight, although at launch they use to share the same pose. Leaning forward to fly as such low speeds was seen as... odd, so it was eventually changed into the upright position we have today. Combat Flight though, never got to share this change. It's as slow as hover, but you lean forward and glow a lot. I'd just really like Combat Flight to get Hover's upright position. -McJigg
  6. I was looking around and playing with power set combinations and was sad to see that there isn't a tanky support class. I am kinda enthralled by the idea of a Bio-armor/Nature affinity character that I think could be really fun to play. I haven't given too much thought to how the synergies would work or if it would be even remotely balanced (in either direction...I can see it being possible to make a character that cannot deal any damage, which would obviously be a problem.) Anyway, what are everyone's thoughts on this? We already have the Sentinel which is a kind of Tank/Blaster type, so what about a Tank/Support?
  7. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Simika: Level 50 Natural Scrapper Primary Power Set: Claws Secondary Power Set: Willpower Power Pool: Flight Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Swipe * (A) Accuracy IO * (3) Accuracy IO * (9) Damage Increase IO * (31) Damage Increase IO * (37) Endurance Reduction IO * (40) Endurance Reduction IO Level 1: High Pain Tolerance * (A) Resist Damage IO * (5) Resist Damage IO * (5) Resist Damage IO Level 2: Strike * (A) Accuracy IO * (3) Accuracy IO * (9) Damage Increase IO * (33) Damage Increase IO * (37) Endurance Reduction IO * (40) Endurance Reduction IO Level 4: Fly * (A) Flight Speed IO * (42) Flight Speed IO Level 6: Mind Over Body * (A) Resist Damage IO * (7) Resist Damage IO * (7) Resist Damage IO Level 8: Slash * (A) Accuracy IO * (13) Accuracy IO * (17) Damage Increase IO * (33) Damage Increase IO * (37) Endurance Reduction IO * (40) Endurance Reduction IO Level 10: Fast Healing * (A) Healing IO * (11) Healing IO * (11) Healing IO Level 12: Spin * (A) Accuracy IO * (13) Accuracy IO * (17) Damage Increase IO * (34) Damage Increase IO * (39) Endurance Reduction IO * (42) Endurance Reduction IO Level 14: Indomitable Will * (A) Defense Buff IO * (15) Defense Buff IO * (15) Defense Buff IO Level 16: Follow Up * (A) Accuracy IO * (23) Accuracy IO * (25) Damage Increase IO * (34) Damage Increase IO * (45) Endurance Reduction IO * (45) Endurance Reduction IO Level 18: Rise to the Challenge * (A) Healing IO * (19) Healing IO * (19) Healing IO Level 20: Quick Recovery * (A) Endurance Modification IO * (21) Endurance Modification IO * (21) Endurance Modification IO Level 22: Focus * (A) Accuracy IO * (23) Accuracy IO * (25) Damage Increase IO * (34) Damage Increase IO * (43) Endurance Reduction IO * (43) Endurance Reduction IO Level 24: Kick * (A) Damage Increase IO Level 26: Tough * (A) Resist Damage IO * (27) Resist Damage IO * (27) Resist Damage IO Level 28: Weave * (A) Defense Buff IO * (29) Defense Buff IO * (29) Defense Buff IO Level 30: Heightened Senses * (A) Defense Buff IO * (31) Defense Buff IO * (31) Defense Buff IO Level 32: Eviscerate * (A) Accuracy IO * (33) Accuracy IO * (36) Damage Increase IO * (43) Damage Increase IO * (45) Endurance Reduction IO * (46) Endurance Reduction IO Level 35: Resurgence * (A) Recharge Reduction IO * (36) Recharge Reduction IO * (36) Recharge Reduction IO Level 38: Shockwave * (A) Accuracy IO * (39) Accuracy IO * (39) Damage Increase IO * (46) Damage Increase IO * (46) Endurance Reduction IO * (48) Endurance Reduction IO Level 41: Conserve Power * (A) Recharge Reduction IO * (42) Recharge Reduction IO * (50) Recharge Reduction IO Level 44: Strength of Will * (A) Resist Damage IO * (48) Resist Damage IO * (48) Resist Damage IO Level 47: Physical Perfection * (A) Endurance Modification IO * (50) Endurance Modification IO * (50) Endurance Modification IO Level 49: Focused Accuracy * (A) To Hit Buff IO Level 1: Brawl * (A) Empty Level 1: Critical Hit Level 1: Prestige Power Dash * (A) Empty Level 1: Prestige Power Slide * (A) Empty Level 1: Prestige Power Quick * (A) Empty Level 1: Prestige Power Rush * (A) Empty Level 1: Prestige Power Surge * (A) Empty Level 1: Sprint * (A) Empty Level 2: Rest * (A) Empty Level 4: Ninja Run Level 2: Swift * (A) Empty Level 2: Health * (A) Empty Level 2: Hurdle * (A) Empty Level 2: Stamina * (A) Empty ------------ I'm looking for suggestions on how to move forward once I hit 50 and move towards getting sets and incarnates
  8. ~From Pets & Henchmen Thread~ But as end tier material should be observed separately, let's look at the mastermind shortcomings with clarity. 1) Squishiness a) Player Health Weakness* Prevents player from moving away from pets b) Pet Vulnerabilities Allows pets to die easily regardless of context (see 2a,2b) and thus kills the Player c) Pet Wandering after damage Causes Player to issue commands, resetting pet aggressiveness and permitting additional damage, or simply leaves Player open to damage 2) Pet Squishiness a) Inherent Resistances Leaves pets highly vulnerable to certain types of damage b) Pet Health Makes pets extremely prone to sudden death beyond Supremacy radius Leaves pets vulnerable to burst damage death c) Pet Level Leaves pets vulnerable to damage, low health, lower damage, causes various issues as expected of color cons d) Pet Threat Level* Leaves pet(s) prone to immediate death from stronger enemies 3) PvP Specific a) Summon Recharge Time* Leaves Player vulnerable to damage after quick pet death b) Supremacy Induced Slowness Prevents player from pursuing a moving target at all without risk of two shot, supporting traveling team; must be very near slow pets c) Pet Movement Speed Prevents pets from keeping up with Player attempting to pursue or travel, prevents pets from being able to do damage to moving targets. Starred (*) issues are from my perspective inherent to the balance and theme of the archetype, and were only listed for reference. I want to pitch a few possibilities to the bigger issues. Increasing Pet Level (Issues 2a,2b,2c) This addresses 3 issues by increasing pet combat attributes accordingly. Pets at lower levels especially will die very quickly when tossed into a hoard, and should be AT LEAST Player level. They do poorly versus higher ranked enemies. Related to that, Increasing Pet Rank (2a,2b,2c) Increasing the t8 henchmen or others to pet rank strength would probably solve these issues, but I don't feel too safe on this one. Increasing Pet Benefits To Buffs (2a,1b) What I had in mind for this was an effect similar to Support Hybrid Incarnate Power. We could raise the base resistances of pets, but that wouldnt be thematic and would probably cause problems anyhow. In PvP, this would be similar to a power like Tough, where protection from everything is added. For instance, in PvP giving your henchmen Thermal Radiations Plasma Shield would provide resistance to everything, or Cold Dominations Glacial Shield would offer Elusivity and/or defense to all. Thematically? Increase Pet Movement Speed (3b,3c) This one could be done just by doing exactly as the subtitle states, but I also think that it would be cool to see henchmen bust out a thematic travel power once the attack target or owner gets a certain distance away ( zombies emerge from ground closer to target, Mercs get out jetpack , robots fly, demons and thugs might just charge) to make up ground. I would like to hear how many of these seem like legitimate issues or solutions to everyone else.
  9. Perhaps I might be one of the few people that really look at the Kheldian HEATs and think 'When you really compare it to other AT's it doesn't quite measure up!' especially when the VEATs can be absurdly broken for very little work put into them (Leadership from their secondary and Pool is amazing for support). Honestly, it makes me sad when it boils down to it as the Dwarf Form for Peacebringer feels too squishy to compete with many high-end scrappers Or tanks for durability and the Squid Forms feel like a joke overall. But as I was toying with Mids numbers last night I kind of realized a lot of issues I seem to have with it could be alleviated by the simple implementation of Pool Powers into a build. With proper sets and slotting with the activation of Maneuvers, Tough, Weave, and Combat Jump's bonuses you would be looking at a White Dwarf with 30-ish defenses for M/R/AoE, 80-85% resistances for all but Psionic (which sits at 31%) and decent stats overall making it a decent off-tank or main tank if you are lacking one on the team. At the same time, with the same build and powers I just mentioned with the Bright Nova instead, it would allow you to make a decent blaster replacement for the team as they sit at the 30-ish defenses and sit anywhere from 25-40% resistances. Mind you, this is merely with the Peacebringer I have toyed with numbers wise. I love the concept of a Kheldian AT, a kind of 'Be what you want' set that allows you to go tank or blaster at a whim and swaps between the two as the team needs. But I believe that perhaps it is a bit too weak as is, especially when you compare it to the VEATs answer and that something as simple as allowing the use of Pool Powers alongside their Alt Forms could be the single 'Buff' it needs to make it a truly Epic Archetype. Sorry for the ramble here all, but I would like to hear others opinions on this as well. Maybe my suggestion is a little odd? Maybe there is a good reason it might be too broken if the powers are allowed?
  10. This thread will focus on PvP related issues to the mastermind. Note that PvP specific simply means ONLY an issue in PvP, and not that the other listed are not able to improve PvP upon revisitation. 1) Squishiness a) Player Health Weakness* Prevents player from moving away from pets b) Pet Vulnerabilities Allows pets to die easily regardless of context (see 2a,2b) and thus kills the Player c) Pet Wandering after damage Causes Player to issue commands, resetting pet aggressiveness and permitting additional damage, or simply leaves Player open to damage 2) Pet Squishiness a) Inherent Resistances Leaves pets highly vulnerable to certain types of damage b) Pet Health Makes pets extremely prone to sudden death beyond Supremacy radius Leaves pets vulnerable to burst damage death c) Pet Level Leaves pets vulnerable to damage, low health, lower damage, causes various issues as expected of color cons d) Pet Threat Level* Leaves pet(s) prone to immediate death from stronger enemies 3) PvP Specific a) Summon Recharge Time* Leaves Player vulnerable to damage after quick pet death b) Supremacy Induced Slowness Prevents player from pursuing a moving target at all without risk of two shot, supporting traveling team; must be very near slow pets c) Pet Movement Speed Prevents pets from keeping up with Player attempting to pursue or travel, prevents pets from being able to do damage to moving targets. Starred (*) issues are from my perspective inherent to the balance and theme of the archetype, and were only listed for reference. I want to pitch a few possibilities to the bigger issues. Increasing Pet Level (Issues 2a,2b,2c) This addresses 3 issues by increasing pet combat attributes accordingly. Pets at lower levels especially will die very quickly when tossed into a hoard, and should be AT LEAST Player level. They do poorly versus higher ranked enemies. Related to that, Increasing Pet Rank (2a,2b,2c) Increasing the t8 henchmen or others to pet rank strength would probably solve these issues, but I don't feel too safe on this one. Increasing Pet Benefits To Buffs (2a,1b) What I had in mind for this was an effect similar to Support Hybrid Incarnate Power. We could raise the base resistances of pets, but that wouldnt be thematic and wouldnt help much anyhow. In PvP, this would be similar to a power like Tough, where protection from everything is added. For instance, in PvP giving your henchmen Thermal Radiations Plasma Shield would provide resistance to everything, or Cold Dominations Glacial Shield would offer Elusivity and/or defense to all. Thematically? Increase Pet Movement Speed (3b,3c) This one could be done just by doing exactly as the subtitle states, but I also think that it would be cool to see henchmen bust out a thematic travel power once the attack target or owner gets a certain distance away ( zombies emerge from ground closer to target, Mercs get out jetpack , robots fly, demons and thugs might just charge) to make up ground. I would like to hear how many of these seem like legitimate issues or solutions to everyone else, as well as other problems that are observed. It isn't often there are acknowledged PvP threads.
  11. This is adapted from a suggestion by Bradley_IFV on the original CoH Forum. Basically, it's a more offensive Archetype intended to have aspects of a Scrapper, Mastermind and Defender. The primary is Assault, with some modifications for the main gimmick of the class, the Partner, a single, powerful, melee-oriented pet that benefits more from your support powers and shares your clicky buffs. The Defense/Support powers are mostly PBAoE so it encourages the player to wade in alongside their pet, but the AT could reasonably be played with a focus around supporting their pet from a distance. Duo The Duo is a somebody who knows that going it alone is foolish in a world of aliens, sorcerers and super-science. Your offensive power may be lesser than that of other melee combatants, but with your Partner in tow, you make an army of two, combining your own melee attacks with the offensive and support capabilities of your partner. Primary: Assault (with a Partner pet) Secondary: Defense/Support (with a Partner Pet) Inherent: Partnership Base HP: ~1020 Max HP: ~1610 Okay, so there's been a lot of changes to this archetype as I've been prototyping and testing it. I'n not gonna delete the original post, just spoiler it at the end for reference's sake. Primary Power Sets A Duo's primary power set is centered around both the character's Partner pet and both ranged and melee combat, having access to Assault powersets resembling those of the Dominator, except for a few small differences. First, they do not have the Build Up style powers found in Dominator Assault sets, as the burst damage from the Duo and their Partner's alpha strike should be about the same as the burst damage from blasting them with a Built Up attack. Also different is that they have two powers that Upgrade their Pet, providing it additional powers from your Assault powerset. These work like the Upgrades of the Mastermind's primary sets, but are divorced from the Pet, allowing you to give your pets powers that match yours instead of ones that match their theme necessarily. The Duo's damage values are equivalent to a Dominator's during current testing. Powersets: Dark Assault Earth Assault Electricity Assault Energy Assault Fiery Assault Icy Assault Martial Assault Psionic Assault Thorny Assault Secondary Power Sets The Duo's secondary sets are a combination of personal defense and team support, as well as determining their pet. Most of the personal defensive toggles in Duo's sets are converted into AoE Auras that provide the full effect to you and your pet, and half reduced effects to all other friendlies in their range. Their resistance and defense values are equivalent to a Stalker's during current testing. Powersets: Natural Instinct: Nature Affinity/Regeneration (Dire Wolf) Hellfire Aura: Thermal Radiation/Fiery Aura (Demon Prince) Super Serum: Poison/Invulnerability (Commando) Netherforce: Dark Armor/Dark Miasma (Lich) Ninjitsu: Amusingly enough, this could probably be ported from the Stalker set on its own without too many changes. It's a weird set. (Ninja) Robotics: Force Fields/Traps (Assault Bot) Street Smarts: Willpower/Leadership (Bruiser) Ancillary Power Sets Duos have the following Ancillary pool powers. Blaze Mastery Darkness Mastery Power Mastery Weapon Mastery Inherent Power The Duo's Inherent Power is Partnership. As long as the Duo and their pet are within 60 feet of each other, both receive +10% DMG and +10% ToHit. Additionally, you share the benefits of your defensive powers and any click powers from your primary or secondary sets with your pet within this range. Sample Primary: Electricity Assault Electrical Assault grants you several electrical ranged and melee powers. Electrical powers can drain foes' Endurance and can often temporarily halt their Endurance recovery. This can be quite effective against higher level foes and Bosses. Some Electrical Assault powers can even sometimes transfer this Endurance back to you. Charged Bolts 1 Ranged, Moderate DMG(Energy), Foe -End, -Recovery Charged Brawl 1 Melee, Moderate DMG(Smash/Energy), Foe Disorient, -End, -Recovery Lightning Bolt 2 Ranged, High DMG(Energy), Foe -End, -Recovery Charge Partner 6 Ranged, Grant Partner Charged Brawl and Lightning Bolt Havoc Punch 8 Melee, High DMG(Smash/Energy), Foe Sleep, -End, -Recovery Zapp 12 Sniper, Extreme DMG(Energy), Foe -End, -Recovery Static Discharge 18 Ranged (Cone), Moderate DMG(Energy), Foe -End, -Recovery Electrify Partner 26 Ranged, Grant Partner Havoc Punch and Static Discharge Thunder Strike 32 Melee (Targeted AoE), High DMG(Smash/Energy), Foe Disorient, -Recovery, Knockback Sample Secondary: Netherforce Whether through arcane knowledge or dimensional tampering, you have forged a connection with a powerful being of the Netherworld known as a Lich. In exchange for allowing it to bind itself to the material plane through you, it offers you the ability to protect yourself and others with the powers of the Netherworld. Netherforce offers very good resistance to Negative Energy damage, and is one of the only defensive sets that offer some resistance to Psionic damage. However, its resistance to Energy is weak and it offers no protection to Knockback. Lich 1 Summon Lich Dark Embrace 2 Toggle (PBAoE): Ally +Res(Smash, Lethal, Negative, Toxic) Murky Cloud 4 Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain) Obsidian Shield 10 Toggle: Self +Res(Psionic, Sleep, Hold, Disorient, Fear) Twilight Grasp 16 Ranged, Foe -Regen, -DMG, -To-Hit, Team Heal Cloak of Darkness 20 Toggle: Self Stealth, +DEF(All), +Res(Immobilize), +Perception Fearsome Stare 28 Ranged (Cone), Foe Fear, -To-Hit Oppressive Gloom 35 Toggle: PBAoE, Foe Disorient, Self -Max Health Soul Transfer 38 PBAoE, Moderate DMG(Negative), Foe Disorient, Self Rez
  12. The Problem Controllers often use status effects like Sleep/Hold/Stun..ect which are covered by the condition for containment damage. However they also use a bunch of other effects that certainly impede the victim's ability to act but do not count for containment damage. Two in particular: Fear and Confuse, often both prevent the enemy from attacking you or your allies and in the case of Fear, stops them moving too. One could say that Containment is only for status effects that 'lock down' enemies as the description states, but the effective message and gameplay perception of the inherent is that you get 'bonus damage from enemies under control effects'. The Suggestion Add Fear and Confuse to the list of applicable status afflictions for Containment to deal bonus damage. There's no reason to not include them as they are still strong statuses when used correctly. To denounce Fear because hitting them breaks the status early would eliminate Sleep as a status (and Fear eventually holds the attacked target after a short while too). And while Confuse doesn't stop the enemy from doing things, they might as well not be because aside from skimming off XP, a confused enemy can only be helpful to your team. In the case of a single confused enemy, they might as well be held. I would say straight up that Knock effects shouldn't count, they're not persistent status effects. Taunt and Placate are tricky, while the two statuses and Confuse definitely do change how an enemy behaves, at least Confuse prevents the enemy from hurting you or your team mates, which neither accomplish (Taunt drives them to hurt you, Placate drives them to hurt your team). For them to have an inclusion into Containment's effect it would have to be something like the below suggestion: Other control effects not currently included in Containment could be counted as a mini-crit grouping of damage bonuses, with Fear/Confuse/Taunt/Placate providing a smaller amount of bonus damage and in the event of an enemy having multiple statuses, takes the higher multiplier. An enemy with confuse could have something like +50% damage, while a Sleeping, Confused enemy would take the normal +100% damage. I still would like Fear and Confuse to be considered +100% damage statuses, but as a compromise, I can deal with it being made with mini-critting status effects so long as Containment can benefit from as many CC effects as plausible.
  13. During the last RP Event in Everlasting, people were asked what kind of things they'd like to see added/changed to the game. I was surprised to hear that least a few others wanted to be able to make bigger or smaller characters than we do on live, myself included. One even suggested '2ft to 12ft tall', I would have been happy to see 10ft myself but I was impressed that I wasn't alone. So after hyping myself up talking a friend I went on a mission to Icon 1.72 to create a proposal for the Homecoming devs reading this and to anybody else who supports the idea to increase the server-enforced restrictions to player costume scales to make this a reality. I created an Imgur gallery with numerous textboxes to go through the reasoning and logic behind allowing this change and why the infrequent issues that come with it aren't as bad as it seems from a glance. There's two parts of the proposal, one that goes over the size difference compared with mobs and the second part that covers the worst case scenarios of maps, to read it all you have to go to this link: https://imgur.com/a/prx4pl7 As a footnote: I know I'm missing those tiny tunnels that criss-cross some Rikti underground maps however I wasn't able to find the internal mapname for such a place (honestly, there's dozens of the same exact maps, what the...?). But one might argue it will be the same as the Vanguard mini-tunnels as described in the gallery itself. I'd want to forward this proposal to the Homecoming team themselves but I don't know how, so I'm hoping by posting it here at least, the community can also weigh in on their thoughts and compromises, if any.
  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, Burnout, & Whirlwind. (This list is from memory, I saw the list a couple of days ago and those were the ones I remember as being low). Whether to continue work on the expansion pools must be considered.
  15. Hello guys, last night i saw a post with a Plant/Poison build by @Frosticus so i decided to change it into Earth/Poison because earth is love, earth is life etc etc. So i ended up with a build that i think it needs more S/L defense (+4,5% more to softcap). Any suggestions? http://www.cohplanner.com/mids/download.php?uc=1537&c=715&a=1430&f=HEX&dc=78DA65944B4F13511886CFB453A0A5A5949616CABD140A9416068D3B432256834242E407900606DA886DD3D644548898F81B58A03FC098B85474E70F70A9B870EF858B26AE7453BFCEFB9636E9A4CD73E6BB9DF77CE79C597E70DDFDFAE6FEBCD23A17B6D3A5D2DA423E572EE6B7B7CDA26339BD955D57D5A755FEC3754F2D28994A17CB99DA5BB021E0DAFDCDCDE44A3E5BCAE77C8BB98C593473E5646DE05AC94BEE6AC13437DCD670C94C17B2B92D6FED65C32C9632D982C77ABF91DDCA94C5DB952A64D793ABE57CCE5C5B4E97CA6671A74764C5E5FF58537C2A0E65D8943274659B26EF6916F5B47040386DB7DE5B52E0AD90A459F915A546C416D3D5AE4693AAE8DA21F2DB8E9445570479AE6FA07B0EF3DC913A76E4D8EC2D766BAE968FF0B57D10FA75B527A51C88518E38EA8DB6A2BD555BEB57C447C4E0844D7332CE4D3E911AEDD4D6BE036D230FC947E42E18DD038352CF8335DA3CDDB005FE407FF036E893182F7BE8654CA78B74835D1EB28335BCE0BEC087FA0EDF1BAC61F02D387C44BE239F8131F6449379FD5CBF3F8C35DAC5D68D7A5A7708FB169C834E5D7C21CE15A2CE1EEAECA1CE307586A9B39F3A9F0A7AD9BBDE4F36ABEEF867F298FC02C6FE41E76140A93EE4D8FB7866FA79A60679A60619EB176D035CCBC04BB105A447621BA26D887A9F4BCD087B1D79859AA38BA8317A95E41CD179F8A3E7D0F54272C7586F8C3D3C959009F66482E77392E77572073193ECFBD41592E7F7AF1B77A89A1B1F876F3A46C6C9BBA895A0A6C49AB2EEC999944872DE24D736C3BD98E15ECC702F0CEE85C1BD3897DC59AE639667BB5FBFB8C7F293A7BAE09AA532D5E49D6DB2184D964B4D96CB4D9625BDE11BE0C49A57F48B6F80D2A8CFD97971C72B672EF133474BC0FFAB6E7368DFD1DF8E1F60EC27387502264E41E30C3C6FAC37817ABFEB364D3B80AE8E61F85272690CF82A070DE3F791FA381CA88F8F1B624EA2F5F17F2CC7E973
  16. Back on Live the lag could get so bad that Teleporters were taking their lives in their hands popping around without Hover. Teleport was, therefore, the ONLY movement power that you had to take another power from another pool to use safely. These days lag is less of a problem yet I still find myself falling when teleporting if I don't have Hover. Why not simply extend the 'hang time' at the end of the Teleport animation by 2-3 seconds to enable 'porters to move about safely without having to invest in another power for safety?
  17. As much as having 1000 character slots is GREAT, I'm trying NOT to fill them all by deleting toons that for whatever reason don't work for me. We currently have the email system to transfer funds from one toon to another and this can also be used for items like Salvage, Enhancements and recipes. One drawback though is that it's very tedious. Deleting a toon that's even in the teens means that I need to sell all their stuff, then check how much Inf they have, then create an email and include the Inf total. If they have the better Insps then I need to store them somewhere or email them ONE AT A TIME which is also very tedious and clogs up the email system. What I'm suggesting is a method of removing ALL of the Inf, Inspirations, Enhancements and other things not attached to the character and shifting them to another toon. If it turns out that there's not enough space on the receiving character for Insps, Enhancers etc then the leftover aren't transferred or are lost. In this way I can delete unwanted characters instead of cluttering up the server with them simply because I'm too lazy to take the time to shuffle all their stuff off.
  18. Something that was often a problem on Live and I've noticed a few times recently is mobs getting knocked into/through a wall or other obstruction. I recently saw this on a mission and fortunately someone had an AoE power that could reach the target. My suggestion is that every instanced mission have a minimum number of mobs at which point the mission is declared finished and the mobs despawn with no rewards given. The minimum would scale with party size where 1-2 would be 1 mob, 3-4 would be 2 mobs and so on with the highest being 4 mobs. So your team (or you solo) goes in and does the mission, which is a Defeat All. On a team of 7-8 when the number of mobs in the building decreased to 4 the mission would end. Any mobs stuck in the architecture can thus be ignored but they also won't grant rewards but TBH the rewards from 4 mobs is pretty slight over the course of an 8-person mission.
  19. There are several powers from different sets that render their target or targets Intangible. Intangible targets cannot move, cannot attack and, most importantly cannot BE attacked until the duration of the power runs down. I'm willing to bet that datamining will reveal these to be among the most ignored powers in the game, mainly because once they take effect they are beyond the control even of the caster. Party members often can't tell that the enemy in Intangible because with all of the graphical fx going off the Intangible effect can easily be missed. I am going to suggest what I hope is a simple and straightforward solution to this issue: Simply enable the caster to turn the power off at will. This can be done by either making it a toggle with a limit of 30 seconds (most of the Intangible powers have a 30-second duration now) which the caster can simply switch off early or have a ring appear around the power while its in effect and the caster can click the power again to deactivate it. I'm not a big fan of 'dead' powers and fortunately this game has very few but these powers are very seldom used simply because they cannot be controlled once cast.
  20. I was thinking about the Illusion Control Pets and wondering if we could get some model customization. The current default for Phantom Army is that you get a random selection of generic female, male, or large models. My proposal is that you can customize the power to allow for one of each, all female, all male, all large, or random. Also, if Phantasm had the same option to be a female, male, or large model. I am not sure how much coding it would require, but it would be a nice option for customization.
  21. First off: I love the new Roleplaying tag, even has the word 'Roleplaying' up above the title and everything! However I'm making this because immediately after using it I've notice how...dark it is! I like the purple but it really does make it harder to see the names of people compared to the lone cyan, helper yellow, teamed green and even the Helpme! pink. I think what all those statuses have in common is that they're all on the brighter end of the spectrum and the subtle dark outline and gradients used are optimal for brightly coloured text. Again, Purple is fine but it looks like it's a bit too dark a purple to be readable at a glance, bump up the brightness a bit and it should be perfect!
  22. So unless I’m just completely illiterate, which is entirely possible, I can’t seem to find Maelstrom as a useable boss in Architect mode, only his pistols ironically. I went through every available boss and found pretty much everyone but him. Am I missing something or does he need to be added in? Thanks!
  23. Heyas Pretty simple change... 1. Alkaloid - make it PbAoE and swap the animation with Elixir of Life. 2. Elixir of Life - make it function like Nature Affinity - Rebirth, and swap the animation with Alkaloid. Hooray, we can now solo 100% more effectively with the added benefit of being a slightly better team healer as well. or am I crazy?
  24. So, I had an idea for a stalker using traps. I went to build it and it wasn't available, so I decided to make a different melee toon with it. Thats when I discovered that traps is only available as a secondary for two archetypes. Masterminds and Corruptors. I understand that some of these limitations are for balanceing issues and such, but to have a secondary that is mainly a melee range power set only available to two classes that by preference are ranged seems a bit silly. I would suggest opening it up to a few of the melee archetypes to play with.
  25. This is a simple suggestion that, no doubt, will be an incredible mess to actually make work... or at least so I suspect, given what I've heard of the game's original source-code being essentially spaghetti. In essence, I was hoping there would be a way to let the players permanently set what pose they use to fly. Something that goes into effect every time they go into a "flying" animation rather than having to mess-around with macros that only work while auto-running. EDIT: Flypose also doesn't seem to work with Afterburner at all.
×
×
  • Create New...