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City of Heroes Things you find annoying


hyacathinose

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Follow melee doesn't work when flying/hovering.  If I'm on the ground running and I /follow a target, I can queue a melee attack while I'm moving, and it fires when I close to melee range.  But if I'm in the air flying/hovering and I /follow a target, I can queue a melee attack while I'm moving, but it does not fire when I close to melee range.  I have a scoot forward another foot manually for the queued attack to actually fire.  Why?

 

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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Still doing the crotch grab on Hazard Zone swat guys. It's been literally a decade, please fix this.

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Torchbearer

Discount Heroes SG:

Frostbiter - Ice/Ice Blaster

Throneblade - Broadsword/Dark Armor Brute

Silver Mantra - Martial Arts/Electric Armor Scrapper

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1 hour ago, Rathulfr said:

Follow melee doesn't work when flying/hovering.

 

Follow melee does not work at all.  If you queue up a melee attack on a followed mob and they run, they will run over heather and dale and your attack will not fire until they decide to stop. 

QVÆ TAM FERA IMMANISQVE NATVRA

TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010

Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291

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Run-aways. 

Especially run-aways paired with our in-combat movement speed suppression.

 

We have SO MANY goons in this game who'll gleefully jet away to the far side of creation, at full speed... While we're stuck moving at the pace of a snail stuck in glue. It just irks me. <_<

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Taker of screenshots. Player of creepy Oranbegans and Rularuu bird-things.

Kai's Diary: The Scrapbook of a Sorcerer's Apprentice

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knockback

repel

people with wings but no flying powers

pure emps

name squatters that never play said alt

cold dom/ff/thermal people with neon or pitch black for their buffs

that base teleport stuff.  constantly in TFs people mash it before TT gets summoned

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13 hours ago, Coyotedancer said:

Run-aways. 

Especially run-aways paired with our in-combat movement speed suppression.

 

We have SO MANY goons in this game who'll gleefully jet away to the far side of creation, at full speed... While we're stuck moving at the pace of a snail stuck in glue. It just irks me. <_<

Enemies with built-in flight are absolutely the worst offenders here.  Goldbrickers and Sky Raiders are especially bad, but holy hell the Cabal will fly away near instantly.  I can't stand fighting Cabal on any character that doesn't have AoE immobilize and flight supression; they even flee from Tanker taunts!

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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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End drain and mez spam.  Bad enough when you have one mob in a spawn that does it, but when entire factions have one or the other (or both, for Malta) as their entire gimmick ... ARGH!

 

"You don't get to play right now" is about the worst thing you can do to a player.  Seriously, what's the point of even accepting a mission when 30-50% of your button presses are going to do NOTHING?

Edited by Black Zot
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11 hours ago, Maagic said:

I hate when I hit Tab to target an enemy that's currently in my face but the game targets bad guys in a mob .5 miles away

 

There is a "Target Closest Enemy" button, I think it's Shift-Tab by default. I always use that to start my tabbing from the closest enemy and go outwards. It pretty much solves this issue completely.

 

2 hours ago, ZorkNemesis said:

Enemies with built-in flight are absolutely the worst offenders here.  Goldbrickers and Sky Raiders are especially bad, but holy hell the Cabal will fly away near instantly. 

 

Heh. My main is Illusion/Storm. You haven't seen "flying for the hills" until you have 2 Tornadoes, 3 Storms, a Rain, and a Spectral Terror, and Enflame, all with a Fear effect... and three poor overworked Decoys trying to wrangle them all to sit still and participate in the discussion.

Edited by Coyote
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The Self vs Other distinction in powers baked into the game.

I shouldn't have to have TWO powers in order to Aid Other AND Aid Self.

 

If I have a $Target selected, and it's friendly ... Aid Other.

If I have a $Target selected, and it's hostile ... Aid Self.

If I have no $Target selected ... Aid Self.

 

With that kind of functionality built into the game you'd only need ONE power ... Aid ... and could use it on others AND yourself.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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30 minutes ago, Redlynne said:

The Self vs Other distinction in powers baked into the game.

I shouldn't have to have TWO powers in order to Aid Other AND Aid Self.

 

If I have a $Target selected, and it's friendly ... Aid Other.

If I have a $Target selected, and it's hostile ... Aid Self.

If I have no $Target selected ... Aid Self.

 

With that kind of functionality built into the game you'd only need ONE power ... Aid ... and could use it on others AND yourself.

As a soloist this is especially glaring on Blasters. The other damage Archetypes get self heals, my Blasters have to pick a power I'll never use to get one.

Edited by Frostbiter
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Torchbearer

Discount Heroes SG:

Frostbiter - Ice/Ice Blaster

Throneblade - Broadsword/Dark Armor Brute

Silver Mantra - Martial Arts/Electric Armor Scrapper

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36 minutes ago, Dreamboat said:

Your objective is to destroy a large stationary object, such as a crate, a desk, or a pylon three times the size of a person. You attack. You miss.

Hey ... it could happen ...

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IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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I always end up having to make macros to allow powers that are targeted at ground circles to be targeted at a mob instead.  They usually work; they sometimes mysteriously fail. 

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QVÆ TAM FERA IMMANISQVE NATVRA

TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010

Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291

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The annoying huge window that pops up every time you join a group and get exemp/SK to another level that you have to click accept with a countdown. Sometimes this pops up multiple times and you have to keep clicking accept or when you exit a mission. Sometimes I accidentally press quit and then get removed from the group I just joined. I have no idea what happens if the timer runs out because I feel stressed to click accept as quickly as possible!

Edited by myyth
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