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Posted (edited)
On 11/10/2025 at 9:29 PM, detour said:

I'm not following the Galaxy City part.  Is there a place in Kings Row where I should be to see it?

Close to the middle of KR northern wall.  It does not show on the zone map. Currently it now exists, but is not open.  There is a fence stopping people from going thru, with Vanguard protecting it.

Edited by cohRock
clarified that zone map doesn't indicate it
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-- Rock

Posted
9 hours ago, Elizabeth Ashlee said:

Sorry Masterminds, you have my genuine sympathy. Hopefully they give these changes several more passes before going live. Despite sounding positive you'll find they're not good, and in some cases quite terrible.


can you elaborate by providing a few examples?  That’s what the beta is for….Id like to better understand your experiences that leads you to this conclusion.

Posted
15 minutes ago, Crysis said:


can you elaborate by providing a few examples?  That’s what the beta is for….Id like to better understand your experiences that leads you to this conclusion.

Check the focused feedback threads on masterminds.  Essentially, new MMs are slightly worse off against even and +1 foes, about even at +2 and +3, and better at +4 and over.

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Posted
10 hours ago, Elizabeth Ashlee said:

Sorry Masterminds, you have my genuine sympathy. Hopefully they give these changes several more passes before going live. Despite sounding positive you'll find they're not good, and in some cases quite terrible.

If you have actual examples could you go to the focussed feedback page for the changes? That's what they are there for. "MM's suck now" isn't helpful, but "MM's suck now because..." are 🙂 

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Posted

Well son of a bulimic pumpkin...the gates of Galaxy City are creaking back open!

Can the rest of the planned Incarnate system be far behind...??? 

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Quote

...If you're not willing to risk your life or what you hold dear to accomplish your goal, then maybe you should re-think what you really want. Power, control, security; all of those are just fancy ways of saying that you're afraid, and you want to not be afraid anymore. People will do a lot to avoid fear, even become the monsters they're afraid of. - Crimson

 

Quote

The game lags because you touch yourself at night - @Zem

 

Posted
6 hours ago, Spectrometer said:

can we get more long hair options, long curls, long dreadlocks, mullets, long braids, etc..


 

 

Googly-Eyed Giant Clam Head, please!

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Quote

...If you're not willing to risk your life or what you hold dear to accomplish your goal, then maybe you should re-think what you really want. Power, control, security; all of those are just fancy ways of saying that you're afraid, and you want to not be afraid anymore. People will do a lot to avoid fear, even become the monsters they're afraid of. - Crimson

 

Quote

The game lags because you touch yourself at night - @Zem

 

Posted
4 minutes ago, AspieAnarchy said:

Can the rest of the planned Incarnate system be far behind...??? 

 

How fun would that be if this team gets to make their very own itrial conent based off some of their content mingled with old lore.  Plus the experience with crafting the 4stars would really pay out allowing them to push the envelope for any challenging incarnate content.  

 

Also access to the last 4 incarnate powers would be awesome!  They'd likely have to make them have a tied lockout to the current powers so you cant have too much powa to ruin current stuff any further.

Posted
On 8/14/2025 at 5:24 AM, The Curator said:

General Adjustments

Set Bonuses

  • Standard Set Bonuses should now last for the full duration of most summoned pseudopets.

 

Can we get clarification on "most" if this is a general adjustment?..... I know you all have done a lot of work on pseudopets and now there are "true pseudopets" but not "false psuedopets". Pseudo = false so *brain explodes*.

 

Is there an example for which this specific change won't work? Three main questions:
 

  • Do Pseudopets affected still have rech+/rech- immunity? (e.g. [Bonfire] can't tick faster with +rech bonuses)
    • Set bonuses pass on.. but current debuffs don't?
  • Which Pseudopets aren't affected? Rain of Fire? Lightning Storm?
  • Are regular pets affected for non MMs, even in epic / patron pools?

I had trouble testing.... or how to test as well before a couple of... weird events today.

 

Posted
5 minutes ago, Tubalcain said:

ALL set bonuses should apply to pets and at 100% effectiveness.

 

image.jpeg.bffe7c65784984fbc44ec325309ba829.jpeg

 

I think you can have "Mastermind Henchmen now all spawn even level" OR "ALL set bonuses should apply to pets and at 100% effectiveness.".. not both.

 

don't forget:

40% of your Standard Set Bonuses now applies to henchmen that are within range of Supremacy.

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted
6 minutes ago, Troo said:

 

I think you can have "Mastermind Henchmen now all spawn even level" OR "ALL set bonuses should apply to pets and at 100% effectiveness.".. not both.

 

don't forget:

40% of your Standard Set Bonuses now applies to henchmen that are within range of Supremacy.

I didn't forget. I just don't think it's enough. 

Posted
9 hours ago, GM Crumpet said:

If you have actual examples could you go to the focussed feedback page for the changes? That's what they are there for. "MM's suck now" isn't helpful, but "MM's suck now because..." are 🙂 

Sorry, didn't mean to come off as "MM suck now". It was meant more as a "wow, sorry about your luck.".

People that test will know in advance, and those that find out after the patch will know at that time. I don't have actual examples and the changes were pretty Varied and numerous. I'm not even sure where to start other than just saying "try it and see". In my experience testing 5 different power pairings they all felt inferior to what is current. Currently Mastermind kinda feels bad, which I'm guessing is the reason for these changes.

I encourage everyone to try it out and maybe they will be better suited to explain what feels wrong, or come back and tell me how I'm entirely wrong and it's all butterflies and rainbows now.

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Posted
8 hours ago, AspieAnarchy said:

Well son of a bulimic pumpkin...the gates of Galaxy City are creaking back open!

Can the rest of the planned Incarnate system be far behind...??? 

 

As I remember, the Devs have said that we'd get more Incarnate Powers when there was content of greater difficulty that needed them.

 

I don't think adding in +5 to +7 Notoriety is going to be sufficiently that much harder to allow new Incarnate Powers.

 

Think more like @Linea's 801 AE arcs.  The tougher ones.

 

 

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Posted

I haven't tried the new difficulty levels, but they aren't compulsory. When I run a team on lower levels I start at +1 and see if we need to increase the difficulty or not. Sometimes it takes a little while for a team to gel and I'll say on the next mission "Increase difficulty?" then let the team decide. When I'm not running a team I've been in incarnate teams where we have romped through on +4 and an increase in difficulty isn't going to cause much problem. I've also been on +4 teams where we wipe constantly and we need to drop it down a notch. As long as the team leader is a reasonable person and not one of those "Do it my way n00b" then it's another option for well balanced teams.

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Posted
3 hours ago, Elizabeth Ashlee said:

Sorry, didn't mean to come off as "MM suck now". It was meant more as a "wow, sorry about your luck.".

People that test will know in advance, and those that find out after the patch will know at that time. I don't have actual examples and the changes were pretty Varied and numerous. I'm not even sure where to start other than just saying "try it and see". In my experience testing 5 different power pairings they all felt inferior to what is current. Currently Mastermind kinda feels bad, which I'm guessing is the reason for these changes.

I encourage everyone to try it out and maybe they will be better suited to explain what feels wrong, or come back and tell me how I'm entirely wrong and it's all butterflies and rainbows now.

I amde a demons/kin and it did feel weak compared to live. I am leveling on so's just like I do on live.

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Posted

Reading down the list of everything, I see a lot of HC's pet projects getting more attention, which sure, OK. 

 

Most of those pet projects just don't float my particular boat though so 🤷‍♂️ Some other scattered bits are fine enough.

 

Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

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Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
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Posted (edited)

Angel Hornet was happily crunching some 58's last night.  They are quiet tastey with a little Kentucky Bourbon and Honey Barbecue sauce.

 

later, I took a peak at my mm, testing, poking, prodding, pulling numbers.  At least at 50 it felt fine offensively, and was considerably more durable.  Of course it was never an offensive powerhouse, I hunt almost exclusively +4, and I'm almost always more focused on the armor and durability.

Edited by Linea
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AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

Posted
On 11/13/2025 at 12:56 AM, ivanhedgehog said:

I amde a demons/kin and it did feel weak compared to live. I am leveling on so's just like I do on live.

Running my Bot/FF MM and the bots feel A LOT weaker.  I cant say I care for it at all since they weren't a DPS powerhouse in the first place.  Nerfing something the wasn't a problem.

Posted

so when are ghost powers going to be released?

.ghost melee and ghost control...

and ghost blast.....

ghost armor....

hungry ghost melee...O_O

probably should wait till halloween for ghost stuff though

and of course when well nictus powers be released too?

have to go beyond the kheldians......

nitcus melee....

nictus control.............

nictus stuff....though.....could be anytime....

but then could combien that with rikti powers......

rikti armor

rikti blasts

rikti drones

rikti master minds.......

Posted (edited)
On 11/10/2025 at 5:13 PM, Troo said:

"I do agree difficulty should not solely determine rewards. Doing really hard things should be their own reward."

 

Not sure there isn't a mixed message here. I agree more with your first point, as I read it, that it should SOLELY determine rewards. I'm a bit confused by the following statement, that doing really hard things should be their own reward. Do you mean that in the sense of offering part of the reward? Or do you mean it fully? I'm thinking maybe the former, but want to be sure. 

 

Edited by Sarn
Inadvertently hit enter before I was done.
Posted (edited)

First, as a person that has moved to creating my own challenging AE content because of the relative lack of being able to do that outside of Incarnate mission settings, I really love this difficulty setting move. That said, I think it's a step in the right direction but doesn't go far enough.

I solo tested regular missions at +5/x8 against Arachnos and it didn't seem to make any noticeable difference in survivability on my Stone/Fire tank. His health bar was still pegged all the way to the right all the time. Granted, he is fully IO'd and running Destiny Ageless Radial and Core Melee Hybrid, but even when the Melee Hybrid regeneration bonus drops, he's still pegged to full health. I know this (IO'd stone) is probably one of the toughest tank builds in the game for the breadth of combat, but it would be great to unleash the normal missions from the +5 level cap and expand it to +7 (or higher, as explained below). 

I then solo tested ITF at +5, +6, and +7 levels, just with the Centurians, since it takes a long time and you have to unlock the next content. NOTE: EVEN WHEN RUNNING AT +6 AND +7, MOBS STILL ONLY SHOW THEY ARE LEVEL 55. At first I ran them all at hero levels and, while I had a hard time dealing with their accuracy debuffs, I survived quite readily. Then I ran at invincible level at +7. This eventually did kill me on the test build that I was on, but only because I did not have phase shift on the test build. It killed me when my Destiny Ageless Radial DDR buff dropped and my Core Melee Hybrid was down. This included when I shifted to granite. I get that there are other ITF mob buffs and player debuffs that I did not select, but I was testing this solo, not with 7 other people at my side.

So, the point here is not to show the tankiness of my build, it's to demonstrate that these difficulty levels do not seem to necessitate a good group balance for survivability. I can't really speak to killing things/dps, because that was so slow for me. I am still hoping for the day that I can find a group of seasoned players with mature builds and we can step into regular mission combat (currently capped at +5) and be challenged for our survival. If that can't be done with one stone tank, it's certainly not going to be done with 8 seasoned character builds. So, for now, it's still AE 801 content and my own AE content that I find to be sufficiently challenging outside of Incarnate TFs, which run a bit longer than many have time to invest. 

Don't get me wrong, I love this step! I applaud it! I just wish it went further than it does. The game is more fun for me in groups at low levels now, where buffing is useful and healing is required, since even +4/x8 PUGs at 54 is a speed run. That said, playing at low levels has its challenges. It's slow and the powers are limited and repetitive, as well as being graphically shackled by the same.

Edited by Sarn
Adding a desire to return to glory days of healing, defender buffs, etc.
Posted
33 minutes ago, Sarn said:

Not sure there isn't a mixed message here. I agree more with your first point, as I read it, that it should SOLELY determine rewards. I'm a bit confused by the following statement, that doing really hard things should be their own reward. Do you mean that in the sense of offering part of the reward? Or do you mean it fully? I'm thinking maybe the former, but want to be sure. 

 

Maybe this is more clear

On 11/10/2025 at 3:13 PM, Troo said:

difficulty should not solely determine rewards. Doing really hard things should be their own reward.

 

 

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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