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 City Of Heroes / City of Villains 
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they haven't consolidated.

the population has been relatively stable since then, about 140k people total population for last year and a half.


Wed Nov 07, 2007 3:20 pm
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/blows the dust off this thread

new stuff to add regarding this post of Norf's:

NorfairThug wrote:
they better make some major improvements if they wanna keep it alive.

right now, i see them as trying to keep their current players instead of trying to get new ones.



This was part of a between Issue patch that added some quality of life features.

Quote:
Feature - Combat Attribute Window

* This window displays all the character’s current attributes.
* It can be accessed by clicking on the “Powers” text on the Powers Icon Tray.
* Players may also access the Combat Attribute window with the following command : “/toggle combatnumbers”
* Below each attribute is a list of all powers affecting the attribute and the power's contribution.
* There should be tooltips for every attribute thoroughly explaining them.
* Each attribute can be sent to the Attribute Monitor window (via right-click context menu)
* Masterminds can right-click their pet and view their pet’s attributes.

The Attribute Monitor window is a minimalist window designed to be unobtrusively left up at all times.

* Up to 10 attributes can be monitored.
* You can drag the window to any part of the user interface.
* You can right-click on elements to re-order or remove them.
* If there is a monitored attribute, the window will stay open. If all attributes are removed, it will close
* If you right-click the buff icons by the health bar the context menu should list everything it’s actually doing.

Game

* XP Curve Adjustment:

Enemy XP values (and Influence/Infamy dropped) have been increased across nearly all levels. The size of the increase directly relates to datamined leveling speeds for characters, so levels where characters have found themselves ‘stuck’ or ‘slowed’ will have enemies of that level’s XP increased more than other levels. Enemy Levels with the greatest increase in XP rates are: 13 to 20, and 36 to 50. Other levels have had smaller, but still significant, XP and Influence adjustments. This may mean that characters will find it impossible to do ‘all’ the content of a given level range before outleveling it.

* Debt incurred for being defeated has been lowered by 20% across all levels.


And here is the new press release for the upcoming Issue 12

Quote:
ISSUE 12: MIDNIGHT HOUR


The Midnight Squad

*JOIN THE MIDNIGHT SQUAD (LEVELS 10 - 20)
The clandestine organization of mystics, scholars and mages, known only as the Midnight Squad, seeks to rebuild its numbers since the devastating assault of the Rikti Invasion. The Midnighters hold a secret that could bring the alien assault to an end, but without the help of the Heroes of Paragon Cityâ„¢ it will remain Lost forever.

*NEW ROMAN-STYLE ZONE MAPS (LEVELS 35 - 50)
The Midnighters hold many secrets within their walls, including a highly coveted Ouroboros crystal, enabling them to travel to the far reaches of time. There is a familiar threat in an ancient land and the Midnighters need the help of both Heroes and Villains to stop it. Players step foot upon the ancient land of the Roman Cimeroran Peninsula, where they battle deadly creatures, defend an ancient city and ultimately come face to face with the enemy of time itself. Throughout this journey players uncover the mysteries of power and the origins that guide them today.

*UNLOCK ROMAN-STYLE ARMOR COSTUMES
Through their accomplishments, players unlock the new Roman themed armor costume set.


Villain Epic Archetypes

Infiltrate the Arachnos organization from within! Upon reaching level 50, Villains unlock two new Epic Archetypes; Wolf Spiders and Blood Widows. They have their own unique storyline and missions, power combinations and costume sets. Branching powersets allow the Wolf Spider to specialize as either a Bane Spider or Crab Spider and the Blood Widow chooses from the Fortunata and Night Widow branches. Each brings with it unique costumes for your Arachnos duties, as well as your newfound role as a Destined One.


Powerset Proliferation

Using his newly built Resonance Manipulator, the Villain scientist known as Dr. Brainstorm™ has discovered a way to alter the energy strands which connect every Hero and Villain to their powers. This discovery has not only opened the door to new powers for his fellow Villains in the Rogue Isles™, but has also done the same for the Heroes of Paragon City ™! Specifically, new characters of almost every Hero and Villain archetype gain access to an additional primary and secondary powerset that they didn’t have access to previously. Details to come!


Hollows Zone "Gameplay Makeover"

Significant changes have been made to the Hollows zone to make it more fun! NPC encounters have been rebalanced, including new spawns, new villain groups, mission door improvements, and a mobile hospital has been added to the entrance of the zone. Additionally, Meg Mason, a new contact, has been added to give out repeatable missions.


Major Gameplay Improvements

* Eight configurable new power trays let players customize their User Interface by placing them anywhere on the screen.
* Contact display redesign: Contacts are now listed separately as Active and Inactive, and players can sort contacts by a range of criteria including Name, Zone, and Level Range.
* Inspiration Conversion: Right click an inspiration to convert three of that kind into any one inspiration of another kind.
* Level Up Boost: Upon reaching enough XP to level up (at all levels), one of each type of large inspiration is immediately cast upon your character, and health and endurance bars are immediately filled.
* Chat improvements: Right click on character names in chat window to ignore, add to friends list, invite to team, etc. Drag any item (enhancement, inspiration, salvage, etc.) into the chat window so that you and others can click a hotlink to view the complete info box.
* More Real Numbers: Players can now display stats on powers before they choose them enabling more informed power selection and new temporary powers allow players to display enemy stats.



Also something to note, repeated Developer postings in the CoH forums have stated that Issue 13 is the one they consider the next big Issue. So for them to include all this stuff in 12 and not consider it a big issue looks promising.


Wed Mar 12, 2008 1:04 pm
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You know..every time a new issue pops ups and I'm tempted to play the game again. Then I play it, and it sucks just as bad.

I think changing the exp and dept is great. I too got stuck at a certain point to which the game became unbearable, but in the end, the problem is in the core gameplay itself.

I think they made a bold try by having a 'different' game..one that's easily accessible and playable, but I also think that is it's biggest shortcoming.

Costume creation is great. But after you've done that, there's practically nothing to keep you busy except running from instance to instance and fighting. The cool aspect of getting items does not exist as all the items are shitty powerup potion-button thingies, or stuff for your base which really does not do anything.

Maybe the costume creation IS a big problem, because you will instantly start with a great costume (and be honest: adding a cape or aura later on isn't that big a change), and then you're about done, whereas in other mmo's you are kind of working you way towards cooler stuff (and increasing your e-penis).

The worlds are pretty big, but since you gain about zilch experience for fighting the small mobs outdoors, it's also EMPTY. The indoor instances suck because they all look the same, and most of 'em don't even look attractive.

I think the developers are more and more trying to expand what you can do in the game, and I can only appreciate and applaud that move, but in the end it's just not enough to make me enjoy the game, all the new stuff seems just continuations of stuff you can alrready do instead of awesome new things.

Oh well, I guess making mmo's is hard..and there's probably lots of people that do like this game. I really want to..just can't. :cry:

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Wed Mar 12, 2008 3:44 pm
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i really want to try the dual blades. but if i resub, i'll play for 3 days and i'll end up going back to WoW. all of my CoH friends moved to different servers, so that's another reason to keep playing WoW.

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Wed Mar 12, 2008 4:16 pm
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let me know if you ever use one of their freebie weeks to come back.


OH! and oneof the new Vetern Rewards is another pet that gives a small buff in combat.

there are 4 pets and 2 different buffs. A Wisp, a targeting drone, a clockwork, and a fairy. it can give a power buff (dmg & res) or a shield buff (recovery & def). they can be killed though.

paragon wiki article about them


Thu Mar 13, 2008 11:12 am
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with the new issue, do you think they're giving a freebie weekend? that'd satisfy my thirst for some mindless mayhem.

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Thu Mar 13, 2008 11:29 am
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I'm with Norf. I love the s**t out of CoX's combat and character creation, they both smoke WoW in terms of fun and complexity. Unfortunately, without gear progression, detailed strategy-based boss fights, and a solid endgame community, it ultimately feels more like Diablo than an MMO. There's just not enough complexity to keep me coming back.

Freebie weekend ftw.


Thu Mar 13, 2008 4:22 pm
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Here's a couple more interesting Issue 12 items.

Improved Character Creation <---- click to go to CoH story with some screenshots.
  • They've started phasing in more hard numbers for the players if they choose to look at them and now they're adding this to character creation so you can see the DPS, avg damage, cast time, recharge, cost, and effects (including any differences for PvP) before you pick the power. There's even a slider to see how the power is at any level.
  • they've also streamlined costume creation a bit so you can pick a "set" of pieces that go together, like Werewolf, Robot, Jester, Stealth, Enforcer, and dozens of others.

Powerset Proliferation <---- click to read the story reason behind this

basically, they're spreading the powersets around. You can make a Tanker with Fire Aura armor and Fire Melee attacks but you could never make a Scrapper with those sets. Now you can!. They've given a new primary and secondary to almost every AT.

What's more, these were just the easy ones. The Lead Designer wants to port all the sets around. All melee ATs will eventually have access to all the melee attack and defense sets. The ranged buffs and controls and damage will all be passed around accordingly as well.

Here's a full list of what's coming in just this issue.

    Blaster
    * New Primary - Psychic Blast
    * New Secondary - Mental Manipulation

    Corruptor
    * New Primary - Electrical Blast
    * New Secondary - Storm Summoning

    Controller
    * New Primary - Plant Control
    * New Secondary - Thermal Radiation

    Dominator
    * New Primary - Earth Control
    * New Secondary - Electricity Manipulation

    Defender:
    * New Primary - Cold Domination
    * New Secondary - Ice Blast

    Mastermind:
    * New Secondary - Storm Summoning

    Brute:
    * New Primary - Battle Axe
    * New Primary - War Mace
    * New Secondary - Super Reflexes

    Stalker:
    * New Primary - Electric Melee
    * New Secondary - Electric Armor

    Tank:
    * New Primary - Dark Armor
    * New Secondary - Dark Melee

    Scrapper:
    * New Primary - Fiery Melee
    * New Secondary - Fiery Aura


Mon Mar 31, 2008 9:59 pm
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Another thing that has really been talked about on the board has been the changes to the development team itself.

Apparently, right after City of Villains was added, nearly all of the development team was removed from CoH / CoV to work on the Marvel MMO project (which is now the Champions Online MMO). Only about 15 people remained to work on the game. Those 15 people were responsible for nearly all of the content added from Issue 7 all the way up through the current Issue 12. lots of good content in there too.

Now, after NCSoft bought out CoH, they've recently hired a whole bunch of people. For example, they had only a single person dedicated to Powers data, and zero people dedicated to Powers coding. Now, they've hired two new people to only work on Powers data and coding. The lead Powers guy has said they now have the time to really go back and deal with all the little issues that some powersets have in PvE and they are looking seriously at a way to possibly recode how PvP is flagged in the system in order to change how the powers are affected so that they can really improve the PvP system (which is currently broke as f**k).


Mon Mar 31, 2008 10:04 pm
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Ok, this is really cool:

http://kotaku.com/385143/city-of-heroes ... ed-content

Quote:
Similar in concept to our character creator, it allows you, the players, to create missions and story arcs for your characters and others to participate in. You'll be able to pick the map, villain group, and objectives, as well as write the dialog and any clues needed for the missions. When you are satisfied with it, you can upload it and have other players across all servers play it and rate it. Fame will come to the players whose stories rate the best overall.


Maybe cool enough to get me to play again (I played for like 2 months after launch). Anyone else still playing this? If so, I have a couple noobish questions:

1) Major differences between Heroes/Villains? Is it just flavor, or are there significant changes in gameplay mechanics?

2) How easy is it to solo to the level cap? This is the still the reason why WoW is king, I believe. Anybody can solo to the level cap in WoW, and then the fun begins. It's too frustrating to hunt for people to play with while levelling up. Everybody levels at a different rate, so people you play with Friday you won't be able to play with on Sunday.

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Tue Apr 29, 2008 11:01 am
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that mission creator thing was just announced, it'll be a while before that's added.

re:leveling

it's pretty easy for anyone to solo to the cap in CoH. you can make it harder for yourself if you choose a combo that is more geared for teaming or buffing but all can get there. Teaming will make it faster. Plus, they just increased mob XP across the board to make leveling noticeably faster.

also, CoH has the sidekick system. so if you do make some friends that outlevel you, you can simply sidekick to them and continue to be able to team with them. so if you're lvl 15 and your friend is now 25, when you become his sidekick, you'll bump to lvl 24 if you stay near him.

gameplay mechanics are the same for heroes and villains. hp regen, endurance recovery, it all works the same. The big thing is the inherent power of each archetype. that inherent can affect gameplay. for example, villains have the AT "Brute". they get a damage buff for every attack they land and every attack that is swung against them whether it lands or not. they have a low base damage but after the buff adds up, they steamroll. the closest hero AT is the Scrapper, who doesn't get that increasing buff, but starts with a much higher base damage but has a low change to crit for 2x. The end result, a fierce melee attacker, is similar but the way they get there is a bit different.


Wed Apr 30, 2008 12:33 pm
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Free CoH weekend. Play it up!

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Fri May 23, 2008 11:28 am
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rise from your grave!


So, that mission creator thing announce back in April? It's in the Next Issue.

here's a list of features for the next issue, all from that Link.


1. Mission Architect.
--(you choose the map, write the contact's dialogue, choose the foes, the placement of spawns, goal of the mission (escort, kill all, get boss, etc..). eventually, you'll be able to create a new villain group, their powers and costumes. not sure if that's in yet. but you can build story arcs of multiple missions. players can rate the missions of others.
--rewards aren't the same as regular content though. no word yet on what they'll be but they will be less than normal to discourage people from making missions tailored to grinding/farming
--However, the devs have also said they'll flag player created content that they really like, and that doesn't look like a farm, as official and it will be treated as regular content.

2. Day Jobs.
depending on where you are when you log out of the game, you accrue time spent working at an associated job there which gives you different bonuses when you log back into the game. there are many of these for many locations and can result in rewards like hp/regen bonuses, salvage, influence, etc. You can also earn badges for each job and eventually accolades for more bonuses

3. New Power sets

--- Shields for Brutes, Stalkers, Tankers, Scrappers. presumably, this is a defensive set right now. dunno.
--Pain Domination - basically, its the Healorz set for Villains.

4. Cimerora content

--new missions and content has been created for the Cimerora, a zone set in ancient Rome.

5. New Reward System.

--rather than grinding Task Forces (or missions or trials, etc..) for a specific recipe drop, you can choose to receive tokens instead which you can later redeem for a specific item (recipe, salvage, enhancement, inspiration, badges, etc..)

6. Villain Patron Respecs

--villains have long complained that they're locked into their patrons and the powersets they provide. they will be able to respec out of them now.

7. MISC

--new costume parts
--zone refinements
--new IO sets


Tue Aug 26, 2008 1:45 pm
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alchemist wrote:
--- Shields for Brutes, Stalkers, Tankers, Scrappers. presumably, this is a defensive set right now. dunno.
CAPTAIN AMERICA! *whoosh-CLANK*

I'll be disappointed if the superhero MMO does not have the Avenger's Sheild when WoW Paladins do :D


Tue Aug 26, 2008 2:39 pm
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are there any unique boss fights in CoH yet? last time i fought an archvillain/hero all we had to do was debuff the s**t out of it and it was a DPS race to try and beat their health regen.

i could see a Nalorakk clone going in, but i'm not sure how they'd do the 2 tanks thing. i forget how aggro works in CoH, haha.

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Tue Aug 26, 2008 3:39 pm
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the KRIS wrote:
alchemist wrote:
--- Shields for Brutes, Stalkers, Tankers, Scrappers. presumably, this is a defensive set right now. dunno.
CAPTAIN AMERICA! *whoosh-CLANK*

I'll be disappointed if the superhero MMO does not have the Avenger's Sheild when WoW Paladins do :D


a dev comment in the thread discussing this said the shields will be customized if the player likes.

currently, any weapon set has about 6+ different models to choose from.

see here -> http://cityofheroes.wikia.com/wiki/Custom_Weapons

Shields will be like that, probably with different shapes and textures. but! on top of that, the player can put any symbol on the shield that currently works as a chest emblem, which is about a hundred.


Tue Aug 26, 2008 4:22 pm
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NorfairThug wrote:
are there any unique boss fights in CoH yet? last time i fought an archvillain/hero all we had to do was debuff the s**t out of it and it was a DPS race to try and beat their health regen.

i could see a Nalorakk clone going in, but i'm not sure how they'd do the 2 tanks thing. i forget how aggro works in CoH, haha.



nothing yet. still a dps race. though they are trying to do different things to allow tactics with newer stuff.

for the Cimerora TF. The AV is surrounded by 3 pets, also AVs. they don't do much damage but they do buff the main AV. If you're careful, you can distract the pets and keep them focused on one Tank while you pull the AV away and kill him. If you don't pull him far enough, he'll use one of the pets to Rez himself. One of the pets also heals him, a lot. a whole lot. so if you can't beat his DPS, you can pull him away and beat him down that way. Away from the pets, he's a bit weaker than the more standard, older AVs.

That's about as close as we've got right now.


Aggro is also much simplified in CoH. taunt applies a huge modifier to the taunter that makes it pretty much impossible for the Taunted target to ignore him.


Tue Aug 26, 2008 4:27 pm
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Damnit! They sure put alot of great work into this game..and I get tempted to play again with every update, although I know I will get bored with the system within 10 minutes. :( :( :( I wish this game was better!

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Tue Aug 26, 2008 5:35 pm
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you should pay attention to Champions Online. it's by the same team that originally made CoH but the combat looks to be very different and more action oriented than CoH.


Tue Aug 26, 2008 6:04 pm
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SPLASH.exe wrote:
I wish this game was better!
It's fun as hell, it's just that it's really shallow. If this game had gear management and an actual endgame to look forward to, I might have played for longer than two months.


Tue Aug 26, 2008 6:46 pm
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have you taken a look at Invention Origin enhancement system at all, Kris?

there's a lot of interesting things to be done to a character with that.

endgame. yeah, still unfortunately not enough stuff to do with a character at the level cap.

they gave us the flashback system where we can go back and replay old content, but they autolevel you down for that. kinda defeats the f**king purpose. "great, i've got all my powers and all these rare IOs and slots. let's go down something that takes away half my powers and dimishes the effects of all the hard work i've done. yay!"

there's not nearly enough in the game for the fully powered lvl 50 to do and keep doing.


Tue Aug 26, 2008 7:55 pm
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i think two of my charaters had almost 400 badges when i quit playing.

let's see... i quit playing just after the "new" winter event in croatoa.

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Tue Aug 26, 2008 8:00 pm
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they actually just tested a brand new halloween event a couple weeks ago.

there are 3 main parts.

1. the giant monsters in Croatoa, Jack in Irons and Eochai. jack is a giant in chains and Eochai is a giant pumpkin-headed thing. They come out and run around, give badges and rewards for defeat. takes a lot of people

2. trick or treating. you click on any door in zone around your level. either mobs come out (trick) or you get one of 4 presents. 1. a rock. 2. big inspirations. 3. salvage to make a new costume slot 4. temp powers that make you look like a mob.

3. this is new. Zombie invasion. random times, the zone goes dark and the sky goes red. brand new models for 4 types of zombies drag themselves up out of the ground and attack you. the more people in a group or huddled together, the more higher rank zombies you'll see, bosses and elite bosses. a

and of course, pretty much everything gives badges of some sort.

they're also working on a new addition to the winter event

last year they added a Ski Chalet and a ski route down a mountain with 3 badges for finishing it in a certain time range.

they also added candy cane drops to winter event mobs which could be turned in for costume parts and even a temporary jetpack.

this year it looks like there's going to be a way for us to earn new enhancements which enhance all 3 types of travel power at the same time and even one that gives a 20% resistance to slow effects.


Wed Aug 27, 2008 9:19 am
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alchemist wrote:
there's not nearly enough in the game for the fully powered lvl 50 to do and keep doing.
As opposed to WoW, which is almost all endgame :)

You should come back and actually play a tanky/healy class. You never got to see a lot of the content because you played a dedicated DPS class - one with a negative stigma, too, because it tended to attract newbie players.


Wed Aug 27, 2008 2:39 pm
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holy paladins are pretty simple and effective, depending on the encounter.

although, i'd hate to be a healadin trying to heal Vexallus.

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Wed Aug 27, 2008 3:01 pm
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It'll be a lot easier when 3.0 comes out next month.

AoE heal placed on any player. hot.


Wed Aug 27, 2008 3:29 pm
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sorry, had to bump again.

the devs are releasing a purchasable costume pack that also includes a new power, emotes and auras as well as costume parts.

It's a Cyborg Costume Pack.

check that thread in the link. the OP put links to videos of the power and emotes as well as pictures for all the costume parts.

the auras are also unique from all others in the game because they only turn on in combat.


Wed Sep 17, 2008 1:13 pm
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holy f**king s**t. i actually said "WHAT THE f**k!" when the girl hit her arm in the robot dance.

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yet another bump.

they announced more features for issue 13.

[*] They are pushing the Mission Architect feature back to Issue 14, which will be released Q1 next year. Why? There was so much feedback about having the ability to custom design characters and/or include your own player characters in the missions that they decided to include that feature from the get go. So they're pushing its launch back.

[*] Issue 13 is renamed to "Power & Responsibility". Issue 14 is Architect now.

[*] Leveling Pacts - you can enter into a Leveling Pact with another character. You two will always have the same amount of XP no matter what. You each gain XP at half the normal rate. But, if one is logged off, the offline person will gain the same amount of XP that the online person generated when they log back in. You each get the split amount if you aren't teamed together.

[*]Multi-Builds. You'll be given another build slot for your character so that you can have two builds. Want a team based build and a solo build? sure. What a PVP and PVE build, sure. looks to be a massive money sink for players as each build has completely different powers, slots and enhancements. You just go to the Trainers and switch the build back and forth.

[*]Power rebalancing for PvP. Looks like they found a way to flag powers effects as PvP and PvE. So there's going to be a massive rebalancing of PVP powers and some PVE stuff too. Theoretically, anything that has seen massive PvE nerfs due to PvP could be restored to its former level in PvE without affecting PvP balance. Likewise, PvP effects can be added, changed, removed without f**king with PvE.

http://boards.cityofheroes.com/showflat ... st12045859
[*]


Sun Sep 28, 2008 2:52 pm
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rebumped in light of a new dev digest about Day Jobs, the new offline character progression that CoH is instituting.

http://eu.cityofheroes.com/game-guide/f ... _day_jobs/


In addition to badges, small XP, cash, reward bonuses, there is the "On Patrol" feature.

When you log in, for every 24 hour period you were logged out, you get 1 bar of double experience, up to a full level of it after 10 days.


Thu Oct 09, 2008 5:26 pm
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