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City of Heroes Homecoming Issue 28: Legacy, Page 1 Goes Live | MMORPG.com

SystemSystem Member UncommonPosts: 12,599

imageCity of Heroes Homecoming Issue 28: Legacy, Page 1 Goes Live | MMORPG.com

City of Heroes: Homecoming has received its latest major update with the release of Issue 28: Legacy, Page 1.

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Comments

  • ScotScot Member LegendaryPosts: 24,484
    edited July 2024
    Those guys running it are doing so well but not sure "Marine Affinity" is the best power/power set name I have ever heard of. They could have called it Sea Legs and even that would have been better. :)
  • JeroKaneJeroKane Member EpicPosts: 7,099

    Scot said:

    Those guys running it are doing so well but not sure "Marine Affinity" is the best power/power set name I have ever heard of. They could have called it Sea Legs and even that would have been better. :)



    If it's Aquaman like powers, then Marine affinity actually makes sense. ;)
    Scot
  • ScotScot Member LegendaryPosts: 24,484
    edited July 2024
    JeroKane said:

    Scot said:

    Those guys running it are doing so well but not sure "Marine Affinity" is the best power/power set name I have ever heard of. They could have called it Sea Legs and even that would have been better. :)



    If it's Aquaman like powers, then Marine affinity actually makes sense. ;)
    It makes sense it just sounds a bit naff, Aqua Affinity, Marine Mega, would have been better. These are super powers not recommendations from your school's career counselor. :)

    But I am being picky here I know, hats of to them on all the solid work they have done.
    mikeb0817
  • KnightFalzKnightFalz Member EpicPosts: 4,591
    edited July 2024
    Scot said:
    Those guys running it are doing so well but not sure "Marine Affinity" is the best power/power set name I have ever heard of. They could have called it Sea Legs and even that would have been better. :)

    Some of the powers aren't entirely water based. One involves marine life, one a barrier reef, a few tide manipulation. The name works well enough as in keeping with the names of some previous power sets called [Name] Affinity.

    This update also adds a new raid zone and story arc, a revamp of a villain group, additional character appearance options, and more. Quite solid as you say.
  • AlverantAlverant Member RarePosts: 1,347
    I'm glad CoHH is getting some attention on this site.
    ScotKnightFalz
  • cheyanecheyane Member LegendaryPosts: 9,416
    Wonderful to see this game coming along with new power sets. Love it.
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  • KnightFalzKnightFalz Member EpicPosts: 4,591

    Alverant said:

    I'm glad CoHH is getting some attention on this site.



    It is. I'm sure being endorsed by NCSoft helped boost that coverage.
  • ShinyFlygonShinyFlygon Member RarePosts: 617
    Not sure why they bother adding a support power set in a game where support is considered so laughably unneeded. I guess the debuff powers will see some use, at least.
  • cheyanecheyane Member LegendaryPosts: 9,416
    Support works magnificently for masterminds. I have like at least 15 MMs so I can say I know something about them.
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  • KnightFalzKnightFalz Member EpicPosts: 4,591


    Not sure why they bother adding a support power set in a game where support is considered so laughably unneeded. I guess the debuff powers will see some use, at least.



    It wasn't always so is why. One can also play at higher levels of difficulty where it is more useful. It is also useful for those not yet laden with an abundance of IO sets.
  • KnightFalzKnightFalz Member EpicPosts: 4,591

    cheyane said:

    Support works magnificently for masterminds. I have like at least 15 MMs so I can say I know something about them.



    That's a good number of them. I never got into them but I'm sure the support powers are especially useful in maintaining summoned forces.
  • ShinyFlygonShinyFlygon Member RarePosts: 617
    cheyane said:
    Support works magnificently for masterminds. I have like at least 15 MMs so I can say I know something about them.

    I was not referring to solo play, of course. A Mastermind's support abilities are actually the LEAST useful of all archetypes in group play due to the AT modifiers. (A Mastermind's buffs and debuffs are half as effective as a Defender's, for example.)
  • cheyanecheyane Member LegendaryPosts: 9,416
    edited July 2024
    I always played in groups and what I loved about City was that they take anyone in groups. I always felt useful and I have used my lesser skills to help the groups to complete content. 8 players very little we could not tackle and when we lost people and the group diminished my pets would take up the slack. 

    The wonderful thing about City is the fact that we could always get around the lack of a particular role with a mastermind because they lesser version of debuffs, buffs, heals, shields and their damage isn't so bad. They can take the alpha strike at the door too.

    Only problem was the robots and demons were fat and got in the way. I always had a button to call my pets back so that they would not be a nuisance. I simply love this class. 

    8 MMs in a group is a holy hell of chaos and mayhem not to mention the noise.
    Scot
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  • TheocritusTheocritus Member LegendaryPosts: 10,033
    I enjoyed CoHH but it started making me really dizzy...The only game I have ever played that did that.
  • cheyanecheyane Member LegendaryPosts: 9,416
    I enjoyed CoHH but it started making me really dizzy...The only game I have ever played that did that.
    I  recall sonic shields were making people dizzy. They changed the graphics on it. Did you try to play after that?
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  • ArglebargleArglebargle Member EpicPosts: 3,485
    cheyane said:
    I always played in groups and what I loved about City was that they take anyone in groups. I always felt useful and I have used my lesser skills to help the groups to complete content. 8 players very little we could not tackle and when we lost people and the group diminished my pets would take up the slack. 

    The wonderful thing about City is the fact that we could always get around the lack of a particular role with a mastermind because they lesser version of debuffs, buffs, heals, shields and their damage isn't so bad. They can take the alpha strike at the door too.

    Only problem was the robots and demons were fat and got in the way. I always had a button to call my pets back so that they would not be a nuisance. I simply love this class. 

    8 MMs in a group is a holy hell of chaos and mayhem not to mention the noise.

    The mastermind demons made such an awful racket that I deleted the character and have never gone back to that archetype.  Enjoyed my Wild/Nature MM a lot, and she was pretty butch.

    And yeah, almost any grouping of alts on CoH can manage to make up for missing roles. My old Storm/Electric defender (in a thematic supergroup) couldn't manage solo missions against blues, but was a whiz in a group, and often acted as the sole healer for the party.

    If you are holding out for the perfect game, the only game you play will be the waiting one.

  • cheyanecheyane Member LegendaryPosts: 9,416
    There is a mod  I used to change the sounds the demons make
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