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Quote:/this.I don't have a problem with the ideas some have had for creating a Vet Points system or some kind of Choice system so that people can things they want sooner, but I will argue against any system that lets someone with a big wallet walk in the door and buy rewards from a system that is currently totally fair (everyone gets the same thing for the same time).
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19.99 is way too cheap. Make it $1100, and I think that might be more fair. After all, that is roughly what a person who has played this game since the start has paid over the course of their playtime.
And even then, still /no. Veteran rewards are perks for people who have supported the game in the past. They are a bonus as a way of saying "Thanks" to the people that have kept the game going over the past 6 years. -
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Quote:Step 1: Download game from the main page (edit -> Link: http://www.cityofheroes.com/account/...of_heroes.html).So i want to know how to pay for one months subscription without having to ship the CD to my house or go to the store and buy a game card.
Step 2: Create an account (you've done this, apparently)
Step 3: Put in billing information, such as a credit card
Step 4: Play
Step 5: If game is not for you, or you do not want it to automatically resubscribe at the end of the month, cancel your subscription. You will be able to play out the rest of the month just fine. -
Quote:Well, the formula is only "incomplete" in that we do not know what some of the values are, such as AI Mod and Range Mod (Range Mod should make it so that melee attacks cause more threat, but we don't know what the values are). The AT Mods appear to work just fine. Scrappers and Brutes have a 3, and Tankers a 4, and because they are so close, other values often cause the shift in aggro.Wiki says it is not the complete formula and from memory the post I read ages ago admitted that the AT Mod was off.
Having said that the op is talking about hami who probably isn't susceptible to gauntlet anyway.
The term 'Gauntlet' by itself means nothing. So, saying that something isn't susceptible to gauntlet likewise means nothing. Hami may be very, very resistant to Taunt, which in turn lowers the (1000 * TauntDurationRemaining) value, or he may have specific AI Mod values which makes him want to target Tankers less. Or, the Scrapper could just be doing so much more damage that he is able to get his Threat value up to twice the non-attacking Tanker's. -
The Suggestions and Ideas forum is down the page, under the "For Fun" section.
As of right now, the servers are put in this order:
Last one you were on
Least populated
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Most Populated
Honestly, this tends to make sense, as it should tend to have newer players choosing some of the less populated servers, boosting their numbers. -
Quote:Gauntlet is NOT broken.Gauntlet is broken. I think Castle posted numbers some time ago that showed how much aggro damage and debuffs do and it is completely unbalanced with gauntlet. I don't think the situation was ever resolved.
The Threat formula works just fine. The problem is that people don't understand it.
Threat = Damage * AI Mod * Range Mod * AT Mod * Debuff Mod * (1000 * TauntDurationRemaining).
As such, if you are Taunting at Range, and depending on the AI Mod the target has, and the resistance to Taunt that it might have, then very high damage levels can override just Taunt.
Throwing in an attack, even a ranged one, every now and then can help you to keep aggro on targets like Hami. -
Quote:Okay, first off, next time, take your time writing. It seems like you were very excited about this idea, and it seems very rushed, and not quite clear. Having bad spelling and grammar makes it hard for the reader to understand what you were trying to say.I had this idea....Let's say we could learn a profession like tech,Science or magic and then craft thing's like a weapon's up grade or maybe something for your armor...let's say i have a High tech armor waering guy weilding an hammer and shield....and i pick up the profession of sciense or what ever....and in that it let's me design something like and electir aura to your weapon and shild and possibly armor that give some sort of energy damage....it would make sense that when your shield is all made of electric curent or what not that whom ever besides your hero get zapped right ?
Nor sure how all of this would work but it sounds cool
Keep on coH'ing world !!
Secondly, we have IOs in various sets that allow us to add various typed damage to our attacks. So those are already in the game, although a few more wouldn't hurt (for instance, there are only a few that add fire/cold damage, and those are in purple sets).
Also, it is very unlikely that they will allow us to add damage to armor toggles, because of the way the powers are coded. Right now, armor toggles that do not affect enemies are coded to affect the user only. With your suggestion, they would need to be coded so that they affect the user only with part of it, and then affect enemies with the other part if and only if there was a certain invention added to it. I don't think that the Devs really want to go through that kind of headache.
Also, you then get into issues of balance, where the sets are relatively well balanced now, but what happens when you can start to add damage to armors and such. What about ATs that don't have armor toggles? What do they get out of this system? You can't just say nothing, because then you're adding power to ATs such as Scrappers and Brutes, and throwing them out of balance with the other ATs.
And then they're the factors about weapon versus non-weapon sets. How do you add electricity to a fire-based attack? Do you only allow these inventions on weapon sets? If so, then that throws those sets out of balance within the ATs.
Going to go with /no for now, but maybe you can take a second stab at this and see if you can't address some of these issues? -
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Just so you know, the difference between 45% Defense and 44.5% Defense isn't that great. You are likely spending a lot of slots to get that last .5% Defense that would be much better spent somewhere else.
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5th.
Should have gotten that power much, much earlier. -
I believe that once you buy the full version of the game, the trial restrictions should go away. However, there is sometimes a decent amount of lag time between when you buy it and when it applies. As such, be a little patient, and see if it goes away. If it doesn't, contact support, and they should be able to fix it.
Until then? Roll up some other characters! -
Quote:To keep furthering this ridiculous derailment:And i never said that you did say that,
I said... "if you have the attitude that a defender should be blasting more than defending..."
..which does infact coincide with your statement "People contribute to teams by doing damage", and "If you don't do damage, you don't contribute"
Where as I have plenty of toons that don't do damage as they are designed for teams, they contribute alot to many TF's.
So don't say "Highlighted portion is demonstrably untrue" because that is simply your opinion and that's where it stops.
My experience might differ to yours however I am able to aknowledge that... instead of saying that my "opinion, is the truth", like yourself.
Saying that a Defender should utilize his/her attacks does NOT mean that he was saying that they should blast more than defend. Just that they should attack SOME.
His highlighted portion is demonstrably untrue. Show me where you gain experience from Defending people. Show me where you get it from controls. Show me where you get it from heals. The only place that it comes from is from doing damage.
Healing, buffing, and controlling can help you to do damage, but damage is the only place that you can advance in this game. If you or your team can't do enough damage, then they won't succeed at their task. Plain and simple. Hence, doing damage, IN ADDITION to support is better than just support. -
First off, you might want to ask that this be moved to the Suggestions and Ideas forum, where threads like this should go.
Now, onto the ATs themselves:
Terminator: Can you say Tank-Mage? High damage, ranged attacks, backed up by Defenses? This won't happen, unless the defenses are so weak as to be laughable.
Puppetmaster: Allowing you to have mastermind pets, in addition to being able to totally locking down the enemy spawns? Again, I feel like that is too overpowered unless you take huge chunks out of either the pets or the controls. I'm also not sure how much the game can allow you to control enemies.
Benefactor: The Devs have been trying to get away from characters that lack the ability to solo at all. The Benefactor would be that. Great on a team (though I'm not sure what kind of powersets you're looking at for the "Support" side), but pretty much useless solo.
Vanguard: The only real problem I see with this one is with the Inherent ability, but that can always be tweaked.
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Trickster: I just don't know how this would work in-game. First off, you'll need to define what a "Wild Card" secondary is. After that, I'm not sure how much the game can apply random effects from the same power. Though I guess that it could work similar to the Tarot card power. I just don't know how easy that kind of thing is to code into attacks and controls. -
Quote:Just to answer some points.. and to see if you still feel the same...
1) Tough was never going to be toggled, it's a route to Weave and holds the Steadfast proc without using a slot up....
2) As i said at the start, "Build is for Tanking not dmg output"
3) As i said at the start, "Build is for playing at lvl 50"
4) This choice was so that I was team friendly basically
1) That is fine, though I still think that you could make up for the Def in other places.
2) Damage is part of the Threat formula. Doing more damage will help you to keep aggro. As such, slotting your attacks for damage can help you be team friendly. Even with Taunt, if your attacks don't do much damage, you may see Aggro going to other, higher-damaging characters.
3) This also assumes that you will never, ever exemplar, or at the least that you'll have a second build for that. Tanking everything at level 50 is fine, but if you exemp down for a Synapse or Posi TF, then you're going to be hurting. Was just more of a warning than a suggestion, I guess.
4) Teams usually have the ability to get around fairly quickly. But if you've got a stray enemy (remember that there are a decent amount of enemies at higher level that don't stack nicely, such as Nemesis snipers). And if an enemy does run, you won't be moving too quickly after him. I would still take Teleport Foe over Recall Friend on any Stone Tanker, but that is your own call. -
Quote:I don't disagree that a lot of people will be affected. I was arguing your point that many people would be affected by it to the degree that a single respec could fix.You realize, that statement is at worst weakly supporting my position that many people will be affected ?
And please don't call it datamining. Executing a query on a database is not datamining. Its like someone squinting at a photograph saying they are doing image processing. -
A few things:
1) If you're going to be perma-Granite, then you won't need Tough. You'll be at the Res cap anyways with just Stone Skin and Granite Armor on. Weave might help, but you can get the Defense from other places cheaper.
2) Slot your attacks as attacks. I know what you're trying to do, but it's just overkill on the ToHit Debuffs. Killing an enemy means that it can't hit back at all.
3) Take Rooted much, much earlier than level 30. It's your status protection power, and you'll want it earlier than that.
4) Think about swapping Recall Friend with Teleport Foe. Much easier to snag the running enemy than having to run after them in Granite form.
As a generality, I think that you've gone way past the point in survivability that you'll actually need in order to tank anything in this game (minus Psi enemies), and you'd probably be a better team tank if you could put out some damage, too. -
Insulting people didn't need to be done there, though. Instead, you chose to do so, and make it so that people are less likely to agree with you. Go you!
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Quote:Very, VERY few builds have enough powers to use BotZ 5 times. Most can only fit it in twice. That's 6 IOs that need to be swapped out, IF you don't want the bonus that it will still be providing. Even if you can use it three times, that's still enough that one respec will cover you.I am not really affected by the change personally but I know plenty of people that have shown me their builds and will be. Going from a botz oriented build to a differently oriented build is not a minor thing.
If you have the max slotting of it, you have 5 sets at three pieces each. Thats 15 IOs that need to be pulled. Then you have to get your character where you want them to be. You have to remove or dump other sets that you have slotted, and then build to what you actually want.
Your mileage may very on what you want to take out or keep for your new concept.
Just for example if you want to go from botz to smash lethal defense, your build completely changes. If you are going from defense to high recharge, high regen, or high damage, its equally big.
My own feeling is that Botz wasn't overpowered. The level of performance it provided could and still can be achieved by other means. It just provided a different way to get there.
BotZ's benefits could be achieved by other means, that's true. However, to get there required a much more substantial investment in slots. THAT was the problem. Not that you couldn't get there, but that it was so much cheaper to do with BotZ. As someone else pointed out, to get there using other sets, you needed a 6-slotted power and a 5-slotted power. That was 9 additional slots on powers, as compared to the 2 that you needed for BotZ. That doesn't seem a little imbalanced to you?
The Devs aren't being unreasonable here, and I'm sorry that you feel that way, but it's not going to likely change their opinion that a respec is the only thing you're going to get. -
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Quote:Care to explain what this 'practice' is? The Devs aren't omniscient, after all. They don't always know the full extent of everything that they implement in the game. As such, balance changes need to happen. That's how this is SUPPOSED to work.Yes because incorrect things were done in the past that is ample justification for continuing the practice.
Quote:Nice strawman on asking for the unproveable . Just how long does it take you to design a build, buy the IOs slot them and then tune the build ?
Does it stink that people put a lot of effort into builds with Zephyrs in them? Yes. Does that mean the Devs should leave something in that is fairly clearly broken in terms of slots and rewards? No. -
Quote:Improper analogy, since your characters can still function, and function well. Whole powersets have been reduced far more than this, and still work just fine. Zephyr was too powerful, and is being brought back into balance, nothing more.You have to love these kinds of replies.
1. It is still powerful
LOL if someone came in and replaced your 120 volt power lines with 60 volt lines would you be saying that while none of your electrical equipment still worked.
Zephyr did a job, it no longer does
Quote:2. Why should he get a refund ? Well he spent time and effort building a character that would use the IOs in good faith.
Not giving a reasonable refund on this and no a respec and the crafting price isn't reasonable compensation its just taking a crap on the work someone put in on their character.
Quote:As to it being too powerful ? Well if you have a character that can take 5 movement powers you can trade 4 powers that are redundant and 8 or 12 slots for some defense. If you can do that, it isn't Zypher that is overpowered but your primary or secondary or AT that is badly designed. -
Quote:The progression of this game is to have fun. That's it. There are no requirements for a team. 8 Defenders can really steamroll through the content if you want. A Tanker can make things easier sometimes, but they are not required, either.WEll i think the difference is that the game is more balaced now, i remember that i could solo missions for 5 people by myself as fire/ice tanker by pressing two buttons .
Anyway i played a few hours today and got some final questions
-Whats the progression of the game? I was playing WoW and there he have 5 man dungeons then 10 mans and 25 mans, how does it works here? Also do you need certain AT for the groups? Like 1 tank 1 healer and 3 damage dealers
Quote:-After you reach the lvl cap what can you do? back then there was no items or this savages and recipes things, do you have to farm for then?
Quote:-Can you sell items to other players now? Like enhancements?
Quote:-Do PvP works nice in the game? I dont see PvP being discussed too much around here