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Quote:^^This.I have a question Sam, have you tried the Apex TF? I may not share your views on Tin Mage, but I do find it incredibly boring. The Apex on the other hand, I find to be a lot of fun. If you have people who have never done it before and you don't communicate beforehand what to expect during the Battle Maiden fight, you'll find that the new people will die, a lot.
Tin Mage is (IMHO) boring, the Director 11 fight is mildly interesting but the rest is just a slog through hordes of +4 clockwork with humongous -recharge debuffs (which I think are auto-hit as well).
Apex on the other hand has an enjoyable first mission (which really manages to feel like a running street battle) and an interesting boss fight. -
I'm not entirely sure what magnitude the Rikti stuns are but anecdotally I've never really noticed getting stunned by them when I'm standing inside a bubble but I guess if they managed to stack a few it might get through.
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Quote:I really do not see why people think Dark Pit is rubbish. It gives you the ability to stun most or all of the minions in a spawn (spending on how they are clustered) at range and it's in a Blast set.You're definitely right about Dark Pit, it's rubbish. I can just see some justification for why it is rubbish, not that I think it should remain so.
Now I agree it's going to be less useful when paired with a Buff/Debuff set that already provides decent control (such as Dark Maisma) but for some of the other Buff/Debuff sets it's a very useful tool. For example on an Empathy/Dark Defender Dark Pit can provide a very nice reduction in incoming damage. Plus if Blasters ever get Dark Blast (please devs?) I'm sure the ability to mez a spawn's worth of minions would be useful.
I can see saying that the power needs to be rebalanced with a different duration/recharge/accuracy/endurance equation but I just can't understand why people think it's useless. -
Quote:Uhm Adeon all they have to do is design a jetpack graphic where part of the jet pack imbeds into the avatar the same way Wings do. The Jetpack thrusters can easily sit far enough away from the back so they don't look like they are being swallowed up by a huge avatar, and yet on a smaller avatar you would see more of the part of the jetpack that is flush with the back. It just looks bulkier on a smaller avatar.
The jets don't have to fit snug against the back. Heck they could even do a helicopter backpack.Quote:I have never suggested adding the ones we have now as permanent backpieces. What I am saying is that the art department has already created many backpacks that are in the game now, its not like they don't know how to draw backpacks. My guess is that the backpack crowd is seen as relatively few players, therefore the issue has been placed on the permanent back-burner. I'm not on the art team so of course that is just a guess.
As far as them looking good on everyone, we have stuff in the game now that looks stupid on some body sizes and types: see: trenchcoats. That's never stopped anyone before.
Quote:I just find one of our resident trolls faux-sweetly cooing "Be patient now, my restless little children! Soon!" over an issue that has BEEN an issue almost since the launch of the game, to be both annoying and fatuous. Like people have not been patient! Pah-LEASE. -
When you tested with your girlfriend's character you were still using the same computer you play your character on, correct? If so then it could well be a settings problem.
I'm not sure which setting ti would be but a simple test would be to use the export/import settings commands to copy your girlfriend's settings to your character and see if that fixes the problem. -
It's working as intended. Pets do not generally inherit your buffs. Pseudo pets generally do but only include the remaining duration. Power Boost is therefore pretty much useless for Traps.
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I like the sewer trial, I like the Apex TF, I'm ambivalent about Tin Mage (I find it somewhat dull).
Now here's the thing, I like the Sewer Trial and the Apex TF for the same reason: they require players to spend time moving around the map rather than just standing still and fighting. They do it in a slightly different manner but I, personally don't see any fundamental difference between it. I slightly prefer Apex because it encourages movement while in combat which has a more epic feel to it as opposed to the "destroy the generator to hit the weak spot" style of the sewer trial.
Oh well, just my $0.02 -
As I understand it the problem isn't selecting the attach point it's due to the way that the pieces interact with the body. The wings naturally imbed themselves in the body so the fact that they are sitting at varying distances from the characters actual "back" isn't really noticeable. However for jetpacks to look good they really need to rest fluch against the character's back which means that the distance of the costume part fromt he attach point varies based on the character's body type and size.
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Quote:Actually the reason permanent jetpacks wouldn't look good already applies to the temporary jetpacks. If you use the current temp jetpacks on certain characters (primarily ones with the "huge" bodytype or who have their physique on the high end of the scale it tends to imbed itself in their back. If they put them in like that as stnadard costume pieces the same thing would apply.As for "making jetpacks look good," that is a crap reason. We have several jetpacks in the game this instant. Its not like its some unknown, new art that has to be made up, we have jetpacks NOW. It seems plain to me that the rationale is not that the art department is going "ZOMG WE CANT MAKE A JETPACK LOOK GOOD, *bursts into tears*!!!!!" it is that for whatever reason they are completely uninterested in creating permanent jetpacks.
So adding the current ones as permanent pieces would result in them not looking good for at least some portion of characters. -
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It's been bought up many times (along with quivers and scabbards). There are apparently issues with making them so that they look good and as such it's unknown if we will ever get them. People want thema nd the devs know that, it just comes down to can they figure out a way to do it that looks good.
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Quote:In theory all DP powers get worse debuff effects compared to other blast sets to make up for the increased flexibility. However I agree that this shouldn't really have been applied to mez durations.Suppresive Fire - Dual Pistols - Duration isn't on par with other blaster stuns
Quote:Stalagmites - Earth Control - Why such low accuracy?
Flashfire - Fire Control - See above
Quote:Whirling Hands - Energy Melee - Only mag 2. Any good reason for that?
Quote:Fault - Stone Melee - Low acc AND low mag? Ever wonder why you rarely see this power?
Quote:Handclap - Super Strength - Oh, snap, same again.
Quote:Dark Pit - Dark Blast - Low acc, low mag, high end cost. Just...why?
Quote:Pulsar - Luminous Blast - Another one. Someone point out the upsides to me, please?
Quote:Photon Grenade - Robotics - It costs HOW much? And does WHAT damage? And you call THAT a stun? Please, if I laugh any harder I'll crack a rib...
Overall I don't think stuns have a problem. The issue is that most of them turn up either in sets which do not have a control focus (i.e. various attack based sets) or as secondary effects on attack powers and as such they are not going to be as strong as a Controller's Hold powers. -
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Quote:I tend to take a middle ground, there are a LOT of heroes in Paragon City, but only a handful who are top tier heroes (i.e. level 50).What I sometimes wonder about some types of roleplay is whether some groups prefer not to acknowledge being one of many thousands, maybe hundreds of thousands of heroes living in Paragon. Not that that's enough to handle the crime problem--anecdotal evidence indicates that villainous minions outnumber Earth's ant population.
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Swing by the Black Market in Cap Au Diablo, it's normally pretty busy and a polite request for somebody to open a portal for you will almost always be fulfilled. Personally I use this on most of my characters since it means I can run whatever content I want without needing to worry about getting the portal (I also try to pay it forward by opening a portal for others when I see a request).
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I thought it had been like that since Demon Summoning was released. Looking through the wiki someone added the demon's powers (including that one) to the wiki on September 23rd. Checking the patch notes between the release of DS and that date I can't find any notes about adding it.
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Quote:I don't think Fleeting Whisper wasn't implying that there's something wrong with players for not putting them on the market but with the recipes themselves. As you noted the recipes don't really go for much and the powers themselves are untradeable. His point was that the fact that there is no demand shows that players don't care about them which means the powers were unsuccessful as a concept.Please forgive me. I was grinding to get all 270 shards over that 10 day holiday weekend. I was doing the LGTF back to back(4-7 times daily). I tried to post most of my stuff in the market but to craft these things takes time to put the materials together. It was standing in the way of my goals.
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Quote:I agree with this, I think they should have given it shards a higher drop rate and increased the number required proportionally (i.e. double the drop chance but double the number needed as well). The RNG is a harsh mistress and doing this would make the bell curve depicting "kills for alpha boost" taller and thinner with fewer people experiencing the outliers.My diff for the alt i'm trying for is +0/x8 (sometimes drop to x5 if the mobs are rough for it) and i solo sometimes but most of the time teamed with a friend and yes that friend still hasn't got enough to craft the uncommon either.
I've mentioned it before...other players have differing experiences with the RNG but if such a large gap between them exists, it's not the players that needs to adjust. -
Quote:Well said, Solo'er != Introvert, Teamer != Extrovert. I am socially very much an introvert but I love teaming in CoX and regularly lead teams or TFs.Ah, I do love armchair psychologists. What's all this talk about people who want to solo being introverts? Let me tell you a little about myself:
I am one of the most outgoing people you will ever meet. I strike up conversations with complete strangers while standing in line at the grocery store just because I'm bored and because I find people entertaining. I'm that annoying guy that is carrying on a conversation with the cashier and making you wait. I rarely if ever shut up. But in CoH I prefer to either solo or run on small teams. Large teams annoy me. But since I would like to see the Incarnate system have some solo content and just generally be more solo friendly I'm an introvert huh? Utter, complete rubbish.
The reason is that teaming in CoH is something I find to be socially very safe. I don't have to make small talk with my teammates. I don't need to hold philosophical discussions with them on the meaning of life. I just need to point them in the direction of something to bash and go for it. From a social point of view my teammates might as well be AI driven bots and that makes things a lot simpler (I try not to actually think of them that way because that would be kinda mean).
The other nice bit is that teaming in CoX does not require huge amounts of coordination, I have a much harder time playing team games in any situation where I need to use a mic to coordinate. Text communication is slower but it's also serves as a barrier to non-essential communication which in turn encourages the "no small talk" item mentioned above. I can use a mic in teaming (I do in TF2 for example) but I find it a lot more draining and tend not to speak much. -
Quote:The thing is superhero names mean different things to different people. Personally I find that in a city which has hundreds of heroes registered by the government that the idea of an actual code name strains my suspension of disbelief. As such most of my characters do heroics under their own name which I generally make up to sounds good and where possible be evocative of who they are (i.e. my Earth/Storm Controller is called Empocledes Mastric).They create stupid or boring names (some of them don't even bother to think of superhero names, they use what appears to be a name chosen randomly from a phone book), and can't be bothered to create even the most basic background.
As for bios, remember that not everyone likes writing. Most of my characters have bios, I just rarely bother to write them down. -
I would say that Dark Pit on an Empathy Defender is a lot more useful than Dark Pit on a Dark Defender. Dark Maisama already provides a decent amount of control and other forms of soft mitigation through it's other powers so while Dark Pit is useful (especially if paired with Opressive Gloom) it's not essential. Conversely Empathy has limited proactive mitigation (Fortitude is a good buff but it doesn't cover everyone) so having a power than can add a good chunk of team level mitigation is a lot more useful.
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Quote:There is no easy answer to this. The Alpha Slot is essentially functioning as additional enhancements so the question you need to ask is "what enhancement type do I want more of?". In power's that do not have 3 SOs of the particular enhancement it basically functions as adding an additional SO, in powers that are already ED capped it's more like adding an extra DO (ignoring ED). This will change with the higher tier ones since a higher portion ignores ED.When slotting the Alpha, do you play to your toons' strengths, or to their weakness? In terms of the tank, do I want more defense? Will that give me more bang for my buck? Or is it possible can I get more strength, not some piddly amount, because it's a percent of your basic blah, blah, I don't understand this part? Or, would I want to go counter-intuitive and get something like Spiritual, because all my defenses do need to recharge...?
So my advice when selecting an Alpha Boost for the Math Impaired is look through your powers and see what enhancement type you wish you had more of. Unless you're doing the Apex or Tin Mage TFs, in which case I'd say go for the Nerve enhancement because most SO'd builds are short on accuracy against +4s. -
Quote:I agree. I think the core issue is that if you think about it logically every character actually has two origins. The first is "where did they come from" the second is "where did their powers come from". Depending on the character either can realistically be used as their in-game origin, which one makes more sense can differ from person to person and from character to character.Except it's not. If it was, EVERYONE would be using it. It would feature a lot more in the game world. By the game worlds own canon, magical ability is NOT natural for ALL humans.
Every human has the potential to be, say, an MA/WP Scrapper or some such. Not all of them are, sure, but every single human has the capability to do so. That makes it a Natural ability.
The Turtles, were it not for the goop, would have grown up to be just normal turtles/tortoises (since yanks use a different word). They wouldn't have been able to do anything super. They wouldn't have been able to hold their weapons, let alone train how to use them. Ergo, they cannot be considered Natural origin, because they are not natural turtles. They are turtles + toxic goop = Humanoid Turtles.
For example consider Tin Mage, under this system he's Tech/Magic (i.e. he himself is an artifact of technology but his powers are magical). Which Origin should be used for him in game? Personally I'd say Magic since I'd say that is the defining aspect of who he is.
The TMNT on the other hand are Science/Natural but I would say their in game origin is "Science" because being mutated turtles is the defining aspect of who they are. -
Also it's important to note that since several missions take place in Ouroborus the person you're taking along must be the same base alignment as you (i.e. a Vigilante can help a Hero but a Rogue or Villain could not).
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Quote:One way in which it IS useful to compare Traps and Devices is in terms of animation times. Traps has five powers that involve dropping a gadget at your current location. Three of those have animation times just over 2 seconds but the two copied from Devices have much longer animation times. This illustrates the legacy problems both sets have.Exactly my point. Devices are avalable ONLY to blasters, so if you are going to compare the set to traps (Which many do) you also have to point out that blasters do not get traps and defenders, corruptors and masterminds do not get devices.
I think that when the devs designed Traps they realized that the long animation times of Trip Mine and Time Bomb did not really mesh well with the rest of the game. Consequently the rest of the Traps powers were designed with a shorter animation time to accommodate this.