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Brawl is the animation with the MOST animations used for it. Brawl, the inherent, weak, everyone-gets it attack that really isn't that useful in the later levels, has had the most animation work on it to get it to work right.
In orger for power pool attacks to work with weapons, they would need the same treatment. As such, they would take:
3 Body Types * 2 pose types (flying versus on the ground) * 10 weapons sets (I think that's right) = 60 animations done for it.
It's not as easy as you might think. -
Quote:The fact that many of you don't get that PvP and PvE need entirely different leveling mechanisms is beyond me. In the PvE game, it doesn't hurt to have players of different power levels, to an extent (i.e., you need at least a minimum of performance). In the PvP game, having those kinds of disparities can ruin the experience for many.There is nothing inherently bad about the idea. It just happens to ruin an element a "small percentage" of the playerbase enjoys.
You guys are on the same side of the fence that we were in i13 beta. You're way of playing is being attacked, though for reasons Im not even sure of, you are taking the suggestion of such an implementation and crying, when we had to deal with the actual thing.
I'm not saying that you don't have the right to complain, but trying to say that the the PvEers don't have a right to complain because the PvPers have exactly what we don't want is the wrong argument to be making, since you're talking about two different requirements for rulesets. -
Quote:I'm sorry, but you don't get to tell others what a challenge is for them. When you say that there's no such thing as "challenge" in the PvE game, you alienate exactly the people that you're trying to convince. Some of us like the challenge level the PvE game offers, and like the PvE game here because it doesn't require the things that WoW does. I like that I don't need certain gear to complete a task. I like that I can form a team of less-than-optimal builds, and still come out on top.There's no such thing as a "challenge" in the PvE game, really. Either you do things, or you don't, there's not much a team of competent players with non-gimped builds can't do. That's one of the problems with this game - short of the Hami raid and maybe an STF or RSF with certain team compositions, things in this game are either win or lose, with very little middle ground (you know, the kind of fights that are drawn out and to-the-wire, or something that requires large amounts of expertise, communication, and/or gear, a la WoW's endgame raids).
That is not a problem for me. That's exactly why I like the game.
Quote:However, someone upthread suggested that if someone isn't feeling challenged by anything while they're on their fully IO'd build, they should strip out the IOs and then try. The problem with this idea is that it requires you to take the time and effort you spent on becoming the best you can possibly be, throw it out the window, and then (relatively speaking) gimp yourself in order to be "challenged." That isn't a challenge, that's just lowering yourself a few pegs to put yourself at everyone else's level and is more boring than challenging. There should be high-end content that coordinated teams with high-end builds (or lots of buff stacking, as they can be interchangeable and complimentary at times) do have difficulty with, and that content just doesn't exist right now.
If you know how to make a challenge, and get the fights that you're looking for (the longer, more drawn-out, might win, might lose ones), but choose not to do that, it's not the Dev's fault. If you choose not to do that, because you feel like you're gimping yourself, even though it gets you just what you want, then you're weighing risks versus reward for yourself. You have the right to come out of that comparison with whatever view you have, but the Devs have to make a choice on which side they want to aim towards. So far, they've aimed towards creating content for the majority first.
They can't create challenging content faster than players can figure out exactly how to make them trivial. It's almost impossible to do. However, you probably can find challenges made by players in the AE that do exactly what you're looking for. You can find those arcs, and run them, and get the challenge that you want. But insisting that the Devs focus on the 2-3% of powergamers in a game full of casual gamers is asking them to put the vast minority in front of the majority.
And the Devs have released new, supposedly challenging content for level 50s to do. The ITF and most of Cimerora was aimed at this group. And yet, I'm betting that you think that that content is too easy now, too, since it's been run so many times, and people know how to beat it. If the Devs released 4 new TFs designed specifically for high-end IO builds, I'm betting it would take less than a month before those players found that stuff too easy, and wanted more. Meanwhile, the regular players would have gotten nothing except content that they can't complete during that time, and they're clamoring for new content, too. -
Quote:Two words: power creep.I am a very hard core min/maxer when it comes to gaming. I like to make my character the absolute best that I can and play it the best that I can and see how the game challenges me. CoH has never done that - well, it was close when they had the AV regen set really really high back in i6 i believe.
My issue is I shouldn't have to scale back my character just to give myself a challenge, the game should do that for me. I am far from the best player in this game, PvE or PvP, so I would think that there would be a market for more challenging settings.
With all the Sarcastic comments in this thread, I am serious about this: The game is very easy and should be more challenging, and I shouldn't have to play substandard to my very best to get a challenge.
Also, And for the record - adding i13 changes to PvE = one way ticket to frown town
If the Devs made something that was challenging to characters with as many purple set IOs as they could get, they would then clamor for new 'stuff' to make that content less challenging. Then, that content becomes fairly trivial, and we start it all over again.
The game is fairly easy. But when you go and make that game even easier by your own choices, it's not always the Devs that have to fix that. The Devs gave the players tools both to increase their own challenge, and to mitigate some of that challenge. If you want the challenge, you can have it. But if you build for mitigating that challenge, you really can't complain that the game is too easy. You've MADE it too easy. YOU can make it not so much. -
Quote:And again, what you are asking for is a lot of work by the Devs to rebalance almost all of the PvE game, versus a little bit of work by you to get what you want.With the way DR works though you can still get 20-25% defense on that blaster, and focus on things like Recharge/Damage/ +HP etc etc. Its not like DR wipes everything out, just brings AT more in line with each other. Scrappers can get higher defense than blasters, tankers can get more defense than scrappers. Blasters get more damage than the other two before it gets DR'ed. DR brings builds back in line to their AT rather than letting everything be a potential tank mage. You can still make a really tough blaster under the DR system, just not quite as tank magey.
Yeah I could strip my IO's out... but I'd rather just have the playing field leveled somewhat. Like you said, IO'ed builds will still be better than SO'ed builds. That makes sense, but the gap won't be so wide that a full IO'ed/Purpl'ed/Accoladed toon is worth about twice what your common SO'ed toon is.
I guess I'm not seeing what is so broken with the current system that player action couldn't solve. -
Quote:And exactly why shouldn't they? If they were the ones who intentionally made the game to a point where it was too easy, why shouldn't they also be responsible for making the game challenging again?With this post I will disagree. The game should be the driving force behind being challenging. Players shouldn't have to gimp themselves just to make a challenging game. (Its the very reason Ive been asking for an Ungodly hard difficulty with level 55 AVs and such)
I'm not saying that the Devs can't add some more challenging things to the game, but if somebody spends 2 billion influence to make a build, and then finds it too easy, there's a simple way to make it not so anymore.
And they don't even have to gimp themselves to do so, since the game is still balanced around SOs for all existing content. They're merely bringing themselves down to somewhere between baseline level and godmode.
My point is only that if people are worried that they're going to find the game too easy, they can NOT go for all of those purple sets, and have a game that is challenging. -
Quote:Nobody is saying that IOs can't provide a significant benefit. What everyone is saying is that that is not a bad thing in and of itself.And adding DR to PvE will simply lower the amount by which IOed characters will be better than SOed characters.
Aett stated previously that the game is built around the idea that a character is built with SOs.
So aren't IOs and their bonuses a significant advantage? All DR would do is balance the IO builds so that their bonuses wouldn't be as drastic.
Adding DR would make much more sense and be much easier to implement than going into the game and balancing PvE for IOs, don't you think?
Some people want a challenge. They can still have it. Some people want to play god-like characters. They can do that, too. There is nothing stopping either player from doing what they want other than themselves.
The game is balanced around SOs. It is not built around SOs. There's a big difference there. All that means is that everything in the game can be done by characters using only SOs. That does not mean that everything can be done solo by a character using only SOs, only that, with an appropriate team, nothing requires that any of those characters have anything stronger than SOs.
IOs can make things easier. A lot easier. There is nothing wrong with that. That was the intention behind them. People were asking for ways to make their characters better/stronger, but there was going to be no level cap raise. So, Inventions and sets allowed people to make their characters better without adding new powers or slots to current level-capped players. In some cases, and with a lot of time and money, this can make characters really powerful. That's the point of them.
With a lot of TIME and INFLUENCE, they can become more powerful. I don't see anything wrong with that. And if, in so doing, you find yourself not challenged by the game, you can simply take them out. -
Quote:I love people who have Blasters that they've softcapped Defense on, probably after spending several hundred million influence, and then they talk about bringing challenege back to the game, like they can't do that by just taking those IOs out.As someone who has probably half a dozen + builds that can solo +4's +8's I think it might be time to bring some DR into PvE.
Try playing a soft capped blaster or defender or scrapper or whatever next to a SO'ed one. It really isn't fair to have the performance margin quite so wide. Or high recharge builds which perma very potent powers. (Hasten, Heat loss, Domination, Mind link, etc etc) The gap is just too wide. DR could help bring that back in line some for the casual players.
It would also bring a challenge back to PvE content where as it is, running around with a therm/sonic/FF'er is pretty much god mode to everything. Soft capped defense and everyone res capped. With DR you'd be "stronger" with these characters in tow but not completely invincible. Beyond that you wouldn't *need* to bring some of them along to find a comfortable middle ground. Squishies would get global resists to all types of damage to help them out a little, to compensate for the high defense and resists they used to be able to get with outside help. Kind of like a middle ground.
If damage was adjusted slightly on a DPA balancing forumula and AoE's were brought in line you'd have less farming and more builds would be viable at it.
DR already works for PvE, its been around for 3 issues. There are a slew of NPC's in all of the PvP zones, and yes sometimes you have to kill them off with a DR'ed Heal Decayed travel suppressed toon. People have been doing it for a while now its nothing new.
Come on! The game is beyond easy mode, lets bring a little challenge back to it! And for those who are in the "Have not" group, lets make sure they are playing in the same league as the "Have's" Its no fun to have someone be better than you just because they have more free time.
Seriously, people, DR won't do what you want it to do. IO builds will still be better than non-IO builds. If you want a challenge, you can do that now by making smart choices. If you're feeling like your character is too strong, take out the things making him that way.
Don't change the game in a way that isn't beneficial to people that like playing that way, when you can just make the challenge yourself. -
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Quote:That's not the point that we're arguing, though. Sure, IOs benefit any build that uses them, really. I'm not trying to say that they don't. What I am trying to say is that it's not an unfair advantage, and shouldn't be taken away in any part of the PvE game.So it's fair to say that most if not all your builds benefit from IOs.
Also, since I said that not all of my builds even have IOs, it is not fair to say that all of my builds benefit from IOs. They could, but they don't.
Quote:I'm not trying to get change to PvP. I'd have to be a noob to expect anything to get changed considering PvPers have tried before.
Quote:PvE challenge levels can be changed and more features were added just for this purpose in i16. This doesn't take IO bonuses.
Quote:And no, everyone does not always win in PvE. I've been in TFs where the team was unable to finish.
There are many factors that can lead to a failed TF. It's not only lack of IO'd characters that does it. Otherwise, no TFs would have been completable before IOs. And I know that they were. -
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Quote:So screw everyone, just because you're not happy?Again, I never said it was. But the devs are capable of implementing a feature that would make bonuses less of an advantage.
Quote:by the way, you didn't answer my previous post:
1) I have some builds, with IOs used to plug some holes, or to make them more effective.
2) I have some builds, with fun IOs used to make the character more fun, but probably less effective overall. Things such as +KB effects on melee characters, and the like.
3) I have other builds, including my namesake character, that use only basic IOs, and don't use sets at all.
4) I have other builds, that still use only SOs.
I have never had a problem getting or staying on a team with any of these characters.
Also, trying to get PvP changes reverted or even changed because the system isn't considered popular by the PvE crowd here probably isn't going to work.
In PvP, you do need much more balancing than in PvE. In PvP, having someone that always wins doesn't work. In PvE, everyone always wins, really, so it's not a problem, and you want to be able to have different challenge levels for everyone. -
Quote:You have been teaming with jerks. Again: not the Dev's faults.I probably would have liked old CoH. I have been kicked a few times from teams because of my build wasn't up to the teams standards.
a week or two ago my emp was kicked from a posi because they said my recharge would be too low and they wanted a emp that would perform better. meaning one with more recharge bonuses.
recently I was kicked from a lRSF because my dom wasn't a perma dom.
While Aett says bonuses don't effect how much more useful or effective you are on a team, I disagree. Bonuses do offer a large advantage and many times they are a deciding factor on whether you get chosen for a team and how well you run PvE content. -
I wouldn't be surprised. If I played PvP at all, I probably would've been campaigning against the changes. But I think it would've been hypocritical of me to say that changes were bad to a system I didn't care about. I figured that the PvPers had more weight in that department.
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Quote:No, it is NOT an unfair advantage. New Players CAN get this stuff. It just takes time. Any player who decides to go for a build like the uber guys can get it...with time. That makes it a completely fair advantage, since you can do it, too.No, you do not NEED to, but many including myself equate "fun" with being just as effective as people with fully IOed out builds.
Just because they have better "stuff" doesn't mean they should be more effective. Cooler clothing? sure. Cooler weapons? sure. That's "stuff."
Players with lots of IO bonuses are much more effective than those outfitted with SOs. I understand that the player that has been on for 5 years should and will be more "skillful" than a newbie. But IO bonuses just give them an unfair advantage.
You equate fun to being just as good as the other guys. Please understand that some people's idea of fun is to be BETTER than the casual players. Other people have an idea of fun that doesn't involve IOs at all. Right now, all can exist in the same system. The people who want to be better can be. The players who don't care don't have to. The players that want to be as uber as the big guys can work towards it.
Why should you, somebody who doesn't want to put in the work, be just as good as somebody who doesn't mind putting in the work to be better?
Quote:They won't lose their bonuses. They will just be lowered so there isn't such a large difference between SOs and IOs.
Quote:While it may not be fair that they lose some bonuses. reducing the bonuses offered by IOs WOULD be fair because there wouldn't be such a large difference between SOed and IOed builds.
Quote:No, communism would be sharing one build across every AT. Realisticly all ATs won't be alike because ATs were created to perform different tasks on a team.
Quote:There is a payoff. The payoff is the experience one gets from running missions and TFs as well as gaining badges and influence. The implementation of DR in PvE would simply curve the ridiculous competitivness for "uber builds." Everyone will have a chance to be just as effective with that AT because IO bonuses won't make such a huge difference. -
Quote:Good! They're kind of supposed to! People spend a lot of influence and time to get to that point though, and if they find that too easy, they can always take the IOs out of their build.As sarcastic as the OP's suggestion is, if you look at the state of the game, the PvE game *IS* too easy. High end builds can trivialize any PvE content in this game. Players are soloing hard taskforces, multiple AVs and GMs.
Quote:I honestly wouldn't be surprised if they do another round of "balancing" in preparation for GR. This isn't me calling for another round of global nerfs. Personally, I'd hate it. But I wouldn't be surprised if they contemplated it.
Quote:DR has already been beta tested in PvP. At some point, it makes sense to unify the rulesets. Making damage equivalent to animation time is probably a conceptual rule they should've implemented long ago. Same with things like heal decay, which forces players to come up with something other than heal spamming. The plethora of +def IO set bonuses is rather broken too, and DR would neatly solve that problem.
Just look at the damage that melee does in PvE vs. PvP. Ranged damage tends to be less than melee damage. If a Tanker could do more damage than a Blaster, and be relatively as safe, and could exploit the PvE AI to all crowd around him, the Tanker would be better than the Blaster, and would minimize the Blaster's role on a team.
Quote:The backstory for GR (like CoV before it) provides another opportunity to capitalize on PvP. I don't think that they'll leave PvP in the state they have it in, but I think it would be naive to think that some of the balancing they've already done in PvP won't eventually make their way to the PvE side of the game. -
Quote:Soooo...the Praetorian version of Positron is weaker because they have different game mechanics in their dimension?This also makes complete sense from an RP standpoint because that would explain why the Praetorian counterparts to our signature heros and villains are not as powerful in certain ways.
Wow, it's so amazingly interesting how all this fits together!
It doesn't make sense, especially when you think that Tyrant beat Statesman and trapped him, which never would have happened if the game mechanics you would like to be in PvE were there, since Tyrant would ALWAYS be weaker than Statesman. -
Quote:Again, please show me where any player is kept out of teaming because they don't have the right IOs. I've never seen a player get kicked from a team because they didn't have enough IO sets.Most new players ARE looking to be just as effective in PvE as senior players.
By toning down the "uber" builds new players won't feel as threatened or left out from teaming.
And I said that new players aren't looking to be just as effective as older players "right away." They know that they need to work on it, just like everybody else did.
I've never met a new character in this game that expected to be as good as a 5 year-old level 50 player right at character creation. -
Quote:But you don't NEED to perform as well as the uber builds. I've never found in-game a leader who kicked people without enough IO sets in their build, or who even really mentioned it to anyone on the team. So I'm not getting why anyone needs them. Are they useful? Sure. Can they make you better? Sure again. Do you need them? No.If you want to perform as well as those "uber" builds yes, you do need to IO out your character. People with lots of IOs are prefered over people who don't because many leaders equate "experience" with what you have in the form of IO sets.
So yes, it does make a significant difference. While it may not be the Devs fault, I believe they (the devs) agree that new players and players that don't want to IO out their builds should be just as effective as those that do want to IO out their toons.
YOU DO NOT NEED TO BE AS UBER AS THE MOST FULLY IO'd OUT CHARACTERS OUT THERE.
You just don't. You might want to be, but you don't need to be. New characters of any game should understand that somebody that's been playing for 5 years longer than them is probably going to have better stuff. As long as they know that they can get there someday should be fine for most new players.
Quote:It's perfectly fair for all toons to be just as effective in PvE as the next.
Then, you get the fact that each AT will not be as effective in every situation as another, and then sets within that AT being just as variable. In short: you will never have a situation in an MMO where every character is just as effective as every other character. It's not going to happen, and really, IMO, shouldn't happen.
It's also still not fair to those players who have worked more to get their characters to where they are to have that stripped from them, and you know it.
Quote:You're using a real life scenerio for a game. This is a game not real life.
You're asking for those who have spent more time and/or effort, and have made their characters better, to be stripped of a lot of that, while bringing up characters that haven't done the same things. You're basically creating a situation where there is no payoff to doing the harder things in the game. As such, everyone would only be doing the easy, non-challenging things. In this case, GR would be harder than the current game. People would, therefore, flock to the old content, instead of the new, because their characters are better there. That's not a good way to promote a new game, by having your existing character base stay out of it.
Quote:Everyone should be able to have fun even if they prefer not to IO out their toons. By reducing the benefits IO sets offer, it will help begin to even the playing field so that regular players don't feel they need to compete with other players by making "uber" IO builds.
Casual players don't need purple sets on their characters. Any player who wants Purple Sets on their character is not a casual player, they are a hardcore player. Because Casual players don't need them. Hardcore players are usually willing to accept that they need to do work to get to that point.
A player who says that they should get equal payout without the work isn't a regular player. They are a player with a sense of entitlement. Nothing more. -
Quote:I'm sorry, but your lack of willingness to go out there and do the same thing for the same rewards as everyone else isn't the Dev's problem.I don't agree with you that this should only apply to GR. It would be much more beneficial if it were applied to the entire game.
It's frustrating being a new player and finding out you need the best IOs to be as uber as the senior PvE players. It takes months to acquire the rigth IOs and people like me don't really want to put the effort or time into grinding just for IOs.
Most new players aren't looking to be uber right away. -
Quote:You are free to challenege yourself in this game as it is now. You can try to solo maps spawned for a +4 character with 8 player's worth of enemies in the map. If you don't think that is challenging, then I'd like for you to show me you doing it easily. Not everyone can do that, and it should be challenging to do and to get a character that can do it easily.I know, you know and especially the Devs know that PvE in this game is far too easy mode for its' own good. We also know that if new levels of challenge are not given to players the game grows stagnant. Boring easy mode only holds someones retention for so long.
As far as facts are concerned, Ill have to look around for it or if someone could kindly provide a quote, in total the Devs had received more positive feedback about the PvP revamp through PMs than combined total negative feedback. Sorry but that means that are way more loyalists for these types of game mechanics out there then there are resistance members going against it.
Also keep in mind that this would not be an entire game wide change, these rules would only apply to GR and PvP.
Having player desired and approved mechanics like these in GR makes complete sense for the bigger picture. It will add a new layer of challenge, more fun, hold up retention numbers and provide an avenue that develops player confidence to participate in the end game content known as PvP.
If you are really sitting there thinking to yourself that the Devs do not want to throw in different mechanics into to the game to challenge players you are sorely mistaken. The PvP revamp is there for a reason. Look at the difficulty level of Reichsman. See what they are doing with holiday events?
Go ahead sit back and flame, troll and laugh all you want but you cant fight the inevitable evolution that is occurring.
Changing game mechanics for new players, when they choose one side or the other, versus the new neutral starting point, would be very confusing. If your idea was implemented, a new person joining, starting two identical characters (1 hero-side, one in GR), would have to completely different number systems staring them in the face. Their powers, identically slotted, would have two different effects. How would that help them?
The Devs DO want to challenege players, but this is not the way to go. -
Quote:Okay, first off, you don't need IOs to do anything in this game. You do not need to IO out your character. You wanting to do so isn't really the fault of the Devs. They gave you the means to do so, if you wanted, but you still don't need to.I agree.
I don't have the time, money nor inclination to outfit my toons with the best IOs.
The great thing about the current PvP system is that features like Diminishing Returns even the playing field by reducing the benefits IOs offer.
When I play a villain or hero I want to be just as bad *** as the next player. I hate how IO benefits often define how badass a player is. I believe there should be more of a effort from developers to correct this disparity between players and instituting a feature like diminishing returns is the right way to go.
It isn't fair that the casual player can't be as uber as the hardcore gamer in PvE. I believe everyone would agree with this.
Also many new players won't like the huge difference between PvE and PvP once GR comes out. I believe this will help new players transition between PvE and PvP if both parts of the game are more similar.
This is a step in the right direction. Great idea.
/signed
If other players kick you for not having enough IOs, that is not the Devs fault, that is THOSE players.
Specifically, this point:
Quote:It isn't fair that the casual player can't be as uber as the hardcore gamer in PvE. I believe everyone would agree with this.
You're basically saying that it would be more fair for doctors and McDonald's counter staff to make the same amount of money, despite the fact that one went to school for much longer. It doesn't make sense.
This game, like most games, rewards you for playing. That makes sense, doesn't it? And sense you don't need those rewards to play, the system is fine as is. -
Just because it puts you in TF mode doesn't make it a TF. They are still story arcs, and follow those conventions.
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Mostly. Some stealth powers are specifically flagged so as not to stack with other stealth powers. However, in the case given by the OP, both Shadow Fall and Steamy Mist will stack with each other.
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Quote:Fair enough on that. I put it in there too quickly. I'll try to remove it from my list.Emphasis mine
Just to nitpick, /Trick Arrow is one of the controlleriest secondaries there is. There's Entangling Arrow, an immobilize, Ice Arrow, a hold, Poison Gas Arrow, a sleep, and EMP Arrow, an AoE hold. That's not even counting the control value of movement slow in glue arrow, knockdown in Oil Slick Arrow, and -perception in Flash Arrow.
Your point is taken, but this was a bad example.