Aett_Thorn

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  1. Aett_Thorn

    Kill X mobs

    Quote:
    Originally Posted by Yikomaka View Post
    I absolutly am starting to hate these quests. I mean I don't mind doing them its just FINDING the damn mobs. With other missions they will give you a waypoint you go in kill stuff do your mission, pretty simple.

    However on these ones I just fly around aimlessly looking for the "Lost" but always find Hellions or Outcasts etc and never what im looking for. Finally I will find one or two mobs for some reason in an outcast area or something stupid.

    Am I doing something wrong?

    Not necessarily, but that might not mean you're doing it right, either. In the mission text, they will usually tell you where to go to have a good chance of finding the mobs it's telling you to go against. For instance, low-level Lost can be found in the northern part of King's Row, or in the northern part of Perez Park (just over the stone wall south of the Steel Canyon Entrance).

    You'll learn, in time, where to find the enemies you're looking for, too.

    If you want some help early on, check out Vidiotmaps.com, and see if the maps there help you.
  2. Quote:
    The fundamental disagreement is, some believe that some ATs should be made to be subservient to others in the form of a support class, and as a reward for that, they will be very good at being subservient/support, and very, very mediocre at solo. A paradigm I do not subscribe to, while correctly stated by others current developers do subscribe to (that does not make the practice automatically right, even the terrorists at 911 had a good reason in their minds for what they did; but we would be reluctant to agree with them, for it).
    First off, let's not compare anyone here on a game forum to people who hijacked a plane and crashed it into a building, killing hundreds of people, shall we?

    Secondly, nobody here is saying that they believe that an AT should be "subservient" to other ATs. We are only saying that yes, some will be better at supporting a team than others, and when they are not on a team, they may not be as good. That DOES NOT mean that there is an imbalance there.

    What we are saying is that there is a certain balance right now, and your ideas would throw that balance completely out the window, creating a situation where only a couple of ATs have any reason to be played.

    Quote:
    The game was not initially designed as a two class of hero, the real hero and the support character. It was designed were different styles of power sets would complement each other, so that the final effect would be an effect greater than the sum of the components. It did not had, the philosophy of "great Group AT, therefore mediocre Solo AT", it was originally an any AT can solo great, and team even better.
    This is still the case now. Each AT can solo, though at different speeds, and can team, bringing a different amount to that team.

    The ATs are basically on a spectrum of solo -> team efficiency in this order (5 basic hero ATs only):

    Scrapper
    Tanker
    Blaster
    Controller
    Defender

    Now, obviously there are differences in there based on powersets. An Ice/FF controller is going to be worse solo than a Fire/Kin, an an Elec/Energy Blaster might find teams better for them than an Archery/MM.

    Many of the original ATs did NOT solo as well as they do now. Controllers certainly lacked leveling speed solo up until they got their pets, and sometimes after that. Blasters really were glass-jawed for a while there, and didn't solo all that well. These have been fixed over time for the most part. But yes, many of the ATs specifically said in the I0 player guide that came with the game that the ATs were more of a soloer, or more of a team player. They were designed as such.

    Quote:
    Many of the replies above, tells about the good reasons why different ATs should want to group, and all those reasons are very good. But not one, really justifies why should one or more ATs should be handicapped more than others, because their powers lend themselves for group support better than others.
    Because of what they bring to the team. I have explained this above.

    If you have a Defender that can do near Blaster damage, and also buff the team to greater heights, that Defender is vastly better than the Blaster, which might do a bit more damage, but doesn't buff the team at all, then why invite the Blaster? He offers nothing that you can't get from the Defender at that point, while the Defender can do everything that the Blaster can do and more. That's called an imbalanced game right there.

    Quote:
    I recall a poster saying tankers wants groups so they can be buffed to kill mobs faster, why? If we are a team, is it not the function of the Scraper and Blaster to do the fast killing and not the tank?
    Possibly. But what if there is no Blaster or Scrapper? The the Tank can do some nice damage. The Tanker might also want to team because the team as a whole, with him taking point, can net him experience at a faster rate than he could do on his own. Or maybe he just wants a sense of comraderie. There are many reasons for a Tanker to join a team, and that's a good thing.

    Quote:
    Another one, perhaps being a bit of a smart allec, used my statement that as a Defender I could solo, and thus shoot myself on the foot. If this was not malicious, then the statement was issued with out much thought behind it or shows a lack of willingness in trying to understand the other side of the argument; but then not all of us can be diplomats either, ha ha ha. Sure a Defender can solo, but most watch extra, extra, extra carefully how they approach a group and execute their battle at all times, a mistake and oversight on a dozen or so conditions will result with certain death, something a Tanker never has to worry about at all, not even 1 condition. When I fight EBs with a Tanker, sure it takes me a bit of time, to take them down, while a Blaster (if not held, stunned, etc) may defeat the EB quicker, yet with a Defender, which when I do engage an EB, my damage is so comically low (Dark/Storm) and the effects of my debuffs so marginal, that its simply boring to take him down, is kinda like the Defender's version of Reichman; but I do recognize I can take him down, but the time differentials are too great and simply not just.
    Fantastic. So you've brought up a single data point and generalized from there? You point out that "if" the Blaster isn't held, he can bring down the EB faster, yet if you've built your Defender well, I'm betting that he won't be mezzed by that EB.

    On my Dark/Psy Defender, I can fight EB's no problem. So does that mean there isn't a problem there? No. Because that's another single data point. Different sets can lead to different outcomes. That's the point we're trying to show you. The different sets within an AT can do things differently, and trying to shoehorn 'fixes' in for ATs that can throw other powerset balance out the window is problematic.


    Let's take a look at some numbers here, shall we? Let's say that your Freezing Rain can reduce enemy Resistance by 20%. On your own, you've just increased your damage by 20%. On a full team, you've increased the ENTIRE TEAM's damage by 20%. On an 8-man team, that can be huge, especially against an AV or EB. Can a Blaster (baring a Sonic Blaster) bring that kind of effect to the whole team? Your Hurricane also brings down the AV/EB's ToHit, making the Tanker and other melee characters more survivable. Can your Blaster do that? Or your Scrapper?

    Why should a Defender be able to do all of that, plus on top of that, do as much damage as a Blaster, while the Blaster doesn't get to do any of that?

    If you bump up Blaster defense's, why bring a Tanker, since the Blaster isn't going to be in trouble anyways? The Blaster would do more damage, and at range, than the Tanker would, for no tradeoff for the Tanker.

    The ATs all have holes in them that encourage teaming, but do not force it. Certainly specific powerset pairings within the AT might skew this one way or the other, but in general, it holds true. You can solo with anything in this game now, but trying to bring the soloing speed of everyone up to say, Tanker levels at least, would severely disrupt teaming and the need for certain ATs.
  3. Quote:
    Originally Posted by McBoo View Post
    Yes the idea of swinging as a travel power has been discussed before. After 5+ years most of the suggestions on the forums have already been made and discussed. With the release of CO alot of things that were considered too much work or low priority will more than likely be reassessed in light of the looming competition. As such I present the following.


    Swinging

    Gymnastics - You have honed your body to the peak of perfection allowing you to race across the rooftops with amazing speed and agility. Almost no obstacle exists that you cannot overcome or bypass with relative ease. (Maybe even add in somersault animation in if the player hits jump again while in mid air, just for flavor)
    +5 Def buff, improved jump (50% Hurdle) and improved speed (50%Swift)

    Spin Kick - You put the momentum of your entire body behind this ferocious kick. The sheer power of this attack is such that it will bring even the strongest man to his knees.
    32 smashing damage, KD, melee range

    Swinging - When the rooftops run out there is only one thing to do, take to the air! With a grapnel and a stout cable you fly without wings and the canyons of concrete and glass are now your playground.
    similar to Super Jump in speed and operation

    Equilibrium - You have attained perfect balance allowing you to keep your feet no matter what is thrown your way.
    [i]+4 mag KB protection[i/]


    >
    Well, how is this set really that different from the current Leaping pool? If the main power of the set functions the same way, and the 2nd and 4th power in the set are basically the same (the 4th tier power is actually weaker than Acrobatics), and the first tier power is basically about the same as Combat Jumping, what is in this set that is actually different?

    I'm not bashing your idea here, I just want to know what you think would set this power pool apart.


    Also to keep in mind: AT modifiers. While the +5% Defense on Gymnastics might be on Tankers, Blasters are only going to get around 2.5%. If Blasters get the 5%, Tankers are going to get around 10%. This is due to AT modifiers on DefBuffs. Tankers get higher values than Blasters.

    Also, for Spin Kick, is that 32 Damage for a Defender or a Scrapper? Things like that can change the set balance-wise. Better in these stages to keep things like damage in the minor, moderate, extreme-type range instead of putting down specific numbers.
  4. Quote:
    Originally Posted by Lucky666 View Post
    OK well I don't ever really have people play my AE storys except friends and SG mates I still think it needs a new rating system instead of stars. What are we in grade 4 "you get 4 gold stars, YAY!"

    So here is what I propose if you want to rate someones arc in cost influence/infamy but the person doesn't get this influence/infamy it just vanishes like WW/BM fees. I just think gold stars are a lame way to rate anything and it would be good for it to cost something to rate. What do you guys think?

    And their rating would be now how ever much influence/infamy people gave it
    So the farming arcs would have had the higher ratings, since the people doing them would have had more influence to spare?
  5. Aett_Thorn

    MA lvling

    Will be handled pretty well in I16 already.
  6. Quote:
    Originally Posted by Eternally Faithless View Post
    Just curious... I am new to CoX and was wondering if it was possible to show all buffs/ debuffs on your Target window. I know you can see what is on you and your teammates, but seeing the debuffs on my target i something I have not figured out. Would be nice....

    Anyone know if this is possible? And if so, how can I make that happen?

    Your time is most appriciated,

    Faith

    I know of no way to do this.
  7. Aett_Thorn

    Maintenance.

    Quote:
    Originally Posted by halfflat View Post
    If you mean that when the servers are down, they are down for everybody, then of course I have to agree with you. They sure are!
    This is indeed what I meant. Just that they are either down or up, not that they go down for you at a bad playtime just because it's a bad playtime for you guys and gals, but that they're down for everyone at what happens to be peak time for you.
  8. Aett_Thorn

    Maintenance.

    Quote:
    If it were really the same, then it would not matter if it were moved to, say, North American peak times. It obviously does matter, and we can conclude that in any meaningful sense, it is not the same.
    I did not say that the effects were the same, only that the downtime is the same, i.e., it's at the same time. Now, the time zones affect what time that is FOR YOU, but it is run at the same time. Your connection would be down at the same time as mine, if I was trying to play then. It would just be earlier in the morning for me, and at night for you.

    I did NOT say that the effects from that were the same, only that the servers go down from 9-11 Eastern Standard Time for everyone. That is the same.
  9. There's really too much here to get into, so I'm going to have to pick and choose what I respond to. Sorry about that.

    Quote:
    I believe at this time, this is not right balance wise. Let me explain my thoughts...

    A Tanker does 20% less damage than a Blaster, but a Blaster does not have 20% less protections than a Tanker. This simple lack of symetry is what I am talking about.
    Please show me how Blasters are only doing 20% more damage than a Tanker. The Blaster ability to leverage AoEs and range allows them to do significantly more damage than a Tanker. I'd say well above the 20% that you mention. I've never EVER in this game seen someone say that they need more damage, so people should invite a Blaster or a Tanker, since a Tanker only deals 20% less damage.

    Also, with the recent Blaster Buffs, they can still deal damage when mezzed, which, looking at the forums, seems to have helped a lot.

    Quote:
    While Blasters can achieve some resistance to damage, mainly via auxiliary pools and epics, their overall spectrum damage resistance is maybe about 20% of what a Tank gets to enjoy across the board. So if we were to be fair in the trade off, damage versus resistance, should not the Blaster be afforded better damage resistance, defense, and status effect resistances? Shuld they not be 80% of the tankers? That would mean that if a Tanker is soft capped to 90% damage resistance, should not the Blaster be Softcapped to 80% of the Tanker's 90% soft cap? That would be like a 75% Damage resistance soft cap, and since a Tanker has MAG 12 status effect resistance, should not the blaster have like a 9 MAG resistance?
    Again, please show us where you're getting this 20% from. Blasters have ranged attacks and melee attacks. Most have both Aim and Build Up, which can increase their damage vastly.

    Also, keep in mind the teaming dynamics here. How much survivability is really needed? If you have a Tanker and a Blaster on the team right now, they both fill in the holes of the other. The Tanker takes the hits and holds the aggro, while the Blaster kills stuff with the greater damage.

    If you increase Blaster survivability to the degree you're talking about, then why have the Tanker? What would be the point? The Blasters would likely survive just fine with the two of them (or even just the one of them), and the Tanker would no longer have a use. What sense does that make?

    Also, what would the Blaster give up to get these new mitigation numbers? Would they lose some attacks, or would they just get the mitigation for free? If they're not losing anything, then I think you're going to have "City of Blasters" all over again.

    Quote:
    While Controllers have holds and Defenders have Debuffs to serve as Pseudo Armor or protection, they are not nearly quite as reliable an deffective as the real thing that Tanks get to enjoy. So neither side should do the same or less damage than a tanker, which unfortunatley Defenders are saddled with. While its true a Kin could debuff the target so its damage would appear to be better, remember that Kin is one build in many as Defendrs go, and that Kin has no resistances of any sort like the good ole Tank does. Also in the case of Controllers and Defenders, their powers work good against minions, but their effectiveness greatly decreases as the mob becomes tougher, such as nearly negleable when fighting say EBs or AVs, while a Tank's defenses are still as good regardless.
    How do you balance the sets so that Defenders always do more damage than Tankers, though? Should a Force Field Defender do more damage than a Tanker? If so, you then create a situation where a Kin Defender is almost always doing more damage than a Blaster, with slightly more survivability.

    I have a Dark/Psy Defender. Solo, I am in no damger whatsoever, due to my debuffs. I can debuff the enemies' resistances, increasing my own damage. I can do a little bit of control as well, and heal myself even if I get damaged. Trust me when I say that I'm pretty frakin' tough to kill, even when facing an EB or AV. I might not be able to take down the AV solo yet, but I can mop the floor with EBs.

    The vast differences between power sets among Controllers and Defenders makes them hard to be able to say that they should always do more damage than AT X. Because if you raise the lower sets up to do that, then you create a system where the higher sets always do more damage than AT Y and Z as well, who were supposed to be the more damaging ATs.

    Take a Fire Controller and an Ice Controller. Same secondary set. Which is going to do more damage? If you buff their damage, who is still going to do more damage? If you raise the Ice Controller's damage through AT buffs, how damaging is Fire now?

    Quote:
    If we are going to have fairness in AT class balance, we need to ensure that all the classes have effectively, not paper, capabilities. A Defender's damage should always exceed the damage of a tank, regardless of buffs or debuffs beign present, too many Defenders 'buffs does not even apply to them! having their buffs apply to themselves would be a good thing to happen. Some may say its game unbalancing, I ask how? If a Defender can buff themselves to effectively do Blaster damage, and still hss the same lack of real protections than the Blaster has, where is the unbalance? In effect the only real difference between the Blaster and the Defender, is that the Blaster needs no gimmicks to get its damage, just like the Tanker needs no gimmicks to get its protections; while teh Defener and Controller needs its gimmicks to approach the damage (Defender) as a Blaster or Damage mitigation (Controller) as the Tanker does.
    No no no no no. What you want to have in a system like this, is ATs that are balanced. This does NOT mean that they have the same abilities, just that they have different ways of being able to accomplish the same things.

    Let me ask you this: If you have the choice between a Defender who can buff himself to the point of being able to do Blaster damage, but also brings the same strength buffs to the rest of the team, and a Blaster, who has Blaster damage, but brings nothing to the rest of the team, who would you pick? You'd ALWAYS want to pick the Defender, since he is just as good, plus he brings you something else.

    Right now, we have the choice between a Defender, who has lower damage, but is a force multiplier on the team, and a Blaster, who has higher damage, but is not the force multiplier that the Defender is. THAT is more balanced than allowing the Defender to be both roles.

    Ask any "Green Machine" Defender out there how quickly they can imbalance the game, just by having a second empath on the team. There is a reason the team buffs are so powerful, but ones that can target the Defender are a little weaker. Otherwise, the Defender would need nobody else. They'd be a Tank-Mage, and they disrupt the game by being the only AT that people play.



    This is not even scrathing the point that ATs that are good one teams should be a little less powerful solo because of what they bring to a team. Otherwise, why have teams? If you can make yourself godly, why bring along anyone else? Right now, anyone can solo. Some ATs and/or powersets solo slower, but on a team they vastly increase the team's speed. That is balanced right there.
  10. Quote:
    Originally Posted by amartino642000 View Post
    I would like to see some animal in the parks in the forests, in the rivers, fish even bugs , i know you have birds flying around taloes but i would like to see crabs on the beaches, bears, deer . rats in the city alleys, mice in the warehouses, in the parks put some creature in there deer, bears, skunks , squarrls,. one day when i was on a Ae mission i saw some bugs they look like roastes walking aroundI like that was kool it would be nice to see some animal in the city of heroes. walking around in the farms, i like to see horses and cows , even a bull would look kool , in the water around taloes put some fish in the bay area, i would like to see some whales too and some sea monsters,
    Each animal would need a new skeleton created for it that is not in the game right now, or at least many of them would.

    While I would like it, I realize that it is very far down the 'want' list for me. Might want to see about moving this down to the suggestions forum, too.
  11. Aett_Thorn

    Maintenance.

    Quote:
    Originally Posted by halfflat View Post
    I'm doing the quote-reply thing 'cause ... well, I can't play CoH at the moment



    That's up there with, "some are more equal than others". If an action with known undesirable consequences affects A more than B, then A is being treated worse. That's just a consequence of what the word 'worse' means.
    You have the same downtime as everyone else. You have had the same downtime as everyone else for years now. I get that this is peak playtime for you guys, and do feel bad, but know that any change in it makes it worse for more people. As such, it is probably unlikely to change anytime soon. If you cannot adapt to something that has been happening for 5 years now (and has gotten better over that time period), then I don't know what to say.


    Quote:
    A server is not a piece of machinery which needs oiling. What exactly is being 'cleaned out'? I would not be satisfied - nor should I be - if I wrote an application that demands weeks of CPU time over multiple servers, but needs to be regularly restarted because it accumulates cruft, or leaks resources, or fragments memory. Indeed, I have been in this situation, and indeed, anything of this order was regarded as a bug, and was fixed (to the point of submitting bugfixes to third-party libraries.)
    Okay, leave your computer running for days on end, making heavy use out of it. Don't shut it down for days. Make sure that you're opening different applications on it. Does it get slower after a few days of use? Do things start working a little oddly on it? I bet it does. Keep running your computer without ever defragging it. Does it get slower? How about if you never run a virus scan on it? Do things start breaking or working oddly? I bet it does.

    That is exactly what goes on with the servers, too. It doesn't need to necessarily be a bug that causes it. Heavy use of the software can cause things to appear that wouldn't be there if it was restarted again. Why is it that whenever you call tech support for an issue on your computer, the first thing they usually have you do is restart the computer? It 'cleans' out a lot of the junk that has been going on by you using the computer.

    Those applications that you've created; have they been intended to run indefinitely with the computer never shutting down? Have any of the computers with it kept performing wonderfully even after running for a week without shutting down?

    The server gets heavy use. Take Freedom, for instance. Let's give it 20,000 of the game's 100,000+ players. That's 20,000 people using it on a frequent basis, doing a lot of packet transfers and making the server do a lot of calculations. Add that up over time, and things cna get misplaced, which makes the server act a little slower. If you don't take it down every now and again, it gets worse.

    If you think that the Devs can track down every little memory leak or bug in this game's code, especially before new ones pop up, then I think you're deluding yourself. I've never seen an MMO where they didn't need to have server maintenance, and I'm betting that I never will.

    Quote:
    It affects us unduly. People are not averse to 'taking one for the team', or experiencing some loss for the greater good. But it requires a sense of community and fairness. I'm happy that many other players get to enjoy a lot more playtime; but I am frustrated that the same population - the population that includes myself and probably most other Australian players - pays the price, over and over. I don't want to state that you, yourself, find it easy to take this position if you are not gaming in these hours, but I do observe that generally, those who are not affected by a problem are more likely not to consider it to be important.
    I do consider it important. The Devs consider it important. However, as I've said, to change it now would only affect MORE people. Why would the Devs change it if they know that? They continuously work to make the game better. If they stopped everything to try to make it so that they never had to do server maintenance, I doubt they'd ever get to that point, and we'd have no new content updates while they did that. How would the game survive that? That's not even considering that I doubt the art department is great at debugging. They might be, but I doubt it.

    Knowing that it affects people who wish they weren't affected by it is a far cry from being able to change it in a way that would make everyone happy.


    Quote:
    I reckon that as a part of a development team with appropriate experience and similar ideals, I probably could. Of course creating such a service by oneself is another matter entirely.
    Then go and get yourself a job on a team like this. I'm betting that business decisions would force you to not get the product you want out on time. Especially on an MMO.
  12. Aett_Thorn

    Maintenance.

    Quote:
    Originally Posted by halfflat View Post
    So another period of many maintenance windows, all during peak Australian gaming time.

    I'm frankly sick of it. We pay the same price for the game, yet are treated substantially worse.

    It's firstly far from clear why the game needs to be taken down at all, short of issue updates. 'Required' downtime surely is a bug - one which should have been fixed by now. What is the actual reason for downtime? Backups? If they can't be done live, then it's poor design. Resource leaks? These are bugs.

    But granting that apparently regular downtime will be scheduled, it is completely unfair for one segment of the customer population to shoulder all of the burden. Perhaps if the downtime were scheduled for peak North American times, there would be more impetus to find solutions to the problems that are causing the servers to be taken down in the first place.

    Grumpy in Australia.
    First off: wow...quite a thread necro there.

    Secondly, you are not treated worse. You are treated the same, it just affects you more.

    Secondly, the game needs maintenance just as every other online game needs maintenance. Things don't always work out perfectly, and sometimes the servers can get bogged down. It happens in every business I've been a part of, and I'd imagine it's worse with an online game. So, they need to take the servers down and clean them out. This takes time. Time that the servers need to be down unless you want the game to be largely unplayable. If you can't understand that, then I suggest you not play MMOs, because it happens in all of them.

    Secondly, the maintenance can't be done live. I'm sorry, but it just can't. The servers can't be up and being maintained at the same time. Not on a game this big where it would significantly slow down the game for a larger timeframe, and therefore impact more people.

    Secondly, the time period chosen was datamined to have the fewest people on during the period where people could be reasonably asked to be in the office. The servers are in California and Virginia. If the company doesn't want to pay overtime (and that is definitely a business decision), then you want to schedule it during the time when people would already be there. So, you take that, and find out when the servers have the lowest population, and go with that time for maintenance. I'm sorry that this affects you, but to change it would only INCREASE the population affected by maintance.

    Secondly, if you think that you cna program an MMO that doesn't require server downtime, go right ahead. I'd love to see it.
  13. Aett_Thorn

    Spray Paint Can

    Quote:
    Originally Posted by Aggelakis View Post


    Looks like a pencil to me. (Granted, with the ridiculously-zoomed image quality, it's very fuzzed. But it sure doesn't look like a spray paint can, and I have no idea what a "tag" is supposed to look like, or even what it is other than the words at the bottom of the thread.)
    A tag...like a clothing tag, or a tag on an item at the store...that's what it looks like to me as well, though I can also certainly see the pencil.
  14. Paragon Test Server?

    Pre-Transfer Syndrome?

    Positron's Trucking Service?

    Psychic Trauler Sinking?
  15. Is your Brute Fire/Fire, but your Tanker Fire/something-else?


    Fiery Embrace lasts for 20 seconds for all fire powers, but only 10 seconds for other damage types.
  16. When in the forum list, instead of clicking on the thread title, click on the little down-facing triangle to the left of the title. It "should" work. It's not perfect, but might be exactly what you're looking for.
  17. Maybe a pale red or pink, to represent those days when there's a red sky at night?

    Either that, or simply a paler shade of orange or purple?
  18. Aett_Thorn

    ElA/SS

    Agreed. It seems like a very nice pairing.

    I'd imagine that an Elec/Stone build will also work well together, with the endurance-hungry and recharge intensive attacks in that set.
  19. Coldmed,

    I do agree with you that "just SO" builds are pretty infrequent nowadays, especially on the boards. I think that moderately-setted-out IO builds are much more common. However, as the test, it was hard to do anything but SOs. So that's what I was trying to compare. It was exactly why I made a WP/Elec, an Ice/Elec, and an Elec/Elec to compare them all on a base level. The Elec/Elec felt the weakest of the three on the setting I was on. Now, maybe that was bad luck. Certainly, it's just one data point, and I'm not trying to say that for sure it's the weakest set, just that it felt weaker to me in my testing.

    Now, my other concern is this: for you (and there's nothing wrong with this), you have the influence to pretty much set up a new toon before he even starts (as you've admitted so far in this thread). I'd say that's probably atypical of players of the game to have that kind of influence laying about. And, as such, I think that you might go into a new set with the end build in mind, not realizing that there's a lot of "pre-end" players out there without that kind of influence.

    The builds that you have presented are great. But, is it what an average player can achieve? I highly doubt it. They're probably going to be somewhere between an SO'd out build and your build. There's a lot of ground there, so that means a decent amount of survivability ranges too. We'll have to see where it falls as time goes on.


    My last question is this: how much Influence would it take you to get an Invuln Tank to the level that you think is good? Did your Elec build go past that, or was it about the same range, or was it less? Compared to your Fire Tanks (or other Tanks)?

    I'm just worried that you'll say that the set is fine if you put 2 billion influence towards it (or however much), but the other sets can be just as good if you only put 1 billion towards them, if that makes sense. If the set takes twice as much influence to get 'good', then that might indicate a problem.
  20. No offense meant by any of this, Coldmed.

    However, not everyone has access to nearly unlimited funds, and might even be using SOs or mid-level common IOs for a majority of their game. So, basing a set's perceived power level on a maxed-out IO build is all well and good for determining the set's high survivability. However, determining how it fits in with the other sets without those IOs is also good.

    I also tested it out with just SOs on test at level 50, setting myself to +1/+6 difficulty, and it felt a little squishy, to the point of several deaths over the course of testing that I didn't feel would happen with my current tankers. Maybe it was just bad luck, or maybe the set really does benefit more than some of the others from IOs.

    Just saying that an SO to SO comparison is just as needed as a high-octane IO build versus a high-octane IO build. And in that realm, it still feels a little weak to me.


    (And yes, this is taking a Shield Tanker, Ice Tanker, and WP Tanker all without Tough or Weave against the Elec Tank without Tough or Weave.)
  21. Quote:
    Originally Posted by Vega View Post
    Isn't that the point of the thread, buffing and debuffing? did I miss something?
    No, you didn't. But apparently the OP did, because his complaint is that Defenders got better buff/debuff values out of the same powers, which is true across the board.
  22. Quote:
    Originally Posted by SpittingTrashcan View Post
    It looks from these numbers like Traps is exactly the same between Defenders and Corruptors - except that Defenders get a higher buff/debuff mod, so they get greater effect from the same power. If this is a buff to Traps, then Defenders also have "buffed" versions of every other buff/debuff set - and "nerfed" versions of every blast set.
    Yeah, this is a normal thing. That's like saying that Defenders got a buffed version of Radiation Emission. It's true, because Defenders have a higher Buff/Debuff Mod than Corrs do. It's like that with every set. OF COURSE their values are higher on this set than for Corrs, because it's like that for EVERY OTHER SET that they share.
  23. You contradict yourself a decent amount here.

    First off, The Dev team isn't changing negatively anything that has been in the game "a long time." The AE system has been out for only two issues, and has been constantly tweaked since its release.

    Bridging was an unfortunate side effect of the SK system. The Devs just made it easier to team with a wide variety of charcter levels, making it much easier for everyone to find teams without the need for SKs at all. How does that not help you?

    The AE also created a system where people could create more content than the Devs could pump out. This includes creative content, new stories, and the ability to (gasp!) get to 50 20 times over without ever doing the same mission twice. What did the players use it for? Anything but that, for the most part. They took the easy way out. The Devs gave you EXACTLY what you're asking for here, and people didn't use it. Some did, of course, and I don't want to lump everyone together here, but a large portion of the people I've seen recently in the AE have been there only to farm and PL.

    Why weren't they doing the creative content? Why weren't they doing new and different missions, with new stories? Why were they taking the easy way out, instead, if they were looking for new content?


    If there was no new content, what difference does it make if you're at level 50 or level 5? If you say that there's no content, then what good does PLing get you?

    Increasing the level cap does NOTHING but delay the problem. If you increased the level cap to 60 tomorrow, the day after that you'd have the first people getting to level 60, and saying that they're bored again. The AE, again, gave these players the ability to challenge themselves in new ways, and to run through brand-new content. Instead, we just have them PLing themselves, and then still complaining that there's nothing else to do.


    It's like me driving to work every day, and then complaining that I never see anything different on the highway, and asking for the highway department to move the highway so that I can see new things. When, instead, I could take new routes if I'm that bored with the scenery, which would be a lot easier for everyone.


    Just because people will actively do things against there best interest doesn't mean that the Devs need to cater to those people.
  24. Quote:
    Originally Posted by KennyMcCoy18 View Post
    whats a super group? im new to city of heroes if ya cant already tell
    You have been pointed to the place to learn this twice now. Click on the links provided above, and you can read all about it.
  25. Did either of you try to create the account yesterday? If so, the boards for doing that were undergoing maintenance, and you might have caught them at an odd time, when it allowed you to create the account, but the info got a little fubared in the system.

    I would contact support on this issue, as there is little that players can do to help you if you've followed the instructions and it's still not working.


    Sorry for your troubles, though. The game is definitely worth it.