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Posts
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So, essencially you want solo content to test out your incarnate abilities, and a more viable solo way to make them progress.
I could go with that -
You're correct, viable reproductive compatibility is the main distinction between race and species. If two races can still interbreed and create viable offsprings, then they're members of the same species, like wolves and dogs. Then there are examples of closely affiliated species that can interbreed but not create viable offsprings, like horses and donkeys (mules are sterile). Finally, most distinct species can't interbreed at all, that's why we don't see things like centaurs or bunny-frogs (wibbit) in real life.
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Quote:You've probably got more experience playing buffers than I do, and there's a reason for that - my problem with the mechanics, not the squishiness. As I said, it's just my opinion of what would make buffers more appealing to play, which happens to reasonably match the opinion of the original poster. You don't agree and you have voiced your opinion, as I have mine. All in good fun, considering we're in a For Fun - Suggestions forum.You assume. Some people don't want to roll defenders/corruptors because they're "squishy" and not generally high damage. Some people don't like playing any sort of support. Some people prefer the generally more forgiving Brute/Scrapper (IE, high HP, higher defense/resistance, mez protection, higher damage) playstyle. Making these buffs PBAOE isn't going to make a whit of difference to them - and will annoy some of us that DO enjoy them currently, to where current defenders/corrupttors/controllers (who do, after all, have a buff/debuff secondary) don't get played. You'd be working *against* your assumed end.
Quote:And yeah, I'll add my voice to those not seeing this so-called "City of Brutes." I see a fairly reasonable mix of characters. -
Quote:Definitely magic, if you mean he went from powerless to powerful just by doing some sightseeing (basically, if I understood correctly, he was deemed worthy after the trial and empowered by the spirits).I have an alien toon who I chose a Magic origin for, as it describes his abilities better than anything else, but these abilities are passed down through a spiritual journey (rather like a native American or original Australian Spirit Walk).
Just out of interest, would you guys class him as a Natural (via training) magic or create a new 'Spirit' or even 'Alien' origin?
For my characters, magic origin means:
a) a magic item that empowers my character for as long as he holds it, which can be taken away at any time - without it he would be significantly less powerful. Like an enchanted sword, a magic potion or a spell grimoire;
b) a non-scientific metaphysical change that transformed my otherwise normal character into a superhuman for good (or at least for awhile) without requiring training. Like being possessed by a demon, asking a genie in a bottle to be stronger than superman, being turned into a werewolf;
c) being a member of a race that has an unusual affinity for non-scientific supernatural phenomena without requiring any training at all. Like a fire angel, an ice demon, a lightning sorcerer or a healing god.
Things that are not magic origin for me are:
a) a normal guy who learns the words and gestures to cast certain spells. He's used training to achieve it, and if he somehow lost his memory he'd lose his powers. Natural origin;
b) a supernatural creature born with different anatomy, like a winged demon who can fly. Flying is Natural origin for him;
c) any sufficiently advanced technology that is indistinguishable from magic. Technomages are not mages, just engineers that manage to hide the secrets to their gadgets a little better than most. Tech origin.
So essencially I ask myself whether science, mutation or technology could better explain a superpower, and whether my toon would lose his powers if he lost his memory. If yes to any of those, he's not Magic Origin -
Quote:It's obviously anecdotal, and no, I wouldn't like to back it up with real numbers. I'm not a professional NCSoft dataminer nor do I work for you.And would you like to back up with real numbers here on "City of Brutes"? Or are you just exaggerating since that is not my experience with this game.
I do have the general impression that whenever I PuG the number of Brutes/Scrappers is disproportionate to everything else, making my playing experience less desirable than it could be if there were more defenders/corruptors in the team. I myself seem to stray away from buffers for the reasons mentioned by the original poster, i.e., stressful mechanics rather than dislike for the actual graphics, concept or playstyle. I like healing, it's a reactive buff. I just don't like prehemptive short duration buffing unless it's something that can be done half-minded with a single click. Like mystic fortune, it lasts 20 minutes, cool.
Now, to each his own, you say. Ok. But I still want to see more buffers in the game. So what would it take to make me want to play a buffer? The answer to that is the first post in this threat. IMHO. -
Quote:She says psychics are Natural Origin, and I agree. It's like having green eyes or eidetic memory, unusual but still falling withiin the range of what's considered normal for a human. Having a third eye is not. Being psychic is just a common characteristic normal to your species, even if it doesn't manifest in all its people and most who have it don't even notice it at all. We're talking about unusual people who can be trained into seeing the future or achieve telepathic communication, but will otherwise be perfectly normal. If, on the other hand, a person doesn't require training to lift a car off the street with her mind, that's a mutie.If this is what Sister Psyche says, then it definitely falls under Natural or Mutation. Either their genetics naturally result in Psychic ability (like genetics allows you to be born with 2 eyes), or a mutation in their genes gave them this ability. So quoting her is quoting a flawed reasoning. There's not a thing itself called "Psychic" that granted these abilities to them.
Think of the tough martial artist who can jump 12 feet in the air or drive his fist through a brick wall. Meta-human abilities, achieved through intense training. Then there's the twelve year old little girl carrying a stuffed bunny who can do the same. She's a mutie, he's not. -
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Quote:I'd leave it to the devs to go case by case scenario as to where exactly they want the buffs to apply to the caster or not. In any event, I'd still be satisfied if none of them buffed the caster, as my main point in supporting this suggestion is not buffing defenders/corruptors but instead:They're also the fact that these bubbles are as strong as they are because the bubbler can't use them on himself. Add that into the mix possibly (the Devs can code it so that they don't affect the bubbler, I think, but you know people would complain then, too), and the effects would probably get even weaker.
a) Making buffing less stressful for me when I play defenders/corruptors, so I can focus on doing other things than refreshing bubbles, SBs and CMs,
b) Making buffing less stressful for others when they play defenders/corruptors, so I actually get buffed when I play on teams,
c) Making more ppl want to roll defenders/corruptors, so I don't feel like I'm playing City of Brutes. -
I don't get the endurance issue. Why would the devs change it to prohibitive endurance costs? Fireball can hit 16 ppl, but it's not like it costs 16x as much endurance as Fireblast. It's like you're afraid of change, that you don't trust the devs. I've watched their latest video stream during the global maintenance, the devs are smart and they know what they're doing, and whether you agree with all they've done in the past or not they've at least proven to be competent. They wouldn't just screw us over saying something like "You want this? YOU WANT THIS???? FINE!!! BUT YOU GET THAT AS WELL!!"
My guess is that if fast-recharging single buffs were changed into PBAoEs they'd be similar to Accelerated Metabolism or World of Pain, which wouldn't be a problem at all. It would screw over dedicated buffers who only like to pick their first tier attack, however, since they'd suddenly be expected to contribute to team damage as well. I wonder if that's the real problem with this change. -
I think being psychic is different from being a mutant, though there can be mutants with psionic powers, which is why some are classified as Natural and other Mutant.
As Sister Psyche suggests, psychic sensitives are people who share a common ancestry, and perhaps a shared gene passed through the generations. Skepticism of the supernatural aside, they're actually believed to exist in our Earth. It's that old lady who can always tell when it's going to rain, the guy who bends spoons with his mind, or the girl who knows who's calling her before picking up the phone. Normal people who, if left alone, are likely to to live normal, albeit unusually intuitive, lives. Of course, in the CoH multiverse where conspiracy is fact and paranoia abounds, there are natural ways to train those psychic sensitives into becoming real meta-humans, be it by making them go through the Widow training or entering the Seer Network. Natural origin, i.e., an exceptional individual that achieved their inherent meta-human potential through special training.
Then there's the red-head teenager, let's call her Green Jay, who telekinetically picks cars out of the street and can't avoid hearing the thoughts of anyone within a mile radius of her, which is driving her insane. That's definitely not natural, and she would have become a meta-human regardless of training. In fact, all training seems to be doing is helping her achieve control her abilities, actually limiting them. Mutant origin, i.e., someone who's bound to become a meta-human regardless of training or circumstance.
As a side note, contrary to Mar-vel I'd place most superhero children, the second generation if you prefer, in the mutant bracket as it is defined in CoH, i.e. people born with inherent meta-human powers. That means, for example, that Ms. Liberty would be a mutant if she were not boosting her powers with a magic belt, and Miss Liberty, her mother, would currently be classified as a mutant. -
Quote:That's like saying the Road Runner is slow because Superman, the Flash and the Millennium Falcon can reach higher speeds.Compared to the other three basic forces: the nuclear weak force, the nuclear strong force, and electromagnetism, gravity is astoundingly weak. The other three forces are about the same strength, but gravity is weaker by far. That is what he was saying.
Can gravity allow the earth to hold onto the moon? Yes. Can a magnet the size of a pea hold an object up on a fridge, despite the whole of the earth pulling on it? Yes.
And we're only talking about normal earth-level gravity, as it can potentially dwarf all other known forces, and even break the barriers of space-time. Go ask your little electromagnetism how it fares inside a wormhole -
Quote:Again with the walls. That's the same problem I have with Repel and its alledged super-usefulness to push enemies against the wall.Now, taking into account the above, wormhole can already be used like this, it just takes some thinking. Place them against a wall, and they get flung back into it. Not out and away from the wall, but into it. If there was a -KB effect applied to them, they'd just stand there. This would provide you with less mitigation overall.
What if, like in a million possible missions available in the game, there is just no wall available? Should I just not use wormhole and repel because they're wall-dependent? I get that they're very useful in some scenarios, but I'd much rather they were somewhat useful all the time than very useful some of the time. IMHO.
Personally, I don't like repel, and I particularly don't like random chance AoE knockback. It doesn't work as you say at all, and I say that from my extensive experience of playing an Energy blaster. It disperses mobs, some knocked back, some knocked sideways, some not knocked at all, and it's not so much mitigation for me as it is for the mobs themselves, because all of a sudden they're so far away from each other that I just can't target them all with my other available AoEs. -
We could have the option to post annonymously, and let the merit of our own words speak for itself, rather than reputation.
[Sarcasm] But really, McCarthyism is such a big part of forum discussions that it'd basically leave alot of forumlites without anything to say. How are they ever going to debunk a fop's surprisingly articulated post when they can't quote him back on something stupid he wrote in may of 2007? [/sarcasm] -
Very good idea. Well, assuming you mean not only making your pants invisible but also the stuff they're covering, 'cause I really don't want to see what's inside them ^_^
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Quote:Yes, but why? Gravity actually needs it more than most. It's all about control. Wormhole would become an AoE enemy teleport that can either disperse the mobs (if you don't cast Crushing Field first) or not disperse the mobs (if you do cast CF first).Many of the other primaries' AoE Immobilizes DO prevent knockback...just not Gravity's.
Quote:Gravity has -knb in the holds, at least. Some players like being able to use the immobilizes without overriding knockdown fields. I recognize the AoE immobilize is a nice way to generate Containment, but at least this way leaves some difference between the primaries, instead of bland homogeneity. The single-target hold can be used to neutralize Propel's single-target knockback -- also, ONE target getting knocked back isn't really a problem worth complaining about.
Quote:Nitpick: gravity is one of the weakest forces known to physics. To prove this, pick up a pencil. You've just counteracted the strength of the entire mass of the earth.
The question is therefore not whether it makes sense for gravity to prevent knockback. It does. The question is therefore not whether there's a precedent in the other AoE immobs in the game. There is. The question is whether it'd be useful or detrimental to a gravity controller to be able to prevent knockback through their AoE immob, like in the other sets.
Not really directed at you Sailboat (since you're cool), but let me add that I, and let's keep in mind that we're in a For Fun-Suggestions forum, think it would be useful to add -kb to Crushing Field, and have expressed my opinion in good spirit, no malice intended. -
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Mostly signed, as long as the measure implemented goes toward penalizing leechers rather than rewarding power-gamers.
I'd rather not have AT choices, bad powerset combinations, lag, lack of leet skills, lack of IOs, etc, to determine whether a player gets a good reward or a bad one. I *do* want slackers and afk'ers and ppl who don't check their temps for acids and grenades to be stuck with getting the worse reward possible. -
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Nice, let's all gang up and flame the new guy who joined in february, that ought to show him how friendly our little community is...
To answer your question iMidget, I don't think the devs are currently working on any set, be it new or old. They just finished a very complicated task of unifying the EU global chat servers with the US ones, which probably consumed most of their resources recently. Upcoming, I hear they're concentrating their efforts on two more incarnate trials, to complement Lambda and BaF. After that, I don't know. Keep asking, when somebody knows, they'll share -
Quote:I guess it won't work then. It's a shame that knockdown powers aren't coded as mag 0.75 knockup instead, because the game engine does appear to make a distinction between knockup and knockback. It'd be much easier to be able to prevent unwelcome mob dispersion in teams by simply applying an AoE immobilize power.Thing is that knockDOWN is KnockBACK. It's just knockback of magnitude 0.75 or lower. Knockdown resistance/protection would interfere with all 3 of the powers he mentioned.
Quote:Really it doesn't make all that much sense for any of the immobilizes besides plant to prevent knockback.
Fire cages is just fire, there's no physical force holding you in place, it's just a thematic "I can't move without walking through the fire" thing. If I ran up and shoved you, you would fall. (Electric Control's immobilize works this same way, you're thematically immobile because you don't want to get shocked trying to go through the arcing rings around you. Electric's Immobilizes DON'T however prevent KB/KU, which makes far more sense than that Fire Cages do.)
Stone Cages and Frostbite both form little rings of (stone/ice) spikes around you, but there's nothing in the actual graphics to indicate the mobs couldn't simply climb out of them, or get lifted up/pushed between the spikes..
Plant is the only one that really seems like it would work, cause your legs are tangled in the briars.
Wormhole. Plus, according to your logic, Crushing Field would one of the few powers where the anti-knockback would make sense, as affected mobs are actually stuck to the ground by the application of one of the strongest forces in modern physics. -
How Seinfeldian of you ^_^
Quote:Assuming you're right and the OP meant Electric Blast instead of Electric Assault, absolutely /unsigned. I like having 3 holds on my Elec^3 Blaster and being able to trivially hold EBs while I pound the snot out of them.
I never said anything about taking away the hold, just replacing its name and animation with shocking bolt (a hold in the epics), then giving it the bitter freeze ray (also a hold in Ice Blast)numbers. Why? Because Tesla Cage feels too controlish, and I like my blast attacks to feel blastery. I want to hit them with lightning, not set energy bubbles around my opponents! Also, Electric Blast (again, I'm an idiot) could use the single target damage buff.
So in short, you'd still get 3 holds, only your Electric Blast hold would now be called Shocking Bolt and have Bitter Freeze Ray Numbers, while Tesla Cage would be moved to the epics. On a blaster:
Tesla Cage (electric blast)
- 9.34 dmg
- 6.86 end
- 10 sec rech
- 8 sec hold
- 2.17 cast
- 60 ft range
Bitter Freeze Ray (ice blast)
- 84.5 dmg
- 15.18 end
- 20 sec rech
- 18 sec hold
- 2.5 cast
- 80 ft range
Quote:No. It's nice being able to use Crushing Field without screwing up someone else's Earthquake/Ice Slick/Foot Stomp/etc.
Quote:No. The whole team doesn't need to be CM'd, and I don't want to waste the END.
I didn't mean messing with the numbers, just making it look like this http://www.youtube.com/watch?v=K9Br8...eature=related -
1) Change /Empathy's Clear Mind into a PBAoE, Clarion style. Duration and recharge adjusted as need be.
- Reason: Keeping a whole team Clear Minded raises the caster's blood pressure beyond acceptable health standards.
2) Swap Electric Blast/ power Tesla Cage with Shocking Bolt, located in the Epic Power Pools. Make Shocking Bolt's numbers identical to Ice Blast/ power Bitter Freeze Ray (also a hold, but with better damage). Move Tesla Cage to the epics if applied.
- Reason: With the release of Electric Control/ Tesla Cage is now a Controller/Dominator power and has no reason to be in an Assault set. It's preposterous! Also, Electric Blast/ could use a single target damage boost.
3) Remove the repel effect from Mind Control/ power Telekinesis.
- Reason: The repel effect is far more detrimental than helpful, unless it's a rogue covertly trying to sabotage a team's chance of success.
4) Add 10000% knockback resistance to Gravity Control/ power Crushing Field.
- Reason: It would help mitigate the effects of Wormhole's knockback effect for those players who don't like radial knockback powers, imo, just about everyone.
5) Change Gravity Control/ power Propel's animation into a coin-toss propel, Railgun style.
- Reason: You know you want to http://www.youtube.com/watch?v=K9Br8...eature=related
Edit: Ok, since ppl are (still) picking on the fact that I put tesla cage in the wrong set, I've editted it to maintain the spirit of my initial suggestion. Repeat: I initially made the mistake of saying tesla cage was in the electric assault set, when I meant electric blast. Sorry. Also added the video to Railgun animation suggestion. -
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I just want glinting eyes added to dwarf form - I'd never step out of it again ^_^
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Quote:You've misread , he's talking about picking the Invisiblity pool for the Gun Drone, the "stealth other" power or whatever it's called. And it's a valid concern, Gun Drone is set to attack anything it sees, which does not sit well with the sneaky playstyle of /devs. I actually regretted it when they gave it movement, at least it didn't aggro the next set of mobs before blowing up....spend a couple of hundred merits for a Stealth IO. It is the /Dev's best friend.
Giving it inherent stealth and setting its AI to "do not fire until fired upon" would do wonders for Gun Drone... that is, if it weren't for the 6 sec interrupt cast time, absurd 40 end cost and supershort 90 sec duration. On top of that, while there are pet sets and recharge intensive pet sets, there's no interruptible pet set, because there aren't any other interruptible pets in the game. Go figure.
Seriously, Gun Drone is awful, but we've known that for 7 years. Nothing to see here.