UberGuy

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  1. Every set doesn't need strong AoE damage. Though we know that AoE damage is superior for a lot of "power progress" purposes such as XP/time or inf/time, it's not a good enough reason to make everything slanted towards that.

    A regular refrain from the few people I know who still play the set (primarily because they still want to play characters who pre-dated the ET change) is that they get sick of stuff dying to teammates while they animate ET. A big chunk of CoH's playerbase is addicted to this game because it features fluid, fast moving combat. Having part of your attack chain be "take a coffee break" doesn't mesh well with that.

    Before the ET change, EM was the pack leader in single-target DPS. Now, it's not leader in anything, and the multiple long animations make it distasteful for multiple reasons. While the debate back when the change was made suggests that the devs may be painted into a corner on ET itself, they aren't on the rest of the set. They could improve the set's single-target DPS using changes to other powers. The set was never particularly impressive in the levels before you got to ET, and those earlier powers look like the best option for improvement.

    Whirling Hands does blow, and I'd love to see it improved, but what I really want back is the ability to do strong single-target damage. If I could get that without being able to take my hands off the keyboard for like 2/3 of my attack chain, that'd be spiffy too.
  2. I don't have it, and really the only reason I've considered it is the endurance boost. As infrequently as it would come back, it would still leave me looking for more, so it doesn't actually solve my endurance needs, though it would help. Ultimately, though, since it doesn't serve even as a good "mule" power for IOs I need, I most likely won't ever take it.
  3. Quote:
    Originally Posted by BlueRaptor View Post
    But yes, when am level 35 and see a level 38 Touch of Death and a level 40, I will buy the level 40 and wait till I level twice to slot it, because its simply not worth buying the 38 for just two levels, now that they fly by so fast imo. Sure, maybe 38 is special for those who know they often exemplar to 35 and have everything else on 38 too so they'll keep their set bonus then. But usually people'd either prefer to be coolest at 50 or will want it at minimum level then, not 38-some. And many might also not know or not notice their bonuses being removed, among all the other gimping when exing down. *shrugs*
    I would probably never buy that IO at level 30-anything. I don't usually buy significant numbers of set-Os until the mid to late 40s. (Things like Miracles or LotG globals I'll get early, but those are just a few one-offs.)

    But when I do, I'd buy the 38, because it's likely to be anywhere from 1/2-1/10th the cost, and I'll be very unlikely to notice the % difference in enhancement.
  4. Quote:
    Originally Posted by je_saist View Post
    ...

    *falls over laughing tail off*
    Seriously. That elicited loud, belly laughs from me.
  5. Quote:
    Originally Posted by Computer View Post
    Perhaps it is a matter of perspective. I usually solo on my damage dealers (I only have a couple) or team up with my support toons (My favorites to play, and I have many). I am not always targeting the targets that my teammates are attacking. I guess I see it more as a tactic, rather than a core offensive benefit.
    I consider it such a fundamental tactic that I consider an attempt to disable it to be an attempt to disable the use of tactics.
  6. I had several characters which I got very close to 50 and then stopped, because before I9, there was very little to do with them, and I didn't want them to feel "retired" by having that "50" label on them.

    Once I9 hit, I went nuts, and leveled characters in this order (as I recall).

    American Steele (BS/Inv Scrapper) - Arguably, Steele is the closest thing I have to a main. He's my 2nd character, created in the first couple of weeks after the game went live. I love his look and his story. Invuln has had ups and downs, but IOs are presently pretty good to it, so he feels tough and powerful once again. He was not my closest character to 50 when I decided it was time to start hitting 50 on people, but I stopped playing other characters specifically to hit 50 on Steele first.

    Nightfall (Dark/Dark Defender) - Created before Issue 1, for a very, very long time, this was the character people saw when they saw me playing. She was the one closest to 50 when I switched and leveled Steele. Like Steele, she's got one of my favorite backstories. It doesn't hurt that a DDD is just amazing against a lot of standard content, even with large numbers of foes. Nightfall was started with a kind of "off blaster" concept in mind long before I knew how the AT damage attributes diverged in later levels. Time has, by and large, been very good to Dark Miasma, and thus, to this character of mine. Nightfall was a favorite of mine to bring to Hamidon raids, and she was heavily equipped with HOs until inventions hit the scene. Nightfall was my first character to get a TF recipe drop (on the first time I ran the STF), and it was a Numina's unique. She was the first character I "purpled".

    Fortune's Shadow (Dark/Psi Defender) - What can I say, I really like Dark Miasma. I was impressed with a Rad/Psi a friend made, but was really just too attracted to how DM played. (I made both, actually, and the Rad/Psi is level 24.) I made this character on my 2nd account around I7 or I8. She was my first character equipped with set IOs in I9, as I replaced her level 45 SOs with cheap IOs. Fortune was my 2nd purpled character, and my 1st to 500M inf, which, at the time, seemed an impossible amount of inf on hand. (Later I got both Fortune and Nightfall to 1B more or less simultaneously.) Fortune is my 2nd account "backup" hero badge collector.

    Sable Slayer (Dark/Regen Scrapper) - This character, created just before I2 landed, took over a lot of my playtime from Steele. I created her simply because I wanted a no-strings-attached mez protection toggle (back then, Unyielding was Unyielding Stance, so Steele had to be rooted, TP around, or get mezzed). Little did I know how powerful Regen was, and I was hooked once I found out. I only just respecced her out of a HO-heavy build into one with purples and other IO goodies a few weeks ago - now she feels like a little DPS engine, which is a lot of fun. Sable was my first hero to the inf cap, though I got there with many villains first. Sable is my primary hero badge collector.

    Shadowslip (Dark/Dark Corruptor) - See, I told you I liked Dark Miasma. Shadowslip was my 3rd villain created. This character is, in essence, Nightfall's evil twin. I mean, not literally, but almost. Nightfall didn't have a very good childhood. Shadowslip is supposed to be the incarnation of her negative emotions, making her sort of like Nightfall on a really angry day. On my villains, I gave Shadowslip the same treatment I gave Steele on heroes - she wasn't closest to 50, but I stopped leveling another character to let her get there first. Shadowslip was the first villain I seriously invested IOs in, the 2nd I got to 1B influence, the 2nd villain I "purpled" and the first I got to the inf cap.

    Golden Ember (Stone/Fire Brute) - My 2nd Brute, but the one I had more fun with, Ember really had ups and downs. FA is great for most normal content, but not a great choice for trying to do things like solo big hard targets like EBs and AVs. I solo most of my content, so that made some spots kind of rough, but I really enjoyed all the non-EB/AV fights. Then IOs allowed me to get endurance under control, and Ember really took off. I find Stone Melee is wonderfully visually "SMASHy", and the buff to Healing Flames was a big deal. Ember was in the lead to be my first L50 villain, but I held her back to level Shadowslip first. For a long time, Ember was my villain money maker - it didn't matter that Ember lacked much in the wayt of AoE damage - smashing the bejesus out of things one at a time worked pretty dang well. Ember was basically tied for 2nd place in terms of villains hitting the inf cap. Ember is my "backup" villain badge collector, on my 2nd account.

    Final Rest (MA/Regen Stalker) - I'm almost as bad with Regen as I am with Dark Miasma. Final was my 2nd villain created. The 1st 25-ish levels were kind of a pain, something I find often the case with Stalkers because their lower level power picks often limit their ability to build a full attack chain. However, once I hit that mark, I enjoyed the character an amount that surprised me. I think I have figured out that I'm addicted to low-HP characters that are hard to kill if played well. IOs were a big help, and I made an early build with decent melee +defense, because getting smacked while placating or assassin-striking is really annoying. I later figured out better ways to do that and now have even better melee and decent ranged/AoE defense. Final's Regen build informed what I ended up doing with Sable Slayer when she got a respec. Final was the 3rd villain I got to the inf cap.

    Abyssal Frost (Ice/Dark Corruptor) - Yeah, I know. Another Dark Miasma. Created a couple of months or so into CoV's existence, Abyssal's mix of control and damage was quite addictive to me early on. She lingered in the upper 40s for a long time as I leveled and IOd out other villains, but about a year ago I sat down and burned through what was left. Abyssal is my only L50 villain I didn't hit the inf cap with, but she's the the 1st one to 1B inf and the first I "purpled". She's my main villain badge collector.

    Archaidae Noir (Arachnos Widow) - I made this character at the very end of I12, and had hit 50 and earned 1B plus decent IO investment by the beginning of I14. She hit the inf cap during I15 at the same time Ember did. One of the 1st characters I leveled up from low levels since I9, this was one of the first characters I "twinked" with any IOs. I didn't go full bore, rather just going for strategic things like +recovery or +recharge single IOs that I knew would help, while slotting mostly common IOs before then. I like my characters to progress largely on their own merits, but I'm not above smoothing the road some.
  7. Quote:
    Originally Posted by Clave_Dark_5 View Post
    If they didn't want us editing already-rated arcs, then why is it as easy as going in and editing them and clicking republish? Why do they allow us to tag a mission with 'work in progress', 'looking for feedback' and 'final'? Why would they aloow us to change maps, enemy groups etc.? I don't feel I have to be 'determined' when it comes to editing my arcs to be more playable and fun, I consider that part of the process and I would think the devs do too and are not standing in our way.
    Perhaps you didn't notice, or consider, the words "whole-sale modification". None of what you just described would need to fall under that label. It's meant to refer to the process of replacing an existing arc, in its entirety, with a completely and fundamentally different arc. This would be trivial if we could "upload" a local file into an existing story arc. Right now, such a "whole-sale" change would be a significant undertaking.
  8. UberGuy

    Character Bios

    Almost all of my characters have bios. Most of the ideas for them are formed while in the character creator. I always start with a AT/powerset combination in mind - my characters are never driven by concept, rather, what I want to play informs the concept. Given the AT and powersets, I fiddle around in the costume creator, and by the time I have something I like, I have an idea for a story explaining someone with that origin and those powers who looks like that.

    Because of this, most of my characters get their bios by level 20 or so. That gives me some time to flesh things out in my head. Sometimes I get a solid enough concept that I write it in the creator or immediately after, but historically it takes me a little longer.

    Most of my characters follow one of a few tried and true formulas explaining their backgrouns. Most were either empowered by some accident or experiment, and most were transformed as individuals by some tragedy, betrayal, or other life-changing event.

    My favored root causes for transformation into a hero or villain are.
    • Experiments by Portal Corp, Crey, Arachnos, the 5th Column / Council, or regular national govenrnments
    • Dimensional portal experiments (Portal Corp or other)
    • Events surrounding the Rikti War
    • Interaction with demonic/netherworldy forces (But never via the CoT. Wow, is that overused, and really often in ways that just don't fit with known canon.)
    • Interaction with the Entities (the old-school way the game referred to gods). I have a character who's backstory sounds a lot like an Incarnate, but I wrote it in Issue 1.
    Most of my characters are Magic or Science in origin, since I associate these most readily with the above sources of power. A few are Technological, a couple are Natural, and only one is a Mutant.

    Edit: That was so long, I forgot to answer one of the most important questions. Yes, a bio always helps me connect with a character, and improves my enjoyment of them even if they aren't rocking in game. This has definitely saved a few characters I might have shelved if not deleted (it's very rare for me to delete a character over level 20 or so). Ironically, game changes have brought many of them back around such that they are actually now quite powerful, meaning I have characters with a backstory I dig, a long history of play, and who really kick butt. It doesn't get better than that.
  9. Quote:
    Originally Posted by Zombie Man View Post
    Yes, if you were sub-20, you could join the Cape Mission Flashback through a base Crystal. I tested it.
    I guess the question (possibly for the devs) is: what's up with that? I thought this was explicitly barred by Ouro in general. Is it not?
  10. Quote:
    Originally Posted by Jeminiks View Post
    You set yourself to 8, no bosses, itll spawn for 8 players but no bosses. As soon as you add a player, it treats it like youre suddenly 9 players, and overrides and will spawn like an 8 man team.
    Just adding to what others are saying. This isn't correct. It's whichever is greater that applies, not both. (I'd love it if it worked that way, though.)

    Quote:
    This also applies to EBs/AVs. If you dont wanna fight AVs solo, you need to keep your effective team count below 6, even when teaming. So you can reduce it down and have 5 people on the team but itll only spawn an EB if youre set to x1, but if youre above that, set to x2+ itll spawn an AV, because its treating you as an extra count for teaming purposes.
    Nope. For the same reason as above: they don't add. Never have.
  11. Re. Cape mission: Couldn't have been level limited 20-50 do deal with this "problem"?

    Are we making a big assumption here? Was this really why it was yanked? Personally, I thought it was damn strange that it was the only Ouro arc that rewarded zero merits.
  12. I have not met these people you speak of.
  13. Originally it was so I could have more slots on my home server. Then they added more slots, so it became mostly moot for that. (I'm not in danger of running out soon.)

    However, once I had a 2nd account, I found it insanely useful for all the following reasons.
    • SG management. I can invite myself using my other account.
    • Inventory management. I can pass items to a character on one account to give to a character on the other. There's no way to do this with recipes, though you can do all the rest with base storage bins if you have room.
    • Padding missions for larger spawns. I did this all the time before I16. It's still worthwhile for the teaming inf bonus if you're into farming for cash.
    • Getting badges. Before Ouroboros, this is how I got missed badges on characters that may have predated the badge in question, now outleveled. I still use it for characters who missed a badge that's not in Ouroboros (usually Mayhem/Safeguard). It's also still useful for defeat count badges, particularly for getting such badges on lowbies.
    • Multi-boxing. My preferences in ATs and powersets aren't actually that great for this, but I still do it from time to time. I've "soloed" GMs controlling two Dark Defenders at the same time, for example.
    If I wasn't such a stickler for leveling my characters the old-fashioned way, it would be huge for leveling my own lowbies up. While SSK may have made this slower, assuming you could leverage the old optimal XP spread, the lack of a sidekick "leash" has made this so much more reasonable to manage. (You can door sit without an anchor.)
  14. Quote:
    Originally Posted by Computer View Post
    • Coordinating attacks is something teams can do.
    • Not coordinating attacks is something teams can do.
    • Coordinating attacks is something people not on a team can do.

    My point is that the Spiking, multiple people attacking the same target, was the target of the Anti-Spike code. Spiking is something teams and non teams can do, and things that teams and non teams can choose not to do.

    The Anti-Spike code impaired the ability of multiple people attacking the same target.
    I disagree with this, and find the premise much too pedantic.

    Penalizing the ability of a team to combine fire is an attack on something I consider a fundamental team PvP tactic, in all multiplayer games I have ever played that actually involved the idea of attacking targets.

    As you point out in a footnote, the anti-spike code would, indeed, hinder your ability to assist your Dominator friend even if you are not "teamed" with him in the literal sense of being part of a team. Attacking his target is "teaming up" to defeat that foe.

    Obviously, the anti-spike code does not hider all the benefits of teaming. For example, it does nothing to hinder the defensive benefits, nor does it prevent offensive ally buffs. Despite this, I considered it an attempt to eliminate a core offensive benefit of teaming - having multiple people do things to a target at the same time. Having been a player of many team FPS games, the design philosophy that such a change suggested thoroughly disgusted me, despite the fact that I rarely ever PvPd before I13. My prior lack of PvP was due to lack of interest, as opposed to the outright distaste that such changes fostered for me.
  15. Quote:
    Originally Posted by Caemgen View Post
    Well it could just be game changing rather than game killing...

    Given a decent story line and such I could imagine (not see actually happening but see theoretically) a task force that had to be completed by enough teams or Orobourus (sp? I usually get it wrong) would be destroyed forver... No more doing missions you missed, no more using it as a shortcut from one zone to another, etc...

    Or (again, would never happen but theoretically) something that if failed would mean the utter destruction of the Rogue Islands.

    These would never happen but in theory if it was would you risk a character?
    Honestly, I wouldn't.

    I have no investment in those things. I mean, sure, some of them, like Ouroboros, represent game features I would sure as heck miss. But I would have zero reason to invest some of my favorite characters in trying to save them. That's where the analogy breaks down. The characters in the fictional setting knew that everyone on earth would probably die if they didn't try what the Omega Team planned. In a game changing event... well, uh.. so? I hated the GDN and ED, and I still wouldn't have risked a favorite character had there somehow been a TF that could have prevented them. At best, I might have PL'd a sacrificial character to send to their doom.

    I think that fundamental disconnect really flounders the original question.
  16. FYI, the history is back. Based on the reply I got in my petition, it seems that this functionality is actually maintained in a separate server and/or process. In short, something wasn't running that should have been, and has been (re?)started. I've verified that previous history has been restored. I was tracking the history of some slow-moving items, and the old data is definitely back.
  17. Quote:
    Originally Posted by Moonlighter View Post
    No John Woo love? The Killer? Hard Boiled?
    Honestly, neither of those movies would ever have made me think of pistols as a scrapping set. There's nothing about how they use their guns, no matter how amazing a shot they make with them, that makes them seem a part of their martial arts.

    In Equilibrium, it really was "gun-fu". The Grammaton Clerics were using their firearms as an integral part of their martial arts (though they clearly knew how to fight damn well without them). The distinction is that most John Woo or any other movie's characters (including UltraViolet) feature Scrappers who occasionally fire a gun. In Equilibrium, they really are Scrappers with a Gun powerset.

    PS: I don't think UltraViolet would even come into the discussion except that its fights so obviously shared visual styles that people recognized from Equilbrium.
  18. Quote:
    Originally Posted by DSamurai View Post
    no evidence... are you blind? dont even stand there and say that the server numbers are the same as issue 4... if you do you need committing!
    No, but what's funny about your claims is that right after I6 was actually the game's peak subscribership*. You know, right after they killed the game.

    * Unless it's peaked above that recently - I don't know what I14 and the architect edition box on shelves might have done, but I'll be pleasantly surprised if it's that significant.
  19. I saw this early this morning after the servers came back. I submitted a petition with the info I had (BM was working, hero side not, etc.) under Technical Issues. I also put into the text that I meant the petition as a heads-up in case there was something they could do and/or wanted to do about it.

    I got back a reply saying it was being escalated to a senior rep, which surprised me. They also said there was a high volume of tickets this morning so it might be a while. I let them know I was in no rush and reiterated that I didn't actually need anyone to reply to me, per se, since I don't actually need this fixed. I told them that if the history was gone forever, I felt sure we'd make a new one.
  20. It's a neat question, but I do have issues reconciling the need for character "death" with it being me behind the keyboard. In the fictional setting, I definitely have characters who would go on such a mission in such dire circumstances. After all, the Rikti seemed poised to wipe out all life on Earth, and even a lot of villains would rally (possibly poorly) to try to prevent that.

    I don't know how we could reasonably translate that through the screen to us as players. I wouldn't send my well-liked characters on a TF where they get deleted at the end. I'm not sure what they could do to motivate me to do such a thing. To have analogy with the events of the Omega Team's sacrifice, they'd have to arrange something like a raid where if failed the game would shut down forever... something that seems unlikely at best.
  21. Quote:
    Originally Posted by DSamurai View Post
    Only time will tell if the pops will ever come back, maybe they will start server merging soon?
    Where "soon" is apparently as defined by the fact that the game was killed ten to eleven issues ago, and they haven't merged them yet.
  22. Quote:
    Originally Posted by Igor_The_Mad View Post
    I think the kismet +acc is probably overkill considering you have 30 acc from sets, as well as tohit from invic aura and soul drain.
    Just wanted to home in on this bit: how much overkill that is really depends heavily on what you're fighting. For example, Cimerorans have very high defense in large numbers. Rikti Drones already have high defense, and often end up bubbled by Guardians. If these foes are then additionally high level compared to you (+3 or up especially), this can make them immensely hard to hit.

    In the face of such foes, +30 accuracy doesn't mean a whole lot on its own. The way accuracy and toHit interact, +toHit is, broadly speaking, a much stronger effect. The more defense or higher level your foe, the more +toHit outstrips +accuracy in importance.

    While Soul Drain gives a nice boost to toHit, you do have to hit with it first, meaning you want very good toHit to start with. Because of this, I do agree especially with the part of your other suggestions where you replace two of the LotGs in Invinc with Cytos.
  23. Quote:
    Originally Posted by NordBlast View Post
    Lack of this feature holds me back from editing arc I published shortly after i14 release. Just thoughts about editing 100+ details in 5 missions through MA UI make me sick
    Yeah. I have some sort niggling suspicion they might intentionally lack this feature as a barrier to whole-sale modification of existing, already rated acs, but if true, it would be a sucky barrier. It wouldn't actually stop someone determined enough, and meanwhile lack of that feature is a PITA.
  24. If the benefit lists no conditions on its use, such as "chance of" or "for 120 seconds", it always affects you, continously, and no one else. In fact, it has nothing to do with whether you use the power or not. Examples of this include the damage resistance set -KB IO. You don't need to use the power it's slotted in - it just always does its thing.

    If the benefit says "for 120 seconds", it always affects you. It lasts for 120 seconds after the power is last activated. Since passive powers and active toggles continuously activate their effects on timers, this means that slotting such special IOs in those will give you continuous benefit. In toggles, the benefit will essentially last for 120 seconds after you turn the toggle off (possibly a bit less).

    If the power says "chance of" whatever effect, the answer is: it depends. In general, you have to dig into the power details to find out who is affected by the specific piece of the power you're enhancing, as well as who the proc targets.

    Sometimes, such as with the Performance Shifter: Chance for +Endurance, the affected entity is the target of your power. So if you put the proc in Speed Boost, you have a chance to grant +end to your target. But if you put the proc in, say, Power Sink, even though that power gives you endurance and steals it from foes, since the proc affects your targets and not you, it will end up giving endurance to your foes.

    Other procs list the user as the target. For example, the Touch of the Nictus: Chance for +Endurance lists the user as the affected entity. Thus, no matter who you hit with your accurate heal, the +End always goes to you.
  25. Quote:
    Originally Posted by Master-Blade View Post
    Try it out and let me know how it works for you. I was just going from memory, so if it acts differently for you, I'll look into it for you. Worse comes to worse, you can just use the secondary SHIFT bind to go back down on the ground instead, but I'm hoping I gave you the right one for the double-tap to work the way you want.
    This bind combo is what I do. I have it bound to the side buttons of my mouse. My thumb lets me take off if not flying or toggle fly/hover, my pinkie lets me land with sprint on.

    I can hardly imagine playing without it these days.