-
Posts
14730 -
Joined
-
Quote:I wouldn't go quite so far as that. In fact, of the people I know, quite a few of them care nothing for story and get irritated when the game asks them to do anything BUT go and kill a bunch of stuff. I have a friend who more or less twisted my arm to go and play a Tera trial with him, and while I'm off reading the story and trying to figure out why I'm going out to "slay" 10 Piglings, he's already on the moore slaying Piglings, having clicked through the briefing without even reading a word of it but the highlighted name of what he's supposed to kill.Sam's one of my favorite forumgoers, but I think even he'd admit his very particular, specific attitudes about certain aspects of gameplay are way out on the fringes of general opinion.
I don't know who the game's most beloved character is (I'd say Nemesis, but I might secretly BE the Nemesis so I may be biassed), but I do know that the forums are disproportionately interested in the game's story as compared to the game's population at large. If we're going to be bringing up popularity of content, then we need to bring up Winter Lords and the Architect and the DFB. If we go by what's being talked about the most in chat and what people most often fight, I'd have to conclude that the most popular character in the game is the Hydra Head.
In general, I find "what's popular" arguments to be unfair, especially when they're used to disprove another's argument. I'm usually not one of those "Pics or it didn't happen!" type of people, but I really find it's not safe to assume what's popular without actual statistics to back that up. I've not seen a person so much as mention Dillo or "hoorb" on the Global channels I'm part of but maybe once. Most of what I see discussed in them, when it's not TFs and iTrials, is generally either builds or out-of-game themes. The only times story discussions come up is when I start them, more or less. And that's actual moderated global channels. On the actual server-wide channels like Help and LFG, the discussions tend to be even less story-focused.
---
All of that aside, I want to make a very firm statement: I CANNOT accept the argument that the game is better without the Launch origin missions. I don't care how bad someone thinks they are, the game is never better off for removing choice. The pretty thing about "choice" is those that don't like a particular set of content are more than free to not do it at all if it's in the game. If it's not in the game, however, those of us that do like it don't have the same choice. And, no, running the missions through Ouro doesn't cut it. They're 1-5 and Ouro doesn't open until 15. This does nothing to help break me away from Matthew Habshy.
Here's a very simple lesson I learned a few years ago - you can't design story arcs and only care about the player's experience the first time through. The way City of Heroes is built, we're expected to run through content over and over and over again. The arcs I praise as best aren't the ones I fell in love with on the first run. They're the ones I wasn't completely sick of by the tenth run. The older, simpler arcs that budgeted their narrative in briefings and clues are much easier to replay now, since they consist primarily of action. The newer arcs which consist of mostly speaking, though, just have no replay value. Twinshot and Graves are the worst about this. Even if I loved those arcs - LOOOVED them - I still wouldn't want to replay them because they include so much heedless busywork it's not even funny. Once I know the story, all I'm left with is the gameplay, and when the story ensures the gameplay grinds to a halt more often than not, then the arc isn't worth replaying.
And I have to disagree that even the old one-offs are somehow bad storytelling. People seem to regard them like you're literally told to go to a warehouse and defeat a boss and nothing else, but that's not the case. What I like about these missions is the "why" of it all, as well as the clues they give to future content. Why did the Skulls take the staff of a building hostage and put bombs down to demolish it? They gain nothing from this, so clearly they're working for someone else. At its core, it's a simple "click glowies, defeat boss" mission, but I still care about the story. And at the same time, I can get that story without having to look at the same cutscene for the seventeenth time and have to fight through the same scripted sequence that stopped being exciting the third time and is now just irritating, instead.
To the writers' credit, they seem to have finally grasped this simple notion and the newest of missions do have a sizable portion of what the game does best - fighting - without complicated scripts intruding on the flow. It's what makes SSA2.1 so fun, why the I22 low-level contacts are so fun to run and rerun and why Dark Astoria has garnered so few complaints. When the game is designed as a game, as opposed to a machinema, it works just fine, and for as bare-bones as their narrative may be, all of the Launch and I1 missions do just that. The game benefits nothing from removing them. Adding alternatives to them? Of course. Removing them outright? Who benefits from that? -
No, I mean for Acc/End, Acc/End, Dam/End, Dam/Rech, Dam/Rech, Dam/Rech. That specific slotting, at level 50.
A trade-off is fine, so long as I control what I trade in and what I trade out. This really isn't the case with packages. Sooner or later, I end up having to trade something I want for something I don't, and it doesn't make me happy. The last time I stopped playing Diablo 3 was because I went back to town and was faced with the prospect of trying to figure out if I want a new pair of pants that give me a lot more health but take away a lot of damage, and that's pretty much what's keeping me from going back - I don't want to mess with that. It's even worse when I "craft" an item and it comes out with one decent stat and three garbage stats because I have no control over what those are.Quote:I would say "get used to it"... every game out there will have some form of trade off, even if it is "time spent playing the game to do x/y/z". Sure, it might be *possible* to achieve it, but that doesn't mean to say that it should be handed on a plate to you.
I'm really not sure where you're getting the stock "entitled" argument from when what I'm suggesting is considerably more complex and more prone to severe limitations.
I misspoke. What I meant to say is: Can you picture a scenario where picking set bonuses separately from enhancements can EVER be worse than not picking set bonuses at all? I tried to say that I don't think set bonuses could ever be worse than going WITHOUT sets at all, but I mistyped. For the record, I still don't think it's possible to take anything away by adding bonuses. They are all unambiguously positive, and adding a positive bonus has to make for a better build, right?Quote:I wouldn't [think?] that you would be able to make something *worse* off...
Granted, I can imagine adding lots of knockback might make a build worse in practice, as can adding knockback protection on a build that relies on powers like Earthquake, Ice Slick, Bonfire or Repulsion Field, but even those ought to be exceedingly rare.
And I'd be fine with that. I would be trading away power in return for finer control that might produce better results in my specific circumstances. I'm already doing this by not using Inventions until level 50 - I'm aware that they can make getting to 50 easier, but I appreciate the control I get over my powers more when I use simpler enhancements. That's a choice and a tradeoff I don't mind making.Quote:I would actually be inclined to think that if something like this *did* come about, the "set bonus" for custom IO sets would be of a smaller degree compared to the "pre made" IO sets.
I thought I made it clear that I'm not suggesting an actual change here. There's a reason I didn't put this in the Suggestions forum. I'm aware that any change of this magnitude would be unworkable and open up a lot of holes in the existing system. If you'll notice, my "thesis" is also very broad, even though you keep reducing it to JUST talking about Inventions. Why I made this thread to begin with isn't to campaign for a change, so much as to put into words a very large part of what bothers me about this game's approach to build customization. And what bothers me is said customization is unwieldy, more like a puzzle requiring me to fit lots of pieces together simultaneously than it is like an "editor" which allows me to make the custom creation I would want to see.Quote:Looking back at all of it... unless you *honestly* don't want new content to be released, and instead just powerset tweaks/balances to be released...then that is fine, there *might* be enough resources to balance that whole complete mess of stuff out there.
In a way, a lot of RPGs try to turn the creation of its character builds into a metagame unto itself, and I REALLY don't appreciate customization when it comes in the form of a metagame. Surely you've seen me rant about unlockable costume pieces and trying to judge which piece is "better" than which other. That's more or less the same thing. I'm interested in the final customized result, not so much in the meta-game around reaching it. You mention trading away time in-game for a result, and I'd be perfectly happy to trade that away in return for greater control of the end product. -
Well, you're smarter than I am, then. I didn't figure that out until I was on the console speaking with the traitor. I had him pegged as an *** similar to Icedrone, because while you can fight him, you can also end up cooperating with Icedrone once you show him he's an idiot and should be doing more to help.
-
And I approve. Diminishing returns mechanics are a great way to balance this sort of thing, and a system that allowed me to mix my own enhancements and pick my own "set bonuses" would definitely need diminishing returns of some kind, if not Diminishing Returns from PvP outright. I realise that this is an impractical prospect in much the same way as the various suggestions I've had for reworking status effects from their core, but it's hardly impossible to work with. You said it yourself - ED was put in place to curtail the spiralling power of enhancements, but that didn't require the removal of enhancements or hard-limiting them to packages.
I don't recall saying "diversity," but if I did, it was a mistake. What I want is more flexibility and finer-grained customization. I prefer to think in terms of what I want, rather than what I can get, and I prefer to pick only the things I want without "paying" for things I don't care about. Instead of getting many small benefits per large acquisition, I prefer to get fewer large benefits per acquisition so I have better control over how I build. Even if I put a lot of work into Mids' and figure out all the esoteric Inventions stuff, I'm still only going to get what I want for some characters some of the time, because a lot of it will simply drift into Inventions I can never get.
Quote:I guess I'm a bit confused on what you mean by more divirsty in builds. As things are now we can do almost everything and still be somewhat effective. It sounds to me like you just don't want to put in the time in Mids to find that build that can do what you want and then pay for it in game...Let me rephrase my question - WHICH enhancements would I use to do that and what's the highest level I can do that at?Quote:From level 10? No, you cannot...
*however* if you allow the full range of set IO's out there... then yes you can. It is called "franken-slotting". Sure, you will more than likely give up set bonus's
People will often tell me that "sure, you can do that" off the cuffs, only for me to go into the Market and realise the enhancement combination either doesn't exist, or is rare or purple or PvP or some such. And even then, that's an easy example of a straight damage power. As you saw, it's easy to come up with an example of a power that, by virtue of its effects combination, just doesn't have sets made for it. Sure, more sets can be made, but unless every combination possible were made into some kind of set, it won't do what I'm asking.
And that's something I will never get over. I hate systems that force me to take something I don't want in order to take something I do want, and I hate that effect strengths are tiered like that. When that was still the case, I could see having to take Combat Jumping to take Super Jump since the latter is effectively and upgrade to the former, but having to take Boxing or Kick to take Tough still bugs me to this day. And, yeah, I'm switching sides a lot, just to show that this is greater than JUST Inventions. Heck, especially when it comes to powers, an "empty" power picks is one of the most demotivational parts of the game.Quote:Set bonus's are a *linked* but different beast, in that you will more than likely have to take "something that you don't like" to be able to gain a bonus that is normally unobtainable.
Maybe it's like that in real life, I'll grant you that much. But I just don't enjoy that in my games. It's one of the reasons I burn out on Diablo-style RPGs so damn fast - because loot there is random and I have no control over the bonuses it gives me. Each time I go back to town, it's always a huge quandary about whether I want to give up this nice bonus from this piece of armour to get that nice bonus from that other piece of armour. If I could, I'd trade away one of the useless bonuses either piece offers, but I can't. I'm stuck with the package as the game presents it to me.
It's this sort of "half-and-half" customization that really irks me and robs me of my motivation to even bother. See, when it comes to costume design, I don't have to worry about my boots HAVING to come with a specific set of gloves, or the colour of my skin necessitating a certain colour for my hair or my bony thorns. Sure, "what looks good" still mandates some limitations, but by their very nature, these are limitations I WANT to be tied to because they're limitations based on what I like, as opposed to what the game mandates for me.
Obviously, that gets into the debate between costume design having no objective measurement of success and character building being entirely wrapped around objective measurements, but that point still stands.
I think part of the problem itself is that powers themselves are *limited* in terms of how they are allowed to be enhanced, in that some powers cannot take "non relevant" enhancements/IO sets (thinking damage sets into Healing powers for example).
This is something that seems very scary from the standpoint of not knowing what to build for, and doubly so because you need a different rune configuration based on which character you play, but it's not that bad when you actually do figure out what works for you. I'll be the first to admit that, even having picked up on it, I still find such a system incredibly scary as it's so very easy to mess up. I appreciate CoH's AT and Powerset system, as a point of fact, for making sure that I don't botch things up too badly even if I just pick without much foresight. But pretty much everything PAST the AT and Powerset systems isn't designed to help me be more powerful, it's limited in a direct attempt to limit what I can do with it.Quote:Also, it appears to be very flexible, but that is because for a *big noticable* effect, you have to slot *heavily* (or be at least level 20 to use the T3 stuff) into a direction.. but that is similar to how CoX is as well... granted, i am not a *huge* LoL player, but having dabbled in it, i do find that certain characters are best suited towards certain runes... and playing otherwise is *very* bad... unless you know the tactics of the opponent *VERY* well.
Seriously, can you honestly tell me that being able to pick my own set bonuses and my own enhancement combinations could, in any way shape or form, make for a worse build than if I go with Set Inventions? I think not, because no part of Set Inventions is designed to ensure I have something I will need for the game to play well. In fact, if they WERE designed to do this, then maybe my defence-based characters would get even more defence to offset the unfair Incarnate to-hit, no? But that's not what the limitations are there for. They're not there to look after that I don't gimp myself. They're there to make sure you don't overpower yourself.
I get that the more customizable a system is, the more of the customization combinations are just garbage and the easier it is to gimp yourself. I therefore appreciate "package" systems that look after me. I do not, however, appreciate package systems which come in packages for the sole purpose of obfuscating the "best" course of action and limiting what can be done. They turn character building into a lot of irritating busywork.
I don't see why City of Heroes has to be held to a different standard. Doest that get constant patches, too? Sure, not many of those are about balancing changes, but that's because the game is relatively balanced right now. The first few Issues were quite turbulent, with sweeping changes galore. And, hell, even now we're looking at a rather large-scale redesign of the whole Blaster AT. I don't see the difference as being so big. -
Quote:I complain about it, but I get why they did it. When City of Heroes went into Freedom, they did a LOT of things to lighten the load on the servers since they were expecting a lot more people to come play the game, but never stick around to generate any revenue. That's why Free accounts are so limited yet why so many of those limitations go away with ANY purchase whatsoever.Maybe that's the reason for it, but Samuel's point still stands. "Freedom" took a pool of 49 low-level missions (including 17 small arcs) available via a choice of 10 paths (based on your selection of origin and starting zone) and replaced it with a set of about 20 missions, with only 1 choice along the way. The very thing everyone complains about re: redside.
To help with the load that instances put on the server, the new Atlas Park missions took place almost exclusively outside. I get that. I just wish the old contacts weren't completely inert. They were part of the game's story, history and setting, and they gave you at least some idea of what the FBSA is. Again, I get the technical reasons for taking them out, but can't they be re-enabled for Premium or VIP players? I know it's counter-intuitive to enable "inferior" content for paying customers, but even if it's inferior, it adds variety just the same.
One of the big things that makes this game feel like a grind to me is doing the exact same missions in the exact same places over and over again. I really need variety in my tasks, so that I don't feel compelled to skip mission briefings I've read a dozen times in a row. Even if that variety gives me options that aren't all that good, it's still better than nothing. -
Quote:Consider it from the other direction - how many missions are there that allow us to arrive just in time even if we spend two hours buying enhancements and levelling up? Those are no less scripted in our favour, so if the game takes the tragic approach once in a while, I can't really fault it for that. Again, I have to bring up Sefu Tendaji and his death mid-way through the Horrors of War arc. It was tragic, it was unpleasant, but at the end of the day, it served the broader plot and it was a positive thing for the overall feel of the story.It was also scripted tragedy, completely discarding the possibility of us getting there on time, or using our healing abilities, or instantly teleporting her to an ER, or a million other things that we could have tried but for the sake of the plot weren't allowed to.
Now, mind you, I do feel that that particular arc would have been better had Laura not died. In fact, I don't feel anything was gained from killing her, aside from satiating the writer's glut for pointless tragedy. I don't dispute that at all. What I'm saying is the arc is otherwise written well enough to the point where I can forgive that and not let it ruin the story for me. Hell, any one of the character deaths that occurred in SSA1 I could have overlooked and still had fun with the arc if it were JUST that one death, but when you pile the faux drama on with deaths every three missions, that's just gratuitous.
I'm reminded of a comment Yahtzee had about the new Tomb Raider game where Lara gets stabbed, beaten up, almost ***** and thrown around like a ragdoll, pointing out that this doesn't make her any less sexualised, just sexualised in a different and even more disturbing fashion. Same deal here - putting in character death after character death in an attempt to make a story feel more mature just makes it seem that much more childish with how it revels in the angsty drama. It's shock without finesse, it's a big gun with no aim, it's a writer officially trying way too hard without any good idea of how to direct all of this "power" and it just ends up a right mess on the floor.
There's nothing about Laura Lockheart's death that I actually enjoy or approve of. Unlike Sefu, her death had no meaning and didn't build into the final solution. It's just there to be a pointless tragedy, and I know a thing or two about writing stories like that. What I'm saying, however, is that I consider the rest of the story to hold itself pretty strongly to the point where I can look past that one plot point and enjoy it for what it is. And it's not even just Laura. Saving her while losing everyone else in that facility still sucks hard, and I really can see why people would hate it. I don't like it, myself, but I'm just short of hating it.
I don't know, maybe I'm just a sucker for a story arc that seems to be written by someone who actually speaks English and a story arc that passed through a proof-read or two, but I didn't walk away from this one pissed off like I did from every single one in SSA1.
I knew I would have to fight him in the same way you can end up fighting Icedrone, but I'm not sure how you can call him being a traitor when there's no reason to suspect a plot exists for a traitor to even be relevant. And when they started talking about an informant, my first reaction was "It's Requiem!" I mean, didn't the guy tell the 5th Column to stay low because he had a plan? Didn't he sell out Wolfgang Ubelmann because he doesn't like the Council? The 5th Column was his baby, yet Requiem is still officially in the Council, so I really thought he'd be feeding the Column information to help them take out the Council.Quote:I called it though. Seriously, first mission, I actually said out loud, "It's him. I'm going to have to fight him."
Of course, from the very first thing said in the "traitor" mission, it was pretty obvious that wouldn't be Requiem, if for no reason other than he wouldn't hide his identity or try to keep a "balance." After THAT, yeah - it was pretty obvious this was Leon. But after that, there really wasn't any time to go after him, since the base was being attacked and that took precedence.
I knew I'd have to fight Leon from the word go, just because you don't write a combat-capable NPC as a complete raving ******* and not have a plan to let the player kick his teeth in eventually. That's just how that goes. But I always thought it would be more a case of rivalry or misunderstanding or just plain jerkassery where a hero would fight a hero. I didn't expect him to turn out to be a proper villain.
But here's the good part - when you go back through the story and look for clues to it, yes, that Leon is evil becomes actually quite obvious. His jerkish behaviour about how backup would "just complicate things" takes on a whole new meaning. He wasn't bratty because of his personal pride, he was actually worried I'd see him erase the 5th Column database if I caught him in the act. Trust me - subtle foreshadowing does not exist in this game, or at the very least hasn't existed in any mission written since 2004. Just that alone makes the arc worth playing because that's good writing, plain and simple. And I LOVE good writing. That alone makes this arc worth playing. -
Then doing a story ret-con for those people would be a complete waste. As a point of fact, doing a story ret-con of Atlas Park by removing the completely serviceable Origin missions was a complete waste. I get adding new ones in Matthew Habshy, but losing the old ones still bugs me. I know it's to reduce the load on instancing in the areas where Free players are the most likely to drop the game after a quick glance, but it just make the game feel so, so small when it didn't use to.
-
I'm bad with names. I had to keep checking her name every time I typed it because I kept forgetting. Don't worry, though. As soon as I run the arc another dozen or so times, I'll have it down pat.
-
Quote:What I'm suggesting we discuss is something more universal than JUST that. I'm talking about a system that hands the player fine control over the stat boosts they pick, rather than handing players packages of stat boosts and whole, undividable units. Inventions are just one aspect. Like Hamidon enhancements, they're still limited to the small subset of "everything" that the developers have included, and they're further limited by which powers can take what sets. CAN I slot a power with Acc/End, Acc/End, Dam/End, Dam/Rech, Dam/Rech, Dam/Rech? Can I?What your asking for is to be able to mix SO's to get ACC/DAM or DAM/STUN in whatever combination you want right? Well HO's do some of that already but why don't you just use the IO's that you want to get the effects that you want and ignore the sets their from? Ignore set bonus's, if you don't want to deal with them don't. Then the only limits are what sets the power takes and if their are enough IO's available to slot it how you want it.
Moreover, this bleeds into set bonuses, as well. Like I said, League of Legends has a system which gives bonuses a lot like our set bonuses (+%hit points, +%damage, +%attack speed, etc.) with the player being limited to a number of slots that unlock with level and "runes" to put in these slots, with stronger runes unlocking with level. By the end, the game offers I think 17 of three kinds of runes and three of a fourth kind, but enforces no specific combination of them. It actually doesn't even enforce any kind of limit on it, either, so if you want 30-something +Health runes because Volibear needs health for both survivability AND damage, the game won't stop you.
Finer-grained control over player powers makes the optimization problem appear more daunting, but it can actually result in stronger builds.
Of course Crafting was unballanced. You needed to sink massive amounts of skill points into it to get the best kinds of items, plus you needed to sink many points in Sagecfating to get decent gems to craft armour with. Yeah, the items you made were considerably superior to anything that dropped, but that's kind of the point of sinking skill points into it.Quote:i hate to say, but i played koa, and one of the consistant criticisms was that crafting was unbalanced. I didnt craft much, but i found even basic sagecrafting to add silly levels of power. so its all well and good to enjoy that, but not for a game with any hint of balance. and I think that applies to coh too. some attributes really affect balance when combined, and those combinations probably affected heavily what actually wound up being the attributes of things like alphas, hybrids and such.
And, yes, I get that opening up City of Heroes to finer-grained customization might open up quite a few balance concerns, but I personally like being locked into the "package" of my Archetype, yet allowed full reign in how I play to that AT's strengths and shore up its weaknesses. Moreover, I wish it were easier to play to my POWERSETS' strength. Under the current system, more recharge and more hit points for melee folk are almost trivial to get since that's what the "cheap 50" Uncommon sets have. Anything else, though, and I have to improvise.
And, really, it's not like limiting Inventions did any good. People still found the set bonuses that gave them the best advantage - defence, as it turns out - and built for that by simply ignoring whatever came with it. -
Something occurred to me that I really should mention, a kind of "crafting" system that I really, really enjoyed. It's the one that comes from Kingdom of Amalur: Reckoning, and it's easily the best combat system I've seen in any RPG I've played. It's probably not literally the best, but it has everything I want, and it actually made me quite passionate about crafting. Well, the resource-gathering side was still horrid, but baby steps are good enough for me.
How that works is each weapon or piece of armour is made up of a base item (blade for swords, vest for chest pieces, etc.) that has the base stats, then another mandatory component, then two more optional components, then a jewel. These components could be bought, but primarily they came from breaking existing weapons and armour. And when breaking weapons and armour, what came out of the forge were pieces that carries some of the attributes of that weapon, with different values depending on the quality of the piece, which in turn depended on the quality of the weapon. So, for instance, if I broke a Steel sword that had an additional fire damage component and extra life, I might get a steel blade with the same base stats or a grip that does fire damage or grip wraps that give extra health. Or, really, any combination of the above.
Why I like this system is I can take a randomly-generated item that's a package of effects, crack it open and keep the individual effects as individual salvage pieces. When I wanted to make a new item, I could assemble it using only the effects I wanted, taken from the salvage I'd gathered. This is the fine detail that got me fired up about crafting in that game - I didn't have to keep making things that other people designed, or otherwise keep making things and hoping the result would be halfway decent (curse you, Diablo 3! You ruined crafting for me!!!), I could gather enough resources and make EXACTLY what I wanted. Character customization done right... At least for me.
In City of Heroes, that might involve creating my own multi-aspect enhancements to be part of my own set that had set bonuses of my choosing. I could see there being restrictions, such as certain set bonuses only appearing at certain "tiers," like restricting defence bonuses to only six enhancements or such, or restrictions on not repeating enhancements, like not using Dam/Rech four times. I'd gladly deal with those if it gave me any semblance of control over what I slotted beyond just using other people's ready-made work. I swear - if that were the case, I'd gladly do the math, educate myself and figure it out. If it could be made how I want it, I'd be all over such a system. -
Quote:This I will agree with. The way that death is handled - none of this would have happened if you hadn't interfered - is actually pretty BAD, and it left a very bad taste in my mouth. I really would have felt vindicated if there were at least a chance to save Taggart and invert the forced tragedy. Morten would still have had PLENTY of reason to pull Leon's soul out through his ***, sure, but it wouldn't have pissed ME off so much.On its own, I really like Lockhart's arc, my only quibble with it is the timing of it. Since WWD blue is basically "good job breaking it hero" incarnate and this was added during that, to me, it became collateral damage of the blue WWD incompetence induced unsavable ally death spree.
However, it's a very well-written story, and that tends to turn my reactions to potential problems quite a bit more mellow. That's why a good story is good without having to be perfect - because we're predisposed to let its problems go and just enjoy the writing. It also helps that I try to pretend SSA1 never happened, both in-continuity and within the history of the studio. If you white that horror from your memory and approach this story arc as a standalone, it works a lot better. -
To offset my Karma somewhat, I like to take the opportunity to praise the game, and specifically the game's writing, whenever I can. As such, I REALLY need to praise the writing and story behind the arcs of Graham Easton and Laura Taggart. I don't know who wrote these, but my hat's off to this person's effort, because both of these are... Actually quite good. Honestly, after the unmitigated disaster that was the SSA1, I wasn't sure the game could ever recover, but I keep running into really good stories. And those aren't even the ironic type of good, where it's a bad story badly written but I can kind of give it a pass since I like the idea. No, these are genuinely good AND they appear to have been proof-read. Amazing!
Now, I played both of those with Morten, my Dark/Dark Scrapper, so her personality has slightly coloured the way I ran these missions. See, Morten is a type of good-natured succubus demon who spends most of her time in bars, wooing both men and women and searching for an actual true emotion to replace the fakeness of her own illusions. She needs to feed on the life essence of others, but will not feed off the innocent, reserving this only for those who'd bring harm to others. She is largely motivated by fun and cute people to work with and isn't the kind of person who'd kill indiscriminately unless her "victims" are actively trying to ruin the lives of others. Keep that in mind.
Graham Easton:
This was a... Weird story arc. Easton reminds me of a character in one of my own Architect arcs, as does the way the mission progresses. The man is an idiot who can't tell his head from his ***, so most of what he says is quite inconsequential, leading most of the initiative in the arc to fall on the hero. Hey, you people who insisted that this game can't have a story arc without putting the player in the direct service of an NPC? Yeah, here's how you do it. This mission is awesome for just that reason, and I couldn't be happier to be able to just shut an incompetent contact up and do the competent thing. It's a great way to put over our characters, and I LOVE it!
As to the end decision of "kill" or "don't kill," that was actually a pretty interesting choice. On the one hand, the man I was given the choice to kill is a bigshot in the Tsoo, and they're villains. Besides, he's been trying to kill Morten since the arc started. I mean, he deserves to die, right? So they why did I choose to spare the guy? Well, partially a failure of RP, in that I let my own personality make the choice for the character, but it makes sense in-character, as well. I figured Morten was just about to put her hand through his chest and pull his soul out when he goes "You shamed me, now go ahead and kill me!" and her response would be "You just had to go and say that. Now you took all the fun out of it! I'm going home!" Besides, he technically kind of owns the urn his men have been trying to steal the whole mission. I chose to not have Morten snark at Easton at the end because... Well, he does legally own the thing, even if he's a jerk about it.
Overall, this was a really fun arc. The "story" isn't all that, but the way it's written really pulls it together, plus putting the hero in an active position is refreshing and quite pleasant. The moral issues it brings up are also interesting and unlikely to have an easy answer for everybody. Essentially, it's the light-hearted cute little brother to what comes next:
Laura Lockheart:
If you haven't run this arc, stop reading and run it now, because I'm about to spoil the hell out of it for you. And this REALLY is an arc that's worth playing.
I didn't have a very good reason for Morten to run the Easton arc, to be honest. It was just sort of there so I went for it. I DID, however, have a reason to run the Taggart arc, in that... Well, Laura's kind of cute, and Morten is a sucker for that. Reason enough to fight Nazi and Fascists over at the same time! And I have to say that the way Leon, the irritating hero who's also opposing the Column, is written quite well. He's a right *******, but at least he's doing the right thing... Right? When Morten first met him, she snarked the hell out of the guy, because she's not exactly a polite and reserve person. Higher morals? Phht! Please, that guy deserves the ribbing. See, most of my other heroes might try to keep a cool head and not be reduced to childish bickering, but not Morten. She's out there to have fun, and if you're a jerk, she's pretty much going to say that to your face.
For as fun as the Leon interaction is, though, the base attack and Laura's eventual fate are NOT fun at all. That was actually quite a heavy scene to run across, really not something I expected... Even though with the Doc Aeon style of writing, people dying should have been the norm. But I do feel that this was pulled off successfully, though. Unlike a lot of the other pointless deaths that serve no purpose in the story but to let the writer beat his chest about being "edgy," this really does help set the tone of the final mission and lead into a pretty heavy decision. It was, to my eyes, a sympathetic character's death done right. The character wasn't humiliated, it wasn't gratuitous or pointless and it wasn't one of a dozen deaths.
Character deaths are a precision weapon, in a storytelling sense. You can very easily shoot yourself in the foot with them, but if you use them right, they can be very powerful, and this was powerful as opposed to aggravating. Simply put, it made me want to wring Leon's neck, as opposed to punch the writer in the teeth, and I can't really say that about many of the game's other character deaths. Good writing there, definitely.
Speaking of Leon, the decision was pretty easy. My own irritation with Aaron Thiery Jr. aside, this really is how Morten would operate. If you're a good and innocent person, then you have nothing to fear from her, other than maybe a date you won't remember much from the next morning. If you go ahead murdering people and causing disasters, though, you're fare game. And if you go ahead and kill people that she actually LIKE likes? Kiss your soul goodbye, because you are feeding the darkness. That's pretty much the path I sent her down, and I had her pick the most direct death threat options available. I'm sure the mission might have allowed me to talk the guy down and have a less bloody ending, but that's a decision I couldn't afford to make. Again - this is a person who doesn't do "morality." Solidarity, maybe, though even that's pushing it. She's more or less just a good-natured party girl demon of pure darkness whose heroism extends to wanting to help people she likes, more or less. So of COURSE she's dining on Leon's soul
---
I get that my personal experiences with those arcs are largely informed by the character I was playing, but at no point did it really feel like said character was being portrayed in an incompetent or morally ambiguous light. Not unless I chose the option to be, of course. I can't imagine what kind of character you'd have to play for this to completely not make sense... I'm sure there are at least a few, I just can't imagine there'd be many.
All in all, those two arcs were great. Yeah, you know those SSAs you guys were selling for, what, $5 an arc? Yeah, they weren't worth the money, but those two definitely are. I'm glad I played them!
-
Quote:Yes, I think they should have. I keep going back to Stalkers as Assassin's Strike is essentially a melee snipe, but that power was able to be made "sometimes uninterruptible" without tying it into a specific power or a specific effect, but rather by giving it a mechanic of its own. Sure, you can argue that "any Stalker attack" counts as specific, but it's not as specific as this. Granted, Hawk did say they'd considered other options, so I'm sure they considered ways to do this without relying on to-hit. I'm just wishing they'd gone with one of those, instead.Should they have designed it so it works for people who prefer not to take Aim and Build Up at all?
Then again, when discussing Blaster Snipes, I recall saying "I have no idea how you could fix them without just making them plain uninterruptible," so no, I can't really give you an example of what I'd have expected to see.
Really, though, what bothers me is that Blasters are apparently not seen as playing for burst damage but rather for sustained such, and this simply baffles me. Sustained damage requires the ability to sustain it over a period of time, i.e. live long enough to do it, and when it comes to Blasters... That really isn't the case. I've said it before in other threads, but at no point did I ever feel like my Blasters weren't doing "enough" damage, with the possible exception of Dual Pistols. What they weren't doing is deal enough damage -for how long they survive.- That's why sustained damage metrics like DPS don't work very well for me. -
Quote:I disagree. A Blaster's pretty much sole tool for survival is to kill the enemies before the enemies kill him. Sure, against a single lieutenant you may be able to hold him and deal with him, but what about against two? I've run entire Malta missions where spawns consisted of two lieutenants and a minion. Two Spec Ops are NOT a good idea, especially when not all set combos have access to even one decent control power.Using both is often overkill, using neither is more dangerous. Therefore your choices are use both to ensure a fairly easy victory on spawn A, but then have neither for spawns b and c (maybe c, depends how quick you can move). Stagger them, so you have one for each spawn A and B, and none for spawn C.
When slotted with green SOs, Build Up's recharge drops down to around 40-something seconds, which is just shy of what it takes me to deal with most spawns, get my bearing, explore the map and move on to the next one. It's hardly a fast pace of progress, granted, but it's hardly unique to how I play Blasters. Even with inherent Stamina, my other characters don't move much faster than that because I'm not shooting for a speed run.
Moreover, JUST aim really doesn't do much. Sure, it'll mean a faster snipe, but the damage bonus is insufficient to deal with a large threat before it deals with it. I'm talking about enemies like Rikti Mentalists or Malta Spec Ops or Rularuu Watchers and the like. Being able to take one of those guys out in two, at most three hits means a lot more than just a quick snipe, is what I'm saying.
And in any even, isn't making a powerset change specifically aimed at a subset of how people play kind of narrow? I get that the same can be said about how the Stalker changes were aimed towards the playstyle of scrapping Stalkers, but at least in THAT case it was easy enough to demonstrate that the Hide mechanic is significantly broken at the core engine level. I can't agree that it's as easy to demonstrate that stacking Aim and Build Up is a broken and bad way to play, especially considering it's the one and only way I've been able to get a Blaster to 50 without tearing my hair out. After all, the longer you drag a battle out by lacking damage to end it quickly, the more likely you are to get cheap-shot killed, because the difference between victory and defeat for a Blaster really does come down to a single enemy attack hitting or missing, a lot of the time. -
This is something of an observation of mine. Call it an attempt to explain why I enjoy visual customization in this game so much more than practical customization. Now, I've gone over this before, and the fact that there's no "wrong" way to dress yet that there very much IS a wrong way to build is still a big reason. However, having made peace with there being no good way to handle character builds without objective values of what "works" and what "fails," something else keeps turning up to bother me that's a lot less abstract at its core - "packages."
When I say "packages," what I mean is sets of stat boots or abilities that come in one overall "set" such that I can't break the set down into its individual components, keep the ones I want, toss the ones I don't, break another set open, pick the ones out of there and generally only keep the benefits I want. As soon as I say this, you think I'm referring to Inventions, and I can see why that might be the first thing to come to mine given my history. But it's not JUST Inventions. This is a wider game phenomenon that Inventions are just part of.
Once upon a time, I suggested creating a set of non-Set multi-aspect enhancements that players would be able to put together from aspects of their own choosing. Do you want Total Focus to deal more damage AND cause a longer stun? Mash a damage enhancement with a stun enhancement and produce a Damage/Stun enhancement. Want four of those? Do that four times, then toss in a custom Accuracy/Damage and a custom Accuracy/Endurance and go for it. But I can't really do that, because such a system doesn't exist. I can somewhat ape this with various Inventions sets, but those are limited by what exists in the game, and what level it exists at. They come in packages and they revolve around levels and their own sets.
How about Incarnate powers? Alpha, specifically. Say I've looked at my build and deduced that I can benefit the most strongly from more damage, more accuracy and more healing. Alpha enhancements often boost three or more stats in the rare and very rare variants, so can I use one of those? Nope, because an Alpha that boosts damage, accuracy and healing doesn't exist. I don't get to pick the effects, I can only pick from one of several packagaes of effects and stick with the one that most closely resembles what I want.
Or, hell, take a basic powerset. How many times have people asked to be able to use Energy Blast, but without the knockback? Many, as I recall, but you can't do that since that's just how Energy Blast is. Even ATs suffer from this, to some degree - there's a reason some of us keep asking for an Assault/Defence AT, you know.
Now, Arcana has spoken about this in the past, I hope will do so again, but the problem with this as I understand it is that such a system is too easy to optimise and thus too easy to game. If you can pick just the boosts you want, then it's trivial to figure out what's best for most people and then everyone would be taking that and nothing else. The old 1xAcc/5xDam problem. It's largely impossible to create a system where there isn't a "best" option, but this best option can be obfuscated such that people can't easily deduce what it is. By doing this, you force people to make judgement calls and build by feel, which gives the impression that there's much more variety.
My problem is that this just disables my desire to mess with builds by making the system more complex than it needs to be. Instead of building for what I feel I should be building and just picking the options I think are best for that, I have to instead build for a little of everything by taking many packages with many attributes and instead worrying about how they stack with each other. I like a system that's flexible, obviously - I like to have what I want. But a flexible system doesn't have to be complex to figure out, I've found. League of Legends, for instance, has a pretty intricate build system, but almost all of the benefits that system grants come in a single-aspect variety and it's up to the player to pick which aspect to increase by how much. And, frankly, once I figure out which kind of stat works best, I DO want to keep raising it, and I can't always do that.
Essentially, this is what bugs me about character building in not just City of Heroes, but in a lot of modern RPGs, as well - packages. I can't pick what I want on a case-for-case basis like I can with SOs. I have to pick packages and worry about sum totals. And honestly... I've always preferred problems that I can solve one part at a time, rather than treating them like puzzles and requiring me to solve everything in one go by having it all click into place.
I'll leave by saying that, yes, I'm aware that things are interconnected in costume design, as well. Theme, colour scheme and good taste dictate that some things go well together and some just don't. That's true, but I can still love this problem by changing one item at a time, looking at the result and going from there. I don't have to worry about using entire costume packs. In fact, I rather dislike costumes made up entirely of a single pack just on a principle level. Even though some combinations of colours and costume items work better than others, I'm still not restricted in what I can use on which costume, and THAT makes the actual process of putting one together as fun as looking at the end result is. -
Quote:You are badly wrong. Walk was intentionally allowed to work under "power suppression" conditions on player request, and the power is currently tagged to NOT suppress under the "Suppress_All" condition, so it not suppressiong when all other powers are is how it's intended to work. A power intentionally designed to not suppress under the effects of a suppression field but suppressing anyway is a bug, because it works counter to how the power is designed to work.So let me get this straight.... a power, Walk, does not currently work in an area where powers are suppressed.
This does not sound like a bug to me, sounds like "what's on the tin".
If this power could previously be used in a power suppression area, then a bug has been fixed. Huzzah!
Thank you, Devs for correcting this bug. It's not a game-breaker, but any bug that is fixed makes CoX a better game.
No bug was fixed. As a point of fact, a bug was introduced, and one that serves no real purpose. Many people's argument was that if we're power-suppressed and losing our run speed buffs, it already feels like we're walking, and walking looks prettier than jogging in slow motion. The argument, further, is that the suppression field in the Architect is intended to keep the room "quiet" by removing all powers with sound effects and auras. Walk does not produce any effects and only has the same sound as basic walking.
Walk not working in Studio B is a bug, it's just such a low-priority bug I doubt we'll ever see it addressed. A lot like the typos in Maria Jenkins' "Ask about this contact" description. -
Quote:This strikes me as a pretty big assumtion. The animation time of both Aim and Build Up is 0.67s or thereabout, which is not a lot of wasted potential when you consider taking down a large threat FAST is currently a Blaster's most potent form of self-defence. Staggering them increases damage over time by spreading the buff, yes, but "time" is something that Blaster design does not offer a lot of.We are balancing blasters around the assumption that they take both build up and aim if available within their powersets, and that they stagger their use of the two to maximize their outgoing damage by not wasting any of their Buff time from these two buffs while animating other buffs instead of damage.
To me, it's a much safer assumption that people use BOTH at the same time so they can two-shot troublesome lieutenants. -
Quote:Dear Hawk,We actually explicitly design almost all Incarnate Trial AoE abilities to do somewhere between 50% and 10% of their normal damage to pet-class targets. We also explicitly design patch-targeted powers never to target pet-class targets, since for some reason they seem to be notoriously bad at dodging...
If you ever notice a pet taking as much damage from an AoE mechanic as you are within an Incarnate Trial, it's probably a bug.
Would it be possible to include an AI tweak to how Mastermind henchmen react to damage patches in regular content, so they don't take off running in all directions and cease responding to the Mastermind?
Right now, if a henchmen is hit with, say, Caltrols, this henchman will panic and flee upwards of 100 yards in a random direction, aggroing many spawns along the way. The damage patches would do to henchmen pale in comparison to the damage they do to themselves by running away and the damage they do to ME when they do this. I always have the option of commanding my henchmen to move out of the patch if I feel the damage is too much, but I don't have the option to prevent them from doing so. -
The problem with presenting a single "why" for such a fundamental and character-defining aspect of a fictional universe six years after it was created simply puts a lot of characters in a bad spot, to say nothing of eliminating all attempts at creativity. The primary reason, for instance, why I never even considered playing DC's MMO is because I don't enjoy the origin of every character I ever made to be Lex Luthor.
One of the upsides of comic books is the diverse and creative origins the various super heroes have in them, even if they're ostensibly UN creative such as the X-Men handwave of "oh, they were just born that way." Even when a wizard did it, that's still a legitimate origin as long as it doesn't repeat that of too many other characters. It's the reason why we don't have traditional gear, as the concept of a super hero whose powers don't revolve around gear (say, Shuma-Gorath) is just as legitimate. It's a question of variety and freedom of expression.
I respect people wanting to know why super heroes have powers. I do NOT respect people trying to enforce that answer onto MY characters, however, especially when there's no need for it. City of Heroes is a great fictional universe to tell a whole host of divergent stories in, and the less it's restricted the better. The game gains nothing by foisting the REAL reason we all have powers six years in, when it could have let us pick for ourselves.
And, really, with the concept of Ascendants, it kind of does. Sure, we have to mess with the Well, but ultimately, the goal is for our origin to be... Our origin, more or less. Where do an Ascendant's powers come from? Himself, and whatever his origin is, because that Ascendant has become like unto a Well, only without the various power stops attached. That's how it should be. If you need a more specific why, then no-one will ever get in your way and insist the "why" you chose is wrong. Because they're your characters. You get to do whatever you like with them. That's the whole point. -
I have some 60-odd characters scattered across the board. Only a single one has access to a Judgement power at all. That's considerably more situational from my point of view than either Snipes or Nukes have ever been.
-
Quote:A "reboot" would pretty much kill the game dead on the spot. Sure, there are inconsistencies NOW, but a lot of the old content still holds up. Doing a reboot will just wipe out said old content that I'm pretty much mostly sticking to these days and I don't trust our writers to replace it with anything better.Funny, I was just considering the possibility of a Big Comic Publisher-style rebooting of the CoH continuity earlier today. I'm thinking something of that scale would be required to reconcile the content inconsistencies you mention.
The game can still keep its level-based timeline consistent if only our writers actually tried. Even if you need to ret-con things, then at least make sure to ret-con then completely, not just shove a new contradicting story in. If you have to, use Ouroboros as an excuse.
"We saw a timeline where Angus McQueen's efforts prevented the second Rikti Invasion, but now someone has tampered with the timeline and it happened anyway. Angus is now working with heroes to try and stem the tide, instead. The old timeline still exists as an echo, however. I have seen it in the crystal of ice and flame." -
Quote:I can see how an argument could be made about redundant zones. You're wrong, of course, but I could see how you would argue about it. But that the game below level 25 is superfluous? That's anathema to me, especially considering I spend more than half my time playing characters below level 25. If you're arguing that the DFB has caused the game to "start" at level 25, that's people's prerogative, but it's not a very engaging kind of game, doing the same damn thing over and over again. To suggest that the low-level game is superfluous is to suggest it doesn't need to exist, and that's just a bad idea. It exists not for the sake of "flavour," but for the sake of variety. I want to do more than just the same mission over and over again. I want to see more than just the same place with the same enemies over and over again. And I also want to see progress.It's not that Skyway is obsolete or that Boomtown is obsolete. It's that the outdoors is obsolete and the game below level 25 is obsolete. They exist almost entirely for flavor and nothing else.
Yeah, progress - that's kind of the point of an RPG and especially in an MMO. I really rather enjoy starting out weak and powerless and watching how my abilities improve and I can handle problems that would have been impossible just 10 levels ago. This is never more pronounced in the 1-10 game, and progress thus never feels as rewarding and as dynamic than it does until about level 10 to 15. As a point of fact, I remade an old Blaster into a Stalker on... Tuesday? Today, she's level 17 or 18, and it's Saturday, and I can't say I regret anything I've done with her up until that point. Sure, I spent a lot of my time chatting with the Viking or with Nuclear Toast or fawning over costumes and character story, but that's part of the low-level game - figuring out WHO this character is, how she should behave, what she would seek to do and so forth. The faster-paced game in the lower levels makes this process much more dynamic as I can figure those out as the game evolves around me.
And let's go back to the redundancy of zones, for a moment. You argue that the overworld is obsolete, implying that the game would be better without it, possibly as some sort of older-style beat-em-up with a single hub and level-to-level progression. Trouble is, I want to see more than just the inside of the same warehouse and office building over and over again. I've played games that do this - Spiral Knights, Vindictus, Divine Souls, etc. - and I really, REALLY dislike the approach. It robs the game of a sense of size and a sense of persistence, feeling more like what passes for an outside world is just a collection of instanced random dungeons that play out like the levels in an old-style arcade fighter.
To my eyes, any game which tries to present a persistent world NEEDS a static overword that persists between people, where people can randomly meet while on unrelated tasks or while just out-and-about. Even if exploration is not a strong theme of a particular MMO, I still feel that a persistent world is necessary for the game to not feel like a budget title that has cut so many corners it now metaphorically resembles a sphere. And this is especially true of an MMO that already HAS an overworld, and a pretty dang good one, to boot. I could see if we were developing a brand new game and trying to see what we could get away with not putting in it, how we'd choose to skip adding an open overworld.
City of Heroes already has an overworld, and it makes no sense to me to suggest that it be cut out or cut down. Having redundant zones is a great thing, especially when my missions take me around them to see the sights, because it means I'm seeing something new every time, or at least close to it. To eliminate what's already there by tossing meteorites over it is the height of waste of resources and I really hope this doesn't happen. If certain zones are never visited at all, then they can be reused, revamped and have content added to them. And those revamps don't even need to be as massive as what happened to Atlas Park or Dark Astoria or ESPECIALLY Faultline. They can be as simple as what was done with the Rikti Crash Site.
Finally, there's a very important point that all this talk of what's "obsolete" that I need to address: Paragon Studios' reputation. Pretty much since I18 came out, our developers have developed for themselves a "Neuron reputation," which is to say the reputation of a studio that cuts corners, launches content unfinished, uses shortcuts and skinner boxes to keep people occupied while releasing as little content as is strictly necessary and never going back to improve their older creations. That's not always the case and I'm definitely not trying to insult the studio and the people who work there, but this is the reputation that they've developed. They do a LOT of work these days, but it seems this quantity increasingly comes at the expense of quality.
With that said, nuking ANOTHER zone that more than a few people like and reducing variety and progression paths further, all with the excuse of "We didn't want to bother updating two zones when we could update just one." would not fly very well. It is as Yahtzee says - there was a time when a sequel having more stuff than the original was something we took for granted. And an Issue expansion that ends up with me having FEWER zones to play in than I did the Issue before runs exactly this kind of danger. I get that the studio's schedule is heavy and hectic, but that shouldn't remove things I like from the game just because some other player has no use for them. Can't upgrade Skyway City and only have resources to do Steel Canyon? So don't upgrade it, but keep it in the game. It's the same thing we fought with David tooth and nail - just because YOU think a costume piece looks bad and YOU think a new version looks better doesn't mean I agree, so just keep the old piece for me to use.
Even if just as a matter of principle, I will never agree with removing large chunks of the game solely because someone thinks they're "obsolete." If we were taking out obsolete things out of the game, why not start with bases and PvP and see how well that comes across with players? -
Quote:Newer missions have had the habit of putting in-mission conversation text in NPC dialogue speech bubbles. When the dialogue portion is too long to fit in a speech bubble, the speech bubble will instead summarise what is being said in fewer words. It causes dialogues to be more broken-up, but it also forces the writers to not meander and ramble, so it works out.Is there any way a non-leader of a mish can read the exchange going on between team leader and the NPC we need to talk to? It is common in a lot of the newer missions but most of the team doesn't get in on the exchange. It seems kinda ridiculous if that is the case.
This isn't the case for older missions, however, nor some of the newest, bizarrely enough, and it doesn't work for mission debriefings, but it's a start. -
Quote:The difference is insignificant, especially considering the henchmen themselves bring a lot of support of their own a lot of the time. I quoted Bots/FF because a large part of my robots' total defence doesn't come from my Forcefields secondary, it comes from the bubbles the Protector Bots hand out. Same with Necromancy and how the Lich doles out both control and support. I don't know if Masterminds have enough support to support an entire team, but I do know they have more than enough to keep their own henchmen alive even when they really shouldn't. For instance, the Huntsman has this really devastating tree stump toss that deals enough AoE to close to wipe out all my henchmen. My solution? Have him run through a has trap and two Seeker Drones while my own henchmen stood back under the Forcefield Generator. The result? He'd miss nearly every time.Not true. At all. They either have equal to Corruptor/Controller values, and sometimes actually weaker (Nature Affinity as an example has much lower values for Masterminds.)
What I'm saying is that Masterminds have enough support between their own secondary and their own henchmen's level of integrated support to reach melee character levels of survivability and sometimes even beyond, all the while being able to support a team AND deliver quite impressive damage at a quite impressive AoE range. They may not be the best AT out there and there certainly are HORRIBLE situations for them (Mako's "fonts of power" suuuck!!!) but they're one of the most versatile, most solid and most dependable AT in the game. With a few very rare exceptions, I have yet to find a task that my Brutes can do that my Masterminds can't do just as easily.
Again - I don't know enough about Trials to speak about Mastermind performance, and I DO know that Nictus Romulus is considerably harder to kill with pets around since his Healing Nictus heals off them. That, and henchmen tend to not be very good around rope bridges. Like any AT, they have shortcomings and bad situations, but aside from ONE (Mako's fonts) I've never felt like the game was cheating against me. Sure, I've died many times over, but more often than not, this is the result of aggroing three spawns at once and discovering one of them summons ambushes. That, or accidentally taking on +3 spawns on the way to a mission and deciding to be an idiot and fight them, despite my minion henchmen effectively conning -5.
---
On binds: This is a problem primarily because the game has never provided the tools to control your henchmen officially, and there's no reason why those can't be under Keymapping somewhere. Simply allow the user to pick buttons to command each class of henchmen and each henchman individually and then let the user map multiple buttons to each command and the same button to multiple commands. You know, like MAME does.
For instance, in Marvel vs. Capcom, my heavy punch button is typically bound to E R 3 and L, where R is also bound to light punch for a super move, 3 is also bound to heavy kick for a character change and L is also bound to light and medium punch for a pushback action.
Simply give people the following 6x7 options in the menu:
Henchman 1 Attack
Henchman 1 Follow
Henchman 1 Go To
Henchman 1 Stay
Henchman 1 Aggressive
Henchman 1 Defensive
Henchman 1 Passive
etc...
And let people bind as many keys as they want to each and bind the same key to as many of these as they want and you're already 3/4 of the way to a decent Mastermind control scheme. Especially considering all you'll really need for the most part is three stance commands and three action commands (excluding Stay) for all the henchmen. It's very rare that you need to control them individually, and it's even rarer when it makes a real difference. -
Well it's still in the options menu right at the top. But, yes, that's the one I mean. It never did much of anything and these days does literally nothing at all, but the option has the potential to both speed up people's graphical performance on big teams significantly AND reduce the nausiating clutter that means I never know what I'm doing in an AV fight or a Trial or just a big team. It also ought to have the benefit of doing this by messing with how other people display on your end without messing with your own hard work and pride of a costume and power selection.
