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Quote:The thing is I don't want to quote entire blotches of big text, so I end up having to manually crop posts anyway, and by the time I posted this, I'd even forgotten who and what I wanted to quoteUse that little Multi-Quote button next to the Quote button. Click it for every post you want to quote and when you hit Reply they'll all be included in your reply.
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Back in the day without any actual, meaningful rewards, it wasn't. With the wide-spread fame of Hamidon enhancements, it might have become that at some point around I3-I4, but with the Hamidon being such a PITA, it wasn't very much. With the Recluse SF and the Statesman TF, it became a bit more so, but it wasn't until Inventions and, thereafter, Merits that it truly became a reward-DRIVEN game. Before, it was always a game WITH rewards that not THAT many played for, solely. Now, it's a culture of rewards.
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Not quite. Not saying YOU don't kill them like flies, of course
But unslingers have really high accuracy values, and I've had them punch through my Elude before. Not consistently, mind you, but enough to where their ridiculous damage is still quite dangerous. That's defence sets in general. My current shielder has quite a bit of trouble with boss Gunslingers, to the point where I prefer to use One with the Shield whenever I see one. At 6 minutes recharge, it's usually up often enough.
As for Stone Armour being impervious to Malta, not quite. I'm not sure what the values on Tankers are, but my Brute's Rooted has only 50% resistance to endurance drain, so that's two Sapper shots instead of one, and a single shield's defence numbers don't hold up to repeated attacks if I don't get to the Sapper fast enough.
And don't even think about trying that with Blasters. It's possible, but it's a giant pain. -
Quote:Well, that was just an orphaned idea without much forethought givenJust additioinal comment in that "buffing" toons would get the biggest boost out of these kind of modes. For example, what would my D3 get? Using your example, my emp/psi def would be able to boost herself. My D3 has nothing to self buff with. Or my fire/rad corr vs. ice/cold corr. Yeah, it would be nice to cast my ice shields on myself, but my fire/rad has no other player only buffs to make into self buffs. And how to deal with overlap like on a kin. Would they get both siphon speed and SB when solo?
Okay just rambling now, need more coffee.

If I had to think up a solution on the spot, though, I would actually look at your appraisal of offensive and defensive sets, and perhaps look into branding each set according to what it is. Think about how, under power customization, some powers are bright by default and others are dark. So some sets could be considered solo some team.
For instance, something like Empathy would count as defensive, as most of its effects are either restorative of preventative, cast on allies to help them. A defensive set would go "solo" by introverting the effects and turning them on the caster, but preventing the caster from buffing team-mates. For a set like Dark Miasma, on the other hand, that could be considered an offensive set, so its defensive role could, in a turnabout way, turn into team buffs of some sort.
Obviously, this is a really fragmented, unpolished idea, but I've always been a fan of bringing about a sort of balance where people can pick between wanting to be a team player or a solo player, and do that IN REAL TIME, not just once at character creation. The problem, however, is that there really is no good way to do this for all ATs without turning them into each other. Trying to make Scrappers more team-centric would just turn them into Tankers.
A while ago I had an idea for a sort of Dual AT system where you could pick two ATs at creation and be stuck with matching-theme powersets (so a Fire/Fire Blaster could double up a a Fire/Fire Controller and so on), which would really remove the need to ALL ATs to be good at soloing. For instance, everyone could be a Thermal Radiation/Fire Blast Defender in one build and a Fiery Melee/Fiery Aura Scrapper in the other, alternate build and have his team/solo duality. Someone else could, instead, pick to be either a Defender or a Controller and stick to JUST team support the entire time. It's this putting of the power in the player's hands which could, potentially, allow us to have our cake and eat it, too.
As was pointed out to me last time, actually creating a discrete method for defining "matching-theme powersets" (what matches Katana, say?) and potentially creating/proliferating sets would be a crippling problem. Honestly, though, I still prefer this kind of dual-classing over completely rewriting the existing AT structure to make all ATs soloable. I mean, I'd love the latter, but I'm fully aware many, many others would not, because many make the conscious choice to play support at the detriment of their own solo ability. Some kind of middle-ground kludge might solve a lot of those problems, I would think. -
Quote:I disagree completely. While I am happy that most of the CoV ATs have a side-order of damage, the damage on just about ALL of them is decidedly "meh" if that's what you want out of the character. Even the ones who sort of manage have to do so by jumping through hoops and hula-dancing around complicated mechanics. Compare that to the pure, unadulterated simplicity of Build Up + Aim + Destroy that most blue-side Blasters are capable of and the draw to playing one should become evident. CoV simply lacks that kind of damage, and what damage it does provide never reaches THAT kind of scale.Going Rogue will make this pointless, due to the side switching capabilities

Edit: And Villains don't really need a pure-damage class... because all of them are more focused around damage than their hero counterparts
Granted, with Going Rogue we'll be able to just use Blasters, but making Blasters CoV-side will indeed be an act of filling a hole in the red-side AT structure. -
Quote:I think you're looking at the wrong people. From what I've seen both around teams and from friends, Brutes and Stalkers scrap, Dominators and Corruptors Blast and Masterminds do their own thing. You will be REALLY hard-pressed to paint Brutes as doing the tanking since they have Scrapper protection numbers and an inherent which boosts damage.Hi
I know that there is no true one to one relationship between hero and villain classes, at least that is what has been advertised. But truthfully, if you play red side, you see their classes being played in a manner much reminiscent of blue side.
Brute does the tanking, Dominators does the controlling, Corruptors does the defending, and Stalkers does the Scrapping.
Here I agree. I was hoping Dominators would be that after the recent Dominator changes, but it turned out to be a false hope. They do a lot more damage now, that much is true, but they have practically no AoE and not enough survivability to play like Blasters do blue-side. As was said, however, with Going Rogue, we'll be able to take Blasters red-side and solve that particular problem. I fully agree with the want for a heavy-damage, large-scale-destruction AT red-side.Quote:What the villains lack is the "Blasting" piece to help with group based damage. They need their own Blaster knock-off, giggles. -
Quote:That's actually what I thought, myself. Grumbling to myself about how nasty they were, I lamented about how it would be quite silly to fire high explosive missiles at a target that is literally right next to you, when I noticed that... They weren't! I don't have a habit of closing in TOO much to my melee targets, as I think it looks silly for me to lean THROUGH the guy in order to swing behind him, hitting him. But Zeus Class Titans are so big, I subconsciously moved in closer because I thought I was too far away otherwise. And, lo and behold, they actually don't fire missiles into their feet. With distance dilation as it is in this game (a sniper rifle that can cover a mile in real life can't shoot past 150 feet in City of Heroes) I guess I could see how just 10 feet past their faces is "far enough," so this actually makes sense.Interesting find! And it's rather easy to rationalize them working that way: You don't wanna shoot a missile at someone that's right in front of your face, due to the splash damage hitting you nearly as much as them!
I guess TacOps can be argued to be too close to use those long, unwieldy rifles when they have a sword coming at their heads, so they stick to hand-to-hand combats and the tools they have for it. Gunslingers, on the other hand, use small weapons that aren't nearly as hindered by close-quarters combat, so they could be said to have free range of attack even in melee.
In fact, range was a weakness of the Soldiers of Rularuu once upon a time, as approaching a Sentry would cause it to not use its ridiculous defence debuff blast, but rather stick to biting and throwing quills, which aren't nearly as dangerous. It was tough to pull off with spawns that had multiple Sentries, but it was still an option to use. Now, I don't believe that is the case any more. I haven't tried them in a while, and I could have fallen to the "not quite melee" melee range trick (hard to judge distance to a floating eyeball), but they didn't seem to resist their debuff under ANY circumstances.
Actually, range of attack seems like a cool balancing mechanic for the purposes of difficulty and weaknesses. As the recent Rogue Vanguard thread reveals, the Vanguard are very strong, but primarily so in melee, and much less so at range. Be fun if we played around with minimal range metrics. -
Now, some of you may remember that I posted a long-winded rant about the changes to Malta AI back in I14 when a whole host of AI changes happened, and for those who don't remember it, let me remind you:
Prior to I14, Malta soldiers were really nasty, but there were a few little tricks a player (say an enterprising Blaster) could exploit to outsmart them and beat them at their own game. Gunslingers have a host of really nasty attacks, such as an Ice hold that they can cycle about as quickly as it recharges, an AoE fire bullet that does a LOT of damage and is AoE and a bunch of regular handgun attacks. However, they only used those at long range. Staying close to them, like 5-10 feet or so, would cause them to only cycle their handgun burst. It was nasty, but quite tolerable. Malta Titans have a variety of nasty attacks, such a whole host of missile swarms and a couple of plasma blasts. However, again, staying close to them caused the Titans to only ever cycle their bash melee attack, which while still strong, was survivable.
So, come I14, all of that changed. Suddenly, all Malta soldiers were using all of their attacks, and it was NASTY. Oh, sure, I discovered that keeping away from Tac Ops, say 40-50 feet or farther, would cause them to fire their rifles repeatedly and NOT throw stun grenades, but even that was a small consolation when compared to the horror that were full-tilt Gunslingers and Titans.
Fighting them now, I'm starting to spot something interesting. While Titans will still fire their entire array of missiles and blasts even if you're close enough to hit them at the new melee range (7 feet), something wonderful happens if you approach point black within old melee range (5 feet or less). Suddenly all of their missile swarms halt, their blasters fall silent, and the Titans resort to swinging their fat arms around, just like before. Apparently, the old trick still works, but I need to be a LOT closer for it to take effect. Which is really cool, because it gives these titans a very, very cute Achilles' heel that only a really cheeky Blaster would even think to exploit - run into their faces and stay in melee the entire time.
I've yet to experiment whether Gunslingers suffer from the same tactical limitations, but if they do, then I might just have found a good way to tackle these guys once again. And, before you guys axe me for exploiting bugs in the AI, let me just explain that I find this kind of system of strengths and weaknesses to be a GOOD thing. It both requires one to know his enemies, and it represents an actual tactical choice in a game where tactics so often come down to "hit it until it dies." I like the fact that the Vahzilok, for instance, are hideously difficult to fight, yet suffer from enormously short sight and aggro radius, making them susceptible to crafty tactics of division and trap-laying.
Malta having specific weaknesses is GOOD.
*edit*
Unfortunately, Gunslingers do not appear to be subject to these tactical limitations. They fire their handguns just fine even at the closest range I can get to without hugging them. TacOps, on the other hand, aren't using their Stun Grenades at close range, and indeed avoid using their rifles, as well. Instead, they stick to Brawl and (annoyingly) Taser. I can't say that's that big a step up, though being tasered is certainly not as bad as being flashbanged. The bigger problem is the inability to outwit Gunslingers, as their damage and status effects can be devastating when combined with their unnecessarily high accuracy. Still, making Titans a bit less of a threat IS a step up. -
I don't believe this thread has too much merit, because it seems to be taking kill speed, or in other words DPS, as the only meaningful metric of how "good" an AT is. Trying to balance damage between all ATs is not a good idea, because that removes the notion of a "damage dealer" in one fell swoop, not to mention gutting the very idea of some ATs being better at certain things than other ATs, which is kind of the point behind having them to begin with.
All ATs are not going to kill equally fast, that much is a given. The ability to kill fast is one thing an AT can be good or bad at. Survivability is another ability that not all ATs need to be good at. Team support, much as I dislike the concept, is one, as well, and believe it or not, there are PLENTY of people (myself NOT among them) who would trade personal ability for team support. Being able to turn the tide of battle via altruistically helping others vs. selfishly helping yourself is the crux of being a hero, after all.
As far as I'm concerned, the only real balancing ATs need to undergo is giving them modes of play similar to how pretty much all the upcoming super hero games are going about it, and similar to how our own dual builds can support. Have the character be allowed to have both a solo-friendly state and a team-friendly state, and the problem ought to be solved.
Unfortunately, the original game was designed with the holy trinity in mind, and that is too hard-rooted to work around now, but think about it from this perspective:
Say a Forcefields/Energy Defender needs to choose between team support and solo ability. In team mode, the Defender will be pretty much like he is now. In solo mode, his shields will only be castable on the Defender himself, but for less buff (and never on team-mates) and his Energy Blast would do more damage. Better for solo, horrible for teaming, but isn't that the point of an alternate combat mode? -
You've had a mission with a missing enemy that you've left and started a new mission over auto-completed by a Game Master? Or was that another type of mission altogether? A GM WILL NOT complete a kill-all mission for you unless that is an absolute last resort. What they will do is find you the enemies you are missing. A GM will most certainly not complete a missing because you claim you can't find the last enemy when the mission isn't even spawned (it despawns after you start another one).
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Quote:Why is it such a problem to introduce god damn Jim Temblor via the same mechanic as I am introduced to Jose Escalante, Arton Sampson or Dr. Steven "Science" Sheridan? Or, for that matter, the same system that's used to introduce me to Ashley McKnight. That is to say, why can't I get these contacts off my brokers or off introductions by other contacts? Or, if they're so important, why can't I be introduced to them the same way I'm introduced to Mercedes Sheldon, Montague Castanella or Admissions Officer Lenk at the university? Why do we need a special mission to go and talk to them?Downside to removing those missions is, what about the new players who haven't run them a thousand times before already?
Some of the things aren't obvious when playing through the first time. How many new players would see Faultline if they didn't have to talk to Jim Temblor? If they're interested in PvP talking to those liasons are the ONLY place you learn where to PvP at.
Sure, they can be told by other players, but they may not htink to ask the right questions to find things out.
Point being, yes, they ARE annoying to veteran players who know all that stuff already, but that's not who those missions are meant for. They're meant for the first time player so they can learn stuff about the game.
As for PvP and the like, those missions should have a "Decline" option. Yes, it's good for new players to be shown where the PvP zones are in case a miracle happens and they care, but I know where they are and I don't care. Could I not simply refuse to do it and NOT have ALL my contacts keep offering that mission to me indefinitely? -
For the love of Heineger, people, it's in the Architect tutorial. Unfortunately, since I can't find the tutorial arc on Paragon Wiki, I can't give you an exact quote. That bit of exposition is given to you by the guy whose internal monologue is sounding out externally, and the explanation is to the effect that the you that go inside isn't exactly the same you who comes out.
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I wanted to quote so many people that if I replied to each individual I'd probably double my post count. Let's see if I can't freehand a response to everybody and get it right. If I seem to be referring to something you feel you said, I probably am

On the note of exploration having more novelty value than replay value, I have to agree completely. You can't really re-explore the explored, that much I agree with. There is something to be said about having so much to explore that, by the time you circle around to the old, it feels new again. The Abandoned Sewers Underworld always has that effect on me, as do the entirety of the Shadow Shard, but that's largely because I go there so very, very rarely.
I think, however, we're getting two different versions of exploration being mixed up in here. On is the version of exploration that badge hunting promotes, where the player is placed in a familiar, "in-control" world which nevertheless has lots and lots of hidden easter eggs for the player to find and enjoy. The Developers' Lounge in Faultline is a perfect example, but hardly the only one. Plenty of CoV rooftops have an old chair, a barrel with a TV on top of it and loads of beer bottles strewn around as though a bum were squatting there. Places of that nature are fairly widespread. This is, to call it that, urban exploring.
There is, however, another type of exploration that we actually lack in a big way. This is what I'd call the outdoorsman style exploration, where the player goes to a place that isn't simply hidden just off the side of the beaten path, but going quite literally far away from civilization. In fact, plenty of backpackers do just that in real life - pack their bags and head off into the forest or into the mountains. There doesn't really have to be anything particular to explore or see (though untamed nature usually provides regardless), but rather it's the sense of being far away from anybody else that is the real draw. Now, I'm too much of a sissy to do something like that in actual real life, but I can certainly appreciate the sensation in a virtual world.
There's also something I think no-one has touched on, and that's the road trip factor. When I was a kid, my family would take me to the sea side every year, and it was a 500-600 kilometre drive that took quite literally all day, from dawn to early dusk. It wasn't ever any fun, mind you, especially for a little kid of 6-7 years of age being cooped up in a car for 8 hours straight, but there's an odd kind of serenity to it, once you get into the spirit. In fact, one of by FAR the most fun things I've done in GTA: San Andreas was to punch some poor sod off his Harley and and just take the thing out onto the freeway and travel around the county. It didn't have any point, but I just enjoyed the serenity and calm of the trip. Which is funny in a game about running over hookers and shooting cops, lemme tell ya!
To me, my trek through the sewers was a little bit of the latter two paragraphs. I enjoyed the sense of being far away from civilization, probably a full mile underground, alone in a wild place. Honestly, I'd have enjoyed it a lot more if the Abandoned Sewers entrances were deeper towards the middle of the regular Sewers so it felt "deeper," but that's besides the point. And then on the other hand, I really did enjoy the trip. I tell it like an adventure with interesting events popping up around every corner, but to be honest, it WAS long and monotonous, with battle after battle deconstructing into the same basic parts. And a few times I lost my groove and thought about giving up. But, you know, the feeling that I CAN'T give up was part of the fun. It's a job that has to be done, and if I can fall into the groove of it, it actually goes by quickly and it is a lot of fun. In essence, my trek through the sewers went like the world's most disgusting road trip
Of course, trying to sell that to people will not work. As was mentioned, this IS a very personal experience which isn't replicable. With people focused on rewards and efficiency, with content just there to get in the way, how can I really hope to do something like this? Well, to my eyes, if such a thing should be done, I don't believe it should be put BETWEEN people and their missions. For those who like the convenience of an urban environment and pick speed over trudge, the game really SHOULD NOT change. I'll be the first to admit that wanting to get somewhere and facing a ridiculous trip to get there sucks. I climb a 50 meter hill with lots of sections of over 30 degree slope on my way to work every day. If anything ought to be done, it ought to be done either as "outer reaches" zones or, ideally, as instanced missions.
A point was raised about a planned route not being exploration. Well, to a point I will agree and to a point I will disagree, but let's say I agree for the purposes of the discussion. How do we make a mission that has to do with exploration and hiking more so than with fighting bosses and rifling through crates? Well, I'm no game designer, but here's how I see it:
You have a large outdoor instance, fairly larger than the ones we have now. Say, about as big as the flooded Boomtown map PLUS the water. However, you are in no way expected to visit the whole map, or even much of it. You are expected to get to a certain point. Why use checkpoints, then? Well, when exploring, one of THE worst things that can happen to a player is being defeated and carted off to a hospital back in the city, or even at the start of the mission, having to re-trek what he's already trekked. Not only does that KILL, but it also ruins the atmosphere. But still, defeat has to be planned for, so what do we do?
Enter checkpoints. A series of checkpoints are scattered throughout the map. The player isn't required to visit any of them, but visiting the checkpoint will then allow the player to respawn to that location if defeated.
Let's look at a vague example to give you an explanation. You have to get to a villain's mountain base, but you have to stay under the radar or the villain will explode the bomb, so you walk. You start off from your dropoff point, and then a while in you find a hut. This is your checkpoint. If you are defeated, you "drag yourself back to the hut" to recuperate. Moving on, you find a large, convenient cave. This is your next checkpoint. Later on you find an abandoned camp site. It goes on and on.
In fact, I wouldn't mind such a mission being linear, as without travel powers, defining allowable area should be fairly easy without the need for "emergency forcefields." Of course, a large open square map with various paths and approaches isn't something I would refuse, though I fully appreciate such a thing might be TOO costly to make (leaving us with blandness like "Canada" or "The Desert"). In fact, I suspect a vaguely branching path reminiscent of the original Dungeon Siege (I'm talking about the forest stages, NOT the one dungeon stage) might be relatively cheaper to make, and thus allow for a greater variety of these.
Of course, I realise these things have nothing to do with reality, but they are interesting to think about nevertheless, specifically because it seems that they should be at least mechanically possible for the most part. More than anything else, though, this sort of approach would make getting to an objective into the objective itself, and if rewards were tied to that, then perhaps even reward-driven players could be enticed to try this.
But, really, it's just that it's nice to get out of the grind for stuff from time to time. -
Quote:Shouldn't Oppressive Gloom make mincemeat out of the Rogue Vanguard? It makes mincemeat out of everything else, and I don't recall them having resistance to stuns. Oh, sure, it only works on minions, but castrating the minions ought to be enough.I haven't decided what to do with my energy/dark. I keep thinking I should keep her and just keep working on better techniques and slotting, but she's just so frustrating compared to my dm/fa.
high end cost + fury killing controls + long activating attacks (weeps for old ET) does not make for a fun combo for me.
This thread made me realize that I haven't run a resistance-based melee character through the arcs yet. -
Quote:Actually, it takes on the order of five minutes. I used to make the run from the Storm Palace to FBZ in around that time, on foot, without dropping off the islands and without using the Mole Points (rather, Mole Point). That was back before geysers were on the map and the cop-out teleporters existed.Cross the Shadow Shard on [foot without using the mole points. That should entertain you for a few months until Going Rogue hits.
(okay, so it only takes in the hours-ish range last time we tried it as a footrace, but still)
But you do have a point. The Shadow Shard is probably the only other place in the game that feels as remote and forgotten as the abandoned sewers. Even if it were popular and people went there, the place is SO VAST and made up of four zones that you'd need a thousand people to get anything resembling a population in there. Unlike in most zones, where I can just jump over the enemies and get to my destination in under 30 seconds, though, the Shadow Shard is just so big that travelling around in it is an adventure even without the fights.
I always wished they'd get rid of those cop-out teleporters and create ACTUAL mole points like the people there said they would. I mean, I know it's another dimension and all, but it's been FIVE YEARS. The FBZ people really need to get a move on. -
Yeah, but the point is it's not just things to SEE. All of those are hidden little places just slightly out of the way. Even the Rikti War Zone's mothersip site isn't that far away from civilization, especially considering you can just super-jump around it and out of harm's way.
I mean more a sort of wilderness that's "out there" and not as part of this big, sprawling city, in the way the Shadow Shard is. Of course, devoting entire zones to this has been proven to be a mistake, as seen from the popularity of places like Eden, Terra Volta and, yes, the Abandoned Sewers. And, in fact, as seen in Champions Online - large stretches of no-man's land are cute as a concept, but grow boring pretty quickly, especially when the game takes you up and down the damn thing all the time.
But, on a certain level, I do want to see travel as the actual OBJECTIVE of a taste sometimes. Not merely as an inconvenience suffered in the process of getting to the actual objective, but as the objective, itself. I've gone on the record before as suggesting instances that disable travel powers and the only objective of which is "get to the other end." In fact, if I went into making an actual suggestion, I'd probably work this on a system of checkpoints and respawn points and so forth, but I still see some potential in this. After all, as long as you're moving through a map and killing stuff, you may as well do so with the objective of getting somewhere. -
You know, I've seen a lot of discussions about the merits of travel powers, the banes of cross-zone travelling, the benefit of having all missions in the same zone and close by and so on and so forth. I've always been of the opinion that these travel powers spoil us a little too much, myself, but as always that's subject to debate. However, I did something yesterday that I hadn't done in a while, and it reminded me of one of the biggest things I miss in City of Heroes.
Yesterday, my level 39 Broadsword/Shield Defence Scrapper got the infamous Hunt 50 Rikti in Abandoned Sewers missions. I've wised up over the years, so I hopped off to the Atlas Park entrance to the Abandoned Sewer Network and proceeded to trounce 50 con -3 Rikti in the span of maybe 10 minutes and returned to the exit. However, before I left, I got another mission from my contact, one in Brickstown. I though... You know, instead of zoning to Atlas, I could go to Steel Canyon and take the Green Line from there.
Think about that for a second: I went from the Atlas Park entrance of the Abandoned Sewer Network all the way through Underworld to the Steel Canyon. Linearly, they are about half a mile apart, but because of how the sewers are structured, I ended up zig-zagging through the network and covering probably three times the distance. And as you know, the sewers are too narrow to avoid enemies (or avoid aggro, anyway), so I ended up fighting everything along the way.
And it was awesome!
I started off at the Atlas side, fighting level 36 Hydra and Rikti. Those fights were easy, but since every spawn I fought had at least two bosses, not THAT easy. This went on until I hit a sewer junction. I knew I had to go through Underworld, so I took the turn in there, and right away I hit upon a huge spawn of Rikti with a Chief Mentalist and a Chief Soldier plus about a dozen Infantry. Shield-Charging into them imploded the minions, but by the time I realised the bosses were, in fact, level 39, I was already in trouble. I came out victorious, of course, but this was only a taste of things to come. See, the things in Underworld are quite a bit higher in level 38-39 and thereabout.
Underworld was a slog, but at least I was getting decent experience, levelling up to 40 along the way, which made things rather a bit easier. The Rikti bosses' resistance to my damage type was annoying, but it was generally smooth sailings. I even passed by the Hydra Trial gate, and I still get all tingly when I see it. Mad as it may be, the Hydra Trial is still one of the coolest ones in the game. I couldn't partake in it, obviously, but it was nice knowing that was now at the DEEPEST part in the city, looking up at my waypoint at the Steel Canyon exit so high up above. This marked the midpoint of my adventure, as every incline from there on out was up instead of down.
Coming out of Underworld, things began to take an unpleasant turn. The Rikti spawns began to give way to Circle of Thorns spawns, sometimes consisting entirely of level 38-39 Death Mages, up to three or four of them. Death Mages aren't resistant to my damage type, but they heal each other, stack debuffs on me and are generally a pain to fight. Still I pushed through, ever onward even though my objective seemed to never get any closer.
Then I hit another junction, this one splitting off into Boomtown and Steel Canyon. I knew from out-of-game sources that the Steel Canyon sector was a red zone, so I was a little apprehensive, but I'd done well up until then. How could it get any worse? Well, spawn after spawn of there or four level 40 Death Mages (I didn't even know 40s spawned there at all) slowed my progressed, hurt me badly and depleted my inspirations. Luckily, bosses being as drop-heavy as they are, they tended to replenish the inspirations I lost with large ones, which then got eaten up in the next fight with four Death Mages.
But I kept moving ever upward, ever onward, and finally my goal seemed to be within reach. I'd even started seeing Hydra again, and some Rikti, as well, and levels eased off into the 38-39 range again. And then, right at the last choke point before the final exit, a nasty spawn of four Death Mages, two Spectral Demons and a few Air Thorn Casters stood in my way, the final obstacle. That was a nasty fight, but I managed to take them out and proceed, emerging into Steel Canyon beaten, tired and with my Inspirations, Enhancements, Salvage and Recipes full, as well as with having gone from a quarter to level 40 into a good bit over a third into the level.
The whole experience took me around two hours, so about as long as a run-of-the-mill TF. The rewards weren't all that great, though they did earn me 6-7 million on the market just selling them. I didn't get too much experience, but I got enough to help make things possible. Crucially, I hadn't died once, not a single time, and that's with me having taken on spawn after spawn after spawn of multiple bosses. I no longer feel that Shield Defence is a weak set, and I have a new-found appreciation of my lovely Scrapper.
I gotta' say, looking back on this past year... That has got to be one of THE most fun, coolest, most amazingly entertaining things I've done, easily trumping ITFs and just about any team I've been on. More than anything, the atmosphere was incredibly appropriate. Deep into the bowels of the sewers, I was alone, far from home, far from the amenities of the city far above. No vendors, no hospitals, no transpiration. So deep below, no-one could even come to help me. And there was no-one to call to, as well. I was the only person in the entire sewers complex. I remembered the sewers for the most part. The maps are just taken from sewer instances and cobbled together, but it was still really cool to explore them. The tangible sense of going down, deeper and deeper and deeper was quite a novel experience.
Look, I've gotten used to the amenities of modern-day City of Heroes. I've gotten used to the trains, the teleporters, the shortcuts and alternate dimensions, the ability to drop any mission I wanted. And if anything was ever really hard, I could just ask for help and have it dealt with. But here, alone in the sewers, I had none of that. I couldn't override the dangers and challenges, I couldn't just hand-wave the hardship and I most certainly couldn't get anyone to come do it for me. I was by myself in a place that is about as wild and unexplored as any place in the city, and I pulled through. That sort of satisfaction just isn't replicable by anything short of exploring the far reaches of the Shadow Shard. That remote, desolate feeling of being in a place where you were LITERALLY alone and far away from civilization, where there were no easy ways and simple solutions, is just something I've always felt the game was missing.
In our day and age of grinding missions without having to leave the room and people hissing at the thought of changing zones like a vampire at a cross, it just seems the game is missing something. I guess I could just call it "exploration," but the problem is that the game has become a little too much about the destination and a little too little about the journey. All that matters is XP/min, Inf gained, number of drops, merits and so on and so forth. The less done to get them, the better. Less travel, less fighting, less work, less game. I just committed two hours of my life towards achieving NOTHING, and yet the reward for doing so easily trumped the millions I earned doing it and the experience it gave me. Even I occasionally have moments I catch myself playing this game for prizes. But yesterday, I played the game for fun in a way I hadn't done in over a year.
And I'm not sure I'll be able to replicate that again any time soon. -
Quote:I take it you play a lot of melee-focused characters? Malta have status effects that really cannot be ignored. Tac-Ops have a 30-second (I'm not exaggerating) stun grenade, Gunslinders have a 5-10 second ice hold, every Malta soldier has a Friggin Tazer and the Titans are now using their Gas Missile Swarms which hold, as well. On top of that, every minion has two attacks, three if you count Brawl, Gunslingers have at least four, one of which is a hideously powerful incendiary round and Titans have a whole arsenal of blasts and missiles and a REALLY mean punch. If you don't have defence shields and status protection, you really ARE skating on thin ice.You know, I've never had any trouble with Malta (nor any of those other groups) on any of my characters. The only ones you have to worry about are the Sappers and those are squishy. The Vanguard are much, much harder. They are easily the hardest group I've faced in the game.
I only play villain side, so there may be a fundamental AT difference there.
Compare that to the Rogue Vanguard. At range, they can pretty much just shoot one attack over an over, maybe a couple of attacks for the lieutenants. Just Hover solves the problem of range, and though their bosses are still nasty, they're not THAT much worse than any other boss with ranged capability. I'm not aware of them having any ranged status effects, though I'm sure they do have some and I just never noticed. -
To be fair, a flashlight of some sort would make CoV a LOT easier to play during the real-life day.
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Quote:I survived mine. Gave me a solid reason to use Elude.I wonder if anyone's ever survived their first whole encounter with them? They are tough, indeed.
The Rogue Vanguard are tough, but they're far from being alone in this. They're especially nasty in melee, but they're not actually all that bad from range, as my Fire/Fire Blaster was laying waste them without too much problem, and that was SKd up.
They've always been just that nasty, but they're hardly alone in this. Malta can be horrible, Carnies have a lot of potential, the Soldiers of Rularuu are just off the wall (being one-shotted by an Honourable Brute for 1200+ hit points through Elude will do that to you) and a bunch of other nasties can pretty much cripple certain characters. I still hate Malta more than the Rogue Vanguard because they have status effects out the wazoo and TONS of damage at range. -
Personally, I'm still waiting for an Axe Scrapper, but I will be very happy with my Inky Blue Dark Fire Brute in the meantime
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Quote:All I need to know about jumping over water I learned from Soul Reaver's Raziel. His ability to be swimming one moment and then leap 50 feet out of the water the next is explanation enough.If you hit the surface of water hard enough, it'll act pretty damn similar to to a solid for a brief moment (ever heard of surface tension?). That's the reason why if you're diving into water from a good distance up, you want to enter the water at a point (feet pointed down, or hands first) to pierce the surface... hitting the water flat on would cause the water to act similar to a brick wall (as in, it'll hurt a hell of a lot if you're lucky).
And, guys, let's forget that there's explanation and then there's visualisation. Yes, you can EXPLAIN grappling hooks flying into the air and blowing up into balloons, but have you ANY concept how ridiculous such a thing would look? I've seen Swinging in Champions Online, and it looks cool only if you turn off your brain and never leave the city limits. There it looks good because you can't see where the grappling hook is going, but you CAN assume it's grappling to a building overhead. But swinging over the taiga of Canada where you're a fair distance above the tallest object? It looks like you're grappling clouds. And it looks just as patently ridiculous in the Spider Man game during the fight with the Green Goblin which takes place over a large open park with no buildings close by.
Personally, I'd rather see a borrow from DC Universe Online, allowing Super Speeders to run up buildings and jumpers to cling to walls. That'd put an end to climbing buildings by the GOD DAMN WINDOW SILLS! That, however, is an engine addition which most likely isn't trivial to make. -
I have to say I'm probably the first person to flock to a fun but not very rewarding activity (I fight Steel Canyon fires, for Pete's sake!) and I'd always pick a cooler story or a more novel one over a very rewarding but boring one. And yet, even I have to say that playing missions with vastly inferior rewards would deter me from trying them. Once in a while, perhaps, when I consciously devote some time to burn. But as long as I'm playing, I can have fun in many ways, and so it doesn't make sense that I'd pick the one which gives no reward as my baseline. It's just not worth it.
I don't mind people playing the Architect too much. I, myself, am just not a fan of the setup and the fan fiction, but I still play there from time to time. If this goes through and Architect experience tanks even worse than it does now (no Patrol Experience, no end-of-mission bonus, various less-experience enemies, allies steal experience and so on), then I'm afraid I will simply never find playing it worth the time. If I could find some amazingly brilliant content there that blew my socks off, I might be tempted to try, but I wouldn't be tempted to LOOK for it.
If anything, I wish there were a way for the developers to castrate the massive abuse of the system without slicing the whole system in half. It's a good idea, limited, realistically speaking, only by the measures put it to prevent abuse. Pity.
