Zamuel

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  1. Only four levels from my first 50.

    I have every intention of doing Crab for one build and Bane for the secondary. How do you select customization for both? Is it automatically there or do I have to switch builds to access both the backpack and the mace? Also, which mace option does the Black Scorpion PP use so that I can make sure I can match it?
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    Nosferatu is the most dangerous in melee, but since I couldn't keep him at range (low ceiling), I ended up having to use cheap tricks to scare him off. Tricks like Burn and Rain of Fire, which IS cheap, but whatever works.
    I dunno, sounds more like a smart player using his head rather than anything cheap.
  3. Quote:
    Originally Posted by Scootertwo View Post
    Much Death and fun was had. Full team. Ran the Virgil in 1:28 and change. Most of the team stuck around for Wintery Fun in Cap.

    First Strike Force Sunday of 2010 will be something good. Leaning towards Lord Recluse or Barracuda.

    Maybe a MoITF run. any thoughts?
    Personally, leaning towards Reichsman though I'm wary of both my inexperience and some things like the massive lag ambushes of death. I think it might work well but it will have to be purposely a tiny bit slower run than most due to the setup of the final battle and I'm sure there will be people who have never done it before.

    Plus there's silly people like me who tend to read the mission text the first time through a SF/TF.
  4. I'm curious, does the game have any powers that work both when the player is alive and when dead? Just wondeing about the feasibility.

    If possible, I wonder if the power could be built with a duality. When dead you get Rise of the Phoenix as it is now. When alive you get Demise of the Phoenix (someone is bound to have a better name) where it acts like a knock off of Self Destruction--huge damage kb AOE that drains a ton of life and requires a to-hit check. Essentially, a power crash that IS the power. However, since it doesn't actually kill you, you don't have to reactivate toggles. Plus a nominal five second untouchable period to protect you since you purposely put yourself in a near death state. During this state you can't use Rest or be healed by teammates but can use inspirations and self heals.
  5. I'm just randomly curious on if there are any enemies that have Recall Friend, Teleport Foe, Group Fly, Super Speed, or Grant Invisibility. If so, which enemies?
  6. Quote:
    Originally Posted by Heismann View Post
    What about the smaller populaced servers,like Triumph or Protector?
    Triumph actually has a dedicated MA SG on both sides and we've seen people come and go including what looked like an entirely different MA SG.
  7. Just poking my head in so this may not be valid...

    I wonder if it would be a good idea to add a -range modifier to Flash Arrow. I say this since it seems like it would have good synergy with the immob and slow abilities present in the set. Make it an active way of solving the problem of fighting enemies with good ranged attacks by taking away their range.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    You have a point, but you shouldn't confuse "frustration" with "challenge." A lot of games do that, with game developers believing that as long as players CAN'T do something, it's automatically hard. And not, you know, a cheating, cheesy insult to the player's intelligence. Back to the old standby - Succubi in the original Diablo would shoot Blood Arrows at you from range, then back up as soon as you approached and ran at the same speed as you, which meant a melee fighter could NEVER catch them short of forcing them into a corner the limited AI couldn't get out of.
    I'd argue that it is almost needed but in a less broken fashion. Even without travel powers, we usually outrun our enemies so one who actually stays out of the way makes sense. Plus, Taunt/Confront has a -range component that helps alleviate that since properly applied range will be a good NPC tool and taunts can be used to eliminate it.

    Quote:
    Originally Posted by Slashman View Post
    In any case, I have posted in the past that we could probably use some more variance in terms of enemy abilities. One of the things I'd be interested in seeing is enemies that use abilities targeted at specific ATs. Specifically those ATs who shrug off everything like tanks, scrappers and brutes.
    I wonder if we should have a few enemies with a knockoff of the Ace of Spades temp. It's an autohit that slowly lowers defense but drains life in the process. Giving this to a ranged enemy will make them a subtle threat to tanks/scrappers/brutes but not instantly overwhelm them.
  9. Quote:
    Originally Posted by Memphis_Bill View Post
    You'll notice many of the PPPs (and some APPs) now have five powers instead of four.
    Actually, all of them were standardized to having five during I16. I can see getting the APPs sooner but not all the way at lvl 30. First off, there's the hero/villain parity since villains actually need to do an arc for theirs. With the design of the arc and missions, lvl 38 is probably the soonest these could be available. Also, I wonder if that was a deliberate move to not give the player access to all five of the powers.

    In some ways, I wonder if it would be better to simply add a fifth pick to the regular Power Pools. Problem there is figuring out what should be added to some of them.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    You know what I see here? A blue roof, and then that's it. I did go back after reading your description, and I did spot the two yellow shipping containers, but the rest of the picture is depressing.
    Seriously? It looks like a standard mansion which I could only see as being depressing if you are on the other end of the income scale.

    The majority of the problem with CoV's visuals is not the buildings themselves but rather the skyline. If daylight was just a little bit brighter the zones would look quite different. I also wonder if Mercy Island would be regarded differently if we started in the Mercy neighborhood where things are noticibly brighter than the rest of the island. Nerva and Warburg both have multicolored buildings like those in the Jackpot neighborhood of St Martial but they don't light up in the dark.



    Trying to get back to the original topic, a lot of the problem with the mmo trinity, and I'll bluntly argue that this favors Scrapper soloability, boils down to two simple problems--enemy stupidity and lack of enemy variance. If an enemy can fly and has a ranged attack but it spends most of its time in melee even if you never taunted them then of course it's easy for a Scrapper. Longbow Eagles are one of the few enemies that actually attempt some form of "stick and move" which makes them noticibly different to fight but they are generally too squishy for it to matter.

    Enemy variance is another big issue. Stalkers, Controllers, and Dominators generally have a higher amount of worth if there's one or two unique targets that need to be addressed as opposed to just wading into a spawn with Footstomp on auto. However, we've got a few too many enemy groups where you don't have to actually pay attention. Also, enemies could stand to have just a few more tricks up their sleeves.
  11. Zamuel

    PvE Build Help

    Quote:
    Originally Posted by GavinRuneblade View Post
    Rikti Drones do not have increased perception. Instead they are coded to ignore stealth completely. So there is nothing you can do about them. Same with Knives of Artemis.
    However, Rikti Drones can be placated from outside of their view range. If there is just one, Placate it and sneak past freely.
  12. Zamuel

    Base Raids

    Quote:
    Originally Posted by Eric Nelson View Post
    Very simple -- when defeated, you rezzed back to YOUR base's medbay, and accessed the enemy base again via the Raid Teleporter unit in your base. Sadly, the spawn points were fixed, which enabled "spawn-camping" strategies to be used (you can imagine how this, especially, affected Masterminds). For informal raids, we commonly agreed to avoid spawn-camping in order to give the invaders a more sporting chance, since it's no fun at all to continually get killed zoning in to the fight.
    I see how that could be problematic. In a way, it's sort of the same problem with some of the smaller maps in the Arena.
  13. I'll try but I have a bad feeling I'll get interrupted. Also, I'd like to try this on a non-Stalker so I won't be able to aid in any stealth/TP for the final room.

    EDIT: I think I'll be free for the whole time period
  14. While I'm not much of a badger, it's always fun to drop nukes on giant snowmen. I'll be glad to help if you plan on doing any more of these.
  15. Zamuel

    Base Raids

    I'm under full understanding that they are currently deactivated. In fact that's sort of why I have a few quesions since I've never participated in one.
    • Were raids only hero vs villain or could it be mixed and matched?
    • Did a base actually need an Item of Power in order to be raided or did it just need the Vault room?
    • How was spawning and having to go to the hospital handled for the attacking team?
    • What were the actual settings available for setting it up?
  16. Quote:
    Originally Posted by BBQ_Pork View Post
    But if the Security Chiefs get Hunt missions, cap the size to 20-25 foes per hunt.
    I disagree for one small reason--hazard zone spawn sizes. I think it could be argued that it could be feasible to go up to 35 depending on the mission. However, I have one interesting concept. What if instead of pure numbers, it was a point/percentage system? With this, bosses would count for more "worth" (taking out the leaders if you will) and thus this would work well for powersets with ST specialization instead of AOE.
  17. Quote:
    Originally Posted by Techbot Alpha View Post
    You ever tried the Cavern of Transcendance TF?
    I think there's a reason it only gets played by those who are after the badge...I wonder what it could be...?
    It requires a full team of 8.

    That's a somewhat cynical view but in my opinion as the crazy new guy that is the main problem. The concept of splitting up the team is valid if done right but an 8 person simul-click means you only need one person to disconnect to ruin the trial. Lower it from 8 to 4 and it'll be fine. Cavern is actually very easy to speed run if just one person is able to stealth/tp.
  18. Quote:
    Originally Posted by Dispari View Post
    I never understand this. I can't wait to make some of my blueside toons come redside. What does CoH have that's so much better than CoV?
    Pretty sure it's the "but I wanna be heroic!" argument combined with superior player numbers.

    Quote:
    In the end I think that the fundamental flaw with villains is that there is no payoff for being one that heroes can't get.
    Adding to that, there's a key advantage heroes get that villains don't. Heroes are allowed to save the world but villains aren't allowed to take over the world. In fact, villains aren't even allowed to take over a city which is disappointing since CoH maps show that the Rogue Isles DOES have uncharted islands. The one true advantage is getting Mayhem missions since it allows you to go to a city and wreak havoc.
  19. Quote:
    Originally Posted by DumpleBerry View Post
    Old news is old.
    The fact that the audio was put up or the exact info? As far as the latter, while most of the info has been covered, not only is this a good way to hear about the non-Praetoria stuff that people didn't do play-by-plays on, the actual wording and feel is different hearing it directly from the devs. For instance, some things that stood out was the fact that different panels had different opinions on the idea of coop Shadow Shard and that the team specifically feels that redside Reichsman was much better designed than blueside. I'm also curious about some things concerning the perceived "need" for brand new art and such for some things (like...well, anything new for bases) as opposed to innovative usage of pre-existing resources.
  20. Makes sense. In theory, they coud even be redesigned to hold 2-3 mission mini arcs for some zones. This would be a great way to spruce up Dark Astoria and Perez Park since both are atmospheric but lack dedicated storylines.
  21. I think Calash and Twilight Snow have the right idea. While some of those ideas needlessly punish some powersets and ATs, some of those missions are salvageable into unique challenges. Perhaps it would be better to split them into individual trials instead of a whole TF/SF. Also, it would be better to use the standard jail room rather than completely locking people out of the map.
  22. What map are you using? Also, what is your arc name/number? Might give people a little more info to figure out what happened. Plus, it sucks that people nerdraged and gave you low ratings on a bug that wasn't your fault.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    This is where the balance breaks down. There are no enemies that kill Scrappers without them being able to do anything about it. Some are harder than others, but even the hardest ones are still not actually HARD. For a Scrapper, it tends to go from "Am I still awake?" to "Hey, my health is going down, time to use the other half of my powers." That was actually the cornerstone of the boss buff failure. The problem was that Scrappers (and some others) were soloing bosses left and right, several at a time, and those were deemed "team content." Bosses were made a lot stronger, Scrappers just shrugged and kept killing them about just as easily, but everyone else was completely boned. This isn't something that can be addressed by global changes, because the leaders will always be leaders. It requires sideways thought.
    While I could be off since I'm newer to the game, this sounds like bad game design or at least bad enemy design. We tend not to have that many mob groups like the Tsoo who have a unique and varied bag of tricks. Most AVs and GMs seem to be of the lolfootstomp meatsack variety.
  24. Quote:
    Originally Posted by Dispari View Post
    The problem with missions where damage and regular interactions are minimalized is that people complain that the whole point of their character is eliminated.
    Ah but the concept isn't to eliminate the point of a character but rather to allow different skill types to shine. For instance, have an escort with high HP but also has a taunt aura and the goal is to get them to the door or clicky alive. There's actually multiple setups for this to work ranging from killing the approaching enemies, drawing the aggro away from the hostage, holding enemies as you progress, or even just repeatedly healing the hostage.
  25. I'm not of a badger at all but I enjoy GMs and zone events. That said, I have a feeling I'll have to do this with my MM and none of my other redside toons. No clue when I will or won't be on but look me up.