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Posts
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That is weird. Out of curiosity, have you tried the other method of opening the combination window? Specifically dragging a new enhancement from your enhancement tray and dropping it on the slot?
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No, I saw it. My point was that even if it was designed into a trial from the ground up I don't think it would be a good idea. I like the the idea of it having a "story" impact on the trials I just think trying to give it a mechanical impact is a bad idea.
From the point of view of the people running the trials it's, essentially, causing random variations in Trial difficulty based on who happens to be running solo missions at the time. From the point of view of the people running the solo missions their rewards are, effectively, semi-random. I cannot see any situation where this would end well unless the differences were so minor as to be unnoticeable and in that case what's the point?
The other problem is technical. Now the server has to adjust one instance in real time based on activities in a different instance. -
Actually, that would serve as a solid reason for introducing solo Incarnate content before then. Doing something just because that's how everyone else does it is rarely a good idea in the first place and being able to advertise the option of a non-raid based progression system might well end up attracting some players who are sick of raid based progression in other games.
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Honestly? That sounds needlessly complicated for it's purpose. If the devs want to implement a non-Trial path I'd prefer to have one that isn't mechanically related to the trials at all. I like the basic theme of small groups hitting the flanks to disrupt supply lines but I think trying to tie them into the trials mechanically is not a good idea.
It doesn't really provide any tangible benefit to players (since suddenly their rewards are partly based on people who aren't even playing with them) and would (I suspect) require a huge amount of programming time to implement since now the server has to change things based on activities in another zone (something which I do not believe the game does at all currently). -
I feel for you. I have a male character that would love to have a shoulder kitty as his Familiar. I also want shoulder Parrots.
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Quote:There is no usually about it, this is ALWAYS the case. The wiki has a detailed explanation but due to the way set bonuses work each set non-Psi set bonus provides a bonus to one grouping of defenses:Most sets will cover two Typed Defenses and one Positional defense. If the set bonus favors Typed defense, the Positional defense is about 50% of the Typed bonus. If it favors Positional defense, the Typed bonus is about 50% of the Positional bonus. You'll find that most often typed bonuses will be paired like this S/L, E/N, F/C with Psi being left to it's lonesome as there is no such thing as Toxic defense in the game. Hope this helps.
Ranged/Energy/Neg Energy
AoE/Fire/Cold
Melee/Smashing/Lethal
As you noted the two positional bonuses will always be equal and either the typed bonus is half the value of the positional bonus or the positional bonus is half the value of the typed.. -
I personally recommend a combination. I use threads for the common/uncommon Alpha Boost but then I use shards for the Rare boost simply because the guaranteed Notice from the WST is easier to get than a rare thread component.
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Quote:That's because it is. I find CoH preferable to most of it's contemporaries in terms of the framework that ATs are slotted into but that doesn't mean I think it's perfect. I do not like the idea that a good group character has to be a poor soloer (and to some extent the opposite) I feel that all characters should be able to solo at similar levels and that all characters should be regarded as desirable to have in a group. Unfortuantely it's not something that can really be changed at this point in the game's life-cycle.That sounds not so much like a complaint about defenders as such so much as a complaint about the framework in which all the ATs have been made.
What I would love to see in CoH 2 is a system where all characters have nice damage and survival tools for soloing but also provide force multiplication tools for groups. -
For Adeon I'm going to be (eventually) replacing his Seers with Robotic Drones. I had a decent explanation for the Seers but the Robotic Drones fit in much better in terms of theme. I was hoping that the Vanguard option would have a HVAS but alas it was not to be.
For my Crab Spider I'll be going with Arachnos since it meshes well with his "Arachnos Assault Squad Leader" build (he has all three spider pets and Omega Maneuver). -
The ability for Defenders to solo AVs is not based on their damage, it's based on their ability to stop the AVs regeneration. If you can do that actual DPS is irrelevant, you just need to be able to survive long enough.
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I think this hits the nail on the head. My viewpoint is that yes, the damage of "support" characters is to low, but that's because the support from damage characters is to low. It would be nice to see an increase in Defender damage but the only way to balance it would be to somehow increase the force multipliers available to the damage based AT and I don't think that's possible within the context of the way ATs are designed.
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Quote:The only one I can think of is Bruising for Tankers.The flip side, I think not letting it stack might be bad precedent. Are there currently any debuff powers that won't stack at least as many times as there aren't players to use 'em? I know Interface debuffs, for example, have an upper limit, but those are "bonus' debuffs. I can't think of any cases that are like "Only the first Benumb on the target works", and I think making a power set where that became the case might get frustrating for people.
The fact that it'd be broken either way is why, while I love it concept, I don't suspect we'll see it. -
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Sure, as I said, it's mostly a marketing thing. Seeing Paragon Studios Announces City of Heroes: Freedom on the front of a gaming magazine or on an internet site looks better than Paragon Studios Announces new Subscription Model for City of Heroes.
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Actually only LotrO kept the same name. CO renamed itself CO:Free For All and DDO re-branded itself as DDO: Eberron Unlimited when it went F2P (using Unlimited in place of Free). As another example, Global Agenda renamed itself Global Agenda: Free Agent.
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Hmmm... I think this is a contender for shortest rage-quit in history.
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Quote:It's just a name change, you don't need to buy anything. It's common in the MMO market that when an MMO goes F2P it's renamed to something with "Free" in it, i.e:1) Am I going to have to buy Freedom like, is this an expansion or do you automatically get updated to CoH Freedom if you're an active subscriber on/after July 1st.
Freedom
Free For All
Free Agent
Quote:2) Is Freedom VIP going to be $15 a month or more? -
Quote:Indeed, someone will QQ no matter what. However, by making the segregation opt-in instead of opt-out you decrease how much segregation there is which in turn hopefully leads to a better experience for the F2Pers who will hopefully upgrade to Premium or VIP accounts which at the end of the day is the main point of the entire setup.Setting up an "exclusive playground" is still encouraging a F2P/VIP segregation... it's saying "pay us money and you can get away from the unwashed F2P masses and be with the cool kids"... it's a "screwed if you do, screwed if you don't" situation for Paragon Studios and much QQ will come of it on both sides of the argument.
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