-
Posts
1909 -
Joined
-
It seems as CoX continues to advance, the hardware and connection requirements ramp up.
We've pretty much have made dial-up extinct, with DSL, wireless and even Cable connections starting to groan under new pressures.
Laptops aren't really a viable option unless you're shelling out $1500 or more. Given the current trend of affordable entry level notebook comps being pushed out at a fairly good clip; there's a large potential market of on-the-go gamers that are pretty much being left in the dust by the CoX advance.
The abundance of 'e-machines' that dominate user homes; sure, they can be upgraded but wouldn't it be grand if more players picked up the game because the minimum system requirements were more inclusive to what they already have 'norm packaged' in their machines?
The emerging mobile market could always use a social builder like a MMORPG; like CoX.
Is there a possibility of creating a CoX Lite server or even a stand-alone to accommodate these needs. The graphics wouldn't need to be as detailed. Toggle power graphics could be minimalized. etc...
Opinions? -
I drew this particular comparison because the primaries are functionally the same.
It seemed that prior to the changes; Controllers had better control and a more consistent higher damage output from their primaries.
What I am trying to jive is what secondary type people are more enticed by.
Right now, I'm trying a Plant/ on both /Kin Troller and a /Fire Dom.
My Dom is great, her primary chain is well supplemented by her secondary chain and mobs are getting slaughtered even without fancy slotting. But the vibe is that solo is her strong point... teaming may require her to tone down her game plan and let others take on the bigger spawns (at least until Domination comes up)
My Troller is great; she gets well rewarded for locking things down and she does it well and I don't find myself stressing my survivability as much. I don't mind playing her solo but she seems geared to being a solid anchor for any team. I don't feel like I'm taking a backseat on teams when I play her.
With the new Dom damage mods, I'm liking them more than their Controllers brethren; especially solo... and only consider Trollers when using /Kin or /Rad. -
[ QUOTE ]
[ QUOTE ]
MMOs are about balance and even if you take farming out of the equation, AE is not balanced.
-Regular missions have contacts you have to earn/find, then continually travel to until you get their cell. AE puts the contact right next to you.
-Regular missions have doors that can be on the other end of the zone or even in another zone entirely. AE always has the door right next to you.
-If you want to go to the hospital in a regular mission it could put you hundreds of yards away from the mission door, the AE hospital always puts you right next to the mission door.
-Random missions give you random salvage and recipe drops. AE tickets allow you to more selectively choose your drops.
-If you're having to buy enhancements with influence you will have to find a vendor selling your Origin, then you'll have to wade through the sometimes oddly named inventory list (curse you Magic Origin). If you use AE tickets you travel a few feet to a single person who offers not only every type of regular enhancement, they even have a nifty menu that lets you select the type of enhancement you're looking for.
These are just a few of the examples of how convenient AE is compared to regular content. Why does AE not have ANY downfalls to balance all of its amazing features that dwarf the regular content?
[/ QUOTE ]
In theory, this is all balanced by there being no "end of mission" reward in terms of XP/Influence/Prestige. In practice...not so much.
[/ QUOTE ]
Custom critters are more difficult than their canon bretheren
No access to badges or badge related abilities
No earnable temp powers
There are end of mission rewards; just not XP/Inf
No end of arc rewards
No trainers in the AE buildings
Incomplete inspiration list at the insp vendor
No mission auto-complete (I think)
There are balances... -
Being that both may be available options to the player, regardless of 'side'; how do you believe the new Dom will stack up against the Controller?
Which will be your preference when the opportunity arises? -
Uh oh, my demise is soon to come "1 Star. Offenses: Just down-right offensive."
-
Don't touch mah Flares; 3 seconds is slow enough for a staple fast attack power.
-
Do the creeper vines benefit from the Containment buff? Assault? /Kin buffs?
-
[NPC] Numeria Abericus: ArtemisDeath knocked over the 22nd National!
-
Fancy gates on the Marconeville and New Haven walls
Behemoth Portals are swirly masses now
Flares at 3 secs instead of 4 seconds on Doms (ty)
still alot of glitchy graphics though; npc rubberbanding and disappearing objects -
Looks like I've run into a snag with this mission.
It seems that I've cleared the map (unless I've overlooked an area multiple times) and there appears to be a big stone door (that isn't opening for me).
Help, please?
nevermind... found another hall -
Is it possible to get canon critters that are exploitable as allies set to a flag so that when a player tries to put them in as allies it either disallows the action or invalidates the arc.
This in the place of removing those critters completely or hiding them in the 'Random Minion/Lt/Boss' selections. -
Can we get a keyword search function for the MA critter groups UI?
-
I'm sure that's why they have the 15 minute timer; to ensure that no powers get an 'instant' recharge... but I'm sure they can (and will) eventually find a way around that.
There can be quick fixes applied that already do exist in-game however.
An Endurance/Recovery crash (like nukes and godmodes) upon activation.
A period of 'Affect Only Self'
A period of ability suppression (all abilities at -X% strength)
All powers starting at their recharge 3/4 way point instead of getting a full reset
etc or any combination of varying degrees of the above. -
[ QUOTE ]
It'd also make it so once every 5 minutes you could make any and all powers instantly recharge... That sounds highly exploitable to me.
[/ QUOTE ]
Not really, considering that there are very few powers within a powerset with anything close to a 5 minute recharge and also considering that the number of powers that would be down at the time of change would also be minimal.
Most short recharge powers could be covered by any activation time applied to a 'change build' clickie.
There's also the matter of changing into a radically different build; different enough to invalidate the worry of exploiting powers from the former build.
And, if they so desire, they could implement any of many types of post change suppression. -
I would buy either but being able to adapt between playstyle builds in the middle of an encounter or even in the middle of a mission would be more appealing to me... and functional.
-
Has it been stated that not being able to slot Necro pets for Accurate To Hit Debuff sets is intentional?
Either way, I think they should get it [also Life Drain] and that the GNs and Lich should be able to slot for Accurate Defense Debuff sets. -
I think someone had mentioned this somewhere else:
Make the Costume Change feature a standard part of I15 while changing the Booster Pack Power to the ability to change builds without having to go to the Trainers (as a clickable power on a 5 minute max timer) -
Final Thoughts (before I move this over to the Suggestions Board).
I think someone had mentioned this somewhere else:
Make this feature a standard part of I15 while changing the Booster Pack Power to the ability to change builds without having to go to the Trainers (as a clickable power on a 5 minute max timer) -
having a height slider vs having availability to a different 'stock' is apples to oranges; it wouldn't undermine the booster any more than the current costume change system
-
Now that it seems possible to have a single toon with different heights (via the SuperSci booster)... how about adding a height slider to the core game?
-
I cannot locate the Patch Notes that had the fix for the Contagion proc for Jack.
Can we make sure that this fix is applied to all pets; assuming that this proc might be affecting other pets in the same manner but is not getting noticed because those other pets tend not to share the same set in which a power can be slotted for the proc (like when teaming with other pet players).
Also, set like Plant Control, in which the confusion power isn't on a constant toggle but can still be slotted with the Contagion proc and can reasonable put it's pet within the line of fire.
If all of this has been addressed, then nevermind, but as I said... I couldn't find the pertinent info. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Domination doesn't affect power magnitudes. It affects the length of their effect (as well as increase the damage of your attacks). Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects will be lengthened by activating Domination.
[/ QUOTE ]
I could have sworn that Domination mode used to increase power magnitude by 1?
[/ QUOTE ]
http://paragonwiki.com/wiki/Inherent_Powers#Domination :
<ul type="square">
Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.[/list]
So, yes, it does increase Magnitude, but not for TP Foe.
[/ QUOTE ]
Anyone think it would be worth the effort to bring this up in the Dom revamp thread? If Domination could be applied to TP Foe, it would be an interesting tool to use.
[/ QUOTE ]
Even if not; TP Foe/Creeper Patch -
Wormhole and Singularity looked pretty darn good too but as you said; the rest were a bit too meh
[on second thought, not really... Lift looks cool; they put off the multi-immob til later though; looks like it blooms a tad to late for my tastes]