-
Posts
1405 -
Joined
-
Quote:While they may have missed the subtext of your post, Wendy's point still stands: Many of her characters have had enough time to accumulate so much salvage and so many merits that they need only run the Magisterium Trial a handful of times, then immediately slot the newly unlocked power with a T3 or T4 due to stockpiled salvage/merits. The problem the Devs were trying to avoid in i20 (i.e. people crafting top tier Judgement, Interface, Destiny, and Lore powers due to saved up Shards) is present anyway.OK.
You, and everyone else that quoted my post, missed the point completely.
Maybe you need to re-read the quote in my post again and then read my post to see the connection.
Context people, context.
As for me... I have no interest in the Hybrid power. Kind of boring in my opinion. *shrug* I'll run the Magisterium Trial once, for the experience, with my one character that I've decided will be my semi-phenomenal-nearly-cosmically-powered character, then go back to the rest of the game.
I'm in Bill's and Astra's camp: most of my 50s have an Incarnate Power or two, but they are mostly just conceptual extensions. I gave up trying to keep up with multiple incarnates long ago. -
Hey, most of us Pinn-Heads are just too busy playing the game to post on the forums
As for a "itrial night" I recommend something during the week. I find weekend evenings are rather hit or miss in terms of player numbers, and now that it is summer, I expect people's nightlife will most likely increase, especially on the weekends. So, despite the probability that I will not partake in too many iTrials, I recommend Wednesday night. -
Nice looking sales! Nothing I really need nor want, but that does not detract from their value, and I will never decry a sale.
-
My opinionated answer to the original question:
DC's Starfire or Marvel's Cyclops both define what it means to be a Blaster.
Their primary power is damage at range, and they are excellent at it. Against "minion" class enemies, one or two shots is all it takes, and "lieutenants" don't hold much weight either. Each is also capable of a very explosive attack (T9 style), which tends to leave them a little dazed after using it.
Despite being primarily ranged damage dealers, they are both proficient in hand-to-hand combat, to the point where they can quickly dispatch an enemy that gets too close. However, neither are particularly durable, making close combat riskier and their ranged attacks more beneficial for a longer battle.
I see this manifesting in our game as such:- Some boosted damage for sets that should be doing more (c'mon, if I shoot someone in the chest with a pistol, they should be a little closer to "dead" than those attacks currently yield).
- Crashing nukes getting a boost to their damage to the point where walking into an even-con mob and firing it off vaporizes minions and lieutenants, and leaves Bosses with 25% or less health.
- Sniper attacks, if their mechanics are left as are, should get a damage boost to the point where (at even-con) they can one-shot a minion, leave a LT. at 50%, and a boss at 75% before enhancements.
- Sniper attacks, if their mechanics are modified, should be made similar to the new Assassin's Strike mechanics.
- Future secondaries bringing a balance of melee abilities, enemy deterrents, and independent self-buffs (i.e. Build Up and Conserve Power, not Drain Psyche and Soul Drain).
-
Sorry to have missed the raid this past week! I had company at my home whom I expected to have been gone by the scheduled time. Alas, Winter was wrong. But I heard it went well, so I have to thank Billy Mailman for stepping in on short notice to lead it.
Updated for this coming week! -
As StratoNexus said, pulling up the "Details" screen in the enhancement window won't show the extra range you are getting from set bonuses, only the range directly slotted in that power. To see your actual range boost, check the Combat Attributes window.
Also, a good way to test your range is to find an enemy in a zone, set it as a way point (which I think is still possible), and see what the furthest distance back is from which you could snipe it. If that isn't possible, you can also make a thumbtack on your map at the location of the enemy to do something similar. -
Thanks for asking this, Oz! It is something I have wondered about in the past as well, and now I can say that I learned something today.
-
Quote:1.75 years. Going Rogue/i18 launched in August of 2010.Something tells me that we were suppose to fight Praetorian Hamidon (the Underground trial suggests we would atleast take him on) prior to fighting Tyrant but since, as mentioned, the devs felt that people were fed up with a storyline that has been dragging on for three years now (IIRC), that they axed Praetorian Hami and are skipping straight to the end.
As far as I am concerned (thus, my opinion), the Devs misinterpreted. Yes, there was/is a group of people that was/is fed up with the Praetorian story line. But I think the majority of people that had complaints about it were annoyed more so by the focus on the Well of the Furies than on the Praetorian story line itself. That, and that we had already fought the Praetorians in Tina Macintyre's arc and Maria Jenkins arc. And defeated them! But now they are back...?
That may just be my opinion though. -
Quote:A level 45-50 arc would be no sharper a turn for the Loyalists than the level 15-20 arc we have now. In fact, the turn would arguably be more gradual. If there was an option to go all the way to 50 as a Praetorian alignment, it could (and probably should) be written in such a way that that final arc would be "the straw that broke the camel's back," since there would be an extra 25 levels of content that could gradually reveal Cole as a tyrant.But that would need a sharper turn to the right side by the loyalists - by making the turn at a lower level, it avoids having them heiling Tyrant at level 49, then smashing the dictatorship at 50.
Praetoria now extends to 40, and the turn to the good side by the loyalists is softer than if they'd left it to 50.
Night Ward is 30-35, not 40. And the events in First Ward and Night Ward, while referencing Praetoria proper, have very little to do with that story line.
All I am saying is that there were two incentives to starting a character as a Praetorian: one was, well, being a Praetorian, the other was being able to start any regular archetype as any alignment. The latter incentive disappeared just over a 1 year after its arrival with the addition of i21. The former incentive technically still exists, but again, it only applies up to level 20, before you become just as much a hero or villain as any other character.
With no real incentives existing any more to roll a character as Praetorian, save for RP/personal story reasons, what is to become of Nova Praetoria, Imperial City, and Neutropolis? With Cole being defeated, and the Devs shifting their attention to the arrival of Battalion, it seems to me like they will just remain there, as empty as Boomtown. Which, given how much higher their visual and writing quality is over Boomtown, is an utter shame.
But I guess that's my opinion. -
Quote:You are right, and that's the problem. In lvl 1-20 Praetoria, it doesn't mean a damn thing what you choose, you are still going to end up a Hero or Villain, and still end up fighting Praetoria. I am not arguing the writing of the story. In reality, it had to be written that way just from a sanity and logistical standpoint, regardless of how much I may have wanted to create a character that fought for Praetoria. What I am suggesting is that it would have been smarter to allow players to remain Praetorian up to level 50 and THEN have all the story lines funnel towards "Cole is evil and, for the good of the people and/or your own survival and gains, you must defeat him and his regime." Bam, you are right there, ready to start the Praetorian Incarnate Content, rather than leaving Praetoria behind for 30 levels (which go by a LOT slower than the first 20) and only having two TFs (one on each side) that pit you against Praetoria.That's not how the 1-20 story was written - it was written so that by level 20 everyone would either be fighting the dictatorship to free then people of Praeotria, or looking for ways to expand their own personal power - that's why the moral choices in Praetoria don't actually have any effect on your alignment until you hit 20, and even then, it doesn't have any effect on the oucome of the war, as everyone is fighting Tyrant.
The part that is lame, to me, is not that my Praetorian character will have to fight Cole regardless of what alignment I choose at the beginning. I get that. Rather, it is that I have to say, "Wait right there, don't move, I'll be back in 30 levels." It's like if we could go through Wincott, Flux, Julius, and Talshak (the Hollows story line), but then had to wait for level 50 before we could attempt the Cavern of Transcendence Trial. -
Quote:This is the direction I would like any Blaster modifications to travel. I have spoke out against such things as defensive increases and mez protection because I feel that the Blaster should keep its title of "offensive juggernaut." I totally agree that Blasters need to be able to survive long enough to be the offensive juggernaut, but I think they should to that by doing offensive things better, rather than increasing their defenses....Blasters have to carve out their own means of staying alive, which means their own way of dealing with damage, dealing with mez, and dealing with other threats to survival.
The *obvious* concept is "offense is defense." Except its not, not intrinsically, because this game's mechanics don't really allow for damage to do that in a way that's balanceable. But we can make that statement work if "offense" isn't just damage. In a sense, controllers implement "offense is defense" as well - their offense includes control.
That's why I suggested, in another thread, that the blaster "offense is defense" concept be extended to counter-mez. Add short duration mez pulses to blaster attacks so that blasters can partially neutralize targets they are shooting at but only while actively shooting at them. That carves a specific kind of mez away from Controllers, leaving controllers the kings of long-duration controls: basically the fire and forget controls. -
Quote:I will echo this. Those are some great incentives.Big thumbs up on the Archetype unlocks. I mean, only good for non-vip folks, but still, those're some killer deals for prems.
-
Currently, it is still considered a leak, since the Sorcery Power Pool is not yet in open Beta testing. We can discuss the pool itself, since we got to see a closed-off option of it on open Beta not too long ago (that option has since been removed from the Power Pool list on Beta). The powers themselves were leaked due to someone illegally fiddling with pigg files, but discussing those on these forums is, for the moment, not allowed. If you want to find out more info, just google "City of Heroes Sorcery Power Pool" or something of the like, and you should be able to find some details on outside sites.
-
Quote:That's an opinion. I'm not agreeing nor disagreeing, just saying.It's one of the best and most impressive parts of the whole game -
Quote:- one huge story arc that goes from trying to turn in your Powers Division badge in the tutorial to smashing Tyrant into the dust in I23, using every game mechanic available to tell the story.
As for i23: I wish I was more excited about the "big stuff" on its way, which frustrates me because I am usually excited for issue releases.
Introducing a brand-spankin'-new zone in Praetoria in the same issue that the Praetorian story line basically ends seems counter-intuitive.
I am not excited at all about the Hybrid slot. I fail to understand how being forced to repeat the same piece of content multiple times over for one power can be thought of as a "good time." And since I detest archetype homogenization, this power really turns me off.
I am very much looking forward to the LFG channel, Quick Travel Portals, Super Groups being available for Free/Premium players, and the Chain Mail and Leather Armor costume sets (more customization options are what I enjoy most). The new Penny Yin TF interests me as well. I just wish I wasn't starting to feel "over" Incarnate stuff. -
What Fireheart suggested.
But as long as you already made this thread:
The only way I've managed to simulate "girth" on characters in this game is to put a character in a jacket and max out their "Waist" slider. It doesn't quite look realistic, but it does give them a chunkier mid-section than anything else I've attempted. -
Quote:This.As amusing as the thought, the classic sci-fi bubble space helmet has existed for decades longer than CoH. They can hardly claim ownership of it.
And I believe it is just the angle at which the guy on the right is standing that makes it look as though his helmet is off-center. -
Quote:But isn't that the issue in a nutshell? Why shouldn't you expect to be able to do what another AT can, even if you have to use different approaches to get there? If a scrapper can take on a big pack of purples in melee and emerge unscathed why shouldn't a blaster expect to do the same from range?Quote:From what I've been able to tell if you can do it from melee range that's fine, but if it's from range then all of a sudden ... tankmage.
Quote:I agree that what you've said very well may be the biggest part of the problem some people have with playing Blasters.
That said, I do think that Blasters' damage is too low to balance out their complete lack of defenses, when compared to other damage dealers that do have defenses and greater survivability options.
Still, make no mistake... Blasters, as they currently are, are my favorite playstyle and I wouldn't want to give them mez protection or survivability that would take that need for a strategic approach away.
Personally, I'm all for an increase to the ranged damage modifier, but it would obviously need testing. I would much rather Blasters be given some improvements to their offense than any defensive countermeasures. -
Quote:This.Another week of Paragon working on making sure all the truly new stuff is actually done and ready instead of pushing it out the door unfinished. I'd rather see a few weeks of "new but not really new" stuff like this than another "we've got a deadline to meet -- get it on the market NOW!" debacle like what happened with the Imperial Dynasty set.
Be realistic people. If you need a gauge for how long stuff takes to develop, let's look at how long it has been since the initial concept drawings for the Retro Sci-Fi costume were presented. And it appears that Dink has been working pretty steadily on that since. That's one costume set. Granted, it is a bit more complicated than others, but still: one (1) costume set. I think they deserve a little slack for not releasing a costume set, story arc, or power set every week.
At the very least, do as I do: look at it as an opportunity to save your money. -
Just landed "Brasshopper" on Pinnacle in anticipation of this week's costume contest. I fully expected it to be taken.
-
/thread, haha
Just to name a few:
- Lemkin Synapse-speeding his way towards me, and I use Power Thrust just as he reaches me to send him flying through the air in the opposite direction. I swear the game went into slow motion as I hit him.
- Doing something similar to the above, but with Executioner's Shot on any minion or LT. (It usually times out that they get to you just as you fire.)
- Using Nova to finish off a large mob JUST as Force of Nature wears off, followed by "/e catchbreath," followed by laughter from team mates. -
That was my second raid in a row where I encountered problems, so I will be doing some research this week to figure out what the hell was going wrong with it. Hopefully it can be avoided next week!
Never the less, it sounded as though everyone had fun and was grateful for the xp/merits. Good showing, all!
Updated -
I'm always for this. Any options that allow me to more accurately create the exact idea of a character as I have it in my head are, by far, the best things that the Devs could add to the game.
I find much of this game's content to be easily repeatable. I don't need a constant influx of content to stay interested. I just finished First Ward for the first time last month. I have run a grand total of TWO missions in Dark Astoria. And I ran my first Dilemma Diabolique trial two weeks ago. So who knows when I'll get around to playing Night Ward once it is released. I may go so far as to say I am starting to feel content overload.
Besides seeing my ancillary pool armor as the same color as my blasts, here are a few things that would really make me excited:
- New flypose emotes
- A way to choose your own default flypose.
- Watching my tech-based teleporter teleport differently than my magic character
- A Super Speed animation that simulated momentum -
I had some computer trouble while running Pinnacle's Sunday Night Ship Raid, and upon logging back in I had no powers in my trays. When I manually activated Sonic Dispersion, it was completely visible. Then for laughs I manually activated Clarion.
-
I have seven level 50 characters, only one of which I never play anymore. That character was the product of an "uber-idea." In other words, I created the character with the end-product in mind rather than the story. As a result, I rushed through the game, taking whatever large team opportunity I could get, in an effort to attain that "finished idea." And once I was there, I had barely a week where I enjoyed playing the character before I found him boring. I keep that character as a reminder of what not to do.
If I am going to create a character, I want it to be something in which I am invested. So while I will fiddle around with costumes, and enjoy watching animations in the power customizations window, I always double check with myself before I impulsively create a character, to see if I have a specific journey in mind, or if I just have an itch to see a final product. -
QR to the OP:
I've often wondered about that myself, and thought the same things. i.e. "If I am knocked out, who is pressing my medi-porter?"