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if you ONLY solo, poison and storm are just fine
they are piss-poor on a team. you don thave the survivability in poison, and the knockbacks in storm will irritate the brute if you have one, and make managing your pets on huge spawns extremely annoying. anytime there's a storm mm with me - whether i'm tanking huge spawns on my brut or my thugs/traps - i insist they leave hurricane off and use NO RAINS unless everything is immobolized. those that cant or wont are booted. i hate micro-managing while also having to tank for 8 mans. when i'm alone? no big deal.
i dont mind chaos, as long as it's moderately controlled. and quite frankly thugs and bots dmg takes a nose dive when you cant keep a spawn clustered. solo where spawns are 3 minions, 1 minion 1 lt, 1 lt or 1 boss - poison and storm are just fine.
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Bots/Storm at level 50 is a fun combo solo or teams.
Bots/Traps at level 50 was fun till the Poison Trap changed. Not so much fun now.
Mercs/Dark was first MM to 50. Seldom used because of the all the fun with Bots/Storm. -
Sorry but I like the new issue 13 changes.
Working with a small base it is nice to have the same invention salvage. After the base is finished I can use the salvage for recipes. That's a epic win in my book! -
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PvP Changes:
Weve also overhauled our PvP system... The previous systems were ok
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This is horrible. The new system is full of bugs, completely unbalanced and a majority of players (Current PvPers and PvEers) do NOT like this. In fact, the target audience of new PvPers are saying this changes helps even less! You took all diversity of At's out. Don't you think we know that a tank can take punches whereas a blaster can't? Now it is reversed! Blasters are supposed to be a high damage class, to make up for the low hp and def/resist. Now their damage is laughable. Blasters are the worst AT, along with Widows. Controllers and Defenders remain the "FotM" they were before with unresisted debuffs and high damaging holds. The game is turning into WoW 2.0. Please reconsider this "PvP overhaul," its worse then before!
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Ouch, if I were Castle or someone who worked extremely hard on trying to make all balanced and stuff and I read this, I'd wanna kill myself. Jeez.
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Or you could be one of the people that recognizes Positron is just being polite, and that the old PVP was so terrible that if every active PVPer quit over than changes and 15% of the non-pvp players played 2 more months than they would have otherwise just because they are fiddling around with the new system and giving it a chance, it would still probably be a win for the finacial health and longevity of the game. "Burn it to the ground and start over" is a valid response to some circumstances, and and I think evidence is strong that those circumstances had been achieved.
My perception is the basic goal is your build will not help you anymore. Your influence poured into your build will not help you much any more. Your skill - acquired in the past and in the new environement will. And even with skill on your side, you're still gonna get beat sometimes. Those are necessary goals if you want casual PvP players, and they look very much like the principles underlying the changes we are seeing. Implementaiton will call for more polish, but that was pretty clear in Positron's text. To me anyway.
Step 1: assume the Devs aren't crazy.
Step 2: deduce what they must see in their data mining from their actions.
Step 3: compare with their statements to observed behavior(recognizing there are some things they have to ommit because player desires and Dev needs do not particularly coincide).
Step 4: formulate suggestions that are within the range of their needs, where those needs have their closest approach our wants.
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Brillaint! -
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I don't really recall many villains, keeping their jobs, once they went villain.
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How do you think villains learn to rob a place? They need a person on the inside to make notes about the security and what times are ripe for the heist. A day job is perfect so they know when to come back at night to rob the place.
Day jobs are a welcome addition. -
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I'm just saying make badges as a result of doing stuff, not as a result of NOT doing stuff. I can't see how anyone, regardless of "hardcore badger" status, could be objecting to that.
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Because you have to log out in a certain spot to play the mini game. Nothing is a concept that describes the lack or absence of anything at all. Picking a spot to log out is your choice to play or not to play. Don't like it then you can opt out and skip the mini game. For the rest of us this sounds like a nice perk and I'll take a badge anyway I can get one. -
Off course if you play long enough there will be the day job where you get the time acceleration bonus where time moves faster for you.
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As odd as this may sound, I don't see why hard-core badgers should have a monopoly on how new badges are introduced into the game. The badge mini game is there for all of us, not just you. Badges from the day job mini game may favor the casuals and/or altaholics, but it doesn't exclude the hard-core badgers. It may take longer than you like and acquiring the badge may be unsatisfying for you, but there's nothing preventing you from getting the badges. All that's required is logging out at a certain spot and patience. There's nothing wrong with badges that reward different styles of play. Would you also object to new badges with PvP as a requirement?
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Brilliant! -
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"Getting a badge for doing nothing isn't fun."
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Maybe for you but it sounds pretty good to me.
So when the servers are down for maintenance I can earn a new badge. Cool!
A day job is a passive process that occurs in real world time when the player is not logged in. A mini game that gives you extra choices to help develop your character and collect badges for accomplishing a task. -
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I'm not crazy on the rewards for not logging in.
I'm even less crazy about the idea of the double experience. I go out of my way NOT to long in on double XP weekends. I hate the idea of not earning every single iota of XP I receive (ie I hate stuff I do not earn myself. Free stuff... bleah!).
That may put me in the minority, but to me, I prefer to create my 50s by earning every bit of XP the hard way. No "express elevators" like PLing or Double XP Weekends for me.
So the idea of being handed free stuff for having not logged in... not my cup of tea.
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Cool... so now you can find creative ways to gather debt prior to logging off. While you are away from the game it will be burning off the debt before you can receive any XP. -
The day job system sounds pretty fair too me. How can you complain about a badge taking 30 days when you need to burn even more time to get the immortal badge.
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Having earned the Fabricator badge twice using methods that heavily leveraged the way Base Salvage could be used all I'd suggest to people who are still working it this way to hurry up and finish it before I13 potentially makes it much harder and/or costly.
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So what we're going to do is we're going to get rid of the Base Salvage, and just make everything that's currently craftable in the bases from salvage, craftable through that Invention Salvage as well.
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Call me crazy, I like the idea of using one set of salvage for bases, IO's, and empowerment stations. Should be easier to get the Fabricator badge. -
http://pc.ign.com/articles/893/893278p1.html
July 24, 2008 - It's been more than four years since version 1.0 of City of Heroes launched. Many changes have been made to the heralded game, most notable in Issue #12 when the ability for players to make both Heroes and Villains was unlocked. That meant that players who bought City of Heroes could create Villains of their own and those who bought City of Villains could do the same. The Issue #13 expansion takes that a bit further.
At San Diego Comic-Con I was given a peek at what Issue #13 will bring to MMO fanatics aside from the standard set of fixes and updates. First of all, it's free. It's one of three free content packages that players get to download every year and Issue #13 is the last one for 2008. In it heroes or villains will discover the ability to create user-generated missions to further extend the life of one of today's most popular MMOs.
What does this mean exactly? Essentially players will get to craft their own storylines complete with custom dialogue and characters that can include other non AI-controlled players in the universe. While your adversaries will always need to be a set number of baddies from the standard stable of foes, what they're doing, what you do to stop them, who you work with and the impact that has on the world around you is entirely up to your design.
There was no demo on-hand to give us a look at how this could play out in City of Heroes, but the promise of user-created missions is enticing to say the least. Along with that, Issue #13 will include further proliferation of powers between heroes and villains, beyond what was seen from Issue #12.
We'll have more on Issue #13 as it nears its fall 2008 release. -
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My Stone/Energy is strong too. (Solo.)
My Electric/Energy is making excellent progress on damage badges.
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Immortal badge for the Win! (Priceless) -
I think the Devs should have ported 2 secondary sets for MM's to make up for no primary set. For example Storm and Sonic.
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Wow, the heroes get the uranium mine...the villains get the shaft.
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After seeing this I take back all my comments on having two different markets. Doesn't matter now there will be just one market. Heroes win again. -
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I love War Witch, but I was willing to accept "the Hollows will be better" as all the info I needed.
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Seriously. This was a bit of a letdown. They know the information we really want.
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Great article about the Hollows makeover.
***Secret Lord Recluse Marketing strike force team managed to exchange powerset proliferation announcement with Hollows Zone Makeover announcement. Muhahahaha brilliant! There was great rejoicing in Grandville.*** -
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Why not devote an entire issue to power customization and let the new content be pushed back? Then it's done.
Just my 2 cents.
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Question: How much time are you going to spend doing power customization for your toon(s) verse playing new powers or new content before you get bored again?
I don't know the dev time to develop new content verse create new powers verse create power customization.
Nevertheless:
If new content takes X
new powers takes 500X
new power customization takes 5000X
How do you build a return on investment to justify power customization? -
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Well, perhaps once you guys are done working on the Marvel MMO then you'll have the time and resources to work on this idea.
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When will folks realize that the other project has its own budget and staff. Sorry but in the business world you usually end up in jail for billing two different clients for the same work. Likewise the proprietary information within the product offerings would warrant different teams. -
Last night a blaster and scrapper were camped in the villain's hospital within Siren's Call on protector. Fortunately as a Stalker I used tp foe on the scrapper and sent the scrapper into the drone. Meanwhile his blaster buddy made haste as he was going to be next had the blaster stayed.
Lady Scarleta lvl 22 EM/EM Stalker -
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Because people get too caught up in the numbers and try to quantify their "fun" using those numbers. "Fun" cannot be boiled down into a math equation. We don't need the numbers. Better, clearer descriptions? Yes, that we DO need. But the numbers themselves are not necessary.
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Bravo! Thanks LiquidX for writing a nice response to the numbers.
Looking forward to October 24 for all the new names that will be available from all the people that are leaving because of the changes. Can we please have more changes because there a few more hero names I would like for my alts. -
Great posts TopDoc!
I'm on protector and would like to join your Superteam when I5 goes live.
Heath Hazard lvl 50 rad/rad defender (tech)