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Quote:The devs said that while three even level minions was the original balance point for standard content (which doesn't mean players are the exact equal of three even minions, by the way) as players fully slotted powers in the higher levels the players tended to outpace the standard content, to the point that *on average* the difficulty you experience in the lower levels vs three even minions would be comparable to the difficulty you experience in the higher levels vs three +3 minions. They didn't specifically target that, they were just expressing their belief that players get more powerful more quickly than the critters did at high levels, and that was their best guess as to just how much more powerful they got.As far as the quote from the Dev regarding "3 red minions" being the balance point later in the game, I remember reading it somewhere in Arcana's Scrapper Secondary Analysis, so I always figured that quote was only in regard to Scrappers. Was that supposed to be a different balance point for everyone at end game, or was it just a set-point so Arcana could do another set of immortality-line calculations?
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Quote:The vast majority of controllers I've seen, including me, do not wait for a tanker (or brute) to establish aggro before applying controls. If you're a brute and you've acquired aggro before I've dropped controls into a spawn, its because you can run really really fast or my PC is lagging that day. However, even if this were true, controls landing *after* aggro is acquired would still have a very serious impact on Fury. Due to the mechanics of fury, it takes several seconds for Fury to reach maximum equilibrium during which time controls would sap a significant amount of incoming attacks. Fury has a throttle which limits the maximum amount of fury you can acquire per second baked into its mechanics which forces this to be true.1. Ususally a controller does not take an alpha. The brute would have gained fury and the aggro before the controller would lay down fury deminishing powers.
Quote:2. blasters and tankers are simply not brought to a team for the same reason. if a team wants more dmg, the tanker would be the last AT on the list to seek- even some controler types, in fact a good many of them as the game progresses, bring more dmg. Because of this, i would not consider a tankers dmg to stack with another tankers dmg for team output, as the con's of not having an actual dmg AT outweigh this so heavily.
As to your assessment of tanker vs controller damage, there are a lot of low damage controllers and a lot of high damage tankers. The notion that one of them significantly outdamages the other on average across the archetypes is in error.
Quote:3. Eh sort of. It falls into the grey area I mention earlier. For the most part, "herding" is useful at the begining of a fight. The other 90% of the fight it is greatly deminished. -
Quote:I assume they are using it the way I've always seen it used: stealth in and plant it in a spawn (I've seen it used in other ways, but all of them marginal in frequency).That's an interesting point.
How ARE people currently using Time Bomb?
When Omega was first released on test for VEATs, I commented that it should have been a light grenade. In fact, the taunt may have been added after I made that joke, so VEATs you're welcome.
That might be worth time bomb's 9 second cast time. -
Quote:The ironic thing is that Avoids the Green Stuff would be a badge I would personally find a fun badge if it showed up in a soloable mission. My only complaint with it is that you have to inflict its acquisition on an entire league. For that matter, I'd do Preservation Specialist in a solo mission with no complaint.Avoid the Green Stuff, Preservation Specialist and a couple more are disgraceful.
I waited *years* to get the RV AVs on both sides, and I farmed the original Empath badge for nine months, and I did all ten thousand monkeys for the original Zookeeper in one four hour stretch on a bet. I'm not exactly a whiner when it comes to badges. -
Quote:A long time ago in a forum far far away I suggested that trip mines be location powers like caltrops, and separate from being tripped they could also be detonated by the blaster that cast them and *only* the blaster that cast them by shooting at them. At the time, the mechanics to allow that didn't exist. Today, I think they kind of sort of do.I like this.
I was thinking in the sort-of-opposite direction: a (short?)ranged power that you shoot/toss at a foe that does not inherently alert them. After a little while it explodes, dealing AoE damage centered on the target. Sort of like a back-loaded DoT.
Bonus points if the power cascades, setting off other Time Bombs that haven't gone off yet. Additional Bonus points if the target has a chance of noticing it, but the bomb goes off when they notice (and thematically at least, try to remove) it.
This power would still probably only really be useful against EBs and larger, and occaisionally for the fun challenge of seeing how many foes you can tag before the explosions begin. I don't have a problem with this.
My issue with Time Bomb in it's original form is it's designed and named, it's like a bomb that should empty out an entire villain lair except for hard targets, but it can't really work that way.
In any case, the key is the damage/AoE should be huge enough that you cannot outdo it with your other powers with the same slotting.
The very specific parameters of the suggestion were that it added a new way to use the mines without damaging the existing way of using them for players used to using them the old way. Anyone using Trip Mines in the current normal fashion would be able to use these almost exactly the same, but they could also be used in other ways for other purposes. -
Quote:1. Why do you count fury loss against tanker taunt, but not against controller control?You have given a very accurate description of how tanking works right now.
here is the issue: taunt is an anomoly in this game in that stacking it with more then one character on a team ends up reducing the characters performance.
What I mean is, compared to other AT's, having more then one taunt/aggro manager on a team turns into a mess. eighther the team is missing out on dmg because they have two tanks with sub-par dmg output, or the brute is missing fury, or both.
take now for instance, 2 blasters. Result? MOAR dmg. the effect "stacks"
now two controlers. Result? Containment all over, double dmg all over. Also, while there can be "too much control" containment stacks, and the controler has access to force multiplier sets as a secondary which.....
Also stack: see corruptor/defender
Scrapper: yeah there is no downside to more then one scrapper. The AT is self contained.
This really comes down to brutes and tanks, because of the same reason: taunt and aggro. Multiple brutes can reduce their own dmg output with loss of fury generation because of shared aggro. tanks are already shy on dmg, and having more then one aggro controler is usually redundant.
2. Why do you count blaster damage "stacking" but not tanker damage stacking?
3. Recently there was a discussion about taunt auras, and how they should be considered essential damage multipliers because they reduce scatter and increase critter density for AoEs. Shouldn't taunt, taunt auras, and taunt effects count as offensive multipliers in at least some capacity? -
Quote:How do you feel about eliminating in-combat regeneration? That game's rest isn't actually a replacement for ours, its a replacement for our in-combat regeneration. In that game, out-of-combat rest is intended to be used as often as desired because the game itself is designed for it to be used as often as possible.I agree with Sam. Most of these powers should be modified to fit the new game reality. Especially Devices which is by far the weakest Blaster secondary. I would even go farther and say that Rest should have its recharge, debuff and activation time removed entirely. Leave the interrupt. Having spent the last couple of weeks in a galaxy far, far way, I have really come to an even stronger belief that balancing around downtime is a dumb mechanic.
I don't think the problem is in-combat vs out of combat per se. I think interruptibility does mask the fact that long-duration interruptibles are the last bastion of a time before the importance of cast time balancing became clear. But I think interruptibility and crashes are really the only two "counterbalance" effects we still have in the game in any quantity, and while the easy way out would be to simply eliminate to largely mitigate them, I think it makes more sense to rethink what their true cost and value are, so that the powers that have them can be properly designed to account for them. Interruptible powers like snipes make sense, in other words, if the powers got something in exchange for being interruptible. They currently do not. But I'd be more in favor of balancing snipes around the interrupt than eliminating the interrupt as a general rule. -
In exactly the same way the new zone will be destroying story potential. The devs can do anything in echos, flashbacks, and Ouroboros timelines including anything you can possibly think up for Dark Astoria. So this new zone doesn't destroy any story potential at all. Just like shunting the incarnate content into DA instances limits nothing at all.
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Quote:Technically true, but then you'd be limiting the options available for the incarnate content to preserve a hypothetical option that was obviously nowhere on the foreseeable horizon.It's not a math point, so I have no qualms about disagreeing with you here.
People have asked for years to have story content related to the zone. To the conflict between the Pantheon and the Circle. Finding out what the Tsoo want. Having that content would make people aware of DA *having* a story behind it.
Nothing would keep them from making a DA instance - you meet a contact that whisks you away to spirit-DA where Mot's waking up, for instance - where Incarnate level powers and abilities are needed and appropriate. Rather like... oh, FIrst Ward.
The flip side is that if they ever get around to really wanting to tell those stories, they could do so through instanced echos of DA. -
Quote:That would not be practical, however. As I recall, the devs suggested that the entire zone was being redesigned in effect to make an incarnate-class zone. Its not just a place where incarnate content instances will launch from, but the actual spawns in the zone are being calibrated for incarnates. That creates a lot of potential avenues for incarnate content that is structured differently from trials, including non-instanced content, zone events, and the like.Miss the point much?
Oh, wait. Yes, yes you do. Gee, look, the VERY NEXT SENTENCE:
OH MY GOD! They'd actually have a hook that could get even MORE people - who could otherwise stay premium or even free - to consider paying for VIP! (As opposed to the current plan, which removes a zone that had actual story potential to lock it behind VIP-only.)
*Do* try keeping up.
Losing the "potential" of Dark Astoria to open those avenues for the solo and small-team incarnate content seems to be a perfectly reasonable way to spend that potential. -
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Nightfall yes, TT no. TT also uses the melee modifier. Nightfall is a very rare exception, and is in an epic pool.
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Quote:I have an imagination and can , for example, go along with the story in the THING 2011 about an alien crashing thousands of years ago in Anarctica. What I cannot go along with is the fact that these Norweigns, who according to the movie wanted to keep the alien discovery a secret, would travel to the USA and hire an American scientist rather than someone from Norway.
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I'm not sure there's a single thing that radically changed the game for me, although the invention system did cause me to radically rethink how I think about builds.
I can say that City of Heroes in general has in many ways spoiled me for all MMOs that come afterward. I've played something like fifteen to twenty MMOs since CoH launched, and while some were good and some were bad, there are certain things about City of Heroes that colors my view of them in a way very difficult to objectively circumvent. For example:
1. Travel powers and basic movement. Seriously, just about every first-person MMO I've played has a system of movement where a rock is an impenetrable barrier. War Walls may be an annoying game fiction, but in City of Heroes I can go from anywhere to anywhere else that is accessible at all by simply moving there. I leap over fences. I just plain fly over buildings. I jump from the bottom to the top of cliffs. And it is always jarring when I switch to most other MMOs and I can *see* it, but can't actually *move to it*.
Not to mention: spending most of your time jogging slower than you can in real life. It sometimes borders on the pathetic unless the scenery is really, really *really* good.
2. Global cooldown. Here, we throw hissy fits over weapon redraw and being rooted, but in most MMOs attacks have global cooldown timers. That means when you use power X, *all* (or most) powers become unavailable for a certain amount of time afterward. This allows the designers to enforce a specific dps rating for each attack, and related strengths for other powers. Having powers available, but having to stand around doing *nothing* because you're waiting for a global cooldown timer to expire is so opposite of the free-wheeling anything goes fast paced power activation system in City of Heroes that it can be down-right grating to play any other combat system. And keep in mind this comes from someone who can explain chapter and verse on *why* global cooldowns are there and why they are considered good game balancing tools.
3. Power diversity. Recently I've started playing another MMO. I can't mention which MMO I'm swinging light sabers in due to the forum rules, but suffice to say its a recently launched MMO. And while I beta tested this MMO, its still relatively new to me. And not one day into playing this MMO I found myself on a team of similar class characters. And I found that *almost every spawn* we were all doing exactly the same things, over and over again. Seriously: players of this MMO will know what I mean when I say leap, sweep, attack. It can get pretty blatant, because in this particular MMO which is actually a pretty entertaining one overall, everyone from the same class has basically the exact same powers. There are skill trees that can distinguish players, but they are more like invention slotting than radical power differences.
We have some homogeneity in City of Heroes, and you do find people with similar builds, but we don't just have fourteen archetypes, we have hundreds of different powerset combinations, and even a team full of energy blasters rarely fights in exactly the same way We always want more diversity, and its something we should always strive for, but the amount we already have is simply staggering when compared to other games.
4. Costumes and appearance customization. There's just no question we have one of the best, if not the best character customizer. We have years of built up options, and we also have a philosophy of non-functional appearance: our gear doesn't change what we look like for the most part. This means we have both a wide range of possible appearances and the freedom to pick whichever one we want without affecting our abilities. In this other MMO I won't name, I actually bought a hat which would increase my armor rating, which would therefore increase my defensive ability somewhat. I bought it, equipped it, and then almost fell out of my chair when I saw it on my character. It looked like an origami sculpture was attacking my head, and winning. I thought about it for a while, then unequipped it. I would basically rather be dead than wear that thing.
Because I'm spoiled, and this game spoiled me. I can fight in a suit of armor, in a bikini, in a suit and tie, in leather straps. If the hat's ugly, I don't wear the hat.
5. Chat. Ours is good. Everyone else's sucks. Period the end.
Ok, that other MMO I can't name? If you forget the comands to chat they have a selector, just like we do. You can basically do the equivalent of talking local, sending tells, talking on the main global channels. Guess what's not there, and I only found this out the first time I needed to do it and it wasn't there. Talk to your team mates.
Guess it must have slipped their minds.
I'm not knocking any other MMO, in particular this other MMO I mention is actually entertaining and they do a lot of things right. Conversely, we do a lot of things wrong, some of them spectacularly so. But its nevertheless true that what we do right we do really right, and so much so its actually jarring to see those things done so wrong in more modern MMOs. -
That's what the description suggests it should do, but for mechanical reasons that is not guaranteed to be what it is doing. In particular, I have some question about how its boosting the critical chance of high crit attacks like Eagle's Claw, but I haven't had the time to specifically resolve those questions yet.
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Quote:As far as I know, *no* melee archetype attack uses the ranged modifier. Not just scrapper primaries. Shield charge essentially uses melee modifiers. Laser Beam Eyes uses the melee modifiers. Stalker snipes use the melee modifier.Is that just scrapper primaries, or do the epic pools / incarnate powers get the melee modifier also?
While I'm on the subject, Energy Blast's snipe deals about 173 base damage, Stalker snipe about 128. Except stalker snipes crit, and is it even remotely likely that a stalker will be using a snipe in a situation where it won't crit? If I asked for blaster snipes to deal 400 base damage, people would think I was crazy. But I am talking about the archetype that is supposed to be the best at dealing damage. -
Quote:What do non-functional male genitalia lead to? Cutthroat Island?No weirder than it started out, really. Before editing, the OP indirectly made it clear that functional male genitalia were essential to knowing/making good movies. The references to neutering merely continue that opinion trend.
Plus, the notion of Saving Private Ryan being an "emasculating" movie is a level of cognitive dissonance comparable to calling Troll 2 "Shakespearean." Does it focus on the players rather than battlefield sets? Sure. Is that a modern conceptualization? Hardly. You can see that sort of thing going as far back as you like in well respected movies. Das Boot, for example, from 1981. The Dirty Dozen, 1967. The Bridge on the River Kwai from 1957. All Quiet on the Western Front from 1930.
Do movies like this "over" dramatize? That's somewhat a matter of personal taste. Even Schindler's List was criticized by some Holocaust survivors for being too simplistic in its melodrama. However, while I would never tell a Holocaust survivor what to think about a movie about the Holocaust, nevertheless I would disagree and the vast majority of people including other survivors seem to disagree as well. You can't prove something is too much or too little something subjective, but that's not the same thing from recognizing when one's preferences clearly are just that: preferences without objective foundation that is stronger than any other. -
I have been increasingly concerned about a specific issue with some of the recent trial badges. Its one thing to ask a single player to perform some degenerate behavior to get a badge, whether its killing thousands of monkeys for no reason or whatever. If you really want the badge, you'll complain about it but you'll do it. Its another thing to make badges that require teams, like completing Positron's task force.
Combining the two is problematic because you have to ask an entire team to do something unrelated to the primary task. Even the old school Master badges asked teams to at least do something that didn't interfere with running the task force: don't die. You can ask someone to not die, please.
But Master of Keyes? That requires volunteer bunnies to hop around avoiding patches, an activity that isn't strictly necessary to complete the trial. And it requires a league to deliberately shoot at the thing you're not supposed to shoot at for the sole purpose of taking more damage for no reason. Master of Underground requires asking an entire league to give up an additional half hour of their lives creeping through tunnels and shooting at bombs instead of just setting them off and getting to the end of the trial.
When badging was something you could either do solo or do with a team where the badge requirements were nominally parallel with doing well at the team task in general, badging was at worst an extra activity that wasn't antagonistic to the rest of the game. But badges like Preservation Specialist put badgers in actual conflict with other players: others have to suffer for you to get that badge, and unnecessarily if they are not badgers. Master of Lambda has similar silly requirements that require asking an entire league to do something stupid just so the badgers can get the badge.
I think that's a problem. The devs need to institute a cardinal rule on badges: badges that require teams will not require degenerate behavior from the league. Badges that can be acquired solo can ask the players to do anything the devs wants, but badges that require teams should never require badges to force non-badgers to do blatantly unproductive things. -
Quote:It was melodramatic, but a fairly good movie in my opinion.<_< I thought The Patriot was a really well done movie myself. >_>
Quote:That aside, will have to agree with you on the villains motivations in the new Trek. The villain was insane. His motivation was wanting revenge for a slight that never happened.
Once Nero was trapped in the past, I'm sure crazy or not the first thing he would have done is try to take stock, figure out where and when he was, and get some background on what just happened. He must have realized he destroyed a Federation starship in the past which would have potentially serious consequences for the future. And that might have been when he was inspired to think "well, if I'm already back here screwing with the future, I might as well make it one where the Romulans don't all die in a supernova explosion." Its less a plan, and more of a situational opportunity.
In terms of what could possibly motivate Nero to take the actions he tries to take, crazy or not, the obvious one to me has always been that Nero is trying to reconcile the death of his wife, along with most of his species. Like many people strickened with grief, he wants to believe there was some meaning or purpose to that tragedy. And when he finds himself in the past, he concludes that the purpose to that tragedy was to give him an opportunity to do something great in the past, like "destroy the Federation and set the Romulan empire on a path to supremacy." His actions had to be grand and dramatic and really over the top, because in his mind only that kind of act would make it all worth it. -
Quote:If all the badges for UG, TPN, and MoM were optional rewards for soloing Hamidon without dying I'd work on that, one successful attempt per badge, as many times as it took, until I had them all, even if it took a year of effort.I'm really not sure what all the fuss is about. If you're on a team of experienced players who are willing to pay attention and work as a team, the latest trials are no harder than Keyes or UG. But if your idea of fun is standing in one spot and button mashing aoe's until you inevitably win, then you're probably not going to enjoy these new trials.
That's what I think about the "difficulty" of the latter trials personally. -
WHY MOVIES SUCK TODAY
Based on the OP, its probably because everyone on Earth wants sucky movies. The list of movies railed on runs the complete gamut from excellent movies (Saving Private Ryan) to reasonable genre movies (Star Trek), to the clearly scrambled (X-Men Origins: Wolverine). Its a shotgun blast of everything everyone likes and hates.
Personally, I liked Star Trek and I think Abrams did a good job navigating the pitfalls of making a movie that would appeal to new viewers while appealing to as many of the older fans as possible. But I can understand why some people don't like it. However, someone who simultaneously lists Star Trek along with Saving Private Ryan as examples of what's wrong with Hollywood is, I believe, equating their own personal preferences with objective quality.
Basically, movies suck today because your personal preferences aren't being targeted, because they are extremely narrow. That there was ever a time they were was purely coincidental. -
Quote:FYI, I haven't tested the proc to see if it behaves as its description suggests. I provided the calculations based on the assumption it would work as described, and its described as increasing the fury generation from your own attacks.And this is the fury generation formula FOR YOUR OWN ATTACKS
0.5 * [(100 - Fury)/20] ^ 2
As Arcanaville posted it.
The majority of fury comes from attacks made against you as you get higher in fury. Since the enhancement only works on your own attacks, it cannot even kick in until 40 fury as I showed.
However I should also point out that even if it increased fury generation from being attacked by 10%, that would change things only slightly, since my calculations were simplified by eliminating that problem in the first place. If it did increase fury generation across the board, 10% increase would amount to significantly less than one percentage point increase in maximum fury.
Then again, I'm not sure the Scrapper ATIO proc is all that interesting either.