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Quote:But that question of how much better opens the door to some sets gaining more of an advantage or less when transitioned to Brutes or especially Tankers. For example, because of the way the numbers work out, Dark and ELA are almost different powersets on Tankers than on Scrappers or Brutes, because so many of their resistances are high enough for accelerated stacking to become a factor. SR is another one of those sets: SR tankers are not just scaled up SR scrappers, they are scaled up perma-elude scrappers.Also true of invuln or any other armor set that makes good use of capping either resistance or hp. Being better on a brute does not make it weaker than other scrapper secondaries; they are all better on brutes for survival, it's just a matter of how much.
Its not true that if X>Y for scrappers, that even if the sets are not tampered with in proliferation X will still be greater than Y for Brutes or especially Tankers. It might be, and then again it might not be. -
Quote:Does your thinking that preclude other people responding to your posts?Excuse me for thinking this was for "opinions about [The Most Durable Scrapper]". i put my 2 cents in about SR.
There are some areas where SR just shines, particularly in places like the ITF. However, you mentioned soft-capping "destroys any chance of you trying to play anything else." Soft-capping is not actually all that strong by itself. *Keeping* the soft cap under extreme debuffing like in the ITF can be impressive. But if *all* you have is the soft cap, an Invuln will tend to outperform you. It also can get very high defense *and* it has dull pain and resistances. The combination is simply numerically stronger, period, so it will always look better. My Katana/Invuln strolled through the last Ramiel mission and she has an incredibly cheap build: common IOs and some cheap sets. My MA/SR can also do that, but at much higher cost.
You put a lot of stuff *inside* soft-capping, and now its a different story. Stick in heals, a lot of regeneration through inventions, and particularly aid self and now SR starts to become a monster on par with other monsters. But given other powersets can reach similar levels of defense while also possessing other protections SR cannot as easily acquire, I believe SR will never be able to hold claim to the best performing scrapper secondary *except* in the specific case of high-order debuffing situations, like the ITF or even things like Tin Mage.
Which is not bad. Its just not everything. And if nothing else, rather than spoiling me for other powersets I find playing other sets makes me appreciate SR more, and vice versa. -
On the subject of size verses strength, I'm reminded of the reasons why they cast Robert Patrick in the second Terminator movie. At first, they were actually thinking conventionally: find someone even bigger and stronger looking than Arnold, and having some difficulty with that. Then it occurred to them that they didn't want someone that looked bigger and stronger, they actually wanted someone far smaller and less physically impressive. Why? So that when they finally fought and you saw this small guy throwing around Arnold, it would reinforce the notion that the T-1000 was a more advanced terminator. That might have been a cognitive dissonance moment fifty or a hundred years ago, but in the computer age we see "smaller" and "more powerful" and we don't think "wrong" we think "more advanced." When it comes to technology, we think of power as something we can just have more of. That's why we don't generally question when Stane knocks Stark around and his armor loses power rather than falls apart.
This intuitive sense that power is something you can just have, if you're advanced enough, has an analog outside of technology. In the old school martial arts movies, power comes from skill and experience. Therefore, the really old guy that barely pushes a hundred pounds can break rocks with his fingers and throw the two-fifty guy through a wall. There is this sense that skill can somehow leverage physics to do almost anything.
So "strength" isn't locked to size. Bigger equals strength, but stronger doesn't mean bigger. The big guy is definitely strong, but the little guy can be just as strong or stronger if he's more advanced in some way.
However, none of these intuitive cues seem to work for things like agility and flexibility most of the time. Big and agile is so counter-intuitive it often happens for comedic effect. In fact, here prejudices work against the metaphor rather than for it. The presumption is that it takes effort to build muscular bulk, so if you can be powerful without it, why not. But conversely, size isn't an advantage to being agile, so if you don't need it why have it?
This eventually heads into body image territory I'd rather not pursue, but stopping short of there I think its fairly obvious why power isn't as coupled to size as dexterity is. -
On the general subject of how mutant powers work in general in the Marvel Universe, in-canon the characters themselves generally do not exactly know this: most of them are not physicists or doctors, nor do they study the limits of their own powers. So most know and describe their powers based on past experience. No one can stop the Juggernaut because no one has, not because there's a specific reason (beyond "its magic"). Presumably, anyone more powerful than the actual god Cyttorak can probably stop the Juggernaut.
Similarly, what we know of Shaw's powers comes from observation and the pronouncements of the other characters in the stories (things like Marvel Universe notwithstanding) and I don't think Shaw has ever actually volunteered to be tested to see what his powers actually do. So when we say he absorbs "kinetic energy" we mean attacks that deliver concussive force, because that's what he's been observed to absorb. He hasn't been observed to absorb fire, so he doesn't absorb heat energy. Why this is true is the subject of conjecture, but any explanation for how his powers works must start with the observation of what his powers do, not the description of what his powers do from what we have to assume are unreliable narrators. -
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He'd be in tiny pieces. Shaw was vulnerable in his unpowered state, so much he used to have his goons regularly try to beat him up to keep himself at some minimum level of power.
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Quote:Except that doesn't seem to be the case for Trinity. In Trinity's case, she's killed off to emphasize to Neo that ultimately, he has to face his fate alone. He was always the "One," singular. Her death doesn't strengthen his resolve, he was resolved to go even without her.I may be using the term incorrectly
My point, though, is that this is just the worst possible thing you can do to a character, and Trinity has been on the receiving end of so much unfairness. She exists to be an object of affection, to get shot and saved and then to play moral support. Looked at emphatically, I can see that she's trying to help, and trying really hard. She risks her life on numerous occasions, she supports Neo at every step, she fights like a demon, and what does she get for it in the end? Rebar through the chest. Thanks, movie.
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This is actually something of a tangent I want to go on, and it's something Yahtzee has noted in the past - female leads in games all too often exist to provide sexual tension for the male lead and then get murdered horribly at some point before the end to give him greater resolve.
Before Trinity is taken away from Neo, the first thing that is taken away from Neo is his sight, or rather specifically his sight of our world. In losing that, he retains his vision of the machine world. Its all part of the process of leaving everything else behind to face his destiny as the One in the world of the Matrix.
However, at no time during the trilogy does Trinity seem subservient to Neo, or her character seem to function solely as a trapping of Neo. I never saw Trinity's death as "killing off the girl." -
Quote:Whenever this topic came up prior to Freedom, it was generally expressed by a majority of players who were subscribed the longest and already had them that it wasn't considered especially unfair to give players who had not subscribed for as long a way to gain the rewards at an accelerated pace than we did.In my opinion, it unfair to people who have been waiting years for a certain veteran reward power, people who are still waiting on a certain veteran reward power, and don't have the cash to throw at the game like others do.
And I say "we" because I've been subscribed for nearly the entire duration of the game. I don't feel giving people a way to get to tier 9 faster than years is unfair to those people who have been subscribed longer. No one will have taken significantly longer to get to the top of the reward tree than me, and I don't consider it a slap in the face that no one else ever will take that long. -
It does not. Nothing buffs the scaling resistances in SR passives (by design).
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Quote:My point is that they don't balance quantitatively. But when it comes to open, repeatable gameplay choices open to everyone, player options aren't required to be balanced quantitatively. They only have to present the same approximate value proposition as judged by the percentage of players that choose each alternative. If, as I conjectured above, a large percentage of players choose each choice, the choice presents a roughly equitable set of options. Only when the choice has permanent consequences and quantitatively calculable results is numerical balance of any importance.The point I made is not that we need a rewards AT but that rewards vs. access is apples and oranges. They don't balance just as combat effectiveness does not balance either.
But numerical balance is not the only kind of balance that exists. It isn't even the most important one in many cases, such as this one. -
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Quote:I'm not sure I would want to be running weave in the early levels due to the endurance cost. I'd probably use combat jumping instead, even though I'd be a few tenths of a percent below the soft cap. If it bothered me enough, I would stick a steadfast into tough and still get away with not having to run more than the three SR toggles and CJ.4 slots for toggles, 3 for auto defenses, and slot weave up, that's it while leveling.
Then again, I suppose you could three slot weave for endurance, since you don't even need to slot it to hit the soft cap. -
It is, but there aren't any cheaper ways I'm aware of to get complete immunity to recharge slows. As Javelin's Volley doesn't cost that much, its not inconceivable to slot them in an alternate build for content that specifically contains ludicrous amounts of -recharge, and I'm thinking specifically of Tin Mage.
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In the comics, as I remember Shaw he was able to absorb *nearly* all the kinetic energy directed at him. This meant trying to defeat him by any means that essentially involved hitting him would tend to be futile.
However, there were three distinct ways to defeat him.
1. His kinetic energy absorption ability was not 100% perfect. What made Shaw difficult to defeat was that he was himself increasingly invulnerable to damage the more you "charged" him up with kinetic energy, and he could continue to absorb that energy. The weak link was that he wasn't absolutely invulnerable so a strong enough hit could hurt him because he couldn't absorb all the energy and he couldn't shake off the remainder. And this varied depending on how invulnerable he was in the first place.
In other words, in a toe to toe punching match with the Hulk, with each punch by the Hulk Shaw might be absorbing 99.9% of the energy in each punch to get stronger, and by getting stronger he could shrug off the 0.1% of the remaining energy of the punch. But if Shaw was in a relatively depowered state and suddenly ran into a raging Hulk, the Hulk could still theoretically take his head off: Shaw would absorb the same 99.9% of that punch, but the remaining 0.1% would then squish him.
It was all a question of how long you allowed him to ramp up his power, which was positively reinforcing.
2. Shaw was vulnerable to psionics, without assistance. So any powerful telepath could just scramble his brain.
3. Shaw was vulnerable to physical attacks that did not involve kinetic force. So Shaw is correct to run like heck from a being like Dark Phoenix, which could simply disassemble Shaw's atoms. He could also be suffocated, poisoned, restrained, drugged, frozen, or incinerated so long as these attacks did not involve actually hitting him, although in a highly powered state he would be at least resistant to things like heat and cold. But not absolutely invulnerable to them.
And the Shaw of the comic books would have been vulnerable to the same two-pronged attack that did him in at the end of First Class: psionically incapacitated, and then killed by an object striking him with virtually no kinetic energy, just slow, irresistible force.
I don't specifically remember, but I suspect Shaw would also be vulnerable to magic and attacks of that nature.
As to Shaw literally getting into a punching match with the Hulk, I suspect as long as the Hulk continues to get increasingly angry, eventually the Hulk would simply overwhelm Shaw's energy absorption power. Its not infinite, and conversely the Hulk was always been depicted as having theoretically unlimited strength, bound only by his ability to access it through rage.
The Hulk is a bit unusual in that he's literally been depicted to have no real limit to his power in theory, he's only limited in his ability to tap it. Practically by definition, the Hulk *can be* stronger than anything else given the right circumstances, no matter what that other thing is in the Marvel Universe. -
Quote:Wanna see a magic trick? You'll need the latest Mids to see it:Arcanaville once again gives good advice. One thing you don't hear about Super Reflexes all that much is that it mitigates slows better than any melee armor set, with the sole exception of Ice Armor. Most slows miss you, and the ones that do get mitigated, and Winter's Gift turns that mitigation up another big notch.
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Quote:But who is paying what? It was said upstream that there is little benefit to being a rogue or vigilante because you can just switch to another alt on that side to play that content. But by the same token, I can make an alt whose sole purpose is to farm alignment merits. I don't have to be a hero or villain to get them, I just have to have one.The regular ATs...?
My point is that increased rewards, effectively almost doubling the value of any reward merits you get, and quintupling the value of signature story arcs, is not an effective way to pay for being able to enter additional zones.
You're comparing specific benefits locked into a single archetype with the benefits that accrue to an alignment choice which is open to all characters. There are balancing requirements on different archetypes because there are balancing requirements placed on the opportunities available to characters, and archetype is not something you can change on a character. But alignment is a choice available to all characters, and furthermore its a choice that can be changed at any time with moderate effort. There is no specific requirement that all choices an individual character can make must provide the same quantitative rewards. -
Quote:I don't think that represents a better question, because it doesn't encapsulate the fundamental conflict. Diversity *of* fantasy doesn't have a downside, and it doesn't have a mutually exclusive counterpart such that you can't have both.I think the better question is "how much diversity should there be in our unrealistic fantasies?" Because the fantasy thing is a staple of the genre. But if you said "design your ideal superhero" you'd get as many responses as you have respondents, and both the costume options and promo art need to reflect that.
The tension I'm trying to highlight is between two things that conflict with each other to the extent that you cannot maximize both: focused fantasy, and realism outside the realm of fantasy. That tension doesn't exist in your question, at least as I am parsing it. Correct me if I'm wrong, but the way I parse your question is, to simplify a bit "how many different kinds of fantasies should we depict" and its too easy to say "as many as possible." While there may be a downside to doing that, there isn't one that the question itself presents as a choice. -
Quote:I'm not sure in what way that answers the question. Or addresses it in any way. Prefixing the words "In a completely uncensored game..." doesn't materially alter the question: it just turns it from a direct question to a hypothetical one, but its still the same question.The answers that spring (unbidden) to my mind, are:
Censorship is bad
Vote with your wallet
A paraphrase of the question would be "to what degree do we balance the desire to promote a single or set of artistic aesthetics, which necessarily focus content in only a certain set of areas, with the desire to represent as many players' own preferences as possible."
To restate the question in a less controversial context, we call this game "City of Heroes." Why? Why not just call it "City of People." Why limit people to only heroes, or heroes and villains, or even super powered people. Isn't the best of all possibilities one where people can log in and be literally anything they want to do?
And honestly, I don't think the answer is necessarily yes: not in a game.
Returning to the original context, there is fairly broad agreement that more choices in general tends to be better, and the choices that exist reflect some gender biases that are not universally acceptable. But having said all of that, is the issue one of details, where the solution is simply to identify areas where the game is missing options and add them to some degree, or is the problem more fundamental, that the game promotes a specific artistic style and *any* specific artistic style will conflict with with a lot of players preferences.
In other words, if we were not talking about the game being "too sexist" would we just be talking about it being too cartoony, or too hyper-realistic, or too noir, or too bland, or whatever. Is the basis for the issue that skewed sexual depiction is a special problem demanding special solutions, or is it that skewed anything is a problem and the game needs to be more generic in general?
How we balance the right and the desire to allow artists creative latitude to express a particular vision with the desire for that overall vision to be as inclusive as it can be when players pick up that vision and run with it is, I think, under all the other details, the fundamental question. And I don't think it has a good answer, because I don't think most people have spent any time thinking about all the ramifications of the question itself. Its an easy question to dismiss as trivial. But I don't think dismissing it actually makes it go away. It just sits there, foiling any attempt to make significant progress on the related topics beyond a certain point.
To amplify the point: whether this question can be trivially answered by any one person, the fundamental problem is that everyone with a trivially easy answer probably has a different trivially easy answer than everyone else. How you can build consensus around all those different answers when everyone thinks the answer is trivially obvious, and different, is the crux of the problem the question highlights. -
Quote:And what would this particular option be balanced against?Hey guys they are so well balanced I have a proposal!
We need to add a new AT. It will have the weakest powers in the game, and only be able to use trial zones.
However, it can get 10x inf and recipes every time it kills a mob, and buy HOs with inf.
EXCELLENT BALANCE -
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Quote:Interesting fact about the Guardians. If there are more than one in a single spawn, only one of them will spawn the quartz (if you see two quartz drop, that's an overlapping pair of spawns). However, if you destroy the quartz or you destroy the Guardian before he drops his quartz, the other Guardian will *immediately* drop his quartz. So in a spawn with two Guardians, its almost impossible to prevent the quartz from being dropped for at least a short period of time.Be the first in, auto targeting the Guardian and take them out of action before they can do anything. Against Nems I didn't notice them but that could be to do with AoE Kbs.
And if you have a Guardian *and* a Granite, a devil's choice emerges. If you target the Guardian and you do not destroy it fast enough, the quartz will drop while a cairn is dropped, and now its three times harder to destroy the quartz. If you target the Granite or the cairn, you're necessarily leaving the quartz out for a while. And unlike things like Comm Officer portals or Engineer turrets, DE eminator spawns are not interruptible.
At least cairns don't buff each other any more. If you didn't run SR in DE missions or especially the Eden trial back when quartz eminators were not single suppressed (any number could drop by all Guardians aggroed) and cairns still buffed each other (they don't now) you do not know just how much hate the game is capable of dishing out. -
Quote:I believe the right question is "to what degree should we balance unrealistic fantasy with realistic diversity."If I knew the right question to ask, I wouldn't need to ask it, because its answer would be obvious.
Having asked the question, I don't have an obvious answer in mind. -
Or you can buy the recipes on the market for a song. But its just a pain to remember to keep them around. Also, although I was specifically thinking about the KoA, my general mindset these days is increasingly towards not relying on temps, since I've been running incarnate trials a lot since I19.
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Quote:"Not enough money" and "don't want to move to Mountain View." Plus, I would probably then be an underling of Black Scorpion, and you just *know* the powers people would pay real money to have me in that situation.I think many of us have asked the same question, and I know others have suggested that Paragon Studios hire Arcanaville.
I suspect it's something to do with either "not enough money" or "one of those many other intangibles in real life". In which case I personally think they should keep offering more and more money.
There isn't a "clean the whiteboard with your tongue" position on the Live and End Game strike team, but I'm sure something would be arranged.