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Posts
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Quote:Then why can't you use DFB to get all the way to 50 quickly?I don't agree.
The purpose of DFB is to replace AE's powerleveling. Obvious because of the nerfs they've done with AE.
Because the devs do not like power leveling.
THAT is why AE gets nerfed.
There used to be 5 contacts to get from level 1 to level 6-ish. Now there is only one.
DFB is a recognition by the devs of the sewer teams that used to form in AP that would get a lowbie character from 1 to 8 in an hour or so. And also so we can use the DFB to get us most of the way to Talos (level 20ish) rather than run the same two contacts to get us to Steel and then run Radio mishs to get an actual contact, etc, etc. -
Quote:The purpose of the DFB/DIB is to keep experienced players from having to run the same content over and over and over again when they roll an alt.How about the reverse? A starting contact that tells about DFB just in case new people don't know about it?
So no easy access info is really required. -
Quote:AE, DuH!It would help.
I've nearly facepalmed myself into oblivion when recruiting for a Positron TF.
I ask people if they're interested in a Posi TF and get some responses. I invite interested people to team and tell them to meet in Steel Canyon.
4 (FOUR) of them respond with: "Where's that?"
I check my team's levels......and all of them are above level 30. Guess how they got there?
Or possibly DFB/DiB
I guess the real AE Babies wouldn't stop till 50. -
Perhaps a better solution would be to add more sets to these categories with too few sets?
There's been a lot of clutter added to the drop tables for a while now. This would swing things back in the right direction and make up for those 10,000 Gabriel's Hammers I have deleted/vendored. -
Y'know, it's nice that they're going to give some love to Blasters.
Now when are they going to fix the problems with MMs? -
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Quote:The person who would build the statue (an art asset) would not be capable of fixing Masterminds (a coding issue).Quote:Yep, lots of coding involved in that. How else do you get the different options to be selectable? Otherwise you just have some extra art assets in the game files, with no links to them in the interface or in the code. I think, perhaps, you don't know your way around coding something simple, let alone something as complex as an eight-year-old video game.
I'm out of this thread, call me when you sober up. -
Quote:One of the "problems" (and I use the term loosely) with MMs is that the Henchmen aren't customizable.The person who would build the statue (an art asset) would not be capable of fixing Masterminds (a coding issue).
Every other AT's primary powerset is customizable. Why not MMs? Just some colorable patches on the bots, variations on the demon skin tones or mottling, different shirt colors for thugs, etc.
I don't believe that a coder is required for that one. -
Quote:Fair enough. I'll separate the two of them in my thinking.Jack=!Statesman
To put it in simple terms; Superman somehow died, and stayed dead. There would be a massive statue or memorial to him. Without doubt. Same for Captain America, or any of the big, iconic and well known Heroes that people liked 90% of the time(I doubt they'd put one up to Hulk or Wolverine or Batman, for example)
Statesman is in that bracket. He would get a statue.
Quote:Quote:NOT doing so is just a bad an Emmertism as anything else, and shows that the character wasn't removed for any real, meaningful reason for plot advancement, and was just done for self service and spite. And THAT crap is not cool.
If we never get a Statesman statue, all that "shows" is that the dev team decided to put their time, effort and budget into... whatever it is we end up getting instead. -
Jack Emmert, forever associated with States, is an ***, a Suit of the worst type. The best thing that ever happened to CoH was his departure, and this game has gone nowhere but up since he left.
No memorial, let his name be forgotten. -
New skins all around! Yes please! Including female henchmen.
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I pretty much have a dedicated tray for my Incarnate powers already.
It'd be nice to have the game dedicate one, an 11th tray, for me when I get Alpha Unlocked.
Signed to the OP, with Arcanaville's addon. And while I expect to see the tray populated with whatever I have unlocked, I'd like the flexibility of moving those icons within that tray as well. -
Quote:The Surgeons don't have melee attacks that forces them to go close. And the Medpack of the Medic has 25 feet range maximum.Quote:Couldn't the melee/range pet thing be solved by removing attacks?
For example, almost all the ranged thug pets have Brawl. Wouldn't removing Brawl eliminate them moving into melee range since they no longer have an attack that requires them to move into that attack range? -
That was not a dig at you. It's buried in a general pet AI thread. That was a dig at a snarky response from someone who hadn't bothered to check their facts before posting.
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Quote:And you have the option to NOT play with people who do KB. It's as simple as that. If you don't like the way someone is using KB, don't play with that person.I'd like to point out some words in my post to which it seems nobody has paid the least attention.
The words are "...have a chance to knockback..."
There are a few powers which have knockback as their primary intent. No problem if they are used well and wisely.
There are a huge number of powers that have knockback as a possible secondary effect. The knockback effect is not reliable. It doesn't serve any more useful purpose than knockdown would. In some cases it doesn't even make sense from a comic-book physics standpoint. These are the powers that I would like to see given an option of knockdown instead of knockback.
I am NOT trying to neuter anybody's effectiveness, and my suggestion would not have that effect. I'm trying to keep tanks, brutes, and scrappers from having THEIR effectiveness neutered by excessive and purposeless knockback. This is a condition that is already in the game.
Memphis Bill's and Doctor Roswell's lists of "related suggestions" make absolutely no sense to me. Why would anybody suggest disabling set bonuses or a stalker's stealth?
-The powers mentioned are not abusable.
-They don't blow mobs away from a melee toon.
-They don't throw minions off of cliffs in Oranbegan kill-all missions.
-They are not annoying and they don't detract from the effectiveness of other players.
Knockback, on the other hand, is, does, does, is, and does, respectively.
That means that as the team leader you send a tell asking them to leave or you kick them.
That means as a player or team member you talk to the team leader, and if they don't agree with you then find another team.
It's not rocket science, and I don't know how to make it any simpler for you. -
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Quote:Yer kiddin', right?The pathing/AI problems are supposed to be fixed this Issue, and I can't say that I've ever noticed any difficulties with my Bots on BAF pre-Issue 23 (haven't done any of the trials post-I23). Kinda have to wonder if the "fix" just ended up causing another problem.
There's still a thread on the front page about how henchie AI goes bonkers on the BAF map. If you're not having a problem with it, you must be in a very small group. -
Quote:And a fully IO'd character can be about as powerful as an Incarnate. Just speaking of trivializing regular content.... you ARE more powerful still. You still have an AOE attack, fairly quickly recharging with no crash, you didn't have before. You're just not trivializing the non-incarnate content with it toned down.
So should IOs be nerfed outside of special "IO Only" content?
To me it seems that IOs are made with just the opposite philosophy, if you have Purples, ATOs, or SBEs they change levels even if you SK or EX.
I would rather see normal PvE content adjustable up to +8 by Fortunata/Hero Corps than Incarnate powers nerfed for PvE content. Maybe even throw in x10 or x12 for additional challenge. -
Quote:I'll take all 3 options please!Way to vote to skip? Sure. That's used successfully elsewhere.
Option to always vote to skip? Fine. Both of those are options used successfully in other games, and would let the *league* decide.
Option to go back and see them outside of the mission/trial? Sure. Goes right along with it. -
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Quote:Except Melee, per the post you linked to. And it's supposed to.He's correct, all Hybrid powers affect pets. http://boards.cityofheroes.com/showp...&postcount=142
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Quote:If that's the issue, I help lead an entire SG of MMs. I may have to start organizing events on a regular basis. Since the funds generated by "Freedom" were supposed to increase dev head count, or pay for better servers/routers, I have little to no sympathy for the dev's position on this.You know... maybe I'm the only person who was at the summit who felt this way but... it sure seemed to me that there were serious concerns on the dev side about doing ANYTHING (customized pets, female pets, you name it) that had the potential of dramatically increasing the MM population in game near term. This is the the whole "one MM with six pets equals the server impact of seven players and the need to consider the effects on the play experience of others" argument. Let's say, for the moment, that female pets would be as wildly popular as many have implied. Would that mean Lag City for all of us?
Particularly since MMs are $15 to unlock. If had actually had to pay cash to unlock MMs (and I did, since I would not have gotten them w/o purchasing CoV) I'd be pretty unhappy with the complete and total lack of support for them.
And I am.
MMs get no power customization on their Primary powersets. None.
MM principle (i.e. most powerful) attacks frequently "misfire" to a much less powerful attack (e.g. ranged pets charging into melee to use Brawl), that often results in that henchman dying. Now imagine if a Brute/Scrapper/Tank would fire off a powerful attack that would frequently do the damage of Brawl AND cost them 1/7th of their HP? Can you hear the screams from those forums if that happened? I do believe the forum server would catch fire from the nerd rage. Yet MM players are expected to act like nothing's wrong.
I could go on, but I won't. You get the general idea. There is an entire thread of MM known issues in the MM forums, as well as a separate thread on Pet AI. -
Quote:Unfortunately some of those "quirks" trigger extremely frequently.Aside from a few AI quirks, Masterminds generally CAN control their henchmen...
It always ticks me off when one of my henchmen is at half health (and always in melee, WTF?!?!?), and his target runs off and he pursues and dies.
And me beating the tar out of my keyboard bind for Passive, and him ignoring it till he's dead. Well I guess he's passive then! @!#$@!$%@#$%!!!!
This scenario happens no less than every 3rd spawn, regardless of how I attempt to micromange the idiots. I feel like The Joker from the 60's Batman series, not like a serious super powered being.
Quote:I always thought that we should have complete control over our henchmen. Under the Advanced Option, there should be the option to toggle what powers we want them to use, and how they should engage an enemy (ranged/melee/whatever works). This way, players can choose how involved they are with their pets. Would also be nice if we could set at what point, any henchmen that could heal, should heal a fellow henchman (1/4, 1/2, 9/10). -
Quote:Me angry because others don't play my way?That's strange. It seems obvious your control issues, making you angry at the mere idea of someone else not playing exactly the same way as you think they should, are the likely culprit.
Have you ever got the cart before the horse!
First off, I'm not angry.
Secondly the people whining about this proc not being global are upset that I don't play the way they want me to play.
I'm all for a KD > KB proc in certain powers. I wouldn't mind if I could slot it in 2 powers, but I'm happy for one. I'm just glad it's not global, that would be worse than useless.
And if you don't like knockback, don't play sets with a lot of it. Duh!