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Quote:A story that's locked behind trials that some folks won't get to do. Luckily they can read it on paragonwiki.You mean I18, with all the build up to the loyalist invasion, was spoiled by I19, where the loyalists invaded?
It's one of the best and most impressive parts of the whole game - 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. -
Quote:Agreed. I don't play these games (and I currently play all three superhero mmos) expecting it to match 100% what goes on in comics. That's just unrealistic. . . especially since you know . . . there are no writers changing encounters from mission to mission to make us weaker or stronger based on what they want to do in the story.Tanks are not some D&D concept in the sense that MMO tanks are. This is not some fantasy concept that does not translate into comics. I played table top RPGs for years and I had never heard the term tank or tanking until I started playing CoH. Tanking may have come into play with fantasy based computer role-playing games, but it is a computer role-playing game role, not an archetypical fantasy role.
Comics use tanking all the time. Iron Man leads enemies to other Avengers (herding to other teammates (or into some other trap) is often seen in comics, Spiderman frequently herds people into a web as one example). Characters setup distractions. Big tough guys will hold off some enemy or large group of enemies while the plan comes together. That last one happens in comics all the time and is the essence of tanking. Tough guy can't beat the enemy alone, but can stand toe to toe with it for awhile giving allies time to enact the plan that will allow for victory.
Sure, for gameplay some of these scenarios are simplified, but to say they do not exist in comics is wrong.
It is true that most tough guys can deal out lots of damage. It is also true that often the tougher one is in comics, the more damage they can deal. That said, some of the most destructive people in comics are not the toughest. Gameplay at some point will conflict with story, and yet I do not often feel weak or ineffectual on any of my tankers (early game I can have some issues due to end problems).
hell the devs tried that with the first SSA arc and many players revolted saying things like "my character would NEVER have something like that happen" or "my heroes ARE NOT THAT DUMB!!!eleventy1111!!!!" etc.
You get my point I hope. -
Quote:I . . . don't believe this at all. People who play tankers specifically play them because they like playing tankers. Changing another AT doesn't suddenly erase the problems that many perceive Tankers have. . . no that I agree Tankers have any mind you.Not exactly.
It was about Tanker changes, and whether they are necessary at all.
I feel they are not, and was elaborating on my reason for feeling that way. Specifically, I feel it is not the performance of Tankers themselves that make people feel like they need improvements, but rather the fact that a similar AT performs better.
If that other AT were brought back in line with where they are allegedly supposed to be, a lot of the perception that Tankers underperform would disappear. At least that's my opinion on the matter.
Let me put it this way. Had they reduced the abilities of all the other melee ATs right before the stalker changes, stalker players would STILL be asking for the buffs the eventually got. I think you put too much stock into how people view other ATs affect what they want for "their own" AT.
Ranged ATs getting slightly reduced would NOT stop all the calls for Blasters to be fixed somehow, or the calls for changes to snipes, or the calls to changes to blaster nukes.
Quote:I still also feel that IOs and Incarnate powers need to be tossed out the window when you start discussing AT balance. When balancing something in an MMO, any MMO, you need to balance it by the lowest common denominator. In this case, that would be SOs. Everyone who will ever play this game, whether VIP or totally free, has access to IOs. It is not fair to people who can't use IOs to balance AT performance based on what those ATs can do when you slot full IO builds.
Forcing people to pay money if they want their character to be balanced will probably not entice them into paying money, it is far more likely to make them find something else to play. As such, saying Tankers need more damage because Scrappers and Brutes can obtain survivability through IOs and Incarnate powers is foolish, because when you use the enhancements the game is balanced around (and should remain so), Tankers have a significant survival advantage. -
Quote:I thought this thread was about Tankers?I was guilty of wanting to nerf Stalkers for a little while. Then I did my research and discovered all on my own that I was wrong.
I'm not advocating that anything be balanced at the high end extremes.
My reasoning for reducing Brute caps is that they are slightly more survivable than a Scrapper in most circumstances, by virtue of having more HP. But their potential survivability is too close to a Tanker for the amount of damage they deal in heavy buff situations.
I'm advocating that Brute survivability be lowered a little bit. Can't really reduce base values in this case, so that leaves the caps for any tweaking.
I am also advocating that their damage cap be lowered slightly, as they are capable of outdamaging a Scrapper when they are both at their respective caps (which will happen when there are 2 Kinetics characters on the team)
That is not the "Between a Tanker and Scrapper" balance point that the devs at one point said they are shooting for.
I don't want one AT to be clearly superior to the others here. I want there to be balance between the 4 melee ATs, and from what I've researched 3 of the 4 are what I'd call "close enough". The 4th, Brutes, are still out of line in that they are too close to or above the ATs they are supposedly balanced to be right between. -
I'd prefer they work on power pool customization before working on customization for a temp power.
/shrug. -
Quote:No. If tanks need help, buff tanks. Saying look at Brutes first pretty much means you are putting them and scrappers ahead of looking at Tanks. To me that's just stupidity. That's like Blasters saying "we need a buff, but look at corrupters and any other AT that's ranged first."What is frankly stupid is pretending the problem is not a result of previously systemically seperated powersets now being able to directly compete with each other. The problem is precisely that these archetypes are not balanced in relation to each other, which requires taking stock of the entire picture and restoring broader balance instead of throwing random s*** at merely one aspect.
Without touching Brutes you are, at this point, left with no other option than lamely throwing mechanics at the Tank which will ultimately make it do more damage, which addresses the issue only by turning the three melee classes into a homogenous damage/defense slider, with Scrappers at one end, Tanks at the other and Brutes in the middle.
I in no way expected my musing to be a definitive solution, but the real stupidity is a position that entirely rules out balancing changes across the Archetypes, despite the problem being entirely one of a lack of balance across the Archetypes. A solution that rebalances the melee Archetypes and clears up their particular roles is vastly more preferable than "d00d needz moar dmg".
That makes no logical sense.
EDIT: My ideas: The longer a tank fights the shorter time it takes for their powers to recharge and the less end their powers cost. In addition their ability to let mobs stick to them increases. I would also give tankers a toggle or click power called "UNLEASHED". Once they click it or toggle it on, it lasts for 30 secs and recharges in 2 minutes. During that time their damage is increased significantly (above any other ATs) and their threat rating jumps above anything and anyone.
The devs can work out the numbers. -
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Quote:Sooo you'rte making my point, that the alignment system developed in GR was pointless? That you can just pick any random choice in the options presented and it has no bearing on whether you become a hero or villain?Dude, they don't know that. Going from Praetoria to Paragon guarantees a clean slate.
Furthermore, it's up to you whether you decide to outright kill or handcuff every badguy you "defeat," but when you see demon-summoning heroes, heroes unloading grenade launchers point-blank at purse snatchers, longbow using flamethrowers against catgirls, longbow using flamethrowers against wolf pets...
The line was crossed long before that. it's hardly an issue.
good to know. -
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Quote:Statesman was a stupid *** character. Glad he's gone.Statesman was the iconic figure of this game.
He was hardly used by the writers following the split.
So, no that's not just my opinion ... that was reality.
You saw him as a douchey - others didn't, so that is your opinion.
If he had no weaknesses, how come he's dead?
Sister Psyche on the other hand was an unnecessary death. -
Quote:Having played most of the mmos on the market I'd argue that what mmorpgs are capable of hasn't moved past the stone age when compared to single player games.And some posters are obviously limited in their knowledge of what some other MMORPG's are capable of doing with the RPG aspect. Your loss, not mine.
Just saying. -
Quote:Completely and utterly disagree. We are getting way more stuff NOW because of the existence of that market than we did in any single year of this game's existence.I am becoming increasingly dissatisfied with the game overall.
As a long time subscriber I am hoping for some player feedback
about the overall quality of the game now and the value
of the Paragon Market to you.
The game overall seems to be getting stale to me,
I guess that is too be expected after 7 years.
My feeling is that it is due to a couple of factors.
1) My lack of time to invest in Super Group stuff, TF or Incarnate Arcs.
2) Lack of mission teams to join. Trials have destroyed teaming in Paragon.
Solitary nature of trial interaction reminds me of PI powerleveling run.
Empty zones with almost no one to team with during daytime.
3) Lack of new enemies, staleness of same old foes year after year.
Lack of new contact, paper, radio missions for mission teams.
4) Lack of Desire to create new Hero/Heroine
The same old powersets nothing new or interesting for free.
The new powersets that I have bought have dissapointed me.
Same old costumes unless you pay for new options.
6) Lack of Desire to level or roleplay my older Heroes.
Do to apathy or boredom with my progress or the game itself.
As far as the Paragon Market is concerned, I feel it is a necessary evil.
I do like the fact that it has enhancements since some are scarce in WW and BM.
I feel it does serve a purpose to F2P and Premium Members.
But, for me as a VIP it only serves annoy me since now powersets and costumes
are not QL improvements as they have been in the past.
The Paragon Market has reduced my choices instead of increasing them.
It is too bad new free stuff might have rekindled some interest in the game.
Frankly, I have been disappointed with the powersets I have purchased.
Now I resist the temptation to buy new powersets due to my boredom with the
sets included with my subscription.
Overall, I guess you could call me dissapointed in the direction of the game. -
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Quote:Which made the major point of GR completely and utterly pointless and worthless.The 1-20 content was designed to build up to the co-op content - that's why all 4 paths end with Tyrant as the enemy - there's no "yes, my Lord" ending anywhere in GR - you're either continuing to fight for freedom, or you turn against your former master.
The alignments and moral ambiguity goes out the window when you hit 20. NOTHING you do in Prae matters since at 20 you can become a hero right after spending the first 20 levels murdering anything and anyone.
In other words, GR storyline=completely worthless and irrelevant prior to 20.
Just saying. -
Quote:This.There's no such thing as "wrong" or "bad" powers, so I've never kicked anyone from a team for having them.
anyone that offers to buy one for another player is a build fool you shouldn't be teaming with anyway.
KB or don't KB I really don't give a flying **** when you team with me.
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There have been enemies with whips for a while now, at least since COH Freedom launched. You see one of them in the revamped Atlas park missions.
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Quote:This. The original SSA was their first try and it shows.It's more trying to salvage SSA2+ than trying to destroy people's excitement. If the Devs learn (the right things) from SSA1 then States and crew won't have been lost for nothing.
Hopefully future SSAs will be better and not involve us and all the heroes in it doing dumb things that we normally wouldn't do or fall for. -
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Quote:Seeing as how Issue 23 is VERY near and this doesn't impact this in anyway . . . yeah I think you can rest assured that this is no big deal.I like fun. I'd like to have more fun and less gimmicks, that's all.
Some people reeeeaaaally need learn how to relax and accept free stuff.
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Quote:Pretty much thins.As you seem confused perhaps a definition will be helpful:
Pay to Win : Using legal tender to purchase in-game advantage.
So, using cash on costume parts is not pay to win, but using cash on enhancements is. Supporting RMT'ers is definitely pay to win, as well as being 'illegal' in the context of the game.
For my part, I don't see it as a pejorative term in the context of the Paragon Market, as any profits realized go directly to the game's bottom line- I'm all for the game surviving and thriving and they can sell whatever they want on the market to that end. -
LMAO! see now THAT I wouldn't mind. Spam about an event I have no wish to participate in . . . pass.
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This assumes you think invasions as actually being fun.