BellaStrega

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    Champions, actually, has this problem to a much bigger extent, as you've seen. Someone sat down and wondered "OK, so how does one use Earth powers?" Someone then came up with the idea that... Well, you cover yourself in rock and hit people with giant fists. Hence, Rock was put in the "brick" general category and is now a a tanking power. All because someone wanted to be very specific in how one used stone differently from fire and wind, but in so doing, he completely sidelined the set's usability as a control tool. You can still do it, but that's not what the set was designed around.
    I already pointed this out once earlier in this thread, but I don't recall you responding to it:

    Brick powers are not tanking powers. Brick powers are basically "heavy melee powers." Super strength and heavy weapons, for example. You can design characters with these powers to be melee DPS or tanks, but you're not forced to be a tank just because you go for that powerset. At best, they're biased toward a melee role, just as sorcery is biased toward support roles and most elemental powersets are biased toward ranged dps. But you can take any of these powersets and build toward tanking, dps, support or possibly any two of the three if you can manage it. Your earth character can just as easily use way of the warrior as you could defiance.
  2. BellaStrega

    Loregasm

    Thank you for posting this, Positron. I'm glad to have a lot of these things illuminated when it looks like we'll never get to actually play through them. It sounds like you had some really interesting ideas in the pipeline, and I wish they could have properly seen the light of day.

    Also, while I hated WoW's underwater zone, I actually liked Lemuria in CO.
  3. Quote:
    Originally Posted by Scythus View Post
    I wasn't really considering PBAoEs as melee, but if you're offering those, fine. I still think they could do better for people who actually want to punch or kick or headbutt people with fire or ice or whatever.
    They really could, and they may very well in the future.
  4. And Zwillinger, I really appreciate your efforts. I'm really frustrated right now, but it's not directed at the messenger.
  5. Quote:
    Originally Posted by Zwillinger View Post
    • Customers who purchased Paragon Points after August 24, 2012 will receive a refund to the payment method used for the original purchase
    Is there any particular reason for this cutoff date? I purchased $50 worth of points on August 22, and I don't see how I got any more use out of them than someone who purchased the same number of points two days later.
  6. BellaStrega

    Confessions

    Quote:
    Originally Posted by WanderingAries View Post
    "You couldn't just wait one more minute? He was going to explain Everything!!!"

    "You vant to go beck?"

    "NO!"

    "It's Cold"
    If that's a reference to something I can't figure out what it is.

    Usually it involved people teleporting me because they saw I was taking damage, and this resulted in possibly being teleported into more danger and faceplanting or whatnot.

    That combined with the old sidekick leash made me even less inclined to team with friends who had somewhat odd ideas about how to play.
  7. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Hahaha yes! I love being called a *redacted*, bully;And I love arguing about COH stuff. It makes me feel like the game is just gonna last forever.. This is a big part of the fun for me.
    Er, did someone call you a bully? I missed that. Unless it was me, but I didn't want to call you a bully. Or a redacted.

    If I came across that way, I apologize. I just love the arguing.
  8. Good grief. Zip up your pants there, THB. No one wants to see that and the ruler doesn't make it more appealing.

    I kid. This thread is funny stuff.
  9. Quote:
    Originally Posted by Vaelynn View Post
    Now the Secret World looks intriguing and the theme of it actually draws me in but when I saw the combat, it automatically reminded me of WoW with a heavy dose of Call of Cthulu.
    There are definitely inspirations from the Cthulhu mythos, although anything you see in the promotional materials that looks like Call of Cthulhu actually isn't much like Call of Cthulhu.

    As far as combat being WoW with a heavy dose of Call of Cthulhu... no. The combat system is more actiony than WoW will ever be, and higher powered than Call of Cthulhu will ever be.

    I'd say it's closer to the original Guild Wars but even that's misleading.
  10. BellaStrega

    Confessions

    Quote:
    Originally Posted by UberGuy View Post
    I was never the victim of creative uses for TP friend, but I enabled the prompt the day it became an option on every character and never accepted a TP from someone I didn't know well enough to not expect them to be doing something I wouldn't like with it.
    I was never victim of creative uses for TP. I was victim of people trying to be helpful and failing.
  11. BellaStrega

    Confessions

    Quote:
    Originally Posted by Bohmfalk View Post
    I turned the prompt on as soon as I found out about it, which was probably about a month after I started playing. Which then led me to superb annoyance everytime someone complained about getting tp'd without warning.
    Recall Friend has caused my most frustrating experiences in CoH ever.
  12. Quote:
    Originally Posted by Obitus View Post
    Yeah, control is just flat-out weaker in CO than it is in CoH. Ditto buff/debuff (last I checked, anyway). For that reason alone, I think the diversity of playstyle choices in CO will always seem a little pale in the comparison.

    Then again, CO isn't exactly unusual in that respect. And to be fair, there are a host of good design reasons to moderate the power of control and buff/debuff effects.

    FWIW, I'm enjoying the heck out of my return to CO these last couple of weeks. It'll never replace CoH, but I think it's capable of replacing a part of what drew me to CoH (character customization, build tweaking).
    Yeah, I don't mind these effects being weaker, and I appreciate they haven't built entire powersets around buffing, debuffing, or control. Most powersets have some element of these things, however. And few powersets are designed strictly for one role and no other. Some are extremely versatile. You can design a power armor character for dps, for tanking, as a hybrid of both, as ranged, as melee, or as a hybrid of both without ever picking a power outside the set. However, that versatility was the outcome of post-release expansion. I just hope they continue expanding existing powersets like this.

    Quote:
    Originally Posted by Arcanaville View Post
    I think its more precise to say that control and debuff are almost ludicrously powerful in City of Heroes, and virtually nowhere else.
    Well played.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    You completely misread the problem I'm having. To me, elemental melee powers (aside from elemental weapons, obviously) are things you can describe in words, but which TO ME make no sense in actual practice. City of Heroes may be visual, but it still suffers from a lot of the limitations of "verbal combat" like what D&D has. You can say you did a lot of things and you can craft systems around them that have them make sense, yet end up with things that just don't work when put into a movie or a cartoon.
    http://www.youtube.com/watch?v=j1uS2ztPaCU

    Quote:
    I'm not saying Champions does it right, mind you. "Stone" powers there are tank powers, so they involve armours and punches, but no serious control powers like turning people to stone, liquefying the ground, raising dust storms and so forth. Similarly, stuff like "Celestial" powers are support-centric, offering you only a VERY small pool of attacks and a comparatively large pool of buff, heal and resurrect powers. That game has far too many sets pegged as doing only one single thing when they could do much more than that.
    Earth, Heavy Weapons, and Might all have powers to build an offensive (DPS) as well as defensive (tank) character. One of my beta characters was a non-tank might character that did a ton of damage.

    Celestial actually has two powers that heal and do damage, and two pure damage powers, which makes it a bit less "tiny". It has fewer pure heals than it does damage-dealing powers.

    There are also powers that do some of the control effects you've listed. Earth has quicksand, for example. What this game does not have is purely dedicated control to the degree that controllers have.
  14. Oh yeah, I definitely have one on beta. Just wanted one on live too.
  15. Quote:
    Originally Posted by Obitus View Post
    Yeah, never bothered with them because the whole thing was poorly conceived from the get-go.
    The best thing they were good for was unlocking costume pieces.

    I still have a few unused power replacers in my characters' inventories.
  16. Quote:
    Originally Posted by Obitus View Post
    No, no, no. DCUO gives us the official word: A superman concept must be a fugly ice-golem looking dude!

    (And, btw, although it may be true that you can't add electric damage to melee attacks, you could use electric form in melee range. That'd approximate the aesthetic of an electric-themed melee character. The only problem is that electric form is an offensive passive, so you'd be limited defensively.)
    You used to be able to add electric damage to melee attacks, but power replacers no longer drop, and keeping them equipped was problematic compared to the equipment that buffs your stats directly.
  17. Quote:
    Originally Posted by Tenzhi View Post
    Based on when I played ChO for its first few months I would have replaced the "=" with a ">", and taken out a few of the latter between ChO and DCUO. But after going back to ChO and playing a great deal this last weekend, I'd just take out a few of the symbols between ChO and DCUO. And if ChO's costume creator was a bit better I might even place it above CoH.
    Well, when I played around launch, it was more like:

    CoH > > CO

    I would also have put DCUO a lot closer to both if the endgame were better.
  18. BellaStrega

    Confessions

    Quote:
    Originally Posted by Xzero45 View Post
    He'll be back as the main villain of Thor 2.
    I meant the character he played, not him.

    He'll be a good villain, though.
  19. Quote:
    Originally Posted by Nericus View Post
    This. After not enjoying character creation process I took the game for a spin, after about 20 minutes I shut it down and uninstalled it.

    I found DCUO to be fairly enjoyable and am tempted to get the fight for Light pack so that I can join the GLC. But for now it's COH to the end unless the game gets saved.

    Basically for super hero MMO's it's: COH > DCUO > CO. Cant judge the Marvel one yet as beta isn't until Oct 1st. Transformers Universe looks promising also.
    My own impression is CoH = CO > > > > > > > > > > > > > > > DCUO.
  20. BellaStrega

    Confessions

    Quote:
    Originally Posted by Bohmfalk View Post
    lol, yeah I've read up on it. Just had to look it up, but....Heroes! THAT's where I remember him from! And he was there back when it was still a good show.
    Yeah, he was Claude Rains, the invisible man.

    Too bad he disappeared quickly and was never heard from again.
  21. Quote:
    Originally Posted by Thunder Knight View Post
    If you want to play an elemental character in CO, you can be a blaster, period, the end, no other options.

    THAT is my point, not a random unrelated discussion whether endurance drain mechanics are good or not.
    Well, a blaster with active and - if you want - passive defenses, self-heals, and even buffs or heals for the rest of the party. Or because of the active defenses and self-heals, you can reasonably survive with an offensive passive.

    But I agree with your point. Conceptually, one is limited. My DM/DA scrapper translated to CO became a bestial supernatural with a couple of darkness powers because melee was more important to me than having every single attack be a matter of darkness, and I could at least have some dark defenses (ebon void) and one dark melee attack (void step).

    They have been adding more options to powersets - like the addition of more laser sword attacks to power armor to make melee a viable build path. I hope they do similar with the elemental sets. They did similar when they split supernatural into bestial and infernal, and gave might the chain attacks while giving infernal its own set of chain attacks.
  22. Quote:
    Originally Posted by BurningChick View Post
    Even in open beta, the reaction we got from [Champions] was better than anything we ever did with City of Heroes and City of Villains. We were sky high. So believe me when the reviews came out, we were shocked, just shocked. Because there was nothing that would lead us to believe leading into it, from the data we had in beta, like the number of people playing, the number of downloads, how often they played and all that kind of stuff. It had exceeded anything that we had done previously.
    With CO, I am fairly certain that the launch day patch that a) made combat in what was supposed to be a fast-paced actiony MMO rather painful for everyone and b) made it impossible to reach the level cap with quests alone, resulting in guides so people could find and do every single quest in the game and minimize the grinding after running out of quests. I remember getting from 38-40 in Lemuria by during a circuit in the deepest darkest part of the zone where I could find the mobs that were my level.

    The game is not like that now. If anything, defensive passives are close to where they were during beta and the early access weekend, and offensive passives are stronger defensively so taking one can still help survivability on top of simply killing everything faster.

    I'm not really bitter about the launch day shenanigans, but I do think that this had a pretty profound impact on initial reactions to the game. When you basically had to walk on eggshells everywhere even after taking a defensive power and taking the specific superstats intended to support that power and getting shredded by a handful of henchmen, well...it's not going to get good reactions.

    I think he has a point about half-finished systems as well. The level 40 lairs were not very well balanced, the "tells" were not consistent and many of the bosses were so large you couldn't see the tells until they added it to the UI as well as appearing over the mob's head. UNITY was an interesting idea, but: the need to run your full complement of UNITY missions to be able to get into a level 40 instance once (and god forbid if you leave for anything, as you can't get back in without another key), and some of the UNITY missions were simply broken and couldn't be completed, so you wouldn't get that every day.
  23. Quote:
    Originally Posted by Golden Girl View Post
    You're using the word "wrong" in a strange way there - CO is Jack's "I was right, you were wrong" letter to the CoH players - condemnation is all it deserves.
    You are so dogmatic, so committed, and so very, very wrong.
  24. Quote:
    Originally Posted by Obitus View Post
    After about two weeks of reacquainting myself with CO's mechanics -- the new equipment and the new specializations and the balance changes to various powers and trees over the last two years -- I'm finding that you rarely need to block at all in solo content, even at high difficulty levels.

    Actually, that was always true, IMO -- but now it seems more true. It's just a matter of working enough survivability powers into your build. Hell, I've been using an offensive passive and I can herd up whole rooms for AoE destruction. Granted, I haven't played any Archetypes; free/premium players might feel differently.

    In any case, and provided you're willing to subscribe and/or buy free-form character slots, I wouldn't sweat the blocking thing. Blocking is more a measure of last resort -- something to use when you need a breather and/or when you take on way more than you can chew -- than it is a staple tactic. There are many reasons not to like CO, but block shouldn't be a deal-breaker.

    All of that said, and on a tenuously related side note: I was just a tad annoyed that all of the high-end Unity gear I grinded for ~2 years ago was rendered effectively useless in the interim. The good news is that it's not difficult to get the newer version of the same. (Silver Recognition gear)
    This is true. There are things I think need blocking, though. Robot cowboys with their lassos for one.

    I was messing around with offensive builds last night and survival powers outside of defensive passives are pretty viable, and going with an offensive role and offensive passive means dealing out a lot of damage.

    I do like having block options like force sheath (to get endurance from every hit) or the darkness block which provides a lingering damage resistance buff.
  25. BellaStrega

    Confessions

    Quote:
    Originally Posted by WHTJunior View Post
    I still have almost all of the old free respecs that we were given as veterans, and even some bonus ones handed out before that, on almost all of my characters who were around at those times. Some characters probably have upwards of 15 remaining.

    Along those same lines, I also have characters who still have near 30 free tailor tokens, along with all of the discount tokens we also got.
    I have something like 80+ free tailor tokens on my main. Too lazy to check right now, though.

    I only use them if my costume costs more than a million.