Bosstone

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  1. Thing is, even though the T1 has a 4 second recharge, Momentum lasts 5 seconds. So even at level 1 you're able to make use of it. It just feels super slow because you've got:

    Slow attack->wait 4 seconds->fast attack->wait 4 seconds->slow attack.

    But that wait is generally true of any set at low levels, it's just that with this set all the animation time is frontloaded.

    And once you get a few attacks and start chaining things together, you realize that first slow windup only accounts for a small portion of your attack chain, and the rest of it is stupidly fast. Momentum may be a gimmick, but it's a gimmick that dramatically changes the pacing of your attacks in an interesting and IMO fun way.

    Personally I've never felt tougher on any other set, not even Super Strength.

    But of course, YMMV.
  2. I'm stealing that killball concept. Don't make me mug you for it.
  3. Yeah, VEATs are pretty hardcore. Like I said, the tradeoff is that you have to deal with the Arachnos motif, and that gets up a lot of peoples' noses. I think I've seen more people say that they'd play a Crab if only you didn't have to have the stupid backpack than I've seen actual VEATs.
  4. Quote:
    Originally Posted by rsclark View Post
    They may drop more often, but what they don't do is drop for the last 15 levels before you reach 50.
    If you spend all those levels in the RWZ, sure, you'll probably have 150 by then.

    Either way, getting a T1 in one TF only works if you select an Alpha that needs a Gr'ai Matter, and only 4 of the 8 Alphas do. Sure, you can grab a Cardiac or Spiritual and then move on to collecting for what you really want, but that really only helps for Apex and Tin Mage; a 50 with a T1 Alpha is not significantly more powerful than a 50 without. And if the best T3 for you is a path that doesn't include any Gr'ai Matters at all, it's a long road.

    There's another problem with TFs other than the length: they only grant you one component. If your Alpha requires the Penumbra of Rularuu, your choices are to find a CoP or grind for the shards. Sorry, no sidegrading. For each TF you have trouble getting a group for or don't want to run, that's an extra 4 shards.

    Trials, on the other hand, give you a choice of components. Run 3 trials, doesn't matter what they are, and boom, you can make any Alpha you want, assuming common components at the end of each. It's easier to get the uncommon for T2, too, since you're likely to earn a badge and a random uncommon which you can sidegrade.

    Personally, I'm uncomfortable with the idea of going into trials without my Alpha level shift, so I make the effort to run TFs. But if you can get into the trials, they're undeniably faster.
  5. It's the classic tankmage. Difficult as all hell to balance yet still be interesting. Right now the tradeoff is that you have to deal with the Arachnos motif, which is a surprisingly effective throttle.
  6. Quote:
    Originally Posted by RaikenX View Post
    EDIT: Since i don't wanna double post...in reference to Bosstone's comment, i'm pretty sure a few issues back, they "fixed" that so that +stealth IO's that are set in toggles turn off when the power is detoggled now. It no longer has the 120 duration afterwards, only as long as the toggle is on. Only the clickie powers, ie Teleport have the 120 second duration.
    Whoops, you're absolutely right. That'll teach me not to doublecheck my facts before I spout off on them.
  7. Not to mention that 150 Vanguard Merits is a hell of a lot if you haven't participated in a mothership raid. Threads arguably drop more often.
  8. Quote:
    Originally Posted by Jophiel View Post
    I referenced this briefly before, but I think the amount of detail and variance of designs may make the set feel more limiting in some ways. If I'm making a guy with a sword, there's a number of swords to choose from and they're all "swords" for most purposes. Especially if I'm just looking for a sharp bit of metal and not some tech blade, you could remove any particular sword and I could find another "close enough" for my concept.

    On the other hand, a giant jet turbine on a stick or torn up railroad signal pretty much defines the character rather than the other way around. You need (or at least I need) a fairly narrow concept to go with most of the weapon designs. So you mentally eliminate the ones that are way off concept and feel as though there's less options than the list shows.

    I'm not saying this as some grand criticism or anything, just pointing out some issues of perception perhaps they didn't consider.
    Yeah, if I had one criticism about the set, this would be it.

    Battle Axe
    Axes - 12

    Broadsword, Katana, Dual Blades
    Swords - ~44

    War Mace
    Maces/Hammers - 19

    Titan Weapons
    Axes - 2
    Swords - 4 (counting Garage Brand)
    Maces/Hammers - 3 (counting the concrete pole)
    ??? - 1 (railroad sign)

    I'm not too concerned about the initial offering, but I'm hoping we'll see extensive additions to the Titan Weapon set over time. It's a lot of work for a single set, understandably so, but that one set covers a looooooooot of very different concepts. I love the detailed models, but having to spread design and production time among various types of weaponry means there's not a lot of choices within a particular concept, and the weapons can get pigeonholed.

    That all said, I was heartened to see two Titan Weapon swords in the Fire/Ice concept images which looked absolutely amazing. I'd love to see more like that.
  9. Quote:
    Originally Posted by Techbot Alpha View Post
    I got sick of my MM generally getting every short and sticky end of the sticks in Trials.
    Yeah, my MM won't be in any trials, even though I'd love to play the BAF prisoner escape sequence with him. Looking forward to I22 for that.
  10. Quote:
    Originally Posted by rsclark View Post
    It's easy enough to get +1 doing TFs. I don't know why you would bother going into a trial without that.
    Because that's where the players are, so there tend to be more trials going on than TFs, and they're much, much faster. It takes 3 TF/raids or 3 trials to get a T1 Alpha, maybe 2 TFs or 2 trials if you collect a lot of shards/threads. I can do 3-4 BAFs in the time it takes me to do 1 ITF.
  11. Quote:
    Originally Posted by MriBruce View Post
    A question about the Stealth procs: do I have to toggle a power off and back on every two minutes to get the benefits? Or does it renew or last or anything like that?
    If you put it in a click like Teleport, it's just a 120 second duration. But if you put it in a toggle, the Stealth proc lasts for the duration of the toggle plus 120 seconds. So if you throw it in Hover, it'll stealth you for as long as you have Hover on and for another two minutes after you turn it off. Very handy.
  12. My life as regards City of Heroes is complete. I love Titan Weapons so much. I have never played another set where I felt comfortable, nay, wanted to jump into the biggest throng of mooks I could find right at the very low levels. I've built characters able to handle +8 spawns with proper IOs at level 50, but this is the first one where I've felt comfortable tackling more than +0 even before getting DOs.

    The sloooooowWHAMWHAMWHAM pacing feels natural and powerful. It turns some folks off, but it just works for me. Even taking on a hard target is awesome. The animations flow into each other, and it's the first set I've personally seen where you can get a chain as early as the first three attacks. Defensive->Titan->Crushing->Defensive is graceful and completely destructive.

    Possibly the funniest thing about the set is a quirk of the enemy AI where they will not instantly engage you, but will watch you until either you've loitered near them for several seconds or actually hit them. More than once I've started the Momentum-building attack, winding up for a major hit, while the target just stands there and watches curiously. Then the first hit lands and it's a world of freaking pain.

    It definitely doesn't match my idea of what a Stalker is, but that doesn't really matter. Given the extent to which powersets have been proliferated, theme is clearly less of an issue these days, and it was poor form to give it to 3 of 4 melee sets. That's just red-headed stepchild territory there. Stalkers need some love, and Titan Weapons is love. Let the players decide what restrictions their concepts dictate.

    The only thing I can think of that would give Stalkers an actual mechanic imbalance, which is the only justifiable reason to restrict a powerset (like Ice for Brutes back in the day), is that attacking from Stealth negates the disadvantage of the slowness of the initial attack. But they still have that disadvantage midfight if they can't drop the spawn in 5 seconds, and Energy Aura Brutes (and anyone who takes the Concealment pool) can attack from Stealth just fine.
  13. Quote:
    Originally Posted by Jophiel View Post
    But there was more. They just broke them out as a separate purchase.

    As others have noted, the "mistake" here may have been offering the booster immediately which makes it look like you're only getting offered half a plate for the basic price.
    I think those two things aren't really connected. You can say it's only six, but I'm happily willing to bet that if a set launched with 18 immediately available choices and an extra 12 in an optional pack at launch, the exact same grievances would be aired.

    By which I mean I'm indirectly agreeing that I think it was something of a faux pas to introduce the extra pack at launch. I also think that giving it for free for two weeks makes up for that faux pas, but I know others don't think so.

    As for the whole "small fraction": the only quantifiable thing is how many people buy the pack. If sales drop to near zero after the free period, then it's time for marketing to look at why. If plenty of people buy the pack, then it's likely that even if it is a money grab, it's one that a lot of folks are okay with.
  14. Quote:
    Originally Posted by Jophiel View Post
    People can try to sell reasons why you only get six choices but, at the end of the day, it's still only six choices.

    It doesn't really bother me but I can see why other people would object to getting six initial skins and the option to buy four more.
    Objecting and saying "There should be more" without understanding why there isn't more is...shortsighted, let's say.

    Then again, while I can easily imagine why we're short on skins for Titan Weapons, it doesn't really explain why the offerings for Beam Rifle were so paltry, especially since that can share assets with Robotics and Assault Rifle.
  15. Quote:
    Originally Posted by Jophiel View Post
    The base power set comes with... 4(?) skins. That's less than the other power sets as other have pointed out. Even with the "booster", the options feel a little limited but I think that's a case of each piece being so distinctive that you mentally eliminate most right off the bat.
    Six skins. All of which are, as I said earlier in this thread, highly detailed models that require work on the order of an actual unique character more than a mere model of a weapon. I don't like the basic offerings much, but they're undeniably high quality models. In addition, they're high quality models for a set that can't share them with other weapon sets, like Dual Blades could with Broadsword and Katana. That makes them niche assets and so more expensive in terms of production time.
  16. Quote:
    Originally Posted by Xanatos View Post
    So anyone that isn't a blind fanboy must be a troll?

    Nice one.
    No, not just anyone.
  17. City is more than a superhero game. It's progressed into a kind of themeless melting pot where anything and everything is possible. Superheroes in tights and capes roam the city, but so do warriors lost in time, aliens from other worlds, travelers from other dimensions, mutations and technological wonders every day.

    It's a modern day Sigil. That makes it special.

    Plus the gameplay, though intensely repetitive at its core, always manages to be satisfying in hundreds of different ways. Even if development stopped entirely right now, I don't think I would get tired of playing the game for another 5 years. There's always something else I haven't tried.
  18. At levels 5-10, fighting groups of 2-3, I had half my Fury bar filled fairly regularly (about 140-160% Damage Bonus). It's more than enough to whup on LTs and Bosses.
  19. Quote:
    Originally Posted by Totec View Post
    He is speaking of traditional katana technique...and unlike most other swords the katana isn't double edged so no, it can't be flipped.
    ...wut.

    "Flipping the grip" just means shifting your right hand over your left or vice versa. The sword itself doesn't turn around or anything.
  20. Paragonwiki.

    Click on the tier name for an individual Lore ability, like Total Radial Improved Ally, and it'll tell you what pets you get for that tier and what abilities they have.

    Most support pets tend to have a heal and some other minor support ability, either a buff or another heal.
  21. If they do for Staff what they did for Titan I'll be content. ~10 models, ~6 basic, ~4 in a pack, pack is free at launch.

    If they short the number of weapons or don't make the pack free for a limited time, then that will engender some harsh words indeed. Indeed.
  22. Quote:
    Originally Posted by Rajani Isa View Post
    I think BossTone hit upon the big one when bring up Dual Blades - most of it's models were already in game. It would be nice however if TW got a weapon or two for the following sets : Rularuu (both a blade and hammer), Celestial, Elemntal Order I'd not yet already, and Roman by/around i22 - or at least a couple towards those sets.
    I actually don't think they were in-game as such; Issue 11 introduced both Weapon Customization and Dual Blades. But since the three sets overlap so much, it's easier to justify spending time on assets for them since they'll get used more. The TW weapons only work for one set, and they're so highly detailed that you might as well design a new character as design one of these things.

    I'm puzzling over Shields, though. There were 21 unique models immediately accessible, with a bunch more unlockable at launch. I can only guess that they were really simple to make, being mostly symmetrical.
  23. Quote:
    Originally Posted by Aura_Familia View Post
    I think the other issue is that this weapons set has LESS options than the older set like Dual Blades.
    I think it's a reasonable guess (but only a guess) that the individual Titan Weapons, being significantly larger than other weapons and thus have room for a great deal more detail, take extra time per model to actually create. We got 10 Titan Weapons at launch, Dual Blades got 15 basic weapons, several of which are shared with Broadsword and Katana thus justifying the extra time, plus 2 unlockables. The rest of the Dual Blade models to date were either added in boosters or in later issues.

    And of course, Issue 11 was the big Weapon Customization launch, so they wanted a ton of options to show it off.

    I think, given that, 10 large models to start with compared to 15 smaller models is reasonable.

    None of that comments on the reasonability of paying more for 4 of the 10 pieces, but I'm not sure I can speculate on that accurately.
  24. Quote:
    Originally Posted by Xanatos View Post
    It will cost current users when staff melee is released and we have to pay extra for the most popular weapon skins.
    Yeah, there will be rioting over that if they try it. The only reason there wasn't rioting over this pack is due to the launch bundle.