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What fascinates me about him is how he, as the COO of a multi-million dollar company, completely managed to misread his market's niche; he was blind-sided by the revelation that MMO players are now demanding more from games than they were 6 freaking years ago. He was further blindsided by the revelation that most MMO players give games, and features within those games, 1 shot to impress them. If you don't impress them, they won't /ever/ come back. *cough*CoH PvP*cough*bases*cough*
It really does break my mind, especially considering that CoH was one of the games that helped raise the bar on players' expectations. But there are lessons from CoH he, seemingly, didn't bother to learn until he released two further ... troublesome ... games.
I especially like his "poor us" spiel, the one where he goes on about how the competition has so much more money to spend on shiney things than he does. But he can't be bothered to rise above mediocre at release for anything beyond character creation.
And, I mean, NOTHING. -
Quote:FF defenders should be first for both CM and Fortitude.With villain ATs now on the team, I'm not sure who gets priority for Fortitude. So, who gets Fort now? What is your Fort order?
Why? Because if the bubblers are on their feet, the need for anyone else on the team to have either defense buffs or mez protection are VASTLY diminished. -
Just something to think about ...
If you're facing big spawns, all you need for a full end bar out of Consume is accuracy and recharge. On my fire / fire, I get a lot of mileage out of damage procs in Consume.
And ... uh ... Rain of Fire, you say ...
I think I have to respec my fire / fire / mu -
Now that I'm well rested ...
I think it has something to do with the Protean mission. This morning, everything was fine. Yesterday afternoon, everything was fine. Then things were not fine once I entered the Protean mission. After about 15 minutes, the game bombed on me. I logged back in, and things were fine until I entered the mission.
Maybe it's some oddball combination of ATI's AA (driver v. 10.8, app handles AA, 4X in CoH), my hardware (5850), and the mission. -
Quick reply before bed:
Take the purples!
Leadership is always a nice touch -- I think Assault and Tactics are good for anyone with pets. And Maneuvers can mule another LotG.
As for the Guardian -- yes, he heals fairly regularly. As long as you can look after yourself, he'll look over your other critters which is, IME, an underappreciated benefit. His heal isn't big, but it is noticeable. And counts for the healing badges
Plus it's just plain cool to have a third pet. -
Hey folks -- is anyone aware of a recent memory leak?
Quick info:
5850, the most recent drivers which fixed AA
Quad-core Phenom ii
Win 7 64
8 gigs RAM
CPU temp 40 while playing
This evening, I was seeing the client chew up about 1k / second with jagged, laggy performance -- but all was well earlier in the day (post-patch). -
Just up to 27 on my elec / ice; facing big spawns, I'm never gasping for end without Stamina.
Honestly, I'd rather have those three power picks and slots than Stamina. -
Quote:Tinfoil hat time!The various suppressions - I could see what the devs were trying to do when it was being beta'd, but it seriously fell apart, and I'd call the situation now far more horrible than anything that happened - oh, I'd put it between I8 and I13 (once they had various geometry holes plugged, a few extra reinforcing drones, and the roof put on the villain hospital.)
When Posi promised to continue working on PvP post i-13, I think he was working under the assumption that there'd be people PvPing. When nobody (relatively speaking) showed up on the live servers even to try out the changes, NCSoft (Clayton?) probably stepped in and said, "We're not seeing the same return on developer resources from PvP that we see from expanding PvE content. Suck it up." Posi most likely made the promise in good faith, but a business decision was made to make him eat his words.
Jack, for all his problems, at least submits himself to the occasional public flogging.
/tinfoil fat
I13 gave the devs a LOT of numbers to twiddle in order to achieve some kind of balance, far more than the previous system. But ... they lost all momentum in actually fiddling with the numbers BEFORE THE ISSUE EVEN WENT LIVE. They knowingly released a flawed system under the expectation that they'd get around to fixing it. And then didn't.
That's bad on two levels: 1.) MMO players give a feature one chance, and one chance only -- get it wrong, and they won't come back; 2.) they promised to update PvP on an ongoing basis and didn't -- you shouldn't lie to your customers. And lying to your customers twice (I4, also)? Bwahahaha.
But here's what kills me: the devs completely rewrote the rules for how powers work in PvP and then didn't explain the rules. And, despite their promises to give us the numbers, I don't see anything in-game that tells me how my bubbler's buffs work in PvP. -
You know ...
You may find you don't need Stamina, especially if you've got perma-dom. That gives you space to take Grant Invis so you can slot another LotG.
I'd also seriously consider the purple sleep and confuse sets.
At this point, you also have ~ enough recharge to make the Guardian perma* if you six slot it.
YMMV and all that.
* There's a bug that may have been fixed: if you summon a fresh Guardian while the old one's still out, the first one despawns as the second is summoned, but the second is despawned on the first one's timer -- leaving without a guardian. -
Quote:So you're saying that you can leave out powers like LR and, I'm assuming, Fearsome Stare, use a stilted team makeup, and still come up with an accurate model?I had to ignore some things mainly because they were a bit too situational (like Lingering Radiation), but it was remarkably straightforward to determine the overall contributions. The most complicated part was simply deriving assumptions for team makeup (I generally assumed a teammates to be Blasters because they're the most "team neutral").
Fascinating!
So ... what did you find? -
Quote:So ... you're agreeing with me?
Can anyone point me to hard data that FF underperforms compared to other defender primaries? No one around here has the time and chops to put together that beast of a spreadsheet. And, unless Castle lets us do some datamining to see in-game performance, all we have is speculation. -
I am FAR from an expert on doms; I've made 2, a L50 fire / fire dom from the tail end of I8 and a lowbie elec / ice, so this is completely a YMMV thing.
I'm finding the elec fascinating to play since she doesn't have endurance issues pre-stamina and solos the Praetorian content quite well -- too the point where I soloed an EB by draining its endurance.
I have no idea how this combo will play out by the 40s, but I remember playing my I8 dom through the lowbie levels, and it was comparatively rough. The pulsing sleep on elec, FWIW, is pure win. Especially since ice doesn't do DoT so mobs frequently stay slept, even when I'm beating on them. -
Quote:Really? I'd love to see the numbers!There's also the issue that you can model the contribution of support sets just as easily as you can for mitigation sets (I've done it before on several occasions). Just because someone hasn't created a spreadsheet for it doesn't mean that it's not possible.
Most of the comparisons I've seen so far leave out some details like The Purple Patch, team size, (de)buffs from mobs, and team composition. Even small things like +recharge can make a huge difference in a set like Traps, at least in my experience, but do relatively little for, say, FF.
I'm not a math person, so I might be off, but calculating the permutations of defender performance seems rather daunting, so my hat goes off to you for doing it. -
Quote:Well ...The key and source problem with FF is that it lacks variety, specifically it lacks -dmg/+res/+recharge/-recharge/+dmg/-Res/-Def/+tohit/-tohit effects, pet AoE soft control (ice slick for example), and non-phase hard controls (like any ST hold/stun/confuse/fear).
...
Narrowing it down, if you get rid of or dramatically change either or both Repulsion Field or Force bubble to be offensive in someway and more fire-and-forget, then FF wouldn't feel as underwhelming compared to every other support set mid-late game.
It ain't gonna happen.
Beyond the aforementioned cottage thing, Castle's hands are tied by the set's bible entry. I've speculated about this before, and the entry probably reads, "Keep 'em safe. +def. Status protection. Distance." Detention Field was a /very/ late addition to the set -- it replaced a third ST (fire / cold, to go along with eng / neg and s / t) bubble while the remaining two bubbles had their duration doubled.
Castle's willing to twiddle numbers and how some powers work (changing clicks to toggles) ... but he's /very/ reticent to add new effects to powers, and tends to only do so for under-performing melee sets (and melee set mitigation performance can be modelled). And he always maintains the flavour of powers he changes.
But ... here's the thing.
Can anyone point me to hard data that FF underperforms compared to other defender primaries? No one around here has the time and chops to put together that beast of a spreadsheet. And, unless Castle lets us do some datamining to see in-game performance, all we have is speculation.
So ...
Yeah.
FF, simply, offers exceptional performance out of 3 primary powers and one pool power, with few slots spent. That is, IME, the tradeoff for not having any other tools for bumping team performance beyond mez protection and mitigation. -
The fundamental problem with FF, IME, is that it's FAR too good with 3 primary primary and 1 pool power with 10 additional slots.
And it's not good enough with 9 primary powers and 45 additional slots.
Let's face it's freaking easy to immob most of the game's mobs. An immob keeps mobs at range for squishies, within reach for melee, and clumped together for AoEs. The fact that a relatively common, lowbie controller power can trump a T9 defender power is, frankly, bad design that speaks to how poorly the original dev team understoon how powers interact with each other ... and how players would use, or not use, their powers.
But I still think FF works OK as it is. FWIW, I see fewer Trappers than Bubblers, and Traps is borderline overpowered. -
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I've thought about it.
And I've realized something: Empathy's a hard set to play well.
It involves knowing who benefits from which buffs, and that entails 1.) knowing what the buffs do; 2.) knowing something about the powers people on the team have which requires 2.a) reading character descriptions; 3.) knowing when you're done with the primary so you can lay down the secondary. You will, however, rarely get thanked for anything 'cause there won't be a flood of green numbers.
Or you follow the Granite tanker, load him up with stacked CMs and Fort, put HA on auto and get congratulated for your 133+ h33lz.
Edit: and FF is, IME, dead easy to play in contrast. Keep Dispersion Bubble on at all times. Every 3.5 minutes, rebubble teammates. For the other 3 minutes, punch mobs in face. -
Quote:Duh wha'?Burn still drops a patch, I think, but the damage is massively front loaded. Mid_Forever loves the changes on her fm/fa scrap and fa/fm tank.
I still won't touch the set, but for lovers of damage that can handle the squishiness of FA, the changes are nice.
I think I might be bringing Burning Chick out of retirement!
I've never had a problem with the squishiness of the set; but it's boggles my mind that I built a WP scrapper with more HPs, survivability, AND damage than my dear ol' fire / fire namesake. -
Quote:Howdy! Long time no see!So...back legitimately from 2 back-to-back Middle East deployments...got my own apt, hi-speed, HDTV, and I'm ready to kick some butt.
Who's still around that remembers me and can talk me through what's been going on in-game?
Uhhhh ...
I think I moved all my toons of Pinnacles years ago. -
Traps is really good for proc abuse, also.
Once upon a time, MM 'trops used to take PBAoE and targetted AoE sets, leading me to have 4 damage procs in caltrops. Considering it isn't all that tough to have 2 patches out at once ...
The most glorious abuse of procs, however, was Gas Trap. That sucker, back in I9 / I10 was monumentally over-powered -- think nuke-level damage on big spawns. IIRC, each mob hit would create a gas cloud. AoE procs could go off with each cloud. The power cycles /very/ fast. I remember showing up at zombie and Rikti raids and being told to leave -- 'cause my MM trapper was dropping mobs faster than entire teams could. -
So, a short reply.
Quote:I read through that thread, once upon a time.Here's about the time where I started losing patience in the timeline. To summarize: every aspect of PvP is broken in some way. The mechanics are not the best, but they're actually the only reason the PvP community exists at all. There is a detailed, stickied list that Putz has posted, compiled by the PvP community, which addresses most of the PvP issues at the time.
IIRC, most of the suggestions and fixes were geared towards improving the status quo; it didn't have much for making PvP more inclusive. Only a small subset of players cared enough about PvP to make detailed suggestions for improving PvP, and they had /very/ particular axes to grind. They LIKED the PvP system, particularly the movement and speed. They liked the exclusive, cliquey atmosphere surrounding high-level PvP. They liked the arcane builds required for high-level PvP.
But those are the same elements the devs and community reps were frustrated with. And, eventually, all sides stopped dealing with each other -- the positions were too far apart for there to be a lot of common ground. And, ultimately, the devs decided to cut the hardcore PvPers loose.
FWIW, I find the language used by PvPers fascinating. When they talk about The Golden Age of PvP, they're using a very loaded term ... one that, for me at least, has connotations of rose coloured glasses, nostalgia, us versus them, new versus old.
Anyway ... I have a feeling the devs are unlikely to revisit PvP. As I said, nothing much they've done has ever brought in large numbers of PvPers. And there really haven't been a lot of PvEers saying, "You know, I love the PvP experience, but the bugs keep me away." For most of the game's players, PvP is irrelevant. And I don't think anything will ever change that. -
I was on a PuG yesterday that defeated a +5 (to the mission owner, +6 to everyone else) Dominatrix.
With only 5 or 6 players.
Not all PuGs suck. -
SG, coalition calendars
SG, coaltion message boards
In-game description of PvP mechanics (bonus points for showing effects of DR in the PvP descriptions of powers)
Recipes should show if one's vault contains the required salvage
In-game tracker that shows how much damage has been mitigated by (de)buffs
Green numbers that only show how much damage has actually been healed; if the number is < 1, no number displayed
In-game tracker that shows offensive contributions of all teammates (mobs defeated, damage delivered) -
Quote:There's the rub, no?They need to bring on people who understand PvP. Not just the math. Not just the mechanical aspects. People who get it.
You'd have to pay the staff.
Set them up.
Give them office space.
Give them insurance.
Train them.
Wait for them to get up to speed.
Would the investment be worth it? -
And ... one last thing to add.
For their part, I think the devs have strung along the playerbase in general, and PvPers in particular. They have, from time to time, promised to look at PvP issues on an on-going basis and not delivered.
Or they're looking at things and then putting PvP issues into the "Why Bother?" pile.
I'd be happier if the devs grew a pair and simply laid out what their current PvP plans are.