BurningChick

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  1. Quote:
    Originally Posted by Rylas View Post
    Hmm... but isn't CoH performing better than CO? Perhaps they'd be tempted by owning a better performing game?
    You can't really compare the two -- CO shares its engine (and much code) with both STO and the soontobereleased Neverwinter. A lot of improvements in one game get propagated to the other two.

    And it also looks like Cryptic trains its new employees on CO and then bumps them up to the other games once they've learned the ropes.

    Edit: so ... CO is cheap to maintain, starts new hires with training wheels.

    I really don't think they'd want to deal with CoH's engine -- it'd fug up the internal workflow of the studio.
  2. Quote:
    Originally Posted by Forbin_Project View Post
    Cut the small guys to save money because while they aren''t losing any money, they aren't making ENOUGH profit. They still hope they can turn around losses on the big money makers.

    I've seen it happen in business all the time.
    I don't think Paragon has all that many people on CoH's development -- I think the bulk of its resources are (errrr, were) being spent on the development of a new title.

    /tinfoilhat 1

    The development of the new game is, IME, chewing through whatever profit CoH is generating.

    Further, sub- and transaction-based MMOs are freaking tough to launch these days -- they have to be mature (i.e., match existing MMOs in terms of depth, breadth, and WoW factor) from release; players no longer give them time to grow.

    I think NCSoft ran the numbers and found Paragon, as a whole, to be unprofitable and not worth supporting as CoH's numbers are trending down ... and launching a new MMO is rather risky.

    /tinfoilhat 0

    The thing is ... CoH was never more than a rounding error in NCSoft's revenue. The really, truly amazing thing to me is just how long CoH has continued.

    No, that's wrong.

    The really, truly amazing thing about CoH is that its best ever string of updates was issues 8-12, the issues done on a shoestring budget with a small staff.

    Perhaps ... Paragon had simply bit off more than it could chew once the team grew past those remaining dozen or so employees. And NCSoft got nervous after having watched SWTOR crater despite it being a genuinely decent MMO with VERY solid IP.
  3. I believe we're now working under the assumption that nothing will get moderated, yes?

    Cute kitty -- black cats don't get much love at the shelter, but we've had 3 and they're AMAZING pets.
  4. I helped with getting Repulsion Bomb changed from ally-targetted KB + stun to mob-targetted KB + stun + damage to mob-targetted (low mag) KB + stun + damage.

    That's about it.

    My only other lasting contribution was, during i5's beta, that we slot Dark Servant for ToHit debuff.

    So. A series of contributions to a power in a set no one plays. And a suggestion that no one remembers as having come from me 'cause I was one of ...those ... FF people.
  5. The ease of teaming and the sense of community did it for me.
  6. I looked for the BAZINGA!, saw Zwill's confirmation instead ...

    Man ...

    The hours I've spent here. Running 3 AM TFs while up with a baby.

    Swapping PMs with the devs over FF.

    Running with the Carl and Sons on Pinnacle, then the Repeat Offenders on Freedom.

    The people.

    The craziness.

    Occasionally the drama.

    I haven't honestly sat down and played the game since November(?) so this doesn't come as a real shock to me.

    But first, THANKS! to the devs for giving me a great time.

    THANKS! to the community for being the best I've seen.

    And thanks, Arcanaville, for once trying to edumucate me about DR in PvP.

    And here's hoping that everyone at Paragon can smoothly transition to something new.
  7. Quote:
    Originally Posted by EvilGeko View Post
    I'm literally speechless. Anyone who was here at the beginning can probably figure out why.
    I said it years ago ...

    ... but I'll repeat myself just 'cause I'm lit like the Hindu Festival of Diwali -- the devs @ release were looking for tankmages in the wrong places. They thought range + (de)buffs + controls were more dangerous than melee + damage.

    Excepting, of course, Smoke Bomb.

    The amazing thing is how long they held on to the idea that "distance = defence" (well into I6). They didn't grok that distance (via KB and OMG huge repel like Force Bubble), in CoH, usually lowers outgoing DPS more than it increases incoming mitigation. Whoops.

    Cue my usual screed about FF being hard done by via decisions that are not, in any way, applicable to how we, the players, have viewed the game since release.

    FWIW, Nalrok's list is misleading with regards to FF. It's one one of the weakest soloing (de)buff sets in the game (blue-side) despite having 7 of its powers available while solo. Because, TA DA, the devs overestimated the value of distance, by any means available, at release.

    Then again, maybe the devs DID know that FF sucks ****s solo unless you have pets ... and that's why, IIRC, FF has never been ported to corruptors.

    And, while I'm at it, what's up with defender Force Field Generator for defenders having a larger base value than Dispersion?

    Again, hicc, maybe it's just the craft beer talking. But maybe not.
  8. Quote:
    Originally Posted by SuperFerret View Post
    So? It's still a great positioning tool. The Webster's people may have never said it, but I'll be damned if a dictionary isn't a great flyswatter.
    A mob positioning tool would bring mobs back to the caster (be it player or pet).

    It works in other games; why not here?
  9. Quote:
    Originally Posted by Zaloopa View Post
    Or he had it slotted for KB.
    More like ... he hadn't used the power in at least six months. Even if he had Bomb slotted for KB, a confessed KB-lover would've noticed that the KB had been reduced by an order of magnitude.

    Quote:
    I think my problem with KB is that it's so easy to use it the "wrong" way. In the hands of a newer player it tends to cause more trouble than it solves. I can't tell you how often I've seen a Inv/SS tanker run in and handclap-scatter a mob, on every mob. Over and over. For an entire task force. I rarely even mention the problem in situations like this, hoping that he'll get tired of chasing the scattered enemies and realize that there's better ways to try and use that skill.
    That's the L2P argument, one of the oldest memes in MMOs and is usually trotted out to mock / belittle / berate people, not educate or convince them. Usually, it's not backed up by much of relevance.

    A'right, look.

    The elephant in the room here is that CoH is easy. So easy, in fact, that a FF defender who can block 90% damage for a full team of blasters is looked upon as a near object of gimply pity. We simply do not need mitigation at the cost of offensive performance very often (and, in fact, in cases where we do need that mitigation, the devs tend to use insta-gibs and mez / KB resistant mobs to negate pretty much everything FF brings). It's more important to keep mobs clumped for controls, debuffs, and damage.

    The devs have embraced the AoE-fuelled zergfest fully -- they haven't attempted to reign it in since I5 / I6. In fact, with IOs and incarnate powers, I'd argue that they've ushered in new levels of zerginess (recharge times are WAY up, end recovery is up, survivability is WAY up, travel speeds are up, time to missions is down, etc.).

    If this game had lower AoE caps, lower AoE damage, a consistent ST, tactical component from L1 up ... yeah, KB would be great. But that's not this game. It hasn't been this game for years.

    The best argument for using KB? "I like it." That's it. In a game that emphasizes customization, that's all the justification you need.
  10. Quote:
    Originally Posted by GlassGoblin View Post
    I took it as more of an acknowledgement that a lot of highly vocal players hate KB, so why not throw them a bone? A limited time offer in a team-forced event requiring farming, though, so it's a very small bone. A kneecap, perhaps.
    The devs haven't added a single repel (think Force Bubble) power since release. They haven't released a single toggled KB power since I6, and it was recently removed it from the game. In fact, I don't think they've released much in the way of widescale KB since I6 and 'bots. When we talk about KB, we are, over 90% of the time, talking about powers that have existed since beta with a nod to PBs.

    The devs have never, AFAIK, increased a power's KB mag, but have reduced the magnitude of several powers over the years (most recently, Repulsion Bomb).

    IME, it doesn't look like the devs are merely reacting to the players' dislike of KB (and repel); it looks like they aren't all that enamoured of it either.

    Edit: an anecdote. A long-time player and frequent poster once came into a KB thread and spoke, glowingly, of one of his favourite powers in the game, Repulsion Bomb. He went on, at some length, about the joy he received in sending groups of mobs across a room, the kudos for saving squishies from evil melee damage, how we, really, just had to L2P. The problem? Repulsion Bomb had had its KB mag lowered into knockdown range some six months earlier. I suspect that many of the vocal proponents of KB are like this poster; they simply like taking contrarian stances.
  11. You know what cracks me up? We had the devs telling us, from release to just after CoV, that "distance = defence". No ambiguity. And in one particular case where Statesman compared FF to Sonic (long since deleted ), he made a forceful pitch that mitigation in any form is always beneficial.

    But this is the same dev team that also gave players more powers that grant KB protection to mobs than grant KB protection to other players.

    The devs' mixed reactions to KB seem to mirror those of the players.

    FWIW, when Statesman did his comparison of FF to Sonic in I5 (post long since deleted), I spent a few hours taking his advice and tried to leverage Repulsion Field and Force Bubble to improve my FF/rad's performance. In general, I could reduce incoming DPS on my bubbler pretty well. All well and good. But, over the course of a mission, my bubbler would take MORE damage on the KB- / repel-heavy missions because I had reduced my outgoing damage by a larger amount than the incoming damage.

    And one final thing ...

    The last stand of the KB defenders has usually been "mob positioning tool." But ... you know what? No dev has ever, AFAIK, said that. The party line has always been about creating distance and using that distance to increase performance, a function that KB largely fails at during most team play and nearly all solo play. But immobs, slows, and low mag KB all succeed where KB fails.

    I believe that this IO is a tacit admission that one of the game's original design decisions is inherently flawed.

    And now I'm just waiting for the devs to do something, anything, that'd make me want to respec my bubbler into Repulsion Field, Force Bubble, and the cage.
  12. Quote:
    Originally Posted by Reppu View Post
    Bonfire can be thrown down for squishies to sit in as a 'safe zone', but either way this is not about what Bonfire can do, but what it shouldn't be doing.
    Immobs and, to a lesser extent, slows can also create a "no-go" zone. That's the basic design flaw inherent with large-scale KB and repel powers -- you can get a similar effect (keeping mobs at range for the ghetto damage debuff) with powers that tend to keep mobs clumped together for AoEs.

    The devs thought they had created a tactical, ST game (extreme example: tanker taunt was ST) and tried, hard, for a while not to think about the OMG AoE-fuelled zerg they had actually made.

    What we're seeing is that some powers were made for a game we never played.
  13. Bonfire, like its close cousins, the toggled PBAoE KB powers, doesn't appear to have a target cap.

    OK, I'm going to go on the record and say that this is nucking futs. I just ran my fire dom with this proc in Bonfire. Nucking. Futs.

    A large AoE? No target cap? Damage? One-shot neutralizes an entire 8-guy spawn? Autohit? Fast recharge? Long duration?

    Devs, it's stupid powerful. If you keep it, you gotta do something about the toggled KB powers -- they are inferior in every single way possible (smaller AoE, more end, no damage, high mag KB). And if you're gonna nerf it, do it like ... last week.
  14. Quote:
    Originally Posted by Psylenz View Post
    Attention Bubblers!

    One key factor has NOT been discussed. The effect of Repulsion Field will be drastically modified with one of the fancy KB>KD procs. You could run around and keep things falling down like a mobile ice patch. Force bubble is repel. Repulsion Field is KB like Repel from kinetics.
    Assuming the devs made a proc that could be slotted in Repulsion Field, the end drain would be GINORMOUS, 1 end / mob every .5 seconds.

    The ironic bit here is that the end cost per mob was added, IIRC, pre-CoV precisely because people were using it to popcorn bosses.

    Oh how times change when a related power, Bonfire, will be allowed to do just this with damage.
  15. I never really liked either power on my ff / rad -- they both mucked up Irradiate too much.

    And my free pass was always PFF.

    If you're wondering about the potential for damage mitigation, my not-very-scientific tests (done waaaaay back in I5 or I6) show Force Bubble reduces incoming damage a fifth or so, Repulsion Field by a third.

    To me, this is a situation that simply screams for a dual build. Do a couple newsies with RF and then do a couple newsies with FB. And see which one suits you. When it comes to powers that are idiosyncratic at best and counter-productive at worst, you're well off into the dark forest of personal preference.

    Edit: one neat thing about Repulsion Field -- its KB effect has a duration effectively allowing you stack KB with Force Bolt. A /really/ determined bubbler with an awful lot of endurance can KB otherwise resistant mobs.
  16. On the other hand, the devs' have many years' worth of datamining defender performance. It's entirely possible that the inadequacies that we the players see in individual sets don't translate into actual performance differences from 1 - 50 + incarnates.

    Or, at least, the differences show up in specific cases (i.e., the insta-gibs and confuses in the incarnate trials marginalise FF). But if you gave FF *shiver* a heal or massive -regen to compensate for lacklustre performance in the trials, would you bork up FF's SO performance?

    FWIW, the devs still seem to be sticking to the party line that the game is balanced around SOs, and FF is absurdly effective in the vanilla game. We assumed that "the game is balanced around SOs" meant "no nerfs," but it's possible that the devs meant "no nerfs AND no buffs."

    Edit: it's also possible that the devs don't any particular sets as "underperformers" -- rather, they may view some as "overachievers" and don't wish to embark on a wide-ranging series of nerfs.
  17. Quote:
    Originally Posted by Zul_Vakirol View Post
    So nice to know the changes that are meant to help Blasters are helping ATs that don't need any help at all.
    Well ...

    The devs have previously said that they don't any primary or secondary powers to be seen as useless / wasted picks / merely set mules. While there are individual powers within sets that are rarely taken, snipes are an entire class of power that exist in most ranged damage sets that very, very few people regularly use. Trying to make snipes reasonably worth taking is, IME, low hanging fruit when it comes to powers-related QoL changes.The interrupt + cast time mean they can actually hurt DPS.

    Snipes are relics of a different era; they're tactical powers in a game that rarely rewards tactics beyond "buff and zerg". Honestly, they should've been changed years ago.

    The more interesting question, IME, is what class of infrequently seen powers is next up to be changed? Toggled PBAoE KB (to be fair, one version was removed from Stalker EA already)? Defender cages (the one from Gravity was already changed to, IME, not much acclaim)? Or how 'bout some of the game's unique powers, like the T9s from Traps and FF?
  18. Quote:
    Originally Posted by Redoptic View Post
    Shouldn't this be on those servers where this is applicable or maybe even the Calendar events section, otherwise can everyone with SG coalitions on any server use this section to post and update their weekly-monthly group events, costume contests, static teams and so on?
    This thread used to be elsewhere (SG recruitment?), but appears to have been shepherded over here by a mod after the forums were reorganized.
  19. I remember when i4 hit Test and looking at the Arena interface -- I was surprised to see options for ladders and rankings. I was thinking, "Wow, it looks like the devs went all out." And then I realized that those options were simply hooks for future systems. And those systems never showed up.

    That, to me, pretty much sums PvP in CoH: unfinished; unpolished; poorly supported.

    Although ... "poorly supported" is a phrase that doesn't quite capture what happened on the dev side. When i4 hit, people said "rewards," "zones," "minigames," and "objectives", things that were all implemented with i6 and i7. And still, masses of people didn't show up. Or they showed up for the sole purpose of farming rewards.

    On the community side? Egg nerf. So few people in the community, so much rage.

    There's a weird toxicity involving PvP that is tough to summarize. There's something about a sprawling powers system that's tough (probably impossible) to balance, lack of dev interest to constantly or at least consistently work on PvP, and the game's overall casual-friendly PvE experience and something less than casual-friendly PvP experience that all adds up to "meh."
  20. I like Arcanaville's reasoning on behalf of CoV.

    I'd toss buff stacking and defence into the ring.

    And toss in a side of AoE zerg-fest. Players often say things like "mob positioning tool" when talking about repel and KB, but the simple truth is that those powers were supposed to be about keeping mobs away, not clumpingthem. The devs completely buggered up the single target, tactical game (in alpha, there were even targetted body shots, apparently) which, in turn, buggered up such concepts as "distance as damage mitigation" (it's usually MORE dangerous to spread mobs out because you fug up AoEs) which in turned marginalized an entire class of powers.

    PvP's an obvious one, as many have mentioned.

    *I* regret that the devs let bases slip into irrelevance for the majority of players. For that matter, I don't even bother with SGs on new toons, and can't remember the names of the ones my older toons are in.
  21. Quote:
    Originally Posted by Von Krieger View Post
    They've talked about IO's, and the IO metagame seems to be all about defense. They would like to go back at some point and make it more of a viable choice between defense and resistance.
    I'd LOVE the devs to put an AT-based cap on the amount of +def one can receive from set bonuses. LOVE it.

    Something like 10% for squishies, 13% for stalkers and scrappers, 15% for brutes, 20% for tankers.

    Right now, large-scale +def buffing (FF, specifically) has become devalued compared to simply stacking a whole bunch of relatively small bonuses.
  22. Quote:
    Originally Posted by Dispari View Post
    Most well-built Brutes can tank for a team. Especially if they have some support behind them (support, mind you, that is good enough on a Corruptor, Controller, or Mastermind in most cases). Adding even more HP, RES, and DEF isn't going to make you die less than "not at all." There's a cap on survivability, where you aren't dying (which is the goal of survivability after all). Once you hit that point, adding more does nothing. Except maybe allow the support to slack off more. Although I have Brutes who can do x8 by themselves with no support (one of them +4/x8, even though I don't because it's slow)..
    Quote:
    Originally Posted by EvilGeko View Post
    It's nice and all, but this game for better or worse has become more about obliterating large spawns in seconds. The few times where strong single target damage is useful (i.e. big game hunting like pylons, AVs, GMs) sustainable high DPS is preferable to burst.
    Quote:
    Originally Posted by Johnny_Butane View Post
    Look at Tankers. They have more survivability than anyone, yet in any situation where another AT with better damage can survive, having 'superior' survivability really doesn't matter, does it? And the more powerful all of the ATs become (via Incarnate system, IOs, temp powers or what have you), the fewer the number of situations exist in the game they can't survive.
    So ... here's a funny thing.

    I've said many of the same things in relation to FF defenders over the years -- the lack of ST, tactical game frequently makes spreading out mobs via KB and repel counterproductive; the prevalence of +def bonuses and buffs makes inherently having (or being able to give) huge amounts of def less useful than, I'm assuming, intended (for the record, I recently did a BAF where my Trapper was hard-capped for over 50% of the AV fights, and over 75 for the rest).

    What's interesting to me is that FF exists in such an odd place-- it was intended to be a heavy KB / keep-away set (perhaps the best, but Storm gives it a run for its money) , but is rarely brought up in discussions about KB by anyone but me (I guess it's because Force Bubble and Repulsion Field are so rarely used); it's the king of +def buffing, but rarely, if ever, gets brought up in learned discussions about mitigation and how mitigation has evolved since IOs.

    Put another way, a lot of the faulty design decisions the devs have made over the years come home to roost in FF.
  23. Quote:
    Originally Posted by Arcanaville View Post
    Dominators got a design pass not that long ago; among other things their damage was increased substantially to make them offensively balanced archetypes. I could argue that the archetype that is most in need of a balance pass is Blasters. Blasters have been waiting for a secondary powerset design pass for longer than Dominators have existed. In fact, Dominators and Scrappers have a higher melee damage modifier than Blasters do, which is nonsensical.

    If I had to rank which archetypes deserved the most attention overall, the list would be:

    Peacebringers
    Blasters
    Stalkers
    Everybody else.

    The only reason I put PBs ahead of Blasters is just because the disparity between PBs and WSs is ludicrous, and because I don't think Kheldians get enough special benefits for being quantum-bait.
    Howdy,

    I think that (de)buff sets could do with a balance pass, also. And (de)buff sets have been around longer than Khelds.

    Going into i9, Poison was, IME, the only real outlier in terms of performance.

    But ... I think that IOs and Incarnate powers have amplified some of the differences between the upper and lower ends of the performance spectrum. I.e., set bonuses don't allow a FF defender to (de)buff better / harder / more often, they mostly just smooth over recovery issues and allow the bubbler to softcap positional defense. A Traps defender, however, can make out like a bandit because of having a higher base def value on FFG compared to Dispersion, and a large number of (de)buff powers that were originally balanced via recharge. Edit: FF also had a curveball thrown at it in that the large amounts of +def available through set bonuses allowed bubblers to softcap defense, but also tended to devalue large defense buffs in comparison to getting just enough to top oneself up.

    Throw in Interface powers being triggered by pets, and ... well ... things get a little crazy once you have a BAF door, 3-stacked Caltrops and 2.5-stacked Acid Mortars.

    I know the devs said they'd never balance sets because of IOs (and, IIRC, Incarnate powers), but I think that the disparity between outliers in (de)buff sets warrants some attention. [edit: specifically for IOed+ gameplay]
  24. Quote:
    Originally Posted by Aura_Familia View Post
    Would you rather them coding or posting?

    Also Aribter Hawk and Synapse have been posting a lot since the Pummit.
    It's not a question of either posting or coding; that's a false dichotomy. I dunno about you, but I manage to shoot out a few Tweets about my work from time to time (generates a surprising amount of good will).

    And ... two posts before yours, I noted how nice it is to see Synapse posting for the plebes.
  25. Quote:
    Originally Posted by Talen Lee View Post
    I still miss Castle's fireside chats.
    It's good to see Syanpse getting chatty about Stalker changes and some the philosophical shifts behind the changes.