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Hi Unioner's. @Captain Valiant here.
With the latest Issue just around the corner, and Statesman due to make his exit from the game, I'm going to make an attempt at something my main hasn't managed to acquire in over 6 years of playing CoH: the Master of Statesman's Task Force badge.
There have been many attempts, all unsuccessful, many tragically so. There have even been temper tantrums. But there has been no MoSTF badge.
This is an open call to anyone on Union around 8pm on Thursday 31st, Friday 1st and Saturday 2nd of this week: I'll be making up to three attempts at these times. And I need your help.
Standard MoSTF team requirements apply. Fair warning, however: my main, Captain Valiant is a Tanker, so there's no requirement there.
Preference will be given to level-shifted Incarnates and to buffers/debuffers, and to those who've acquired the badge in the past on other toons.
-@Captain Valiant -
I'd appreciate an option in the costume creator UI to keep my characters weapons permanently in the "drawn" state.
Given that we don't have options for weapons to be "holstered", ie visible when not used, it's annoying for many of my characters to have their weapons simply "vanish" into thin air. The effect is particularly jarring when the weapon is large in relation to the character model.
A simple checkbox in the UI, or something similar to the "combat only" extra options for auras would be nice, ie each weapon model has a "combat only" and "permanently drawn" option in the weapons dropdown.
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Try this as a general guide:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Punch -- SBrutesF-Acc/Dmg(A), SBrutesF-Dmg/Rchg(3), SBrutesF-Acc/Dmg/Rchg(3), SBrutesF-Acc/EndRdx/Rchg(5), SBrutesF-Acc/Dmg/EndRdx/Rchg(5), SBrutesF-Rech/Fury(7)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Rchg+(7), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(11), ResDam-I(50)
Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Rchg+(11), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(21)
Level 6: True Grit -- ResDam-I(A), ResDam-I(21), Heal-I(23), Heal-I(23)
Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dam%(29)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(29)
Level 12: Super Jump -- ULeap-Stlth(A)
Level 14: Boxing -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
Level 20: Tough -- RctvArm-ResDam(A)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(37), LkGmblr-Def/EndRdx(37)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(39), Mocking-Rchg(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 38: One with the Shield -- Heal-I(A), Heal-I(45), ResDam-I(46), ResDam-I(46)
Level 41: Spring Attack -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(46), Sciroc-Dmg/Rchg(48), Sciroc-Acc/Rchg(48), Sciroc-Acc/Dmg/EndRdx(48)
Level 44: Superior Conditioning -- EndMod-I(A), EndMod-I(50)
Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(50)
Level 49: Grant Cover -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
I've slotted Cardiac Core, but Agility Core would be an excellent choice also. The +stealth in Superleap is a matter of preference but can easily be removed. The build is softcapped, has some nice recharge, and a couple of good AOE's. See what you think.
---- -
Okay, so I've played around with this and run something up, based on my suggestions.
Thematically, I'm imagining this a more "active" psi-themed set than Willpower, which suits a more passive psi-based character concept. I'm imagining a defence and -recharge based set, with minor elemental resists.
Telekinetic Field: (Toggle) Resistance: Psi 20%; Defence: S/L/Psi 25%; Regen: 0; Other: --;
You generate a field of telekinetic force around you to deflect physical objects, providing high defence to smashing and lethal damage; this power also provides resistance to Psionic damage.
Synaptic Field: (Toggle) Resistance: 0; Defence: 0; Regen: 0; Other: Minor Psionic Damage, -10% recharge;
You generate an intense aura of synaptic energy, damaging all enemies in melee range.
Electrolytic shield: (Toggle) Resistance: Psi 25%, e/n/f/c 15%; Defence: 0; Regen: 0; Other: --;
Your mental abilites allow you to generate a powerful shield of neural energy, providing you with moderate resistance to elemental effects, and high resistance to psionic damage.
Indomitable Will: (standard Willpower clone)
Telepathic Aura: (Toggle) Resistance: 0; Defence: 0; Regen: 0; Other: Taunt, recharge -20%;
You generate an aura of telepathic impulses, drawing your enemies attention and inhibiting their ability to fight.
Foresight: (Widow clone)
Drain Psyche: (Dominator clone)
World of Confusion: (Dominator clone)
Psionic Transfer: (Soul Transfer Clone)
Totals (slotted):
smashing : res - 0%; def - 37.5%;
lethal : res - 0%; def - 37.5%;
energy : res - 22.5%; def - 7.5%;
negative : res -22.5%; def - 7.5%;
fire : res - 22.5%; def - 7.5%;
cold : res - 22.5%; def - 7.5%;
psi : res - 90%; def - 52.5%;
Names and numbers need work, obviously. This set would give high s/l defence, moderate elemental mitigation, and capped Psi resists and defence. Regen and recovery would be periodically boosted by Drain Psyche.
Unique drawing points of the set are the -recharge and the confuse in WoC. I've decided an "active rez" power is more appropriate, as I think the defensive numbers are currently quite high. Low DDR is a deliberate weakness of the set.
-Cap -
Quote:A few thoughts on how I would build the (armour) set:While not an original idea, after running around with a now grown Penelope Yin I thought it would be a good time to refresh this suggestion. This idea is mainly just to kind of put together sets using existing powers and filling the gaps with some new ideas and ideas inspired by Miss Yin. Please bear in mind This was a quick put together of ideas and I am sure more creative ideas could be developed for some of the "fill in" clone powers I suggested.
Mind Probe - per the dominator power in psionic assault
Telekinetic Thrust - per the dominator power in psionic assault
Psychic Blades - NEW - Inspired by Penelope's "psychic claw-like" attacks using a non-redraw "weapon of light" in style of the demon summoning whip attacks.
Telekinetic Deconstruction - NEW - Another power inspired by Penelope Yin. This would be a targeted aoe DoT that ticks its damage pretty quickly over a short duration... would also be a nice place to apply a debuff!
Concentration - Basically the renamed Build Up from the blaster Mental Manipulation powerset.
Confront/Taunt - fairly standard for the melee classes to have. Could be swapped out for Hide and moved to the first pick for stalkers
Telepathic Blast - NEW - inspired by what seemed to be a short range hold/dmg attack used by Penelpe, its basically a clone of the Claws power Focus using the Scramble Thoughts animation and adding a "chance to hold".
Psychic Shockwave - per the dominator power in psionic assault
Telekinetic Grasp - NEW - Basically a midnight grasp clone doing psi damage and having a different animation
Mind Over Body - per the willpower set
World of Confusion - per the Blaster Mental Manipulation powerset.
Telekinetic Armor - NEW - a new second armor that provides resistance to energy,negative energy, fire, cold and psionic damage (I figured the devs like holes so I left out toxic resistance)
Indomitable Will - per the fortunata power
Foresight - per the fortunata power
Mask Presence - per the fortunata power
Psychic Awareness - NEW - Basically a Heightend Senses clone
Drain Psyche - per the dominator power in psionic assault
Psychic Overload - NEW - Basically a Strength of Will clone
As I mentioned before its just a quick collection of ideas to give the powersets some kind of shape and I am sure the devs could come up with more original powers in places where I filled in gaps with clone powers. Just figured I'd get the idea out of my head and into the forums for discussion!
I would invert the approach to mitigation you've suggested, for starters. To differentiate it from Willpower, which arguably overlaps Psi Armour thematically, I would have high defence to smashing/lethal, and moderate to low resistance to other damage types. For Psi damage only, the set would provide high defence and resists (it makes sense this would be its speciality). Drain Psyche, or a similar power would round this off in the later game with some regen.
In terms of set balancing, I would suggest making the set a more "offensive", less mitigation focused set, like fire. This might involve a psi damage aura early in the build, which would certainly be popular with players.
Another thing to think of would be what is the sets "defining" power, that differentiates it from other sets? Psi's main secondary effect is -recharge: making a taunt aura/mitigation power that uses -recharge would be unique, but might be hard to balance.
Could be a fun set, though. No thoughts on the melee set, per se. Something resembling Penny's abilities would be extremely cool to play, however. -
From the other thread:
- Increase the Tanker damage cap to be slightly lower than the brute damage cap (thereby enabling, with an arbitrary number of buffs, both Brutes and Tanks to have similar defensive and offensive numbers, but Tanks to have slightly more HP and Brutes slightly more damage); I believe Johnny Butane suggested 440% as a round figure (I haven't checked the maths myself)
- Slightly increase threat generation modifiers for Tanks to at the very least compensate for Brute higher damage (I'll leave discussion as to whether it should be equal or higher for another time). -
Okay.
Leaving aside for a moment any talk of soloing GM's as a useful metric (and in the spirit of trying to keep things constructive); how much agreement is there on the following two suggestions:
- Increasing the Tanker damage cap to be slightly lower than the brute damage cap (thereby enabling, with an arbitrary number of buffs, both Brutes and Tanks to have similar defensive and offensive numbers, but Tanks to have slightly more HP and Brutes slightly more damage); I believe Johnny suggested 440% as a round figure (I haven't checked the maths myself)
- Slightly increase threat generation modifiers for Tanks to at the very least compensate for Brute higher damage (I'll leave discussion as to whether it should be equal or higher for another time).
I don't see either of these as especially game-breaking.
Quite honestly, the points raised on this thread only seem relevant in a very narrow category of cases anyway; namely, large, buff-heavy teams.
Thoughts? -
Thought I would chime in with my suggestion on adapting the set for Tankers. Briefly:
- Add a small S/L resistance boost to reconstruction, designed to stack with Resilience
- Remove MoG entirely; it runs somewhat counter to Tanker playstyle
- Push Instant Healing to Tier 9; it's more appropriate to Tankers as a GodMode power
- Put a Rise to the Challenge clone, with a nice thematic name, in the empty slot.
The RttC clone should partly address scalability issues, while the Reconstruction buff should take the edge off the lower levels; for extra credit, adding some defence debuff resistance to Resilience might be nice too: it would make IO set boosts more useful. -
Thought I would attempt a little advertising: Arc #158813 - The Computer Loves You
The arcs been out for a little while now, but a couple of little bugs that no amount of complaining could get a GM to fix, has hampered getting you good folks to play it. These bugs should now be fixed after a partial rewrite of a couple of missions.
The arc is level 50 and is aimed primarily at teams, however, I've taken some feedback to heart and downgraded some enemies to make it more friendly to solos and duos.
I'd appreciate any feedback I can get.
As for the story, well, if you've played the red-side Television arcs, you'll know exactly where I'm coming from.
-Cap -
Not sure if you're still taking requests, but I would appreciate a review of my arc: #158813: The Computer Loves You.
-
Quote:[Groans]I've had a little hiccup with my review runs lately lol.
I'd like to reiterate my submission preferences:
No Malta
No KoA
Nothing higher than lvl 45 (and I'd prefer lvl 40 or less, tbh).
Limited slows or -Fly if possible. I grind my teeth at Knockdown, but that's my fault for not taking acro enough so i won't downrate or give up because of it
Eco.
You might want to be warned then: 158813's first mission is Malta (only the first one, mind), and the level range for the whole arc is level 50 only. Apologies if you've already mentioned these conditions up-thread.
As an aside, although it is soloable (I've done it on a couple of different builds), it's really designed for teams.
If this means you don't want to review it, just let me know via PM or email. Thanks, and sorry for the mixup. -
I'd like to request a review of my arc please.
Arc #158813: The Computer Loves You... -
Well speaking for my main, a level 38 Invul tanker, I'd say it's fairly obvious that the whole point of I5 and I6 has been to neuter the power of enhancements in the later game, to the point where they are at the DO and even TO levels.
By making this a more offensive game (no jokes), they reduce the importance of damage mitigation in PvP, introduce ample room for the crafting of temporary defensive powers (making the newly introduced loot very valuable to the playerbase) and profoundly slow down the rate of leveling in the later game.
More time online spent levelling, crafting or PvP'ing = more money for NCSoft. The bottom line I'm afraid.
It may well be that the Dev's genuinely believe that the late game should be just as challenging as (if not more so than) the early game. They may even be right (a matter for personal opinion, if you ask me). That isn't the point however.
Aegis -
As promised, I finally found a rainy afternoon to spend writing this.
An Interview with Statesman, Part II:
[Setting: A small, cheap looking restaurant, not far away from the offices of NCSoft. The REPORTER and CUPPAJO are sat across a table facing one another, drinking from coffee mugs. They are talking quietly; the REPORTER has a worried expression on his face.]
Cuppajo: Thanks for this. I really owe you one.
Reporter: No problem.
Cuppajo: And thanks for being so understanding about the last interview.
Reporter: Why are we here and not in the main building?
Cuppajo: Ermm, thats a long story. Ill let the Devs respond to that one.
Reporter: They couldnt get past the murderous mob again, could they?
Cuppajo: If I say no comment, will you leave me alone?
Reporter: Probably. You feeling better now?
Cuppajo: Yeah. All healed up. Dont think Ill ever eat chicken again, though.
Reporter: Where are they?
Cuppajo: They should be here any second.
[True to her word, STATESMAN, GEKO and POSITRON enter the café a few moments later. As they sit at the table, GEKO reaches over and pours salt into the REPORTERs coffee mug.]
Reporter: What are you doing?! You just ruined my coffee!
Geko: Ruined? Or improved hmmm?
[The REPORTER looks at CUPPAJO.]
Cuppajo: Sorry, they like to do that a lot- I should have warned you.
[The reporter begins to draw upon his mental reserves. He orders another coffee from the waitress.]
Reporter: So. Lets make a start. Any big announcements for Issue seven then? Something for the community to look forward to?
[The Devs look at one another with beaming smiles. They all turn to the REPORTER.]
Statesman: Well, for starters, weve been looking into balance issues concerning the Tanker archetype.
Reporter: I see. Well, Im sure there are quite a few players wholl be pleased to hear that. Many tanker players have been feeling quite hard hit by recent changes.
Statesman: Yes. Weve decided to introduce a new inherent power for tankers.
Reporter: Sounds interesting. Whats it called?
[POSITRON beams a smile at the REPORTER.]
Positron: Flatulence.
Reporter: Excuse me?!?
Geko: Basically, we were play-testing tanks following the issue six ner improvements, and we discovered something truly shocking.
[The REPORTER sighs. He thinks he can see the way this is heading.]
Reporter: And that was?
Geko: Tanks were still a little bit fun to play!
Positron: In fact, some people who played tanks werent actually suffering the torments of the Damned.
Statesman: That doesnt fit our vision of the game.
[The REPORTER imagines himself on a beach in Hawaii.]
Reporter: That is shocking.
Geko: So we did a little research, and we discovered it was possible to make a persons computer emit a particularly nasty mix of ammonia and methane every time they logged on with their tankers.
Statesman: We feel this will resolve many balance issues, ie. that people actually still want to play tankers, as well as adding to the fun of the game for everyone.
Reporter: Everyone except tanks.
Statesman: Everyone except tanks.
[The REPORTER looks on the menu for something containing alcohol in high concentrations.]
Reporter: So. On to what I really came here to talk about Enhancement Diversification.
[There is a peal of thunder.]
Statesman: Dont worry, it always does that.
Reporter: Does what?
Statesman: [Takes a breath.] Enhancement Diversification.
[There is a peal of thunder. The REPORTER looks out of the window very carefully. The sky is utterly clear of clouds. A few moments pass.]
Reporter: Enhancement Diversification.
[There is a peal of thunder.]
Reporter: Enhancement Diversification.
[There is a peal of thunder.]
Reporter: Enhancement Diversification.
[There is a peal of thunder.]
Cuppajo: Please stop saying that.
[The REPORTER takes pity on CUPPAJO. He takes out his notepad, offering a silent prayer to the god of journalism.]
Reporter: So I guess the most important question is-Why the changes? Many long-term players were still reeling from the extent of the I5 nerfs when they were told there was to be another major shake-up to game balance, this time by introducing a system of diminishing returns on enhancements, effectively cutting the effectiveness of most powers in the later game by around 40%.
[Time passes.]
Statesman: Im sorry?
Reporter: Why ED?
Statesman: I dont follow.
Reporter : Why. Did. You. Introduce. Enhancement. Diversification?
[There is a peal of thunder.]
Statesman: Huh?
Reporter: Wwwwwwwwwwhhhhhhhy?
[The Devs look at one another blankly for a few moments. Finally one answers.]
Positron: Errm, because diversity in enhancements is good.
Geko: Yes. Good.
Statesman: Yes. Diversity in enhancements is good.
Geko: Yes. Good.
Positron: Good.
Reporter: So it wasnt just a nerf to SOs to let you balance PvP and introduce crafting?
Statesman: No. Its because diversity in enhancements is good.
Geko: Yes. Good.
Positron: Good.
Reporter: Uh huh. So what about powers that only take one type of enhancement?
[A moment of silence passes.]
Statesman: Ummm theres still more diversity there.
Reporter: How so?
Statesman: Well, theres diversity between those who choose to waste their enhancement slots, and those that dont.
Reporter: Right. Ummm so how does everyone slot their powers now?
Statesman: Every single power is three or four slotted.
[Pause.]
Reporter: Uh huh. Sounds diverse.
[The reporter stares at Statesman evenly for a few moments.]
Reporter: So it wasnt just a nerf to SOs to let you balance PvP and introduce crafting?
Positron: No. Its because diversity in enhancements is good.
Geko: Yes. Good.
Positron: Yes. Diversity in enhancements is good.
Geko: Good.
Statesman: Its not a nerf! I said there would be no more nerfs. Statesman never lies.
Reporter: Ermm, Statesman- crossing your fingers again.
Statesman: Not a nerf! Not!
[The REPORTER looks at CUPPAJO.]
Cuppajo: Its the stress. Please dont print this.
Reporter: Ummm
Statesman: Im telling you, its not a nerf!
Reporter: Its a drastic reduction to damage, resistance to damage, endurance recovery, attack rates, defence, buffs, debuffs, holds, and the speed of travel powers, for every single character in the game, regardless of AT or powerset. What would you call it?
Statesman: I think of it as more of a Re-Imagining
[The REPORTER tries to ignore the searing pain behind his left eye.]
Statesman: What does the player-base think of our improvements?
Reporter: Dont you read the forums?
[The Devs stare at the REPORTER in utter blankness. CUPPAJO looks on the menu for something with alcohol in high concentrations.]
Reporter: Never mind. Well, as you seemed happy enough with the old system for PvE for over a year, they can think of only two reasons. Either you were all having so much trouble balancing the two games for PvP that you had to drastically reduce the amount of variety in builds so that even an utter moron could balance it, while also making the new crafting system a necessity- basically contravening everything you promised the player-base when CoH first went online, or you guys spent hundreds of man-hours creating enhancements no-one wanted to use, and you were so annoyed that no-one wanted to play the way you wanted, you decided to force them to. So, Which?
Statesman: Look! A penny!
[STATESMAN goes underneath the table. He does not return.]
Reporter: Ummm Statesman, are you hiding underneath the table?
[CUPPAJO has her head in her hands.]
Cuppajo: Please dont print this.
[The REPORTER leans over to whisper to CUPPAJO.]
Reporter: Relax. This will never even see print. My magazine is deeply corrupt.
Cuppajo: [Brightens up] Really? How corrupt are we talking?
Reporter: Were owned by Rupert Murdoch.
[CUPPAJO begins punching the air. STATESMAN continues to hide under the table.]
Reporter: [Resolves to finish the interview if he has to die first. He now talks to the table.] Ok. Lastly- is there any danger that the new system will penalise casual players and create a gimp class amongst the player-base for those who dont understand the new slotting system and end up wasting a large number of slots.
Statesman: [Muffled noise] No.
Reporter: Thats it? Just no?
Statesman: Uh huh.
Reporter: Care to explain how?
Statesman: Look! A penny!
Reporter: Statesman, stop hiding under the table.
[The REPORTER decides to cut his losses while CUPPAJO picks up STATESMAN and sits him back down.]
Reporter: Ok. Interview over.
Cuppajo: [Sighs] How large should I make the bribe to your editor?
[The REPORTER looks across the table. GEKO and POSITRON are watching as STATESMAN now tries to balance a pen on his nose.]
Reporter: Substantial.
Cuppajo: Shall we order some food? Its on me.
Reporter: Sure. As long as those three dont try to improve it again.
[A WAITRESS comes over with a menu.]
Waitress: What can I get for ya?
Reporter: [Looks briefly at the menu.] Ill just have the steak dinner, please.
Waitress: How dyou want the steak?
Reporter: Medium rare, please.
Waitress: What about the vegetables?
[The REPORTER looks across the table at the Devs. Then he looks back at the WAITRESS.]
Reporter: Theyll have steak too.
[End.] -
Originally posted prior to the board cleanup, this has since been deleted (fancy that). Here's the original, with the sequel to follow straight after.
Disclaimer: Just a bit of fun- not to be taken too seriously...
An Interview with Statesman (Part 1):
[The offices of NCSofts City of Heroes Development team. Three of the Development team, STATESMAN, GEKO and POSITRON are sat informally in a meeting room, talking quietly amongst themselves. In walks a REPORTER. They shake hands with the REPORTER, who sits down with them.]
Reporter: Thanks for agreeing to the interview guys.
Statesman: No problem. Your magazine has always said good things about City of Heroes.
Reporter: Glad to be here. Ok, lets make a start on this shall we?
[He opens a pad of notes and lays it on the table in front of him, flipping periodically through the pages.]
Reporter: Ok lets see. Now, COH, the first ever Super-Hero MMORPG, has been live for over a year now. Youve built and maintained a loyal base of subscribers, recently instituted PvP, and youre about to launch a new sequel to the game, City of Villains, where the shoe is on the other foot and you get to play a Super-Villain. Correct so far?
Statesman: Pretty much.
Positron: Yep.
Geko: Its the latest thing.
Reporter: Now, youve agreed to this interview because youre looking to promote the latest batch of updates, known as Issue 5, to the gaming community. Now, the changes youve proposed here seem mostly great, but I do have a few questions.
Statesman: No problem. Were always happy to answer your questions.
Reporter: Now, as I understand it, youve proposed a rather sweeping alteration to the game-balance for this update. Now, from my research, this has thrown up a lot of controversy amongst the COH subscribers.
[The three Devs glance at one another.]
Positron: Where did you hear that?
Reporter: The official forums for the game, mostly.
[The Devs laugh quietly.]
Reporter: Did I say something funny?
Statesman: Just that I wouldnt place too much faith in what the guys on the forums say.
Positron: I think I can say- categorically- that their opinions arent representative of the COH community in general. In fact
[POSITRON never gets to finish his sentence. He is interrupted by the sight of CUPPAJO entering the room at that exact moment. CUPPAJO is covered entirely in feathers.]
Cuppajo: Hi dudes.
[The REPORTER remembers his journalism training:]
Reporter: Cuppajo, why are you covered entirely in feathers?
Cuppajo: Sorry about this, States. Got ambushed by a couple of forum members. Forgot to take the decoy car and my bodyguards were useless
[STATESMAN is frantically clearing his throat.]
Cuppajo: anyway, the armoured car took a battering. I think were putting the rooftop snipers in the wrong place, and whats that youre saying? Something about chopping at the throat? Well they havent done that yet but
Statesman: We were just talking to the REPORTER about the positive reaction that I5 has got.
[CUPPAJO stifles a laugh, realises States is being serious and suddenly notices the REPORTER.]
Cuppajo: Hello.
Reporter: Why can I smell tar?
Cuppajo: Guess.
[CUPPAJO hastily exits the room in a flurry of feathers. The REPORTER stares after her for a few moments, then tries to compose himself. He begins again.]
Reporter: Ok perhaps it would be helpful if you went over the reasons why you felt these changes- nerfs, to use the term everyone else does, were necessary.
Statesman: Certainly. It all started just a month after the first release of CoH, funnily enough.
Positron: I remember.
Geko: Yes.
Statesman: Wed spent a lot of time when the game was still under development making sure no powerset or archetype was better than the others, so we were absolutely mortified when we made a shocking discovery.
Reporter: Which was?
Statesman: Imagine, after all the fine tuning wed done. All the effort making sure the DPS rates of the powersets were equivalent after factoring in different roles, imagine that. And then we found something so shocking, we just had to act.
Reporter: And that was?
[The three Devs trade a glance. STATESMAN speaks in a hushed tone, and wears a look of absolute horror on his face as he speaks.]
Statesman: We found
[He stops to compose himself. Then begins again.]
Statesman: We found that some players were actually better players than others!
Positron: You can imagine the problem we had. Some players were actually using their brains to create optimum characters!
Geko: Terrible.
Positron: They were doing research into enhancements, discussing strategies, using tactics, fer chrissake!
Geko: Horrible.
Positron: What about all the bad players? What about the guys who wanted to six-slot Jump-Kick? Who was going to speak out for them? We had to do something.
Geko: Absolutely.
Statesman: It hasnt been easy of course. Every time weve managed to spoi improve the fun on a specific powerset, players have just gone and started different characters.
Geko: Imagine that.
Statesman: So we had a brilliant idea for I5- nerf everything! That way no-one can escape.
Geko: Its the latest thing.
[The REPORTER doesnt know what to say for a moment.]
Reporter: Umm, amazing. [Takes a deep breath] Now, theres something of a conspiracy theory doing the rounds that the reason for the extremity of the nerfs to certain characters- in particular, Invulnerability Tankers, has been your inability to balance the ATs for PvP play and balance the CoH archetypes against the CoV ones. And that with CoV on the way, even more serious nerfs to powersets are on the cards.
Statesman: You know, Ive heard this a few times, but Id just like to reassure your readers that that theres absolutely no truth to the rumour whatsoever.
Reporter: Are you crossing your fingers?
Statesman: Absolutely not.
Reporter: I can see you doing it.
Statesman: You must be mistaken.
Reporter: Youre sitting two feet from me. Im not.
Statesman: [Points behind the REPORTER] Look! A bear!
Reporter: Umm ok. Perhaps it would be more helpful if you simply listed everything you want the tanker, as an archetype, to be able to do.
[The Devs tell the reporter.]
Reporter: Right. So, let me get this straight You want tankers to absorb aggro but you dont want them to herd You want them to be meat-shields but not to have good enough defences for a full-sized team So, effectively what youre saying to me is that you want tankers to commit suicide in the first ten seconds for the good of large groups.
[STATESMAN, GEKO and POSITRON trade a glance. STATESMAN mulls this over for a second and answers:]
Statesman: Yes.
Reporter: Then whats to stop tankers simply refusing to join large groups?
[The three trade a look and break out in knowing smiles. GEKO clears his throat.]
Geko: Poorhouses.
Reporter: Come again?
Geko: Poorhouses. If a tanker quits a team too often, or refuses to tank or gets himself killed continually and quits in disgust, he gets stripped of all influence and teleported to a special area in the game were calling a poorhouse. Its like a prison for poor people
Positron: Yeah, the tanker cant leave until he promises to join a large team and get killed a lot. And the best thing is, other archetypes can visit the poorhouse, and insult the tanker and throw rotten vegetables at him.
Geko: Its the latest thing.
Reporter: But many tankers would rather die than go into the poorhouses!
Statesman: Then perhaps they should die, and reduce the surplus population.
[There is a moments silence.]
Reporter: Umm, anyway What do you have to say to all of those who want to solo under the new system?
[The three Devs trade a blank look.]
Statesman: Im sorry, what?
Reporter: Some people have expressed a concern that you focus too much on enforcing strict combat roles, thereby leaving casual gamers out in the cold. That the new balance will not only exclude tankers but will make rigid combinations of certain characters- particularly Defenders- the only way to level up effectively in teams. That this is entirely the opposite of what you said to the community when the game first went live.
Statesman [thinks about this for a minute]: What?
Reporter: They think the defence changes will mean that the only two truly solo-friendly archetypes, scrappers and tankers, are now going to require a defender even for small mobs
[The REPORTER stops talking for a moment, his voice trailing off as he waits for a reply from STATESMAN. A long moment passes then STATESMAN finally speaks.]
Statesman: What?
Reporter: Umm What is it you dont understand?
Statesman: What was that word again?
Reporter: Word?
Statesman: Yes, that word you just used.
Reporter: You mean, solo?
Statesman: Thats the one.
Reporter: [takes a deep breath]: S-O-L-O. That one?
States: Im sorry, I dont follow
Reporter: S.
Statesman: Yep.
Reporter: O.
Statesman: Uh huh.
Reporter: L.
Statesman: Got you.
Reporter: O.
Statesman: With you.
Reporter: Soooooooohhhhhlooooooooooohhhhhhhhh
[Pause.]
States: Nope. Still not getting it
[The REPORTER takes this in.]
Reporter: Im sorry are you trying to tell me that you dont know the meaning of the word solo?
[Another pause.]
Statesman: Yes.
[GEKO finally takes pity, leans over and whispers to STATESMAN]
Geko: He means not playing in a team.
Statesman: Ah
[A brief look of comprehension crosses his face, combined with puzzlement at why anyone would want to do that. The look quickly passes.]
Statesman: Sorry, thought I had it there.
Reporter: Never. Mind.
[There is a muffled scream and the unmistakeable sound of tar and feathers being torn off flesh.]
Cuppajo: Oh dear godddd!!!!!!!
[Another rip, and another scream. The REPORTER makes a decision.]
Reporter: Ok, last question.
Statesman: Fire away.
[The REPORTER points to a spot just behind the Devs.]
R: Look! A bear!
[The Devs turn. The REPORTER runs out of the office, and away from NCSoft, never to return.]
[End]