Chonos

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  1. Quote:
    Originally Posted by Ogi View Post
    Their chat and forums seem to be full of whinging about lowbies in alerts where that's not a problem with DfB.

    I just got someone up to the apparent alert socially acceptable minimum level of 18 and I'm still not sure I want to try them since a> not 40 b> not purpled c> never done them before which, at least to initial appearance, makes their use as an alternate leveling path questionable.

    With DfB the worst that could happen was a badge run gets screwed up on the first badge and since you exemplar to level 2 - 6(?) no one cares what your natural level is.
    Most people over 20 are fine for Smash alerts. The problem is the difficulty varies *wildly* to the point on nonsense; on some, I could bring in a level 15 character with a decent build and tank it and we could probably finish with no character being much above level 20. Others will find most people below level 30 being more of a liability than anything else. However, both of these give the same rewards and they change randomly through the day; while someone who is new to the game or relatively inexperienced might be fine doing one Smash alert, suddenly it changes and they're now dying repeatedly and doing virtually no damage. You have to know the powers of the various bosses as well as how much difficulty the scenario itself adds, which is silly to ask of people who may not have even seen some of the rarer bosses. In addition, there is very little incentive for level 40s to even be running those alerts; the bosses have a tiny chance to drop costume items, but that's about it.

    Then there are the Nemesis alerts, which suffer from blatantly poor planning; scaling up a Nemesis sometimes results in an easy target and other times results in something nearly unkillable for a lot of people. Of course, then there's the other issue where, if there's anyone in the group who doesn't have a Nemesis it will still sometimes choose them and create a generic (and fairly irritating) Nemesis instead of using the Nemesis of one of the four other people who should have one. On the upside, at least those *do* attract 40s properly, but even that's not enough sometimes if the boss has a health drain or the like. I ended up changing my tank's Nemesis because it was almost silly how few groups could beat it even if it couldn't even dent my health bar.

    Finally, this assumes the Alert team up tool doesn't only give you four people due to either crashes or other bugs. Also, it's possible to make one of the smashes-- Trainstopping-- impossible to complete. Basically, I'd take DFB/DiB any day of the week over the Alerts. It honestly looks like they released a proof of concept build as the final version given the lack of balance and thought put into it.
  2. Quote:
    Originally Posted by BurningChick View Post
    On the minus side, Arcanville has a LT, but has never disclosed her forum ID
    Which is a shame, because I'm actually kind of curious what kind of powers/powersets she considers to be useful/good combinations.

    CO's character building is this really weird mix of extremely simplistic-- I have characters who have two attacks they use, period-- but oddly complicated as I try to figure out everything I can reasonably/within a character concept use to make these one or two powers hit as hard as possible as often as possible, made more problematic by the numbers the game gives me being apparently subject to DR behind the scenes.

    The best example I have is one of my character is built entirely around making Conflag hit as hard as it can according to concept. My main function during combat is just holding down the button I have it bound to as often as possible, letting up to reapply debuffs, active offenses, and a miscellaneous attack I use to keep my energy up without needing to ever touch my energy builder. All that just so one main attack hits as hard as possible as often as possible, regardless of how many targets there are (I do the same thing for both single and multiple targets).

    On the other hand I've got an Elec character who actually has four different attacks, but to be honest I'm not even sure if two of those are a DPS loss or gain when I'm only hitting one target. Granted, one of those two is Orbital Cannon with Anvil of Dawn, so it's kind of hard *not* to want to hit the button that calls a giant beam of death out of the sky onto my target. Of course, Gigabolt is also pretty fun to both spam and charge.

    It does, at least, have some outright silly things you can do with spec trees that I like to see in games. They aren't entirely optimal, but doing things like taking both the hybrid tank trees to get your defense to offense twice, or taking a hybrid tank tree and the vindicator tree and watching your defense be applied to offense, which then applies 20% of the new value to defense, which then applies to your offense, which then... you get the idea. Things that are fun to talk about with other people who don't necessarily play the game. I just wish there was more to actually *do* with characters once they're 40.
  3. Haven't really been seeing any issues with being dropped on zoning, myself, though there's the usual rubberbanding I expect while playing CO. Monster Island especially, which is part of the reason I hate that zone. I think my only disconnect happened in there, actually. To be honest, I figured your post was about how possible it was to make really broken (either broken as in soloing lairs or broken as in this powerset got so nerfed it's like playing Power Pool Man in CoX). Perhaps it's seen more going into Alerts and the like, which I've not gotten in the mood to do yet?

    Really can't find much in me to recommend DCUO, though, aside from how well they did superspeed. Played it to level cap and then some a while back, and it just seemed fundamentally poorly designed unless you were DPS. I can only have so much fun running up buildings as SS before the rest of the game's uninteresting design makes me leave.
  4. Quote:
    Originally Posted by BurningChick View Post
    I was very bad with BurningChick in the zombie PvP map.

    I'd deliberately get defeated so I that I could come back as a zombie and light up my former teammates. There was a combination of fire AoEs / advantages that would cascade together into The Fiery Apocalypse at little or no energy cost with people locked in the "get the flames off me!" animation. With regen, the healing robots, and a self heal, it could get silly.

    I only did it 2 or 3 times, but I think I caused a flurry of inflammatory, so to speak, posts on the forum.
    It worked out pretty well in zombie PvP on either side; plenty of distractions if you were a zombie, plenty of targets if you were still alive. However, given that it relied on killing things fast and people in level-capped PvP were somewhat absurdly sturdy while still putting out roughly the same amount of damage it didn't work out anywhere near as well in, say, Stronghold.
  5. Quote:
    Originally Posted by Arcanaville View Post
    For me the biggest what-the-hell-devs aspect of that was that you could gain energy from it. So, a spammable AoE that builds energy you could use to spam AoEs.
    There were several powers (especially AoEs, weirdly) that acted like that. In fact, I had/have (I don't even know if they work anymore) multiple characters who basically spammed AoEs or single target attacks that returned more energy than I would need to use for most fights. I know Electric and Fire were two big ones for the whole "what energy builder?" thing. My Fire character didn't even *have* dedicated single target attacks, just a ton of AoEs which worked so well I never needed to use anything else. Plus, with Presence being useful for Fire I also had a strong shield and heals. In open world missions I'd not infrequently end up tanking the boss in spite of the fact I was specifically using the stat which was supposed to reduce aggro when used in Avenger mode. Then I'd stay in Avenger mode to tank it, because hey, I have unlimited endurance and this powerful heal and bubble right here...

    It was one of the few characters which felt like a CoH character, oddly. On steroids. Playing at -1 when I'm a +3 incarnate. More amusingly, it wasn't even a particularly optimized character, I'd seen much stronger.
  6. I've played CO off and on over the past few years (I was actually in the F&F alpha; a friend of mine has a t-shirt won during that), and will probably step back in to check it out again soon since they were right in the early stages of a shift to the specialization trees when I got tired of playing this last time. That was, incidentally, to go check out Tera for a while; yet another wonderful example of a good idea that just didn't work out as well as it should have.

    I don't consider it a bad game or anything, but I've never found it nearly as solid as CoX. It starts off with a more technically-advanced costume creator... then proceeded to give me nowhere near the variety of items as CoX does, even with a multitude of costume packs. It does do layering very well, however; I made some really neat-looking armors in the game by tossing things on top of one another. Body shapes are more varied, but the default "human" look is... well, it apparently defaults to Mr. Fantastic. Shortening arms, shrinking hands and lengthening legs is usually the first thing I have to do for any character.

    Combat is interesting, in a way, with enemies dropping what basically amount to immediate-use inspirations. I was not too terribly fond of the equipment system (or crafting!) but it's gotten less broken over time. Unlike CoX, where I have a variety of attacks I cycle depending on recharge and available endurance-- or basically just recharge if I've built my character to my tastes at incarnate levels-- CO always seemed to be about finding two to three specific attacks and *breaking them like it was my job*. Of course, some came pre-broken, which made that part easy. Some characters had to use their basic attacks, others... well, I don't know if it's still possible, but I had a character who mostly used two attacks against almost any spawn: a targeting, following-with-perk beam from the sky, and a charge, massive damage line of electricity. I didn't use basic attacks; I didn't need them. I could recharge using another single-target damaging attack if I wanted. That was my biggest problem with it; while it was fun, it always felt a little less interesting that I was basically trying to make a couple of really important attack picks then figure out what all else I would be taking to make that character as survivable as possible.

    Also, teaming was non-existent as others have mentioned. There's no reason to for most of the game. You could build a character capable of soloing the hardest modes of certain instances while leveling because how brutally powerful layering defenses was. I'm unaware of how possible this is under the new system.

    Additionally, I found myself wishing I could turn off the talking animations in cutscenes. It reminded me of Mr. Ed. I ended up making most of my characters either robots or covering their faces or making them somewhat horrific to avoid how unappealing most faces were in the game.

    Teleport is probably my favorite power in the game though, even if people have off and on considered it broken. I just wish I didn't have to waste already-scarce points on speeding up travel powers in general. Also the animation for flight looks painfully wooden.

    I'm also not sure why all of the 28-35 content feels about as interesting as punching myself in the face, either; content up to that point isn't bad, and the Vibora Bay crisis is *great*, but I think I was sick of Monster Island and Lemuria within the first five minutes of either.
  7. Quote:
    Originally Posted by JayboH View Post
    Yeah, it's a blast. I went with Ice Melee to be a little different but yeah, the damage is weak as heck even though it has nice mitigation. Stone or Dark would have probably been a little better.
    Dark was mostly just because having a ~20% heal on a fairly short CD even with SOs just sounds so fun paired with SR. I wouldn't be getting any awards for holding AoE aggro or speed kill competitions with that power combo, but I'd certainly be difficult to kill for most of the game.
  8. While I wouldn't recommend it on Stalkers (personal experience, though also tainted by Claws on Stalkers being an exceedingly unimpressive thing), I might take it on Scrappers/Brutes and if I ever want to build a Tanker and take it into iTrials it's almost certainly going to be SR, especially after the i24 IO resist changes.

    In fact the only thing stopping me from making a SR/DM Tanker is the amount of fun I'm having on my recently-50 StJ/Nin Stalker and limited playtime.
  9. Quote:
    Originally Posted by BunnyAnomaly View Post
    An 8 year old game that radically diminishes the power of its player base because one person on the forums decides he doesn't like people feeling powerful in a superhero game. Mhm. I'm sure the subscription numbers will just go soaring!
    Can we please lay this terrible argument to rest? Virtually all characters, in SOs, can take on above-default settings to some extent given proper play (even if it's just slightly above default) and a reasonable build. Many can be outright incredible even before adding in IOs. Once you add in IOs? Even cheap ones? It's like the past 50 levels (assuming you even wait that long; I usually start getting some cheaper sets in the 30s) were being played with unslotted powers. Then you get into incarnate powers in addition to those IOs, and it starts feeling like not only had you forgotten to slot your powers, but you were accidentally using Brawl in place of some of your powers. Yes, even the heals.

    Most games I play I'm lucky to take on a few mobs at once if they're meant to be an even challenge; once I get going on a character, CoH lets me mow down hordes (or, if I want, just focus on smaller but significantly harder groups of targets). I have a Elec/Shield Scrapper whose entire thing is running headlong into a big group of mobs and using every single KD attack I have not because it's effective (it is), but because of the sheer fun I get out of seeing LR->SC->TS go off and everything around me bouncing up and down if it isn't already dead. This quite often leads to said character ending up faceplanting, but hey, I just tossed around a huge mob of guys like they were toys. Imagine what that character could do if it was actually using IOs in any meaningful fashion and actually hit 50. Let's not even get started on how much fun I have when a teammate faceplants when I'm on my Dark/Dark Corrupter, who has Vengeance, an AoE res, virtually all the IOs I want short of purples and the only thing holding me back from going ahead and trying to take down entire spawns on Incarnate trials is the fact that it's built towards thematic play instead of min-maxing and I don't even have anything but the most incidental amount of defense because Soul Storm looks so awesome on that character I can't *not* take it.

    While I can't say I necessarily agree with the idea that all defense IOs bonuses need to be halved in strength, there seems to be a notable train of thought by a chunk of forum posters that if your character isn't nigh-unhittable to at least S/L you've done something horribly wrong with your build. Why? Because it's absurdly easy to do in a lot of cases. While yes, the defense sets have defense debuff resists, what this actually seems to mean is that devs begin putting in some actually kind of silly levels of defense debuffs and/or accuracy on some things just to challenge those people specifically. This is quite unhealthy for people who, for whatever reason, aren't aiming for or haven't hit the soft cap yet. I imagine it will only get worse as time goes on, as more people begin to clamor for a challenge as their characters who long ago looked at the soft cap and decided they'd been aiming too low as far as character power levels went. The upside is, at least, that it both forces and allows the devs to push more towards using things that aren't just attacks to challenge people to stay alive, but then you get people complaining that they're just using gimmicks, and just want something to try to hit them like it usually does.

    I suppose all I'm saying is that, "But I won't feel super...!" is an argument based on very little aside from personal opinion, but it's frequently used in such a way that implies that you're the only one who has the proper opinion in the matter.
  10. Quote:
    Originally Posted by Zombie Man View Post
    Procs are a chance to happen. Which necessarily mean a chance not to happen. The new PPMs had a mechanical side effect that in some powers their chance to happen went to 100%. A decision was made to allow that to happen.

    Now that the PPM formula is being revamped, the PPMs are getting an over all buff (we don't know how much, but I'm assuming the buff is to compensate for how the change in mechanics might slightly nerf how some PPMs currently work). With that over all buff, it's likely that the PPMs which were going off at 100% would be too over powered, which justifies capping their proc rate to 90%.
    No, it really doesn't. If they are already modifying it so chance to proc is based on the modified recharge, then they're already accounting for what happens when procs are put in a high recharge power that gets modified by a massive amount of recharge. That's the entire point. *If* they left it at base recharge, then it might make sense to add a cap. Though if they just left it at base recharge, an internal CD on the proc would be preferable to yet another random chance for something to not work.

    Quote:
    That's not a built in chance to fail, unless you purposely misconstrue what procs are meant to be and assume that 100% proc rate is normal... it's not. It was an aberration which was at one time allowed and will now be disallowed.
    If the chance was previously 100% and is being brought down by anything but the change to account for modified recharge, then yes, it is a new chance to fail. If I'm using a power that recharges once every 20 seconds with a PPM of 4, that proc should be activating 100% of the time because it cannot proc more per minute, on average, than it is intended to be. At most (well, a bit less accounting for animation times) it can proc 3 times per minute if you're doing nothing but using that power. So going below 100% does, in fact, make it a chance to fail on top of the inherent 5% chance to miss that all powers already have. If said power is, for some reason, now recharging in 6 seconds due to large amounts of recharge then the power should naturally not be procing every time the power goes off *anyway*.

    There is absolutely no point in adding in a new cap in addition to the (needed) change of accounting for the modified recharge of a power. It's messy design that doesn't add anything to the system that lowering the intended amount of procs per minute won't do in a more sensible fashion while not adding more cruft to the system than makes it hard to explain to people. We're already going to have to consider the PPM rate of procs to decide which power would be best suited to take it based on the amount of recharge we have and powers available, so is there a point in adding another layer by saying, "oh, if you think a power will ever go above X seconds to recharge don't bother slotting this proc in it because you'll get nothing more out of it than if you put it in a power that gets the same number of procs on average but can't go above X seconds to recharge."

    Quote:
    (And please don't bring the 100% procing Health and Stealth IOs into this... they are different creatures and were made to be 100% procing from their inception.)
    I wasn't evening considering those, and I realize they're a different beast.
  11. I'm fine with the change over to PPM, though as others have said hopefully there will be a solid floor so that fast-recharging powers or being particularly highly buffed by teammates don't become less attractive.

    That being said,
    Quote:
    2) Proc chance will cap at 90%. This means that there is always a small chance for the proc to not trigger even if slotted into a power that would previously guarantee a proc.
    Please stop with things like this. A random chance to fail is not enjoyable and does not add anything meaningful to the game aside from frustration. If it wasn't a PPM type but just a 90% chance to proc, then I'd be fine (probably pretty happy, in fact) to throw that into any power, depending on the proc itself. But when I'm throwing something into a power on the idea that because this power takes a long time to recharge-- even with good levels of recharge-- that the proc goes off basically every time, then I really must strenuously object to it now having a chance to fail. You're switching fully to a PPM system to, I assume, smooth out the rate of procs; don't ruin it with a miss chance. It just seems arbitrary and somewhat poor design, honestly. We already have a constant chance to miss which prevents the proc from activating, we don't need a second one on top of it.
  12. Chonos

    Drain Life

    I've looked at how to rework my Dark Blast user's build to take the power (though I have to drop Moonbeam and the lovely 7.5% recharge set to do it), and it looks like it will fill out a single-target attack chain nicely. I only wish that the animation would be changed to a faster one; the current animation is quite slow overall, and I have so much recharge that both Dark Blast and Gloom will recharge with some time to spare during the animation.

    This is on a Corrupter, though. I wish they'd done some other things to Dark Blast while they were at it, ideally putting more of its damage in the initial hits of things and making the dot ticks weaker (mostly on Gloom and TT) since things tend to die before more than a tick or two has gone off in teams.
  13. It's also much more intelligent about Windows 7's permissions, and asks on non-administrative startup for permission to modify files that may cause Windows to ask for said permissions via UAC. Thumbs up there.
  14. I did all of the missions for getting my alpha slot, then five tip missions and a couple of odd paper missions after since redside seemed to be lacking the need for a corrupter in any of the TFs I needed. No shards dropped.

    On the upside, my blueside Corrupter is coming along nicely an gets teams even when I'm not specifically looking, so once that one is 50 I expect it to take a couple of days at most.
  15. Chonos

    Ncsoft store

    I managed to get a purchase done earlier, and it's listed as applied, but I'm still waiting for the items to show up in-game, several hours later.

    Still, though, half off on a booster I was considering purchasing anyway.
  16. In a game that is mostly based on customization, immersion and putting things in just because they'd look neat, I'm still somewhat mystified by WW's statement on weather. The massive costume customization, weapon customization, power customization, ultra mode-- *all* of those add nothing useful to gameplay, and some of them had a very massive time cost that could have been spent on useful gameplay additions. Do I think they're neat? Yes, I do. It's nice to play a game where the characters are varied and colorful. Did some of them go overboard on time spent versus what we gained? Yeah, they did. There are some costume items that I've never seen in years of playing this game-- and some that I think are outright eyesores (older ones, generally). Yet the developers still took the time to add these in.

    In the meantime, we put all of these colorful characters in what is probably the most static world environment I've ever seen. Nothing changes day-to-day. NPCs walk around, but are as interesting as most walls. The sky never almost changes. Day and night cycles have the barest effect on the world aside from dimming my screen. The closest thing to an atmospheric change is when there's a Rikti invasion event, where I get to enjoy a color that looks like someone designed it to make them remember being sick. Colorful, lively characters walking around in a static world.

    So yes, I strongly disagree with WW's statement. They add tons of things to the game for no reason aside from "It's cool looking," so at least a basic weather system should be no different. Even just the occasional slight dimming of the sky and falling rain would be preferable to the constant, static world. Add a switch to turn them off so that people worried about framerate loss or the ones who are particularly against anything but sunlight don't have to deal with it. Let those of us that would prefer at least a little more immersion have it. I'd welcome anything to make the static world seem a bit less out of place with all of the lively characters in it.
  17. [ QUOTE ]
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    An amazing PvPer based on what assessment?

    [/ QUOTE ]

    twixt's original thread at the time received well over 300 pages ...

    this one has gotten up too around 12 and twixt has been gone for at least a year .

    that basically speaks for it self.

    [/ QUOTE ]

    That really only shows what should be obvious: if you annoy people, they react to you.

    It says nothing about his PvP skill or lack thereof.
  18. [ QUOTE ]
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    I'm honestly surprised Exploding Shuriken didn't get dropped. 19 end, 32 second recharge and all. I wouldn't think many people would take that.

    [/ QUOTE ]

    Try it with Hasten and full Positron Blast slotted for xtra energy damage. My scrapper use the shuriken in melee. Dragon Tail + Explosive Shuriken is nice. No redrawing of weapon. Its good also with Soul Drain+ Explosive Shuriken. Works great.

    [/ QUOTE ]

    Still, though. The two other APPs have nearly the same damage, but significantly faster recharges and less end use. Granted, I know some people don't always like cones. Personal preference I suppose.

    Although upon a second look, PvP aside, Web Grenade really is probably the thing I planned to skip on my Scrapper if I ever bother to get him to APP levels. On the other hand, I planned to skip Exploding, too.

    [/ QUOTE ]

    Look, id be lying to you if i said that both Shuriken attacks and the whole Weapon Mastery pool was better than than Body Mastery. Its not, most of the time.

    I primarily picked Weapon Mastery because i wanted to be "different" back then. No serious players were using shurikens. Caltrops and Webnade were just having their potential discovered for PvP but still, Focus Accuracy was the way to go for hardcore PvPers...

    I really started to like Shurikens when IOs appeared. I then found out new potential with Ranged Damage Set IOs and Target AoE damage Set IOs. I decided to slot both powers heavily. I 6 slotted them with Devastation and Posi Blast. then i decided to give it a real try in PvP and PvE.

    With Posi Blast, the Exploding Shuriken started doing decent dmg against herded enemies. Criticals Hits also count with these powers. So its a chance for multi critical + the dmg procs. Not bad.

    The single shuriken became great in PvP because of its decent range but seriously because of its fast activation and quick recharge + the Hold procs. It became my surprise attack against ranged enemies and also helped dishing killing blows against a fleeing target. Ok dmg when the critical hit scored.

    [/ QUOTE ]

    Well, I'm not trying to argue that it was a bad power, just... not one I expected to see much. If anything, I'd almost expect the recharge and endurance usage to go down at least a little bit on Exploding. Shuriken itself appeals to me for my Scrapper more than what's in most of the other APPs, since it's a good, quick ranged attack. I don't plan to PvP on said Scrapper, so FA is overkill and none of the other Body Mastery powers appeal.

    Anyway, back on topic. Regarding your sig, we don't know what powers are being removed/changed, so there's a pretty reasonable chance that several of the powers removed are just powers with recycled animations.

    Also, re: Fly not dropping: my Corrupter thanks you. Now if only Fly didn't require slots that the other powers tend not to I'd be throwing it on more of my characters.
  19. [ QUOTE ]
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    I'm honestly surprised Exploding Shuriken didn't get dropped. 19 end, 32 second recharge and all. I wouldn't think many people would take that.

    [/ QUOTE ]

    Try it with Hasten and full Positron Blast slotted for xtra energy damage. My scrapper use the shuriken in melee. Dragon Tail + Explosive Shuriken is nice. No redrawing of weapon. Its good also with Soul Drain+ Explosive Shuriken. Works great.

    [/ QUOTE ]

    Still, though. The two other APPs have nearly the same damage, but significantly faster recharges and less end use. Granted, I know some people don't always like cones. Personal preference I suppose.

    Although upon a second look, PvP aside, Web Grenade really is probably the thing I planned to skip on my Scrapper if I ever bother to get him to APP levels. On the other hand, I planned to skip Exploding, too.
  20. [ QUOTE ]
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    You can only buy it if your faction has control of the zone in sirens - and you only get 5. In the arena, having perma webnades is a huge advantace.

    I would personally drop Trops or Shuriken instead of webnade

    [/ QUOTE ]

    Would having Web Grenade and a Focused Accuracy clone in the same Epic set be a good idea?
    Wouldn't that become an extremely potent set for PvP?

    [/ QUOTE ]

    I think that really depends on what the PvP changes are. It might be for current PvP, but it's still on a melee AT.
  21. I'm honestly surprised Exploding Shuriken didn't get dropped. 19 end, 32 second recharge and all. I wouldn't think many people would take that.
  22. From what I've seen, Dart Burst actually quite nice on larger teams, especially for an opening. Pretty standard cone with a surprisingly fast activation time (faster than shooting a single dart, which strikes me as odd).

    I'm currently trying to figure out the best way to work Stamina into my character, myself; for some reason, once I started using IW, my end just started bottoming out. I think I'll just be relying on temp travel powers until level 28 or so, which isn't so bad.
  23. Don't really care much about the RP aspects of the Villain epics. Even if I did, I could think of ways around being a "lackey" pretty easily (mole, rebel, brainwashed, mind-controlled...). However... I've wanted access to those costumes since I started in CoV. A shame I can't get them on my Corrupter (I assume, at least), but it gives me a big incentive to level said Corrupter. I'll do it even if I have to solo the last three levels or even move to a more Villain-populated server for a time.

    Along with the powerset proliferation, and, at least in the screenshots, very nice-looking Roman armor sets (and areas!) I'm interested to see how this issue will shape up. If this is the "light in content" issue compared to 13, I'm very curious to how 13 is going to top this without a massive amount of work and additions.

    Plus, the picture of the huge male in the widow outfit is kind of hilarious.
  24. <QR>

    The only annoying discrepancy I see between the two sides is that the Hero accolades for +end and +HP are easier to get. Requiring things like Deathless, Unbreakable, and Annihilator (not so much for the difficulty of getting it, more for the fact it effectively limits the villain version of Atlas Medallion to level 45+) compared to their Heroic counterparts is a bit frustrating.

    That aside, there's plenty of workable content for both sides. Yes, it might be nice to see a bit more villain-exclusive content (hey, we have all these neat islands, surely we can make lots of interesting maps on them?) but there are several things on the CoH side that really need updated and have needed updating for quite a while.
  25. And Freakshow doesn't yell, "Oh I say, chap, that was bad form. You'll soon regret this transgression, I assure you!"

    ...we need a short arc, or even just one mission, where all the Freakshow *do* speak like this.

    Re: Weather; although it doesn't add anything specifically interactive, it can make the ambiance of a zone much greater. Consider how much of the player base seems to like costume pieces which, by definition, add nothing but looks? This makes it seems like it would be an excellent reason to add something just to make the game look neater. Just make it less obtrusive than going so dark you can't see and it'd be fine. As well as allowing people to turn it off if possible, since there are always some people who immediately ask if they can get an option to turn it off. Regardless of what it is.