Chyll

Legend
  • Posts

    2009
  • Joined

  1. Quote:
    Originally Posted by Zwillinger View Post
    I'm pretty sure I specifically stated you *don't* need the power to join in and then gave instructions as to how to use the temp power . I was throwing Flying Discs to anyone who came near.
    What I clearly remember reading was "buy it in the market for 250PP". If there was more and I missed it because I was in a mission having a disagreement with Hellions, I apologize.

    (But, while I hope some ppl enjoy it, unless it was the side effect of some new powerset development, I for one have no understanding why time/effort was spent to develop it.)
  2. Quote:
    Originally Posted by GlassGoblin View Post
    I thought it was a nice marketing move to show off something which is otherwise a little difficult to figure out from the store description. It's not tremendously expensive, and has absolutely no advancement benefits, but provides a little cash to Paragon so they can develop more free issues like I22.
    *shrug*
    And I felt it was schilling a worthless and over priced novelty item, and was tacky.
  3. And to 'celebrate I22' dev comes to AP to play with the Flying Disc with ppl, including announcing you need the power to play and go to the market to buy it.

    I was a little sick to my stomach.
  4. Quote:
    Originally Posted by DumpleBerry View Post
    I'm not concerned in the least, except in that the solo incarnate progression path is much, much, much slower than the trial path.
    Yep. And it is one reason my auto sub got turned off after being very much looking forward to I22.

    I was looking forward to reasonable progression. Yes, it may be an MMO, but I play it because it has been a fun game, not because it is an MMO. I do not like being forced into teaming to keep progressing my favorite characters.
  5. Quote:
    Originally Posted by Forbin_Project View Post
    You do realize that the purpose of the suggestions forum is to get feedback on ideas from your fellow players so you can fine tune your ideas.
    Thank you mister obvious?

    And part of that process would be suggesting how it could work? What would be the impact? Perhaps, constructive criticism rather than: that's hard, or I don't like it so no one else can either.

    Quote:
    Originally Posted by Forbin_Project View Post
    Truly bad ideas get no comments whatsoever and drop off never to be seen again.
    Yep, and if mine fall in that category, I believe I am allowed to be disappointed.

    Thankfully, I have found that other games include things that I have discovered and enjoy. I wish they had flavors of those features in this game so my waning enthusiasm could find new outlets to grow. But c'est la vie.
  6. Apparently only nay-sayers caring to comment... so either bad/uninteresting discussion points.

    Oh, well.
  7. Quote:
    Originally Posted by _Klaw_ View Post
    1,2) I flew around the praetoria maps once for kicks, I found it meh.
    Me too. I've found it is the loading screens that are annoying.

    Quote:
    Originally Posted by _Klaw_ View Post
    3) No! Please keep the game balanced around SO's (and release more ATO's pls)..
    Not sure where I suggested enh crafting, and plenty of ppl aren't happy about the "pay-to-win" AOs (not me particularly). There is plenty of space for costume elements, temp powers, heck animations, all sorts of stuff.

    Quote:
    Originally Posted by _Klaw_ View Post
    4) That would be an unpopular move, as an example people campaigned long and hard to unlock PPP's from specific Patrons. I don't like being forced to go to specific places and do specific content to gain specific rewards. I think Freedom of choice is the best quality of the coh system (ie: choice of ae, story arcs, random missions, crafting or pay money etc) and I hope it stays that way.
    As part of that freedom of choice, others may want access to story/content based items also. So your freedom must impinge on others? Less, snarky not heard much complaining about Vanguard merits, per se, so there are clearly effective ways to put in interesting content.
  8. Quote:
    Originally Posted by Forbin_Project View Post
    While you may think it's worth the effort, how many other people do you think are going to be willing to give up the devs working on everything else to get this done? This isn't going to be an easy project and they'll have to cut back on developing a ton of other stuff in order to give it the proper attention so it works right.

    Now if the devs want to work on this as a side project so it doesn't interfere with everything else they are developing that's fine but don't expect it any time soon. Even if the devs started on this idea back when they started developing Praetoria I wouldn't expect it soon.
    I offer no expectation of time frame.

    I offer no expectation of realistic anticipation of its completion.

    I offer it as a suggested idea that I'd like to see.
  9. KM/EA are a good thematic and asthetic pairing.
  10. Quote:
    Originally Posted by Mr_Morbid View Post
    Another problem with getting rid of the war walls is that most of the zones don't actually fit together the way the overall map shows. The best example of this is Terra Volta. The zone is bigger than the wall surrounded spot it takes up in IP. So removing the war walls wouldn't be just a technical fix, it would require a lot of artistic work to turn Paragon into a single continuous map.
    Agreed. And I largely never cared because I never thought it was worth the effort.

    I now suggest it should happen, because I think it would be worth the effort.
  11. Quote:
    Originally Posted by Aura_Familia View Post
    I think all our experiences are irrelevant.
    At this point in the discussion, I agree, and that was indirectly my point in the quoted text.
  12. Darn mistype in the thread title.

    Quote:
    Originally Posted by Forbin_Project View Post
    No.

    1. Not everyone has top of the line computers that can handle being crowded into the same zone as everyone else, so forcing unnecessary lag and disconnects on them is a horrible idea.

    And when they quit because of it they aren't going to blame their own computers they'll blame the game for the lag and disconnects.
    Maybe.
    I can't speak to specific technical issues related to the concept. But, if properly planned/implemented the hub zones wouldn't suffer horribly. *shrug* In all seriousness, how do newer games (presumably more advanced requirements) not seem to have this problem with seemingly higher population?

    Quote:
    Originally Posted by Forbin_Project View Post
    2. Much like the server populations many players prefer using isolated/underpopulated AE's where they can work in peace and quiet.
    Given the nature of AE usage... I bet there would still be quiet and peaceful AE centers other than one mainly utilized location.
  13. Quote:
    Originally Posted by BellaStrega View Post
    I don't think it's true at all, not in a general, objective sense. I learned a lot about learning to deal with mezzing with my first character, due to the way Dark Armor's toggles worked (that is, you had to choose a shield to resist damage or a shield to protect you from hard mezzes), and I spent most of my time with Dark Embrace up.

    I mean, my D3 rarely gets mezzed at all. I don't need to carry many break frees with her because Most mobs can't even hit her. My Fire/Kin controller is similar, but for different reasons and has click mez protection (not Clarion) when I need it. My Ill/Rad is again similar, but yet again for somewhat different reasons. She practically never gets mezzed, and when she it only lasts for a short period of time. My Bots/Storm MM rarely gets mezzed because hardly anything actually shoots at her, and she has so many tools to handle mobs that even when they do they have relatively little success.

    The other day my D3 actually got hit with sleep, and then I had to wait much of the full duration because the mob that did it was still debuffed too much to actually hit me.

    I'm trying to understand how "hardly ever getting mezzed and having options even when mezzed" is worse off than "getting mezzed but being able to use your three weakest attacks." How does that correlate with "The worst performing AT across the board?" I mean, I could take on a full Malta spawn with my DM/DA scrapper pre-stacking armor, pre-endurance resistance, in the days when Malta sappers would often spawn in pairs. I've survived while all of my teammates got drained of end, detoggled, mezzed, and defeated, and then finished off the spawn. But this doesn't mean I had less trouble with end drains or mezzing than other scrappers, it just meant I had developed a playstyle around that weakness that compensated for a lot of the set's shortcomings. I have no illusions that /DA was equal to any other scrapper set at the time (Invulnerability, Regeneration, Super Reflexes).
    This response is all over the map, and I have had some trouble responding to it. I know that when my non-melee ATs get mezzed, they are... mezzed (specific power combinations beging besides the point). Except for my blasters - they have freedom of action all the time. That was my point, and my only point.

    I have no data mined information, nor will I gather any, for that means in game play viability. I have neither the time nor the inclination to go run SO only builds of different power combinations across multiple ATs against exactly the same mission/opposition.

    My perception, as firmly stated as perception, remains that I feel that the current blaster mez mechanic is fine. I have even offered a possibility of why I feel that way. Telling me my perception/feeling is not true in an objective sense is redundant and pointless, but succeeded in making me smile.

    Quote:
    Originally Posted by BellaStrega View Post
    This is the same mistake so many people seem to make. A lot of this discussion is centered around how blasters are less viable than other ATs while leveling up. Expensive IO builds and anecdotes about personal exceptions don't counter that, especially when other ATs can achieve similar goals with less effort and cost.
    Yet, in your previous post you offered anecdotal evidence. I do not see why then discounting a contrary anecdote is somehow a valid stance to take.

    Quote:
    Originally Posted by BellaStrega View Post
    And blasters do much worse solo than other ATs.
    In your experience. Others have offered their own experience to the contrary.
  14. Quote:
    Originally Posted by Scarlet Shocker View Post
    I don't know what game you're playing but things have changed significantly since I started in I6. Inventions, Defiance 2.0, Incarnates, smoothing fo the XP curve, various buffs and modifiers to various ATs & sets... the game is massively different in many ways.

    That's not to say those differences are bad, but they have changed as you'd expect. If the game was the same as it launched 8 years ago it would be positively dodo-like. .

    Yes, this was covered quite a bit between posts 8-26, and in another thread. The game has changed a lot since the game's introduction. The question was more why 'suddenly' there is the 'modern game' label. All this has been discussed, and I have moved away from needing it answered.
  15. CoH has been my only MMO. I have tried other free trials or dipped my feet in when they have gone free. I generally lose interest and drop them pretty quickly. However, I recently found an exception to this (in fact there is now a competition going for which I play free and which gets my subscription going forward, it may all hinge in I22). But from this experience I have come to recognize a few thoughts/suggestions for this game that I have enjoyed for many years:

    (tl;dr version - war walls need to go, fewer 'city center' spaces could help the flow of missions and geographic linage of the zones, Origins based crafting could be cool, a 'reputation' system with the various factions could have a great place in CoH)
    1. I never understood the call to bring down the warwalls. Even after Praetoria's introduction, it just wasn't something I understood. After traveling from area to area without any loading screens and the sense of a coherent whole world... yeah, I get it now. Those war walls need to go.
    2. Despite being chopped into a checkerboard by the (now so annoying) war walls, I have liked the loose sense of the entire city being a single entity that comes from missions and contacts spread throughout it - you are never bound to an area. I also like having access to various functions convienently in multiple locations (though, really, an AE in nearly every zone?). However, I also have discovered I like the atmosphere of a more spoke-and-hub mission content: a single location with main gathering and features and then out into the world for activities. It feels bigger, more grand. Paragon City now feels disjointed and hectic.

      Maybe... if Atlas Park is so important, then leave the big things there and have KR, etc. hub off of it. Then do the same several levels later and use FF or some such similarly. As it stands now it feels more random than it used to.
    3. There are a lot of things I appreciate about the elementary crafting system within CoH. There are also things I am finding I appreciate about full crafting/profession as a progressive system within a game. This is where I think Origins could have played a more significant role - an Origins based flavorful/immersive/optional crafting system outside of direct leveling.
    4. One thing I never reallly liked is my characters do not have a 'place' or affiliation within the game. Only your own imagination ties you to a faction or flavor of the game. All villains are Arachnos bound, Praetorians lose verything that defines them when they cross over, you join the Midnighters just to get to the ITF but not because it 'matters' to be in that group, and the only organization you 'join' really is Vanguard. I have found that really like gaining reputation and standing with a local populace/group - that there is a recognition/purpose to what I am doing.

      I think Vanguard Merits started to play in this direction. I think there is more that could be done here. Influence/Infamy are now terribly used terms IMO. Instead, you should gain influence and standing with hero/villain groups as you carry out missions with/for them. Longbow should want to affiliate with me for my actions, or the Council with a villain, or the PPD, or Vanguard etc. This could manifest in merit systems like Vanguard (merits), or perhaps change the pool of available alignment missions, or offer special contacts/arcs/costumes, all sorts of much more immersive opportunities.
  16. Having avoided any spoilers for the show...

    That was unexpected.
    Excellent performance by Jeffrey DeMunn in this episode. What a great hour role that would have been as an actor - running a real range of emotions and interactions.

    Dale's voice will be missed when it comes to regulating the group.

    Rick and Company need to think in terms of leaving the farm. Randalls' group sounds like a group of Shanes, and they definitely sound local.

    Carl... um, has some issues to sort out. And I can certainly see that we may be building to dramatic role in his life.

    Zombie cow!
  17. Quote:
    Originally Posted by BellaStrega View Post
    The argument is that "glass cannon" isn't a viable role.
    I think it is a viable role, it just may be that blasters as currently constituted are not suited to it, is all.

    Quote:
    Originally Posted by BellaStrega View Post
    I am curious as to your impression that blasters worry less about mez than other non-melee ATs, because that is most emphatically not my experience. I play just about everything but Dominators and Stalkers and what I see is that most ATs have some way to deal with mez either proactively by mezzing and defeating the problem mobs or through some forms of self-applicable status protection, or both.
    *shrug* I doubt I can suitably explain my perception of it, but it remains true. It could be due to my playing blasters enough before D2.0 that I still love the improvement. (Though I will say that if "defeating the problem mob" is part of the solution - blaster, after all, is fine at that.)

    In short... a mez never stops me completely and I do not have to think about that. I only need to hit a breakfree situationally. If a mez hits my corrs,trollers, or defs - I am locked down unless I hit a breakfree or someone else frees me. If domination isn't up - my doms are vulnerable.
  18. Quote:
    Originally Posted by Ideon View Post
    I've been trying to find a power to put the proc into my Inv/SS tanker, and been seriously thinking about having Jab as the power of choice. I spam it often to keep bruising on a target (even if it only stacks once), so would it work here, or should I look to slotting it in something with longer recharge time like Haymaker or even Knockout Blow?
    It will work. It just will not proc each time you use [Knockout Blow] is all.
  19. Quote:
    Originally Posted by Amygdala View Post
    Just wanted to add a vote for Elec. I had lost interest in Tankers for a few years up until I made my Elec/DM Tanker specifically for iTrials. Mind you, I put a lot of work into her build using IOs, but the finished product has been awesome. I pretty much play her all the time now. She's especially great for tanking Maelstrom, Anti Matter and the War Walker AVs.
    Yeah, my Elec/DM is a ton of fun and was my 'go to tank' until my SR/StJ.
  20. Quote:
    Originally Posted by Miladys_Knight View Post
    They tried that with defiance 2. It didn't work. To me that says the approach to solve the problem was from exactly the wrong direction.
    A bit of a logical leap there, because the damage scale wasn't adjusted as significantly as is being proposed elsewhere.

    Risk:Reward is always going to put pressure on leaving the Blaster mez exposed.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Make defiance a 0 recharge offensive toggle. When it's toggled on it gives the blaster 25% more damage and 25% more recovery. When it's toggled off it gives the blaster mag 4 mez protection and 25% more regeneration instead.
    Hardly 'boom', but a worthy idea in the mix... and a linked solution that fits the idea of keeping the overall discussion coherent and whole rather than scattered and disconnected.

    Quote:
    Originally Posted by Miladys_Knight View Post
    If you never get mezzed you'll always have it on and you'll have all the extra damage you want. Those blasters that have a hard time with mez give up the damage bonus. The mechanics of the toggle solve the problem for the new or inexperienced blaster player because its coded as an offensive toggle and when they get mezzed it drops and the mag 4 mez protection kicks in.
    Ah... to work like that the level of the protection would need some serious analysis, because that runs the risk of having your cake and eating it too.


    I would say being a glass cannon part goes beyond just low def/resistance. But there is lots of room for discussion there.
  21. Quote:
    Originally Posted by Miladys_Knight View Post
    Or we could just make it simple and give the blaster enough mez protection to ignore 1 application of mez and be done with it.........
    Or not do anything with mez at all.
    and up the DPS to the point where ppl seem to want it to be.


    This is why I don't like the multiple threads. It is all connected.
  22. Quote:
    Originally Posted by Arcanaville View Post
    You yourself said you were only commenting on your own personal perceptions of Blasters. So if I'm commenting on problems globally with Blasters, they would likely be outside your personal experience.
    ... significant snippage...
    Suffice to say I am over the perceived slight. I would plead that it has been a long week at work, and hence I was looking at everything wrong. But, that probably has nothing to do with it.

    The two separate threads coalesced into a single discussion that clarified things nicely for me.

    And, I must say, it would be totally worth it to sit down and share beverages and talk in person with Arcanaville some time.
  23. Quote:
    Originally Posted by Coyote_Seven View Post
    What could they possibly...?

    Oh, yeah... ATOs that go into an AT's secondary. Or primary if they're a Tank or Defender.

    Maybe after that they can make some attuned enhancements that go into the pool powers. Then the epics and patron pool powers will get some.

    Seriously, what kind of attuned set could you imagine for... I don't know, Presence or Leadership?
    Why couldn't there be another primary set, too?
  24. Quote:
    Originally Posted by Arcanaville View Post
    Psychologically speaking, that's an enormous perceptual skew to have to factor out of anyone's observations.
    Quote:
    Originally Posted by Radio_Silence View Post
    You only get one chance to make a first impression, and no matter what else happens Blasters hit the ground running in a way Defenders do not.
    These two posts are excellent.
  25. Quote:
    Originally Posted by BellaStrega View Post
    I find that reading Arcana's posts makes much more sense if I don't look for implications or try to infer things she didn't explicitly say.

    This is perhaps noticeable to me because I find that many of my misunderstandings come from similar problems (people look for implications and try to infer things that I never intended).
    Agreed, and my same general principle.

    That's why I called it out because it struck me unexpectedly, but as noted, probably because it was feeling more like a conversation - chat-style rather than forum style - than normal.