-
Posts
7232 -
Joined
-
Good luck convincing the devs to create an entirely new set of animations and a new combat stance for a set of powers that is functionally identical to Sonic Attack.
-
When the instructions are as simple as "Don't nuke the people we're trying to sway to our side.", the whole "we shouldn't have to follow instructions to succeed" argument falls flat on it's face.
The entire trial revolves around the effort to sway the general populace into seeing that Emperor Cole is the bad guy. Lobbing grenades into a crowd of civilians isn't going to help that goal.
It doesn't make AoE-centric characters useless on the trial, becuase there is a whole other thing they could be doing while the single target people are dealing with the civilian situation. The instructions in this case are NOT complicated, and it should be common freaking sense that you shouldn't kill the people you want supporting your efforts. -
Quote:I don't expect newbies to something to know everything about it before they do it.I just don't want relatively new players getting the idea that they're supposed to know everything ahead of time or else they'll be mercilessly mocked by the veterans.
I DO expect them to listen to the people who have done it before though.
I have issues with anyone who walks into something they've never done before and refuses to listen to more experienced people because "They know how to do this!".
And that isn't just confined to the game.
If you've never, say, driven a forklift before, you should listen to the guy telling you how the controls work before you take off with it. It's just common sense. (which is very inaptly named) -
Quote:I mostly agree with the proviso that if you absolutely have to follow instructions to succeed, then it's not your attention span that's faulty, it's the game
You're......actually serious about that.....aren't you?
I'm not even sure I have the words to adequately explain how stupid I find that notion. Even my term of "pants-on-head stupid" fails to describe it.
Now tell me, when you buy a bookshelf and ignore the instructions while putting it together, whose fault is it when it falls apart? Yours? Or the company that made it necessary to follow instructions when assembling it?
Instructions are part of any facet of life. Saying that you should be able to ignore them at will and still succeed in everything you do is one of the dumbest theories I've ever heard in my life. -
-
-
Quote:Maybe because it wasn't given away then either?Well they used to Give out WS, PB, AS, and AW, back when my bro used to play (i was to young to play then) and when he reached lvl 50 he got all that stuff so I dont see why they cant still give it away?
Back then, paying $15 a month was your only option if you wanted to play the game at all. Nothing was "given away" at all. -
Quote:My build doesn't have Shockwave. It's designed to stay in melee range and annihilate things with AoE damage. Shockwave, while it does add mitigation, scatters things too far to make effective use of my 2 AoEs (Spin and Eviscerate).
@Claws: I tried to integrate your suggestions and arrived at a build with only 3% less recharge but 10% more defense. I just don“t see a way to get evis into the build. Which power would you drop for it?
The way I play my Claws/Regen it is rare for me to NOT hit the target cap on Eviscerate.
With the extra defense my build has, the added mitigation from Shockwave is much less necessary, so it was a trade I was willing to make. -
The problem with defining the Tanker's role is that comic books and other MMOs disagree on what a tank is.
In comic books, the "tank" is the invulnerable super-strong stereotype. They are usually the toughest member of a team, and usually deal quite a bit of damage. This is problematic in video game design, because you cannot have one AT that is simultaneously the toughest AND among the top damage dealers. Dealing exceptional damage and being the toughest member of a team at the same time is not fair to other members of that team.
Comic books have writers that can decide who is going to win a given fight beforehand, regardless of the actual power levels involved. (See Squirrel Girl defeating Dr. Doom for a prime example) If they want Superman to lose to a toddler with a sharpened stick, they can make it happen. Video games have no such ability. Everything in a game is determined by the numbers involved. To that end, tanks have lower damage so they don't outshine the other melee ATs in every measurable way.
Other MMOs view the "tanker" as nothing more than a punching bag. Your average fantasy MMO tanker builds to be as indestructible as possible within the confines of that game. That almost always means the tanker sacrifices all or most of their damage dealing ability. Especially when you consider that, quite frequently, Tank and Melee DPS are two different ways of building the exact same character class.
The difference there is the fact that in CoH a tank is actually a viable damage dealer. If you don't believe me, go play any other game and watch how much damage the appointed tanker is actually dealing compared to their teammates.
I see CoH's Tanker role as being a mix of the two ideas of what a tank is. They are meant to hold the agro of attacking enemies, and they are capable of adding a respectable amount of damage to the fight as well.
If there is a tank on the team, they are the one that picks the fight. Their job from that point forward is to ensure that they remain the primary target of the enemies in question. They do that through passive taunt auras, and active taunting, which includes both the power Taunt, and attacking with their own damage dealing powers.
They are NOT meant to be the primary damage dealer on a team. If they were capable of the same kind of damage output as a blaster, they would make pretty much every other AT in the game redundant. Insane levels of survivability and extreme damage output should not be found within the same AT.
I personally believe that Brutes should have their survivability reduced somewhat to preserve that balance. The only reason I find it tolerable is that a Brute cannot even hope to reach Tanker levels of survivability by itself, it absolutely requires outside support to reach that point.
When you want additional melee damage, invite a Scrapper, Stalker, or Brute, because they have more damage than a Tanker.
If you are specifically looking for someone to keep the battlefield under control, invite a Tanker, because no one in the game can do that job better. A Tanker can move the battle to any point in the map they choose.
A GOOD Tanker is the team's strategist, choosing which enemies are engaged, and when. The more difficult the task ahead of you is, the more important the Tanker's role becomes.
A BAD Tanker is one who engages enemies willy-nilly with no thought to the agro they have spilling off them onto their teammates.
It is not difficult to tell a good Tanker from a bad Tanker. It's usually apparent within the first couple fights in a mission. -
Quote:Not really. Dark Armor is virtually immune to end drain. Only Electric Armor is less vulnerable to it.I don't have any experience with it, but I can easily imagine a Dark/Stone doing it. Mu bosses would be the big problem, but not an insurmountable one.
I'd say, for a tank, Dark Armor/Anything will make short work of both Arachnos and Longbow. Make sure you get it softcapped to S/L/E/N and you'll be golden. It also has around 80% resistance to Psi damage. -
Quote:Yes, this and all the subsequent comments along the same lines are absolutely true. I mostly fixated on +1/x6 because it's what this guy was doing, and seemed to me a reachable goal for a decent melee build, as long as the enemies aren't particularly nasty. And apparently I was correct.
Cimerorans absolutely destroyed me just now when I tried them on the same setting, which I also rather expected.
Certain melee builds can do it. A high level Invuln or Willpower tank for example.
It is not reasonable to expect every character to be capable of it. And player skill is a factor as well. I can do things on SOs now that I wouldn't have even attempted 4 years ago, simply because I'm much better at the game now. But that doesn't mean I think the game is balanced around me doing that.
On my melee characters I seldom increase my difficulty above +1/x3 or so until I have a significant amount of set bonuses. I have a couple that can run higher difficulty, but they are highly IOed and on the bleeding edge of performance. My soft-capped BS/DA scrapper would be a prime example of that. He can run on +4/x8 and survive it, but I rarely set it that high just because it takes so long to kill stuff at that difficulty. -
Quote:The game IS balanced around SOs.
Just earlier, somebody in help chat was talking about their struggling build, and concluded that his character couldn't work well on SOs. He was soloing on +1/x6 and quite disappointed with his performance. I offered what help I could, but also got to wondering just how well the game really is balanced for characters on SOs, because this was not the first time I'd heard such a complaint.
It is NOT balanced around being able to solo missions set for 6 players on SOs.
The balance point is: Any character in the game can solo normal difficulty missions on SOs. Normal difficulty is +0/x1.
The second you raise your difficulty above that, you are no longer doing something that is balanced around SOs. The increased difficulty options are intended for those players who use IOs to increase their character's performance beyond what SOs can do.
Working As Intended. -
Quote:They also cannot write a unique story for each of the 90,000+ people playing this game with their multiple characters.Yes, but the WWD is not just not about you, you are a side kick at best.
They try to talk up how important you are, but they make all of the important decisions and you just have to go along. Everything goes badly and you just watch and try to pick up the pieces.
A game is not a movie. They can't write a movie, have you watch it in between beating people up, and call that a good story for a game.
One of the biggest complaints I hear all the time when it comes to the writing in this game is "But my character wouldn't DO that!"
And I have to say: Tough rocks. There are quite a few things written into the game that my character wouldn't do too, but I understand that is it literally impossible to write a story that encompasses the potential actions of millions of different characters.
Also: 90% of all video games in existence do exactly what you're complaining about. They play out like movies in which you have little or no choice in what happens next, you click "Next" to get to the next bit of dialog, and maybe you'll get to choose between a few options, but for the most part you're playing the story they give you.
I think the disconnect comes from the fact that we CAN create such unique and widely differing characters. A game in which you have one character you play can railroad you much easier, because the writers have already decided how that character would react to things. The railroading here has a different effect, because the writers did not create our characters, and thus have no clue how they would react to different situations.
For example: My main would have gutted "Jean" like a trout at the end of SSA3, regardless of the consequences. He very much believes in "an eye for an eye" and if you kill someone, you will be killed in turn. But that wasn't an option, because if they had allowed that the plot of SSA4 would have fallen apart.
They can't just let us do whatever we want, because our actions could have disastrous effects on future story arcs.
Wouldn't you be pissed if they wrote an awesome story that made your character more powerful at the end of it....but the contact for it was someone your character killed 2 years ago and thus unavailable to you.
I don't mind the Phalanx. I view them as what they are: fairly generic NPC characters that exist for the sole reason of making the PCs look good. They don't do much because the game IS about you. If the Phalanx were everywhere fighting crime and you just got to tag along with them now and then, would you feel like you were the hero, or would you feel like a sidekick? (that was one of the big mistakes the Distinguished Competition made)
Manticore is a cross between Batman and Hawkeye. Statesman is Superman and Captain America. Positron is sort of an Iron Man/Green Lantern clone. Synapse is the Flash. Sister Psyche is a Jean Grey stand-in. Citadel is the Vision crossed with Cyborg.
They are all stand-ins for the various character types found in any comic book super team: The Leader. The Vigilante. The Tech Guy. The Psychic. The Robot. The Speedster. The Supernatural One. And they all encompass the various other stereotypes within the broader archetype they fall into.
Nothing wrong with the Phalanx. They are written as vanilla as they are so that WE can shine. The game isn't about them, and they are shoved into the background where they belong most of the time. -
This is my first, and so far only MMO.
IOs were definitely a game changer for me. I started about a year and a half before they were introduced, and once I figured out all the tricks to making your character awesome, I took it and ran with it.
Now I have characters that can do all kinds of ridiculous things. AV soloing? Check. RWZ Challenge? Check. RWZ Challenge on a blaster? Check. Giant Monster soloing? Check. All of which would have been patently impossible without IOs.
Knowing that I can make my Broadsword/Dark Armor scrapper unique among Broadsword/Dark Armor scrappers via how I slot him makes the game that much better for me. Before IOs, well, if you saw one scrapper with a specific powerset, you pretty much saw them all, because the powers chosen tended to be very very similar. With IOs, I can have the exact same powers chosen as another character and they will have completely different capabilities and strengths because of the sets I chose to slot.
Fitness at level 2 changed the game for me as well. No longer do I have to plan my build around taking 3 specific powers by level 20. I can actually take all my primary and secondary choices instead of feeling the need tio cram in the Fitness pool.
And the last thing that changed the game for me is: Ninja Run. If I don't want, or can't fit in a travel power, I don't feel like I'm stuck Sprinting everywhere. I still take a true travel power quite frequently, but A) I don't feel like I have to, and B) I don't have to take it right away. -
I concur about the aggravation of people PLing to extremely high levels in DFB.
There was one Fire/Fire blaster who was absolutely convinced that Blazing Aura was his best power, because: "It kills everything instantly, and I just have to stand there!"
Turns out he had been killing level 1 and 2 Hellions with it and had never used it on anything his own level (43).
The regen scrapper that didn't understand what a toggle was because he didn't get his first one until level 16 (and had never had a combat level higher than 5), was amusing as well. I watched him get repeatedly held while complaining that his mez protection wasn't working. (granted, this one could just be him being dumb)
There are untold numbers of people who have no idea how to play their characters. It's arguably worse than AE babies, becuase at least the AE babies can use their higher level powers and maybe figure out how they work. DFBabies have no clue about anything above level 10, because they either don't have access to it, or they're using it on level 1 NPCs.
It's kinda sad really. -
Quote:Slightly off topic, but I'm curious. Why was Exemplaring changed so that you still gain XP while exemping? Was it make TFs a bit more pointed to start at the appropriate level ranges?
Maybe so people would be more willing to run a lower level TF. I remember before they had that feature it was a PAIN to get people to run a Posi or Synapse because they wanted to get XP from what they were doing. -
Dumb idea.
As a tank, you don't want to be placating things in the first place, and any damage aura you might have would probably break it anyway.
You can put it in Charged Brawl on any character that has it though, including blasters. -
Incarnate content is one of the only things I'm aware of that you MUST be VIP to access. You can purchase access to just about everything else.
-
Quote:The heroes have been accomplishing worthwhile things the entire time the game has existed. Paragon City is still standing, in spite of the number of plots to destroy it or take it over. That means they've been winning the entire time.Name one instance where PC heroes get to win over PC villains in a co-op story...
No one's saying villains should lose in their single player content. What heroes are asking is equal treatment, either by not looking like moronic losers shouting OHNOES in their story-arcs or *gasp* actually accomplishing something worthwhile post Issue 12!!
The only time the villains ever get to win is in an alternate reality, or in the future, or any number of other hand-waving excuses as to why Lord Recluse or the player character is not now sitting on a throne in Atlas Park. All it takes for the heroes to score a victory is for nothing to change at all.
The villain characters have been treated like chumps for the entire existence of villain characters. Only recently has there been the option to not be just another Arachnos flunkie. Every time there is co-op content released, the villains get to tag along with the heroes and help them out because there is a bigger threat, instead of taking advantage of the heroes' distraction to further their own goals like a real villain would do.
I find it hilarious that the first time the villains get to have a real, tangible victory the heroes start whining about it.
And for the record, killing Miss Liberty before the heroes arrive is just smart on the villains' part. If you snuff her the second a hero breaches your defenses, you win, no matter what the hero does from there on out.
Remember Adrian Veidt in Watchmen? I quote: "Do you really think I would be telling you my plan if there was a chance you could do anything to stop it? I triggered it 35 minutes ago."
Instead of pulling a grandiose "I'm going to kill her and you can't stop me! MUAHAHAHAHAHA!" scene, they just killed her before you showed up.
Yes, Malaise was obviously stalling in his interrogation. But how is the PC hero supposed to know that he was stalling until the Dirge could be utilized, forcing Sister Psyche to use her powers to keep herself, Aurora and the PCs free of it's effects, which allowed Malaise to use his powers? There is simply no way the hero could know what the plan was before it was implemented.
It was a good plan that worked out perfectly. It wasn't the heroes being idiots because of the simple fact that the only way they could have known what was going to happen is either A) They are omnipotent, or B) They have access to metagame information possessed by the players.
Also, Psyche killing Malaise WAS self-defense. He was in the process of either killing her, or putting someone else in control of her body. She is no more a murderer than a police officer who kills a suspect that is actively shooting at them. DO you really expect her to say "Oh, I'm a hero, so I'm just going to let him kill me and get the moral victory"? Hell no, she's going to preserve her own life. -
Why can't you accept that the villains actually have a cohesive plan that is working perfectly for a change?
Because YOU can see the events coming does not in any way mean your characters can.
For example: Why would the heroes in this scenario think that anyone would be STUPID enough to murder the daughter of probably the most powerful hero on the planet? It catches the heroes off guard simply because it is, on the surface, an incredibly stupid thing for the villains to do. Think about it. Like him or hate him, would you want to be the guy Statesman is coming after because you killed his daughter?
In my opinion the arcs break down like this:
SSA1: Hero victory, but instead of being sent home with their tails between their legs, the Villains actually have a backup plan.
SSA2: Hero victory. They stopped what the Villains were trying to do, but he villains make it clear that it isn't over yet.
SSA3: Villain victory. Statesman's daughter is dead. Doesn't get more "bad guys win" than that.
SSA4: Villain victory. Malaise is dead, but he took Sister Psyche out of commision in the process. Could almost be a tie, but Sister Psyche fighting for her life, Statesman missing, and the Phalanx in disarray is a bigger hit to the Heroes than losing Malaise is to the Villains.
The problem with your assertion that the heroes are being idiots is your assumption that the heroes are familiar with superhero tropes. Which is kind of silly seeing as how they ARE a superhero trope.
In order for them to see everything coming, they would need to have access to metagame information that we have as players.
And furthermore, if the Heroes were reacting the way you think they should, the Villains would get a mudhole stomped in them, yet again.
The way it's playing out, the Villains get to win, and they get to make the Heroes look like chumps while they do it. Given the sheer number of times the reverse scenario has happened, it's about time the Villains get to win one. -
Quote:The person above me explained it already, but just to clarify further:But unless I'm looking a huge and very tough gift horse in the mouth, that 33% is just 33% extra on the base of the power.
So allowing for ED that's +5% or so on a 22.5% shield? Btw I'd LOVE to be wrong and it's a hard 33% number.
One of the features of the Alpha slots is that a portion of them completely ignores ED.
So, if you have the tier 4 slotted, you will be getting 33% or 45%, and 2/3rds of that ignores ED, so no matter how you have the power slotted you will be getting at least 22% or 30% out of that Alpha being slotted. -
You can get just as much recharge as you have there and more defense by doing the following:
Pick up Eviscerate, slot it with 6 Obliterations. Add the 6th Obliteration to Spin. Put Doctored Wounds in all 3 of your click powers and replace the Crushing Impacts with Kinetic Combat in your single target attacks. Still maxed out on 5% recharge bonuses and gains some defense.
With the buff to Resilience a little while back, it is now a good idea to slot both it and Tough as much as you have spare slots for.
Consider swapping the Decimation in Soul Storm for Basilisk's Gaze. 7.5% recharge for 4 slots as opposed to 6.25% for 5 slots.
Either add a 3rd slot to Hasten or use enhancement boosters and you should have perma Dull Pain capability. -
AFK PvP farming is easy to stop if you want to do something about it yourself:
Kill the character doing the farming. Only one of them will be set to auto-rez, because the other is set to auto-attack. Kill the one auto-attacking and their farming is ruined. -
This thread needs more:
-
I'm more interested in what they're going to do with the 4-legged skeleton they have now.
It would suck if we never got anything other than non-combat pets, especially with the way people have been clamoring for an animal mastermind of some kind for years now.
I could see a "Wolfpack" mastermind primary. Tier 1 pets would be regular wolves, tier 2 would be direwolves, and the tier 3 would be a werewolf of some kind.
No idea what the personal attacks in that set could be though.