Comicsluvr

Legend
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  1. Greetings! I am a highly-motivated player with several years under my belt and too many characters to name them all. I am also a published author and avid comic book and movie fan. However, I have a problem...most of my RP friends are gone from the game now.

    I'm looking for a solid RP SG that doesn't JUST RP (I like the game too you know!). I like building plots, back stories and generally having fun. I am willing to trade writing services for fun time (yeah, game barter is alive and well).

    My handle is @Model Nine. Thanks in advance and take care!
  2. I agree that FF seems to be pretty borning, on a Bot MM especially. My friend has his MM doing the Readnewspaper emote while his bots fight...

    On the flip side my Zombie/Dark is very busy.

    Anything involving a Granite/ Tank. I used to see so many that it got really old...
  3. Like many issues, the one with Redside is many-fold.

    Redside was great when it was released. It sported new ATs that many people still love (the number of them Blueside will support this) and, IMHO, better writing for the arcs. Many players loved it. However then the game went through it's lull when the Dev team was cut and very little was added to either side. Villians languished then and many players left.

    Redside had an underveloped Market (back when they were separated), fewer zones, fewer missions and less Dev luv all around. So players left. This meant less incentive to do ANY work Redside which continued the trend. By now it's not financially responcible for the Devs to put money and time into the slowest part of the game. Especially when all the best parts (except the story arcs) can be played Blueside.

    Sad to say but Redside went the way of Firefly when it was on t.v. It was launched, well-received, treated badly and then abandoned prematurely. Now only the die-hards pay it any attention any more...
  4. Quote:
    Originally Posted by Fulmens View Post
    If I'm playing on a team of people I don't know very well- let's say on a Fire/Elec- I have two choices. I can only shoot what I know I'm going to kill; that's conservative play. Or, if it looks like things are going bad, I can take that bet that enough damage, fast enough, will change things.
    Fireball, Fire Breath, Blaze on the way in, two fast Elec melee attacks, Fire Bolt on the way out: If I don't die partway through, that is a LOT of damage to a lot of guys in under ten seconds. For high level fights, replace Fire Bolt with Inferno if it's that kind of party.

    It's damage like anyone else delivers... but more so. If anyone else on the team is doing anything, the minions are gone and so are damn near all the lieutenants, and any bosses are easy meat for the rest of the team.

    Yeah, you have to have blaster-sense ("This fight is going ugly in about four seconds") to even try it, and then you have to ignore that blaster-sense and open fire... but it does turn the tide. It just does it before most people are aware that there's a tide to be turned.

    However this is the quality of the player, not the AT. The same thing could be said for almost any AT with AoE attacks or hefty debuffs/attacks on long recharges. It's not just about laying down damage (which Blasters do) but seeing where and when to do it. I've seen Blasters turn the tide and I've seen Blasters turned to Jell-o. Neither one was as much about the power of the character as the smarts of the player. Any Corr or debuff Defender could have done the same.
  5. Quote:
    Originally Posted by Thoran_EU View Post

    For this discussion, let's set the following rules:
    -The new player has never played CoH or an other MMO before
    -The new player has access to every AT except the EAT's
    -The new player has the inf nor the money to deck out his character with IO sets.
    -The character has to be "fun" to start playing with, and not only start becoming fun in it's late 30's.
    -Please elaborate your choice, why that AT and those sets?

    Fun is VERY subjective so I'll have to work from my own viewpoint (note that these are not in any particular order):

    1) Earth/Thermal Controller. A very useful Primary solo or on teams. A Secondary with an early self-heal and great team buffs.

    2) Cold/Ice Defender. Again, useful solo or on teams. Solo has the blasts from the Secondary, solo AND teams benefit from the Primary. Easy to theme the character.

    3) Either MA or Street Justice and WP Scrapper. The ultimate in self-propelled. Status protection early. After QR never worry about End again. Also easy to theme.

    4) Invul/SS Tanker. The ultimate survivor for the new player. Just stick to the Primary, Secondary and Movement sets until you get to Unstoppable (which is crap IMHO). CJ to Super Jump if he prefers or Air Sup to Fly. Slot attacks for Acc, End Redux, Recharge and damage in that order. Easy to theme, tough to screw up, always popular on teams especially with Taunt.

    5) If he prefers Redside take a Brute, set him up as the Tanker above.

    6) Fire/Thermal Corruptor for all the juicy Primary attacks and Secondary buffs.

    7) Plant/Thorn Dom. This is only if you think the Dominate mechanic won't bother him. Mine felt strong out of the gate. Great graphics. Fun solo or teamed.

    Tell him welcome and good luck.
  6. Quote:
    Originally Posted by firespray View Post
    My first thought on this was some sort of buff like defenders' vigilance that tapers off as you add more people to the team. This probably doesn't meet your criteria of 'active and behaving the same way both solo and teamed'. And I think it's unlikely that the devs would buff blasters in this way, but there are several people arguing that any buffs should be developed with the sole goal of improving soloing, assuming that any improvement will help teams as much as it will help soloers. I'm simply trying to point out that that is a flawed assumption.

    The second thing I thought of is much simpler, and should meet all the criteria you mentioned.

    Give blasters a small amount of mez protection. While it will help out blasters on teams, it will not be as helpful to them as it will be to solo blasters. Let's say blasters are given mag 3 protection to all types of mez. For a blaster soloing, this is a major improvement. A blaster on a large team is likely to be facing far more enemies in each group than a solo blaster, meaning there will likely be a lot more mez using enemies as well. And though the blaster on the team will have teammates to take some of the aggro, there are a lot of enemies that have AoE mezzes. So while the mag 3 mez protection will certainly be beneficial to the blaster on the team, it won't be as beneficial as it would be to the soloing blaster.

    I wish we could run simulations with the code. As a researcher I would be all over this project. Have the Devs code up Mag 3 Mez protection of some kind for Blasters, put it on a special test server and run it with 1000 beta testers for a month. Log the results. Then remove the Mez protection and try more damage. Test again.

    Personally I don't think that Mez protection is enough but it would be a good start.
  7. Generic level IOs are fine IMHO as long as they're all that's used on both characters. This is because any VIP player can get them. If you used all DOs then your results would be less, but still relevent.

    It's when players start speccing out with Uniques and hundreds of millions in set IOs that I begin to object.
  8. Quote:
    Originally Posted by Paladiamors View Post
    Okay, I apologize, but thats more then a little ridiculous. Its CLOWN SUMMONING. Thats...how could you even begin to take that seriously? Is there anything else clown related powerset wise in this game? Don't get me wrong, I understand wanting something, but...you also have to have realistic expectations. This? Is not one. At all. So I am sorry you got your feelings hurt over this, but you really, REALLY need to learn firstly to lighten up, and secondly to not expect something THAT ridiculous.

    Yeah...and they had all those 'Beast-Control Powers' already in the game before they did Beast Mastery. Riiiiiiiiiiiiiiiight.

    I got two words that makes a Clown Summoning/Control set worth while: The Joker. Feel that little tingle down your spine as you conjure up images of the most evil, sadistic clown of all?

    Now think of the words Beast Summoning and try to NOT think of that almost comical movie Beast Master.

    Clowns = creepy

    Animals = not superhero-y enough for me.
  9. Quote:
    Originally Posted by Fulmens View Post
    Eldagore said


    "Without really anyone noticing" is a weird statement, variations of which appear frequently in this and similar conversations.

    A lot of people don't have much situational awareness. The team that "is really rocking" and then kicks the Force Field defender for being a leech is a classic from the old Defender boards.

    If people can overlook being five times as tough, it's no surprise if they don't notice someone else's character doing 1.3 times as much damage. (From a few years back, when I was that force field defender, I estimate a blaster playing full offense is about 1.3 scrappers worth of damage through at least the low 40's. )

    The problem is that many players wouldn't notice the difference if the Blaster had to bail and were replaced by virtually ANY OTHER AT. Wait...they might notice

    1) New guy is a Tank. Good, don't have to babysit him
    2) Good, new guy is a Scrapper. Does damage and I don't have to babysit him
    3) New guy is a Brute. Good, read Scrapper above.
    4) Good, new guy is a Controller. We get some buffs and controls. Not quite as much damage but MUCH safer now.

    and so on and so on...

    The ONLY time I've noticed the absence of a Blaster was on a lowbie dream team I was PUG'd into one night. My Tanker, 4 Controllers, a Defender and 2 Blasters, all pre-17 before Stamina was inherent and Inventions was just getting started. It was a typical situation...I ran in and herded, the Controllers locked down the room, the Defender kept me alive and buffed the Blasters and they dropped Rain of Fire on everything. Spawn melts like butter...move on. The blasters had to go and we kept going...at a much slower pace.

    Now, nobody seems to spend more than a day or two below SO levels. By the 30s players are beginning to get into Inventions. Teams in the 40s, led by a 50, can steamroll the ITF in less than an hour. I have a buddy with a Brute that stays at the damage cap pretty much all the time except for Rage crash. He can do this with defenses and Mez protection.

    If Blasters are supposed to be kings of damage then they NEED a change to regain that title. Either that or they need something else...a NEW title to hold.
  10. I wish this was simple...but it's not.

    I wish we could just say 'Screw it...give Blasters a scaling damage buff. 10% for Minions, 25% for Lts and 50% for Bosses.' and that would fix everything. It won't but the damage buff would be nice

    I like the idea of the Blaster taking an active role in his damage mitigation instead of it being some passive inherent ability or toggle. This is why Arcana's 'splash mitigation' things appeals to me.

    But I think we're putting the cart before the horse. First we need the Devs to even acknowledge there IS a problem. THEN we can try to help them figure it out.
  11. Quote:
    Originally Posted by StratoNexus View Post
    I think it is extraordinarily unlikely that solo play is anywhere near as common as team play. I also do not think what we see in this thread (or the forums in general) would be a good way to draw conclusions about that sort of thing.

    There's the problem...you THINK it is unlikely. You have NO way to be sure. Neither do I. However a good way to judge the player base is to read Forum threads. No, they don't represent every player (only about 10% I read once), but if the majority of Forumites post one thing or another then it at least bears looking into. Examples:

    Blaster players said they were under-performing. Datamining showed they were right and the Devs installed Defiance 2.0

    Defender players said they sucked solo. More datamining showed they were right and Vigilance 2.0 was installed.

    Tanker players said they were under-performing and Bruising was invented.

    Stalkers just got a huge rewrite and many Stalker players now love them.

    The sum total of all the posts asking why Blasters under-perform, asking how to fix it, ranting about Mez-death and so forth could crush my house. These are (for the most part) not 'My Blaster is lagging a bit behind my Corrupter...what am I doing wrong?' sort of posts. They're more like rage and bile spewed by players tired of keeping the faith while the Devs gather data.

    The AT is not broken but it sure is bent all to hell. The sets have little synergy, there are too few Secondaries and damage creep has seen Blasters eclipsed in overall performance by just about every other AT. It needs to be fixed...period.
  12. Sweet! *dashes off to make yet another concept toon!*
  13. Quote:
    Originally Posted by Ashlocke View Post
    My suggestion would likely require a programming fix since I don't think the mechanics for it exist in the game currently.

    Simply put: Select your target, click ONCE to begin snipe, now you begin to track the target and build up damage. Clicking Snipe a SECOND time will actually fire the snipe. The snipe is considered interuptable the entire time you are tracking the target. The Snipe Icon will work like a clock, starting at 12, and slowly increase until it comes full circle indicating the snipe is fully charged and waiting to be fired.

    This means that Snipe now does variable damage depending on how long you want to let snipe track the target essentially the longer you wait, the more damage the snipe will do.

    I would suggest the scaling not be linear but rather scale on a curve, so that if you fire the snipe quickly it will do decent damage, not great, but just decent, then the longer you wait the slower the increase gets up to some Dev set maximum.

    I would not have a problem with this attack being unique in that you can let it scale upwards given enough time tracking a target to reach your Archetype's damage cap.

    In game this would mean that snipe would now likely take MUCH LONGER to fire than it does now, but the payoff would be having an opening attack that can do capped damage to a single target. The tradeoff would be that you would likely not be able to use this attack effectively once in combat because the amount of time needed to fire off a damage capped shot would be too long and likely interrupted.

    I would even go so far as to give the snipe a special self debuff, the longer you track a target while getting closer to your damage cap, the lower your defense is debuffed to ensure that if you are attacked you will most likely be interrupted.

    This fix leaves me wondering what to do about snipe enhancement sets and IOs, since interrupt reduction will not work in this new version of snipe. I'm sort of out of ideas for that, perhaps folks can think of something good for them.

    Thanks for reading.


    I like this idea. In fact, to make Snipe a valid part of an actual attack chain, make it so the interrupt doesn't start until after the first second or two. That way if the player double-clicks on Snipe it fires just like any other power. I can see this as the 'OMG I'm slowed nothing is recharged! Wait...my Snipe!' sort of thing.

    However I truly believe that Snipe should be the over-the-top damage power that lives up to the sniper's reputation. When I think of sniping in the movies I think of several things:

    1) The shooter is hidden because it takes a LONG time to get things just right to shoot. Ok...that's covered with the long animation time and interrupt.

    2) The shooter is a LONG way away because after he shoots (typically once) he has to boogie out of there or be mobbed by bad guys. This is covered by the 150' base range most Snipes currently have.

    3) One shot, one kill. This is the Sniper mantra. This is true because you only GET one shot so it HAS to count. This is what Snipes are missing. I see nothing wrong with a Blaster being able to Snipe a Lt with one shot off of a 3-Damage slotted Snipe shot. Other ATs, well let's just say I'm old school and feel that every AT should have something unique to it and leave it at that.

    If you take the average DPS of a slotted-out Blaster attack chain and make the Snipe do just a hair less than that on average based on recharge time, End cost, animation time, interrupt and all of that, there is NO way it would unbalance the game as far as leveling speed. Sure, you can sit and Snipe Lts all day for free and easy xp...but you'll actually be going slower than you would if you just attacked with your other powers.

    I think several of the mechanics listed here should be factored into the typical Snipe power for Blasters.

    1) Build-up timer. I really like this mechanic. Makes Build Up and Aim useless for Snipe but then they won't be needed either.

    2) Non-tracking for several seconds. Enemies around the target don't notice he's down for 2-3 seconds because everything happens so quickly.

    3) Secondary effects. In order to make the various Snipe powers different based on their source powerset, give each one a secondary effect. Fire would have more damage (as a DoT incendiary ammunition), Dark would have a splash - to hit and so on.

    4) Mag 2 Fear effect similar to what Stalkers get. Make this a 10' radius splash, just enough to not frighten other Lts and Bosses but scares the Minions because OMG their Lt just BLEW UP!

    Add all of this together and you get what most Nukes are; Highly situational powers that a player can pick or not based on their play style. Something only worth taking if you're going to slot it up and use it.
  14. Quote:
    Originally Posted by firespray View Post
    Strawman. I never said they shouldn't make sure blasters can solo more effectively. I said I want them to team more effectively as well, and that because teaming is (probably) a lot more common than soloing, fixing teaming problems should be higher priority than fixing soloing problems. I'll state again though, that I DO want blasters to be able to solo effectively. I just want them to be effective on teams MORE.

    1) Unless and until you get access to Dev datamining you cannot say this with ANY certainty. None of us have any way of telling whether solo or team play is more common. We can only do what we know based on our own play style. From what we've seen on this thread (and others) I think it' safe to say that solo play is at least as common as team play if not more. If team play were the standard then I think we'd be seeing more 'My Blaster doesn't contribute to the team' threads.

    2) I cannot think of a circumstance (barring some funky mechanic based on number of people on a team) where boosting solo performance wouldn't ALSO boost team performance. With regards to a Blaster a team is essentially a bunch of soloers running together because they get no exclusive buffs (by that I mean buffs that ONLY work on other teammates). The effectiveness of support ATs goes down solo because they now have part of their powerset they can't use. Blasters never suffer from this.

    Therefore if Blaster solo performance were improved it would AUTOMATICALLY improve their team performance as well. Two birds, one stone.
  15. I have a concept for a /Dark Stalker but back in the day Cloak of Fear, Oppressive Gloom and all of that would mess up the AS. Are these powers suppressed under Hide now or what? Note that I'm planning to run OG with the damage proc if that makes a difference.

    Thanks in advance.
  16. I remember that with Vigilance 2.0 Defenders get a 30% damage bonus if they solo yes? My new Defender tooling around AP earlier tonight had a 6.9% damage buff at lvl 4 for some reason.

    Does the damage buff scale to level...building to +30 later on?

    I'm not used to Defenders. Thanks in advance.
  17. Quote:
    Originally Posted by firespray View Post
    This is like saying that PVP is the most important balance point for an AT. Even if people do PVE content most of the time, the simple fact is that PVP is a much more difficult environment because other players are much smarter than AI, and because players are directly competing against each other, so power disparities between archetypes are more noticeable, so therefore everything should be balanced around PVP.

    If the general population spends 90% of its time on teams and 10% soloing (I have no idea what the actual numbers are, just a general feeling that more people team more often than solo), it's kind of ridiculous to say that soloing is the most important thing to focus on.

    Now I'm not saying soloers should be ignored. And most things that will help solo play will probably help team play (and vice versa). But I feel that making sure blasters can contribute as well on teams as other archetypes should be the primary purpose of any changes, and making sure they can solo effectively should be a secondary concern. More than likely though, any changes will do both, as I don't really see a reason why they couldn't.

    Ok...let me try to explain a few basics:

    1) You always to try to balance the AT/powersets around the most common event in the game. This is why the baseline metric is 3 white-con Minions or 1 Minion and a Lt. Those are the two most common spawns at +0/X1. Trying to balance ANYTHING around PvP (possibly the LEAST likely event in the game because it's totally optional) would be nuts, no matter how difficult it is.

    2) You can't balance anything around team play even if the team is a duo. It's tough enough to balance an AT internally with all the different permutations of Powers available. You add even 1 other toon to the mix and you've got an impossible mix of possibilities. What if it's a Tanker? Or a Defender? Or another Blaster? The sheer volume of permutations would drive you mad.

    3) As was explained before, any idiot can help on a team. You can set a Blaster to Follow the Tanker, hit his AoE on auto and leave the room and the Blaster is contributing. The bigger the team, the more obvious this becomes. Ever been on a team with a single 50 Incarnate and a bunch of pre-35s? The Incarnate generally runs the table while everyone else throws a blast or two and runs their toggles. A character HAS to be able to be effective solo or else the game is punishing soloers.

    I rolled a Time/Dark Defender earlier tonight and ran him through content to level 10.something. On a Blaster I would never have felt so safe. I took on Orange Bosses with an empty Insp tray and no Enhancers of any kind without fear. That's because the Defender has more tool in the box for dealing with 'Oh crap I missed with everything!' moments. Blaster only have more damage.
  18. Comicsluvr

    Blades of Apollo

    I'd go for this depending on availability of team events. I'm busy Mon-Thurs but if we did team/SG stuff on the weekend I'd go for it.
  19. Fire/Dark Tanker. Two flavors of Consume (one with a whopping 20' radius) that both do a bit of damage, Sould Drain AND Fiery Embrace for damage buffs and two flavors of heal. Go Redside for a while for the Soul PPP to get Tentacles (to Immob mobs in the Burn), Obliteration (more AoE is good) and Darkest Night (arguably the handiest thing in the Tanker toolbox).

    Yeah...talked myself into it lol.
  20. I'm seeing lots of posts about DPA, DPS, synergy and on and on. I'm seeing THB raving about his build and others asking for buffs to Blasters and many players saying 'Why whould you do that when THIS is so much better?'

    How about FUN people? Doesn't anyone play this game for FUN anymore? I don't spend weeks on planning and millions on PLing (seriously THB? You wanted to get a concept toon to 50 SO BADLY that you PAID a friend to PL you 11 levels? You didn't have the patience to get it through play or, at worst, find a friend to PL you for free?) a new character. Truth be told the three things I spend the most time on are the name, the concept and the costume.

    I once made a SG called the Misfit Gestalt. The only rule to be included was that you had to have a build that WASN'T fotm...preferably a build that others said sucked. There were 7-8 of us that met once a week and we had a BLAST! We were having FUN! It didn't matter if our sets weren't optimized or we didn't have expensive IOs.

    Too many players (many of them on this thread) are treating this like it's a contest. You're the kind of people who HAVE to dial everything up to 11 in order to get any thrill. Have you ever thought that you might be a bit jaded with all the PLing and billion-plus builds? When was the last time you played a character through actual content without racing through the DFB ten times to get the early levels out of the way?

    So you built a Blaster that doesn't die every time he pokes his head in a mission. With 2+billion Inf. AND arguably the best Secondary the AT can have. AND a crashless nuke. Ok...SO WHAT? Was it FUN to get him there? All the weeks of planning and plotting and testing and marketing and PLing just to see if it worked? It was? GREAT!

    Now do it with a Beam/Ice and then get back to me...

    Where is the fun people? Is this your idea of fun?
  21. Comicsluvr

    Legend's Logs

    Captain Legend's Log
    March 2nd, 2012

    Arrived in Paragon City from the Longbow training facility where I was given the basics to help deal with my powers. I knew when I entered the test chamber that this might happen but I never dreamed it would be like this! My skin resists bullets! I can smash a car with my bare hands! According to Dr Schneider there's no limit to my potential. But enough back-patting...to the task at hand.

    I was waiting for my appointment with one of the local reps from SERAPH when the building shook. There were meteors falling from the sky! The building trembled and the floor fell out from under me. I was grateful for my rugged skin. I dug myself out of the rubble and suddenly the earpiece I'd be issued by Longbow chirped to life.

    The next few minutes were VERY hectic. I was guided through the ruins of Galaxy City in the midst of a Shivan invasion! It wasn't anything like the movies I'd seen as a kid. More death and destruction and wounded people crying for help. I wanted to stay but the agent on the other end urged me on. They needed help it Atlas Park so I pushed on.

    I felt my powers growing as I pressed on harder and faster. Matthew Habashy wanted me to clear some Hellions out of Atlas Park. Then one of the PPD wanted me to help with some local Hellion cult activity. Then Habashy wanted me to retrieve some stolen artifacts. By the time I was done with all of that I'd heard they needed help in the Hollows.

    Some of the cases were mundane, like thinning out Outcasts or Trolls. Some were more serious, like retrieving stolen weapons. During this time I improved my fighting technique as my powers grew stronger. Then it was on to Steel Canyon to help the Midnighters find one of their own. It was starting out to be a busy career...


    (Constructive criticism welcome. More to follow)
  22. I have a concept for a new Blaster (yes...another one lol) and I'm not that familiar with En Manip, specifically Power Boost.

    If I hit PB will Cosmic Burst or Total Focus, both normally with Mag 3 Stun, then be able to Stun a Boss by themselves rather than having to stack them?

    I can slaughter Minions by the score but like many Blasters it's the Lts and Bosses that tag me. If I can hit PB and stun one with one shot, with the other power as a backup, I consider that a big win.

    Thanks in advance.
  23. Yay more support! I've been receiving tels about this idea so I'm Necro-ing the thread! Anyone else?
  24. I never thought of Praetorian EATs. Now my interest is peaked once again hmmmmm