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I kinda like the idea, but at the same time, it's like "What's the point?" A player goes in decorates and then never has reason to visit it again. Lots of time and coding for what?
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Take a look at housing in other MMOs. Rarely it was anything but simply decoration or a place to display 'phat lewt'. You could even look closer to home, why bother to make a costume when its totally none functional. You could just hit the default, give it a name and the character will be just as useful as someone who spent an hour on the design of their character. Personal bases are an extention of your character.
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There are two BIG differences between Costumes and Bases:
A) Bases take time to load. Costumes don't. It takes me 2 minutes to load into my base sometimes, after 3-5 minutes just to get in game. I love bases, and that deters even ME from heading in at every opportunity.
B) Costumes are ALWAYS THERE. Other players HAVE To look at your costume. You aren't dragging your base around behind you, however. No one HAS to look at your base. -
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Who is going to pick a +3 SO over a SHO?
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If it's a rare +3 SO like an End Mod, or a Flight Speed, or something that practically never drops, I would.
If it's your standard Recharge/Acc/Dam/EndRedux, then anyone that does is very, very . . . what's the word I'm looking for . . . . right. DUMB.
And Taser is right. This is a nice fix, but it still does not address ANY of the issues present with the final mission. If the mission were INSANELY DIFFICULT for everyone, it'd be one thing. But hte fact remains: the mission is EASY with /Rads, and the mission is akin to using your head as a sledgehammer against the Berlin Wall if you're on a team without /Rads.
That is NOT good game design, and what depresses me most is that I know the Devs can do better. I know they HAVE done better. I've stuck around playing this long for that very reason.
There are ALOT of valid points made in the LRSF thread over in CoV discussion that need to be addressed. If nothing else, just read and reply to Arcanaville's posts. When Arcanaville posts passionately about something, the whole community should stop and listen, even if after reading it, you disagree. -
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Grats to CP for getting his first level 50 villain with NinjerMonkey, his ninja mastermind.
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The oddest part is that Ninjer hit 50 in 302 hours. Calvin took somewhere between 300 and 310. Thanks to all that helped along the way! -
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I did not have the opportunity to go into The Hollows and Perez Park like I would have liked, but I did manage to get some time in to at least pull spawns out front of mission doors and remove some of the nastier mission doors in the HEART of the Perez Park maze. (not sure if anyone noticed that change)
The Hollows, just a few spawns removed around contacts or mission doors and extra mission doors added for variety, if applicable.
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<.<
>.>
*HUG* -
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Yes. It's coming. Safeguard missions. Being worked on right now (outside my office, in fact).
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*HUG*
In fact, regarding I7, *HUGS ENTIRE DEV TEAM. TWICE.* -
So, the Schedule was changed in an egative way, yet because of upcoming changes, the net effect is POSITIVE gain.
Neat. Really neat. Hopefully, now that that's been stated, people will stop complaining . . . -
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Or, I can keep yelling at you in every thread you post to.
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She'll do it, too. She yells at me constantly, even when I SK up to her TA/A so that she can actually finish missions. -
Was around lvl 30, 31 on my Brute. A Longbow Warden, that was at most 2 levels above me, ONE SHOTTED me. But there was no damage report in the combat log. I went back and looked, and couldn't figure out what hit me. There was other damage dealt to me, but it was on the scale of 13 damage each. The Warden either had an instant kill move, or it hit me for 98% of my health and wasn't reported.
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Positron, just a thought/suggestion:
The first time I ever encountered a giant monster was in Independance Port. I was leading a team, around level 25ish, I'm sure, and when we came out of the mission, someone on the team said "Hey, Lusca is up."
After a bit of confusiong "What's Lusca? What's a badge DO? It's JUST good for a badge? Is it hard? Is it fun? Should we try" I exclaimed "LETS JOIN!" and so we went off and joined the fight against Lusca. There were about 50 heroes there, and after about 10 to 15 minutes, we finally took him down.
To this day, this was my favorite Giant Monster battle. Not because it was the first, but because Lusca was designed (what I would call) "right". You have to take down the 8 arms and THEN you can take down the head. You don't just rush in and strike blindly like a blind guy with a sword.
Similarly, Villianside, Ghost of Scrapyard is fun BECAUSE of all of the minions swarming around him.
The other Giant Monsters aren't easy because of hit points or the strength of their hits or anything of the sort. They are easy because there is only one thing to kill, and the strategy is ALWAYS the same.
A GREAT way to make them harder would be to make them STRATEGICALLY harder, rather than requiring more people. More people CAN equal more pain-in-the-butt to get the chance at ALL to take down the giant monster. Make the fights longer by adding more things to DO against the GMs, not by making the GMs themselves have tougher skin.
There is very little strategy to discuss after a while when it comes to AVs and GMs. In fact, this is a problem I've had since I first got to the 40's in Heroes and started doing a lot of AV missions. They were ALL the same (aside from the REALLY cool maps such as Mother Mayhem. Kudos on that stuff, by the way.) They're hard to kill. Hit them constantly, but take out the minions first. Then just pound and heal. Pound and heal. Pound and heal. Every AV fight is the same. Lather, Rinse, Repeat.
Making them TOUGHER does not make them more CHALLENGING. Making them require a little more THOUGHT makes them more CHALLENGING. Because as it stands now, you could literally increase an AVs HP ten-fold, and all it would do to me is make the fight even MORE boring. Once you enter into the equilibrium against an AV (you can heal back what they deal to you, and you are slowly taking their HP down) you simply fall into a rythym. No thought. No challenge once you know you're fine. GMs are the same because there is only one entity to attack. Just hit the crap out of hte sucker until it's dead. Weee.
At the very least, consider this. -
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Basically: if it was meant to be taken down by more than 1 team, it gives the badge. Mission versions are scaled down versions that are more like AV's, thus able to be defeated by a single team, and thus do not give the badge.
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You might need to buff Giant Monsters then. There's not one in the game that requires more than one team to defeat.
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Will do.
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Whoa whoa whoa. First off, Lusca does. Secondly, it can be REALLY hard to get ONE full team to take any monster down aside from Kraken. There are MULTIPLE instances of Lusca up at almost any time in IP because everyone who wants the badge has it and no one wants to put up with the difficulty of taking him down AGAIN.
Villianside, Scrapyard is seen CONSTANTLY. It took me 3 sightings on my brute to finally get THREE teammates to help take him down. It is VERY hard to put together a Monster team, let alone multiple teams. -
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And if that doesn't work, put them on /ignore.
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*Giggle* Oh, if only it were that easy my friend. -
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If nothing else, please please lower the endurance cost.
There is really no reason for fliers to have to stop and rest halfway across a zone.
While your at it, take a look at teleport's cost also? Both have been out of proportion with super speed and super jump since release, and it just doesn't make much sense...
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It makes sense THEMATICALLY.
It doesn't make sense FUN-WISE.
The fact that Fly's end cost is slightly more than base end recovery is rediculous. One toggle, and a travel at that, should not sap you of endurance simply if you forget to turn it off for a minute while you're waiting for the team to show up at the door of the mission.
Combine that with the fact that it's teh slowest travel power, well, that's just a kick to the shins. Change one. Either one would make me happy. -
Affecting Twilight Grasp and Kinetic's Transfurion, eh? I assume that also means it affects Howling Twilight and Kinetic's Transferance. Seeing hoe my only lvl 50 is an Illusion/Kinetics, and how my only level 40 villian is a Ninja/Dark Miasma, I'm jsut curious to know how these are going to be altered. Right now, it seems that whether or not Twilight Grasp heals is dependant on whether or not the power activates while the target is alive. 90% of the time, the heal will go off if the target is in the process of dying. But for Trasnfusion, it's more like a 40% shot of firing off the power. Maybe less. Transfusion has to be timed a little earlier in the case that the target might soon die.
I'm just wondering if the change will affect that? If not, what kind of change are we looking at?
Or should I just shut my trap and find out when it comes to Test? Yeah, that sounds good. ^_^ -
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*Smack*
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Oh no, now Taser is going to be unbearable in coalition chat all night. Sigh.
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And this is noteworthy why now?
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OHSNAP! -
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I'd kill for the "final boss fight" of a Strike/Task Force to be a team of 5 different Boss or Elite Boss level villains/heroes that have witty dialogue, as well as complimentary powers and fighting tactics, instead of just a giant bag of HPs with the ability to one-shot squishies (AVs/Heroes).
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That . . . would make for the coolest end battle of any TF/SF. Having a spawn made up of an elite boss for every member of the team. Do you have ANY idea how fun that would be? -
When I first turnedo n City of Heroes 7 monthes ago, the first thing I tried to play was a Tank. "Cool," I thought, "Something that can't die easily."
And it was just never that fun for me.
Next I tried a Blaster. "Cooler," I thought, "I get to KILL things."
And it was just never that fun for me.
Next I tried a Controller. "Meh," I thought, "This should be a nice distraction before I go back to the other two."
And it was REALLY fun for me. Huh, go fig, I like playing support classes.
At least, I did.
And I THOUGHT I loved pets. Brought a mastermind up to 20, and all. Pets are awesome, no?
Well, I finally tried a Brute, after toying around with a Dominator and a Stalker.
Oh, oh lord the smash. Being able to one shot an even con minion at lvl 2 . . . I alreayd bumpedu p my difficulty, and I'm level 5. I'm not even slotting anything that DROPS. I don't care if I MISS with an attack, because it builds up SMASH. I can Shadow Maul a +1 Leutenant to death. AT LEVEL FIVE.
Fury has made me feel that it is IMPERATIVE that I Attack the next group NOW. Not when I'm ready. When my FURY is ready. And my Fury only gets less ready as time progresses. I only have 20% life? Too bad, it's better to kill them now, and you know it.
I fear I may be becoming a SMASH addict . . . oh, oh dear I may need counciling . . . -
War Witch is one of my favorites due to the fact that she took a LOT of time answering a LOT of our questions.
Positron is one of my favorites because when he explains stuff, 95% of the time (if not more) we get the actaul reasons behind decisions and can see that that Devs are not evil.
CuppaJo is one of my favorite Devs (Hrm, not really a developer, but still a redname . . . ) because, well, it's Cuppa. Show me a man that has a legitimate problem with Cuppa and I'll show you a liar. -
I5 sure is fun. The only legitimate complaints that I still see around are A) Defiance is worthless (most enemies can 1 or 2 shot blasters. If you've got enough aggro to get down to 20% health and you aren't running, you're dying. PERSONALLY, I'd rather have accuracy increase as distance between the target and yourself decreases. Why? Because it's annoying and unrealistic to be 2 feet away from an enemy, roll a miss, and instead of shooting his head off like any actaul blaster would, you decide it'd be nice if the warehouse had a skylight and so you fire WAY OFF ABOVE his head. Defiance would be much better suited to a Tank or Scrapper (both in execution and in archtype theme)) B) Kheldians have a lot of bugged powers and issues in general, and C) The aforementioned defense issues.
But on the WHOLE, I really enjoy I5. And I was crying DOOM when I saw the changes coming to my controller. But I really only ended up with a slight shift in gameplay tactics. So basically, all in all, I look FORWARD to future issues. -
Again, I REALLY want to thank you for the open, honest, and logical explanation of why things are this way. I don't think you realize how happy it makes me that we are finally getting a reasonable, honest answer about something like this.
If you guys did this more often, I bet you'd only get half the flak you do now for all the "nerfs" and whatnot. So really, I sincerily thank you for the honesty. -
I just want to say a big THANK YOU to Positron. For once we're getting honest, logical answers. Now that I know how long the datamining would take, and a little more about how the badges system works, the lack of TF badges rewarded after teh fact does not bother me at all.
So again, thank you, for finally giving us a logical answer to one of the issues we have. -
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As many people have pointed out we have been looking forward to Trick Arrows for how fun it will be, however it doesn't make a lot of sense.
Why was it decided to make it a defender primary/controller secondary in the first place?
Defenders already had the greatest choice in powersets of all AT's and the other 7 (6 for 'troller secondaries) actually defend your team in some way.
Trick Arrow has no team buffs at all and while looking like a fun set to play as is, would be much better off as a Blaster secondary, sure it's a little more controlling & a less damaging than other blaster secondaries, but prior to I5 blaster's had the option of taking the same type of power set as primary & secondary (Fire/Fire, Ice/ice, Assult rifle/devices).
Now blasters have 6 primary sets & 5 secondary sets, while defenders have 8 primary & 7 secondary, and controllers 6P & 7S. By moving T/A to a blaster secondary, you would give Blasters a more fun choice, even up the AT sets a little (B= 6P & 6S, D= 7P & 7S, C=6P & 6S) and let Defenders (and controllers) concentrate on Defending
If the set stays the way it is now, then I will probably make a TA/A defender simply to play around solo, but a team player he won't be.
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I agree COMPLETELY. TA is not a Defender powerset. It's an AWESOME powerset. But it's not a DEFENDER powerset. There are gonna be TONS of Arrow/Arrow defenders running around that I am NOT going to want to invite to my team. Why? Because I invite BLASTERS for range damage. I invite Defenders for protection. And I invite Controllers for holding. Having Arrow/Arror defenders are gonna mess up my team dynamics a lot. PLEASE just switch the powerset over. everything else about the new power sets are so, so, utterly and entirely awesome. But I feel like this was caused by some sort of miscommunication or oversight.