Cyber_naut

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  1. Quote:
    Originally Posted by Techbot Alpha View Post
    Current EM is enough to get me to scrap a level 50 Tanker, gut his slots and re-roll as Invul/Elec, let's put it that way. He wasn't the same character I rolled back when I started. He just felt much weaker. That might well have been innacurate, but it was still the feeling I got. So he got re-rolled.
    Not innacurate at all. The set was ET, right or wrong, that was the power that made the set worth playing. Even back then, the set overall was an underperformer because aoe is king on teams, and since this is an mmo... lol. With ET, at least you could run around and score kills with your quick hitting gold power, albeit late in your career. Now, the only thing the crown jewel of the set does on teams is kill your health and endurance bar. Sure, a second or two doesn't seem like much on a calculator, but it's an eternity in game play feel and results. It's been suggested before, but simply having the ET damage occur immediately would negate some of this problem.
  2. Quote:
    Originally Posted by Umbral View Post
    I'm not entirely sure how you're defining each of these qualitative terms, but, the way I'm reading this, you're saying that MA is worse at AoE damage than Dark Melee, which is pretty much untrue in my experience. Shadow Maul often gets undersold, but there's a reason for that: it takes a really long time to animate. Even if you're good with it and can regularly hit 5 targets without much effort, the long animation is going to throttle your ability to perform well because it's going to take longer to animate the power than it is to recharge it. Dragon's Tail isn't awesome, but it beats out Shadow Maul quite easily simply because it's a reasonably fast, reasonably powerful, normal strength AoE, something that Dark Melee lacks.
    DM was pretty decent aoe-wise when they initially increased melee attack range and it accidentally made it ridiculously easy to hit 5 targets with a movement before the attack. Since they fixed it, it's pretty mediocre, but you can still get 3 pretty easily and pretty reliably, and don't forget to weigh in the fact you get it a lot earlier than dragons tail and it recharges a lot faster as well. I'd say the two sets are similarly mediocre to weak in aoe abilities when all these factors are considered.

    But DM eats MA's lunch with the heal attack, it's build up power and it's single target godliness. I'd love to see MA and EM get some love similar to what DM got not very long ago, look what it did for DM and look at the positive effect it had on so many players.



    Quote:
    In the same way that I wouldn't say that Dark Melee is good AoE, I wouldn't say that Elec Melee is mediocre ST. Havoc Punch is a miserable excuse for an tier 2 attack, but it's quite possible to generate a comfortably performing ST attack string without dipping into APPs. A decent Elec Melee attack string will perform at roughly 80-90% of a decent DM attack string, so I wouldn't really say that Elec Melee is only doing mediocre ST damage.
    I'm not sure where you're getting these numbers from, but I can assure you, DM absolutely destroys Elec in single target damage. Maybe you're talking about low levels, but with a full array of powers, elec is near the bottom when competing for single target output. Of course that is balanced by the fact Elec has outstanding aoe abilities.

    Quote:
    One of the things you're missing from your evaluations of the attack sets is something that is, in my opinion, just as important as ST and AoE damage individually: utility.

    Dark Melee's biggest advantage isn't tweaked out ST damage (though it is capable of respectable ST damage). It's greatest advantage is the huge mounds of utility that the set provides beyond what any other set does: a self heal and an endurance tool. The tohit debuffing is also incredibly useful, though it's not really an untoward benefit.
    Again, DM is capable of far more than 'respectable' single target damage, it's at the very top with a few others. I do agree with you that utility is another balancing factor and DM has that in abundance, and its a great point to bring up.

    Maybe EM could be given some added utility as a way to improve the set. Maybe add some end drain that is given to the user with some of the attacks. And why does ET still need to do self damage now that the animation is glacially slow, lol?

    Quote:
    Along the same lines, BS and Kat aren't chosen as often by min/maxers because they put out excellent damage numbers (they actually put out moderate numbers in comparison to the other sets). The biggest reason is Parry/Divine Avalanche, which essentially means that, no matter your defense set, you're getting softcapped to melee/lethal.
    True.

    Quote:
    On this same line, Energy Melee has some decent utility that often gets ignored. With EM, it's relatively easy to stun some or all of your opponents rather often, and, though it's not nearly as useful against the single hard targets that EM is supposed to excel at, it's a great form of reasonably reliable mitigation when taking on groups.
    I guess I haven't had the same experience as you with the stuns. The one aoe stun you get in WH is unreliable and pretty short imo. The only reliable and effective mitigation is stacking single target stuns which is underpowered when competing against sets that have better and/or multiple aoe mitigation techniques.

    Quote:
    Now, this isn't to say that I don't think EM doesn't need some AoE damage buffing love or that the animations shouldn't be sped up a bit (while reducing damage somewhat to prevent horribly huge DPAs) to allow the set to compete a bit more where damage is concerned. Whirling Hands could use some love, and the set could probably use a conversion that allows an ST attack to hit a couple other targets (Energy Transfer gets the Chain Induction treatment maybe?), but it doesn't need some vast overhaul to allow it to perform decently like some suggest. Keep in mind that the Cottage Rule would have to apply to any suggested changes (no turning a melee into a PbAoE or turning Stun into something completely different).
    I agree it doesn't need a vast overhaul. I like your chain induction idea, or the other guy who suggested turning TF into a thunderstrike type attack, this could also address the mitigation gap that exists.

    They didn't totally overhaul DM, just a few minor changes and it went from an underplayed set to one of the more popular ones.

    Quote:
    In my opinion, Energy Melee isn't a bad set. It still performs decently. It just doesn't perform on the same level that people were used to it performing before ET got the much needed nerf (I don't care what you say, when the attack has a base DPA nearly 5 times higher than it's nearest competitors, the power needs a nerf), but that doesn't necessarily make it a defunct set. Honestly, people would probably be behaving the same way if Rage or Granite Armor got fixed (if you don't think those powers need to be fixed, compare them to similar powers and consider how much stronger they are than anything else they compete with).
    There are no really bad sets, but imo, its at the bottom when competing against other choices.

    I don't agree with you that ET 'had' to be 'fixed/nerfed' though. I don't have a problem with sets being balanced in different ways - in that one set could have 9 solid powers and another could have 7 subpar powers and 2 great ones, or 8 subpar ones and one godly one, but that's just personal preference either way.

    I also do not agree that rage or granite armor 'need' to be 'fixed' for the same reasons. But theres another good reason they don't need to be fixed - they're very popular sets, unlike energy melee at the moment. And they don't 'break' or 'hurt' the game, because SS doesn't have a monopoly on play, nor does stone armor, because both sets have obvious drawbacks to compensate for said powers. Sure rage itself is a very powerful power, but without rage, SS would be a pitiful set. Same thing with granite armor. But that does go to 'how' the sets are balanced, and that would be our personal opinions/preferences. You can balance a teeter tawter with nine similar sized stones on either end, or with nine similar sized stones on one end and eight tiny stones and one larger stone on the other, so long as a whole they end up being the same weight.

    But again, I think the devs should focus on 'fixing' sets that get little play, rather than fixing sets that are popular without being monopolistic.

    Quote:
    This is the problem with heuristic set balancing: rather than attempting to balance the set out by making it perform well across all of the powers the Cryptic devs (and I say that it's the Cryptic devs because Castle and Synapse have made and fixed sets that perform much better across the full spectrum of their powers rather than having a bulk of their performance drawn from 2-3 powers) attempting to balance out bad powers (Whirling Hands, Jab, Punch, pretty much all of the Stone Armor +def or +res powers aside from Granite) by making other powers completely overpowered (Energy Transfer, KO Blow, Rage, Granite Armor). I'd be substantially happier with all 3 of those sets if they each got a substantial overhaul that addressed the fundamental flaws in both their performance and their design (EM's low AoE performance without sufficient counterbalancing advantages, SS's crippling reliance on the sheer overpoweredness of Rage, and Stone Armor's crippling reliance on a perma God-mode).
    Again, I'd disagree with you, because you'd be changing sets that one, are not being ridiculously overplayed in comparison to other sets, which would seem to at least provide some evidence they are not ridiculously out of whack, and two, you'd be angering the large fanbases of each set based on nothing more than your personal preference in that you don't like 'how' they are balanced.

    Better to create a new set than head down that road. It's been suggested before, but if the devs really wanted to make everyone happy, they could create second sets as an option for players. I actually agree with you in that I personally don't like how SS is dependent on rage to compete with other sets, mostly because I don't like rage, lol. The crash is beyond annoying, and the end hit is more crippling, imo, than many people seem to feel it is. So why not create a second SS set with slightly different mechanics - this way you create another option for players without removing an option so many have grown to love. On top of that, it's a hell of a lot easier to rework a set that already exists with all the animations and what not, yet most players will feel like they're getting a whole new powerset.
  3. Quote:
    Originally Posted by macskull View Post
    I think he has a valid point, though: many players don't even read patch notes and instead find out what changes have been made by their friends well after the changes have gone live. I have a friend who had a Stone/EM Tanker (he doesn't play anymore) made before the ET nerf. He came back one reactivation weekend, brought the Tanker along on a TF, and a few missions in he told me, "Something feels different about this character, but I don't know what it is." I of course informed him about the ET nerf, which got an "Oh" out of him.

    Point is, most players will notice something is different, they just won't notice what until someone tells them.

    Yeah, but you don't set up a game based on players that don't really know what they're doing, lol.

    I think that anyone that is at all familiar with the various melee sets knows that em is underpowered compared to it's competitors, and it should be more and more apparent as team size increases and/or foe numbers increase. And since this is an mmo, and 99% of the play involves multiple foes at a time, obviously aoe is usually more valuable than single target, even if you ignore the imbalances vs competing sets already mentioned.
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    1. I knew you'd be back.

    2. One of the sets that's best at single target damage is one of the worst at AoE damage. Oh my. Welcome to balance.

    Not when the other sets that are in the same neighborhood as em in single target ability are ridiculously better in the aoe department, in both damage and mitigation.

    EM needs it's old ET back, or improved aoe abilities. Until then it's an underperforming set.
  5. Quote:
    Originally Posted by Zandock View Post
    The thing is, DA doesn't offer any Smashing defense. So if you're capping S/L, you don't need to be using DA at all, and it's kind of defeating the purpose of being Katana in the first place. That's my take on it, anyway.
    This. If you're going kat, da can cap you for melee and lethal. Sure, you'll have a hole vs. ranged smashing, but how many attacks are ranged smashing? If you build towards leth/smashing, you're basically spending all that time and resources to cap against ranged smashing dmg, and it definitely wouldn't be easy or cheap to do.
  6. Quote:
    Originally Posted by NeverDark View Post
    There's a large difference between "requires a lot of work" and "requires a change to the game engine". It's not impossible to make flight faster, but it would require the game engine be modified to allow for the increased rendering costs. Modifying the game engine essentially means creating a new game. I can't see them deciding that the flight speed cap is a good reason to completely overhaul the game.

    If what you are saying is in fact the case, that's why I gave other options that we already know for a fact, work in the current game.
  7. Quote:
    Originally Posted by Shred_Monkey View Post
    My first prolonged experience with the EM set was after the nerf so I wasn't spoiled by the previous version. I now have a level 50 EM/WP brute. I've solo'd him almost exclusively (enjoying the red side content instead of speeding past it). I found I grew to like the EM set. Not so much from a "uber powerful" perspective but more from a "I smash you now!" perspective. The TF and ET animations are very brutish.. even "incredible hulk-like" in the way they feel. And while there are ST chains that do more damage then what I've got... they don't exist at the level of recharge I'm running. I specifically selected EM because I could build a 200 DPS toon with only 37.5 global recharge. I could have done the same thing with claws and fire, but I went with energy because it was a new set to me. After playing the set for 50 levels one thing I'm quite pleased with that I hadn't anticipated was the benifit of having the chance to stun in every attack. Stacking stuns not only allow me to shutdown the incoming damage from a single hard target when needed, but I can also strategically shutdown toggles and debuffs. Furthermore, ET and TF have increased accuracy which help considerably when fighting +3s or better and against NPC's with +defense and/or tohitdebuffs. In all, there's really very few holes in this toon. I'm quite satisfied with the way it plays, and the tools EM brings is a big reason why.

    Sure, I'd be happy to see something buffed, but I don't think the set is broken by any stretch.
    That's because you're a soloist. Nobody is arguing that it's single target ability is broken, the argument is that it's single target ability got nerfed down into the range of other competing sets, but it's cellar performing aoe abilities were not buffed to compensate.

    Before, it's cellar dwelling aoe ability was balanced by the fact it was far and away the best single target set. Now, you can choose sets that do similar, or better, single target-wise, that also have much better aoe ability. That leaves EM as an underperforming set overall.

    This is an mmo, so a lot of people like to team. If you team a lot, or even do a mix of solo and teaming, EM is an underperforming set, big time. Take your claws or dual blades toons out on a large team and play them for an hour or so, then take your em toon out and team for an hour or so, and I think you'll see what I'm describing very quickly.

    I don't think any set in the game is competely broken or unplayable, that certainly isn't my argument. But overall, the set needs a buff. Either increase it's single target ability so it stands alone at the top by the same margin it sits at the bottom in aoe ability, or improve it's aoe ability to compete with other sets that also compete with EM's single target abilities.
  8. Quote:
    Originally Posted by Warkupo View Post
    I beleive the idea is to balance the endurance cost so that going over the current cap would be alright.

    Fly is already largely considered the crappiest travel power to a great degree, so I rather doubt helping it out of place. Especially when such cries for help are usually offered with another free kick in the face to Fly users.
    First of all, I doubt making faster fly power is truly impossible, nor would it break the game, as some have suggested.

    But even if that is the case, there are other ways to improve the power set. (And I don't think most players take fly due to its effectiveness so much as they take it because it's the iconic super hero power it is.)

    Again, the point of the thread is to point out lame powers, and I was kinda sidetracked by strawmen, since I'm not actually bashing the power 'fly', i'm bashing the power 'group fly', which imo, is lame and not coincidentally, very rarely used. I'd replace it with a sonic flight, that is either an increased speed flight at greater end usage, or if that is truly impossible as some official techs have suggested, make it a teleport-like power so you can move short distances in great bursts of speed that only appear to be teleports.

    And before the twenty players who use teleport flip out, I'd add to that set too. I'd add a power or two to the set. One that allows you to teleport to anywhere on the map, and another that allows you to teleport to missions - obviously these powers would be upper teir and have long recharges.
  9. Quote:
    Originally Posted by IanTheM1 View Post
    Except for that part where that was never what was said concerning Power Customization.
    Sure they did. They said it was 'essentially impossible' because it would require too much work, but obviously it wasn't impossible. I believe the same can be said about increasing flight speed in some way, which is why no dev has said it is 'truly' impossible, and instead insinuated 'essentially' as you pointed out (oh wait the devs didn't actually say that, you did right?). Why? Because it's problematic and difficult, but not impossible.
  10. You chose a great combo, imo. I got one that's soloed a ton of av's without insps and is also decent on teams. Ridiculously survivable in a wide range of situations thanks to layered defenses.

    Obviously, you're going to use divine avalanche to get capped melee/lethal defense. I'd suggest squeezing another lotg in there (def) so you can get to softcap easier. Mine is close with one application (around 40%), and way over with 2 in case I'm dealing with lots of def debuffs. But even when your defense gets knocked off with debuffs, you've got resists and crazy regen to keep you alive, and if that fails, hit your tier nine.

    Speaking of which, strength of will is a nice tier nine. Why? No doom crash. You only lose half your end. Like I said, its great to use when all else fails, or if you're low on end and don't have any blues, because it's also got plus recovery. You can also pop it anytime, my kat/wp has survived ghost widows hold thanks to this power.

    Back to defense - build as close to softcap for en/ne and f/c, and if you have to choose between the two, I'd suggest en/ne. Blessing of the Zephyrs aren't that great for en/d and f/c, and they're going to be even worse with the upcoming nerf, so I wouldn't waste slots on them. Get the 3% to all steadfast unique obviously. Aegis are nice for resist toggles, five slot em for nice f/c defense, even 3 gives a nice bonus. I used 3 eradications in pbaoe's for a nice en/ne def bonus, while 4 gives you a nice hp boost as well.

    After that build for hp and regeneration. The more hp you have, the more benefits you get from the sets great regen, and the harder you are to kill. Numinas are great in your health powers, and luck of the gamblers are great in your def powers.

    You were worried about recharge, but you don't need much recharge for this combo. You're going to be using gc and da a lot and they both have really low recharge already. Your secondary doesn't need any recharge, the only power that recharges, sow, isn't affected by rech buffs.

    In terms of endurance, I use maneuvers on top of the wp toggles, and tough/weave, and quick recovery and stamina are enough to never have end problems outside of really long av fights. During long av fights, I actually use sow to recover end, and by the time it crashes, i'm back to full so I drop back down to half, and its recharged before I'm out of end if I need to use it again. But I built this toon before physical perfection was out, and that power does seem to be a good one for wp, so if I revisit that toons build I'd look at fitting it in somehow.

    As far as travel powers go, most people seem to get by ok with just ninja run and all the temp powers you can get. But I like to have at least on real travel power in all my builds, and it's usually super jump. And combat jumping is a nice power to add some end light defense and carry a lotg plus rech and/or kismet acc.
  11. Quote:
    Originally Posted by Madam_Enigma View Post
    Depends on the patron pool. Ghost widow and Mako teach you new abilities. As does Scorrio (or however it's spelled). Black Scorpion however gives you an Arachnos Mace and teaches you how to use it. Maybe it could be explained that if you become a hero, your not given access to recharge sessions and more grenades for the mace?

    Other pools I don't know for.

    Yeah, my point was that it could be explained and/or done either way really (though heroes going bad losing their epic abilities would be stretching it, imo), but that I hope you have an option to keep what you have if you already have it.
  12. Quote:
    Originally Posted by IanTheM1 View Post
    Pointless, and essentially impossible. Fly itself already caps fly speed easily enough that making a "faster fly" would be redundant. Upping the flight cap won't happen either, due to balance and/or performance concerns.
    Oooo a dev response, lol. Well you guys said it was 'essentially impossible' to allow us to choose the color of our powers too.
  13. Quote:
    Originally Posted by Hazygreys View Post
    switching from hero side to vill side it would make sense to keep epics, but I dont see patrons being too happy about their brute switching sides

    There's plenty of ways to explain it away (or not I guess). Do the patrons give you these powers or teach you them? If they give them to you with a string attached, how do they take them away? I know I used my patron powers while I was betraying ghost widow, hell I even used them against her, why didn't she yank them right then, lol?
  14. Quote:
    Originally Posted by MTS__ View Post
    Economics 101 time. Marketeers don't make everything overpriced. Buyers, inflation, and the lack of influence sinks makes things expensive. When people have billions of influence and nothing better to spend it on, they can and will spend hundreds of millions (or more!) to be first in line for purple or pvp recipe drops.

    If you put a 100m limit on purple recipes, here's what it will look like:

    Ragnarok: Dam/Rech/Acc
    0 for sale
    1217 bidding
    Last 5 transactions:
    100,000,000
    100,000,000
    100,000,000
    100,000,000
    100,000,000

    Want one? Well, put in your bid for 100m, and see you in a couple months...

    The only way to lower prices on rare items are:

    1. Increase drop rates. Of course, that makes them not really rare anymore, so I don't think the devs want to do this.
    2. Add influence sinks to reduce the ever-growing amount of money in the system. Something that you either have to regularly spend inf on, or want to spend it on. Cool costume parts or temp powers that you unlock by dropping gobs of inf on them. An inf penalty for dying (a la "repair" costs, maybe for high-end IOs only). Increase crafting costs. Maybe let you buy a respec for 100m inf.

    Increasing the market cut doesn't really work, because that will just drive more people to private trades, especially with email in I17.
    I think they could increase the drop rates of many things by a lot, and they'd still be pretty rare. When some recipes/io's start costing 500 million or more, imo, that's an indicator that it's too damn rare. No need for anything other than better drop rates, especially on teams. Last nite I ran a bunch of lvl 50 missions and got one recipe drop in 2-3 hours. One. If I want shinies, this game is creating incentive for me NOT to team. In an mmo. Increased drop rates is the answer, especially on teams, plain and simple.
  15. Group Fly - luckily nobody takes it, but even on the rare occasion someone does, it pisses me off when I start randomly flying. Swap this turd out for hyper-flight, a faster fly with very high end cost.

    Ghost Slaying Axe - wtf, isn't this kinda overly specific, especially when the other choice is the multi-purpose sands of mu? Change the name to axe of badassedry, improve it's stats, and actually give people a choosable alternative to sands of mu.
  16. Quote:
    Originally Posted by Arcanaville View Post
    There is exactly zero public knowledge available for any MMO that Paragon Studios is working on besides City of Heroes/City of Villains. There is only some speculation by observant players that some of the personnel shuffling that has happened in the past several months may be a reflection of people being moved to areas of responsibility for some other project or to oversee multiple projects. Beyond that, CoH2 could be City of Hydrogen for all we know.
    Unlikely, as there is a 2 in the name, and they currently don't have a City of Hydrogen in play...
  17. Quote:
    Originally Posted by Arcanaville View Post
    You can exercise your creative juices supporting the existing game, and retrofitting improvements to it, from a development standpoint. From a publishing standpoint, I believe the point to a fork is for the fork to leave the baggage of the past behind, and launch a game with that new car smell.

    I don't think getting a jump start should be considered in the same vein as transferring powerful characters from one game to the other. Both City of Heroes and City of Villains had a couple of days of head start. But you still started from scratch. Allowing people to transfer CoH1 characters into CoH2 would be like allowing people to keep beta characters into launch. I don't know of any MMO that allowed that to happen. The beta wipe is, I think, the ultimate expression of the principle that at launch everyone starts the same, and it appears to be (small pre-order perks aside) an absolute of MMO launch philosophy.

    Your advanced level argument has merit, but the idea that every mmo needs to follow what every other mmo had done doesn't. If your old game is successful and still has loyal customers in it, it's definitely not a good idea to 'leave the baggage of the past behind'. I'd say it would be a better idea to bring your loyal customers with you by offering an opportunity to transfer their toons in some manner, even if no other mmo has done it before. CO followed mmo convention and look how well that turned out, lol.
  18. Quote:
    Originally Posted by Arcanaville View Post
    Never going to happen. The whole point of making a new game would be to in effect start from scratch. You want to be able to market the game as a totally fresh start. No one has an advantage over any others. Everyone gets to start clean. You have a chance to get in on the ground floor. There's no (or as little as possible) pre-established social or gameplay conventions. This is so important to a new game launch that I think the powerleveling issue is not even on the radar compared to this one.
    I can see your argument for not allowing a full transfer (ie advanced levels), but again, I wasn't arguing that is what 'had' to happen.

    Quote:
    And I can imagine NCSoft allowing CoH1 players to preorder and recreate their characters from scratch during a headstart period. I could even imagine NCSoft making a tool that would convert saved CoH1 costume files into CoH2 costume files.
    That would be a transfer 'in some fashion' and would certainly work for me. Starting off with a strong customer base by showing loyalty to past and current customers would be a pretty nice advantage for a new game, especially when there might be several genre competitors by then.
  19. Quote:
    Originally Posted by Person34 View Post
    There's no way they are going to consider this. Just no way. Logic wouldn't justify allowing 75% of a new game's content (and that is what this will be, an entirely new game) to become trivialized by allowing folks to xfer over their top toons from the previous MMORPG.
    Again, just because a player could transfer a toon into a new game doesn't trivialize the content. If that were the case players would leave this game after hitting fifty, right? Yet despite countless players having multiple fifties, all the content seems to still get play, just as it would in the new game, even if toons were transfered over.

    Quote:
    I undertand folks are attached to their toons but this will be a seperate game and not an extention of the original CoX like GR is.
    All we know for sure is that they've secured the rights to the name 'City of Heroes 2', lol. A CoH2 could possibly be a replacement for CoH with advanced graphics and game engine.

    Quote:
    The reason I say this is I've seen how Sony handled EQ and EQ2. Two games with similiar names and themes, yet EQ2 has a superior graphics engine, some different races and content... it's a whole different animal. What was nice though is Sony didn't phase out the original EQ and force folks to move to EQ2, they are both supported to this day and continue to get content upgrades.
    OK, I just don't see the advantage of having two of what is basically the same game. That certainly doesn't mean allowing transfers would not or could not work though.

    Quote:
    This is all based on speculation of course as they have announced -nothing- but I just can not see them allowing for toon xfers between two seperate games, regardless of the similarities between them.

    Edit: Lol Niteshade beat me to it!
    Yep, we're just speculating and stating what we'd like to see. Opinions vary.
  20. Quote:
    Originally Posted by Niteshade View Post
    I think it would be a bad idea to allow transfers of current chars or even be granted a cushioned lvl (as someone suggested lvl 12). It would be a whole new ball game and many things will have certainly changed. As someone else mentioned, you don't seriously think that they would let you bypass content in a completely NEW game do you? Especially an MMO??? And why would you even want to? Imagine loading up your game, selecting your lvl 50 transfer and then - what? You don't know what has changed, how you got there or what the hell you need to do!

    just a bad idea all around imo.
    That's why I stated the ability to tranfer toons 'in some manner'...

    Obviously how this would best be accomplished would be dependent on what has changed and how much has changed. Of course I also continued by stating that a complete remake might no be the best idea imo anyway. But even if it was a 'brand new ballgame', what player is going to 'bypass' all the new content just because he or she was able to transfer a toon in, even at an advanced level?
  21. Not sure how I feel about this rumor. If a fifty switches side, he basically has to reroll his powers? How/why did he forget/lose some of his powers? Hopefully fifties get an option here if this rumor is true.
  22. Tough and Weave need to be slotted better. If you run those toggles, and you should, you're going to burn through end like crazy. And two defense IO's in combat jumping doesn't make sense when you only have two slots in weave.

    I'm guessing you're only using the botz kb resists to get the aoe bonus, but with the coming nerf, you're wasting those slots for tiny bonuses that could be better used elsewhere, like in tough and weave.
  23. Quote:
    Originally Posted by Siolfir View Post
    I'm pretty sure he said that a contributing factor to getting it pushed through was comments on the forums about problems by not taking EM, which pretty much only happened in PvP-related issues.

    It wasn't the only concern - and that was also in the post. But PvP definately factored in, if only by spawning those comments.
    Exactly, and if I recall correctly, it was the dev responsible for the change who specifically mentioned all the posts laughing at those who didn't take em, which again, were posts pertaining to pvp. Nobody would laugh for not taking em in pve. So for anybody to claim EM"s pvp superiority played no part in the change simply doesn't follow logic. That's not to say it was the only reason, but it was a sizeable one, especially when the dev specifically mentions it.
  24. Cyber_naut

    CoH2 registered?

    Quote:
    Originally Posted by Haggard4Life View Post
    I feel pretty "meh" about the idea of a City of Heroes 2. Mostly my apathy comes from the fact that, if it ever does become a reality, I most likely won't be able to play it because of the graphics. There's a very annoying push in the gaming industry that all new games have to have the best graphics... graphics so good only about 10 computers in the world can play it. I haven't gotten to play a new PC game in years because of that push.

    So I'll happily be sticking with CoH because I can still play it on my laptop.
    I keep hearing these same concerns, but relax. Look how long it's taking to get GR (or even new issues) out. They just registered the name, so if they are doing a coh2, by the time it's released, computers themselves might have been replaced with some new technology, lol.

    If they do make a coh2, they'd be nuts not to have some way for current coh players to be able to transfer toons over and convert them to the new system. That would give them a solid starting customer base, and they'd bleed less customers than if its an entirely new game with zero carry over.

    Uber made a good point though. New does not necessarily mean better. I assumed CO would be better than COH, only to find that not only was it not better, it wasn't even it's equal, despite being brand new, despite having all the advantages of newer tech, and despite having the advantages of using COH as a test run by the developers who made CO.

    The fact is, if something is successful, there really is no need to completely reinvent it. But sometimes creators want to perfect their art, and end up ruining what already worked. The best thing the devs could do for this game, imo, is add to it and improve it, rather than recreate it.
  25. Well if they are in fact making a coh2, it would be a really, really, really good idea to figure out some way for existing customers to transfer their characters to the new game in some manner.