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While I certainly wouldn't mind this, and I do think that it would help with communication with the Devs, I do have one, small problem with it. Now, please take this as a criticism that would hopefully allow us to make the idea better in the end, and not as a dismissal of the entire idea.
But what happens if, after being voted in as a correspondent, the person takes off for a year? I'm not saying that many would do this, but it could happen. Would there be a way to re-elect the position? I mean, if the AC goes missing after 6 months serving wonderfully at their post, what happens?
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Again, since we are only discussing a suggestion, allow me to suggest another one.
The way we handled this is manyfold. First, the player base is naturally going to nominate someone they feel comfortable in fulfilling the position.
Naturally, people that post often, are accurate and respectful, and otherwise knowledgable about their ATs respective issues and concerns, will be highly nominated by their fellow players.
By definition, these posters/players will be in a position to disclose wether they even want the position, or in fact if they can manage it. Again, we're not forcing it on anyone. But with the issue you raised, the person in the position needs to be responsible for it.
The way we handled this in SWG was very simple and straightforward. The Correspondent simply informed the Community Relations department of any absences or intentions to quit/leave the game, or to vacate their position as correspondent.
Since the ultimate decision is left up the the Development staff and administration element, they could simply select an interim person to fill the position.
Actually, quite easily I can think of several ways to address this problem.
Special election.
Go with the runner up.
New nominations.
Ask for volunteers.
etc, etc.
Its not so much of a problem in my mind because I can think of many possible and immediate solutions. However, that does not precipitate that it won't, or will in fact happen. I have seen it happen before, and it was dealt with.
Not everything happens overnight of course, and people would need to remain patient while the position was filled by a immediate and unexpected vacancy, but I don't see it as crippling the system.
Again, there are many possible solutions, and I would think it best left to the actual staff of NCSoft to come up with a solution that best serves their needs, as well as the needs of the player base. -
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I must admit I have never cared to have one player set in a position of even modest authority over other players, or given the role of intermediary/filter/gatekeeper who decides what is and is not presented to the vendor.
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I would humbly recommend that you reread the entire post. At no point were the words, intermediary/filter/gatekeeper, or any other such suggestion even remotely alluding to the idea of 'power' or 'authority' used, or in fact typed to imply.
I did however use the words: liaison, go-between, organizer, and spokesperson.
The position, as I have seen it first hand, would be more of a job you 'wouldn't' want to have.
It would require a lot of work. A lot of time. A lot of effort, and a lot of, much like I've already seen, unappreciated patience and resolve.
The position would be largely an organizational one. There is no 'authority' in the position as I've suggested it. You couldn't even imagine any into it, because the fact that it would only exist as a duty, on the forums, or perhaps in other venues, would preclude far too much transparency for there to be anything remotely 'abusable'.
Cynicism aside, I fail to see any reasonable objection to the suggestion based off of a baseless fear that creating such a position would allow one player to exert undue 'authority' over another.
We're not talking about electing a representative to make laws, as much as we are talking about nominating someone who can, and would want to, shoulder the burden of being a workhouse on the forums, and a passionate advocate for their chosen favorite archetype.
Much like people already do within the various AT forums, and in the guides section, this would simply be a way to ensure that every player who wishes to be heard, could be, and in an organized manner, without having their concerns buried under a mountain of confusing and jumbled posts.
Personally, I have no problem with that. -
[u]Archetype Correspondents[u]
First, let me begin by saying that this is simply a suggestion. This thread is not a call for votes or support. With that being said, here is my suggestion:
I would like to see a group of positions created by the Community Relations director for NCSoft, and the City of Heroes/Villains official forums. The positions created would be filled by an elected player, chosen annually, to be nominated (and in reality voted upon the player base) by the players, with the ultimate approval and confirmation of such nominee being decided by the Community Relations Department or perhaps the developers themselves. The positions would be for Archetype Correspondents.
Now, what does the term Archetype Correspondent mean? What do they do? What purpose would all this serve?
<ul type="square">[*]One: an Archetype Correspondent, or AC, would act as a sort of go-between or liaison between the developers of the game, and the player base. An AC would be responsible for bringing and organizing top-issues, concerns, suggestions, and ideas to the developers, and from the developers to the player base. They would act as a sort of advocate for their particular Archetype. They would represent the wishes and ideas of the player base. They would also assist the developers in better communicating with the player base on issues of importance, or forthcoming concern.
[*]Two: the Archetype Correspondents would represent their particular forum and chosen archetype with professionalism, good communication skills, and positive and constructive discourse. They would compile a list of player issues on the forums. They would keep track of potential bugs within their chosen archetype, and bring these forward to the developers within an organized and efficient manner. They would compile a list of Top 5 issues (or something similar) that would represent the majority of their Archetypes player base and submit these bi-annually (or something similar) to the development team for review. Most importantly, they would act as an informed, concerned, and mature outlet for not only player concerns, but developer concerns as well. Imagine the Archetype Correspondent as a translator, and simultaneously, a representative diplomat.
[*]Three: The purpose that would be served by implementing the idea of creating an Archetype Correspondent, is an overriding need and desire for better and more frequent communication. Communication is vitally important in the world of MMORPGs. In fact, it is the medium by which all ideas, problems, praise, and feelings are transmitted. The ACs would simultaneously work to represent the player base to the best of their abilities, and to make things much more enjoyable for everyone. The Developers would be unburdened with having to sift through the entire forums to discover problems. Now they would have problems or concerns submitted to them in an organized means. It would not only facilitate communication, but it would better the existing communication lines now in use. It would also give outlet to those customers (the players) who have legitimate concerns or desires. Conversely, it would also help eliminate redundant or unreasonable concerns from overshadowing legitimate ones. There are many many positive benefits that I can see (and have seen in other climates) resulting from such a decision to implement a position like this one.[/list]
Therefore: I think it would be an excellent idea to create player Archetype Correspondent positions.
How to go about this? This would just be my suggestion.
First, a bit of background:
[u]The history behind the suggestion.[u]
Or: it worked then and there, why not now and here?
Since this idea is not something brand new to me, or possibly to others, let me give you some background on where this idea was started, why, and what it resolved and how. The idea actually came to me from something I carried with me to this game from the MMO I played just before I started playing City of Villains when it went into its beta trials in 2005. That other MMO was Star Wars Galaxies by SOE. In that game, instead of archetypes, there were professions, and on the official forums, each profession had a correspondent that filled the role as I have already briefly described it. The position was created, because and out of the desire to streamline and provide outlets for communication on the official forums.
This served several purposes, and the positions created had many benefits, of both primary and secondary effect. It gave a sense of purpose to the player base and at the same time gave them a sense of immersion and enjoyment in being able to directly contribute to the future of the game they paid to play. It gave players a measure of comfort and satisfaction to know that their concerns and ideas were being addressed in an organized and efficient manner. It also helped the developers of the game in numerous ways: perhaps the most important way ended up being that it brought focus and clarity to often confusing and tumultuous proceedings. (Whereas before, developers had to constantly feel like they were required or mandated by the players to pour over every forum post in order to understand their customers better. Not only was this an unrealistic request, but a toothless ultimatum at times.)
Believe it or not, creating the position also alleviated a burden on their customer service department. Little secondary benefits, and changes (all of which were positive) like these, were simply bonus positive benefits that came about as a direct result of creating the positions and filling them with knowledgeable, respectful, mature, and helpful players. Nothing negative ever came from creating player correspondents, as far as I was ever aware.
So, from this experience, I took something with me and now I find myself wondering why such a position doesnt, or more to the point, hasnt been implemented for this game, and its creators and players.
In this thread I would like to discuss this suggestion more. I would also like to encourage each of you to review my suggestions, feel free to make your own, or ask any questions you may have concerning my suggestion or anything I have written about here.
[u]The Specifics[u]
Or: The way it worked, and could work again.
Lets assume for a minute that my suggestion isnt so much of a suggestion at all, but rather a trip down memory lane for me, and a interesting story for you. For those of you who have prior experience with SWG, this is also more of a trip down memory lane.
Once upon a time, A friend of mine named Wes, was a Calamarian named Felton Kel. Felton Kel was a Weapon-smith. He was also a two year running Weaponsmith Correspondent. Now, why was he a Correspondent? Because he was passionate about the game he played, passionate about the profession he had chosen, but even more importantly, because he was passionate about helping people and helping them have fun along the way. This is what Felton Kel did as a Weapon-smith Correspondent:
He organized a topic in the Weapon-smith forums called State of the Smithy. In this thread he asked people to post their top 5 concerns, gripes, complaints, wishes, wants, or musings about the Weapon-smith profession. After he had given people about a month to do this, he had one of the forum moderators sticky the post, and he reviewed the entire thread. He single-handedly (or finnededly?) sorted through the entire 176 pages of the topic and labored for weeks to compile a list of the top 5 issues of his fellow players. Once he had done this, he posted his results.
Then, at the annual meeting of the Correspondents and the head honchos over at SOE, he submitted these top 5 issues along with his other fellow Correspondents. Much was discussed during the meeting, and much was promised or disavowed. Meeting over, Felton Kel returned to the boards and communicated to the player base any positive answers that he was allowed to take back to his fellow players. No promises were made, but just the knowledge that someone was listening, and taking action, was enough for most. Things went well.
Then a few months after, the correspondents were invited to a Developer Sandbox. This was a very special honor. The correspondents were invited to preview the newest issue of the game before any other player had even seen it. Because these individuals had the interests of their fellow players at heart, and were intimately familiar with their professions and their unique concerns, each correspondent was uniquely qualified to give the developers powerful and immediate feedback in the sandbox alpha for the upcoming issue. The result was a resounding success.
Not only were the developers better able to work on important issues, but now that sorting through the clutter had been reduced for them, and brought to their attention by the Correspondents, they could concentrate on fixing and changing the things that people really did want to see. The majority of the player base rejoiced in the new changes for the most part. Of course, as with life, there were some sour apples, but at least most players thought, along with the developers, that good things had happened.
Everyone won out in the end.
The developers were hailed as genuinely concerned, in touch with their players, and as virtual heroes for faithfully addressing their concerns and implementing much needed change. The players were happy, and the developers were happy for them.
So ends the story.
[u] What I feel the implementation of this suggestion could spell for City of Heroes/Villains?[u]
Lots of good things.
In summary:
<ul type="square">[*] 1. It would enable better communication and allow an organized system of communication to freely and discreetly address player issues and concerns, in a way that would better serve the players, and the developers.[*]2. It would alleviate the burden on the developers from having to sift through the entire forums when they wanted to address or discuss problems or issues.[*]3. It would provide both developers and players with an organized method of discussion. Much like the Developers Digest highlights the developers feelings and thoughts on the state of the game, the Correspondents Digest could present an organized, well written and communicated, method of doing the same for the players.[*]4. It would provide an outlet to the players for discussing the game play they are most concerned about while remaining constructive, respectful, and effectual.[*]5. It would help address issues as they relate to the agreed upon importance. This would allow more important issues to be decided upon by consensus, and though such decision would not ultimately satisfy everyone, it would be definition be democratic, and fair to all parties and all ideas.[*]6. It would allow the player base to feel empowered and to feel as if they were directly contributing to the future success of the game.[*]7. It would improve customer and community relations. Potentially such discussions, easily referenced, would also alleviate some customer service issues from occurring, thus saving all parties not only time, but resources.[*]8. Creating Correspondents would increase participation in the discussion process and planning process of the game. Players would be afforded the opportunity to involve themselves in a meaningful way while discussing issues, instead of discussion for discussions sake.[*]9. It would significantly reduce forum clutter. Every day there are new threads with not so new suggestions. Creating centralized and prominent topics for such discussion at designated times would not only reduce clutter, but facilitate less forum maintenance. Again, this would save time and resources for all parties.[*]10. Last, but certainly not least, this would provide the developers with a development tool that is frequently sought out by successful perpetual game designers, but often barely glimpsed. Real time qualitative feedback and QA. Now, not only would closed beta testing be an option, but more importantly, dedicated player testers with defined testing parameters and areas of focus/concern could provide instant and qualitative feedback to the developers with discreet, specific, and highly developed observation and testing methods. Data and feedback on existing and new bugs/problems could be delivered within every new issue, as well as before implementing target changes or fixes. [/list]
In closing, I encourage all of you to review my suggestion and make this topic a place to air your own suggestions, support, concerns, and questions with regards to the idea of Implementing Player Archetype Correspondents.
Thanks for reading. -
I'm not too terribly wowed or meh'd by it all. Fairly average.
The brute forums pretty much had dual blades pegged as a long bladed saber/scimitar style sword.
I'd say we were pretty close to the mark. All in all, from a purely real world standpoint, the swords are way too long to be effective offensively without being a massive individual.
Here's hoping that the sword's sizes will scale properly with just more than the body type (Huge/athletic/tiny/male/Female). -
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*yawn*
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Knock that off, you're making me sleepy!
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I'm surprised anyone is surprised by this. I'll also be surprised when you guys are surprised when the devs run a script that sets all the level 51, 52, and 53 HOs to level 50.
I'm really surprised that I'm still surprised by all of your surprise at painfully obvious things though.
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That's not surprising. -
Nukes are kinda overated anyways. I did a raid with Daikon and a few of the Misfits recently that was the hallmark of efficiency. The final AVs dropped in 47 seconds. (and yes I always start a timer at the time of attack bevause it helps me keep track of buffs.)
All that, without any nukes whatsoever. We did have 6 corruptors, all of them with vengence however, and I suppose the 8 shivans helped a bit...but still. Nukes are never necessary, they just are another part of the RSF equation that can speed up the process.
I am fine with the fix of the exploit. I've never done it, and do not feel that I need to level 52 Hamis which provide any of my toons with an additional 1.5% something to feel "maxed" out. I'm not bitter or jealous, but it's just not my cup of tea. Just like spamming a /stuck macro to avoid being teleported in PvP isn't my cup of tea, yet I know many who drink heartily from that cup.
On another note, While I appreciate that heroes have gotten an RSF equivalent, I also would be slightly disengenuous if I said that I think the devs have made anything more equal.
If anything, the RSF is a broken, laughable comparison to the STF. The Statesman Task force is like a polished Mirror, of course the developers admited to having learned from their mistakes with the RSF in creating the hero version. My only point of contention is thus. If they admit to making the RSF mistake riddled and prone to AT exclusion, amidst other glaring problems, when (not if) are they planning on correcting those self-admitted mistakes?
My heroes are rejoicing at the news of the Statesman Task Force, but don't get me wrong, the RSF needs to be brought up to parity with the STF as soon as its feasible. Scratch that, it needs to be done before the developers see it as feasible, it needs to be done about a year ahead of that. In non-dev chronology, that means within the next 2 issues. Preferably in I10. -
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I can't speak to SHOEs directly, but I can tell you that based on many hero-side Hamidon raids your relative values are a bit out of whack. You've ignored part of one of the basic laws of economics, the demand half of supply and demand.
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If you can't speak for SHOE's, then why did you post all that Hero side economy argumentation in a post about villain side enhancements?
The glaring problem with your post, is that you are ignoring the "Supply" side of the equation with SHOE's. Of course there will always be a demand, but villain side, where you have to complete a ridiculously hard TF with 8 players which can take anywhere between an hour to 3 hours to complete, supply becomes the single largest limiting factor with price of SHOEs...not demand.
The demand is through the roof because supply is very limited and only fairly recently implemented in comparison with Hero implementation time frame. If everything is in High demand, then the scaling of the potential prices will remain fairly similar, but the overall values will double or triple compared with Hero side equivalents because the supply can't currently meet the demand.
Of course, all this will likely be moot with the release of Issue 9 as having two methods of gaining HO's or SHO's will be available and will likely increase potential supply, and lower demand over a very long period. We also don't know enough about the changes being made to the hamidon encounter to know if it is going to be made easier or harder, relatively speaking.
My thinking is, just save your money and your SHOE's. Whether Issue 9 creates a sellers or buyers market for them is anyones guess, and it can easily go either way. -
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Hey Castle, is there any chance we could also get an animation speed enhancement made to Regen/Reconstruction? PWEEEEZ?
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The phrase quit while you're ahead comes to mind...
(*Pssst* this is the one issue where regen didn't get a nerf...don't jinx it by asking for a buff! lol*) -
Always a pleasure to see your name in a thread with good news Castle. The animation fix will 'really' help. I PvP with a few /FA Brutes and this fix will heavily impact the effectiveness of Healing flames in the middle of a combat.
No longer will I use my heal and have to sit and watch as my opponent basically nullifies it as I am forced to watch and do nothing because of the animation inaction.
As far as the 25% heal vice 17% heal being a balance issue, I agree, it clearly is. Simply, it needs to be raised to the same level of every other self heal. The fact that it provides toxic resists in a click form is not sufficient enough of a boon to keep it at 17%. Dull pain by comparison provides so much more mitigation, it isn't really even a valid comparison.
For the sake of balance, HF needs its increment bumped to 25%. I'm sure that it's plain enough to see, that no huge debate will be neccessary, and a forthcoming "buff" to the power will be in the works shortly.
Again, thank you for your constant work on behalf of the players. We really do appreciate every bit of work you do for the community. -
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Heck I'd even take option #3.... just make consume do more damage.
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I guess, but still the recharge time of 180 seconds base pretty much limits its potential out of the box as a damage dealing AoE. If the goal is to make the sets more of a trade-off and more balanced, removing some of the uniqueness in powers must come of the deal in the effort to achieve overall sameness. What ends up upsetting most people, is that certain thematics must give a little ground to this overall balance, and I think that is the real reason why some sets just exist; to appease those who only play a power-set for it's theme. Those on the Virtue server come to mind. (before I allienate an entire server, let me add that I have a few toons on virtue, thanks.) Thematically, I'm not sure how burning things would give you back endurance at all, but hey. The devs made that call, not I.
We're just simple Brutes, what do we know? All this talk of balance makes our smallish brains with our sloping foreheads hurt anyways.
SMASH!! -
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with the fury and the build up it actually does useful levels of damage, considering its a big PBAOE... i dont think its worth three times the recharge, but still.
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You're right, with Fury it still does about the same damage as Brawl would, but in a 20 foot PBAoE. I'd gladly sacrifice some range for the auto-hit and end drain as well. Still, it's an AoE Brawl...I mean... man that's some low damage. Would that even one shot a -30 lvl difference group of mobs? Say a level 40 Consume against a group of level 10 minions? it might, barely I suppose...
A 20 foot endurance drain that was auto-hit, could be a tad bit too much, especially if it also dealt damage. However keeping the recharge so high would prevent blatant over-powered-ness.
Then again, this is /FA we're talking about. That might be just enough to get people to actually use it more. Who knows. -
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both of them require a tohit check. dark consumption is like 8 feet radius and does moderate neg energy damage. consumption is 20 feet and does minor fire damage.
the problem is they are on 3 minute recharges
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My goal in bringing up Dark consumption was to note that it is the ONLY attack(non-defense) based power "anyone" has access to that does damage while giving back endurance. No other power from any other primary or secondary in any set available to any AT does that, other than consume. Any other power that effects endurance for a player, such as the upcoming Electric Melee for Brutes, drains endurance.
Consume, is exactly like dark consumption. It is unlike any other of the Defensive based endurance management tools. Whether it's an Ice tanker's Energy Absorption, or an EA brutes Energy Drain, or the upcoming /ELA brute's power sink. None of those powers require a "to-hit" check. And each of them "drain endurance." This is far more preferable to dealing the absolutely meaningless brawl level damage that consume does. (1.111 BI)
I'm not saying make consume drain endurance, what I am saying, is that instead of making it similar to Dark Consumption in that it requires a "to hit" check, make it auto hit like every other secondary Brute Endurance management power. It is a secondary Brute power after all. Dark Melee should be the exception. As it stands there is more of a direct comparison between DC and consume, than consume and Power sink, or energy drain.
Since the overall goal is to bring FA to the same levels as the other secondaries, it seems only fitting to make consume follow these other defensive power-sets methodology when it comes to endurance management powers.
If the devs really wanted to totally redeem themselves, then they could make it drain endurance as well, I wouldn't be mad at them for it, but hey...I'd settle for the auto hit, or the endurance drain - take your pick - one or the other would make me happy. Both would require me to wake up and realize i'm dreaming again, I 'm already aware of that pitfall. -
"Uh, everything's under control. Situation normal."
"Uh, we had a slight communication malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?"
*winces* -
Without being long-winded...
It wasn't my intent nor aim to attack your post. If you took it to mean that, then I appologize for any miscommunication on my part, and simply ask that you take a moment to calm down and reconsider having any kind of emotional reaction to anything or anyone on these forums. That said, I just don't find it constructive to go around stating the obvious, without some kind of qualification to the premise. The developers have also shown they could care less about common opinion. I was merely pointing that out, not that I felt a need to mind you, but just out of general principle.
If you're point to this thread was to get developer attention, as I figured it was by the title, then just saying: "Hey it's broke, everyone agrees, please fix it." is frankly - and I do mean this in a nice way - a waste of effort and the tiny bit of time put into making it. No offense. I only added what I did to lend some constructiveness; nothing more, nothing less.
I assure you I wasn't being snooty, and I would hate to have to prove it to you, so let's just leave it at that, shall we?
*editted to add* And as to your thinking that the developers know the nuance of every problem enough to take care of it on their own? Sorry, but that just isn't the reality of the game. Frequently, the devs have been totally ignorant of issues or problems until the player base has brought it to their attention. Castle is a bit more knowledgeable about these types of things, but that's just him. Honestly, I'm not too sure about some of the other "creative" higher-ups... -
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/signed.
HF should be 25% heal with a 1-2 second activation.
Not a 17% heal with a 4 second activation.
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/agreed
Fix the Tanker version as well
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If the tanker version has the same bug, then that goes without saying. What's good for the goose is good for the gander. -
While I agree with some of what you are saying, it's a tangent best left for a whole new thread. Basically what I'm saying is, don't get me started on /EA...
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The "post heal" inanimation REALLY chaps my hide.
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Along with every other player to ever have taken the power, including me.
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It doesn't look like you are going to give Brutes a Regen secondary. Most people seem to agree that Fiery Aura is sub-par in both the PvE and PvP departments. So please fix it!
My suggestion is to make Healing Flame at least as good as Reconstruction. I mean FA has a self heal and people with it still take Aid Self
And why do I care? Why not just choose a different Brute secondary you ask? Beacause Fire Shield and all the rest of it look so damn cool! Please don't let such a badass looking power set sit on the back burner any longer (pun intended.) Give FA a boost!
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Although I support your premise, asserting that valid reasoning to change it is supported merely by everyone thinking it needs fixing isn't the best supportive argument to be made. (thats a lot of supporting)
If things got fixed on the basis of consentual agreement, the game would be a lot more worse off than it already is. I agree that HF, and in whole the entire /FA set needs some tweaking, but there are many well documented and supported reasons to be found in previous well discussed and mulled over posts.
HF needs fixed because it is bugged, plain and simple. Castle has stated that fact on this forum and I think he's confirmed it in a PM to another poster, whose name happens to slip my mind at the moment. I also think Temperature protections values should be reversed - the higher resist number being applied to Cold damage instead of Fire. This would bring Fires cold resistance up above the 25% mark and make it more viable - as a whole.
I also think that Consume should be auto-hit, just like every other defensive based endurance recovery/drain power. Dark consumption from the Dark Melee set requires accuracy, and this makes sense, as it is in an offensive Primary power-set. Why consume requires a "to-hit check" when energy drain from the EA set does not, is beyong me. This further penalizes the power-set for no obvious reasoning, at least as far as I can tell. Since Fiery embrace does not buff accuracy at all, that cannot be a caveat that would make it too powerful...the damage from consume is less than 1 BI, and it technically doesn't "Drain" endurance. Making it auto-hit would be a boost that would help FA while not making it dispropotionally over-powered, at least comparatively speaking.
I also think that making all of FA's defensive toggles have a rooting animation is also, comparitively speaking, unbalanced. One or two is fine if you have many to run, but not all of them should root a player. Combined with the fact that most if not all players take combat jumping and aacrobatics to cover the lack of knockback and ready immobilization protection (sans Burn), this further penalizes FA because Acrobatics roots as well. Throw in tough, and it takes approximately 8.5 seconds to retoggle every shield you have, and you can't move at all while doing so. Either Fire shield or Plasma shield needs the rooting effect removed. Of course, that is only wishful thinking, and actually one of the lesser gripes with the set, but still it is a valid one in my estimation.
Power of the Pheonix either needs a stronger disorient magnitude, or it needs a built in minor-detoggle chance exactly like soul transfer benefits from. Soul Transfer isn't scorned as much as Rise of the Pheonix because as a Rez, not only do you come back FULLY healed, but you also detoggle just about everything and anyone around you. The detoggle is so strong, even Granite armor can be dropped by it. Id prefer that the disorient magnitude be raised to possibly threaten melee types with Status protection toggles on, as I think the Detoggle mechanic as a whole is a bad idea and apparently the Developers agree with that premise, but attached to a ressurection power, I wouldn't complain nor do I think many would. They did have to die in order to use it. Not much you moan about there.
Those are some things I think could be tweaked with FA to make it very comparable to other defensive power-sets without making it unbalanced.
Simply saying it needs fixing because everyone thinks that it does just doesn't cut it for me. Sorry. -
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For everyone who is on the anti-leaping pool rant, you can also choose what I am going to...teleportation + hover. Same number of power selections, more mobile and less endurance over all during combat. Coupled with the Lightning Rod, teleportation almost seems purfect for the elec/elec brute. Teleport in, fight, teleport away, aidself, lightning rod back. The way I see it you have the ability to select 6 powers from primary...including 5 attacks and buildup and 6 powers from secondary...including 3 shields, lightning reflexes, endurance drain and godmode. That leaves 8 slots left: 2 aidself 3 (hover + tp foe/recall ally + teleport) 3 stamina. You could switch out a lower damage attack for air superiority. If you get immobilized, you can teleport to the next mob or teleport away if you don't have break frees. Just my 2 cents.
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True, but you're still thinking in terms of the 40 level cap world. Since the PPPs look a little meh to me, thats 4 more power choices I can take at level 50. -
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i'd rather swap the power drain to 28 and get something different at 35
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Granted I would love to have power-sink open up at level 28 as well. But since we apparently get the weaker form of endurance recovery power instead, ill take that.
I also wouldnt mind a self heal in the place of conserve power perhaps, i just don't see how anyone can logically deduce that conserve power doesnt fit because of theme. I think it implicitly does.
Would I trade that for a self heal? Of course I would. What resistance based secondary set doesn't have a self heal?
Apparently this one...
And that is a real shame. I think the set will underperform for that reason alone, if not others. Soaking up two power slots and possibly 6 slots to get an interuptable self heal is rather nonsensical in my mind, and too costly an expenditure in an otherwise already heaviliy constrained build. -
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Please remove Conserve Power.
I don't really care what you replace it with (though a +regen toggle like Integration would be cool, and different from just a dull-pain or reconstruction clone) but it so completely does not belong in this set, thematically and otherwise, it's not even funny.
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Hate to disagree with you, but I do, and at the 110% mark. I like the fact that Conserve power opens up earlier than Power Sink, level 28 if im not mistaken.
In that regards its an important power not only for PvP pre-level 30, but also in PvE for any of the multiple task forces -including the respec trial - with a lvl 30 or 33 level cap.
It's hardly redundant until you get to level 35, and even then it has a plethora of uses that you'd have to be really obtuse to miss in my view. If you make statements asserting that it doesn't fit thematically or otherwise, you need to qualify that statement with something other than dramatization.
In my view it fits thematically perfectly. Many, many machines, robots and other such electrical powered vessels have a power saver mode. It only makes sense that a being harnessing electrical impulses would have the same ability. How does that not fit the theme of ELA? -
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Actually, I'm going to recommend more peyote. I think a little... "outside the box" thinking could help jumpstart the Dev team!
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Sounds like a Plan Foo. All you have to do is look at the amount of creativity inherrent in the 60's and 70's as a part of the music industry, to figure out that the same results can be had here.
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Or point to Atari, when it was a bunch of dope smoking hippies. I recall one story where the Suits from Warner unexpectedly dropped by the studio to see how things were going one day. The Powers That Be at Atari had to stuff all these stoner programmers inside of empty arcade machines until The Suits had left.
Oh to be a fly on the wall for THAT.
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*Muffled speaking*
"Whoah dude! It's like...I'm IN the game! Oh man...is that you Frogger? Totally awesome meeting you man! Hey! Watch out for that Asteroid little green dude!!! Man this is some good s***!" -
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Actually, I'm going to recommend more peyote. I think a little... "outside the box" thinking could help jumpstart the Dev team!
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Sounds like a Plan Foo. All you have to do is look at the amount of creativity inherrent in the 60's and 70's as a part of the music industry, to figure out that the same results can be had here.
Could Jack or _Castle_ be the next Jimmi Hendrix of the MMO industry?
I say go for it dudes! -
This thread has shown me one interesting point of note:
The more emotional people get, the more they have a tendancy to monkey-fist their keyboard. That's a humorous mental image. Wouldn't you agree?