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Posts
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I like the new series better. the old one did have more "coh gameplay feel" with the crazy pickup group thing, but overall it felt way too bubble-gum for me.
some people want "everybody's the perfect hero always no matter what!" fairy tale kind of super story, and that's ok. I do prefer the comic stories where it starts with a fantastic premise (superpowers exist) and then proceeds naturally from there. it feels more believable and is more immersive to me.
So watching these heroes totally fall apart when the core identifying aspect of themselves gets taken away makes it all seem more real, and improves the "superpowers are impossible" part. Yeah synapse aint a perfect-smile posterboi, but dammit I can see that happening. I DO see that happening.
Perhaps I'm just tired of the Sunshine Superhero stories and prefer a darker, grittier tale (hellooo batman).
I dont envy the writers since different people have wholly different ideas as to what the comic is supposed to be doing (is it supposed to be a good story on it's own? is it supposed to reflect coh gameplay exactly? is it supposed to be the Hero's Hero Diary of the Light?). there's no real answer to that.
the old series was OK but to be honest I didnt really care if I received the next issue. I dont even remember what happened in it really. But now I cant wait for the next issue! -
why, you don't look like The Devil at all!
also, thanks for pronouncing "Scirocco." -
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1. SJ/SS have worked this way since launch and yet only now is it so much of a problem that it had to be fixed.
1. Actually, we've tweaked SS in the past; the issues with SJ have slowly evolved over time.
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Is PvP a consideration? Sure. Is it THE consideration? No. Each of your points were primarily PvE issues.
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this has been so vexing because ANY change that's made can be said to be a PvE issue too. So far all we've got is suppression and toggle dropping for the promised "alternate rules" for PvP.
the superspeed/sj change seems to have very little merit in pve, but has a lot of merit in pvp. Yet we get a global change. Superspeed's combat effectiveness was THE balancing factor considering that you need something else to get around in skyway city, faultline, terra volta, the shadow shard and countless other speed-unfriendly areas.
What issue has slowly evolved with respect to superjump in pve? melee types have been using superjump in pve to (inefficiently) tackle flying mobs forever. in what way has that become overpowered?
If jousting is now a problem please fix that at its source. Otherwise the joust jockeys will simply move on to a slotted up sprint, combat jump or swift, and the parties uninterested in PvP will be left holding the bag. -
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no scratch that, only one task force, the Hess TF, rest of 'em are just more of the same missions.
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I would have to add the Eden trial and Respec trial to that short list. it's a toss up, but I really think the Eden trial might be better than Hess.
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I don't want to read a text about that, I want to see that.
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this I agree wholeheartedly with. 2 lines of interesting text don't make up for the monotony of Yet Another Kill All Mission. some people dont even know HOW to read the mission text if they're not the mission holder... this is a hole in the system.
for the Hess TF I took it upon myself to narrate to the rest of the team what the story behind each mission was. it DRAMATICALLY added to the coolness of an already cool TF for the rest of the players.
the mission text should pop up for all players when you enter the mission, instead of the one line "you hear clanking in the distance" kind of thing you normally get.
But better than all of that would be to SEE the enemies doing whatever you're supposed to be stopping. -
there's a difference between Resistance and Defense. "Damage Resistance" reduces the amount of damage you take AFTER you have already been hit.
i.e. guy hits you for 100 smash damage. You have 20% resist to smash. You take 80 damage.
"Defense" reduces the likelyhood that you will get hit at all.
Guy has a 50% chance to hit you with a smashing attack. You have 20% DEFENSE versus smash. Guy now has a 30% chance TO HIT. Whether you have resistance or not will come into play if you get hit at all.
So if somebody does a combined attack 50 smash/50 lethal, and you have 20% resist to smash/lethal, your Resist will apply to both and you will take 40/40.
This fix addresses defense only. Previously, if you had a bubble that gave 10% smash defense and 15% negative energy resist, somebody hitting you with a smash/negative attack would actually get double-smacked by your defense, resulting in 25% less chance to hit.
now the greater of the two applies:under the above scenario you would get 15% defense. Nothing to do with resist. -
Full endurance drop is the second most devastating effect you can inflict on a player (the first being full hp drop). It's the worst possible penalty because it essentially shuts off most of your Hero ability: with no powers at all you are now just a pedestrian with more hit points.
Those builds that have access to conserve power will feel this less because on a lucky tick while conserve is up you can still keep going after a full drop. Everyone *else* is hosed.
As others have mentioned waiting for the end drop / rebuild does slow the game down a lot, which seems counter to the usual "fast and fun" concept that has guided so many other decisions.
From what i can tell this power does not merit the "death penalty." Statesman, can you explain the rationale behind this change? I understand that before it was a power with no drawbacks for a lot of builds, but I don't understand why it was felt that the penalty should be maxed out.
Lastly, to those who are wondering why there are so many invuln/ss tankers out there, I would like to point out that most comic book tank types ARE invuln/ss ... of course people would gravitate to that concept when creating one. It's probably not a conspiracy of overpowered-exploits, it would be a popular combo anyway. -
how about "missions that never grow old." Mission level should be set when you walk in the door, not when you get it from the contact.
there's nothing worse than wasted content because you levelled after getting a miss. Additionally, at level 37 I have a contact that only gives out level 34 missions (yes, freshly received missions via cell phone end up level 34). Usually they stop talking to you if you outlevel them but it was a dandy waste of time running around to see packs of green/grey pop in the missions.
Also how about getting cell phone access earlier in the contact's arc? it really wastes time to constantly run back and forth from say founder's falls to king's row/steel/hollows.