Dispari

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  1. Dispari

    The future sets

    Quote:
    Originally Posted by Kelticfury View Post
    Really? You gonna hit the baddies with your brain? Left and right hemisphere boxing gloves? Psychic armor makes sense though.
    I always figured psi armor would just be Willpower.
  2. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Yeah, I saw that too. If they aren't unique, I can see a lot of really high performance builds in the future, depending on how easily obtainable these enhancements are. If they end up as rare as PvP IOs, I'm going to be upset.
    I more expect them to be items in the store than something you have to obtain in-game.

    Quote:
    Originally Posted by Talen Lee View Post
    But every defender has a power that benefits from +healing. No really, every one.
    Health doesn't count.
  3. He rolled a natural 20 in initiative.
  4. Quote:
    Originally Posted by Stone Daemon View Post
    It's funny because it's quite obviously a farm mission.
  5. Quote:
    Originally Posted by Stormbird View Post
    Sieg Heil! Ja, Mein Fuhrer, I Vas So Rong to be Playing Ze Vay I Vant! I Shall CHeck Vit Yoo First Before Clicking Any Buttons To Make Sure Ey Am Doink Et Korrektly!

    Bite me.
    Fortunately, we can remain civil while not resorting to Godwin at first opportunity.
  6. Quote:
    Originally Posted by Stormbird View Post
    BOOOOOO devs. /thumbsdown to stealth nerfs. You have just hurt people playing legitimate missions - AGAIN. If I know I've got a big fight - like, say, I've just come back from the hospital after getting stomped on - you've just removed my ability to buff up ahead of time and still have a full insp tray.
    It wasn't a stealth nerf. It was in the patch notes.

    http://na.cityofheroes.com/en/news/p..._2011_live.php

    "Characters will now be cleansed of buffs from inspiration and non self-cast buffs and debuffs when entering an Mission Architect map."

    And it should have no impact on legitimate players. You should have no need to use a bunch of inspirations before you zone into a mission, and then get more. All your inspiration use should be inside the mission.

    It was done to counteract people using the door ambush farms where they'd use a full tray of reds and yellows, then pick up oranges and purples, and run in with capped everything. Legitimate players shouldn't need to worry about this at all. Use your inspirations once inside. There's no non-farm situation where you should need to use more than about 4 inspirations at a time even to "prepare" for something tough.

    Now the ambush change I think hurts legitimate players, but I've already pretty much written off AE as a part of the game because I got tired of all the restrictions in trying to tell a story long ago.
  7. Quote:
    Originally Posted by Afterimage View Post
    Personally, I don't think they should force themselves to come up with something every week. The last two weeks' offerings were lame. This week is OK.

    What I would like to see would be bug fixes for sale every week. I'd pay $10 extra to have NPC's not get stuck on the stairs in Praetoria's underground maps. They could really rake some money in on that.
    I don't think they're "forcing." Reportedly they have the next several months of items planned out already. It's just that not all of them are going to be jaw-dropping.
  8. Quote:
    Originally Posted by PleaseRecycle View Post
    Provably false? Haha, you're going to have to back that one up! But hey, that should be no problem, it's provable!
    If powers like Shockwave and Solar Flare would be too powerful if they did KD, then they're too powerful right now. You can already hover above a spawn and use the powers in that way, which would not cause scatter. Which is supposedly the balancing factor for these powers being "so strong" as-is: the scatter counterbalances it. Since you can already avoid the scatter, the powers are either too strong right now, or what people are saying about them doing KD if things changed being too strong is false.

    In other words, it's already possible to do what people are claiming would make the powers too strong.

    I don't know what there is left to prove other than "you can hover on a Peacebringer." But if you really need me to prove that, I guess I can.
  9. Quote:
    Originally Posted by Vitality View Post
    I did not know that...since I do not use Hover or Fly while in combat.


    So...basically...you're saying that using Hover or Fly while in combat...will take care of this whole KB issue that this whole entire thread is about?
    No. Not all powers work that way. And some are counterintuitive (Hand Clap would work that way but you need to land every time you want to use Foot Stomp). And not all powers can be used while flying.

    What I'm saying is that "powers would be too good if they were KD" is already provably false for most powers, including the ones cited (like Shockwave and Solar Flare).
  10. Quote:
    Originally Posted by Vitality View Post
    Solar Flare is absolutely Knockback.

    Maybe I'm reading this wrong...

    You're saying that if you use this while hovering...it turns it into a KD instead of a KB?
    Enemies you knock back are knocked back away from you. If you're above them they're knocked "back," downward. Which is into the ground. Meaning they don't go anywhere.

    People have been using this trick since the game began to turn KB effects into KD. I use it on my Energy Blaster to prevent annoying teams.
  11. Quote:
    Originally Posted by Vitality View Post
    Solar Flare would be tremendously more powerful if it were KD instead of KB. It would be the equivalent of Footstomp in a set that is already increadibly AoE oriented.
    Solar Flare was just made so you can use it while flying. You can already hover over a spawn and use it so it's KD.
  12. Quote:
    Originally Posted by The_mini_gunman View Post
    The bottom line here is that we should not be able to start tinkering around with the secondary effects of specific abilities, because it can potentially upset the power balance of the game & be exploited by those sufficiently knowledgeable to do so.
    What I find strange about this argument is that it implies that all (or most) powers that do KB would be overpowered if they instead did KD.

    Though for every post you can make saying not to take X power because it does KB, you can find someone pointing out how you can just jump/fly/hover/use a wall/position yourself in such a way that it does KD instead.

    So... is that the balancing factor? That it's okay if the powers do KD as long as you have to think about it some? Because other sets aren't really balanced that way. You don't have to think about where or when to use Fireball. It works the same however you use it. But are you saying Explosive Blast is potentially overpowered if you turn it into KD instead? My Blaster certainly doesn't feel overpowered when she hoverblasts.

    Now there are a couple powers where it might matter. Repel powers and maybe Bonfire. But that's about it. And honestly I doubt even those; repel powers drain end per foe hit so you'd just run out of endurance if they weren't going anywhere. The devs would only have to look at a couple powers tops. It's not like Energy Blast would be topping the charts on performance if it did KD.

    Quote:
    Originally Posted by Liz Bathory View Post
    Knockback is a setback of the power to counter the high damage the power does. And to justify the good recharge. No use arguying about this. It will stay anyway.
    If this was true, high knockback sets would be top performers in damage. They're generally not. In fact, a lot of high knockback powers barely do any damage at all.
  13. I was hoping for gunslinger, but oh well.

    I'm still okay with weekly releases sucking. It means I can save my points and not have to consider buying points. I'd much rather hoard points for good things (costume sets and powersets) than feel like I have to spend a few hundred points a week.
  14. Quote:
    Originally Posted by PleaseRecycle View Post
    Gee Dispari, that's a funny thing to say since the justification for getting rid of KB depended on the apparently-obvious fact that everyone hates it, which was supported by the accounts of players being debased for using KB. Are you saying that it isn't really as bad as its opponents in this thread were arguing?
    You're seriously stretching everything that's being said. There's a huge gap between "I don't like KB and it's an annoyance" to "I will kick and ban all people who have even one KB power from my team."
  15. Quote:
    Originally Posted by PleaseRecycle View Post
    As I've said, I have no personal experience of people shrieking at KB users, much less kicking them, yet people in this thread are saying it happens.
    People in this thread are saying it basically never happens. No more often than people kicked from teams for not having enough purples. Yes, that has happened -- but has it ever happened to you? Do you think it's happened to more than a handful of people? It's an isolated incident, just a few misguided elitist players. I've heard of that happening, but I'm not panicking about my characters being kicked from teams over it. Saying "it has happened according to people in this thread" doesn't mean it's going to be a common occurrence.

    Trying to claim it's going to be rampant is a wild stretch from an already wild stretch.
  16. Quote:
    Originally Posted by PleaseRecycle View Post
    The funny part, Dispari, is when not ten minutes after your optimistic rebuttal Deus comes along and affirms what I was saying.
    No he didn't. He said people would already be doing it. Which they really aren't. The argument is that if there was a way to get rid of knockback, people in the game would ban knockback on teams. There's already a way to get rid of knockback: not invite those characters, or kick them from the team. If people really were as extreme as you claim about avoiding knockback, they'd be doing it right now.

    In fact, in that scenario, disabling knockback from sets like Energy Blast would make them welcome on a team. They could actually join a team and play. Unlike this hypothetical scenario where nobody's inviting Energy Blast characters at all.
  17. Quote:
    Originally Posted by PleaseRecycle View Post
    Because as many have admitted in this thread, if the option to disable knockback were there, they'd either refuse to team with people who chose to use knockback or they'd simply kick them straight away. Or, as I theorize, if they saw someone using knockback they'd begin a short speech about its many flaws and the improved utility of knockdown, and how everyone would be so much happier if you'd just visit null the gull quickly, wouldn't they?

    Do you think I'm wrong?
    Yes. The majority of players don't care about this sort of thing, it's mostly the long-term vets who pay attention to things like spawn kill speed and AoE efficiency. When I get on a team with someone who's spamming KB like crazy, it's annoying. I don't kick them. And I wouldn't if this option existed.

    If it was instituted it would be mostly for players to do for themselves and make powersets more tolerable for themselves. If people did get threatened or kicked it would be A) no more common than it is now, B) on Freedumb.
  18. Quote:
    Originally Posted by McNum View Post
    For all the Melee types, I'd pick their status protection. Not because it annoys me, but if they want to take my Force Bolt away, they lose their most precious power, too. Force Bolt is what keeps me alive when a rogue enemy decides that it'd much rather beat up the Forcefield Defender than the Brute. They get a trip back to Brute-land for that effort. I don't need to kill the enemy doing that, I just have to make sure that it lands somewhere unsafe. You know, actual aimed knockback. I'm not the type to rush into a spawn and knock them all who knows where, even if the secondary is Energy. I try to aim for the enemy between me and the Tanker, if we have one.

    This is not being fair, mind you, it's about me being as big a nuisance to them as they are to me. One might also call it "making a point", although that comes second. I'm just getting sick and tired of knockback being the Devil, when frankly, it's not. It's also not the tool for every problem, of course, but it's handy to have, and I miss it when I play a character who doesn't have any knockback. If I could have one power on all my characters, it'd be Force Bolt. No, the Nemesis Staff doesn't count, it recharges too slow.
    Oddly, you consider someone switching off your KB as being annoying to the point that they should lose an entire power in return. Even though the whole reason they'd even wish that upon someone is that KB is a nuisance on teams right this second without anyone having to lose any powers at all. It's almost as if your actual stance is "I insist upon being a nuisance one way or another."

    It's also worth noting that you couldn't "lose" Force Bolt or Explosive Blast or any other KB power. If they were changed to KD they'd still do damage and they'd still provide mitigation. Most of the time the difference in mitigation between KB and KD is very minor. And the pros of high mag KB would be heavily offset by the fact that now people can actually apply their debuffs to unscattered spawns, or attack all the enemies at once, make sure everyone is taunted, and so on. These are all vastly more useful than being able to knock down a spawn once or twice.

    You're even equating to changing a power from KB to KD to making a character lose arguably their most important power. While you could argue that Force Bolt may be your most important power (though I would definitely disagree that your ability to knockdown one boss is as important as the entire role of a Tank), it would still be strong mitigation even if you turned it into KD. You aren't losing the entire power and its ability to chain-knock bosses or whatever you might be doing with it. It would still be able to do that. It's not even close to the same thing as making it so a Tank can't tank.

    It's also worth noting that nobody here has rallied for an option to turn off the knockback powers of other people, or get rid of knockback gamewide. If it was instituted you'd have to turn it off yourself. So if you wound up "losing" Force Bolt, it would be because you did it yourself. There are people, like me, who don't like the KB in powers of characters they own, who would turn it off. People like you can leave it on. And then everyone is happy (I've never understood why people argue against "everyone is happy" solutions when they themselves stand to lose nothing).
  19. I used to think certain powers were designed with KB in mind as a balancing factor to keep them from being too powerful. And I think the devs still subscribe to this. The problem is KB can already be turned off simply by having someone with immobilizes on the team. And honestly, if you halved (or more) the KD proc rate I'm sure people will still be more excited to have powers like Solar Flare and Hand Clap in their builds than they are right now.

    The only AoE knockback power I like is Nova and only because it'll kill most of the badguys anyway. ST knockback is okay because they're more controlled and less wild. AoE knockbacks are stupid unless they're 100% rate because they cause severe scatter. And PBAoE knockbacks are the worst thing outside of cage powers.
  20. Dispari

    And why?

    You could always try playing Toggleman. Spines/Dark Scrapper with every toggle from primary, secondary, and pools. As long as you're getting CJ/Acrobatics you can grab the new AoE. You'd actually do pretty reasonable AoE damage with two damage toggles and that power along with maybe Spine Burst.
  21. I have a Plant/Earth/Fire Dom who is exceptionally powerful. Confuse lasts forever and the recharge is low. With high recharge, Domination, and Power Boost she can mez several spawns at once. It's also neat to stack your holds with Seismic Smash and get even higher mag holds (Controller would get a hold from Time, though they don't get Domination).

    Her damage is also quite good. With her damage toggle, the AoE (including Rain and Fireball), and Creepers attacking everything she can mow through spawns pretty fast. And with things like Seismic Smash she can drop individual targets pretty quickly.

    That being said, Time is a pretty great set with a lot of good support. And you can get 200% global recharge with the right IOs (without even using purples).

    I'd do Dom if you're more solo-oriented and Controller if you see yourself teaming all the time. Personally though I don't like Controllers that much since they don't have enough attacks for my taste.
  22. Dispari

    New Alignments

    Quote:
    Originally Posted by Necrotron_RO View Post
    Can I have True Neutral alignment too?
    Rogues are basically true neutral. They just do whatever is profitable or useful to them at the time. Whether that means stopping the criminals or helping them out. The motivation for rogue missions tends to just be making money.
  23. Quote:
    Originally Posted by Arcanaville View Post
    The original designers thought resistance was more valuable that defense because they were wrong.
    It had often occurred to me that the original devs somehow didn't understand how accuracy and defense worked in their own game.
  24. I believe the devs consider RES more valuable because it's more absolute and non-random. There's no player reaction time involved, no luck, no dice rolling, no surprises. If you run around with capped RES you're going to be obnoxiously difficult to kill. If you run around with capped DEF you could still die at any time if the numbers aren't fond of you at that particular moment. My widow can attest to that; on her best days I happily taunt AVs and get in the faces of GMs. On her worst days, a boss can one-shot her. Same character, same stats.
  25. Here are my thoughts:

    * Obviously update all the inaccurate information

    * Add all the new stuff on beta

    * Get rid of the ingredient section. It's a big eyesore and it takes a long time to put together, and it's really mind-numbing. It's information easily found in the game and visually it's a big mess in the guide.

    * Condense the Lore section into summaries of the pet powers and what they do. Having screenshots and lists with all the numbers of all the pets takes up a lot of room and time.

    I'd like some feedback.