Dunkelzahn_NA

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  1. My idea: Give DP something completely different. How about a 'bullet time' effect? Obviously you can't slow everything down but you can speed yourself up. So how about a power that for x seconds gives you +Recharge +Speed +Defense +To-Hit +End Discount. It could be used defensively (run away covered by higher defense) or offensively (your heavy hitters cost less end and recharge quicker. It would fit the theme of the set, and between the activation time, the duration, the recharge time and the level of the 5 buffs there would be enough levers to buff the set as desired. (The end disount might look funny thematically but the higher recharge would otherwise otherwise provide little benefit if you are in any way end limited which many players are.)

    [The ideal case would be to have a set of shorter animations for every power in the set that would be used when under this effect which would increase the DPA of every power but the development time might be a bit much ]
  2. I would always take it. Yes it is true that in a lot of cases Accuracy slotting and bonuses are enough but you will love it once you are fighting enemies with higher defense or to-hit debuffs. On other characters I often try to squeeze in tactics for the same reason (or get the Kismet unique).
  3. Quote:
    Originally Posted by macskull View Post
    I'm having a hard time thinking of why you're taking this stance, when the functionality in question can be added without taking away any of the uniqueness the set currently has, while at the same time adding functionality that's more or less standard with Blaster sets.
    The first question is whether or not DP does in fact need a buff because that what adding Aim without removing anything is. If that is the case then I understand Claws position to be: Why Aim? There are probably dozens of ways to buff the set without adding just another Aim. You are saying that DP has basically a power slot that can be freed up without losing anything. Just use it creatively...
  4. Thanks for the response. It caused me to go back and research some more and as well think it through a bit. I still disagree with you but that isn't really a bad thing. Below is why I think this was an oversight on behalf of the devs and I'll see if I can draw someones attention to it.

    Quote:
    Originally Posted by Umbral View Post
    Not really. Consider how useful the FF buffs would be to an SR or Shield Scrapper if they were typed. Because only the highest of typed or positional is used, FF would be virtually useless to a positional defense user so the defense is generalized to make it useful to anyone and everyone.
    I remember that - it sucked. Certain combinations were virtually useless which is exactly what happens if a DP player chooses a defensive armor that is available to him.

    Quote:
    Originally Posted by Umbral View Post
    You're also ignoring the fact that there is a thematic definition to typed and positional defense. Typed defense is reserved for effects that are intended to represent an incoming blow bouncing off of you harmlessly while positional defense is intended to represent dodging an incoming blow.
    While this 'might' have been the original intent I believe that this is definitively not set in stone:
    * To address the ally-buff issue avoidance type buffs now include deflection type defense and vice versa
    * Devices/Cloaking Device which is thematically an avoidance power provides Def(All) - presumably for balance reasons

    Quote:
    Originally Posted by Umbral View Post
    Just because you can get APP defense buffs that are typed does not mean that any thematic +def efffect that you get (and, yes, the HoB buff is thematic) should provide some modicum of typed defense as well.
    [...]
    The Hail of Bullets dance isn't going to have attacks bouncing off of you harmlessly just like SR isn't going to suddenly manifest typed defense either.
    Now I agree that thematically the 'dance' would be avoidance but I do believe that is not at all why the power got +Def added. Checking through the beta boards it is pretty clear that the power was problematic due to being a long animating PBAoE 'nuke'. This wasn't an 'oh that is cool' option, it seems that the power needed buffing. The avoidance buff fitted the bill but I'm pretty convinced that it was an oversight that this effectively provides zero benefit to players who chose defensive APPs.

    Quote:
    Originally Posted by Umbral View Post
    You can try to argue "but it wouldn't hurt" all you want, but the devs have been pretty steadfast with their position on native defense buffs compared to external defense buffs: native defense buffs are specific because they're your baseline while external defense buffs are general because they're expected to modify the baseline regardless of what that baseline operates off of.
    As I said, I believe this issue to be an oversight since no AT has defensive options inherently available to the AT that don't mesh.
  5. Quote:
    Originally Posted by Umbral View Post
    The powers that were modified were either ally buffs [...]
    These powers were modified to make them useful to anyone and everyone.
    But ally buffs were always useful just were different in usefulness depending on what the target already had available. In this case the only real defense a blaster has available is coming from the Epic Pools and are either Frozen Armor or Scorpion Shield both of which have no positional component. Doesn't seem to be desirable for the defense in Hail of bullets to have zero effect on a large number of incoming attacks (smashing/lethal) for players with those pools compared to players with any of the other pools. Straight porting might be too much because of how stacking works but something like 5% typed defense doesn't seem unreasonable.
  6. I just noticed for the first time that Hail of Bullets grants the user +Defense but it looks like it is only positional and not typed. Can someone tell me whether this is correct? And if so, should it be this way?

    I remember that certain powers were modified (i.e. Combat Jumping) to include all types and all positions so that they would stack regardless what buffs are applied to the player. I don't see a reason why this shouldn't apply here...
  7. Quote:
    Originally Posted by Dr_Darkspeed View Post
    I'm all for adding a tailor to the tuorial and for more costume slots, but not for any sort of limited 'plain clothes' costume slot. Its not needed, if someone wants to have a plain clothes costume, they can use a regular costume slot. No need to try and force that on anyone.
    Probably should have been clearer in my suggestion:

    The new slot should be a full slot that can be completely customized. Given that players are broke in the tutorial and can't afford changes* I just thought it would be neat if the default costume for that slot would be a plain clothes one and not just a copy of your base costume. I think it would also make sense tutorial wise. Once you have earned some Inf you'd be then free to make it whatever you want.

    *Also being in the tutorial means you have just spent significant time creating you character and I just want to introduce tailors to new characters and not bog them down.
  8. Quote:
    Originally Posted by Fleeting Whisper View Post
    What level 50 slot? You have the opportunity to run costume missions at 20, 30, and 40. Soldiers of Arachnos are given another mission they can run at 10, and Halloween salvage can earn an additional slot for anyone at any level. (So, 5 total for non-Arachnos, 6 total for Arachnos. Of course, the user interface doesn't give you any means to modify your 6th slot.)
    Sorry my bad, I somehow had it in my head that you got a new slot at 20, 30, 40, and 50 but you are right. I'm nonetheless open to sacrificing the last one or as alternative spread them out a bit more over your career.

    Quote:
    Originally Posted by Zombie Man View Post
    Don't the Trainers talk of icon/facemaker?

    Actually, they should make Icon/Facemaker contacts pop-ups when you hit the right levels.
    I don't think they do but then I'm not really reading the page of trainer text anymore (and I doubt even brand new players would still do so after 20 levels ). Pop-up contacts could work but to me they already feel patched in. Kind of like: "Oh yeah, we have this extra bit of content here that we added in issue x. Talk to y to have a look at it if you want."

    Early on there was a 'review' of City of Heroes and the writer adequately described CoH being about punching people in the face while looking good. Character customization is such an integral part of the game that I think it is a waste that it isn't introduced right of the get go.
  9. Quote:
    Originally Posted by Dark Lost View Post
    But then there is no reason for the Halloween Salvage or having the Arachnos/Hero mission.
    I wouldn't mind sacrificing the level 50 slot. Getting one at the end of your level progression doesn't really do much for me. (And then there is of course always the option of a sixth slot.)
  10. My search-fu might be weak, but I only found this thread (http://boards.cityofheroes.com/showthread.php?t=189317) that suggests something similar but it doesn't quit hit what I am thinking about. Apologies if this is old news...

    I believe character customization is a big part of the CoH/V experience. Secret identities are also a staple in superhero comics. That leaves the question as to why this isn't tackled in the tutorial. My suggestion:

    1. At the end of the hero tutorial suggest to the new hero that they should better establish their secret identity and send them to a tailor (located either in the tutorial or in Atlas/Galaxy)
    2. Upon arrivial players receive a new costume slot and a 'plain clothes' outfit (a few choices in style/color might be nice but anything mundane would do)
    3. To be in line with the linked post above players might be allowed to tweak their original costume for free

    For villains it would be a trip to a facemaker with the suggestion to blend in a bit better after just breaking out of the Zig.

    This would introduce new players immediately to the costume slots & tailors and allows them to include varying costumes for their character from day 1 and not just after level 20. Anybody agrees that this might be a good idea?
  11. Quote:
    Originally Posted by LISAR View Post
    *SIGH* I covered this earlier...I'm not going to keep repeating myself or repeatedly requote my posts for you. Have fun with this.
    I don't think you did. Quickly checking your previous posts:

    Quote:
    Originally Posted by LISAR View Post
    The question of a player who wants to toggle off damage is relatively meaningless because that is a player who doesn't want to play the game and there for NOT a player at all. God mode is only viable in single person games.
    You are dismissing the argument based on an assertion as to what you expect the game to be.

    Arcana's hypothetical position:
    City of Heroes is a game about free and unlimited hero interaction with optional combat components (PvE and PvP).

    An attempt at presenting your position (slightly exagerated):
    City of Heroes is a game about heroes in combat with player interaction being optional (friendly and unfriendly).

    The game obviously lies somewhere in the middle. The 'optional buff' side wants the game to lean more 'your' way. I am OK with players wanting this but the second position isn't inherently 'better' or more accurate. As such most of the 'arguments' constructed to support the 'optional buff' are built on sand.
  12. Quote:
    Originally Posted by SpittingTrashcan View Post
    Failing to account for malicious people is naive, but it is not in itself malicious; malice is malicious.
    I agree that failing to account for malicious people is naive but that shouldn't necessarily mean that you should do something about it. Any 'rule' you put in place to address an issue will always have side effects. And quite often the drawbacks from the side effects exceed the benefit of the rule. Policing after the fact can be the better solution.
  13. Quote:
    Originally Posted by Veracity View Post
    To sum up:

    No prompt: annoying light show and sounds with the possibility of decreasing a challenge that someone wanted.

    Prompt: people DIE.
    In essence: Yes!

    I have played with people who asked to not get buffed by ice shields because it obscured their costume. Are you asking for those to be optional as well? How about speed boost? Enforce Morale (which even deals damage!)?

    What makes the fortune different? Every AT can have it? That goes for Stimulant as well. It has annoying visuals/sounds? I think that is entirely subjective and can be said about every buff in the game. Duration? Well, that is one I could actually agree with. But maybe the issue is more that the fortune buff lasts ridiculously long. So instead of messing with the interface the developers could just adjust the duration. Nonetheless this is just a magnitude issue and not a categorical distinction.

    So unless you are advocating to make all player interaction through powers optional I see no reason to make this one optional. If you suggest the former than the discussion is on a whole different level.
  14. I'm jumping in late here and have to admit that I haven't read all the posts. To me the important thing is to get get rid of the prompt. In my opinion a prompt should be reserved for high griefing potential items only. The only ones that come to mind are Teleport (move someone potentially into certain death) and Rez (revive someone in a hopeless situation).

    The next question then becomes whether or not there should be a general option for this which comes down to what level of character interaction should be optional. Given that CoX is an MMO I'd lean towards very little being optional. As such my prefered solution is that it is handled just like any other player 'buff' in the game (forced auto accept).
  15. An interesting thing for me was that the issue went away going from test to live. I have an older AMD rig with 2 NVidia 7800 GTs and I was getting horrible input delay in closed and later open beta. I couldn't find any solution for it. On the same machine with everything running the same way the life servers are fine. Maybe that might help track some issues down.
  16. Not sure if it is remotely related to your issues but I recently played around with some videocards and at one point missed connecting the extra power cable to the card. Performance was absolutely horrible as the drivers automatically reduced features/quality. Might be something worth checking out.
  17. Quote:
    Originally Posted by BackAlleyBrawler View Post
    That video somehow reminded me of Chiun from Remo Williams running on water. I just can't seem to find an online clip showing it
  18. Quote:
    Originally Posted by Quasadu View Post
    Financially you're better off getting the pre-purchase and then just buying the item pack in July, unless the item pack costs $25, which it won't.
    Unless I'm mistaken the reverse is true unless purchasing the item pack gives you $5 or more credit (which it won't )
  19. Quote:
    Originally Posted by PhantomRanger View Post
    I have read most of this thread and can say a few things. People, you just don't get it. They are giving us a chance to play some of the going rogue stuff early, great way to show some gratitude for being loyal.
    What? They are receiving MORE money and are receiving it SOONER in exchange we get EARLIER access to 2 powersets! The most likely people to buy this are long term subscribers that crave something new and instead of showing gratitude for being loyal, NCSoft offers a pretty one sided deal to squeeze some extra bugs out of loyal subscribers.


    Quote:
    Yes we have to pay for it. But if you choose not to so be it, you lose nothing.
    True and I will do exactly that and won't pre-purchase. What really bugs me is that instead of showing gratitude they come up with a money grab scheme.
  20. Well, that sounds like an interesting business decision from NC Soft. I was actually in the process of writing a long post showing why but I think it should be fairly obvious that they are just being greedy here. I hope they will see in the end that this doesn't pay off but I guess that depends on how many of us our willing to not go for the crappy pre-purchase deal.

    I certainly will not.
  21. Not offering a solution just wanting to raise some questions: Why have we become so comfortable with Stamina being a Must-Have power? Why is the game so much easier with Stamina? Why is a non-Stamina build basically a non-option?

    As I said, just more questions and no answers but I am inclined to try and make a no Stamina build work outside of the obvious ones (MMs, Regen, ...)
  22. Quote:
    Originally Posted by scart_NA View Post
    The biggest limit on dark regen is RANGE. I've lost track of the number of times that I faceplanted from minions who were spread out at range, after I defeated the bosses who were fueling dark regen from melee range.
    May I suggest Focus
  23. Quote:
    Originally Posted by eryq2 View Post
    I see what you're saying, but still disagree, respectively. Please note, the end usage may be close to the same in numbers in the sets that offer alot of toggles, BUT they also get Powersink, Consume, Quick Recov on 2 of the sets, or alot of auto powers. /DA is the only one that gets nothing to negate the endurance costs. That's what bugs me. AND if the "mitigation" is soooo great, why does it need a heal so powerful? Not that it's not cool, but if the defense was that good, i don't see the need in a heal that takes 33% of your endurance. (but the heal don't bug me as much as all the toggles)
    My point was more that dark armor offers a bag of tricks like no other set and each trick is in itself balanced. Giving it an end recovery power would mean you could use all the tricks all the time which I think is overpowered and my guess is that the devs at least initially had the same thought.
  24. Quote:
    Originally Posted by Finduilas View Post
    You probably already know this, Dunkelzahn, but for the record the endurance cost for these three powers is actually lower than the usual cost of other defense or resistance toggles. (.208 EPS vs. .26 EPS)
    Good comment, I just thought similar was good enough to make the point and I didn't want to open myself up to "but this and this also does this and this" arguments.

    Quote:
    In fairness, the dissatisfaction with CoF has as much to do with its poor accuracy as its high endurance cost. For most ATs, it provides the same level of damage mitigation as Op Gloom, at a *much* higher cost in slots and endurance. I think it's arguable that it could use some buffing.
    Interesting, I always thought as CoF being the superior of the two (assuming you don't have something to reliably stack). The -toHit I think makes it useful against higher ranked foes where OG provides no mitigation. I agree the accuracy is pretty harsh but given the additional benefit that doesn't seem too much out of line. Of course there is no harm in asking for an increase anyway

    Quote:
    You young whippersnapper DA players don't know how good you have it!
    And now get off my lawn...