EmperorSteele

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  1. EmperorSteele

    Inv/???

    Well, looking at Electric Melee in Mids, i can see why it's not very popular to pair with invuln: an AoE which does disorient (which makes foes wander away from you, which results in you losing Defense, vis-a-vis Invincibility), and a KB power, to boot. The damage is also low, thanks to effects like -end and sleep built into each power.

    But ya know what? Forget all that. If this is a concept you think you'd enjoy playing, then GO FOR IT. It's not going to be massively underpowered, you'll just need to learn how to leverage the set's disadvantages and unique properties!
  2. Quote:
    Originally Posted by Johnny_Butane View Post
    Maybe people don't like their AT (or kind of AT) being singled out to get shafted in several new content encounters by a designer just because?
    You mean like CONTROLLERS against EBs/AVs with the PToD? Or how about Defenders faced with Mez attacks and debuff resistance? Guess what? Until now, Tankers have had it EASY while YOU PERSONALLY clamored for more damage, more awesomeness, more ability to do MORE. Your sense of Game Balance is being handed an "I WIN" button, so excuse me if i don't take your complaints seriously at ALL.

    99% of the content in this game is "hold still and attack" if you want to play that instead.
  3. Has it been a month already? Nice!

    Thank you for making this thread. It's been very edumacational!
  4. The problem is that teh temp powers, iirc, drop from their own "pool". So it's possible to get a temp power and a normal recipe off the same defeat. Smaller pool + same drop chance = more likely to get any given item.
  5. uhm dude?

    One of the alpha slot boosts has extra defense in it. and 1/3rd of it ignores ED. I think you can keep your "low level" LotGs, get that particular boost, and be all set! Besides which fact is, even with a high starting defense number, you're looking at a HALF OF A PERCENT at best of additional defense between a lvl 25 and a lvl 50 version of that IO, all while sacrificing your recharge bonuses while exemplaring.

    In short, no good reason behind this strategy, unless you're within a point of the def softcap =/
  6. EmperorSteele

    Orange Drop Rate

    If you're having trouble getting oranges to drop, you gotta stand under the tree and give it a swift kick. If that doesn't work, try shaking it. If still nothing, try again in a couple days, as the oranges are probably not ripe yet.
  7. EmperorSteele

    Issue 19: Q & A

    Quote:
    Originally Posted by Emberly View Post
    Has anything been added so people can see I am already in an SG before they spam me with tells asking to join theirs?
    *snerk*

    ... i should probably add something meaningful to the conversation...

    ... Eh, got nuttin'.
  8. Well, for MOST content, if you're fighting even-con foes, then yeah, you probably want to play a scrapper. But, there are some situations which call for more survivability, better crowd management, and where damage isn't a priority. That's when a Tank shines.

    When people recruit for a TF, their priorities are such: A tank, some buffs, some debuffs, then damage. In that order. Occasionally buffs/debuffs take priority over a tank. But damage? With enough control and debuffs, any team can melt anything. A team of all damage dealers can still run into problems. But add one meat-shield and those problems go away.
  9. What's this guy talking about ? I NEVER miss.

    ..sometimes i accidentally hit the ground or the ceiling or the air instead of a bad guy i was aiming at, but i don't miss!
  10. Quote:
    Originally Posted by MaHaBone23 View Post
    Actually, I'd like to see the Doppelganger device used for a new Time Control set. Something akin to summoning a slightly out-of-sync version of yourself to help you fight. Or maybe you from a parallel universe where you happened to be a fire blaster or broadsword scrapper. Maybe you get a different "you" every time you cast the power.

    I know some people hate that kind of uncertainty, but hey, you're messing with the fabric of the universe!
    That would be quite awesome! I can even see "summon past self" as maybe a tier 6 or 7 pet. A "you" with only 4 powers and much less HP, but it'd still be beneficial.

    Of course, someone with that kind of mastery over time an space probably wouldn't need to summon help in the first place. *shrugs*
  11. I don't think they're trying to "screw over" melee characters.... however, if they're trying to balance out Melee vs Ranged, they got it bass akwards.

    Besides, this is the TEST server. There's a chance that there's, i dunno, a BUG, or ROOM FOR IMPROVEMENT before it goes live. So everyone's "Whah my tank isn't invicible" feedback is valuable in trying to get a better baseline.

    PS for melee characters: Temp powers, APP ranged attacks, hover (or a jetpack)... you have tools to defeat a foes such as this. Or, if you don't wana go that route, joust the witch. Or eat inspirations. Or bring a team. Don't whine that you don't have the capacity to do anything but hold still and push the same 3 buttons over and over. Try something DIFFERENT!

    I mean, when was the last time you heard of a controller complaining about the PToD? You know, that EB/AV ability that makes a controller's entire aresenel useless? We've learned to live with it, so you can live with this!
  12. Quote:
    Originally Posted by DemonCaller View Post
    Well, guess that's it for trying to solo the incarnation arc on beta, just to see if it could be done...
    I don't remember an arc about flowers...?
  13. Might wanna add "Ice Cold" (or is it Cold As Ice?), for defeating the new EB in the new Winter Event mission. It's on Test right now, or would you rather wait for it to be on Live?
  14. Cool beans! I'll download it later, gonna see if i can find the badges myself for once!
  15. Just wiped the floor with the ice lady using my Mind/Kin. Borr-iiing!
  16. EmperorSteele

    Lost game =/

    Wait, you LOST your GAME?

    lost... game...

    Aw DAMMIT >_<
  17. Actually, since these events will give Shard drops and Incarnate components come I19, I daresay doing this "raid-blitz" WEEKLY might be a good idea. Plenty more people are going to be showing up at the already-scheduled raids, so we may need more just to pick up the slack...
  18. Well, each of the resist powers has a status effect resistance attribute to it, also. Resist Energies has -end resist, and Resist Elements has -speed resist. Overall though, those powers, since they're PASSIVES and require no endurance, offer only a small amount of resistance.

    Invuln's main strength is in Layered Mitigation. You have SOME defense, SOME resistance, a +HP/Heal power, and a very good "Oh Crap" tier 9. It's basically a Jack-of-all-trades set. Some other sets may offer damage auras or better regen boosting powers or better resists, but some of those sets also have lousy defense, or are toggle/end-heavy, or don't even have knockback protection!

    As a Brute, you really do wanna kill things before they have the chance to kill you instead of just soaking damage like a Tank. A brute ISN'T supposed to be "A Tank that does more damage", so don't try to build it like one!
  19. I can help with the bloo-side stuff if i decide to stay awake that long!
  20. EmperorSteele

    Heya New here

    KNEEL, Whelp, before the might of the Emperor! Lest you be cast upon your knees from a blow from on high! THIS I COMAND!

    ...

    Heh, just messin' with ya! Welcome to the game, and better yet, our crazy server! Just look out for the ERPing catgirls in pocket D and you'll be fine =)
  21. EmperorSteele

    Damage Badges

    .... Uhm, "any damage" as opposed to what?

    If you'll forgive MY ignorance, i thought any damage taken off your Base HP counted anyway?
  22. Quote:
    Originally Posted by Shadow State View Post
    Sounds interesting, though I'd think a revive power would make sense (I so want a power to shock my teammates back to life) and I'm not really sure of the point of Gaia's gift if all it's going to do is let you see the states of you're target. Doesn't really seem worth a power pick, especially since there's a temp power that does that.
    There's also temp powers which revive allies
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    How can you tell? I mean, how do you know who's robbed what? And how have NPC "never really [done] anything?" They plant bombs in buildings, kidnap people, kill people, alter history, unleash viruses, create monsters, commit crimes. What more do you need them to do? Kick a puppy? Oh, but we never see them do it. No, not really. I don't see player villains rob banks, either.
    NPCs haven't done anything because they pop to life the moment you enter an instance. All they're doing is standing there while a wall of text tells you that they supposedly did or are doing something bad. As for players, all the evidence you need is in their Player Info: Badges, my friend, badges. Mayhem exploration, Mayhem defeats, Longbow defeats, PPD defeats. All badges, all available for anyone to see, summarizing their crimes and exploits.

    Quote:
    No, thanks. My interest in personal nemesis situations extends only as far as having them occasionally show up in otherwise unrelated missions. I don't want to go ahead and have the game or other people write actual stories about my villains, because I'm very particular about how they're written. But even if this were instituted as an actual in-game function, I'd still prefer that it were somehow customizable by me. I don't want to lend my characters out to other people to write for.
    The only problem here is, that feature you described? It was in that OTHER game. Which, as far as I'm concerned, failed, given that it's gone free-to-play. I don't think it's a good idea to take features from a FAILED game. At least, not as-is.

    Quote:
    That doesn't mean the idea isn't a good one, however. I'm sure there are plenty of other people who'd take you up on that offer. I just happen to not like the Architect and the way people use it. If a nemesis system existed, I'd rather that were controlled by the developers and by the actual game, not by other players. I'm no more willing to trust others with the narrative of my characters than I am with the keys to my house. That's just how I operate.
    That makes sense, and I see your point. I mean, technically, my proposal is kind of what the architect was MEANT for. How other people use it shouldn't sour others to its potential. But i guess having other players put words in my characters mouths would be a bit disconcerting, so again, i get where you're coming from.

    As for the rest of your post: while I'm in no way advocating open pvp or anything, i find your stance that no players should be enemies a bit... closed minded. I mean, if redside and blueside players aren't supposed to be enemies, why is this game called "City of Heroes/City of Villains" and not "City of Metas"?

    The way I'm carrying on, you'd think i was a PvPer or something, which I'm not really, but I'm also not afraid of new ideas which may provide interesting avenues at player-versus-player content, wheras you would seem to take joy in preventing other people from having that kind of fun. Yeah, it would take dev time away from creating more PvE content, but 99% of the game is already PvE content, so, what's wrong with something new? Because it wouldn't benefit YOU? Again, selfish and closed-minded. Let other people have their fun, too!
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    And how is that different from your contact telling you that the Circle of Thorns are trying to extract the souls of an entire unnamed neighbourhood and you have to stop it? Why do player heroes have to oppose PLAYER villains if they're not actually opposing other players?
    Because in my hypothetical scenario, your success or defeat depends on the actions of other players.

    Quote:
    This has always baffled me. Everyone says heroes and villains should fight more, completely ignoring the fact that this is what you spend the entire game doing. Without exception. If you are a hero, you spend the entirety of your time fighting villains. OK, if you're a villain, you split your time between fighting heroes and fighting other villains, but that's even more strife. Why do you need them to be PLAYERS, ostensibly when your suggestion doesn't actually pit you against players?
    You're obviously not listening. The ENTIRE issue is "Okay, we've got a CITY full of HEROES. We've got a NATION full of VILLAINS. ...Why are they getting along so well?" You have players who choose to be heroes, and those who choose to be villains, an the game does nothing to enforce the idea that they're supposed to be ENEMIES.

    You can't be that blind to the RP-related problems associated with this. You've already stated that you've created "villains" that you'd want to fight against your "heroes", so why are you opposed to any idea that would actually bring PC heroes and villains into direct conflict?

    I mean, I realize you're not a great player (I've seen you kvetching about being unable to get shard drops over on test because you don't like fighting above MINUS 1) and hate to lose, but how heroic is that, really?

    Quote:
    I don't treat players I meet as heroes or villains or Praetorians. I treat them as players, and I am opposed to anything which proposes to change that. I reserve my "hatred" for fighting with NPCs.
    Sssooo, the only "bad guys" are the NPCs who never really did anything, and the guy standing across from you who's robbed every bank in Paragon, killed countless police and Longbow officers, and beaten the crap out of the Vindicators and Freedom Phalanx... you're cool with him?

    ..Alright. (PS, i moved this quote up in relation to another paragraph because i had an epiphany, which I think you'll like)

    Quote:
    This is where the Nemesis idea comes in. People have heroes and they have villains, and they want their heroes and their villains to fight, which you can never do since you can only log one character in at a time. Being able to make an NPC in the image of your villain and have that show up in your hero's missions is a roundabout way to achieving the same goal.
    First of all, this doesn't do anything to foster rivalry between player heroes and villains. Second, there's the AE, but who wants to craft a story for themselves when, by the time they're done with it, they already know all the dialog and everything that's going to happen and... and...

    ...You know what, Sammy ol' boy? I just had a Brainstorm, and not the kind that pretends to be a Doctor!

    How about, you send me details of your Characters, and I'll make some AE arcs for you? That way, you won't KNOW what your foes are up to, but you'll still be able to fight them and have some surprises thrown your way. And it'd also be a bit like PvP, because we're two players on opposite ends of a conflict. I MAKE a scenario, and you STOP it!

    With i19 around the corner it might take me a while to get to it, but if we can pull this off, i think i just discovered a cool new way to get people interested in AE again...
  25. What's all this talk about a Player-created "nemesis system" when the problem posited by the OP is "WHY ARE HEROES AND VILLAINS GETTING ALONG SO WELL? Or at all, rather?"

    Sam, please, forget your rabid anti-PvP stance just long enough to answer that question. Because right now the game has pretty much devolved into "Go-Carting With Bowser" and you can't tell me that's 100% satisfactory in a genre that relies on Good guys beating up Bad guys!

    I realize agreeing with that point could segue into advocating more PvP. But it doesn't have to. But we need more ways for Players to mess with one another in order to keep that hero/villain distinction.

    For example, a Villain can do a series of missions to, say, call down an orbital strike on Atlas Park. Heroes would learn of this via a contact or zone alert message and can try to stop it by raiding the weapons platform and fighting off goons. The players would never meet, but try to advance their goals from separate locations. If the villain succeeds, nothing actually happens to AP, but he'd still get rewarded for "winning".

    See? No direct PvP, but it's still Villains and Heroes doing what they do best: antagonizing and thwarting one another.