Hallowed

Caption Champ 6/25/10
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    710
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  1. Quote:
    Originally Posted by Blood_Beret View Post
    Currently fitness pool doesn't effect Kheld forms. Since it will be inherent now, will the Kheld forms get the bonus's from it?
    Now that is an excellent question.
  2. Quote:
    Originally Posted by Captain Fabulous View Post
    Well, in all fairness sometimes we do get things "with no penalty", but they're usually done half-*****. And I'm not sure I would qualify making the Fitness pool inherent a QoL change.
    So what would you qualify it as, exactly?
  3. Quote:
    Originally Posted by EvilRyu View Post
    Well because since day 1 they have never given us something just because. I cant think of a single instance of them giving us something for nothing like with this stamina change. I am pretty sure we are going to have some penalty for this. Either increased power costs or sappers at level 2, its going to be one or the other.
    You just could not be more wrong, could you?

    Seriously, do you try to be as wrong as you possibly can? Or is it just... an inherent?
  4. Quote:
    Originally Posted by EvilRyu View Post
    I dont know about this stamina thing. Something tells me we are going to pay for this in some way.
    Paranoia. /nod

    Quote:
    Originally Posted by EvilRyu View Post
    Whether its powers costing more endurance or the implimentation [sic] of more critters who end drain but at lower levels. Think about fighting that crazy electric chick boss that shows up in the tip missions but at like level 5. No one would be able to beat that even with stamina.
    Bet I could.


    Quote:
    Originally Posted by EvilRyu View Post
    If Castle can promise us that there is not going to be some penalty for it in some way (more expensive power costs or more end drain critters), then I can get behind the idea of this.
    A higher challenge critter is not a penalty. You will also never get that guarantee. I guarantee it.
  5. Quote:
    Originally Posted by Nicetry View Post
    Just wondering if anyone recalls one of the reasons for not giving regen to brutes was because of quick recovery at level 4 and how a brute with significantly less endurance management issues in the early game would present balance concerns.

    Or am I just making that up?

    If I'm not just making that up then it seems every brute now gets that ability from level 1/2 on!
    You're making that up (so far as I can recall, anyways).
  6. Quote:
    Originally Posted by Kheldarn View Post
    My builds take Swift, Health, and Stamina. I use 4 slots on Health and Stamina. With them as Slottable Inherants, I will still be using those 4 slots. That means I'll have 4 less slots to use on Primary, Secondary, Pool, and Ancillary Powers.
    /facepalm

    No... you will have exactly the same amount of slots to use on Primary, Secondary, Pool and Ancillary Powers.

    Exactly.

    The same.

    No change.

    Identical.

    You won't get any more slots, but you will have 3 more powers to use. You can opt to move/put slots into those powers, or not. If you don't, your build will remain the same, except with 3 more utility/situational/fun powers.
  7. Quote:
    Originally Posted by ArwenDarkblade View Post
    So are we getting more slots so we can slot the three powers we're going to take instead of these? Because if not, then making them inherent really doesn't change anything.
    Gift horse... mouth... etc.

    That's a load of [WARNING EXPLICIT LYRICS]. There are plenty of powers that people just leave at the base slot. But hey, if you feel there's no benefit in that, you can always not respec into the inherents and remove the three extra powers it will free up on your new characters form your tray. after all... if it's not really changing anything.

    I swear, some people on these boards will complain about anything...

    This is a fantastic change, one that has been much requested, and yet another example of the dev's listening to their player-base.

    THANK YOU.

    I can tell you for a fact that everyone in my SG is thrilled by this decision.
  8. Quote:
    Originally Posted by Rylas View Post
    Once again, the NA group gets hosed.... oh wait.

    Congrats on getting a contest, EU!
    Beat me to it.
  9. Quote:
    Originally Posted by Captain Fabulous View Post
    Actually it's about you trying to force your opinions on others. Cause it's not all about YOU. YOU like it the way it is, so of course anyone that doesn't isn't entitled to their opinion, we just need to learn how to play better, right? Explain exactly how a new player is supposed to learn how to play better when they have 0 experience in the game? Yeah, go on, I'm listening. Oh yeah, that's right, you don't give a [MANURE] about anyone else's play experience except your own. So what if there are a dozen or more posts here and a few hundred in the beta forums complaining about the increased difficulty. Those opinions don't matter. Only yours does, right?

    Let's also not forget that once field analysts are put in the ability to increase the difficulty goes up by a few orders of magnitude. Down? Not so much. So those that don't like this level of difficulty, who also plopped down their $40 and HAVE THE RIGHT TO PLAY WHATEVER WAY THEY WANT, have zero options. And you're ok with that. Sorry, but that attitude is obnoxious, arrogant, and unacceptable. Cause you're not the only person that subscribes to this game.

    You sir, are a [MALE DONKEY]. You may now join GMan3 on my ignore list.

    To summarize:

    Those that think the difficulty is too hard are pushing for it to be reduced knowing that those who want more of a challenge will be able to up the slider and get it.

    Those that think the difficulty is perfect as-is don't give a [COITUS] about what anyone else thinks or feels; they just need to suck it up or quit.

    Did I miss anything?

    And I'm done here. The argument is getting old and I'm over it.
    Did you miss anything? Plenty. And at the same time, it would seem you mentally added things that were not there.

    a) Show me where I'm "tying to force my opinions" on anyone. Until you threw a hissy-fit in my direction and started with personal attacks, I was having a calm discussion, talking about my experiences, likes and dislikes on this subject.

    b) My opinion, is, in fact, all about me... specifically what I like or dislike. Just like yours is all about you. The difference? I don't throw a fit when someone offers a dissenting opinion.

    c) I specifically stated that your opinion "is no more valid than mine". Nowhere did I say you were not entitled to yours, nor that yours was inferior.

    d) When you "have 0 experience in the game" is when you have the greatest potential to learn, especially when there are large amounts of veteran players around from whom you can learn. In some ways, you may be better off, because you are not coming in with assumptions about how things "should" work.

    e) Much like here, while there are a number of posts in the beta forums complaining about difficulty, for the most part, they are simply the same people complaining over and over. In my testing, almost none of the people I ran with complained about the difficulty. Is that anecdotal? Sure. But so are the experiences of those bothering to complain on the boards. Datamining will give the devs actionable data. Everything else is just speculation.

    f) The types of difficulty increases offered by difficulty shifting are specifically not the types of things that make fighting these mobs enjoyable (for me, at least). Giving them more hp, making them hit more, take less damage, etc, isn't the same type of challenge these mobs provide versus "standard" CoH mobs. You have to think more, fight smarter and try new things until you figure out what to do against a given group. Raising the level does not provide that. So, nerfing the mobs by changing how they function, which is what you seem to be advocating, will make them less fun for me (and others who share my opinion), regardless of the ability to raise the difficulty. Allowing you to lower the difficulty, however, will make it easier for you.

    g) You do not "HAVE THE RIGHT TO PLAY WHATEVER WAY [you] WANT". You have the right to play the game as intended by the devs. Within those parameters you can play how you want, but that doesn't mean you'll get the results you want.

    h) As to your summary, most things are covered above, but I want to make something clear: I did not tell you (or anyone else) to quit. You threatened to quit, which is what I alluded to at the end of my previous post.

    Finally, putting me on ignore... shrug. It's an interesting move, given that you went personal (first... I admittedly responded somewhat in kind) when there was simply a discussion at hand. It's the equivalent of taking your ball and going home, when you're losing a game, even though it was played by your rules.

    If you did go through with your 'threat" you may never see this (unless someone quotes it w/o the tags to me), but I felt it important to address this type of behavior, as it's popping up on the boards in a number of places. Everyone on the boards is entitled to an opinion. If it's counter to yours, that doesn't mean that people are saying you don't count. It means they disagree. and that's ok. Please leave whatever r/l persecution issues you may have off of these boards, and try to stick to rational discussions.


    Peace.
  10. Quote:
    Originally Posted by Captain Fabulous View Post
    You were on *1* large team against *1* particular type of group. I think you need to get out more. If you're going to make a broad sweeping comment about how you think the difficulty is ok you really should experience what others are complaining about first. Otherwise it's a tad bit disingenuous, no?

    The problem with leaving the base difficulty of Praetoria as-is is that even if you drop the difficulty to -1 it's still going to be too much for most people.

    I'm sorry if you feel you're entitled to a level of difficulty that leaves other players wanting to quit and never return. But I guess whatever works for you, right?
    I'm sorry if you feel you're entitled to a level of difficulty that leaves other players bored rather than enjoying themselves. But I guess whatever works for you, right?

    Get off your high horse and cut the [WARNING EXPLICIT LYRICS]. This is about opinions, and yours is no more valid than mine.

    If a differing opinion leads you to unprovoked personal attacks, then you have no place in a discussion. This is especially true when I have, in various posts in this thread, both voiced my disagreements with certain design decisions and advocated for a way to make things easier for those experiencing difficulties.

    Also what I described was my 8 man team experience, which wasn't just limited to 1 mish, btw. While most of my experience has been on 1-5 man teams, not all of it has. Unless you think a 7 man team is not a valid basis for "large team" comparison?

    The usual assumptions and play-styles of CoH have changed in Praetoria. An 8-man/large team is not necessarily better, and certain play-styles don't work well. Change or die...

    ... or quit I suppose.
  11. Quote:
    Originally Posted by Eiko-chan View Post
    You don't pay for Vet Rewards. You pay for access to the game.
    Actually, you pay for access to the game and vet rewards. And if you have a month in which you don't play, but have paid for, you are paying for only the vet reward.
  12. Quote:
    Originally Posted by Captain Fabulous View Post
    Again, you need to play more on large teams. It seems like those who keep saying "I don't see a problem" only play solo or in very small teams.

    Let's also remember that we're talking about BASE difficulty. I imagine most of you are accustomed to playing with the difficulty turned way up and are used to the increased "challenge". But not everyone does that (honestly, everyone I play with runs on -1x2 well into their 20s). If the base difficulty in Praetoria is equivalent to +2x3 in Primal Earth, then that's not right.
    Perhaps.

    But my large-team experience showed that a change of play-style netted favorable results (and no, it wasn't about pulling single mobs to doors/corners).

    As for how I normally have my settings, it varies by toon and team. Some toons run at max solo, some at -1/x2-x3 and as team size changes, I may adjust (or not).

    I think it would be a good idea to have the difficulty adjusters put into Praetoria. That lets those that are having problems make life a bit easier. I am completely against further nerfing of Praetorian mobs. I like where they are.

    As a matter of fact, I have not enjoyed playing the game this much for quite some time, and that experience seems to be echoed by the people I've played with.
  13. Quote:
    Originally Posted by Zamuel View Post
    There does seem like a rather distinct paradigm shift on enemies that someone noted and I think bears examining. In Paragon City, a lowbie team works best with a full 8 and they can basically steamroll without actually needing to know how to learn how to play the game. The threats the enemy groups present sort of don't matter unless it's a smaller team or you massively over pull. In Praetoria, teams work better with two or three members because they get a variety of abilities yet the groups haven't stacked enough yet. Essentially, it's an issue of force multiplication.

    I find mention of Malta in a conversation about difficulty kind of interesting because many players avoid them. In a lot of ways I feel it's an issue of not being able to get away with scrapperlock that causes some of the discontent with some enemy groups and a lot of Praetoria. While solo Stalkers may struggle with parts of Praetoria, it really looks like the content is designed to make them more viable on a team. Kill the Blast Master before it even drops the burn patch or take a chunk out of the Big Dog even if you can't one shot it.

    Not wanting to dismiss the vets because many are far far better at the game than I but I think people are being taken out of their comfort zone and not knowing how to adjust.
    Now this I completely agree with (other than the "far far better" part ).
  14. Quote:
    Originally Posted by Hallowed View Post
    As soon as you notice/know there are Destroyers in your the mish, why aren't you telling people to kill the Blast Masters before a fight starts?

    Now graned, I think putting Blast Masters on indoor maps with tight quarters/low ceilings is a bad call (for visibility reasons if no other), but with a tiny bit of team coordination, their effect can be minimized.
    Quote:
    Originally Posted by Captain Fabulous View Post
    I keep coming back to this same point with the Blast Masters: is it absolutely necessary to have 4-5 of them in each spawn (full team)? What exactly does this serve other than to frustrate people? Wouldn't 1 or 2 be sufficient?

    I go thru some of these missions and really have to scratch my head trying to figure out who thought this or that was a good idea. Like "hey, let's have an ambush spawn appear behind the team just as they start to attack the first spawn! Yeah! That's gonna be great fun!"

    Or, "hey lets give the Clockwork +def, +resistance, +tohit, -regen, -def, AoE DoTs, and chaining energy bolts that will kill your teammates! It'll be a riot to play!"

    I might expect these things in level 41+ critters, but not at levels 1-20. And I seriously have to question how this increased difficulty is supposed to bring in new players when experienced ones are telling you (and have been for many months) that these mobs are too difficult and it's very frustrating. As an interesting aside, I was watching videos of the 2 new starting areas in the upcoming WoW expansion. And the commenter was saying how datamining showed that most people who quit WoW do so before they get to level 10. Because of this they've made the new starting areas CAKE -- like super high regeneration and energy recovery so it's absolutely impossible to die or run out of mana -- in order to make the lowbie experience as pleasant and non-frustrating as possible. Compare this to my experience yesterday of putting together a full team at level 2 and have 2 full team wipes ON THE VERY FIRST MISSION OUTSIDE THE TUTORIAL. I think that pretty much says it all.

    And yes, Vahziloks suck. That's why no one does Vahzilok missions. At least on Primal Earth you have options and it's easy enough to avoid them and fight something else. In Praetoria you don't. You either do the mission given to you or you do nothing.
    Just to be clear, other than having Blast Masters in tight (indoor) maps (think office buildings, not say the new tunnels), I have no issues with the difficulty in Praetoria.

    This holds true for solo play, and small-med group play, which is what I've mostly engaged in since GR went live, and with multiple ATs

    Had a bit of a rough experience running with an 8-man team, but that was specifically against Destroyers, in an office map, which was already on fire, so hordes of Blast Masters made visibility and places to be able to stand safely, a problem. Also, I believe it was some player's first experience with Blast Masters. We had a team wipe. No big deal. We changed our tactics, played a bit smarter, and finished the map with only one more death.

    Other than the visibility/confined speaces issue, I fail to see the problem.
  15. Quote:
    Originally Posted by EvilRyu View Post
    You mean like the way it is now? Sadly you pretty much need trollers to lock everything in place so they dont run away now. Gladly take a controller or dom over a defender any day. Sadly the extra benefit of the force multipliers that defenders bring gets watered down because critters run away adding more total time to complete a task than if no debuffs were used at all.
    /facepalm

    Once again, ER is playing a differnt game from the rest of us.

    It's one thing to complain validly, it's another to venture into the real m of gross exaggeration and hyperbole.
  16. Castle,

    I understand the point of having running mobs. However, there should be some changes to this behavior:

    1) Lessen the distance mobs run, as per Arcana's suggestion
    2) Have running mobs join spawns of identical enemy groups (they feel safer in numbers and stop running)
    3) Scale up the "requirements" to trigger running by rank. Minions run before lieutenants, who run before bosses, who run before EBs. AVs and GMs never run unless specifically scripted to do so (as Diabolique presumably is).
    4) +Lvl mobs should be treated as one step higher on the ranking above (e.g. a +1 Lieut acts as a boss for purposes of determining running).
    5) Lessen the effect debuffs have on triggering running. Right now, anchors for things like RI and DN run far too often. And running anchors not only make the current fight much tougher, but they also have the potential for serious additional aggro from different spawns.
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    Oh, and another thing. Speaking of "eye beams not your cup of tea," can we get an alternative of X-Ray Beam Eyes that isn't... Well, an eye beam? I wouldn't mind if it's still a small, narrow beam, but I'd be very happy if I could shoot it from my fist.
    I'd like to see this as making pistols with both hands and having the hands fairly close together. Pew! Pew!
  18. Quote:
    Originally Posted by Lady_of_Ysgard View Post
    I've been on a team that wiped SEVEN times in the same room because of more than four Blast Masters in a spawn of Destroyers as well as two bosses.

    Now, granted this was while we were still in Beta, but that mission's going to be just as hard with a full team on live simply because of the Burn spam from the BM's. You're getting knocked off your feet every few seconds from one of their M-80's, or you're getting firebombed, both while trying to get your team to ignore the boss and kill the minions first and they aren't listening because they THINK they know better after six years of playing...

    Now, word's gotten around a bit to 'kill any and all Blast Masters ASAP' but they're still a minion-level major pain in the ***.
    As soon as you notice/know there are Destroyers in your the mish, why aren't you telling people to kill the Blast Masters before a fight starts?

    Now graned, I think putting Blast Masters on indoor maps with tight quarters/low ceilings is a bad call (for visibility reasons if no other), but with a tiny bit of team coordination, their effect can be minimized.
  19. Quote:
    Originally Posted by Call Me Awesome View Post
    No note about the bug where loyalist/resistance mixed teams occasionally bug and can attack and kill each other. I've had this happen to me three times so far.

    Here's the situation:
    We have a team composed of some resistance and some loyalist characters running missions.

    Everyone enters a mission and we discover that some of our own teammates come up as valid targets and can be attacked and killed.

    MM pets set to anything but "passive" will attack the opposing faction teammates.

    AOE splash damage will hit opposing faction teammates.

    As I said I've run into this bug three times in leveling a Praetorian 1-20 and bugged it each time.
    Never seen this, but knowing some of my SG members, we'd have a giant fracas break out in seconds every time this happened (with much laughter).

    Now i want this bug to hit me...
  20. Quote:
    Originally Posted by Avatea View Post

    Critters
    • Toned down the Syndicate villain group, especially at lower levels:
      • Removed one of the melee attacks from minions
      • Created slower attacking versions of the Lts and Bosses for low levels.
    Aaaaawwww... pooh.

    I liked the challenge.

    Quote:
    Tasks

    • Nova Praetoria – The Clockwork Flower Vendor will now advise players to open their mini-map (hotkey ‘M’) in order to locate the roses they need to pick for Praetor White’s lady. Additionally, the mission objective now contains similar advice.
    Nice touch.
  21. Quote:
    Originally Posted by Trollsfire View Post
    I remember reading that assault rifle was originally going to be called "Weapon mastery" or something similar and that each power would actually make use of a different weapon. How about having alternate animations for most of the assault rifle set that feature alternate weapon animations already in the game.

    A few examples...

    M 30 grenade could pull out the M16 clone or a separate rotary grenade launcher.

    Sniper rifle could actually bring out a sniper rifle.

    Flame thrower and ignite could use the council flamethrower animation or the fire extinguisher animation.

    Shotgun and beanbag could pull out the shotgun model.

    Last but not least full auto could use the Council Gatling gun model and animation.


    On a different note could there be a random setting for some powers that have alternate animations to give more variety to fights?
    I really like this idea, espcially if we could get a modern and a sci-fi/futuristic version for each weapon.

    It allows for a character with a complete weapons arsenal, but i think would require minimal new animation work (relatively speaking).
  22. *All (non-weapon) blast sets: Each set should ideally have a hands-based, head/eye-based and chest/body-based animation for most powers (as some may not make sense).

    *Every power using the chest-pounding/roar animation: An alternate, more subtle animation without a roar/yell.

    *Medicine Pool: Non-tricorder animations (spells, glowing hands etc.)

    *Dual Pistols: Non-gun-fu animations for some of the most gun-fu-like powers. IMO, there are several powers that work just fine for a more traditional gun-based character.

    *Elemental melee attacks (fire, ice, NRG, etc.): A full set of elemental sword attacks, and non-sword animations for those attacks currently using a sword.

    *Stone Melee/Earth Assault: Similar to above, hammer-based attacks for all melee-based attacks (incl. fault & tremor).

    *Alternate Granite Armors: If custom coloring of granite armor is not possible (as BaBs once stated, I believe), make 3-10 different versions of granite armor. At a minimum, simply offer a set of differnet colors. Ideally have a few models that use different model geometry.

    *Force-fields:
    Non soap-bubbly bubbles/fields. Non-rounded, lattice-based fields would be ideal (think the soccer ball shield from Halo).
  23. Boooooooo!

    Just kidding. I get it. I really do. But...

    BOOOOOOOO!!!
  24. Quote:
    Originally Posted by Tenzhi View Post
    Just turn it around on them. Clearly, it's the people who believe they're entitled to have things other people don't/can't that are the ones with a sense of entitlement. And an elitist one at that.
    Yup. Damn skippy I am.

    [74.something mo vet]
  25. Quote:
    Originally Posted by Mystic_Fortune View Post
    I'm not sure if this qualifies as a 'lost' costume piece, but it is definitely something I want. The female merit vendor in Sharkhead Isle near the black market truck is wearing a very awesome looking belt.



    It seems to be a common trend for the Merits Vendors to be created from existing player enabled costume pieces, why is her belt an exception.. and can we have it? please?
    I'd love that too.