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Just out of curiosity, how does that relate to safeguard style gurneys?
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Having a NPC/Object come to the player. You could then trigger a location choice based on your mission/contact list. Then run a animation of you exiting the flier at that location.
Poison Pill
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Not down on your idea, but I think you're misunderstanding the gurneys. Functionally, it's no different from a hospital. It's a static, unmoving respawn point, probably in the middle of the police presence at the zone entrance. Basically, it let's them put a "hospital" in the zone without having to add a new building. -
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So ive waited four years for this?. Call me the pessimist, but Many of the people I have played with, used to complain about the hollows for a while now. We missed our well deserved hollows face lift when the devs somehow felt revamping Faultline was a better venture. Trying to draw attention to Fault is fine and all since before that, it was considered Hollows version 1.5. But how many people go to Hollows? Im sure a lot more than those that go to Fault.
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Actually, -after- the revamp, most people I know hit faultline when they get to the appropriate level. Compared to the ghost town it used to be, I'd say the faultline revamp was a overwhelming success. (given the point was to get people interested in a zone they weren't interested in.) The revamp of the Rikti Crash Site has had similar success in invigorating a previous ghost-town.
(Along the way there have also been lots of other updates to other features, but you seem to be interested in ignoring those)
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Hollows used to be famous for the Frostfire mission and helping players get to lvl 14 (thank you Atta). Yes I am happy that it has been "faced" but honestly this late in the game?. Theres a lot to say about a Dev team that takes 4 years to complete and or revamp a zone where everyone had complaints about. Whats next Eden? or Crey Folly?. Overall these zones have nothing that rouses interest when going in. Most just go to either complete a mission or TF.
In conclusion. YES I'm glad Hollows is getting "fixed", but im sad that it took this long. Is this really the future of CoH?. we whine enough and we get Dual Blades, but we ask for a better playing zone and we wait 4 years?. YES I know the hard work that goes into being a dev. But this problem was going on way before i11, and should have been addressed at least after i5. Thanks Warwitch, im glad you finally decided to do something we all noticed (no offense). Frankly everyone I know who plays the game, are just hitting there said yawn emote.
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Well there's a backhanded compliment if I ever saw one. You know, saying "no offense" after rude remarks doesn't make them less rude.
I for one would love to see updates to Eden or Crey's Folly. Not nessecarily in the vein of faultline and RWZ's total revamps, mind you, but adding content, story content, and adding flavor to the zones would be cool.
As far as Hollows is concerned, well, there wasn't -that- much wrong with it, So it was a low priority. That's the way these things work. Major problems get fixed quickly, minor ones get delegated to the back of the pile. -
Just out of curiosity, how does that relate to safeguard style gurneys?
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War Witch is adding gurneys (ala the Safeguard missions) to the front of the zone that you will go to if you are overcome and hit ye olde hospital button.
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Woo Hoo!
Now if we can just get them to do that in all the rest of the Hazard zones.
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This is great and all but...
IS THERE GOING TO BE A HOSPITAL
(forgive me if this was already mentioned)
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You could try -reading- the thread. Or at least go to "show all posts" and (ctrl-f) search for "Hospital" Search-fu will serve you well on the forums.
But anyway, a prior dev post indicated that there was going to be a mobile medical unit added to the zone. (which is to say that it's a police medical unit with a truck, presumably like in the safeguards, not that it's going to move around the zone) There was nothing about it in this writeup from WW, but there's no reason to assume that the prior confirmation has been recanted. WW was mostly talking about spawn changes and the new contact, anyway. -
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It's kind of stupid that all these changes were at least partially motivated because players were supposedly forced to go to the Hollows to get missions when the devs know full well that all a player has to do is drop the mission from the contact that sends them there if they want to avoid the zone. Seems like they are determined to make this game so easy that it can be played by a retarded monkey.
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Yep. All the player has to do is drop the mission. For that matter, you don't even -have- to drop the mission. All you have to do to complete the mission is visit Wincott and bam, free expees. Then you can go about your normal missiony schedule.
Trick is,
New players don't know that.
You can say all you like about liking a challenge to hone your skills, but a new player, and new subs is kindof important to maintaining a decent size base, is going to run into the hollows like a brick wall and sometimes get discouraged, or at least frustrated. Steeply rising difficulty curve bad. The challenge is still -there-, it's just localized, so you go looking for it, instead of having it dumped on you with hunt missions the instant you walk in the zone.
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QFT! I've been saying that again and again. Glad to see someone else is able to enunciate that point.
New players are herded by their first level-5 contact to go visit the Hollows. And if they went through the tutorial, they are "indoctrinated" to pick up the missions every time they are offered one. It's not obvious that you can skip Hollows content.
I'm still hoping that the Devs change this system. Best solution I can think of (and I'll probably post this in Suggestion Forum): Have the first level-5 contact give you a choice of two missions -- visiting Wincott at the Hollows, or visiting the detective in Kings Row.
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That's....a really good idea, actually. I suggest throwing up a thread on this in the suggestions forum, if it hasn't been done already. Something to point new players to the radio/detective system is a great idea to guide people into that part of the game. -
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It's kind of stupid that all these changes were at least partially motivated because players were supposedly forced to go to the Hollows to get missions when the devs know full well that all a player has to do is drop the mission from the contact that sends them there if they want to avoid the zone. Seems like they are determined to make this game so easy that it can be played by a retarded monkey.
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Yep. All the player has to do is drop the mission. For that matter, you don't even -have- to drop the mission. All you have to do to complete the mission is visit Wincott and bam, free expees. Then you can go about your normal missiony schedule.
Trick is,
New players don't know that.
You can say all you like about liking a challenge to hone your skills, but a new player, and new subs is kindof important to maintaining a decent size base, is going to run into the hollows like a brick wall and sometimes get discouraged, or at least frustrated. Steeply rising difficulty curve bad. The challenge is still -there-, it's just localized, so you go looking for it, instead of having it dumped on you with hunt missions the instant you walk in the zone. -
Just throwing out some on topic thoughts, to step away from the power proliferation conversation...
I think it's cool that the Hollows is getting a bit of a revamp in terms of zone design, and the changes all sound very neat. I like the fact that it eases players in a little bit. I can't begin to say how annoyed I've been by street hunt missions in -general-, and especially in hazard areas like the hollows.
When Hollows first launched, as some people have pointed out, all the lowbie outcast and troll minions had powers, just like their big brothers in Steel and Skyway, and I actually remember thinking that was pretty cool, since it added to the "superhero" feel of the lowbie game. I do kindof wish we could get that back, but I suspect it would cause an unpleasant backlash.
I am also very pleased to see the coralax and Legacy chain make an appearence blueside, though I hope that they could in some way be incorperated into the fiction of the zone, rather than just be random spawns? For example, adding the occasional friendly legacy chain NPC to some of the CoT missions in the zone, or giving us some missions (maybe via the new contact) to fight the coralax to find out why they're here now would be a nice addition? If not now, then maybe in a 12.5 sort of update, or maybe for I13?
Anyway, the addition of a hospital is also very nifty. I really think every zone should have some sort of respawn point. The extra trek from a neighboring zone is a huge bother in a lot of places, but especially in those low, pre-travel power parts of the game.
One thing I -thought- I remembered reading was the possibility of radio missions for the Hollows? Though it might have been a refference instead to the repeatable missions the new contact offers. I do think, given the strong police presence in the zone, that a radio contact (and can we please have at least -one- freaking female detective contact, for cryin' out loud?) would make sense, and would help those "just hit level 5" newbies to find out about safeguards and such. Since the revamp seems angled at the realization that most new players don't realize the hollows content is optional, I think offering radio missions there would help turn the hollows into the heroside equivalent of port oakes. A zone that points the heroes squarely at the radio mission mechanic and says "Hey, LOOK."
Hmmmm....What else, what else...Ah! Friendly NPCs! After the addition of the PPD to several of the city zones, and seeing them find and stop criminals on their own, while also lending the occasional assist to a hero in trouble, I cannot tell you how happy I am that the canned "firing into nowhere" blockade animations for the hollows police are going away. Although I hope longbow doesn't dominate, since I really like the heavy PPD presence in the zone. And Legacy Chain actually helping out other heroes is cool. Maybe we could get some Wyvern agents here and there in paragon at some point?
I don't think, actually, that adding these characters to blueside diminishes their redside presence, BTW. I think it adds to it, but fleshing out their importance to the game world. Fighting them as a villian -means- more if you've fought by their side as a hero. (for the same reasons that teaming up with the occasional freakshow member was a blast, redside.
And last, but certainly not least. The mission doors. (choir music sounds) Yes. Neighborhood localized mission doors are so awesome, especially in the lowbie zones. And please, if you ever get the chance, give this treatment to the rest of the zones on city, especially Atlas, Galaxy, and KR. I get so exhausted with picking up a mission from a contact, having to zone twice to get to it, and then having to run all the way back, without a travel power (the safeguard temps help, but still) is just a hinderance to the fun and flow of the game, especially after living redside for awhile and having most of the mission doors tied to the relevant zone.
Anyway! So in short, I, for one, am pleased with this overhaul, and I hope to see more of the sort as time goes on. -
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the VEATs and Proliferation powersets are probably pretty nebulous right now. Some sets may not make it. Some may be pretty different from their current internal builds before they go live. Sure, they could give us info like what sets they're working on porting, but seriously, does that really merit a dev diary? When they can't talk about the specifics of the sets because it's not nailed down yet?
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You just accused another poster of jumping to conclusions. It works both ways. You don't know if any of this is true.
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I'd like to know where my post claimed to -know- anything, when it was peppered with probably's, may's and could's. I'm just proposing patience and openmindedness. (the person I criticised for jumping to conclusions, on the other hand, was expressing an emotional reaction to a scenario he invented out of whole cloth)
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In fact, based on comments made by BaB, it's most certainly not. BaB's said that this round of powerset proliferation are the sets that were pretty easy to port over without a lot of changes for the the most part.
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That still doesn't mean the work is -done-, as seems to be the case with the hollows, or that they can speak confidently about specific sets without unanticipated problems biting them on the [censored].
There's also a lot of arguments in this thread as to whether it would actually be beneficial for the community to have a lot of info to speculate on right now, without the ability to -test anything-, to say nothing of the fact that marketing maneuvers are not nessecarily a waste of time, and just because you want the info now, that doesn't mean it's the best course of action for the game to take.
I understand where you're coming from, I just think people in general are being a bit silly in this thread. They could have not told us -anything-, and just trickled out tidbits here and there through dev posts until the thing went open beta. WW took the time to write up an overview of the zone overhaul that she did. And there's discussion to be had about that overhaul other than just "this isn't the info we're looking for". -
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I usually go to Kings to lvl rather than to the Hollows... the only bad thing about it was the location of missions... i still believed that there should still be those hazard sized spawns just have a few solo sized mobs as well.
I think now the hollows might have lost some of it's hazardness.
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Well, yeah, that's kinda the point.
The idea of toning down the hollows is (since players are sent there early and many don't catch on that they don't -have- to do that content to progress in the game) an attempt to ease players in to the idea of a hazard zone. There are areas of the zone that are reasonably under control, and areas that are very difficult and dangerous to navigate.
If you want a "hardcore" hazard zone, Perez is still pretty much untouched since the game launched. -
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Everything sounds great, War Witch!
But, I'm curious. How is it that the Hollows zone never got it's own giant monster, being it's a "hazard" zone and all. Hmmm?
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Giant monsters and hazard zones don't go hand in hand. Hazard Zones are so called because they have large, team-oriented spawns, and are not generally safe to travel for solo players.
Giant monsters go wherever the devs want to put them. Sometimes those are in Hazard zones, sometimes they aren't. -
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I really hope this is not all the info we are getting today.
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As I stated in an earlier thread, we are still weeks out from closed beta and more weeks out from open beta and then launch. So, expect to get something on a weekly basis from now till then. If we just dumped it all out now, well we'd be sitting around going "that's nice, but when can I play it?" So, thanks for your patience and understanding that it won't all come at once.
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Oh come on... even one(1) powerset primary or secondary from any of the other archtypes would give us something to plan on for a week... why hide ALL of them?
Is Issue 12 not going to be released for 15 more weeks and you plan to reveal one at a time each Wednesday now?
That makes me sad.
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You realize you just made -yourself- sad, right? Are your legs tired from jumping to conclusions? -
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Each of those features has more posts just in the dev corner than the rest of the other features COMBINED. And if we counted all the various threads out in the other forums, it's clear that interest in those two features dwarfs anything else.
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You're absolutely, 100% right, EvilGeko.
So, those will almost certainly be the last topics to get more detail. Because they want us speculating and discussing and frothing about it, building buzz in the process.
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Honestly, I wanted to hear a little more about powerset proliferation if just to quell all of the moaning on the boards lately about psi/ and pvp.
I like the revamped hollows zone (and grats to WW for all of her hard work!) but this isn't going to do much in terms of the arguments currently going on.
Hell, the training room forum has gone off a cliff this past week.
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You...You think unveiling more sets would -lessen- this? Or even giving out relevent info about psi? It seems to me most of the moaning and complaining is coming from people who've already made up their mind that it's going to be broken, and those are not people who change their minds.
Ever.
They could come out, be completely weak, have a hundred ****** in their armor, and come I14 these people will still be complaining about how "broken" they are, because they won't adapt their playstyle to compensate for them.
As has been pointed out, powerset proliferation and VEATs are very likely to be subject to major changes and refinements before going live.
The hollows changes are done. Finished. In the pipe. Worked out. Easy to talk about things like that, because you already know what you're doing.
the VEATs and Proliferation powersets are probably pretty nebulous right now. Some sets may not make it. Some may be pretty different from their current internal builds before they go live. Sure, they could give us info like what sets they're working on porting, but seriously, does that really merit a dev diary? When they can't talk about the specifics of the sets because it's not nailed down yet?
And even if it merited that, and if they said blasters are getting thermal, or corrupters are getting pistols, or scrappers are getting cigar powers, do you really think -any- of that would -lessen- the whining, the flaming, and the rampant speculation? No, we'd just have a big round of "why not this?" "that'll be broken!" "That'll suck!" "Heroes shouldn't get that! Villians shouldn't get that! Positron kicked my puppy! BaB has a funny nose! What about tails with trenchcoats? Where's my pony??"
Best thing the devs can do is give details on the stable features, save the controversial ones until they have an idea of what they're doing. I wasn't expecting a feature article at all just yet, so I'm glad to see any info at all. -
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Those all sound like really great changes to the Hollows. Now how about setting War Witch loose on the Shadow Shard? The huge villain population in the Shard is entirely too static, too rooted in place. The Shard has such enormous unrealized potential.
How about:
- a few wandering space "dragons"
- a few wandering rikti spacecraft
- a 50-hero Hamidon-raid-level arch-villain
- hollow out some asteroids for us to explore
- more complicated "one-off" missions
- an accolade power earned by completing the four Shard TFs
- access to the Shard for CoV (co-op mode like the RWZ?)
- actually place the Ski Chalet and Pocket D somewhere in the Shard
- black holes, small meteors, vision-obscuring nebulae
- a wisp city
- random rare rularuu raid on FBZ
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I'd settle with "a reason to BE there" personally, but otherwise QFT.
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How about the fact that a couple years ago, rularru were marching down the street of steel canyon in very large groups killing the crap out of anybody that came near? Is that reason enough for a counter-invasion? ;p
Seconded on the need for a SS revamp, too. If nothing else, it needs a better way of navigating than the hero mortars. They're a cool idea, but they're waaaaay too touchy for speedsters, and some of them are downright -hidden-. (and you -have- to shut off superspeed to jump in, or it screws immensely with your trajectory, for reasons which I don't totally understand) -
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So how many people pretended to be playing Guitar Hero while watching/listening to video?
*raises hand sheepishly*
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I was playing Air Guitar Hero 3 while making it
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Air...Guitar...Hero.
You people are trying to challenge my faith in humanity, aren't you? <_< -
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As I've mentioned before, if you need a respec before level 24, something's horribly wrong. The Terra Volta TF is in no way unreasonably time-consuming or difficult. And the vast majority of the level 1's running around after launch were almost certainly not total newbies who couldn't make it to 24 because of a bad power choice. Please go back and read some of my posts, as Lighthouse's response to my very first post brought up that issue and my next post (as well as several after it) explained what I've said yet again in THIS post.
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Nobody -needs- a respec. You don't -need- a respec. I'm willing to bet that you can still play the game even with your current power setup. You just don't enjoy it as much. It's just as possible for someone to feel that lack of enjoyment before level 24 as it is after: to want to change out their
Hell, with the advent of IO's, and the sudden -value- in enhancements, maybe somebody might wish to change their -slotting- to get the most out of their money.
Stop playing the "they don't need it" card. Neither do you. But they might -want- it. And if you getting your respec a week later allows all those new characters to get their respecs -months- earlier, then I'm sorry, but I don't think you're speaking in the best interests of the community. I don't think you're even trying to -think- of the interests of anyone but yourself. In fact I know you're not.
Consider, you're the only person really complaining about this. Most people, at least here, are grateful for the opportunity to use their old freespec, or for the chance to have a freespec on their new characters. Now I'll be the first to point out that the forums are not nessecarily an accurate cross section of the playerbase, but in this particular case, I think it means something that you haven't got any "backup" on this one.
You may "need" your respec more then any one or even maybe any dozen of those players. But there are thousands of people who could potentially benefit from the dev's decision, and you're the only one complaining here. And all -you- have to do to get your respec is wait a freaking week.
Deal with it. -
Anonym, the reason you're catching heat is because your reasoning is fundamentally selfish. You're suggesting, repeatedly, that the dev's decision is a "mistake" or a bad call, because it doesn't benefit -your- situation. Your situation is, by your most recent post, a bit on the unique side. You have no interest in enjoying the new content, you just want your new powers, and you want them -now-.
But a host of other players have just rolled up new characters. Some months from now, when it's months to go before another freespec is likely, -They- may be stuck with bad power choices, and what will you say to -them- then? "Sorry you didn't get a freespec, but I needed mine -right- then to keep having fun."?
Sure, they have three respec trials available to them. To get to them, they have to grind their levels up to the appropriate level. Or they could buy them through the market, but that, again, would require them to grind to spend money. All while suffering through their lamentable bad power choices, as you are.
You have to wait an extra week. These people, and there's many of them, may have to wait months for another freespec.
I appreciate that you're disappointed, but your complaints aren't justified from a big picture perspective. You might as well complain about the hair color you were born with, or the fact that clouds aren't made of cotton candy, for all the good this will do you, and your refusal to see the situation from any perspective apart from its impact on your personal gain is painting you in a bad light. -
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I like the idea in theory, but I do have a few thoughts.
First off, Posi mentions the original concern of the high cost 'gating' poorer users out of the process. Then at the end mentions how he thinks they might go for more than the Very Rare enhancements they're about to add even though they'll be not quite as rare as 'Very Rare'. Considering some people seem willing to pay 75 million for a 7.5% global recharge recipe this concerns me not just a little.
Also, will this now be viewed as 'the' source of additional respec thus removing future 'freespecs' with power-changing issue releases?
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He's probably speculating in regards to a stabilized market. Right now the uberrares are new and shiny and they're also on the test server so this is probably not indicative of where they'll end up. Maybe some'll be higher, probably they'll generally be lower on live.
Secondly, If you're not a higher level character, odds are you still have normal trial respecs left available to you. And by the time you get in the higher levels, you're usually going to be raking in a decent ammount of funds through drops, and if you get one of these in a normal drop, that's a fair chunk of change for you right there.
So this has its up and down sides, like anything. I think it's a good compromise, personally. -
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This means that, if we wanted to, we could have an Invention that gave out XP.
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Wow. Please don't do that.
- Protea
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Why not? As it stands now, I can get a little bit of XP for running past the right spot in-game, or I can click on an enemy and push some buttons for five seconds and get a little bit of XP (Greens are no risk to many characters and still give small ammounts of XP) In some missions I can get a bit of XP (and sometimes an inspiration!) for clicking on something and standing still.
Risk v. reward is not the entire paradigm for experience earning, you know. Effort is a factor as well, and if somebody wants to spend some ammount of time crafting rather then doing combat, why should rewarding them with XP be such an inherently bad thing that you would dismiss it out of hand? And from a roleplaying perspective, do people not gain experience from performing tasks other then beating each other up? Some of the best RPG's out there reward players for certain non-combat related behaviors.
Note, this doesn't nessecarily mean that the invention at hand would just churl out loads of XP for clicking a button. I'm sure that any inventions that grant XP will be balanced according to the effort that goes into developing that invention. Posi's post is just a commentary on the versatility that the system gives them, as developers, to have a variety of ways to reward the players for the time they spend getting involved in this new "toy" they're giving us.
Or to put it another way,
un-DOOOOOOOOOOOOM! -
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I want to stess this:
We are NOT working on a Greek mythology game. Or an ancient history game. Just want to kill that rumour!
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Oh I'm sure one of the "detectives" around here will dredge up something from ages ago where you used the words "Greek" and "mythology" in the same message, and then claim that it is proof that you promised a game about such.
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Uhm... oops.
I thought that's what we're supposed to do on a forum!?!?
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No. I think innuendo dropping is the primary purpose of forum life.
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Yeah, that's what -she- said. WOOOOOOO! -
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No, see, comic book tanks are big machines that the military employs to shoot supervillians ineffectively.
The term "Tank" is not a comic book TERM. I get a little tired of people complaining about "comic book tanks" being different from CoH tanks. Comics don't classify their heroes in archetypes. It's the players of CoH, that equate the concept of a "tank" with your Juggernauts and your Supermen.
A "Tank", my friend, is an MMO term for someone that protects their team by standing in the way of any attacks that happen to come along.
Personally, I wish they'd just give scrappers a super strength set and give people that want to play what they -THINK- a tank is have a way to actually -do- it, then they could stop complaining about the fact that "their AT" doesn't do what they want it to do.
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You win the intarweb prize for arguing pointless semantics. Clever way to completely miss or try to divert the point.
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I'm not missing or diverting anything. Call it a tangent if you will. I believe there are issues with the way aggro is working right now, sure, but the point of this thread is that people are suggesting gauntlet is useless, and certain people, inevitably, try to turn that into an "I don't like what the tank's role is" thread, and their conclusions are -always- based around -their- misconception of what a tanker is.
The fact is that these people aren't playing the AT they want to be playing. They're playing the AT they -think- they want to be playing, because they're associating the name with something it's not.
People that complain about Tankers being a meat shield -want- to be playing scrappers, or maybe brutes. What they don't get is that the AT isn't a description of fighting style or appearence. A scrapper can be an 8 foot all "huge" model just as well as a scrawny little MA scrapper, but people associate, incorrectly, the tank with agressive, damage dealing characters, when the role of the tank is to be the wall that protects the team. That's a -gameplay- role, not a comic role. And -that- is why it's important to recognize that these people are misinterpreting the origin of the term "tanker". And while it's hard to single them out, there are some characters in comics that ascribe to this role more then they ascribe to the agressive role.
The fact of the matter is, a lot of the people in this thread weren't here before I3, and they don't remember what tanking used to be like. If you didn't take provoke, and spam nothing but taunt powers, you were in large part a gimped scrapper. When they added the gathering of effects that would later be collectively referred to as "gauntlet", they made a big change in making tanking a more active, agressive process. Gauntlet changed the way tanks -played-.
It made them significantly -closer- to what people think of when they think of "comic book tanks". Somebody that comes in and starts smashing stuff and draws a lot of attention. -
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You know what comic book tanks actually do? they knockout the enemy, they hold him, grab him, stop him toss him, knock him back, etc etc, so the enemy cant get to their squishier allies. They disable minnions and annoy the big bad ones enough to make sure he does not want to turn his back.
In other words: They are melee controllers that cant hold bosses and are very hard to control and kill themselves
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No, see, comic book tanks are big machines that the military employs to shoot supervillians ineffectively.
The term "Tank" is not a comic book TERM. I get a little tired of people complaining about "comic book tanks" being different from CoH tanks. Comics don't classify their heroes in archetypes. It's the players of CoH, that equate the concept of a "tank" with your Juggernauts and your Supermen.
A "Tank", my friend, is an MMO term for someone that protects their team by standing in the way of any attacks that happen to come along.
Personally, I wish they'd just give scrappers a super strength set and give people that want to play what they -THINK- a tank is have a way to actually -do- it, then they could stop complaining about the fact that "their AT" doesn't do what they want it to do. -
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I think some scrappers didnt had any critical attack powers, and the ones that did ony had one power that was able to critical. At the time, it was the way a 7.11 BI attack ended up doing similar to a tanker 9 BI attack without letting them do one shots left and right, they did it only to not allow the attacks to do too much front load damage. So with or without icon, you cant really say that was an inherent of the AT, it was an inherent aspect of the power itself (and these powers used to be only the very last ones so many scrappers never got far enough to even see it)
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Was that in Beta? Because I can remember my lowbie katana Scrapper doing crits in Galaxy City, pre-I1.
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We all had crits, but it didn't used to pop up with a big obvious CRITICAL! when we got one. People who didn't watch the numbers carefully could miss them easily and some didn't even notice them. -
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PBAoE's such as Whirling Mace are limited to the number of critters that take damage -- in this case, up to 10 critters.
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So if you miss everyone of them you taunt nothing?? I think there should be a min of at least 5.
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He said limited to 10, not taunt only the ones you hit. He didn't say anything about having a drastically different effect. It just caps at 10 instead of 5. That was what I got out of it.
(Castle could you clairify please)
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No he said up to 10. He also daid the number of critters that take damage...meaning if you miss there's no taunt.
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Well, yeah. ;p If you were in a fight and a guy swung at 10 people and couldn't hit -one- of them, would -you- regard him as a threat? ;p
(edited a typo! Whee!)