-
Posts
2089 -
Joined
-
On the first day of Cole-mas, my true love gave to me:
A dictator in a gold city. -
Quote:I don't understand why people can't add story to their ticket farms. I will make no secret about it. I've always tried to edit my arcs to the extent possible, to make sure that players were gaining the maximum number of XP, tickets, inf, and every other game reward they could expect to get from easy-normal play. I've mixed and matched easy standard mobs, renamed and recolored, with easy custom mobs to comply with the three tier rule.- Not an exploitative farm (I don't care if someone has a ticket farm but at least label it so I don't bother looking for a story)
The only time I deviated from this design philosophy was when I left my Lesbian Hellion II mission up, despite its liberal use of forbidden friendly NPCs. I'd fought too hard for the Lesbian Hellions to take that down. I suspect that today I could put up the original Lesbian Hellion mission and nobody would notice it.
Even some missions considered exploits could be, and were, presented with a hint of story: "Disrupt Rikti Communications....." Make it fun! I also remember seeing some good, funny writing for Lord Recluse when he was being farmed in AE. -
Quote:From my perspective, the encounter is far more unfavorable to scrappers, and is worst of all for DPS brutes. (And I wouldn't want to run it with a tanking brute as the tank, either.) A tanker still has a clearly defined job to do on the TF, and once the tanker has learned the task it calls for it's not that hard. And a tanker is slightly less likely to be instantly killed, and likelier to be able to recover from being in the Wrong Place briefly. Like I said before, one of our main purposes is repositioning mobs for the benefit of the team.I think you've hit on a critical piece of the puzzle that some of the doomsayers are missing here. This encounter changes what it means to be a good tanker, and that is hurting some butts.
As I said before, melee DPS is usually at a disadvantage in gimmick fights. This is no exception. A scrapper will be idle or distracted for stretches at a time here. A brute will have an even harder time maintaining adequate damage on the primary target. -
You can't have a Conan without giving him a bare chest, can you? I mean....
Oh, wait....
At any rate:
-
Quote:Twitch reflexes are a problem, but the larger problem is attention span.The twitch reflexes required are actually the smallest part of it - it's more the personalities that tend to be involved - but that's not an insignificant part, to a gamer on the wrong side of 40.
Seeing PvP-like movement in new PvE content is thus a little discouraging for me. Is this what I have to look forward to in the new endgame? Stuff built for all the teen and twentysomething PvPers that ragequit a year ago?
Gimmick fights tend to turn out to be fights, like the Battle Maiden fight, that require you to keep track of time and all sorts of features.
I know this veers into dangerous territory, but this is where my attention starts waning. I am a light roleplayer and character concept builder. This is one reason why this game has always been home to me. It encourages alts, trying on concepts, and building a variety of characters that have more personality than a chess piece does.
The typical gimmick fight, in my experience, is built out of giving the player things to monitor other than his own health and attacks, and requiring the player to act in response to those things. You must see the sign, break from what you are doing, and go stand elsewhere or do something else. The higher you "progress" the more of these gimmicks are added, and the worse the consequences become for failing to respond.
(This is also why gimmick fights seem almost inevitably to disfavor melee characters, and especially melee DPS. You can't contribute if you are constantly being forced to break off and stand somewhere not next to the boss. Battle Maiden is not fun for tankers, but far worse for brutes.)
More importantly: my experience is that players do not play through these gimmicks by actually paying attention to the encounters themselves. Not as they are presented by the naked game software, at any rate. They delegate, and resort to technology. Add-ons, scripts, and timers are all used to automate the process of responding to the gimmicks and coordinating the correct action. Ventrilo and other voice chat programs are used to coordinate groups. One player with an otherwise undemanding role is assigned the task of monitoring a given gimmick and sounding alarms.
The gimmicks themselves may well be founded in interesting lore and beautifully animated. All of this is wasted effort in my eyes. The player base's response to the gimmicks will spoil any pleasure that might be taken from it.
For me, this breaks immersion, and turns the game into a series of dull rehearsals. You are no longer reacting to the hostile character with your own character's imagined voice. You aren't reading the NPC chatter for what it says. You're monitoring team chat for scripted instruction on what to use next. You're talking with other players in your telephone voice. And you can't see the content that lies beyond unless you endure these mechanics.
At this stage, my interest in the game will inevitably start to wane. I do not want that to happen here. Please keep that kind of gimmick encounter out of this game. City of Heroes absolutely does not need progression raiding. -
Quote:Given that melee ATs have advantages in most other game content, which throws around stuns and holds far too liberally, I'm not terribly concerned that some encounters are harder for them.I don't think either of these encounters, along with Lady Winter, are fun or fair to melee ATs. They're annoying, remove any kind of meaningful damage contribution melee can make to a team and punish melee ATs for not squeezing crappy ranged attacks into already tight builds that are crammed with a lot of piecemeal powers from our Defensive sets that we need..
On the other hand, just like every encounter meant to be soloed at all ought to be soloable within a reasonable time on a Defender of appropriate level not built for damage, every encounter ought to be soloable on a Tanker not built for damage, too. I'm not sure Trapdoor is, at present. But this has always been my understanding of the basic design philosophy of this game. -
Quote:I would have changed Trapdoor by giving him a leash that prevented him from being pulled back into the hall, but limiting the range of the buff he gets from his clones, so he could still be moved out of range of some of them. This way there's no disadvantage to being on a low/medium AT whose forte is repositioning mobs.(one last thing.. I'm not a fanboi/apologist.. I do think Trapdoor was handled extremely poorly even if he is still VERY soloable. Personally I would have liked to see him able to be dragged out but divide his regen in half, so even out of LoS he would still benefit from the clones, just not as much)
As far as I can tell, the clones now have infinite range. And he spawns them much too often, giving attackers who must defeat him by killing each as they spawn too little time to actually beat on the boss.
But I fear the LOL L2P U SUK crowd. They're a lot scarier than Battle Maiden, and I don't want them here. -
-
On the other hand, you can own several alpha slot powers simultaneously, and swap them in and out with few restrictions.
-
What on earth is in your build that you can't work in both? I'd skip Dark Consumption, and probably Smite on a tanker. And as an Inv/DM you aren't going to be ever needing Unstoppable either.
Mine manages to work in both, a travel power, Tough, Weave, and Hasten, and I haven't even respecced for inherent stamina yet. -
This has always been the game I come home to.
And the reason why I always come back to this game is that other games too often feature gimmicky fights that have to be failed over and over again until you get the precise choreography down to defeat them. With practice you can master the steps; then it becomes largely a test of the latency of your connection.
I dislike gimmick fights for many reasons. I don't play games to experience frustration, which is what I hear when people start talking about "challenge". I want a relaxing experience where you get to roll over stuff at a fast pace. This has always been this game's chief attraction for me, and I hesitate to lose it.
More importantly, gimmick fights increase tension in the player base. If you can wipe the raid by being out of place or doing the wrong thing at the wrong time, the more experienced player will look at the "noob" player with elitism and condescending intolerance. They're likely to do the wrong thing and cause a failure. If they had our experience and skills we would have won. Our community is more sweetness and light than most games' because our game is easy. I say we should keep it easy.
The problem with Trapdoor is that it is either trivial or tedious. If you can keep Trapdoor held, it's trivial. If you have to chase down each clone it is tedious, even if you have the DPS to eventually succeed. It's particularly tedious on melee sets without holds. The only way to make it not tiresome to all power sets, including melee sets without controls and low damage ATs without holds, is to re-enable the "break LOS" strategy.
When was the last time anyone went recruiting for a Cathedral of Pain trial on your server's global channels? -
On the fourth day of Villain-mas, my true love gave to me,
Four patron arcs
Three Longbow agents
Two free server transfers
And A Destined One fresh from the Zig. -
On the eleventh day of Hollow-mas my true love gave to me,
Eleven tunnels opening
Ten Lost a'whining
Nine more Outcasts to defeat
Eight wardstones a'breaking
Seven Trolls a'drilling
Six Legacy obeying
Five CoT's
Four Pumicites
Three Skull girlfriends
Two icy slides in Frostfire's hideout
And one cop under siege -
Also note that it's possible to make multiple objects use the same text. If you wanted to group together a boss fight with hostage rescues (one hostage is in fact an enemy) using "hostages to rescue" as the plural text and "Rescue the last hostage" as the singular text for each event will count it down normally (3 hostages to rescue) regardless of whether the hostile hostage is encountered first, second, or last.
-
-
-
When someone dragged a purple recipe to chat, and I clicked on it, all the description said was "Buy me!" No indication of what kind of power the recipe was for, or what the salvage needed to make it was.
I have not checked to see whether this bug is duplicated at WW/BM or not. And I suppose that anyone who buys purple recipes at random deserves getting a bunch of Slow and Immobilize recipes. Still, I can imagine this leading to a small number of very angry people if it holds true at WW/BM. And I can't imagine why these recipes would conceal this information, either. -
FWIW, the same issue that prevents you from dropping the mission also prevents you from accessing the option to abandon the arc entirely while that mission is active. I was unable to test the hypothesis that Trapdoor becomes unkillable if you had the mission open during the patch.
I was, however, able to finish it on the affected character by tagging along with someone else running it. That character's mission was not affected by the bug I encountered, and I am now pretty much convinced that it was a bug. Trapdoor was downed, my -regen powers worked as advertised on him, and all was well.
I am more convinced than ever that Trapdoor was bugged somehow in my mission, even if I now lack the ability to duplicate the circumstance. An NPC that depends on regeneration is something that a rad, even a rad defender, should be able to defeat. -
Quote:Adding defense to a resistance based set will noticeably improve performance even if you fall well short of the soft cap. I have a fire tanker with just under 30% defense that does quite well. Resistance based sets are built around the notion that you should still live even if you get hit with everything, so not getting hit by some attacks helps a lot even if you get hit with some.Of course with enough IO investment virtually any tanker can become godlike; if you were to, say, soft cap an Electric Armor tank you'd really have a monster. I'm not sure how doable that would be and I'm sure it'd be massively expensive but with enough money thrown at a set it can really get silly good.
-
Quote:I don't own that particular keyboard but I have a programmable keyboard from Logitech. Mine, at least, will load custom profiles based on the game that you are playing. If you tried setting up binds out of game and then load the game, it may be overwriting your binds with a default. You might try seeing if there's a CoH profile and editing that, or editing the binds with the game loaded.My keyboard died so I upgrade to a Steelseries Stealth Merc. I dl the software from the website and installed on my computer. I setup my binds in the program provided by Steelseries.
However when I log into the game, none of binds work. They seem set for keyboard default, I've tried to google the issue. Trying to figure out what I'm missing. -
I was able to solo Trapdoor without major issues this morning on an entirely different character who started the arc after the patch.
That character was an ill/emp controller, another character not really built for soloing at all. I used the character's basic strategy when I try to solo on her, which is to keep everything charmed. I was able to charm Trapdoor and keep him charmed. His regeneration was not off the table like it was in the previous attempt. He summoned a clone. I thought he would attack it, but he did not, and neither did I.
This looks to me more and more like a bug that arises when you had the mission before the patch and try to finish it afterwards. I will try dropping the arc and restarting and see if that helps. -
Quote:I doubt that's enough after the recent patch. My rad defender has at least that kind of -regen natively, and it did not faze him in the least. It seems he is getting the regen buff whether his clones are out or in LOS or not.Can't hurt to bring along an Envenomed Dagger too. It's one of the craftable temp powers: -250% regen debuff, 80' range, 30 charges.
-
Quote:Single mission arcs are a personal interest of mine. I try to pack as much of a story as I am able into a single mission; "Death by Snoo-Snoo" and "Who is Kidnapping the World's Great Philosophers" are the ones I'm proudest of. They are difficult, high level arcs, and you will probably want a tank. I tend to be reluctant to start anything longer than three missions, myself, and that's about my personal limit.Soometimes, I'm just looking for a quick fix, and it really doesn't seem like there are a whole lot of one-shot missions that aren't farms. It's been a while since I paid attention, but I know the last time I really cared, about a year ago, the prevailing attitude was just "Single mission arcs can't be good". I think that's false, but since the people who seem to actually care about AE seem to endorse that attitude, it creates a self defeating spiral. Maybe someone should host a "best single-mission arc" contest?
-
Quote:Invulnerability is probably the best all around performer for what you are doing. You can get solid defense, good physical resistance, and run every TF in the game, including the ones that exemp you down. (If you want to know pain, tank Numina on a shield or ice tanker.)i love running TF's and tend to venture in to pvp zones for fun and a change of pace its fun to go even if its just to die =-) i hate getting my *** handed to me by ghost widow , i love teams the bigger the better so i id like that can
For your goals, I'd suggest a specific build: Inv/Dark Melee. Dark Melee makes any tanker primary tougher. It builds on your defense, it gives you health back, and if you are out of end it might help there too. -
He seems to be getting the regen buff whether his clones are there or not. Again, the defender I was trying to do this on was a rad defender, with a decent secondary (archery). -Regen is more or less the point of the character, but I could not touch him.