HeroJunkie

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  1. The defense sets don't really get good until you get really high defense of 40% to 45% (max). You'll want Combat Jumping, Weave, and whatever IO bonuses you can get especially the +3% defense to all special IO.

    But try this, instead of carrying a lot of green healing inspirations, carry some luck inspirations. Pop a Luck inspiration before fighting a boss or big group. You will see a dramatic increase in survivability as that will boost you up into the 40% range. If you are losing the battle, pop a second Luck inspiration. That will put you past 45% and then you will feel nearly invincible.

    You will be a lot more out of using a single Luck inspiration at the right time rather than using multiple greens for healing. Without using inspirations, you will be hit hard and often until you reach very high levels of defense.
  2. Quote:
    Originally Posted by Chase_Arcanum View Post
    Well, since you seem to assume that all that money is directly available for just continued development, some budget info from a few published sources:
    (these are estimates from memory, part from this older book IIRC, part adjusted for subsequent updates made in conference or online. I'm using broad numbers here from memory for expedience)

    ...of every $15 subscription
    - About $4-8 goes to bandwidth costs and hosting operations-- the devs don't get a "unlimited access to the internet"deal for $40 like we might.
    --About $1-3 more is recommended for customer support costs, including basic bugfixing, depending on product stability
    --About $1.50-3 is lost to payment processing, offsetting fraudulent charges, and staffing efforts associated with credit card and fraud issues. Financial fraud is HUGE for mmo's and the card processors really hike up their fees for this business. IIRC, the book noted this around $1.50, but there's been much said online regarding costs here doubling or tripling in the last half decade

    What's left might be split between paying back the initial investment and continued development.

    As for what's happened in a year:
    - specific CONTENT was slim, until the expansion to be honest. Some story arcs and task forces, but the lion's share was probably Going Rogue. Going Rogue added a lot (150+ tip missions, 4 good sized tracks of content for level 1-20 in Praetoria, Cathedral of Pain, etc)

    -tech-wise there's been a good deal- and tech is by far the costliest and riskiest to add. We have the new doppleganger tech, ai's capable of a broader powerset range, powerset customization, supersidekicking revision, ultramode, new mission mechanics, Architect enhancements, alignment system, market UI revamp, etc.

    -no new archetypes, but powersets tend to offer more variety within archetypes than most other MMO's. Other MMO's often add an archetype that's more of a variation of an existing AT, whereas the devs here can get the same overall effect by adding a powerset into an existing archetype. The devs had added some more powersets in that timeframe- two rounds of proliferation, IIRC
    I'm not convinced. A quick internet search on MMO costs pulls up information that inndicates hosting an MMO is less than $1 per month per user. I paid $30 for Going Rogue, so all the new Going Rogue content doesn't count as new content paid for by subscription fees. I also paid for the Martial Arts pack, etc. everything except the Mutant Pack.

    When you look at "free" new content from the subscription fees, there is not that much. At 100,000 players paying $15 per month that's $1.5 million per month revenue. If they even spent a third of that on new development it would pay for a team of ten full time programmers and artists each making $50,000 a year. You're telling me that ten professional game staff, working full time for a year, could only come up with four new powersets, a few new costumes, and a couple dozen new missions? Don't count the Going Rogue stuff I told you I already paid separate for that.

    CoH is a great game, but you can't just play the same stuff over and over forever. There has to be new stuff coming out all the time. You guys are too easily satisfied, I think.
  3. I've been gone from the game for a year but came back to check out Going Rogue. Unfortunately I'd have to say that there really isn't that much new stuff in the game considering it's been a whole year. I would have liked to see new archetypes. A year's worth of fees for the game would be about $170 which is about what is costs to buy three brand new games.

    My poor laptop can't run Ultra Graphics Mode, so I am missing out on that.

    I'll probably play CoH for a month, maybe two, then I'll cancel again. Really what are you developers doing with all the subscription money? This superhero game should be growing by leaps and bounds, not limping along.
  4. Quote:
    Originally Posted by streetlight View Post
    Isn't it about time Blasters got something that fits a "Natural" origin a bit better? Martial Arts is a melee set that seems perfect for a Blaster secondary. Has there ever been any discussion on this?
    Yes this has been suggested before and it's still a great idea IMHO. Katana or Dual Blades would also be good, since we have Archery. The sets might need tweaking to fit the blaster model, but that doesn't seem like it'd be hard to do.
  5. I like most of the Gun Fu animations for Dual Pistols. But really, throwing your guns up in the air looks dumb. Especially when a melee enemy is bearing down on you. I don't see how it would make your shots any more 'piercing' either.
  6. Nevermind I found the answer in another thread.
  7. I'll try lowering the difficulty and increasing spawn size. Thanks, folks!
  8. I've had a heck of a time leveling my masterminds. I have two of them. One's a level 40 merc/traps and the other a level 39 thugs/FF. It took a long time to learn how to use macros to command them, and I've gone back and forth on using personal attacks, and on which of these masterminds I want to get to level 50.

    I've just about got things down with my thugs/ff. I'm moving at a good speed through missions and my henchmen don't die too often. But my experience bar is barely moving. Last night I played for about three hours and got about three bars of experience. I defeated Snaptooth twice and got the costume pieces I wanted, plus I ran a whole bunch of other missions. I'm at +2 difficulty and +0 number of players. The bosses are purple and they take awhile to kill, so I'm not sure I want to up the difficulty. I could try playing at +1 number of players perhaps.

    I mostly just solo the masterminds but I know teaming is more experience points. What do you folks think? Isn't one bar of experience per hour a bit low, even for soloing? What should I do I'm getting bored not seeing progress.

    Thanks for any advice!
  9. How do I get free server transfers? Do I click the purchase button but I'm not charged or what?

    Thanks for any help!
  10. HeroJunkie

    Trying again...

    An Elite Boss is a very tough opponent for the average solo blaster. I have level 50 blasters with some IO sets who get defeated by Snaptooth even using tons of inspirations. Of the suggestions I read, hover-blasting seems to be the way to go against Black Scorpion.

    The one suggestion I didn't see mentioned is to recruit a tank or scrapper to help you whenever you run into an Elite Boss. I know it sucks to have to call in help, but that's the way the game is designed. Sometimes you just gotta call in some muscle. It happens in comics and in the game.

    Good luck!
  11. Thank you for the additional heads up regarding created bosses! Y'all are always so helpful!
  12. When you tell the field analyst that you don't want to fight bosses solo, what happens to the bosses you would have fought? Do you fight the exact same enemy type, like Freakshow Tanks, Gunslingers, Zeus Titans, Ring Mistresses, etc. only they are all lieutenants? OR, does the game reroll all spawns with bosses and change them into groups of minions and regular lieutenant types?

    I'm asking because my solo blaster wants the flavor of fighting boss types without the pain of getting killed all the time.

    Thanks for any info on this!
  13. I came back to a character that I had previously abandoned, my thugs/FF mastermind. I quit him because it was a PITA putting shields on all the henchmen every four minutes and his pistol attacks are wimpy.

    But now I'm starting to learn some tactics. I respecified out of my pistol attacks. Now I send in the bruiser, order the rest to attack, detention field any serious threats, and I use Force Bolt. I'm knocking down an enemy every two or three seconds and it's fun using Force Bolt. I'm playing solo so there's no one to complain about the knockback.

    Plus, I usually only need to bubble the bruiser, and sometimes the Arsonist.

    It would be great if detention field was a hold instead of a phase though.

    I've found another way to squeeze a little more entertainment out of this game, which I've played for way too long. I hope they release Going Rogue early!
  14. I've got a young fire/rad corruptor. Planning to solo and team, no PvP. Should I wait until after I get Stamina before choosing the power Enervating Field? I don't want to run out of endurance and have Radiation Infection drop during combat.

    Anyone have any thoughts on this? Thanks for any help!
  15. While I feel that tanks and defenders are very valuable to teams, I would think that some tanker players would switch to brutes since they are easier to solo, and that some defender players would switch to corruptors for the same reason.

    I disagree with the original post's suggestion that brutes might replace scrappers because maintaining fury, especially on a team, is a PITA. I'd much rather play a scrapper.

    It's not so much that some ATs will be avoided when forming teams, it's that some ATs might be created less, I think.
  16. The Claws and Martial Arts sets play differently and the moves look different. Claws is fast and furious. Martial Arts has slower but more powerful moves. Claws has two ranged attacks (one's a cone knockback). Martial Arts has a couple of stuns. Claws has Follow Up instead of Build Up. Both sets are pretty good.

    I suggest taking a close look at the powers in each set, and at the graphics for each move in the character power customization/tailor screen.
  17. You know how we can select from two different builds at the trainer? One for team play and another for solo play, or for PvP or whatever. I'd like to propose a third build that you can switch to that does not have enhancement slots, or has the enhancement slots picked out for you.

    The reason I suggest this is that I have two friends who play CoH (well one of them quit) and they are casual players and they don't want to take the time to study the game and learn how to properly slot each power. I play fairly often with the one friend, (okay ex-girlfriend), and I have to help her respec her characters to fix serious mistakes all the time even though she's played for almost a year.

    Now, I don't fault her for this. Not everyone reads the forums like I do or wants to study a computer game. She just likes to play. I know there must be many others like her.

    That's why I'm suggesting a standardized third build that doesn't include customized slotting. Instead it would use some sort of imaginary enhancements that increase accuracy, damage, recharge and reduce endurance in a sensible way.

    The third build could also be used by players who are short of influence and are saving up for their IOs or whatever.

    Anyway, that's my suggestion for today.
  18. IMHO they really ought to replace scrapper Confront with a ranged attack that does minor to moderate damage AND has a single target Taunt effect. Let scrappers pick from the following Confront animations. Most of these are already in the game.

    1) A bow
    2) A pistol
    3) A throwing ring (chakrum?), knife or handaxe
    4) A rock (bowling ball sized)
  19. What about letting people drop an unlimited number of misisons, but granting no completion experience for dropped missions and reducing story arc merits in proportion to the number of dropped missions?
  20. I'm in favor of this suggestion, but a little worried about enemies running away all the time at high speed.
  21. Aaah. Well that's it then, I guess. No laser pistols. Bummer. Thanks for posting the above Shard_Warrior.
  22. I'd like to suggest that Dual Pistols offer a weapon customization option that looks like high tech laser pistols and that alternate animations be put in so that these guns can fire bursts of colorable laster light instead of just bullets. Perhaps this can be the first set with alternate sounds for the lasers?
  23. Quote:
    Originally Posted by Fleeting Whisper View Post
    *coughluscacough*
    Yeah, Lusca, the giant octopus would be a primitive example. It's just that the octopus doesn't have much personality and doesn't do much to show it's injured. I guess it does dive down under the water sometimes.

    But, yeah. Something like that but a lot more interesting.