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That's how it's supposed to work. Kinetics has a number of powers that work up-close and personal. Solo, it's a tradeoff between safety and speed: Kinetics plays fast and loose; lots of damage, often on the brink of death. Teamed, it means you can offer greater benefit (such as the heals) to front-line fighters, rather than hanging back and healing the back-row blasters. Or, put another way, offer enough support to let even squishies move up to the front row.
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I see no harm in being able to voluntarily shutoff one's KB.
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I see no harm in adults riding bicycles with training wheels either, but no one does it. Sure, the bicycle is more unstable, it's harder to keep your balance, but once you put in the practice to learn this skill, it has a real payoff, and is the reason bicycles are built with only two wheels after all. Someone who doesn't like riding a two-wheeled bicycle may be better off with another means of transportation (walking, segway, adult tricycle, whatever) than a watered-down version of the bicycle that probably won't maneuver as well.
Similarly, Energy Blast was balanced around knockback for mitigation. It fits thematically, and mechanically Energy Blast does not have extra damage (like Fire Blast) or another secondary effect (the slows/holds of Ice Blast, the resistance debuffs of Sonic Blast, etc.) to aid it. Without knockback, Energy Blast just has more or less base damage and nothing to aid survivability. Moreover, it makes no sense to hit someone with a huge amount of concussive force, only to see them slip as on a banana peel rather than go flying back as if... as if hit with a huge amount of concussive force.
So someone playing with Energy Blast is best off learning to use their knockback, rather than turning it off. Having an "off switch" would deceive beginning users into thinking that Energy Blast is designed to work without the KB. It isn't, and we shouldn't act as if it is.
(Yes, people probably can and have played Energy Blast-ing blasters and defenders with all the KB mitigated. People have played petless masterminds, too. It doesn't mean it's as effective.) -
Adding in more heavily emotionally charged words probably isn't a very objective measuring stick. If you really want to apply the "substituting groups" method, you'd probably get a better look at how much sense his arguments made if you substituted in innocent-sounding terms, like "left-handed people" versus "right-handed people", or "guys named Bob" versus "guys named Fred".
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To Poughkeepsie. It has relatives there.
...I don't know. I've never seen that bug before. Sorry. -
From the FAQ, linked from the paragonwiki page, as posted by Niviene:
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Q: When will City of Heroes Going Rogue launch?
A: When itÂ’s ready. We are not announcing the date at this time.
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So it may have told you nothing, but it told me plenty! -
That has not been my experience with, for instance, Explosive Arrow. I would imagine that pseudopets like Bonfire are their own caster, and thus have radial knockback (and I know that Ice Slick against low-resistance targets like Clockwork has radial knockback), but one-shot attacks generally push away from the caster. Otherwise they would have to spawn a pseudopet at the target to trigger the knockback, and would then suffer the Transfusion problem whereby the attack would not go off if the initial target died too soon.
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>_<
If someone is talking about having super powers, they are RPing. RPing is never deceptive, any more than watching a movie is.
If they are talking about being a normal, non-supernatural, non-anachronistic, non-hero-or-villain person, they are not RPing (but may be lying).
So, if you have to wonder, it's not RP (or it's really messed up RP). -
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Yes. It is precisely because of that (basing it on player experience rather than knowing dev intention) that the argument that SoC is a every-fight control whilst mass confusion isn't doesn't hold when examining the recharge of SoC vs mass confusion.
A power becomes an every-fight control when its recharge is low enough for it to use every fight. If mass confusion were to have the recharge of SoC, it would become an every-fight control. If SoC had the recharge of mass confusion, it would cease to become an every-fight control.
It makes no sense to use a result arising from how fast a power recharges, to argue for/against how fast the power should recharge.
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No, but if your comparison of Mind Control to Plant Control is about level of effectiveness, you need to compare apples to apples: the powers in each set with similar levels of effectiveness. If you compare Mass Confusion to Seeds of Confusion, and come up with Mass lacking, but have "Terrify -> ??" left over, you have not said anything one way or another about which powerset is better. And if Mind is fine as a set, I see no problem with it having Mass Confusion as is, even if Mass Confusion is terrible. Plenty of powersets have one or two pointless powers no one takes. As long as the rest make up for it, it's fine.
If you just want to compare what has the best confusion, fine, but no one really cares about that metric in a vacuum, right? -
Freem, my argument (about comparing Seeds of Confusion to Terrify rather than Mass Confusion) is based on player experience, which we do know, rather than developer intention, which we don't. We don't need to read anybody's mind (no pun intended) to know that Seeds and Terrify are every-fight control, but Mass Confusion isn't.
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Didn't I see you post the same thing before? Anyway, you're pairing them up, but putting SoC against MC and Terrify against nothing, when it makes much more sense to pair Terrify up with SoC. Both are frequent area controls that contribute damage (though Terrify's control is less total and Seeds' damage is via confused mobs). Mass Confusion is nowhere near as frequent, agreed, so it's not the best choice for comparison.
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RP has nothing to do with saying you are someone else or even pretending to be someone else.
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lol
I agree with the spirit of your message, however the words....
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Ok, the wording was poor, you are correct. I meant saying in seriousness or pretending to the point of believing. Obviously it is about saying and pretending. But it's not about lying, or the ever-hilarious "I'm a real vampire". (And yes, I've had that line delivered to me. Straight-faced and serious. In person.) -
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I am fairly disappointed in all the RPers in this thread who failed to clarify War Admiral's issues. The problem was not that he hit "bad RPers" and there are "good RPers". The problem was clearly that the people in his complaint were not RPing, they were lying. There's a difference. And RPers do themselves a disservice when they fail to make the distinction.
RP has nothing to do with saying you are someone else or even pretending to be someone else. It is about storytelling, acting, and improvisation. No one (yourself or others) is supposed to be under the mistaken impression that you are who you are pretending to be, any more than J. K. Rowling or Emma Watson thought they were (or claimed to really be) Hermione Granger. Though I suppose in this case it's more like Daniel Radcliffe claiming to be Hermione.
Plenty of people claim to be RPing, but if they fail to account for the fictionality of their role, they are simply liars. And RPers need not defend RPing against them. -
The only thing Mind had to itself? So... who else has Telekinesis? Who else has a single-target sleep of high enough magnitude to get bosses in one hit? Who else has an aggro-free area sleep?
Seeds of Confusion is Plant's "every fight" area control. Its best counterpart in Mind is Terrify, which is a more interesting comparison. -
Quotes just... quote things. They override the command shell's normal way of breaking up a line into separate tokens (words). Adding quotes that don't change the tokens, doesn't change the command. If, however, BayBlast meant, "If the original set of quotes are extended around anything else then it won't work", that would be correct. For example:
"E:\City of Heroes\CityOfHeroes.exe -project" coh -maxinactivefps 5 -maxfps 25
would try to run a file called "CityOfHeroes.exe -project", which is nonsense. However,
"E:\City of Heroes\CityOfHeroes.exe" "-project" "coh" "-maxinactivefps" "5" "-maxfps" "25"
should work just fine. There are lots of extra quotes, but they are all useless (unless I am forgetting something about Windows interpreting dash-prefixed options automatically, but I believe that is up to the application). -
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I hate to say it, but it might be nice if they expanded that to not only include inactive accounts, but also inactive characters (with a significantly higher time limit, of course).
There's bound to be many of us (myself included) that have lost and forgotten characters on random servers that we haven't touched in years, even though our accounts have never gone inactive for an excess of 90 days.
(Or, you know, that one name I keep trying to get back that hasn't been logged in since before globals went in, but is apparently protected by the 90-day account limit.. *grump*)
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That would be a big no from me. Perhaps I came up with a name a year ago, but none of the current powerset combination's available at the moment work for my concept to go with that name? I'd be peeved if, one day I logged in and saw Generic XXX XXX XXX.
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On the other hand... if a dozen people came up with that name over the last several years, and eleven of them want to play it now, how much sense does it make for the person to get it being the one who isn't going to? -
I've had most of those things happen to me before. I think they're bugs in CoH, not in your machine.
And the Streak Breaker uses some complex rules. Depending on whether ParagonWiki is correct or not, and whether I read it right or not, it might be possible to have up to 99 misses in a row with 95% tohit chance. (I really hope that's wrong, but that's what that page implies to me.) -
That depends heavily on what you call "control"... but I agree that TA is another option at least on par with Storm and Dark for the OP's consideration. I did not mention it myself because I have never taken a TA far enough to "get" the set; I am more confident that I know how Storm and Dark really work.
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Storm/Dark is a very control-heavy combination, as is Dark/Ice. One has stacked area stuns, the other multiple single-target holds; both kinds of control stack very well. And of course these sets have lots of other goodies. I don't think these powersets mix and match as well (Dark/Dark or Storm/Ice); they are still great combinations, but Thunder Clap and Dark Pit just don't pay off as well without each other.
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I don't know for sure, but I suspect Hurl Boulder (which pulls up part of the ground) and Fissure (which stomps on the ground) require you to land. I believe Seismic Smash works in the air.
Psionic Tornado does knockup. It won't scatter things all over the place. -
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Each small red inspiration is 25% +dam. Fulcrum shift can generate up to 300% +dam (50% from the local buff from the 'fender and 25% from each of the buffs from up to 10 enemies). This means that, in order to get yourself up to there you'd need 12 small red inspirations.
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You need Fulcrum Shift(TM)! One buff, 300%. No other damage buff comes close. -
On the contrary, Paragon Protectors do use them for "the big AV fight". Players are the big AVs as far as NPCs are concerned.
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Heh. So when your teammates' names showed up in that window, you thought it meant they were your pets? That must have been very gratifying.
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I have heard from this guy I once met that someone he spoke with anonymously online said a totally reliable source heard the developers have absolutely guaranteed us a big red ball in the new issue, and that we can all whine and complain and make endless angsty threads on these forums if we don't get it.
I bet the spy archetype can start out in Praetoria and kick the big red ball farther than anyone. -
ChickenSmasher,
The main draining powers for a Kin/Elec are Short Circuit and Transference. And at 47 you can get Power Sink in the Electricity APP. The other powers don't usually drop an enemy to 0; their purpose is mainly to keep an enemy at 0 once the first two have got them there. So start a fight with Short Circuit, Transference on the main threat, and one enemy will be out of the fight. Put a lot of recharge in Short Circuit and use Siphon Speed; you should get off a second Short Circuit soon thereafter, and then just about everything should be at 0. That's the drill for solo draining. There's not much better you can do. It's not permanent lockdown, but it does shorten the time in which enemies can attack. In between uses of Short Circuit, your other blasts help keep the enemies near 0, but mostly serve to deal damage.
Good luck!