Johnny_Butane

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  1. Quote:
    Originally Posted by VoodooGirl View Post
    I highly doubt it's going to be CoH 2
    Then maybe it's this kind of 'very special' Ustream:

    http://tvtropes.org/pmwiki/pmwiki.ph...SpecialEpisode



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  2. Quote:
    Originally Posted by Beastyle View Post
    Tune in to Paragon Studio's Ustream channel tomorrow, June 21, at 10:30 a.m. Pacific (1:30 p.m. Eastern / 6:30 p.m. British / 7:30 p.m. Central European) for a very special Ustream webcast! We'll be talking about some cool stuff, so be sure to join us! See you all then!
    Announcing CoH 2 would be a special and cool announcement.

    Announcing a Live date for i20.5, much less so.
    YMMV.

    Guess which announcement I expect versus which announcement I actually want to hear.



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  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Indeed. When I say the tank's responsibility is to keep everyone alive, it doesn't take that responsibility away from anyone else.
    But you say as much in your guide; that it's the tank's fault when a teammate dies.
    When you say this:

    Quote:
    The tank who is the last man standing, has failed.
    That is exactly what you are saying.

    As I pointed out, this is a fallacy. There are a lot of situations in the game that will kill the team that a tank has little or no control over. Also often a tank can not, and should not, save teammates who aren't on-message.

    "The team is dead. You didn't use Team Teleport to move them out of the way of sword bombs. You have failed as tank."



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  4. Quote:
    Originally Posted by Dechs Kaison View Post
    Just to touch on this, particularly the highlighted. I thought the guide was clear enough that tank is a role and Tank is an AT, and one does not imply the other. I agree with what you're saying, a Tank's (the AT) job is not to protect his team first and foremost. A tank's (the role) job, though, is.
    Sorry, the personal safety of your teammates is ultimately their responsibility, not the tank's.

    It's the tank's job to gain and hold enemy aggro and that has the effect of giving the team a larger buffer of breathing room, but keeping someone upright is their own job.

    I say this for two reasons:

    1: The first, is that there are circumstances beyond your control as a tank, but not beyond the control of your teammate, that will kill them.

    As a tank, you cannot keep someone from standing under a sword bomb. You can not tank the damage pulses on the Keyes Island Trial. If teammates refuse to step back from the AoE damage of an AV, GM or tough spawn, that is their fault. They made the choice to stand there.

    Sure, a good tank can and should point cone attacks away from the team, but that's a two way street; it's each good team member's responsibility to stay the hell behind the AV.


    This leads my second point:

    2: Without failure, nobody learns anything.

    All players should learn the approximate aggro distance from most spawns. All players should learn why you need to not stand in an AV's cone of attack. All players should learn not to randomly chase runners and to turn off their debuff toggles if the anchor makes a break for it.

    A tank can prevent players from learning these skills. That will hurt them when they're faced with a situation when they don't have a dedicated tank, or they have a tank that's not so on the ball.

    Players can be mollycoddled, never learn how to play properly and learn how to take their survival into their own hands and succeed. AE has demonstrated this.

    Be 'too good' of a tank, and you're not much better than a power leveler. It's your job to divert as much damage away as you can while fighting. Most, not even all of it, because you never know when you'll need to grab unexpected adds.

    You are not the team mom. You are not a crutch for lazy players.

    As a tank, you are a 'make-margin-for-error-larger' button. You are not the 'I-win' button or the 'rest-of-team-gets-to-turn-off-their-brains' button.


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  5. Quote:
    Originally Posted by Furio View Post
    BLANK
    Your image didn't show up for me?




    There's something about the image DC is trying to project...
    I'll be expecting Garth Ennis's The Boys to show up and brutalize the team, because this is in the realm of self parody now.



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  6. The Steampunk pack is totally 80's.

    1880's.



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  7. Quote:
    Originally Posted by Reiraku View Post
    Sure they carry the ammo. That's what Swap Ammo is for.
    Loading a gun by twirling it. They didn't teach that in Cubs.

    Quote:
    For the record, I agree Foot Stomp SHOULD work when in mid-air, just with a modified animation (again, handclap would be great here).
    What about Hurl? And other OTG powers like Hot Feet and Poison Mort?

    I say it has to go for all of them or none of them. Needing to create new animations wont make that more likely.

    Looking at the competition:

    Game B just allows you to do the attacks in the air as is. In the specific case of SS, that includes punching downward to create shockwaves in the air and pulling rocks out of nowhere. I'm OK with this. I'm willing to hand wave it because a little visual kludge is better than a senseless mechanical limitation.

    Game C does modify some of its animations for the air. Their Hurl equivalent becomes...some sort of air punch. It's hard to tell and looks poor. No help there. Their Foot Stomp, IIRC, remains the same.


    If they're going to make a new animation for Foot Stomp in the air, I'd go a "mighty shout" type of deal. There's already similar suitable animation in the game. That way, no confusion with Hand Clap.

    That still leaves a bunch of powers, some needing new models or new animations, including Hurl, which specifically I'm fresh out of ideas for.

    I never claimed this thread was a likely thing to ask for. :\

    Quote:
    I just disagree that it's because SS is weak when the numbers don't support the argument.
    Well, I contend that Rage stacking and its by-product of negating the -def is the only reason this is so.



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  8. Quote:
    Originally Posted by Reiraku View Post
    As much as any set that is stomping nothing.
    But less damage than sets that slash nothing and fire ammo they don't carry or load.


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  9. Quote:
    Originally Posted by Reiraku View Post
    In AoE It sat right in the middle, beating out EM, SM, DM, and BA
    How much AoE damage does it have...in the air?
    Or even a half-foot off the ground for that matter?



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  10. Quote:
    Originally Posted by ultrawatt View Post
    You dont carry concrete with you? I know i do, last thing you want to be be stuck with is a wood floor to rip stuff out of.
    Or when you're clearly standing on a metal grate walkway. Or on top of a battleship.

    Kind of like how AR, Thugs and DP characters carry unlimited ammo.

    If they never run out of bullets no matter where there are, why should I need to get rocks off the ground?

    For that matter:

    If Claws can project a Focus shockwave through the air that damages enemies, so can Foot Stomp.



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  11. Quote:
    Originally Posted by Reiraku View Post
    As far as sets go, SS has always been above average/high-tier in both AoE and ST damage
    That's odd, considering it only has one AoE attack and one hard hitting ST attack. Both diminished right off the bat by being heavily resisted Smashing damage.

    And then there's the crash itself, which periodically kills damage output. A power intended to increase your damage has a penalty of lowering your damage. Yeah, that make sense. /sarcasm

    Quote:
    from every study I've seen
    IIRC, SS was 3rd or 4th for single target damage, until +Recharge came into play when it dropped considerably. Now with KM, and changes to other sets since I'm willing to believe it's dropped further to 5th.

    For AoE it never could compete. Having one AoE attack tends to do that, no matter how grand some people think that attack is.

    Coming in 4th and having to suffer penalties nobody else does for it doesn't sit right with me.

    "Joker of all trades, master of none" comes to mind.


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  12. Quote:
    Originally Posted by Leo_G View Post
    but I do know that Rage is broken. The ability to negate its crash and even *stack* its effects is the definition of broken.
    Oh it is, but the "bug" of stacking happens to almost make up for the rest of the set lacking. Castle said as much that the penalties of Rage stacking (the massive increase in end consumption and increased downtime) are the reason it was allowed to continue under his tenure.

    I think Rage should get 'fixed', but not until some changes are made to the rest of the set.



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  13. Quote:
    Originally Posted by Reiraku View Post
    I'm curious as to how you came to the conclusion that SS deals inferior AoE and ST damage than all of the other sets.
    I didn't say that at all.



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  14. Quote:
    Originally Posted by Leo_G View Post
    The way I see it: since you can bypass the -def of the Rage crash, you can eat up a 3% def deficit for cutting off Hover.
    Oh that big bad ol' Rage. Even with it, SS is still inferior for dealing AoE and ST damage than sets that don't have a crash at all. How dare there be circumvention of a penalty for the benefit of being brought up to average.

    If this game had a boogeyman...


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  15. Quote:
    Originally Posted by Leo_G View Post
    But so would giving me a scythe set for my Stalker and ice powers for Scraps/Stalks/Brutes.
    Sickles are something I could see happening as a custom weapon for Dual Blades and Axe.
    But a scythe is a hard sell. You hold it differently than you would almost any other weapon, so it's not going to be an option you'd see for Polearms if they ever do that set.

    Brutes are in a better position now to accept Ice than they've ever been. I can see this happening in the next round of proliferation.


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  16. Quote:
    Originally Posted by Dirges View Post
    Psionic attacks can have physical effects like throwing people around, so they are not just a mental attack.
    No. Psionic attacks don't have any effect because they don't exist.


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  17. Quote:
    Originally Posted by Comfort View Post
    You say if you take footstomp, it doesn't allow you to take fly. I say if you're going to take fly, why take footstomp?
    Because then you're out the only AoE attack you get with your primary. You're also out Hurl. That's a third of the attacks in the set. For no good reason other than aesthetics.

    Why should you be gimped because of a travel power?

    More importantly, why should the devs essentially say: "Oh, you want to Fly and use SS? Up yours buddy. We're discouraging that combo for no good reason. You're either out two powers or you pick an inferior attack or you waste a pick on Hover, a power that you can't even use in combat. Why? Because that's less work for us."

    You don't have to do that with Combat Jumping.

    "Sorry, can't throw a Fire Ball. Combat Jumping. Rules is rules"

    This is no different than Dual Pistols never running out of ammo, Fire attacks working in water and Psionic attacks defeating mailboxes. If you want to wave the 'realism' flag, none of this stuff exists. No superpowers or flying men. We all let that slide for fun's sake.

    I'm invoking the Rule of Cool.
    http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool


    So many powers being incompatible with flight isn't fun and it isn't cool. It's a silly limitation, it's unfair to some sets with little to no basis in game balance. It needs to go.



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  18. Quote:
    Originally Posted by Dirges View Post
    Besides if you really want foot stomp balanced to whirling hands, I think there a large outcry from the players.

    Now that doesn't mean I don't think the powers should be balanced with these limitations in mind.
    Castle said that 'ground only' wasn't a balance point

    The damage, recharge etc of Foot Stomp isn't being calculated around the fact that it is ground only according to him. The reason it was made ground-only is purely an aesthetics issue.

    He didn't even object to some powers having the ground-only restriction removed at the time I spoke with him about it. He made it clear it was simply a matter of having to involve the animation guys. That and the fact he was on his way out.

    So, the devs don't(didn't) have balance concerns with making such a change, it's a question of animation resources.



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  19. I ask again, after all this time, can we please get this silly limitation lifted?

    Once I asked Castle point blank if was a balance point and he said that normally it wasn't.

    So I don't see why plenty of good powers should be invalidated because you want to use Hover or Fly.

    There are aesthetic concerns, yes. 'How does Foot Stomp stomp the ground if you're in the air?' is a question that gets asked whenever I brought this up with Castle.

    My reply remains the same: It just does.

    Just like how Whirling Hands works in the air, when it's a very similar ground hitting attack.

    Or how Fire Aura works when in water or how you can call down Warburg satellite nukes in a cave...in another dimension...thousands of years in the past.

    So I ask that it be considered for ground-only powers to get a similar 'whirling hand wave' and stop being singled out because of a player's chosen travel power.



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  20. Quote:
    Originally Posted by Ironik View Post
    A level 32 power of Dual Flailing Bullwhips would be awesome, too.
    Dual Energy Tendrils is something I've thought would be a great power set for a long time.
    The people who animated the hellfire whip attacks for the MM set would probably implode if they tried it, though.



    http://en.wikipedia.org/wiki/Backlas...arc_Slayton%29
    http://en.wikipedia.org/wiki/Omega_Red
    http://en.wikipedia.org/wiki/Constrictor_%28comics%29




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  21. Quote:
    Originally Posted by Schismatrix View Post
    Personally i'm rather fond of the marital arts.
    I'll bet Kin Melee really gets some people humming. Always been a lot of buzz about it.


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  22. Quote:
    Originally Posted by Arcanaville View Post
    Isn't this a weapon set?
    No, clearly it's a weaponS set.


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  23. Quote:
    Originally Posted by Arcanaville View Post
    But I'm pretty sure the devs are working on non-weapon powersets as well. Care to place a friendly wager on it?
    No, but I'll be very interested in seeing them provided they're not another weapon set, marital art or derivative of a set we already have (Dark Control, Earth Blast*).


    *Not that I don't want to see more conceptual proliferation, see what I posted before about the subject, but it hardly gets me hyped.



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  24. Quote:
    Originally Posted by Positron View Post
    We have more powersets in the works.
    How many blades will they have?


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  25. Quote:
    Originally Posted by Arcanaville View Post
    No.
    And how many blades will this weapon set have?

    I'm guessing this many:





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