Johnny_Butane

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  1. Quote:
    Originally Posted by Golden Girl View Post
    That's correct - he said they're still canon - which causes all kinds of problems for the "shades of gray" idea
    He needs to go back and revisit that stance.

    They make less sense as sequels and more as retcons.

    -Why would Marauder, or ANY of the Praetors, call Cole 'Tyrant' in the original arcs? The entire merit system in Praetoria revolves around how you look to others; to your boss and to the public, and using the Emperor's hated slur, even in jest by his top men, wouldn't fly.
    -Why would they all be 'for teh evuls' then in the old arcs and suddenly change personalities?
    -Why would events play out more or less the same with the similar story beats and almost the same sequence of maps visited?

    With some minor dialogue changes, the new arcs would work as retcons, but they're too close to the old arcs to be sequels. Plus, the old arcs now contradict too much of what we know about Praetoria and no longer make enough sense to still be hard canon.



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  2. Quote:
    Originally Posted by Johnstone View Post
    What? Really? I had absolutely no trouble with Siege as an EB with the duo I mentioned earlier (Fire/WP Scrapper and FF/Energy Defender)
    Then likely it's been fixed. Was he using a War Walker power set or his old EM? What did he look like?

    [Edit]This is the 'Shut down the Scanners' from Maria Jenkins mission I'm referring to, BTW. Set in Nova Praetoria at the WarWorks. Not the legacy Hero's Hero arc mission where both he and Nightstar show up in a warehouse.


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  3. Quote:
    Originally Posted by Flarstux View Post
    Edit #2: Tried my 50 DM/Regen scrapper at +1 (x3) with all SOs (except for 5 Doctored Wounds IOs in Dull Pain) - FWAM-BAM PHOOM! Scratch one War Walker.
    Now you can graduate to the Siege mission (if it has not been fixed.)

    -Siege looks like he always did (presumably a mistake given the info his new bio).

    -He has the power set of a War Walker, scaled to EB levels(but not balanced to take him being an EB into consideration)

    -Which means his heal goes off when he's at 1/4th health and heals him to half health. The heal has the same short cooldown as it does on a War Walker, but is more potent, so it'll be ready to heal him back to half by the time you get him to 1/4 health again.

    -He can do this indefinately. I doubt any player, no matter the build, can spike him from half health to zero before his heal recharges. Most duos can't.


    Good luck perma stunning him. /sarcasm

    There's no special reward for the mission, since it's the old one-off it always was. Considering the state of the other one-off missions of Maria's (bugged, mix of old dialogue, old enemy groups, new look EBs and old maps) I don't think he's WAI.

    But he'll give you an idea of what an EB War Walker would/will be like. As an AV, yeah I can believe 12 players would be needed to take them down.


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  4. Quote:
    Originally Posted by rian_frostdrake View Post
    well, people keep saying there is no challenge in the game. there ya go.
    Correction: A handfull of people only play outlier power set combos, heavily gear out with IOs and softcap their defenses then complain the game is too easy.

    The result is always the same. We get Demonic Spiders. Seriously, look at the page's entry for CoH. It reads like a grim testament to the devs efforts to add 'challenge'. I always roll my eyes when Positron says there's more challenging content on the way, because the translation is 'a truckload of annoyance and frustration'.




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  5. Quote:
    Originally Posted by Techbot Alpha View Post
    Are the Goliath War Walkers even bigger? Or just EB re-named and the same size as the War Walker?
    Poor, poor choice of names. Save up your [Rock] temp powers from the Halloween Event.

    Unless in Praetoria, the story was different. Which...could explain much.



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  6. Quote:
    Originally Posted by Mr. DJ View Post
    When I first fought them (the second time you have to take out Marauder's cell) when I entered the mission, they were attacking him, not sure if that's WAI or not, pretty sure it isn't...lol.
    Something's bugged, and it's not confined to the IDF.

    Last night I was running the 'Horror of War' arc, 'Get the Message Out' mission and all the Nemesis troops were focused on attacking his Mole Machines and were leaving the generators alone.

    "Nemesis...you magnificent bs*rd, I read your book!"

    Quote:
    They're a combination of things...the variety of Seers can be a problem, you got the standard ones you see in Praeotoria, then you have ones that act as Emps, passing out Fortitude and heals and then ones that have a pretty hard hitting Psionic Attack (Psionic Slash). The Warworks and basically all their energy attacks doing -regen (and if you're squishy, quite a bit of knockback). The Shock Trooper lieutenants have Total Focus...not annoying at all. Those little drones that get summoned, one of them can revive enemies you defeated. The massive amount of -recharge they do is quite annoying as well.
    One thing I just remembered, the Seers have a 'Reveal Weakness' debuff that causes -Res (and maybe -Def too?).

    So, they've got -Res, -Regen, -Rech, self buffs, potent cone damage, massive locational AoE, Psionic damage. That's a little excessive considering they don't drop greater rewards than the Council. They may have been designed for the Alpha Strike TF (my theory at least), but the Maria and Tina arcs aren't that.


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  7. Quote:
    Originally Posted by Mr. DJ View Post
    I love this group even though I can see it being nightmarish for just regular teams. I found out the hard-headed way without turning my settings (+1/x8) down how nightmarish they can be for my Fire/SS Tank lol.
    I've had a hard time pinning down exactly why they're so nasty. At first I thought it was the Seers against my Inv Tanker, but I also see the energy attacks they use kill regen and the location AoE puddles of blue/black goo they leave all over do nasty DoT and stack more than they really should.

    Even so, I'm chalking it up to them not scaling up properly/needing a balance pass. Too many other things are broken in those arcs for that to not be the case: Siege's broken heal power and looks, the Resistance's wierd stealth and LT damage, Malaise doing more damage than Mother Mayhem. I hope none of that is WAI.


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  8. Johnny_Butane

    Alpha Slot

    The alpha info was linked to.

    The other four slots, as best I can remember, that were revealed at the time, in no specific order:

    -Judgement slot: An exteme damage nuke attack. Some were PBAoE, some were targeted, one was a cone I think. The were four flavours at the time; Pyronic Judgement, Ionic, Cryonic and Void that dealt Fire, Energy, Cold and Negative Energy damage. Further still, these could branch out into two possible directions giving the power either more damage or adding a control or debuff component to it.

    -Lore slot: Summon enemies from enemy groups to fight for you. In the beta, there were only Praetorian groups listed: Clockwork, Warworks, Seers, etc. The most potent upgrade of any of these shown at the time allowed you to summon 1 Boss and 1 LT at a time from the group you chose.

    -Interface slot: Added an additional component to your existing attacks; Fire DoT, -Res debuffs, -Regen debuffs, -ToHit, etc.

    -? slot: A team buff AoE. IIRC, examples were along the lines of (+Dam +ToHit), (+Regen +Rec), (+Res +Per) and a self+team rez.


    Also, don't forget about the mega Inspirations Incarnates will gain access to. They're already listed in Wentworths. You can only pop one at a time, but they're more potent than any other Inspiration. They also feature the [Ultimate] Inspiration that level shifts you up a combat level (you'll be fighting as a 51) for a short time. Also note the advanced Alpha Slots also combat shift you up when its active.


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  9. Quote:
    Originally Posted by je_saist View Post
    Neuron stands out from the other changes Now because he visibly uses a different set of powers from Synapse now
    Does he?

    I fought him last night and he was using the same Electric Blast attacks as he ever did, and showed no signs of Super Reflexes.

    It seems none of the info listed on the GR web site has any bearing in game at the moment. With the exception of Siege, any updates to the Praetorians were merely visual.

    Tyrant is listed as Super Strength, but both of his clones are Energy Melee, same as he always was.

    Mother Mayhem, Marauder, Black Swan, Diabolique, Infernal are all the same, powers-wise.

    Dominatrix is still Grav Controll(why in the first place?), despite us now having three perfectly servicable energy whip attacks in game to compliment her Super Strength or Martial Arts.

    Unless things change with i19 or i20, I suspect whoever wrote the website was just pulling stuff out of their...hat.

    In fact, I'm going to say the GR site is just plain wrong because it lists Maelstrom as being Dual Pistols/Energy Melee when in game he's DP/Martial Arts.


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  10. Quote:
    Originally Posted by Capa_Devans View Post
    Still wouldn't have a hovering tank, defence or not. My main tank has air sup and has def from other sources. To me it's more important to get in front of the team and take the alpha than hover. YMMV. My blaster however, is almost always in hover.
    You completely miss the point that said Tanker is hovering in the middle of the crowd and would be using the defence from Hover to help them do so. You don't think Tankers with Combat Jumping use it to bounce around instead of tanking, do you?


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  11. Quote:
    Originally Posted by je_saist View Post
    That being said, when dual-builds were first announced, I still remembered getting a laugh out of the storyline posed to describe the new feature: http://www.cityofheroes.com/news/par..._journals.html

    In the storyline, Positron supposedly changes his power load-out... then goes and solos Requiem... immediately launching another volley of attacks after using his Tier 9 nuke.

    Yeah.

    I. Don't. Think. So.
    Of course. He's Positron, after all.



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  12. Quote:
    Originally Posted by LISAR View Post
    So are incarnates.
    I doubt a player Defender, even with Incarnate slots, will match Positron's Mary Sue HP.


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  13. Quote:
    Originally Posted by LISAR View Post
    Galactus is a singular character
    Galactus is a force of nature.


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  14. Quote:
    Originally Posted by BrandX View Post
    All signature chaacters are going to be tough opponents, or else they're just not a challenge. Even if some of the challenges are considered just plain boring.
    I'll tell you exactly what I've told others before:

    Singular characters shouldn't BE what the devs are throwing at us for team challenges.

    Signature characters shouldn't bloat up to multiple times the power level of everyone else simply because having us stuggle against their Mary Sue Defender with more HP than a player Tanker is easier (and more fun) for the devs than giving us challenge worthy of a team of super heroes, like fighting a team of super villains or a Galactus.

    When you have the keys to the sandbox, it's really easy to play corrupt GM and let your pet break the rules and hide behind "design limitations" as a justification. Because then your baby gets to one-shot Rikti motherships, have crash-less T9s and purple triangles.
    "For challenge."


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  15. Quote:
    Originally Posted by RabidBrian View Post
    I dont think FS is immediately barred from hover-use because of concept, because after all its in the same set as handclap, but its definitely a little sketchy. Handclap is the percussive force of your hands hitting each other. I cant see Footstomping air doing much, in the real world or superhero world.
    Yet, Foot Stomp *does* damage and affect enemies who are close to the ground, yet not touching it.


    My reply to Castle on the subject was to allow Foot Stomp to work in air and just hand wave it like we do Dual Pistol users who never have to reload or run out of ammo, Fire Tankers who can light up while standing chest deep in water and people who can call down "nukes" from Warburg weapon satellites while underground/in another dimension/in the past, etc.

    If it means more viable build options, and it's not a limitation for balance reasons, by all means allow it.



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  16. Quote:
    Originally Posted by Lord_Thanatos View Post
    So you are saying that she is a Mary Sue because she COULD become one?
    No, I'm saying she's not a Mary Sue. WW is one example of the few signature characters who aren't.

    But she could easily become one if our lead developer felt like it.



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  17. Quote:
    Originally Posted by Jetpack View Post
    Also, War Witch - wasn't she created for the comic first? And later used by Melissa B?
    She was created first. In the first promo comic in fact. I'm not sure at what point she took over War Witch, but consider this:

    War Witch was reasonably written in the comic with the limitations of the low-mid level Ice/Fire Blaster she was. Then she died.

    This happened before Melissa was made lead dev.

    Now that she is, if they bring War Witch back from the dead in i20 and she starts picking up buildings, deflecting meteors with her perfect teeth in between bouts of Blizzard, Burn and Mag 100 Soul Storm...



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  18. Quote:
    Originally Posted by Zombie Man View Post
    1. Then you don't understand the term Mary Sue.
    When an author inserts a character they created into an ongoing fiction and affords said character attirbutes and advantages that go against the established rules of the universe and are extraordinarly powerful with few or no negative traits (or if they have negative traits, they're intended only to illicit sympathy).

    Quote:
    And all AVs/Heroes get the same overpowered HP, and PToD, and attacks not available to players
    Just because you have a whole caste of Mary Sues, doesn't make them not Mary Sues.


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  19. All of the signature character's based on characters the devs played offline before the game was made are Mary Sues.


    Positron (the dev) created:

    -Positron: a Defender with more HP than most Tankers.

    -Maelstrom: a Blaster with Dual Pistols and Martial arts (despite what the web site says about Energy Melee).


    Then we've got:

    -Manticore: a Natural Defender with massive HP that can be set on fire, take a direct lightning strike, and be punched in the face by super strong power armor and shrug it off.

    -Lord Recluse: a Master Mind with thousands of henchmen, energy melee, invulnerability, and VEAT attacks.

    ...just to name four.


    Most of the signature characters have exclusive powers made only for them, don't have the disadvantages for the ATs they're supposed to be (tough Blasters, Tankers with massive damage) or they simply defy all power set restrictions and brandish dual swords, guns and martial arts at the same time if they feel like it.

    The devs are the only ones who can realize their characters the way they want to, and they flaunt the rules of the universe to do it, so that makes them all Mary Sues in my book.


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  20. Quote:
    Originally Posted by Capa_Devans View Post
    As an aside, why hover with a tank? Shouldn't you be in front of your team and going in first? Tad tricky even if you do have the wazoo SB'd out of you while hovering.
    Maybe they want to use Hover for the Defense. Hover has the same Defense buff as Combat Jumping, but if you have a power set like Super Strength, Hover takes two of your attacks off the table for no good reason.


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  21. Quote:
    Originally Posted by Dechs Kaison View Post
    This much cannot be true, as shown by the traps powers which can be activated while hovering, but only when close to the ground.
    Then perhaps there is hope.



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  22. Funny thing.

    I PM'ed Castle about this last week.

    I was wondering if the 'groud only' powers were like that as part of balance consierations and if there was any chance of removing the limitation on some or all of them. He said for the most part they weren't. He implied it was mostly for aesthetic reasons. "How does one stomp the ground while flying in the air" he asked.

    I took it from his response, and past things said, that the power system has no way of knowing how close to the ground a flying character is, just that they're flying.

    That said, he didn't say he was against the idea of removing the 'ground only' from some powers or not. There's likely more work involved than simply removing the flag from the power, so I'm not holding my breath for this happening any time soon.



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  23. Quote:
    Originally Posted by Anti_Proton View Post
    I have been saying for years that the argument that some folks just don't feel "super" stems from the effects our powers have on the environment more than the damage numbers themselves.
    Meaningful and extensive environmental interaction and destruction is the grail for truly super superhero action in my opinion.

    I can stomp my foot hard enough to shake the earth, but I can't knock over cubicles in an office map. I can call down lightning from the sky, but it leaves no damage. I can tear up concrete and throw it, but I can't punch through a plaster wall.

    Even the two newest super hero MMOs only scratch the surface with environmental interaction as a mere afterthought.

    I dream of a future superhero MMO that can deliver the same environmental destruction found in last gen titles like Battlefield Bad Company 2 and Red Faction 3, be it in the live world or in instances. The game that lets me throw cars, punch people through walls(and be thrown through them) and knock over buildings is the game I want to be playing. The devs who deliver that tech and solve the design challenges to make it happen will get my money on a silver platter.



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  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    I'm not talking about the alpha slot. I'm talking about extra slots coming from one of the other 9 incarnate groups.
    The four Incarnate slots besides Alpha that were revealed did not come with extra slots in my observation.

    Quote:
    Best not to attempt to correct someone when you aren't on the same page that they are.
    If you have information beyond the first five slots and it didn't come from the GR beta, it's in your best interests to stop talking about it.



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  25. Quote:
    Originally Posted by Bill Z Bubba View Post
    Also, moot point since we're apparently getting more slots with the incarnate stuff.
    Not really, and you know it. The Alpha slot will allow players to squeeze a slot from some select powers like Hasten. But for the most part, what it grants you isn't the same as more slots. Beyond that, the other four Incarnate slots shown to date do not function like the Alpha at all. They are less like slots and more like standalone, upgradable powers. Beyond that, nobody knows but the devs. It wouldn't be a streatch to conjecture the Omega slot would function similarly to the Alpha slot, but it's simply not truthful based on the available facts to say that the Incarnate system will give you more power slots.

    I think people should take a few minutes to dig up and read the information that has surfaced about the Incarnate system to get a better idea about what it's all about. It doesn't work the way some people think it does and I don't think anybody should be putting all their eggs in that basket until they have a clearer picture of what's to come.



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