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Every now and then, someone complains when you offer a suggestion as if you were saying this game is worthless because there's something you want added/subtracted/changed. Well, if there's no positive talk, I can see how people think that.
So! Let's make sure that the devs know that we appreciate the things they've done! From issue 2 til now, what are 1-3 of your favorite changes and then pick your ONE most wanted feature to round out your post. I'll go first:
THANK YOU for beautiful stormy clouds in Imperial City!
THANK YOU for power customization (alt animations and colors)!
THANK YOU for the wonderful new missions and quality of story and choices (some contacts disappear based on how you move through the game)!
PLEASE Continue to upgrade mission maps to make them more real. Ex: Offices that look like offices that even have a cafeteria downstairs and nice executive offices upstairs, cubes everywhere else. Windows to the outside. Elevators that go to all levels (not just one).
I love this game! -
I just realized the other day that I have NO dominators. I've fixed that, but that's why I started asking. Very much enjoying my elec/earth assault dom
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Quote:So the key is you CAN hit it over and over without building the bar? Or is that when you're using it against a lot of enemies or tough enemies, it's constantly being built anyway? So that resets the timer? Is that working as intended or likely to be nerfed? What is the real effect of domination anyway? Is it like a giant accuracy buff to hold powers?That's not really true. You need to attack to build domination the first time. Once you have dom popped you don't need to attack you can just stand there and hit domination every times it comes up. That one of the great things about perma-dom
To get perma-dom you need a little more then 90% recharge plus Hasten, well that is what I have and I just have perma-dom.
Edit: Also if you're a full Villain and have the power frenzy you don't even need to attack because that builds domination up for you
Thanks in advance -
I see lots of posts on how to get recharge and talking ABOUT perma-dom, but what does it even mean? You have permenant domination? How does that work? Even if you can get it to recharge, you can't click it until you use hold powers or such a bunch of times right?
Can someone explain the basics to me? -
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Quote:Bill, I don't mean to be combative, but I agree with this statement and might have said something similar. It's great that you want to point out possible flaws, but suggestions for fixing it would be best. It's also not necessary to paint the absolute worst case scenario and present it as if it would absolutely happen and there are no other possibilities.You're so quick to dismiss the ideas with an exaggeration and a fallacy rather than simply pointing out the flaws.
That particular approach is most likely to make many people just sit down, shut up, and stop making suggestions.
P.S. My only reason for bringing this up is because I'm under the impression that you aren't intending to be that way and I know from experience that it's hard to stop doing something that you don't notice you're doing. -
Quote:I would like to respectfully ask that no one every say this. Ever.If you(both you and the generic you) don't like the way buffers play then don't play them.
There is another option besides "shut up and suck it up": discuss possible changes, evaluate the merits, work for change where practicable. Hence the point of the suggestions thread, no? -
Quote:You're right. There seem to be at least two other modifications that would be involved.Brings up a whole *other* issue.
Either the current buffing sets would be changed (which I'm quite obviously against,) or you'd essentially have to create completely new sets that duplicate the *same* functionality (and are rebalanced however they'd need to be) just for the new buff styles.
Alternately, going through and creating an entirely new system - and I'd imagine it'd have to be even more in depth (not to mention complex) than just alternate animations - to allow alternate *powers* to be selected would have to be created. If such a system could even be supported by the game.
As far as your "multi-buff," it still has the issues involved with AOE buffs (catching people who don't want it, missing those who do, something I can take care of with single buffs,) and if I'm recalling discussions back when MM pets got THEIR buff changed to one, there's not a way of tracking how many pets/players/etc are getting the buff applied to them. If there were, I'd imagine it would have been applied to the MM AOE upgrades already (as it would make sense to - lower cost for low-level masterminds with only 1-3 pets, higher cost for those with six but who are better equipped, through powers, slotting, and larger enhancement trays, to deal with the END cost.)
1) Refusing or disabling buffs (which many people already want).
2) A new power mechanic. However, I'm actually in support of extreme power modification (beyond the simple accuracy/damage/endurance/recharge/range etc.). Affecting cast time, cast AOE range, cast attributes etc. This would be on the order of power coloration I suppose, but I think it would be a great addition. -
Quote:It's not that I don't like supporting and not attacking because I do. I've always played mostly defenders and then eventually controllers. What I don't like is having my sandcastle constantly washed away. Over and over and over.Yep this is the part many folks don't seem to get. MANY FOLKS LIKE the way buffing CURRENTLY works.
Playing a buffer/debuffer/healer (in any game, not just this) is something that's a personally preference. You have to realize that a drawback to playing such toons is that they won't be attacking nearly as much as the toons that don't have to manage the rest of the team.
It's not for everyone, just like playing a tank is not for everyone.
I'd like it to be easier to build the castle or have it last longer. -
Quote:You make some good points, but I don't know what you mean about waiting. I slap buffs on pets and get rolling immediately. I only have one end reducer per buff too. I can always pop a blue if I'm down too low.I simply wouldn't use the multi target ones. I think from what you describe it would be simply unfun to have to use rest or wait for my end to come back up, every time I used it. (like many MMs have to now after they multi buff their pets) And I don't think the rest of the team would stay in range (it'd have to have a range, I don't see the devs allowing you to buff teammates in other parts of the map--like another room---EVER) as that would becoming annoying quickly on a fast moving team. (Basically nearly every team currently in game). To me it would make playing a buffer worse and UNFUN.
Besides the caveats I stated I can get behind that IF the devs want to give it as an OPTION.
Realistically there are two problems:
1) Is there a need: I think so, some others don't.
2) Is it feasible? Maybe it would take too long and too much work to make any version of it work. I don't know the answer to that.
But an AOE one-time cast buff like RA works. Even on fast teams. They'll usually hold at the beginning of the mission or before big enemies. Otherwise, you can just wait till everyone's engaged on a big group and fire it in melee range -
I feel your pain. I hate to tarnish my careful hero creation, but badges require she jump back and forth a bit.
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Quote:I just encountered that one yesterday and agree. It was perfection!On my Vigilante who I was making a villain, I found their is one tip in paticular from i19 that had me dropping nuggets in my pants. Trail of Guilt-Striken Blood...or was it Guilt-Striken Trail of Blood...I dunno. But it goes like this:
(ZOMG ITZ TEH SPOILARZ)
There is a serial killer pretending to be a Longbow Agent, so you gotta "give him a fair trial". So, you frolic through the flowers of Grandville to the mish, and once you are inside, you fight Ghosts, which are like, the people the Agent slaughtered. So, you find his diary in the mish and the dude is all "OMG THEYZ R PRAYIN LIEK ALL GHOSTLIEK, GET MEH OUTTA HAR" So, eventually you find him, and he goes: Will you be my friend? So, as the good hero person you are, you take him and bring him to a ghost. As you fight the ghost, he gradually loses health, and eventually he slits his own throat, and he dies smiling. Also, through the whole mish he screams MAKE THE PRAYING STOP!!!!
---Teh Spoilerz End Har---
Overall, by far, without a doubt, not even rivaled, the creepiest mish in the game.
Although I found myself thinking, yeah, that's what I would have done.... Is that bad? -
Do note that I wrote this thread before I completed the mission. However, I still feel the same about the message taught. It really could be that bad when people are careless with their data.
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Or to sum up:
Some of us would like to not have to buff the way we do. Having some sort of alternative would be cool. Some of us don't because they believe it would negatively affect either gameplay or buffing attributes.
If we can leave aside arguments for now, here is a summary of ideas:
Changing current targeted buffs to toggle buffs: no one supports this.
Changing current targeted buffs to AOE buffs: no one supports this.
Adding a new mechanic that allows one targetted buff at a time to be used as a toggle buff: Some support
Adding a stacking attribute to buffs: Some support (though less if that would lessen the buff)
Adding a "multi-cast" function so you can buff multiple targets at once.
Let me describe that last one. I'm not suggesting that the function of single-casting on a target be removed, but that a separate function allowing for casting on multiple targets at once be added (similar to how MM buffs are applied). The endurance cost could be equal to the targets affected so there'd be no reason why the buff would be reduced.
Wouldn't something along these lines satisfy most of the issues brought up? -
Quote:Which is not what anyone has said.Because "collaborate" does not mean "everyone just agree, hold hands and sing Kumbaya."
Quote:I see this as having issues both mechanically and potentially gameply (socially) - to "fix" a non-problem.
Quote:In fact, the suggestion, IMO, makes playing a buffer *worse.* NOT bringing those up and keeping them visible is more of a disservice than doing so.
Quote:- Allowing to *stack* duration would still, given prior dev stances and actions, likely result in the buffs being lowered, END cost being raised, cast time being lengthened or some other "balancing" penalty being applied.
Quote:And with your suggestion? If the Blaster nukes, they're out of END. Nobody else is affected. If YOU nuke? You've just dropped the team's defense, resistance, mez protection or whatever else you have on a toggle. Not what I would expect would make you all that popular on the team. Same with what happens if you fight and run out of END, or are hit by a sapper ("so stay by the door/stay back,") or Carnie death-drain, or Mu (also doing a -recov,) etc.
More importantly, I've rarely every played with people who are so anal about buffs though. You portray a team as being so dependant on them that you'd get kicked for not applying them properly?
The last time someone yelled too much for not having "their buff" they were the ones kicked from the team. Are people really so uptight? -
I just wanted to point out that this mission is pure genius! Whoever wrote it deserves mad props because...
Spoilers (if you care) ...........
The idea that a young sidekick gave away all his secrets and draw dangerous trouble to himself in his social network sites is awesome! AND it's something that real teens need to learn because it's true in the real world too!
And not just teens. I happen to work in the information protection education field and I teach it to adults all the time too! People just don't "get it" that bad guys read profiles too.
Kudos Paragon Studios! -
Quote:I've heard this a lot and have experienced the same issues. That's one of the reasons I was very specific about not changing from targetted buffs to AOE (since you can't select the recipients of an AOE buff).The only way I can see people going for this is if they add in a way for people to remove (or block) a buff. I know I'd quit teams if the kin got carried away with casting SB. I have hard enough times trying to explain to them now that I don't want SB even though it does have some good things in it. I'm just not a fan of bouncing off walls because someone else can't respect my request.
However, the ability to turn off buffs that people have asked about forever is another good suggestion. -
Quote:Yes! You also understand.I don't see the reason for all the arguing. You either agree or disagree there's an issue to be solved then try and collaborate what could be a solution.
Quote:So what about maybe something like stacking durations? Would it address any problems if you could say, triple cast Speed Boost on a teammate right at the start and adding the durations of each application (that'd end up lasting 6min instead of 2)? Yes, of course you'd still have a lot of casting of the power, but you can better designate your time if applying a buff added to its duration rather than refreshing its duration, i.e. if you can buff everyone at the start then catch 2 allies between each fight instead of stoping to refresh them all after the 3rd fight... -
Quote:Exactly my point. Thank you. Though for the record, I'm not intending to be harsh in the slightest (text isn't very good for conveying intentions).I'll try to keep out of the needlessly harsh back-and-forth and just say this:
I have never been a fan of short-duration buffs that need to be handed out individually. It's not even a question of cost or time, but rather one of effort. It's just busywork, which smacks of balance by annoyance.
I'm not sure what could be done to diminish this effect (though increasing duration probably will), but I know that I simply don't like how that's set up. -
Quote:That makes sense. I did already know that people don't like buffs in many cases and I think there are a lot of legitimate reasons (like people who hate the run speed of speed boost for example).Basically I mentioned it to show you that there are more than one reason why people object to buffs and that can give some insight as to why they might be opposed to continuous buffs.
Personally my objections are from the perspective on how my characters respond inside tight enclosed maps which we frequently have missions on, and how certain buffs make it more difficult and therefore less enjoyable.
Now in addition to game mechanics and cosmetic reasons, we've also had people object for medical reasons. Yes, I said medical reasons. We've actually had the effects of powers changed because the visual effects were making some people phyiscally ill. Migraines and such. -
Quote:What you're saying makes sense from the perspective of someone who has already decided how I should play my buffer (I don't mean that meanly btw). It's like you're saying I'm committing some grave sin by not buffing constantly. From the buffer's perspective, I would like the ability to have a buff stick.So. You're playing force field. Do you want Deflection or Insulation shield running under those rules? After all, your whole reason for this is that you hate reapplying buffs - so now you have one buff constantly draining END, and another you have to reapply every four minutes. Of course, if you don't slot THOSE for END, you may end up having them drop when you finish.
And, of course, if you choose to do something like, oh, run another PBAOE buff (or two,) and/or attack - and END drain/Recovery debuffs aren't exactly uncommon, either (clockwork, mu, quite a bit in praetoria, carnies, freakshow) - it's not just bad for you, but for everyone you're the "toggle-buff" source for. (Doubly so if you're also, say, the source for a Dispersion Bubble, in FF's case.)
Prepare to be yelled at by teammates if you *dare* nuke, too.
Sorry, but no, I see absolutely no upside or improvement to this. It just doesn't take that long to rebuff, and those buffs work even if your character dies.
And if I Nova, so be it. I get to play the game too, not just the melee types -
Quote:Again, someone who gets it!I take issue with the notion that updating an old zone takes as much work as making a new zone because that's assuming the zone needs to suffer extensive changes...
My suggestion was NOT to redo Galaxy, Perez and such to the degree of Faultline (which is obviously a completely new zone), but to tweak and add things. Personally, I WOULD like a little more than just new missions and contacts, though those are good ideas too.
I mentioned a traffic accident or traffic jam before. Maybe a random hostage situation now and then? Minor, but much more than the Hellion stealing a purse stuff. -
Quote:Viva la resistance!Well, the All Things Art: Building Edition seems to show there's good support.
But for the sake of the record, revamping and updating old zones is a project that has my vote.
Oh wait, that might be taken to meant buff up the Pretorean stuff (which I'm not really opposed to, but it might detract from what I was meaning to say and...)
I'll just say: thanks for the support -
Quote:I'm not ready to conceed that there's no merit at all to this idea and that there's no way to work out a system that would reduce the re-buffing of teammates.do you really, REALLY think the devs would let something like this get away with a "low END pull?" Even more so with "unlimited in-mission range?" You can't be serious.
Buffer gameplay with this? Buff everyone, stand at the door. (And quite likely be *ordered* to just stay at the door and "safe" while the rest of the team goes on with their new perma-buffs.) No freaking thanks.
I don't believe that the only way it could be done is with the fairly dark picture you've painted. Clearly no one would want to doorsit and no one would want to have their endurance drained to hell. If certain buffs had the effects I mentioned, but not ALL of them, I doubt this would really be an issue.
What if buffers could choose ONE buff to operate under such conditions at a time?
That's just one idea and I'm sure there are others.