Khaira

Apprentice
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  1. Fly needs to be slower than the others... it's the only one that you really don't need to be active to use (auto pilot)
    I don't neccessarily think that it needs to be substantially slower, but if it were as fast as the risk and attention required by the others? who would bother with any of the others?
    Teleport actually is extremely hurt by lagging. A lot of the time I find myself hitting the ground before my next port finishes animating because of the lag, I often am falling when I pop back in.

    I will agree that hover is humiliatingly slow. Seeing the mundane NPC pedestrians walk faster than you hover around? and the speed makes it impractical for anything beyond hover/sniping (and using fly between mobs)
  2. I'm impressed Posi... that's a lot of games...
    my first graphic online was Asheron's Call. still miss spending time with my Aegis wearing pals
  3. Khaira

    "Moral Combat"

    Watched that trailer.
    There is a MASSIVE lie in it.
    The pilots who flew into the trade center did NOT learn from a flight sim game. They went to school for it!
    Yes, it's sick... but it wasn't the video game industry that equipped them for that function.
  4. Sorry to burst bubbles... but I think Castle's reply was to the Carnie Rings comment.
  5. no, you can't be one-shot by a scrapper (which I think caps 1339 health at 50)
    the 1751 is enough to really hurt a tank without his resists on (1874 at 50 or something)
    of course... with the nerfs to resists, 3 stalkers with damage cap could still drop a tank with 3 AS very easily (2 if they use that tanks weak element)
  6. play Breakout... the Arachnos and the Longbow stuff on the outside of the fence are fighting. you can watch them for hours :P
  7. Khaira

    Badge Questions

    now that those are live...
    will there be a way to do the cross-platform missions and such later? I've heard rumors they are being closed later this month
  8. Tanks have fresh blood...
    problem is they keep leaving it in large pools on the floor now :P

    I would like to see the weapon melee sets expanded to be available to more of the AT (why not mace and axe for scrappers? why not broadsword for tank? why NONE of those for brute?)

    and other ideas for sets could be the ever popular dual-daggers in many fantasy games... also fencing, staves and polearms perhaps (possibly similar artwork between the two, depending on the combat style)

    you could make an entire other game if you want too many options though... maybe someone could ask White Wolf about using the system they did for their system into an MMO setting (they did publish a Street Fighter RPG for a few years that allowed different moves at different experience cost based on combat style or school)

    hmm... how much would it take to do a Big Eyes, Small Mouth MMO?
  9. Khaira

    FYI

    with any luck they're trying to keep States far away from the nerf croquet mallet for playing with planets (sorry, even hammers only do so much)

    (and yes, I'm exagerrating to get someone to laugh)
  10. Khaira

    About -Res....

    With the description of how this works normally. That mathetmatical method is EXACTLY how I think multiple resist powers should work. Multiplying effective damage together (two powers with 20% resist each lead to 0.8 * 0.8 damage)
    That would have seriously limited the amount of resistance people were having at higher levels without having any effect on people with just one power, and minimal effect on people with two. Also, they seem to have the tools to make enhancement only affect some of a power without boosting the whole thing (they've used it on regen powers) Would have taken more coding though than just chopping a single number though, but may have had closer to the actual effect they wanted.

    as for the critical not doing debuff damage on the critical effect. I have heard scrapper criticals bypass resistance completely (which may in their coding also mean it bypasses resistance debuffs). The additional damage was 25% of which value less than the first number?

    posts I'm seeing about -regen. So, the powers a regen scrapper should be relying on can be essentially negated by a single power? Fast Healing, Health, the +regen of Integration, and Instant Healing all combined (plus buffs from Accelerate Metabolism, Regeneration Aura, etc) can ALL be negated by a single -regen attack? Ouch.

    If the -defense works how you illustrate (completely negates your +def and then also gives the -def at full value) that's a vulgar programming error too.
  11. well, guess that explains States apparent disdain for scrappers...
    and for tanks, I think States probably plays a blaster and got mad when he couldn't just beat Cuppa.

    I think I now also understand why blasters hate scrappers and vice versa... blaster view others as things to bunch baddies together so they can nuke them all... scrappers get bored and actually like doing stuff instead of watching the blasters try to kill everything
  12. I think one of the main problems with the enhancement schedules is that they follow an exponential benefit for improving. Having a single SO is like having FOUR trainings. So you having 3 of this, 2 of that, 1 of that per power would be comparable to 18 training enhancements. That is one of the problems that I see.
    Another major problem is how powers stack. If you have one power that gives 20% resistance and you have another power that gives 20% resistance. When you have the second power on, because of how things stack, it is actually reducing the damage you take by 25%. I'll try to explain.
    Take an attack that does 100 damage. 20% reduction would be 20 damage less. Currently, the 20% adds directly to the other 20% (40% resistance). If they could change it so that it layers differently, ie power B reduces damage that passed through power A by 20%, they would get different numbers. Players would take 64 in that case instead of 60. Not a huge difference, but noticeable.
    They had a major problem when people had 3 or 4 powers that all added significant resistances (hence resist caps, otherwise many sets would be completely immune) which often happened at higher levels.
    I will admit, that changing things to layer instead of stack would have taken a significant amount of programming time (changing the actual code, not just a few values) and would take processing time too (muliplication is more intense than addition).
    But, if they could have layered them they wouldn't have had to nerf the powers at lower levels. Also, I would have liked them to do something to the effect of enhancements. Take the 8/16/33 and shift it to 10/15/20 or even 8/16/24. Players would still invest the extra for the SOs, but the game wouldn't be as incredibly hard to balance between people 5 slotting damage and 5 slotting other effects.
    Now, one of the other major complaints that I had been seeing is the difference between tanks and scrappers. I haven't seen as much at higher levels as I have at lower, but a 10% resist is fairly trivial compared to how much less damage you would take by clearing things out 30% faster (taking an attack power vs a defense at lower level). Especially with tanks and scrappers still have approximately the same health as each other, and about the same as anybody else.
    The game is drastically different at higher levels though. When taking another defense power would reduce the damage you take by yet another 20% (if you already have 3 that reduce by 20% another would cut damage by half) and tanks have tremendously more health than anybody else.
    From information I've been able to gather for level 50, non-regen scrappers actually heal about 30% more health/second than a controller because they have more health. Tanks heal 40% more health per second than non-regen scrappers because they have that much more health. (Tanks about 85% more than controllers and such).

    Now, I will admit that what I've suggested isn't neccessarily the absolute best fix. It doesn't address everything. I will also admit again that it would have been a lot more work than what they had done. But, I still believe it would have been a more beneficial approach towards actual game balance.

    Could also be that I missed something in what I was reading of yours too. Thought I had read yours as being pre-SO, but I can't find it in the thread right now.
  13. Actually, I think you've completely missed the complete difference
    S.O.
    They are still a massive change in effect.
    They gutted powersets to avoid addressing the SO problem directly (and to avoid the problem of power interaction)
    They created ED to reduce the min-maxing of SO slotting.

    The Devs will probably never actually listen to what I've suggested they need to do specifically to fix the problems (can't say at all because I did mention they needed to look at SO to some degree). Training enhancements are a joke. Defense powers at low levels were a joke before I5 (now they're too sad to even laugh at)
  14. Khaira

    Accuracy

    Another solution to a problem that DID exist in the past that may need verified... is mob DEFENSE working correctly?

    out of curiosity too, with how severly out powers have been nerfed... did the NPC powers of the same types get nerfed? (Thorn's Behemoth Invincibility, Sky Raider bubble generators, Crey bubbles and reflexes, multiple baddies AoE status effects...)
    Also, I'm wondering how much more NPCs reduce accuracy with the Dark effects, Hurricane, etc.
  15. I don't know if anything has been changed... or if it was pointed out on this thread already... but my understanding of how defense works (as explained by States I believe a few issues ago) was that the damage type defenses apply to any attack with that damage type (though no longer cumulative for multitype attacks, was announced at that fix)
    So... the Smash/Lethal extra defense will be granted against ANY attack that has a smashing/lethal component (nearly everything)
  16. or could be that if he made any comment at all... knowing his secret identity... she could become a very wealthy person
  17. if it's anything like the stress I get from family around my birthday... I sometimes feel sorry for anybody who has either a birthday or a family (especially sometimes for those with both)
    I know I'd probably have gone out of my mind already if people told me how to fix my game or asked me what plans I had in store to surprise people with.
    As for people being more interested in a bag... sad to say it, but welcome to modern culture. There are a lot of players who only care about being uber, having something nobody else has, being the highest level allowed, and bragging rights. Maybe when I become a Dev I'll make people sign a Non-Disclosure before entering the panel so I can give some juicy teasers instead of just cookie-cutter info they've already read somewhere (though that would be impossible to enforce even with some hardcore lawyer staff)
    Some of the people out there I could even see finding The Arcanist guilty JUST so there would be fewer heroes out there to rival their personal glory.

    But, there's also really awesome people out there that will still go to conventions because it is part of their game, and they love their game that much
  18. Even the Hades and Persephone thing wasn't evil. The meaning may have been warped by changes in languages. I don't remember all of the specific details, but I believe in an anthropology class that I had, that Hades had approached Zeus and discussed marrying Persephone and the methods of it were a bit uncommon but perfectly within that culture. The bride accepting food at the feast sealed the marriage (which is likely where the bride and groom feeding each other cake after the wedding comes from).
    Additionally, Hades originally wanted the underworld anyways, so while he "got the bum luck" it's what he would have chosen anyways. Eternal suffering isn't the only depiction of the place Hades that I've heard either. There were different sections of it. If I understand correctly of course (not being from that era personally) they were divided into people who were decietful, people who were average, and the great warriors.
    For the lightning bolts, I understand that Hephestus (Vulcun in Roman) crafted those for him, which would have been after Zeus overthrew his father. But that would vary by the story as well, because stories changed by local tellers to highlight their city, patron, etc to be more important.
    And while hashing things out about Mythologies, it may be worth understanding that according to the definition Anthropologists MUST work within, Christianity falls under mythology.
    My understanding of Islam (limited, not being of that group) is that they trace their history back to Abraham's first son Ismael who was to be sacrificed, not Isaac who is his second son (in Islam)
    Vikings: the mindset of the Norse groups varied tremendously depending on who you talked to. The modern depiction of vikings is largely created by Christians who were quite zealous with hatred for people of other religions. One explanation of the viking raids began when their regular trade partners refused to trade with the Norse any longer because good Christians don't do trade with heathens. So they took what they were going to trade for anyways and left their payment on the beach. Eventually they just decided that bringing their payment really wasn't practical anymore. They also studied battle and didn't hide behind trees because those who died in glorious battle would be invited to the halls of Valhalla.
  19. Khaira

    June Comic

    maybe nobody lost their powers... just Manticore had less Hamidon than everybody else and when the Hamidon enhances were removed people thought that all of their powers had been completely removed. couple that with an interruption of the medical transport system and the Clockwork King's psionics and what's missing?

    as for character flaws... 6 weeks for actual depression is completely valid, heck people with actual depression can have boughts with it for 6 MONTHS of not wanting to step outside or deal with anybody at all
  20. my main is very likely Scrappus Devastatus
    a note needed about scrapperlock, it isn't always a sign that the scrapper can't work as a team... it is often a case of the scrapper wanting to contribute to a team.
    even worse than having your target stolen from beneath you is watching it tumble down the hallway
    neither scrappers nor tanks really likes playing fetch. there have been a few times that I have basically looked at the rest of the team and wanted to emote "now look what you did... you can go fetch it"
    additionally, people forget one of the greatest powers a scrapper can have. Confront I think they call it now... if the scrapper can use it well to pull in single or small groups it can make missions much faster than the standard of charge, hope to survive, rest... with some teams, single pulls can keep me very busy and nobody really gets tired at all. too bad scrappers don't have that available without power pool until 12
  21. Khaira

    XP and I5

    I would still like an option of slowing down experience gain so that I can run all my contacts out of missions and not outlevel them. Perhaps an NPC slider to set a portion of exp gain to influence instead?
    would also give me another retort to people asking for influence instead of just "go exemplar for a bit"

    will have to see how close I'm pushing the 5-10 contacts out of missions running 5+ perma debt as is already
    yes, I'm insane... but I actually enjoy the content... even on alts!
  22. My thoughts thus far on the Grav changes. Thank you Devs for giving a power that actually DOES damage. I think all controllers should have one to two damage powers so that they can actually solo. I have a grav/rad now, and the going is still slow... but at least I have a reason to be at the keyboard during a mission instead of just slotting a hold for damage and seeing what's in the fridge (different floor of the house). We won't outgun the blasters, scrappers, tanks, or even most defenders with a single damage power.

    I do have a couple of further requests though. When in larger teams I find it much easier to target foes and see the battle field when I move the camera to strategic (look down on the battle like you would in Diablo or other combat strategy games) It could of course just be me, being hard to target around the 6-7 foot tall teammates when I'm standing at 3'8". Can they make an option to disable the automatic camera rotation?

    Oh, and can we put our hands down now? Yeah it looks cool to pluck enemies off the ground and suspend them by moving our hands, but we still have our hands up when the second tick of damage occurs. The animation time for Gravity Distortion is THREE times that of Char.

    BTW, does anybody know if Assault increases in potentcy with level at all? 12% increase is great if you don't have damage slotted at all, but if you have 5 DO for damage it's more like 6% and would be 3% I'm guessing with 5 SO (trivial at DOs, almost non-existant at SO if it doesn't)
  23. I've actually had a lot of problems dealing with players in multiple rulesets. D20 is NOT the all-glorious system that a lot of people seem to believe. My biggest apprehension about running a game D20 is that it lacks the flexibility to handle situations out of the assumed party composition. Every group NEEDS a cleric. Every group NEEDS a rogue. Every group NEEDS a fighter/barbarian/ranger (something melee to protect the squishies). You can go without the melee person first though because you will need healing and there will be traps.
    Someone else mentioned that all rules are subject to GM... in theory that's true... but in practice I've given up on gaming campaigns because of players who will NOT allow me to make a judgement call. Players who grill me about how a mob got to an area of a map, in a scenario that was written before I was born (just barely 27). The ironic part of that is it's these same players that complain that nobody ever runs anything.
    D20 also is a tremendous investment... to keep on top of everything that has been published by Wizards is very easily a $200-$300 per year investment. That's only counting the stuff published by Wizards as many gamers where I am refuse to allow non-WotC material (sometimes refered to as WotC Nazis) and incedentally, the WotC material is not exceptional for game balance either (especially the prestige classes)

    Most successful running of D20 I've ever done was a randomized dungeon crawl. Yeah, they get boring but is actually a good way I think to encourage prospective GMs to learn the rules... and are far less intimidating to run than trying to write a plot and design maps... write an entire campaign story arc... design encounters... being GM is a LOT of hard work to do it right. And random stuff reduces the likelihood of encountering the most significant problem I've had in my gaming history... when the GM focuses the entire campaign around one player, and trying to have any role at all turns into a competition. I'm not a competitive gamer. I never want to be one either.
    (sorry if post doesn't make much sense... mostly asleep now)
  24. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Go.

    [/ QUOTE ] Hunt.

    [/ QUOTE ] Kill

    [/ QUOTE ] GERBILS!!.....oh wait...

    [/ QUOTE ]
    that would be irony if the "anime-inspired" stuff included parts from Hamtaro
  25. So you feel extremely vulnerable because you have to rely on teammates and passive powers for a bit now? How did you even make it to that level? Did you respec out of all of your other defenses? What are you fighting that outlasts the duration of Unstoppable?! Tanks do have a powerful offensive. Not as extreme as Blaster offense or Scrapper... and not as extreme as Tank defense... but Tank attacks are still fairly solid and carry some useful effects on many of them (especially with many of the knockbacks being changed to knock down/up) Are you aware that at higher levels, Tanks will also heal 40% more hp/sec than a scrapper? (excluding regen) This is due to their 40% more hp (which is a significant boost to defense even without having a higher resist cap) just ask a blaster/controller/defender how much they would love 40% more of their hp for free(which would incidentally put them above scrappers who have only about +32% over them at 50) The only nerf I see with tanks is that they made Taunt AoE without option to single-taunt (when their attacks also did that). It makes it impossible to pull singles or small-groups of mobs from a larger group without a pool power.

    As for having to take a break when Unstoppable is approaching end of duration, I may know better than you think what it is like. Before they undid the boss damage increase, I had to step away from combat as a REGEN so I didn't just die... I had to do that EACH AND EVERY time a boss hit me! Those bosses had no trouble hitting me for 80% and could just as easily follow it up with another 80% hit (even if I had healed half from one hit the other would drop me) additionally, there were a number of them that would casually one-shot me (even with Dull Pain on)

    I'll admit, I play a Dark/Regen scrapper... hadn't reached Moment of Glory. Regen is far more vulnerable than people realize. We are either up or we're down at higher levels (without Resilience+Tough at least). Endurance is a MAJOR concern for regen as well... it powers our major defenses (which are both QUITE the endurance beasts) if we lose them (again, without Resilience at least) we go down easily within 2 seconds if there is much coming our way. Regen doesn't have much to fall back on if they or Moment drop. Fast Healing is marginally more effective than Health and I don't know of anybody who considers that a solid defense. Sure, we have Resilience... but it guards against only smashing/lethal damage and does less than Resist Physical Damage does (caps at 16.5% resistance with 6 Resistance SO according to HeroicFedifensor's Regen guide)

    Perma powers... my opinion is no more or less subjective than yours (an opinion basically being a subjective interpretation by definition). You live by them, I PREFER to avoid them. I think they contradict their purpose. I would prefer they made them toggles if they intended to allow them to be active significantly (like they did with Integration early on btw) I made no statement that I will never have them. If the game ever revolves around perma-clicks to play I'll very likely leave.

    And to respond to your comment about how they implemented changes... CoH does something no other online I've seen does in letting us play and test the changes before they implement them on the live servers. What is so arrogant about letting us help test their material beforehand instead of just slapping us with it and then they can START to look into how to patch it a month down the road when they have sufficient data to look at of IF there is a problem? (followed by another month of figuring out what the problem is, how severe it is, brainstorming how to approach fixing the problem, deciding which approach won't make everybody mad, and finally another month coding in a patch to work on it and doing the preliminary testing)
    The team allows us to help by letting us test things out (giving them data to interpret) they also listen to our concerns/thoughts/ideas/problems with things being tested. Yeah, they may decide something that goes against our personal wishes, but it's still a helluva lot more fan-involved than ANY other game I've heard of.