Leo_G

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  1. Quote:
    Originally Posted by BrandX View Post
    I agree with #1. I think Stalkers should just BOOM CRIT when coming out of hide. No matter the attack.

    The problem with this, is it really isn't a fix to Stalkers as some stalkers lack any AOE what's so ever. I consider this to just be something that always should have been.
    It kind of is a fix just like the previous fix we got in the form of upping AoE crits from hide from 10% to 50% way back when. Unless there's a purpose for the new Burst power to boast a 100% crit chance, the rest should get the same treatment.

    As for the sets without AoE, that's what #2 was for. My 1, 2 and 3 weren't 'either this or that', they were all inclusive. That means they'd should add *all three* of those additions to keep everything fair. So for the sets without AoE, they'd have more chance of 'double critting' and for the sets with tier 9s that don't crit would have some other functionality to them to keep them appealing.

    As for unresistable AS damage, I wouldn't bother asking for it. It'll require lots of other things in the game to change and not only that, but resistance debuffs would no longer improve AS damage.

    Quote:
    Originally Posted by DMystic View Post
    I don't realistically see a way for the problems unresistable damage on AS would cause. But that's more a problem with the engine and how its coded rather than a fault with the suggestion.


    Although thinking about things again, I wonder if the scaling AS damage idea could be done in a way that it calculated damage based off of MaxHp rather than rank?

    For those unfamiliar with this idea...

    The premise was that As would deal bonus damage based off of a mobs rank. This worked great for several things with a notable exception being AV/Hero class enemies that were scaled down to Elite Bosses. The problem was with the game and how it decided whether something was an AV or an EB. the result being AV damage against EB targets.

    I don't remember if Max Hp was considered back then, but I believe it was a problem since we didn't have separate rules for PvP at the time. Now that we have separate PvP rules it might be plausible for AS damage to scale based off of MaxHP.
    Sort of tried that, IIRC. AS had a portion of its damage do a % of the current HP of the target. This resulted in doing loads of damage to GMs and AVs but one complaint brought up was that AS couldn't kill minions/Lts. The change resulted in doing less damage to minions/Lts than we do now, around as much on Bosses and lots more vs AVs/GMs. It was a trade off that many complained about.

    You can hand wave that explanation away as just people being whiners, but it was made and reverted. Don't expect the devs to try the same thing again for kicks.
  2. Quote:
    Originally Posted by Zemblanity View Post
    I'd go for healing touch, and hopefully get people to believe I was different from all the other "spirit healers" prancing about ^_^
    You probably wouldn't want anyone to believe you were different from other similar 'healers' since you'd be forever healing the ailments of man for the rest of your days if they knew you could heal/cure everything.

    The best thing, IMO, is to keep your identity a secret and seek out extreme cases to fix mixed with a lot of visits to 3rd world places and providing guidance while subtly touching the hurt/sick, healing them without them knowing it was you.

    The last thing you want is to begin conflict to decide who 'obtains' you for their side or zealots trying to assassinate you as an opponent of their religion.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    I have to be honest here - Dual Pistols was the catalyst that finally made me delete all of my Blasters, 50 and otherwise. And I don't want to make it sound like I rage-deleted them all. More, I realised that I loved the set's concept but HATED the long animations, and any AT which makes me hate beautiful animations isn't something I want to deal with.

    Dual Pistols suffers from slowness and lack of damage, and the "swap ammo" mechanic is little more than a gimmick, at least for Blasters. Yes, if you're a Defender with decent debuff mods and a debuff secondary, I'm sure the secondary effects of the powers might be great, but as a Blast set, it bombs.
    *scratches head*

    Is it the longer people play a game, the more angry and frustrated they get with it too? It just feels that way when reading posts from long-time players...and it's not that they complain about stuff but that they do *over the top stuff* in retaliation of that stuff.

    As for DP, I'm with the OP. I like the animations and the damage (it's pretty AoE focused set) but the selling point, the different ammos, isn't quite there. If the damage exchange isn't going to increase to a 50/50 split, then at least making the debuffs close to the other equivalent sets wouldn't infringe on Ice/Energy blast. Ice would still have more holds and Energy would still have more reliable KB and less resisted damage (and both still have Aim).

    But then I think all the blast sets could use a bit of ramping up in the effects department.
  4. I'd stick to the game's strengths; Customization:

    -Larger variety of body types.
    --Standard male/female body
    --Quadruped (4 legs)
    --Centaur (4 legs and human upper body)
    --Naga (human upper body, snake lower body)
    --Four-arms/Six-Arms
    --Huge head (think a big head with little limbs coming out)

    There'd be fewer actual power-sets, and just varied 'effects' you can add to your powers (similar to Interface) and more animations per power to choose from. So there wouldn't be Electric Blast, Energy Blast and Radiation Blast, just 'Energy Blast' with custom particle effects you could choose (lightning, light, etc.) with extra effects you could add to them (concussive energy, radiation, ion).

    Animations would be limited by body type. So Nagas picking up Hand-to-Hand wouldn't have access to kick animations, just punches and perhaps a few custom tail-whips, Quadrupeds wouldn't have normal gun/sword animations, just back/head mounted guns and/or body mounted blades/mouth held weapons, etc. etc.

    Origins would have tags associated with them in a complex web of 'advantages/disadvantages' so, if you customize your powers a certain way, you could have 'Ghost killing bullets' or 'Armor piercing claws' in exchange for choosing a disadvantage such as aligning your powers with the Fey or chemical instability or some such. This would be optional but add more specific character customization of powers vs the environment they're interacting with rather than limited customization to just the base effects.
  5. I recently hit lvl 39 on my Fire/Storm corruptor and was able to put some slots into this new power. Just wondering what I should slot this with.

    When I summon it, it tends to shoot at stuff nearby but I noticed, if the foes are just a bit out of range (but still close enough for me to shoot at), my thunder cloud will just float there. Would slotting for range (or frankenslot with some range added) help this?

    I love procs. I usually will try to fit in 1 or 2 procs into signature powers (those signature powers being Rain of Fire, Freezing Rain, Tornado and Thunder Storm for this character). I have the energy dmg proc in RoF now and the -res proc in FR. Nothing in Tornado yet but wondering what's the best to use for Thunderstorm. What about the -END proc + frankenslotted for endurance mod? The hold proc (although I don't have any holds to stack)? Just a damage proc? When I get the character to 50, I plan to put the Apocalypse proc into Fire Blast, though.

    Thanks for any advice
  6. Quote:
    Originally Posted by Carnifax_NA View Post
    Kinetics suits Scrappers better, due to the damage buffs and critting Concentrated Strike, Fire suits Brutes better due to having a Taunt in Blazing Aura, higher HP and Resistance cap and the way Fiery Embrace now adds an extra Fire damage effect to your powers, meaning it will also be buffed by Fury. Fury also affects Blazing Aura and the damage ticks of Burn.
    And just for completion:
    Dark Melee suits either pretty well.

    Soul Drain will make your damage insane on a Scrapper due to higher base damage and the -ToHit/Touch of Fear will help shore up the difference in survivability of Scrap and Brute.

    Siphon Life will heal a lot more on a Brute due to higher HP and with fury backing you up, Dark Consumption and Soul Drain can do quite a bit of damage vs the Scrap who'll probably focus on slotting for recharge rather than damage.

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    If you go with dark/fire, make a brute, if you go with kin/fire, make a scrapper.
    I'll agree with that. Kin/fire scrap will probably output retarded amounts of dmg vs the brute and the dark/fire brute will certainly outshine the scrap in survivability.

    I'd say make both. They'll feel completely different.
  7. Quote:
    Originally Posted by Furio View Post
    With the exception of the @ which is universal in all globals, globals are (on initial assignment, at least) character names. And since someone could use their account name as a character name (a very not net savvy someone), someone's global could very well be their account and character name.
    Then consider it a helping hand from the support team to prevent account theft?
  8. Leo_G

    Death penalty

    Quote:
    Originally Posted by Scarlet Shocker View Post
    I'm reading this thread as polarizing into two camps:

    On the one hand you've got those who just want to run through content with as little challenge as possible and move onto the next thing, and any impediment to that is a PITA.

    The counter to that is that with no challenge there's no sense of achievement, and there's a far smaller but still significant portion of the posters in the thread that actually want the game to be more challenging.
    With regard to the subject of the thread, I'm not really in neither camp.

    I don't consider death penalties as a form of challenge. It can be a challenge, but it's more of a time-sink in the examples brought up by the OP. Death (or a sound pummeling that puts you in a state that seems like death on the outside) is something that should be a hinderance. I mean, when we in the real world do something that puts us in a similar state, we're going to take a while to recover.

    I'm mainly arguing realism in that, when playing a game or in real life, you should *NOT* want to die merely because death should have consequences.

    Someone brought up the terms 'selfish' and 'hypocrite', and I think it's an apt description considering all the complaints about how they want to feel super, how they don't want their immersion broken, how they want their actions to have more tangible consequence. That's very selfish in that you simply want your way and screw any other considerations of consequence and it's hypocritical to want your actions to make a difference while ignoring the actions of the foe making a difference on you.

    Yeah, Skyway being destroyed one minute, then walking out of the mission to find Skyway is fine *totally* breaks immersion. And so does 'dieing' and marching right back into an alerted base 2 minutes later.
  9. Leo_G

    Death penalty

    Quote:
    Originally Posted by Bad_Influence View Post
    Please do not take offense when I tell you that honestly, I don't care if you think my character's death is meaningful consequence enough.

    My characters belong to me, not to you. I will manage them appropriately. You don't get a vote.

    All of this seems quite mean-spirited. Its in essence saying, "I want to make sure your death hurts you ENOUGH, because right now you are getting off too easy and you need more pain baby." That is not your judgement to make re anyone else's character.
    Quote:
    Originally Posted by Samuel_Tow View Post
    Actually, I read it more as saying: "I want to make sure your death hurts you so much that you won't dare play badly on MY team, or you'll have quit the game before you joined MY team."
    Man, you guys are reading *WAAAAAY* too far into this. The way I see it is "If you were making a game or playing a game, what kind of death penalty would you be willing to have in place?"

    That's it. I doubt *ANYONE* is asking for the devs to overturn whatever changes they've made to the game and you should

    *STOP!*

    pretending anyone is.

    And the way I see it, having a harsh death penalty isn't so much punishing the player as it is making the player not want to die. And if they *do* die, make them want to take their revenge on the foe that caused it.

    That's probably the one thing that pisses me off more than debt in CoX is, when I get defeated out in the streets and I hospital back and try to find the group that offed me, sometimes they disappear. Now who am I gonna take my rage out on? I must be avenged!!

    But yeah, the game is already damned easy. This ain't no Ninja Gaiden or Devil May Cry, so all this talk about "I want to play stupid" and what not just sounds about as uncool as wanting an 'I win' button. You should *want* to try to play with some skill, that's what games are for. I don't pop in tetris so that I can fill up one column on the first level and lose. I don't fire up galaga and just wave the ship back and forth idiotically and shoot at random. You play games to play them *good* not to be stupid >_<
  10. Leo_G

    Death penalty

    Quote:
    Originally Posted by Memphis_Bill View Post

    As far as "why just not die?" well... show how to ensure doing that 100% of the time in every game, and I'll be happy to.
    Well for one, absolutes are setting yourself up for failure and knowing your tone, failure = frustration = rage-quit.

    There's no reason to 100% eliminate the chance of death, you just need to minimalism it. Remember, we're talking about a game that's so fun and great but with an annoying death penalty that you want to get around to keep enjoying the game. The game doesn't spontaneously combust with one death.

    With any game, you'll have to learn it. Most likely, many of your deaths will come early and luckily any penalties thrown at you will either be dampened or ignorable (you're most likely near a town, you don't have lots of currency to lose or expensive gear to repair anyway). So die and learn.

    In the upper levels, it's just a matter of emphasizing certain abilities/equipment, so rezzes, self-rezzes, teleportation, phase-out, etc. When you have other players around, this tends to help decrease the penalty. Losing xp solo is harsh but losing xp teamed will get that back sooner than solo. You don't have to take no risks (but you can, and that'd further minimalism chance of death) but not at the cost of fun, which is what we're playing this hypothetical game for.
  11. Leo_G

    Death penalty

    Quote:
    Originally Posted by Memphis_Bill View Post
    Scroll back to the beginning. You'll see others giving the same sort of thing ("this is the reason I don't play X game/X unnamed game any mroe.")

    But is it *the* reason to quit those games? I can't say I have too much experience with all the different death penalties listed but -xp and deleveling from FFXI wasn't the reason I quit.

    Heck, that was the least reason I quit. I actually did like the game and its quirks, but it eff'ed my Beastmaster, it eff'ed my Thief NM camper and as I looked on to the future of my character, it only made me depressed. I quit because all I'd have to look forward to is signing my life over to a group of campers that I'd have to join for a chance at good gear and very little fun.

    But that you delevel and lose xp for dying? Well, it was one thing that made quitting easier along with the slow leveling, non-solo content, soul-sucking crafting, HOURS travel time and difficulty forming teams.

    You'd be hard pressed to expect me to believe many quit some games just because the death penalty was too harsh. If that were the case, and the rest of the game was great then why not just *NOT* die?
  12. I wouldn't normally bother posting this and don't even think it that balanced but since it wasn't changed in a recent update even though it would require a simple change in values...but since it was left alone...

    1. Change all AoEs to 100% criticals from hide. When the devs had Kinetic Melee under their thumb, they changed Concentrated Strike to 100% crit from hidden but left the 100% crit on Burst alone. Makes no sense to me that this wasn't changed to 50% just like every AoE, so might as well add the same thing to every other AoE for Stalkers. I think Fire Ball does the same thing.

    2. Like the OP said, scaling double crit on ST attacks. We already have a chance to 'double crit' with out base chance + placate/hide. Now just up this chance so that double criting with ST attacks is a reasonable occurrence. Why? Well making AoEs 100% crits really eats into the utility of criting with ST attacks so adjusting it to keep somewhat similar separation like we do now is what this is for.

    3. Attacks that do not crit, add something to them. Mainly just Energy Transfer and Total Focus. It's alright that LR doesn't crit, it also doesn't drop hide so that's something...ET simply doesn't take HP off and TF only partially crits. If the other ST attacks are 'double critting' some functionality needs to be added to them. Adding more crit chance by landing a successful ET/TF/ect. just like Scrapper Eagle's Claw would be what I'm thinking of.
  13. Leo_G

    Death penalty

    Quote:
    Originally Posted by Samuel_Tow View Post
    I don't WANT motivation to choose my battles carefully. I want motivation to be brave and dive into trouble head-first, confident that I will win, or at the very worst I will get to try again. I don't want to be cautious and afraid of mistakes or failure. There's nothing duller in this game than having to play chess with the mission and power designers.

    The most fun City of Heroes ever gets is when things go horribly wrong.
    Lol all the posts you make about stuff that works against the story, or breaking immersion and yet this isn't one of them.

    You'd think those Council guys would be like..."Hey, boss, wanna lock the door after taking care of this guy for the 4th time?"
  14. Quote:
    Originally Posted by SDragon View Post
    ...maybe magic as an origin is just very weak or underused in Pretoria.
    This is how I see it. No one ever talks about magic in Praetoria because, maybe it's like a-track or VHS. It's just an un-utilized, inefficient format that no one cares about. Who needs magic healing or scrying or whatever when you've got technology that can do the same and psychic powers that dominate much of what you'd need to accomplish. And without lots of magic spells, enchantments and artifacts of power being thrown around, much of the usefulness of magic is wasted.

    Of course, that doesn't mean magic is weak, it's just so few know how to use it. And when people see the rare occasion of it being used, they probably don't understand it's even magic at all. This leaves greater raw power and advantage to those that actually utilize magic since knowledge is power with magic. You just have to know how to transfer 'raw magic' into 'raw power' which may not be as easy as it sounds.
  15. Leo_G

    Death penalty

    One penalty that I don't think was mentioned:

    15. Jail. We have it on certain maps in that, you die and when you click 'Go to Hospital' you're spawned in a jail cell.

    I actually like this penalty and would be kind of cool if they toughened this even more for this game. Certain enemy groups, like Arachnos, Council, Longbow, etc. it only makes sense that they *always* send you to jail...but not normal jail somewhere inside the map. Oh no, they'll ship you off to a 'jail map' in Fort Cerberus or Agincourt which is instanced for you with guards, locked doors, forcefields and patrols looming around to make sure you don't get out. After breaking out a certain number of times, they start using sedatives to make you less a threat to escape.

    But using stealth, or self-rez powers make this a non-problem...so pick up those self-rezzes, mmkay?
  16. Quote:
    Originally Posted by Dark One View Post
    Genies, as found in popular mythology, appear to be creatures bound by a geas. As such, part of the magic appears to be able to understand and communicate with the wisher. If the wisher must make a wish in a dead language, then the wisher wouldn't be able to make a wish, interfering with the function of the geas. Intent is comprehended by the fact that wording is so sloppy in most described wishes that the wish-granter can do the worst-possible pathing to the desired outcome.
    I was commenting on the 'writing your wish down' thing. There'd have to be stipulations, rules and regulations on being able to write down whatever it is you desire as one could probably write something to not look like a run-on sentence but is actually wishing for multiple things. Or with misspelling words or making up words and such non-sense. Easier to say "You want to write it down? Better write it in magic words with intent ensorcelled into each symbol otherwise it doesn't count as asking."

    Or you could just have your 'genie' take a form that only accepts certain kind of input. A genie that resides in an 'olde-time phone' can't very well read something you write down. And if the call is international (or extra-dimensional), you get 1 minute otherwise the call ends.

    Or a wish granting internet stranger that can only be contacted through tweets...
  17. Quote:
    Originally Posted by Dark One View Post
    Instead of a word limit, I'd place it as "as much as you can get in a single breath". That way, the wisher is more inclined to speak as fast as possible, thus insuring some form of messing up. Though one could get around that by saying, possibly, "I wish for the outcome expressed by the words on this paper to be fulfilled to the spirit and intent of the wisher." or something along those lines.
    Say you're a blind genie...or it has to be written in [insert dead language] or you won't comprehend the intent.
  18. If the devs eventually get to the point where they have to say "our art budget can't handle free costume bits every issue so we'll have to stick with boosters for those" I wouldn't be at all saddened. I love the boosters and like the quality of what we've gotten thus far and it seems to only be getting better.

    But beyond costume *PACKS* (not parts, sold seperately), I couldn't see paying for anything else. Missions? Contacts? Powersets? Archtypes? Zones? I don't see it happening outside of Expansion Packs.
  19. Quote:
    Originally Posted by Innovator View Post
    /Gets out garden hose...or R. Kelly.
    It'd take more than some R&B and a sprinkler to lull a tank.

    *Fires*

    Quote:
    Originally Posted by Exodus_V View Post
    Also u shapeshifters u have to know you will be caught switching at some point on a cell camera or stop light camera or atm camera or even Candid Camera
    Well, I'm not going to need a job...

    *changes arm into a diamond encrusted limb*
    *pulls it off*

    If I were ever worried about being seen changing (which I wouldn't), I'd perfect the 'smokescreen costume change emote' in that, I'd first shift into a dense smoke/fog before reverting my shape from what I am naturally to something else.
  20. Quote:
    Originally Posted by Innovator View Post
    Ummmm.....
    >.>
    <.<
    So? I could change into a stick of dynamite and blow him up afterwards.

    Or better yet, change into myself but made of fire and riding a fire-retardant tank. Then what'cha gonna do?

    Quote:
    Originally Posted by Beastyle View Post
    Why people never choose "reality warping" when this question comes up, I'll never know. With reality warping, you could have ALL the powers; you would shape the universe to your will. Anything you'd want to do, you could do it. Me, personally, I'd create multiple worlds with alternate physical laws or different timelines and play around in them.

    But picking ANY super power is an easy question; what about 'useless' powers? If you had to pick something that's out-of-the-ordinary, but not extraordinary, what kind of power would you take? For example, I'd like to be able to make things glow by touching them. I always thought that'd be pretty rad. Suddenly, everything becomes a lamp.
    Reality warping...eh, I like the physical laws as they are. If I want to be neigh indestructible, I'd transform into a giant diamond elephant or something...but if I could warp reality, I guess I could just make paper indestructible...but then everyone has paper...

    As for useless powers, to counter yours, I'd take that one 'light stealer' power like in the Harry Potter movies. So anything you change into a lamp, I'll shut it off.

    And some other uses:
    -"I don't feel like going to work..." *steal light* "I guess since no one can see, might as well call it a day..."
    -In a bar *steal light* "Who touched my butt!"
  21. Shape/matter transformation or the ability to choose whatever shape made out of whatever material I want...oh yeah...

    Some guy on the street comes at me with a knife? I'll change into a guy with a gun.

    Some guy with a gun tries to shoot me? I'll change into a werewolf and, unless the bullets are silver, won't do squat
  22. Hmmm, I think you just want to see more breasts...
  23. Quote:
    Originally Posted by ClawsandEffect View Post
    If the cost is low enough that your average player can pay it with no trouble, it isn't a very effective inf sink at all, because the extremely wealthy won't even put a dent in their inf piles paying it.
    Well, if you think about it, even if the cost isn't super high, you'd still be taking *some* inf out of the economy while *retaining* the actual demanded goods. Less goods that disappear into thin air, the more likely it'll drive costs down due to an abundance in the market.

    But like I said, it really doesn't matter if it's enhancement purgatory or just a means of respec'ing in parts or whatever, it really accomplishes the same goal. The OP complains about needing to do many respecs, and even with partial respecs, he'd still have to do that many times, but at least they'd be many short respecs vs many time-consuming respecs.
  24. Quote:
    Originally Posted by Shadowblaze View Post
    I use the numpad to move as well, albeit a tad differently:

    8 forward
    2 backwards
    4 turn left
    6 turn right
    7 strafe left
    9 strafe right
    0 jump
    . down (for flight)
    / follow target
    * auto-run

    I got it from a certain 11th game of a series before I came here 7 years ago. I use my left hand though, which can sometimes make my wrist sore from awkward positioning. Right hand on the mouse.
    ZOMG!

    That's funny. That's the exact same reason I use numpad for movement too, but again, differently.

    Same for forward, back, left, right and jump but...

    5 = Down flight
    7 = auto run
    Right and Left arrow = strafe (used by the mid-joint of my thumb, incidentally, I can control my movement with my fingers and thumb at the same time...makes for quick direction changing/jousting)

    Space is reserved for beginning type. The camera uses the default buttons of Insert, Delete, Home, End, Page Up and Page Down. And since I'm used to using a mouse with either hand, I have to choose to either move around but have to activate powers through clicks or be stationary but can use powers while using the mouse. Needless to say, I can quickly queue up my rain powers (but can't run about) or easily teleport about but can't activate other powers (tp is bound to both of my mouse side buttons).

    I find my set-up is particularly good for moving and activating powers but lacks as much accurate camera control as always using the mouse...and I have to move my hand every time I need to click an objective/door...they need a keybind for that or something...
  25. Quote:
    Originally Posted by Schismatrix View Post
    See Rage.
    Fix'd.