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Quote:This is one of the concepts that a lot of games disappointingly fail to pull off well (either for lack of trying or just plain doing it wrong) and, for all the seething dislike I have of the Halo series, the story does a damn good job of presenting Master Chief as the legendary juggernaut of destruction he actually is as the game goes on.Interesting... I think you just summed up how I feel about my characters at level 50 with that. Good job! I wouldn't have used GTA as an example (because... Ew!), but let's say... Devil May Cry. Yeah, you can upgrade Dante's weapons and skills, but right at the start of the game, he's an absolute badass dragged out of hell to basically be awesome. Or Metal Gear Solid, where Snake is a super skilled super agent dragged out of retirement because he's the only bad enough dude to save the president, so to speak. Or Halo's Master Chief, who's a veritable one-man killing machine just stepping out of the pod.
In probably the great majority of action games, you're put in control of a highly-skilled, very powerful, utterly competent hero who's pretty much the only one badass enough to survive the dangers and put a stop to the evil. Very rarely do you start out as the fledgling wimp who needs to train and improve unless you're in an RPG, because action games thrive on action, and depriving you of your skills for too long is counter-productive to that.
A lot of "Ace Pilot" games tend to screw it up, too, except maybe the old Tie Fighter games (Destroy the Rebel command ship on the very first mission with the crappy base Tie Fighter? Well, now you're a Master General) and the Armored Core series (which like to signify your growing eminence by making enemy assassination attempts more and more vicious, or in the latest games' branching endings, describing your character as being one of history's greatest monsters/heroes depending on the chosen path).
It gets kind of frustrating when you play through, racking up 1000s of kills, being the absolutely vital linchpin to your cause's success...and you're still getting scripted grief from some ******** who has one more star on his lapel than you do.
Unfortunately, the very nature of MMOs makes it pretty hard for your character to ever really be painted as an arbiter of legend, regardless of how powerful it is, since persistent worlds are a hell of a lot more complicated than static ones. -
You know, this is amusing to read from you. I wish I could quote some of your statements from VU2009 regarding "team-based" and "challenge-oriented" arcs not immediately soloable as being badly designed (and I'm not talking about arcs that are obviously cheese and not challenge), regardless of any of their other merits. Anyway.
The game's most basic philosophy of design (whether or not it's intended, which I don't believe it initially was but now appears to be) is that the player is completely capable of tailoring the experience to whatever they want to get out of the game.
Do you want to /em pushup and /em sitbench1 with cat girls and vampires in Pocket D? Go for it.
Do you want to run 2.5 hour ITFs that clear every last inch of the map with a slow and steady or risky team? Go for it.
Do you want to run a 24 minute +4 steamroller of destruction ITF? Go for it.
Do you want your Statesman run to take 30 minutes or 2 hours? You can prepare for either way.
Maybe you might be more privy to a SILGTF 90-100 minute marathon? Have fun!
How about raiding the Rikti Mothership? Do you want to do it the traditional way with 30+ people or do you want to do it with just 5 people? Well, you can shoot for that too (and succeed in the latter).
Or maybe you just want to solo on the default, or highest, difficulty level. It's up to you.
The game is extremely malleable and allows each player to get exactly what they want out of their time.
Quote:and no, the entrenched user base will never admit either even while they're wondering why the game isn't growing any more.
The game engine is dated and relatively lacking in straight-up gameplay options (choose target, shoot, choose another target, shoot, etc.), communication and teaming in the game needs a serious rehash because anyone not in a global channel community is sorely limited in their options (and the game and playerbase both do a fairly poor job of outlining how global channels work and getting those unacquainted involved), it has very little advertising outside of people already interested in the MMO genre, the genre itself is highly over-saturated right now with other options, and on top of that, it has to compete with the 1,000,000 kg gorilla in the room, of which the stupidity of this piece being that everyone seems to consider said gorilla the "baseline" for MMO success. A steady 150,000, which I believe has been the average for CoH for a long time, is actually very successful for an MMO, if you ignore the outlier which actually plays funny games with statistics to help its notoriety.
But because that average subscription is not so nearly as outlandish and the game's advertising doesn't get very far beyond the MMO genre borders, it basically boils down to Oscar Wilde still getting it right, "The only thing worse than being talked about is not being talked about." -
Which is an amusing meeting of reality and fiction but I never really agreed with the analysis of it being the source of the modern interpretation.
I'm sure people better than I have researched it to great extent, but I always saw the black-suited stagehand/assassin thing as simply being a fairly...unique way the play took on the actual reality of the ninja (with the method of hiding in plain sight amongst the employees) rather than a start of the media subculture. Yeah, there is source material beforehand but it wasn't nearly as massive a household name as it is now.
Heh, now that I think about it, I remember critiquing a research paper that tried to document various media subcultures and their dissonance with reality (as another example, Errol Flynn-type swashbuckler piracy versus merchant smugglers versus 'jolly roger', etc.). -
Ha. I love the Scunthorpe problem.
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Anime is hardly to blame for how ninja are portrayed, bad Kung Fu flicks are (and in the actual history, probably the ninja themselves).
But sure, if you want to be silly about it, we could just take the realistic approach: People that would have posed as carpenters or other household employees that would have taken a hammer to the back of the target's skull at an opportune time and wouldn't have participated in the cloak&dagger mystical crap. But hey, in today's vernacular, the meaning of ninja just being "assassin" has changed to describe the black-suited mystic acrobats any schoolchild should recognize (hence why you can have that retarded movie titled "Ninja Assassin"...which still makes me cringe to hear/read). -
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Quote:I don't really care about people asking about powersets in regards to buff or debuff-centric needs, although I mock them if they demand specific sets. Of course, if I got a recruit tell asking about my slotting, I'd have my laughs for the week.
It's been that way. You've never gotten a tell asking for your powersets before? In a game where nearly any combination can defeat nearly anything, there is a lot of "gear checking" already.......we just don't always do it by counting purples. -
Quote:Group Fly is identical to other AoE buff toggles. You don't select a person, click the toggle, then select a second person and somehow click the toggle on for them, too.Quote:
As for making them effectively into toggles...the game doesn't have a function like that, as far as I know. Toggles are always single target, whether that's on a foe, yourself, or an ally; that is, there is no "multiple lock on" function, at least in the existing system again, as far as I know. And I preface "existing" with the Standard Code Rant. Sure, you could make every buff into Maneuvers but I think that would fall pretty heavily into the Cottage Rule as well.
And specifically, the "target" of AoE buffs like these is actually yourself. -
Quote:Not that I support the idea, but I seem to recall there is a "does not affect caster" flag. Uh... I think maybe Supremacy has it.1) Right now, the buffs cannot affect the caster. If they were made PBAoE, they would be able to. This would allow, for instance, a FF/ Defender to pretty much soft-cap their own Defense, in addition to the rest of the team, or at least pretty close to it. If this was done for Empathy Defenders, you don't even want to know what it would allow them to do.
Quote:3) Some people don't want the buffs. As mentioned above, some people don't like getting certain buffs. Things like Speed Boost can mess with some people, and their ability to maneuver. As a single-target effect, you can easily skip over these people. As a PBAoE, if you're in combat and reapply it, you might not be able to avoid these people.
I'm also not particularly interested in logging into a game where every newbie starts spamming "[x buff] IN 30 SECONDS, GATHER ON ME" "...20 SECONDS..." "5 SECONDS" "4 AND A HALF SECONDS", bad Radiation Emission players already burn me out on that notion. And what about late-comers or those that miss out because they're the one dingus out of range of the rest of the team? Suddenly your buffs that are click AoEs either cost prohibitive amounts of endurance to waste on a single person or have a recharge timer similar to AM, IR, or any other similar buffs. And if they're turned into clones of AM's functionality...are they going to suffer the same penalties to strength?
As for making them effectively into toggles...the game doesn't have a function like that, as far as I know. Toggles are always single target, whether that's on a foe, yourself, or an ally; that is, there is no "multiple lock on" function, at least in the existing system again, as far as I know. And I preface "existing" with the Standard Code Rant. Sure, you could make every buff into Maneuvers but I think that would fall pretty heavily into the Cottage Rule as well. -
Quote:I'm not a big fan of legislating stupidity, which is what you're advocating here. And KB is not the problem in your hyperbolic hypothetical, a stupid player is. Assuming said player didn't outright kill the targets. Otherwise, the Scrappers are a waste of space if the Blaster can do it without them so easily.I wouldn't argue that, because you're right it's a very discriminating debuff. However, KB effects themselves don't affect all allies equally. Take two Scrappers, one DM, one BS. The Broadsword Scrapper hits BU. Get his or her buff and is good. The DM clusters up a nice group of mobs for Soul Drain and then right before hitting the button, the Energy Blaster scatters them to the four winds. DM wastes both an AoE attack and gets no buff.
Quote:Well, forming teams in my MMO experience is not something that many people want to do. I know from experience that if I want a particular TF done, I often have to build it myself. So I think that giving team leaders a greater control of their experience could be a fair tradeoff.
Quote:Quote:But if that's the case, what's to stop Castle from making a "buff" heal strength to zero power, a buff movement speed to zero power, or a buff recovery to zero power?
Quote:I draw no line in the group context. I'm perfectly willing to see a group power that says "Disable all powers other than Brawl" so long as people can quit to avoid it. Now such a power probably wouldn't be very popular so it's probably not a good idea, but a "Anti-KB" flag would probably be quite popular and so it's at least defensible.
Quote:Well, from an efficiency standpoint (as you eloquently pointed out) KD is superior to KB. So this meets your requirement no? -
Quote:Client-side animation glitch. You're still knocked over, lag or whatever didn't get the message to your machine to animate the "fall over and get up" motion. Next time it happens, try to notice that you're still unable to use your abilities.Hmm, I'm very curious because the effect you just described has actually happened to my /WP Brute several times in game.
Statesman did it to me on the RSF, he punched me and I slid back at least 10 feet or so, but I didn't actually get knocked over.
Quote:I've also experienced a similar effect in the mission leading up to the cape mission redside, you have to travel to a warehouse full of longbow agents and destroy 3 contraband crates.
When the crates are destroyed they explode and pushed both my /WP Brute and my /SD brute back around 3 or 4 feet. It didn't happen every time, but it happened fairly often (I had to run the mission back to back for a friend and myself recently, which is why it sticks in my head).
Is that similar to the effect you'd like to see implemented? -
Quote:Yes and no. It depends entirely on the build and what you want to do with it.In all seriousness, are there any types of toons who, using purples extensively, are survivable and good for soloing AVs and being the last hero standing when the **** hits the fan and the team is getting wiped?
If you could share some of your builds and describe what the builds are designed for that might help.
So... Really worth all that?
Purples specialize in a very limited suite of bonuses. While they do said bonuses very well, they aren't the be-all, end-all of every build. That is, having Purples doesn't make a build great in and of itself, the Purples just happen to be a very effective method of attaining the bonuses they grant.
I will say this though, people that suggest Purples are what makes a build "powerful" or "the best" are extremely ignorant. There are some things Purples will not let you achieve if you rely on just them and the same can be said of other sets. -
Quote:There are untold numbers of people unsatisfied with any subject you can conceive of. It doesn't mean they're right. It also doesn't necessarily mean they're wrong but subscribing to the notion of "squeaky wheel gets the oil" demeans the argument further.True, true...and you guys helping me realize I'm the *only* one not satisfied with KB as it is was very beneficial in my self-discovery
But when people keep bringing up the same tired complaint over and over despite being given the same counterarguments each and every time, refusing to see that no, they haven't come up with the suggestion of the century, you're bound to start getting more and more flippant responses.
It's kind of like the "Merge the servers!" threads getting repeated on a predictable cycle (anti-KB is roughly 1 thread/month, sometimes more, sometimes less) and Memphis_Bill taking the time to build a summary canned response for them. -
Rooted (and Granite's) movement penalty (and the -recharge on Granite) is unresistable. There was a big stink about it awhile back because RedTomax had it (and still does) listed wrong (including the -recharge on Granite). All Speed Boost does is add the base +runspeed (or +recharge), the resist effects don't apply to the penalties (if they do, then the numbers tab is bugged but I'm pretty confident that I'm not getting +82.5% recharge from a single SB while in Granite).
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That's a title, not a description. But yes, if you want to be glib about it, go for it.
Anyway.
Quote:who brought virtue into this convo anyways? this is the all things GUARDIAN! its a discussion and nothing more.
Quote:imagine not having to wait 45 minute just to build the team for you tf
Quote:imagine having more people for you sg to help with prestige giving you that kick A## base
Quote:it really wouldnt be as damaging as some of you think! -
Dr. Q is the only one that is unpleasant. I actually enjoy the rest of them (although the hunts could stand to be gotten rid of).
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You're coming into it with the wrong mindset. CoH doesn't really have "tiers". Some sets are better than some things in others but usually in a marginal manner or they trade something out for better performance in one area.
Then again, that is the general definition of what a "tier" is in MMO nomenclature so yeah...
Quote:EDIT: Was kinda looking into Warmace /
anyone tell me if it's fun, good? and if so a good secondary
Based on your "AoE freak" condition, I'd recommend Warmace. It's got a share of AoE powers and they all have a nice..."crunch" associated with their usage. As for the secondary... Willpower should work out nicely for you. -
As an addition to Bill's points, it can also be noted that it's much more difficult to build a good rapport when the pond is so much bigger.
While Maestintaolius or Swift can usually get something good going on Guardian via their connections due to the reputation of the TFs they host, it's much more difficult to do so on Virtue simply because of how many more people there are and the fact that the competition we're going up against include people like Smurphy who command a far larger response (and do note that I'm describing the TF speed run circuit and not the....whatever you want to call the local Guardian community someone like Pepsiman can be included in) than we do due to our split-server status (heroes on Guardian, villains on Virtue). -
The issue I have with the power is that in-game, it's described as having something like a 10 second recharge and a 60 second duration (now admittedly, the numbers may have changed or I'm remembering them wrong, but I seem to recall it having numbers like these). And it's an AoE on top of that.
Taking those three factors into consideration, it has always been of my opinion that it's probably another "misplaced decimal" error. -4.0% ToHit/Defense that can be stacked to roughly -20.0% if the mob AI runs the power as much as possible seems to be more likely to be the intended effect rather than the current status.
I just never bothered to bug it or mention it because I'm lazy. That, and at least something in the game can sometimes throw my more insane builds for a loop. I do like the random monkey wrench that gets tossed, although I'd rather it be on some more...unique mobs (if you swing a dead cat and club a catgirl, it's likely to fall on one of the many quasi-military mob factions, and if you're a villain, it will also fall on at least two groups of Longbow). I love fighting Rularuu because they're entirely unique and can throw out some absolutely vile powers (the Honored Brutes don't seem to hit with/use it much but don't they have something like a -50% damage/resistance/tohit debuff...and that damn Wisp cage power...) that can throw conditions into random situations. Unfortunately, because people are stupidly afraid/avoidant of the Shard, it's hard to take advantage of their limited, underdeveloped, and underappreciated content.
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And just a segue into the people always whining for mez protection on squishies...
I mentioned in one of those recent threads that the alternative for the game's mobs to possibly be a threat would require them to be given much more heinous de/buffing. I'd imagine this would be a good example of said alternative...and I note that people still complain about it. Not that the inclusion of people complaining is a unique condition. -
Ah, so it's all your fault. The free experience was just a red herring, the devs actually hate kickball.
That said, I still had them at full powers when I played around with it (what's the point in trying to break the limits if you just remove them beforehand). -
Quote:That "moving around" is analogous to a moving combat stance. It just is their static animation that doesn't actually move their hit box.I'm not sure I've seen 'em move, per se, considering they're supposed to be locked in place on their platforms, but I am pretty sure I've noticed them actually move very slowly up, down, and around as I jump around to beat on them. In fact, I'm pretty sure they have moved since I've pulled them down closer to the ground so that it would be easier to beat on them.
As for moving the Mitos around... Well, back before the devs took their axe to the problem and removed Hamidon entities entirely from AE, you could get them to move around with enough Bubbles on their side. Granted, to get that, you had to do a lot of finagling with herding and position. -
Admittedly, I forgot to include the "excluding solo/small teams" disclaimer.
That said, I don't recall if GMs share the high debuff resistance that AVs have. Since RedTomax has been made completely worthless except for things Mids' is more than sufficient and the Wiki keeps getting altered by incompetents (at least the Archvillain_Resistance and Archvillain_resistance pages are the same thing now...and both have the resistance mod table finally), I don't know where else to look.
If they do share the same resistance...well, I'll go back to saying the -Regen debuff is worthless to consider. -50% resisted 87% becomes -6.5% and roughly equates to... Hrmm. I don't recall if GMs are on 300s or 240s for regen. Bah, whatever. -
-Regen is not mitigation. It is barely a debuff, particularly against GMs.
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Quote:Just assume that they're only debuffed when actively in the patch.How long do the -defense and -to hit debuffs last? Do they have to stay in the patch for those to last reliably?
Quote:Is the chance for kd really as low as CoD lists it (3% chance?)?
*Well, it doesn't have a 46% chance of being KD but the likelihood you'll get to that many failed KD procs gets to be in your favor. Gambler's fallacy and all that.
Quote:Also, what is the chance of the hold landing? How long does that last? How important is slotting accuracy in this power?
Quote:I fired it off just after I got it, and I'm not sure I used it well given my team setup. We had a Scrapper running in to get the alpha, and then we had a few Defenders and Blasters. The Red Caps we were fighting ran right through the patch and didn't seem to be debuffed much (seeing how much they were pegging my teammates, etc.). I couldn't see any of them getting knocked down or held, either. Is this power best used when the foes are going to stay in the patch? Or is it just as simple as needing to get more slotting in there?
Quote:I get the impression that it's a strong power, I just want to know how to use it. I realize it will get better upon slotting as well, but it's hard to get a feel for it when I can't read the numbers on it well.