Luminara

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  1. Quote:
    Originally Posted by Twilight_Snow View Post
    My suggestion is not really motivated by the need to move owing to knockback.
    Which doesn't validate it.

    What you propose is changing the game for tens of thousands of players, forcing them to constantly hold down the Shift key in order to use their powers as they were designed to work, and who have never had complaints about KB, never been kicked because of KB, never had another player quit because of KB... for what? So that one in a hundred or thousand (if that many) player who hates KB doesn't have to press his/her extra key once in a while?

    That's what your suggestion entails. You'd make the vast majority of players go through extra steps to play normally, even in solo situations, just to placate a handful of people who foam at the mouth if you even mention KB, despite the fact that those KB users have as much chance to team with those KB haters as I have to wake up and discover that I own an abandoned missile complex and a pet duck.

    Punish the many, across the board, to prevent even the slightest chance that the few will be annoyed in a very narrow range of situations?

    Thank you, but I'll pass, and argue against this kind of suggestion just as vociferously as KB haters would applaud it. I disagree with it on all levels.
  2. Quote:
    Originally Posted by Twilight_Snow View Post
    Actually, real-time control is really fast. My first post in this thread suggested click to kd, shift-click to kb (can be bound to other keys).
    I have a similar suggestion. Instead of changing the game, the players who want to hit an enemy which was knocked back can press W or Tab. My one extra keystroke matches your one extra keystroke, it leaves the KB mechanic intact, it works for everyone and it doesn't even need new code to work.
  3. Quote:
    Originally Posted by Thirty_Seven View Post
    While I know this to be true, I forget WHY people didn't like the idea.
    Because it could potentially lead to the expectation, and even enforcement, of the use of those IOs in order to join teams.

    Granted, I've never run into anyone who hates KB so much that they kick KB users or quit a team because of it, just as I've never been kicked off of a team for playing TA or not having a travel power, but there have been some vociferous posters claiming to have done all of the above, and given the rather polarizing nature of KB discussions, it is within the realm of possibility that this type of behavior could become commonplace.

    But there's also the problem of exactly how the IO could be created (would it use the KB Resistance mechanic, or need an entirely new mechanic coded?), how to resolve the problems (using the existing KB Res mechanic would mean adding another power to the attacks, which buffs the enemy with KB Res... which could lead to problems, such as duration causing KB to be completely mitigated, or the buff not applying in a timely manner and thus not actually working, to name a couple) and which powers would be considered "acceptable" for slotting (if the new type of enhancement were part of an IO set, or an IO set bonus, it would definitely lead to a lot of bickering over powers which were denied the use of the set, dependent on how "good" the other bonuses were).

    For the record, I think a better option would be to change all of the powers with a chance for KB to guaranteed KB, which would allow players to manage it better. Knowing that a power will knock an enemy back makes it easier to control it, as opposed to simply hoping that it will or won't happen and generally disregarding it as a factor.

    Personally, I love KB. It's fun, and I've used KB to prevent team wipes on several occasions. The main reasons for complaint are possessiveness (belief that enemies "belong" to someone), laziness (not wanting to press one key to move or switch targets) and the endlessly entertaining myth of radial KB, and as far as I'm concerned, those are end-user problems, not game problems.
  4. Luminara

    Travel Powers

    Quote:
    Originally Posted by brophog02 View Post
    Highly recommend this on Blasters. Active mitigation is the order of the day for Blasters and nothing moves around the battle better than CJ+Hurdle.

    As for a travel power, I know many that have gone this "ghetto" route.
    Ghetto?

    I prefer to think of it as "acrobatic". *glare*
  5. Luminara

    Rain of Arrow's

    Quote:
    Originally Posted by MasTa_X View Post
    its what i'm doing atm yeah, but thats the easy way out :P
    And?

    Quote:
    maybe it could be tweaked: lower the cast time from 4 seconds to 3 sec / 2,5 sec.
    After nearly four years, unlikely.

    Quote:
    Or make the damage kick in sooner, like Full Auto does( not as instant as full auto, but just a little faster then RoA does atm)
    RoA doesn't work the way you think it does. The damage can't be applied until the pet spawns and activates its PBAoE, ergo it can't just "kick in sooner" without summoning the pet sooner, which is basically just what you suggested in the previous sentence, lowering the cast time.

    Which, as I said, is unlikely to happen.

    RoA is fine. The damage isn't as high as expected for the corruptor version, but the basic functionality of the power isn't a problem. You can gauge a team's speed and adjust your usage to each team within a few minutes, allowing you to fire it off at a more appropriate time, or lead (meaning, stay ahead of) your team and use RoA on spawns before your teammates arrive. There's certainly no need to change a power which isn't broken or unusable.
  6. Quote:
    Originally Posted by Electro_Cute View Post
    Level 1: Entangling Arrow -- Acc-I(A), Immob-I(3), Immob-I(19)
    You won't need the two Immobilization IOs.

    Quote:
    Level 1: Snap Shot -- Acc-I(A), Dmg-I(3)
    Either drop the Damage IO or slot Snap Shot more. Leaving it with two slots just eats up a slot which could be more useful anywhere else.

    Quote:
    Level 10: Blazing Arrow -- Acc-I(A), Dmg-I(11), Dmg-I(11), Dmg-I(29), Dmg-I(37)
    Four Damage IOs only gives you ~5% more damage than three Damage IOs (presuming level 45-50 IOs).

    Quote:
    Level 12: Hover -- DefBuff-I(A)
    You're only gaining 0.64 Defense from that IO (presuming level 50 IO), which really isn't going to help unless you've got a significant amount of Defense from other sources. Might want to consider a Fly or Endurance Reduction enhancement instead.

    Quote:
    Level 14: Fly -- Flight-I(A), Flight-I(33), Flight-I(43)
    Fly with one (level 50) IO and Swift with no IOs gets you up to 55.4mph Fly speed. The cap is 58.6mph, so those two extra slots are essentially wasted. Slotting a single Fly IO in Swift bumps your flight speed up to 56.2mph. Realistically, you're not going to notice any difference between 55.4 and 58.6, or 56.2 and 58.6. Move the two extra slots to one or two other powers where they can be more useful.

    Quote:
    Level 38: Rain of Arrows -- Dmg-I(A), Dmg-I(39), Dmg-I(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
    RoA needs Accuracy. Even if you only intend to use it when Aim is available, you should slot at least one Accuracy in the power. No, Tactics isn't sufficient. You have no way to determine when Tactics pulses and therefore cannot time your use of RoA to coincide with a fresh pulse in order to ensure that it will have the ToHit buff.

    These are, of course, just suggestions. It's your character and your $15/month, and if you feel that ~5% extra damage in Blazing Arrow or ~3mph faster flight speed are worth it, then by all means, go for it.

    But you really should slot at least one Accuracy in RoA.
  7. Quote:
    Originally Posted by Stormfront_NA View Post
    I will try one last final time...
    Blasters are "make dead fast" characters, not "stand around and wait for things to die" characters. They don't have sufficient mitigation to appropriately manage having a primary with all DoT powers.

    And the more you explain and refine this suggestion, the worse it gets. It wouldn't be good. Accept that, let it go and move on. If you want to play characters with a lot of DoTs, play a controller or defender. Doing it as a blaster, especially with no secondary effects to assist in survival, is like asking to have Defiance removed and your character permanently locked at the debt cap.
  8. Quote:
    Originally Posted by MageX View Post
    What do you think it must have ?
    What is advertised when all of the information is released. I expect nothing more and will accept nothing less.
  9. Quote:
    Originally Posted by Quinch View Post
    From the standard email that goes out with every /bug.
    That's an e-mail response to a petition request. Petition does not equal /bug. Try again.
  10. Quote:
    Originally Posted by Ghost Falcon View Post
    • If you find a bug when playing the game, please use the /bug command in-game.
    There isn't enough room in the text field to file a proper report. Increase the amount of text permitted for bug reports and I might consider using it. Until then, Castle is my /bug.
  11. Quote:
    Originally Posted by BBQ_Pork View Post
    This. You don't beat the competition by copying them, you beat them by providing a superior product or service.
    While one particular MMO has this feature and is doing well, doesn't mean that it is the perfect feature to port over to this one.
    And, really, Co*'s design has already proven to be superior. Other MMORPGs are copying this one. We've had fast travel at early levels from the beginning. We've had solutions to XP griefing almost since the beginning. We've had sidekicking and exemplaring, badges to show accomplishments, the most detailed costume creator in existence, continual free improvements and additions of content and dozens of other features for longer than some MMORPGs have been in existence.

    This game was designed around the concept of characters being 100% viable without being forced to grind for rare drops, spend hours in a raid, run with perfect teams or follow carefully contrived builds in order to succeed. This game took a lot of the old paradigms of MMORPG design, threw them out the window and started from a completely different approach, and has been so successful that even the most popular and massive MMORPGs are copying what we've had since day one. To put it simply, for our developers to turn around and start throwing "gear" in (in any form other than enhancements) would be ten steps backward.
  12. Quote:
    Originally Posted by Hercules View Post
    Ring of Domination: 2% extra single target damage
    The engine doesn't differentiate how damage is delivered when applying global damage buffs. Damage buffs either affect one power (enhancements) or all powers (Fortitude, Assault).

    Quote:
    Ring of Fire: 10% of your smashing/lethal damage is converted to fire damage
    The engine has no way to change damage from one type to another.

    Quote:
    Bracelet of Akira: 2% increase to flight speed
    Fly can be capped with two +1 SOs. Hover gains 0.3mph from a 2% +FlySpeed buff. In either case, not very worthwhile.

    Quote:
    Kneepad of Conversion: 10% of energy damage taken is treated like S/L damage.
    The engine has no way to change damage from one type to another.

    Quote:
    Kneepad of Punishment: 1% of damage taken is mitigated and reflected back to your attacker.
    New power would have to be created, which, given the complexity of the power (it would need to take the total incoming damage from a source, multiply it by 0.01, replicate the damage type and "cast" the attack on the source. the power would have to be specifically coded to ignore pets like Rain of Fire or Bonfire, or have an additional layer of complexity added to determine the "owner" of the pet (which would be even more complex for a power like OSA) and attack that "owner" instead of the pet), is unlikely for the rather tiny effect it would have for the player.

    Quote:
    I just feel enhancements are a bit too generic
    Enhancements have the same functionality as "gear" without the limitation of making everyone look similar or identical. Adding "gear" just to lure in a few more players is meaningless. If it isn't visible, then it serves no real purpose that temp powers, set bonuses, day jobs or procs couldn't fulfill. If it is visible, it just waters down the most unique aspect of Co*, the separation of appearance from ability.

    Want a necklace? Chains option in Chest > Shoulder section. Want a small bonus? IO sets. Want a bonus tied to a specific costume piece? Role play.
  13. Quote:
    Originally Posted by Graile View Post
    I'm playing around with one and was wondering which powers could (or should!) be skipped in your opinion...

    Thanks for the help!
    Archery powers which you could skip are Snap Shot, Ranged Shot and Stunning Shot.

    Which powers in TA can be skipped is more dependent on how you play. You can skip Flash Arrow if you're going to use controls heavily. You can skip controls if you're going to work up an appreciable amount of Ranged Defense and stack it with Flash Arrow. You can skip Glue Arrow if you're going to take your patron AoE Immobilization and don't intend to exemplar down.
  14. Quote:
    Originally Posted by KingSnake View Post
    So your complaining about an empath... doing there job... apperently a good one with no teamwipes... on a posi?
    It's possible to do Positron's TF with no healing at all, so the fact that there weren't any wipes doesn't reflect positively on this Empathy defender unless the entirety of the team was also incompetent and/or totally inexperienced.

    Quote:
    Was this empath an exemp empath? If NOT, then, she prolly didn't have all that many powers at lvl 15 besides them 3 slotted to be all that effective. SURE, if it where me, i'd have fort and be using it, did you ID her build to even know if she had trained it yet?

    If she were a lvl 15 empath with level 15 powers and DOs, your expecting WAY to much at that level.
    This TF was run after I16 was released. The player in question had access to his/her powers up to level 20.

    I'm not even going to bother to address the rest of your post. You're attempting to defend a position which no-one was arguing for or against, and doing it with faulty reasoning, no less. You didn't read the thread (no, you did not, your reply made that quite evident), you aren't taking into account the ease of the TF in question, you didn't acknowledge the availability of additional powers due to the new exemplar rules, you're just jumping into the thread to thump your chest and argue against what you perceived to be an "anti-healer" sentiment.

    The original poster was upset because a player who deliberately underutilized his/her tools was complimented. Excessively complimented, despite contributing practically nothing to the team. The discussion has been about whether that player deserved the team's appreciation or not, not about whether or not Empathy is good, or whether or not Empathy is easy to play, or whether or not Co* has "healers".

    Read the thread before running in and spazzing out. It helps avoid feeling like you need a crowbar to remove your head from your rectal cavity.
  15. Quote:
    Originally Posted by Redlynne View Post
    Here's a question regarding Siphon Insight's proc:

    Slot the Siphon Insight proc into Flash Arrow for Trick Arrow.
    Is the chance to proc checked per use of the power, or per target affected?
    If the check is per target affected ... can you get Siphon Insight to proc multiple times per use of Flash Arrow?
    Note that since the Siphon Insight proc affects self only, it does not prematurely draw aggro by immediately alerting mobs affected by Flash Arrow of your presence (although they may still prefer you by default once aggroed since you were the first to debuff them).

    Related Question:

    Slot Analyze Weakness proc into Acid Arrow for Trick Arrow.
    Is the chance to proc checked per use of the power, or per target affected?
    If the check is per target affected ... can you get Analyze Weakness to proc multiple times per use of Acid Arrow?



    Paging Luminara ... paging Luminara ...
    I don't know. I've never slotted the +ToHit procs with any of my characters. I'll try to get my hands on one and check it out.

    Knowing the limitations Castle put on the Gaussian's and Achilles' Heel procs, though, I suspect they'll only check once at power activation, and only once, not once per critter.

    General heads-up: As soon as I can find the time, I intend to fix the damage that was done in the forum move and make my guides readable again. No idea when, but I just wanted everyone to know that I'm aware of the mess and will be dealing with it as soon as I can.
  16. Quote:
    Originally Posted by Geoff_NA View Post
    11) Raptor Pack
    First Level Available: 40 because of zone level restrictions - for Heroes only
    Hazard zone level restrictions were removed with I16.

    Quote:
    I know there’s a Christmas jet pack, but didn’t include it because as far as I know you can only get it for about 1 week a year.
    3-4 weeks, depending on how long the event remains active, it lasts for two weeks and it's possible to get it after the event ends by using the Present power which is granted by another player (bestows random goodies, such as inf*, prestige or, sometimes, a Jingle Jet).

    You left out the market teleporters, available for purchase and as a day job power, and the base teleport day job power.

    There's also a Shadow Step mission reward for villains, though I can't recall which mission it is. It's in the early levels (before 20), you're doing something with a nictus fragment... *shrug*

    Heroes can also get a temporary teleport power in a later (30s) mission. It lasts for... 30m, I think, and is available only during the mission (is removed when you call in to the contact). The mission has you investigating an enemy group suspected of stealing Rikti tech, you're supposed to recover two devices, both are awarded as temp powers during the mission. That's all I remember about it.

    And there's the Jump Pack, which is available for those who purchase(d) the Good versus Evil edition of the game, and the Pocket D teleporter, which is also available with the GvE edition. There's also a separate "item pack" which grants the GvE goodies.

    One can also pick up a 30 day jet pack for $5 at the NCSoft online store.

    Aaaaaaaaaand NCSoft Game Cards grant a 30 day jet pack as well.
  17. Quote:
    Originally Posted by MrSuzi View Post
    I have questions about the procs, especially in AoE powers.

    If I slot a damage proc in say Glue Arrow, an AoE power. I suspect that when I first cast Glue Arrow the proc would have a chance to activate. Now, will this proc 'roll' a chance to activate on each nasty in the AoE, or is it a chance upon casting, if it hits, the entire group will take the damage or effect?
    In an AoE/cone, a proc checks each enemy in the radius individually when the power hits (no hit, no check). If, for example, you have 9 enemies in the radius of an AoE, and you hit 7 of them, a proc will roll for a chance to trigger on each of those 7 separately, and for each successful roll, it applies its effect to the enemy for which the check succeeded. Using the same example, if a proc had successful rolls against enemies 3, 4 and 7 in that spawn (in which 7 enemies were affected by your AoE), then enemies 3, 4 and 7 would be affected by the proc, while enemies 1, 2, 5 and 6 would not, and enemies 8 and 9 could not be affected because the AoE never hit them, thus giving the proc no chance to roll for them.

    If the AoE/cone effect has a duration of 10s or longer and is caused by a pet, then it will check again, in the same manner as I just outlined, every 10s after the power was activated until the power expires. Glue Arrow, for instance, checks at 0s, when the power is activated, then 10s, 20s and one last time at 30s as the power is expiring (technically, as the pet despawns).

    It's important to remember that "is caused by a pet" part, because it's what permits this "rule" to work (there may be a few examples of powers which break this "rule", by allowing checks every 10s but not spawning any pets, but i'm not aware of them at the moment). Normally, procs only check once on power activation. In toggles, however, they check once at activation and once every 10s thereafter. It's a curious distinction, but it can be seen in how Glue Arrow functions (interesting that this should also be the subject of the question, isn't it).

    Glue Arrow spawns a pet when it is activated. That pet "lives" for 30s, then is killed by the engine (the mechanic of despawning). But the effects of Glue Arrow, the Slow and -Recharge, continue to affect foes who were in the radius of the pet's PBAoE after the pet despawns, because those effects have a long (30s) duration. So Glue Arrow demonstrates both types of proc behavior. When the pet is "alive", it is pulsing a PBAoE and permits a proc (or procs) to check for trigger every 10s. After the pet "dies", the PBAoE is no longer present, so the proc(s) no longer check for trigger because there is no power being continually reactivated, there's just a lingering debuff remaining on the targets.
  18. Quote:
    Originally Posted by Dr_HR View Post
    this site has a nice quiz for us.

    http://quizilla.teennick.com/tests/9...city-of-heroes

    i got 81.2%

    dare you to beat me.

    no retakes..first result postings plz
    *yawn*
  19. Quote:
    Originally Posted by JenniferJ View Post
    1)A "bank" system of some sort..
    SG base racks, market, global and server friends.

    Quote:
    2)Kill a server.
    I'll recommend to Castle that whichever server you play on most frequently and have your favorite characters on be terminated immediately. You won't mind renaming all of your characters when they're moved to other servers where characters with the same name already exist, rebuilding your super groups, losing numerous server friends because they didn't select the same server to move to, or any of the various other negative aspects, right?

    Shines a whole new light on "kill a server", doesn't it.
  20. Group dynamics in social environments.

    People are social animals. The default behavior of most humans it to group together, even in virtual environments. Very old instinctual safety response. The more people in your group, the smaller the chance that you would be the one eaten when a predator attacked.

    So the larger the group, the more attractive it is to most people. Servers with heavy populations therefore attract more people by default, because of the herding instinct.

    Some people shun socialization, even in virtual environments. This may be due the brain's logic center overriding the more basic instincts, telling the person that he/she is better off alone than with a group, for logical reasons (groups move more slowly, groups leave more easily detected trails for predators, groups involve more communal work for less individual reward, etc.). These people will tend to seek out servers with smaller populations, where they can avoid becoming part of a group.

    Some people need more close knit socialization than large groups provide. I can't theorize on the reasoning behind that, due to my mental disorders. But I would expect that these people would play on lower population servers, but specifically seek to join established and relatively stable communities within those "smaller" servers, provided that they are not "ZOMG TOP NUMBAR ON SG" groups. These people want extended virtual families and dear friends, not fame/glory/to be part of something larger.

    In regards to the specific server populations, it's similar to a hunter-gatherer social network. If one tribe has a larger population, it will inevitably be more desirable to loners and members of other tribes because it represents easier access to resources and increased safety, whereas other tribes will shift in population, some remaining relatively stable, some growing slowly and some gradually diminishing to nothing, and there will always be the lone wanderers, merchants and traders who travel from tribe to tribe or avoid the tribes altogether.

    One additional factor is that each server has a niche, or a reputation for being special in some way, such as Virtue being "the RP server" or Pinnacle being "the drunk server". Players will seek out one or more of these niches in addition to, and sometimes to the exclusion of, population. Players join lower population servers specifically because they would rather immerse themselves in a more specialized aspect or approach to the game, despite having a lower than maximum population.

    Basically, it's the same reason some people live in New York, New York and some live in Umatilla, Florida-- because that's just how people are.
  21. Quote:
    Originally Posted by Vanden View Post
    And today it said a PM I was trying to respond to was invalid. What's the deal, forums?
    I got that one last week. Closed the browser, reopened, problem gone.
  22. Spotted some other critters doing the crab, but none doing it at 92mph, and never more than one or two in a spawn of 5+. Haven't seen any patrols doing it, either. Looks like it's just flavor animation, like Freakshow throwing rocks or CoT meditating and reading. I'm all for more flavor.
  23. Quote:
    Originally Posted by StratoNexus View Post
    Sounds like an animation bug.
    It is. Apparently it's affecting all Holds, or perhaps all Holds which use the "arms in air" animation. I caught it last week and informed Castle (who informed BAB).
  24. Quote:
    Originally Posted by Obsidius View Post
    I'm a vet player, and I have no problem coming up with unique names. And they don't even include numbers or weird characters or anything
    ^^
  25. Quote:
    Originally Posted by Carnifax View Post
    Bit confused by this. Why do you need to "set it up"? Disruption doesn't have an Avoid element so things won't specifically try and flee it, and the AOE is large enough that generally things will stay within its effect.
    Bad placement, KB, enemies running toward you, enemies running away from you, enemies running because they're debuffed (wish they'd fix that), someone else gets aggro and pulls them out of the AoE, spawn is spread out over too wide an area to be debuffed effectively, any of those reasons and more. Never expect critters to stand still in a nice little cluster and let you beat on them. They don't. Like training a dog, you have to teach them to sit, stay and roll over. Unlike training a dog, we use sharp, pointy sticks and various chemicals and substances to encourage the proper behavior.

    If you lay down Disruption on a spawn of five, and two run away because of the buggy run code, two run toward you to use melee attacks, you're left with one in the AoE and you just wasted ~15 endurance to debuff that one, who you can't even spend time attacking because you've got two others who are demanding your attention with their fists. Set it up, make it work for you, rather than make you wonder why you bothered.