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Quote:Which doesn't validate it.My suggestion is not really motivated by the need to move owing to knockback.
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. -
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.
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Quote:Because it could potentially lead to the expectation, and even enforcement, of the use of those IOs in order to join teams.While I know this to be true, I forget WHY people didn't like the idea.
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. -
Quote:Ghetto?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.
I prefer to think of it as "acrobatic". *glare* -
And?
Quote:maybe it could be tweaked: lower the cast time from 4 seconds to 3 sec / 2,5 sec.
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)
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. -
Quote:You won't need the two Immobilization IOs.Level 1: Entangling Arrow -- Acc-I(A), Immob-I(3), Immob-I(19)
Quote:Level 1: Snap Shot -- Acc-I(A), Dmg-I(3)
Quote:Level 10: Blazing Arrow -- Acc-I(A), Dmg-I(11), Dmg-I(11), Dmg-I(29), Dmg-I(37)
Quote:Level 12: Hover -- DefBuff-I(A)
Quote:Level 14: Fly -- Flight-I(A), Flight-I(33), Flight-I(43)
Quote:Level 38: Rain of Arrows -- Dmg-I(A), Dmg-I(39), Dmg-I(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
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. -
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. -
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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.
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Quote: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. 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.
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. -
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
Quote:Bracelet of Akira: 2% increase to flight speed
Quote:Kneepad of Conversion: 10% of energy damage taken is treated like S/L damage.
Quote:Kneepad of Punishment: 1% of damage taken is mitigated and reflected back to your attacker.
Quote:I just feel enhancements are a bit too generic
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. -
Quote:Archery powers which you could skip are Snap Shot, Ranged Shot and Stunning Shot.I'm playing around with one and was wondering which powers could (or should!) be skipped in your opinion...
Thanks for the help!
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. -
Quote: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.So your complaining about an empath... doing there job... apperently a good one with no teamwipes... on a posi?
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.
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. -
Quote: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.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 ...
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. -
Quote:Hazard zone level restrictions were removed with I16.11) Raptor Pack
First Level Available: 40 because of zone level restrictions - for Heroes only
Quote:I know theres a Christmas jet pack, but didnt include it because as far as I know you can only get it for about 1 week a year.
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. -
Quote: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.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?
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. -
Quote:*yawn*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 -
SG base racks, market, global and server friends.
Quote:2)Kill a server.
Shines a whole new light on "kill a server", doesn't it. -
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. -
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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.
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Quote: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.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.
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.