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Guantlet seems to be broken right now. Up until a bit after I6, I held aggro just fine without ever resorting to taunt. Now I'm back to throwing taunt around like crazy and sometimes THAT doesn't work.
No, something is wonky with aggro in general right now, not just gauntlet. -
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What I think is suspicious is that he supposedly froze the clerk and the robber when
1) We know for a *fact* that it is impossible to use superpowers on a civilian, much less stop them from walking down the sidewalk.
2) Frostfire's ability to freeze someone is based entirely on single-target attacks. He could not have frozen the clerk on accident, even if the clerk were targetable.
What clearly happened was that the clerk was an out-of-work ice tank who hibernated to protect himself. Because of this, it is impossible for him to have been killed by the fire. All we need to do is *find* this clerk to verify these facts, but he is no doubt in hiding.
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Avoid using game rules when discussing storyline.
The game exists in a static world of set statistics and defined abilities.
The story is a bit more fluid, in a world where statistics are not so dependable or constant. And effects are not well defined.
Characters in stories will always have options and capabilities that game characters will not have. Story-characters will also be vulnerable to mistakes that game characters could never make. -
it may have been too much when considering the lack of intent, but really, the deal they offered was probably in place more because they wanted to give him an acceptable way to avoid the longer sentence.
Too many people assume that law is about morality. It is not, law is about order. This is not to say that the law does not care about morality, but on the hierarchy of needs morality is above order. Order is the foundation on which morality builds, without it, you would have good people like always but in such an anarchic environment most people would be too concerned with their own survival to really be able to afford morality, even if they understand it.
In this case, Frostfire's actions were such that there needed to be a punishment or else others would be see that he got away with it and be a bit more lax in their manner of action. There would be more such accidents. It is the same reason their are laws against vigilantism and such in the real world. There has to be penalties for rash behaviors that end in unintended results, or else fewer people would think before they act.
Frostfire was an example prosecution. Such things are necessary. It is not a matter of "you only want to make an example of", it is a matter of "you must make an example of." The consequences otherwise are a larger number of similar events and more deaths.
You can't eliminate recklessness, and you can even gloss over some minor examples. But once you have massive property loss (if it was an apartment building, that means he may have ruined someone's business as well as rendered many others homeless) and deaths, then the government must respond even if the agents of the government don't feel it was anything more than a terrible accident.
Frostfire should have taken the 5 years, they were being kind. -
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He was acting as an actual vigilante.
Heroes in Paragon are supposed to register their powers and operate with governmental oversight. He didn't do so and reaped the consequences.
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Yep, we basically have here what the Powers Registration Act in Marvel SHOULD be. All heroes are, in essence, government agents (though we'd be considered contractors or freelancers in many ways) and we get paid for our acts.
In addition, the non-legal elements of the ideal legislature dealing with superhumans is also in place, namely the cateloguing of various health needs of the unusual biology of various creatures. -
Well, Blaster secondaries have long been sub par compared to the secondaries of other ATs
There's a whole lot of melee going on in those secondaries, where as what they need there is something to supplement themselves.
Devices works well, though not particularly fast.
Energy is good, but doesn't really need Barrage, Energy Punch or Total Focus
The others need to drop a couple of things here and there and take mostly support type stuff like Power Thrust, Thunderstrike, and the like. -
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Hey Posi -
I seem to recall somewhere that you were going to look into the Shadowshard Taskforces, about cutting them down from Ungodly Long to something more reasonable - and that you had an issue 7-8ish time frame for this.
Since these are the last TF badges I need still (and dont relish a 12 hour juant - I like the game, but not THAT much), I was wondering if there had been any foward progress on this? Since I havent heard anything, I'll guess that it's more Issue 8 than 7, right? Or has it fallen off the radar all together?
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Neither of my regular CoH sessions (Saturday night friends, Sunday morning family) have trouble with Task Forces. We start the task force, do two to three missions, log off, meet again next week, do two to three missions, log off, rinse, repeat as needed until the TF is done.
To make a TF reasonable, you just have to find a group of friends that you can reliably trust to meet every week at the same time.
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Yeah, but the Shadow Shard TFs need a minimum of 8 people. That's a lot. And they're longer than most other TFs.
And at least one of them needs a minimum of 4, for simultaneous glowie clicking.
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We have 7 or 8 members on the Saturday night game
We have around 5 members on the family team, when we need to have more people to start a TF, we ask for people to help out to start and make it clear we only need them to start it so they can go on and do whatever they want afterward.
So far the Family team has done:
Positron (a second time when leveling a new player)
Synapse (a second time when leveling a new player)
Sister Psyche
Citadel
Moonfire
Hess
the Croatoa TF (forget her name)
and we are now working on Manticore
and I believe we did Cavern of Transcendence as well (had help from alts of the Saturday game though, we'd outleveled Hollows before it came out)
The other team has done all the above plus Manticore and Nemesis
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And, yes, every character on both teams can call on Amy for help, not that we remember or even need that most of the time -
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Hey Posi -
I seem to recall somewhere that you were going to look into the Shadowshard Taskforces, about cutting them down from Ungodly Long to something more reasonable - and that you had an issue 7-8ish time frame for this.
Since these are the last TF badges I need still (and dont relish a 12 hour juant - I like the game, but not THAT much), I was wondering if there had been any foward progress on this? Since I havent heard anything, I'll guess that it's more Issue 8 than 7, right? Or has it fallen off the radar all together?
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Neither of my regular CoH sessions (Saturday night friends, Sunday morning family) have trouble with Task Forces. We start the task force, do two to three missions, log off, meet again next week, do two to three missions, log off, rinse, repeat as needed until the TF is done.
To make a TF reasonable, you just have to find a group of friends that you can reliably trust to meet every week at the same time. -
It was indeed great fun...though I wish the picture I'm in was of the card game I actually won, oh well.
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So, when betrayal/redemption missions get in. Do redeemed villains get Ancillary Power Pools and traitorous heroes get Patron Powers?
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Hmm, had an interesting time in BB once myself. Chased a stalker or something with my DM/Regen.
Ended up in a bee's nest of villains, spent about a minute jumping around until an animation caused me to linger a bit too long as I hit a caltrop patch....heh, once they got me locked down, I went down fast. -
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There are no such things as good PvP moments. PvP is a blight, a haven for immaturity and one-upmanship and the self-proclaimed "1337".
The original post illustrates exactly the kind of crap that makes PvP such an unmitigatedly joyful experience for all involved. Most of the rest just reinforce it; the highlights seem to consist of pounding people into the ground who are not able to actually contend with the person doing the pounding.
That really, truly, deeply impresses me with your superiority... yes it does.
[/ QUOTE ]Hahaha, now this is classic! Here we have someone who is stepping up on their superiority soap box demeaning people who PvP and calling PvP in and of itself a haven for immaturity.
I find it very ironic how, in an attempt to show us all how intelligent and mature you are, you resort to name calling and judging people based on game play.....rather hypocritical I must say. Its funny how people ridicule that which they are incapable of or dont understand. If you didnt have such an inferiority complex yourself you would have no need to post your message in this thread demeaning others in an effort to inflate your own ego. Sounds a lot the pot calling the kettle black to me.
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In my case, it was a little before I found the toggles to switch communication with villains on.
However, my favorite moments have always been counterpointed with friendly baunter with the players behind the scenes....even if our heroes and alts are spamming "#$# off" at each other.
As for most irritating time...
my Medusae and Medusa's Wrath on Protector were dueling each other in Siren's and pop, along comes a bevy of heroes to "help" and smash down Medusa's Wrath....I'm trying to see if I can rez her or something and along comes a bunch of Villains to help her....
ended up logging off (apologies to Medusa's Wrath) -
Spending a few hours during which:
a) a Perception stat high enough to see all the stalkers in zone at the time
b) Invisibility better than the perception stat of all the stalkers in zone at the time
My experience was summed up in the phrase: Stalkers don't like being stalked. -
The card game's chief difficulties is that it moves too slowly.
There's a lot of turns where nothing happens.
In addition, the mechanics (not the rules) are a bit overly complex.
Look at magic:
The chief mechanic is:
Tap to Use or Always in play.
Lands: tap to use
Creatures: tap to use
Artifacts: tap to use
Enchantments: the exception, either always active, or you tap other things to use...notice, however, the mechanic is still: tap to use
Now, CoH:
Toggles: Tap all the way around and leave it tapped until it is turned off. And you can only have two active at a time.
Clicks: Tap 45 degrees for 1 click, 90 degrees for 2 clicks, 135 degrees for 3 clicks.
Constants: Always active
Back to the slow moving, with the frequent discards than are long stretches of game where both players are doing nothing but resting. My brothers and I are considering a house rule that every round requires you to draw one card, rest would turn that to 3 cards.
In addition, the edges are confusing. Can they be used at any time, or do they count as an action?
Finally, it seems as if it would be a lot more fun with large numbers of people. The slow pace of the game makes it less interesting as a pick up and do it with one friend deal.
That said, I did enjoy the game and will continue playing, but I do feel that some comments on the weaknesses do need to be made. -
Hmm, I still like situations like this from the time when the Council was still at war with the 5th.
Think the fifth were desperate at all?
However, the Council seem to continue this method of recruitment, because I'm often rescuing old and wrinkly men and women from their press gangs. -
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The really hard-core power levelers, the ones that are both rude and ruthless, seem to be intent on "reaching level 50 FIRST". In a shorter period of time than any other player in the history of the game.
It's a competition, is all.
Trying to prove to both you and themself that they are smarter than anyone else. If they can get XP faster than you can, then it is obvious (to them) that they are smarter than you are, because, after all, isn't that what everyone wants? Isn't that what everyone is playing for....to gain XP?
Content? XP IS content, to them. First, last, and always. Anything else is just getting in the way of the XP olympics.....proving that they are "the best".
Is it irritating to people who don't do it? Of course it is, just as irritating as the guy riding your bumper. You KNOW that he isn't any "better" than you are just because he swerved around you, but some ancient, animalistic part of your brain insists otherwise...and you get angry despite yourself.
And by the way, to the Devs and anyone else who is offended by the practice of powerleveling, I'm afraid that you have another reason for grieving. There are companies in foreign countries that accept credit card payments in order for one of their employees to sit at a PC and level a character for someone who doesn't want to do the work, for whatever reason. These are actual, probably profitable, companies, whose ONLY raison d'etre is taking cash for powerleveling. There is NO way that the game can be altered, nerfed, so that this practice would be eliminated. The client hands over his credit card number and his login and password, and the kid in Singapore does the rest, and pays his rent for the month afterward. The harder the Devs make it to powerlevel, the more those companies can charge and get away with it, so the more profitable it becomes!
Why bother buying a character on eBay, when you can have one constructed to your exact specifications by a teenager on the other side of the Pacific? And take over at level 40, or 50, whatever you want. These are the same people who think that just because they are walking around "wearing" a lvl 50, that people will be impressed and treat them as if they are something special. A "winner".
And City of Heroes/Villains is one of the games that these companies advertise strongly to their clients.
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Yeah, any time someone starts bragging about how fast they leveled, I find myself wanting to be far, far, far away from them. Hard-core powerlevelers in general are among the poorest players I've run across, if for no other reason than because they don't care about their team.
It is because of people like that that I rarely if ever team with anyone unless they're people I know from real life.
And debt really is nothing.
You don't get weaker, you don't get less able to handle enemies, the only thing that happens is that you level slower and that's actually a benefit. It means your character will last longer, after all, because what's there to do when you hit the end of the road? PvP?? Well, you can get all the PvP you want by level 35, because that's the level warburg sets you out. Granted, some base raids can be done at level 50, but really, by the time you've hit 50, you've probably done all the PvP stuff so, again, nothing new.
No, no matter how I look at it, level 50 is the end of your character, so why rush there? -
I have never liked burn, I stopped using it regularly as soon as the status protection was moved out of it.
Even while burn was nigh-perma, I didn't like it.
Reasoning: slow animation, puny area and semi-heavy endurance cost resulting in a tank spending most of her time laying down a burn patch.
This is, perhaps, acceptable as a solo tank, but for a team tank, it is completely unacceptable.
While burn had that 10-second recharge, then using it would result in me basically having to sacrifice a good percentage of attack opportunities as well as cutting down the area I hit tremendously. The "payback" was damage that, when you took into account how many other targets you could hit with other powers, was significantly less than what I'd be dealing if I ignored burn.
Sure, with burn, everybody right on top of me would take more damage, but with combustion, FSC and my other attacks, I did more total damage, even if it was spread out widely.
Combined with Fiery Embrace and Build Up, I'm a much more effective tank doing more damage and, therefore, acquiring more aggro than I could with Burn.
And that's the main deal, more damage=more aggro. Better aggro control=better tank. Damage is just the most effective means to acquire aggro, taunt being a false aggro that wears off too easily. -
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No, we're frontline.
Frontline does not necessarily equal damage dealer, however, just that you can take damage.
I wouldn't put scrappers as a frontline unless I had no other choice.
Scrappers are not frontline, they're flankers and damage dealers. Boss-killers (though that might instead by changed to Boss-Finishers).
Blasters are not frontline either, they're artillary and minion clearers for the most part, with ice being good boss-finishers as well.
Controllers and Defenders are definitely not frontline either, they're support.
The only real AT we have that can really frontline on its own is a tanker. However, for a true frontline, you'd need a tanker and scrapper set to combine defense and offense.
Incidentally, I play a Fire/Fire tank, an Earth/Ice tank and a Ice/SS tank. The Ice/SS is designed for solo work, and I won't team with her for fear of getting my team in danger through lack of aggro control. The Fire/Fire and the Earth/Ice are slotted for weekly sessions I play with specific teams and are designed for use with those teams and might not work as well with other teams. -
Well, all I can say is that I have not noticed a substantial change in the operation of my tanks since the launch of the game with the exception of Gauntlet getting in and Taunt becoming auto-hit AoE.
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I think the one you should be comparing is:
Tank + Scrapper + Blaster + Blaster
vs
Defender + Scrapper + Blaster + Blaster
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Any team of good players that know each other well should work. Regardless of AT complement. The playstyle involved, however, will be different.
By substituting a Defender for a Tanker, you immediately cause the aggro to be shared a lot more. Your battle will have to be more mobile and, likely, more swift. The team would need to avoid presenting a solid target and also avoid aggroing extra opponents. The blasters will be less able to concentrate on specific targets as they will have to watch their own life more often. The defender will be busier healing, assuming you have a healing defender.
A controller would be a more equivalent trade for a tank. Tanks and controllers do the same basic job=keep the enemies from attacking the vulnerable party members. In a team with a tank, the controller's job is to handle flankers and specific threats while the tanker holds the front. In a team without a tanker, the controller takes responsibility for holding the main enemy.
Scrappers are not good replacement tanks due to the lack of gauntlet. However, they tend to have more attacks intended for single opponents than blasters, thus having more attacks that do high amount of damage than blasters. Add in critical, they have a better chance at removing threats (as adverse merely holding them) than blasters.
On the contrary, the blasters, in general, have both larger and more plentiful cones and AoEs and are thus exceptional for clearing out minions where as the scrapper would be all day about it. Scrappers will rarely reach the raw damage output of blasters even if they do as much as twice as much damage to a single target as a blaster does. The blaster does his damage to ten, twenty, forty...however many targets. All told he puts out a lot more damage.
Defenders are all across the board and you have to really know the powersets to properly play them.
Empaths are all defensive and mostly busy during a fight. In a team with a good tank, the Empath should generally only be worrying about healing that tank. In a team with no tank or, worse, a bad tank, the Empath will likely be busier. The fewer people the Empath has to heal, the better for the team. So Empaths, with a great deal of single target heals, work best in a team with a tank so that they can minimize the number of people they have to heal.
Dark Miasma is a more offensive set. It has few buffs and the majority of its powers are vampiric. Dark defs need to think a lot like a controller in many ways. Though thinking too much like a controller will get you in trouble since their control type powers aren't as good as a controller's. Key abilities in Dark include Tar Pit and Fearsome Stare.
Storm haven't played with much, but seen used a bit. It is a more controllerish set than the Dark. They are best used to delay and unbalance enemies as much as possible. Their single point target heal leaves them ineffective healers if too many of the team are being attacked. If, however, only the tank is being attacked, then their healing use is repaired somewhat. Storm has good powers for both melee and ranged teams.
Force Field is a predominantly pre-combat defensive set. Its offensive capabilities are somewhat limited, though what it does have are useful. It is also a set that, at the high end, benefits a ranged based team more than a melee based one.
Trick Arrows is completely offensive in nature. A Trick Arrow team defender should focus on breaking up enemy formations and stringing them out. Immobilize this one to delay him getting to the line, hold the next. And should also layer on as many debuffs as possible.
Rad is another predominantly offensive set. The two stand out powers being Radiation Infection and Accelerate Metabolism. Enervating Field is nice, but the extra damage and reduced damage taken is still not nearly as nice as the ACC and DEF debuff of the comparatively low end cost RI. Rad should work by layering debuffs, similar to Trick, but it is even more effective at this than Trick is due to Trick's inclusion of controllerish powers. Rad's AoE heal means that they actually are more effective healers in a group that has many people under attack, but you generally don't want to be in that sit, because the Rad will not be able to compete. The first thing you want to see in a fight when teamed with a Rad is two seperate enemies getting the RI and the EF. Two enemies to spread debuffs across as wide a field as possible and so that one an enemy dies, some debuff still remains. At high end levels, Rad becomes controllerish as well. (I have the most experience of any of these sets from playing a Rad controller to 37, hence the longer descrip)
Sonic is sort of half way between FF and Kin. It is a lot of buffs, making a lot of it pre-battle, but it also has a lot of debuffs. I prefer DEF over RES anyday, but I'll never say no to RES.
Kinetics is sort of a mirror of Dark. It depends a lot on enemies, but it also has a lot of pre-combat buffs that are very useful.
Due to their knockback auras, FF, Kin and Storm might be able to sort of take a tank's place, but the team would have to be more ranged centered. -
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When the bug is fixed, Invuln not using Unstoppable will look/function a lot like an Ice Tanker. Only Invuln will be better at Smash/Lethal/Fire, and Ice will be better at Energy/Negative/Cold. Ice will be better at Solo play, and larger mob groupings and higher level mobs is where Invuln will outperform.
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And all this time we have felt Ice needed help. Instead of fixing Ice they gutted Invuln and Fire and pre-GA Stoners. GA is going to be the best stable tank (with some drawbacks, but GA gives exactly what we need to tank, making the drawbacks easily palatable for team tanking). Unstop is great for some situations, but some it will just not work.
And this poses the question about Fire's performance now. If Invuln and Ice are both going to be poor now. What about Fire? My conversations with da5id have put Fire below Inv and Ice barring fire damage. This is truely sad when Fire lost so much offense to Burn getting hit so hard.
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Actually, I never found burn all that useful. It had been respecced out long before ED. It had a slow animation and a small AoE. Maintaining Burn cost me consistent use of FSC and Combustion, both of which with a much wider AoE, thus making both acquired a lot more Aggro. Burn eventually became that "Wait, I have another damage power somewhere here," for the rare times I had nothing recharged. I dropped Burn and Healing Flames for Build Up and Acrobatics.
Doing that eased the burden on my brother's controller (he no longer had to keep my density increased so fanatically to make sure I didn't bounce around) and vastly increased my damage ability (Build Up+Fiery Embrace) which, in turn, means I get a lot of early attention and pretty much never lose aggro. Dropping Healing Flames has gotten me in a bit of trouble and probably increased the burden on our healer, but I intend to add that back in at 32 (I won't get Rise until later).
I agree that, without Defense, a Fire tank is less effective than other sorts of tanks. They are a scrapper hybrid, certainly, and survive on speed of kill rather than on being able to weather a heavy storm like the others. Tough is useful, but the real additions a Fire tank should consider are Hover, Combat Jumping, Manuevers and Weave, because they add what he doesn't have. Damage Resistance is a decent statistic to have, but it is still largely inferior to Defense, which negates all damage for strikes it effects.
This fact can be born out by the effects of Moment of Glory.
Any sort of attack ability is almost always deflected, and the rare bits that get through are reduced tremendously. However, autodamage stuff such as caltrops (Knives of Artemis) murder an MoG user quite effectively.
As to the comment about Granite Armor. Well, perhaps, but my Earth Tank largely tries to avoid using it. Granite Armor helps ME survive, sure, but it wreaks havoc on my aggro control and my team's hit points drop a lot faster if I use it a lot.
The only reason I bear to use Granite Armor is because we have a Kin defender in our team who keeps me sped, but even with that, I have about half my normal recharge speeds (because I'm sped outside of GA too). I need to get my attacks out as quickly as possible, without those attacks, I have no aggro and my team dies. Taunt on it's own is almost a last resort thing, the way a tank gathers aggro is by attacking and switching targets frequently. After a respec replacing the Fitness pool (again, product of teaming with a good Kin Defender and an Emp Controller) with Air Superiority, Frost and Build Up, I might have enough attacks to keep a constant attack cycle in GA, but I'm not sure yet.
Typically, I use GA for emergency situations, especially if my health is dropping rapidly, or if the team leader requests it. However, the emergency situations generally do not happen unless I'm not doing my job somehow, or something unexpected happens, like a stray AoE takes out the healers.
Overall, Granite is a nice "Oh [censored]" power, but I dislike using it too frequently.
I haven't taken too much of a hit from ED, though. Most of my tankers' defense have never been more than three slotted. And I've never had problems with any of them. -
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And, while Jack says now that PvP will always be optional, a little over a year ago he was saying no PvP.
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FYI - I never, never, never said that there would be "no PvP." Never.
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you realize in a triple negative, you're saying that you said there would never be any PvP. right jack?
I count the 4th never as a confirmation of statement.
but I'm nitpicking because I'm bored.
Smile when you call me that Jack
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Interesting note. The whole double negative rule was arbitrarily put in around two hundred years ago. Common parlance upto, and even past that time, was that repeated negatives merely emphasized the amount of feeling the speaker had for that situation.
In fact, many languages actually require a double negative in order to make a negative statement: Je ne sais pas.
The same time period, and probably the same people, are the ones that determined that "ain't" is not a word, thus depriving us of the "am not" contraction until it was officially reaccepted as a word only recently.
Still, however, the damage has been done. Double negatives and ain't are now considered poor speech despite the fact that they are both the result of rules that were applied to the language by uptight linguists. Right around the same period during which they were trying to prevent any change from occurring in the language.
So, nowadays "I ain't coming." is proper grammar (ain't=am not) but most people will assume otherwise. As such it is inadvisable to use.
Also, the "double negative" rule is now in the language, even though originally it came about because someone applied math logic to language and ignored the repeated negative as a being form of emphasis. -
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I have to disagree, they're exploring new avenues rather than recycling tried and tested methods. I praise them for trying to find new ways for PvP to work rather than kick them because they're trying to innovate.
They certainly have the knowledge and I'm curious how you came to that rather ridgid conlusion about their abilities?
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They're also making it friendly for both PvP enthusiasts and people that want to avoid it.
To be perfectly frank, competition heightens emotions. In a majority of the PvP games, they attempt to make it PvE friendly, but in most of the time, you still have instances where a high-level cretin gets off on griefing the low levels of the opposing side.
By limiting things to an appointment, or permission to battle two things happen:
a) a break from the game occurs that reinforces the fact that this is a game, not real
b) it allows people that don't want to PvP to not PvP -
http://www.geocities.com/thrythlind/...0-23-14-38.jpg
Here we have Wyrmling, Paragon's biggest Godzilla fan, sporting her most recent set of casual apparel. A simple vest and shorts combo to show off her lovely scales and supple tail. This is one hero just burning to show her stuff. -
Well, to be specific, I want taunt effects to operate.
I'm fine with the can't act thing, mostly, but that only affects me. Even if I die and acquire debt, this is nothing major.
In addition, considering that I regularly slow down my rate of attack or even stop attacking altogether for even longer periods of time for purpose of endurance pacing, it is hardly all that terrible.
My concern is that this 10 seconds is plenty of time for you to lose aggro and have at least one teammate get plastered because you are unable to do anything.
Even if you can't do a legitimate taunt, I'd like auras such as invincibility, chilling embrace, blazing aura, icicles, mud pots and the like to keep their inherent taunt.
Or, perhaps another way to do it, is to enhance the inherent taunt of age attacks above and beyond the base increased damage/increased taunt bit. Then, perhaps, there will be enough taunt left over in that 10 seconds that your team can still act without drawing a wipe.
That's my concern, is the effects to the team, especially a pick up team, a good, regular team would be used to the situation and prepared to handle it. A pick up team could end up getting themselves killed because of a poorly timed use of rage (or, more likely, a use of rage that doesn't take into account the end penalty).
A penalty to just me is good. A penalty to my team for my actions is not something I like.