Memphis_Bill

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  1. Quote:
    Originally Posted by Redlynne View Post
    *snort*

    Nascar Ninjas ...
    Can't help it. I have a KM/SR Brute. Love playing her... but the sound effects just are jarringly *funny* to me. So I'll admit getting stuck on those. (And the animations. Swirly-swirly-punch! "Guess what I've got in my hand... and spin and spin and PUNCH to the head!")

    But ignoring it and going with values and secondary effects, yeah, I can see it being more helpful.

    Oni, I think I'm just so used to how it is NOW that I'm having a hard time thinking of how it'll play the way you're suggesting. Which isn't really a count against the idea itself.

    (As an *overall* MM buff, I'd like to see MM attacks do a bit more damage - so I can actually finish off a runner, instead of shooting them and hearing them yell "Damn mosquito!" But that's neither here nor there. Though it "feels" more of an issue in bots and ninjas, to me.)
  2. I think I like getting Energize swapped in. The heal on Energy Drain was... underwhelming.

    Though it means I'll need to do some respeccing on my Energy/Energy brute again.

    And Repulse is the power I'd thought of the times I'd mentioned "one power that really needs this violated..." in cottage rule discussions lately. It just made no sense to me on stalkers. Though I suppose you *could* say it's still performing the same function (PBAOE "control" or "aggro removal,") it's going to extremes to do so.
  3. Quote:
    Originally Posted by Hy-Beams View Post
    I won't deny I am happy with a bunch of these new options (I have wanted to make a Broadsword Brute for a while now) but I kind of liked it that there were some power sets specific to certain ATs. It made the ATs more special and different from each other.

    Also, I have said it before but I think a modified Illusion set would be a better fit for Master Minds rather than Doms. The set as it stands for Controllers almost seems a prototype for the MM AT.
    All of the above, seconded.

    Though what removes some "bugged about" feelign with proliferation is having sets customized a bit - so it's more "following a theme" than "direct port." I *would* like a little more uniqueness, but on the flip side, I'm an altaholic and like all the choices.
  4. Quote:
    Originally Posted by Computer View Post
    Then maybe my question is, have the guidelines gotten more lenient, or are they just deciding to do something about it now? I can think of a couple powers that would fit your description.
    Having one power be decided to get that out of bounds doesn't mean the guideline (such as it is) is any more lenient. It's that that power was so out of whack that the devs couldn't find a better way to repair it.

    And I really *can't* think of any other powers that fit that description - most I can think of fixing can stay as they are, but with tweaks (such as making into a toggle and/or adjusting values.)
  5. Memphis_Bill

    So Beta server?

    Of course, there are some times I've had access before gettign the email.

    Click the "City of Heroes Forums" (before "English") and see if you see the I21 beta info - you should still (I think) see 20.5 regardless, as that was open.
  6. Quote:
    Originally Posted by Yogi_Bare View Post
    um... PEATs at 50? I thought the trend for EATs was going to be pre-50 level...
    I'm suspecting that's a "We're not done with the story everyone can play through yet, we'll do that before anything regarding a PEAT."

    That said, I still basically consider the Incarnate system the PEAT.
  7. Quote:
    Originally Posted by Zem View Post
    It's what they seem to NOT want to do with Stalkers that is the problem. There should be no question that among all melee ATs, Stalkers ought to be the kings of damage. Else why be the least survivable among them? But for various reasons, no one looks to Stalkers first for damage dealing. AoE is a big part for most of them, but they've also been very cagey about boosting melee damage output to rival Scrappers. A Stalker surrounded by enough teammates and whose Assassin Strike is not interrupted *might* beat a Scrapper against a single target... but it's iffy. And it really shouldn't be, because there's no question who is tougher to kill. None at all.
    Yep, the stalker. (Yes, I'm kidding.)

    For quite some time, the Stalker was generally considered the villainside sorta-equivalent of the blaster. Damage in exchange for squishiness. Blasters get snipe (the old "range as defense,) among other things - but then again, they also get some pretty hefty melee attacks, as well. (Can't always say AOEs, really, though they're rarely hurting in that department.)

    The stalker's issue *does* seem to be the single-target focus, really. Yeah, I can really knock down a single foe's health... meanwhile, the fire/claws brute has turned the rest of the group into ground chuck (and dave and sarah.)

    Part of it *may* have been a PVP focus for the AT. Not having designed it, I don't know.

    I like playing Stalkers - but there are so few places where their abilities are really allowed to shine. Stealth? OK. Skip all the fighting in the middle and PL yourself through newspaper missions... which doesn't help in other situations. (Or we get some rather blatant catering such as the bunkers in Keyes - "HELLO, you MAY want someone who can SNEAK IN THE SIDE DOOR! I WONDER WHO THAT COULD BE?" Ugh.)

    I do think Stalkers need... *something.* They've gotten some decent buffs and adjustments, yes. I'm not sure AOEs are "it," but I wouldn't turn them down. Something that makes them more wanted on a team, like debuffs (aside from the chance to terrorize on a non-lethal AS) might help.

    Edit: Hmm. instead of Melee Blasters, think more Melee Corruptor. Each set has some secondary effect *anyway.* Increase that effect, put it in an AOE radius - of course, stalker survivability is still in question there. But it's adding value in a team situation.
  8. Quote:
    Originally Posted by Computer View Post
    Alright then, I won't call it the cottage rule.


    My new question: Has the first guideline (from your link) shown by Arcanaville and set-up by Castle been eliminated?

    Edit: I should also add to the question: ...or has Repulse been changed because of a "critical balance reason?"
    Read the link again. no, it's not eliminated. It's pretty basic design. As for why the change... we're probably looking at "worked against the AT and wasn't taken, and just readjustments wouldn't fix it."
  9. Quote:
    Originally Posted by Zamuel View Post
    and the possible precedent set by the Repulse -> Disrupt change.
    1. Don't think you have to worry about changes to doms. They were underperforming before, then we got the domination change - I don't think they're up for a major change,

    2. Repulse -> Disrupt = Fold Space -> Wormhole/Singularity and TK -> Ally Fly to Enemy Hold/Repel. (Though I could argue it's less dramatic of a change - it's still a PBAOE control.)
  10. Dark Control / Dark Assault (since you did the blaster bit) when you do get to those "exciting dominator plans," please.

    I'm somewhat leery of Energy Aura getting a taunt aura - I kind of liked *not* having one on that brute set - but we'll see what it does with the other changes.

    And I mentioned elsewhere having one power I could see tossing the cottage rule out for for outright replacement. And yes, that was Repulse for Stalkers. That *never* made sense to me to have - it didn't really fit on a melee AT, IMHO.
  11. Don't really agree with Kinetic Melee. Especially if the sound effects are kept. I'd hate to have Nascar Ninjas. You could just go the Lich route - turn the knockback into knockdown (and before anyone says "But you usually defend knockback," you're right, I do - on *player* powers where the *player* has control over where things go. On pets, I'm all for knockdown.)

    Web Grenade... initially I was going to mention crippling axe kick. But Web Grenade has the advantage of range (useful vs fliers as well as runners) and being more visible, so I could go for it.

    I do like the shift in powers. It makes sense as far as being "more useful."

    Not completely sold on getting rid of all melee from Oni. I get what you're looking at doing, I'm just not "there" with it. Not against it, mind you, just not picturing it for some reason. Think I have to let that one sit a bit.

    (As far as ninja-ing missions... I have yet to take grant invis. If I want to "ninja" a mission, I desummon pets and run.)
  12. I'm assuming the completely freeform building - just start chopping away.

    Alternately, he wants to start building a base and run into zombies and exploding wights that will destroy a section of the base and send you to a hospital.
  13. Quote:
    Originally Posted by Visthera View Post
    It is my belief, with these changes, this archetype could finally deserve its title Heroic Epic Archetype.
    It's heroside.
    It's tied to a specific bit of lore, and has storyarcs of its own.
    It's an archetype.

    Already deserves the title, thanks.

    As for the rest, no.
  14. Quote:
    Originally Posted by Another_Fan View Post
    I have asked this elsewhere but what makes badging fun for badgers ?
    What makes PVPing fun for PVPers? What makes RPing fun for RPers?

    If your response is "There's no one answer," well...

    The one I can understand (not being a badger myself - other than the "born in WI, has supported these teams" type) is that they're "mini goals." I have friends who chase after the badges, and when they finally get something (over-#-badges, or a master-of, or a particularly difficult or grindy one,) they're thrilled.

    It's a bit like some of the Steam achievements, I suppose, which can let you change your gameplay or try something a bit more difficult ("Hey, let's go for gold on the survival level," or "Let me try to take out that Tank by myself!") to keep things interesting.
  15. Quote:
    Originally Posted by MajorPrankster View Post
    I can just as clearly see a forum poster that just can't 'not be right.'
    So stop being that way.
  16. Quote:
    Originally Posted by Jeuraud View Post
    No I don't want it paired down in your terms. I want to read the actual rule, along with the examples given by the Devs. You do know what "Documented" means, right?
    *points up to Arcanavilles post*

    Unsurprisingly, I think she highlights something I was overlooking as not being obvious - as the above "documented" demand shows.
  17. Quote:
    Originally Posted by Jeuraud View Post
    If such a rule were to exists it needs to be clear, precise, and documented. Memphis_Bill as a proponent of the rule, and continually making a point about our ignorance of the rule, you have yet to post the rule, and let us read it for ourselves.
    I have, several times, with examples. As have at *least* two others.

    You want it pared down to essence, in plain terms? Here:

    Any change done to a power will not alter its fundamental purpose.

    Examples of times they've broken this - both prior to Issue 1:
    - Removing Fold Space, moving Wormhole up and inserting Singularity.
    - Changing Telekenesis from an Ally Fly to a ranged repel/hold.
    (You could argue about Defiance, perhaps, but that's not so much a "power.")

    Examples brought up in the past as it being "broken" when it hasn't been:
    - Conserve Power to Energize: The powers original purpose, providing an END discount "buff," didn't change. It did, however, get a heal added to it.
    - Burn gaining a fear - or losing it later.
    - Instant Healing going from a toggle to a click.
    - Or for a more recent one, shields becoming AOE, and/or Null the Gull's effect on the speed modification portion of some buffs.
  18. Quote:
    Originally Posted by MajorPrankster View Post
    See, it's gems like these that make me giggle.

    Condescending, derogatorry and inflammatory while not actually breaking any forum rules. Golden. Good show!

    I understand why the cottage guideline exists. It has excellent qualities and helps in preventing horrible things that have happened to other games.

    I understand that there is a non-infinite number of players that might yell on the boards if this or that power were removed or drastically altered.

    I understand that there might even be lost revenue due to some subscribers leaving.

    However, I do not agree with the assessment that the delta of lost revenue from breaking the cottage guideline is any greater than that caused by any other change in the game, if both have been done with an eye to the big picture.

    Therefore, breaking the cottage rule, IMO, would have no more of a negative affect on the game than the changes made to Total Focus for example.

    See, it is possible to understand a viewpoint and disagree with it, all at the same time.
    The changes to total focus, to use your example, were changes within the cottage rule. Timing. Base purpose of a power. They do not invalidate slotting or anything else a player had worked for.

    What you're *not* seeing is the difference in the degree of trust the developers maintain by having that guideline in place. Someone else mentioned SWG. That's trampling all OVER what we'd call the cottage rule. Or, for a COH example - PVP, pre and post I13. Or, for that matter, the "respect" Jack is held in for little gems like "We arent' making any more wholesale changes to powers" ... just before ED.

    It's not "People would quit over a change." People do, no matter how large or small. But without that assurance in place - and using it, forum-side, as a counterargument to massive, thoughtless changes that are at times proposed by the playerbase because, for instance, "I don't like Dimension Shift and want to see it ripped from the game!" - what's to keep you at *all* trusting the devs DO have a "bigger picture" to follow? Or to swap some dev team members and turn Regen, for instance, into a passive defense set, invalidating a set's entire playstyle, not to mention what could be quite a bit of work and time on the behalf of the player to get it IO'd out "just right?"

    Plus, just read what you yourself are saying. First, you're making some claim that it restricts the devs. It does not. IF they feel a power is SO out of whack it needs wholesale replacement, they *will* do it. But it won't be their first, second, third, fourth, or fifth choice.

    Second, you've basically said "get rid of the cottage rule... but keep following it." So what's the point in arguing for it to be gone anyway? They ALREADY make changes with "the bigger picture in mind." The cottage rule does not prevent that. Don't paint it as if it does.

    Essentially, you have no argument for getting rid of the cottage rule making *anything* different, much less better.
  19. Memphis_Bill

    Ready Check

    Most leagues I've seen *do* already - before the "hit the button" - like having everyone check in, or moving to a corner of pocket D.
  20. Quote:
    Originally Posted by Rangle M. Down View Post
    Dude. IF you want to get rid of the cottage rule, sell us on it. WHY????
    Assuming you mean Jayboh, he doesn't have an actual reason. He just wants to get rid of it for "developer freedom" or something. Then decides not to give examples to why. Don't bother with him.

    Basically, nobody *for* this has shown understanding of the rule, what it is, why it's in place as a guideline, etc. They just "want it gone" in some belief that it's actually hampering the developers or some such. Or that "I don't like this power, it should go away," ignoring the last time the devs did that they were nearly lynched.

    Essentially, the conversation's not worth having.
  21. Quote:
    Originally Posted by Jibikao View Post
    Poison Trap under /Poison is the most useless power in the game. It has zero synergy with the rest of the set.
    Ahh, not true. If it worked, you could use it as an AOE hold, and stack your single target hold with it. (Poison Trap - placed AOE hold/sleep/-end.)

    IF it worked.

    At which point you could send your melee in with Noxious Gas to beat on and debuff that held group.

    IF Poison Trap worked.

    Poison Trap's biggest problem?

    It doesn't work.
  22. There are some characters I wish I only had 12 on. I'm set in some of their looks... some have, I believe, sixty plus tokens or more.

    And icon discount coupons.

    Really, I'd like to pass some of these over, or sell them on the market or something at times.
  23. Quote:
    Originally Posted by Lily Inverse View Post
    Said tech had a noticable performance hit - it MIGHT still work, but it would definitely need to be re-tested with Ultra Mode before they pull it out of cold storage.
    While I don't recall it having a performance hit, I do agree - it'd need testing with Ultra mode.

    And fewer boards showing the same ad.
  24. Er, how about not. Give the mods a break. je_saist is wrong in this case, but that's no reason for a mass pileon "just because it's je_saist."

    These boards are - or should be - better than that.