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Quote:/this.Um, based on your other thread, you already had an installed and (mostly) working installation. Have you been able to log in with it ever? Because the GR expansion doesn't need to be installed separately from the rest of the game. There's only one client version, you just enter the access code to your account to enable access to things you didn't have available before. So, you shouldn't need to install anything.
If you didn't ever have log in ability, I can't help with the error messages.
Every client has the exact same game. What changes is what their account allows access to - costume packs, GR or not, vet rewards and the like. You add the code at plaync.com and it's set.
Right now, I'd probably delete the tempfile and, using the NCSoft launcher, click on the arrow to the right of the City of Heroes entry and have it do a repair. -
New bit from Taclobanon -
... I'm preparing something else for this character, as well, since everyone seems to be so focused on her "earth control" side. Something a bit more fun to deal with the force fields. -
Quote:Which doesn't invalidate what I said. *Some sets* may have mez protection, but that doesn't mean the entire AT does. It's like arguing tanks "have to" slot KB IOs or take accro to stay on their feet, when only two sets actually do.In my case I can't play anything that doesn't have mez protection.
Quote:In the case of every AT except Blasters and Kheldians there is an option somewhere along the way that will give me mez protection. Some need more than others. But a Kheldian is the only one that has to utilize a comparatively large number of slots to not outright suck while getting its mez protection.
Meanwhile, you're *more* restricted - if you want to make a Trick Arrow defender for a concept you have, or because it looks fun... no mez protection. Or you're locked into an APP you may not otherwise want - which, really, you're looking at 44 levels to *get* to it (if I'm recallilng its placement right, at best 41.)
You can get away with just saying "It's a breakfree/getaway option" for Dwarf. It's underutilizing the form, but you can do so with no or minimal slot cost in that case. -
Quote:Well, there was that one performance just as the Rikti Invasion started. While the play itself ended suddenly (due to dropships and energy blasts,) critics agreed it was one of the most original, exciting renditions of Ophelia's death they'd seen. The report of her death became much shorter, as well:Its not like she was suddenly killed by aliens or cooked long-pig style.
"There is a willow grows aslant a brook,
missing its top, that which was claimed
By those who in ships otherworldly came
and blasted poor Ophelia's head to mist."
Michael Bay is said to be considering this "exciting" update to "that stodgy old play," though he feels a few more explosions may be warranted. -
Brooms would be more of an issue than the others, I think, for much the same "model manipulation" issues as motorcycles - they'd have to make a fair bit of assumption about how to position your character, size and the like, and there's the (yes, I'm paraphrasing the vehicle copypasta) question of "what do you do about power usage?"
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Quote:*chuckle* OK, I can see that.With regard to "can't touch anything mechanical", consider this; I have a DA brute who, with CoD and stealth sprint toggled, looks like a big ball of black fluff. This represents his semi-tangible state, which concept-wise should be able to fly. Though because I took Leaping, he can't fly without a jetpack. Now imagine how incongruous a ball of black fluff flying about with a jetpack looks.
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Quote:/nitpickI like all these thoughts, but I felt that I must technically add that the Tsoo are Chinese, not Japanese.
Hmong, actually, as I recall. So China, Vietnam, Laos, Thailand. (Which IMHO leads to some MUCH m ore interesting potential architecture with some of the old temples and such.) -
Quote:*snip*Kheldians are essentially the only AT that does not get a potential option for mez protection.
If you're going to say "One or two sets or a specific APP is a legitimate argument that the AT has mez protection," then Dwarf form is just as legitimate a counterargument.
Traps having mez protection means nothing to my Emp/Rad, for instance.
They certainly *do* have to give up "more than a power slot" - they have to pick a specific primary or secondary (in non melee cases) and/or a specific APP. -
I have no problem with Asian themes - as mentioned, the Tsoo (not to mention WISDOM) would work out well there.
That said, I think I'd like to see an "Ancient African" theme even more, just to give the Banished Pantheon some time in the spotlight. -
Quote:I'm not against the idea, here... all for it, actually. We're just looking at alternate graphics, after all -I have been wanting this for a while now.
I find it very incongruous to have my Magic themed and origined characters sprout this mechanical object from their backs and in a burst of chemical flame go zipping off.
But why should this bug you any more than them getting on the train to go between zones? Or (yeah, can't do this in game, but work with me) getting into a car to get to the store? Magic *themed,* after all, doesn't need to mean "can't touch anything mechanical at all."
I RP a fair bit, but just don't "get" that. *shrug* -
Quote:Counterargument - Peacebringers have two heals, counting Essence Boost, neither of which requires a target of any sort, and an ongoing END discount in the form of Conserve Energy. These maintain the Peacebringer "self contained" theme. Essence Boost also increases the Peacebringer's maximum HP (and adds a toxic resist component,) which Stygian Circle does not. In fact, there is no power that increases the Warshade's MaxHP. Last but not least, the PB heals heal for a consistent amount - if I heal (say) 200 HP this time, 60 seconds later I will heal 200 HP again. 60 seconds after that, another 200 HP. While a Warshade could heal more, they could heal (again, making up numbers) 400 HP one time, assume something knocked down is dead and not heal at all a second time, and heal for 50 HP the third time.Base Recharge Times of comparable powers:
- Pool Power Aid Self: 20 seconds
- WS Stygian Circle: 30 seconds
- PB Reform Essence: 60 seconds
Compared to the Power Pool aid self, the PB heals are noninterruptable (like most AT-based self-heals.) The interruptable component of Aid Self is what justifies its lower recharge.
Quote:Base Recharge Times of comparable powers: - Pool Power Aid Self: 20 seconds
- WS Black Dwarf Drain: 15 seconds
- PB White Dwarf Sublimation: 60 seconds
Black Dwarf Drain requires a target to heal. White Dwarf Sublimation, again, does not. Black Dwarf Drain has a ToHit check to it. Sublimation doesn't. The place where the White Dwarf comes up short here isn't in the heal, but in the lack of another attack (which the Black dwarf gets, as the power is also an attack.)
Power Pool Aid Self - again, see argument about interrupt. That's aside from the fact you can't use it in either Dwarf form, as I recall. -
Quote:... or both. *shrug*
You know what? I like this better. The only thing I'd worry about (and it is a tiny, tiny worry) is that it appears to be giving you two pets for the price of one. It's justified and your logic is sound, but as an alternative to spawning a second pet you could give the exploding seekers a pbaoe ally damage buff that lasted for 90 seconds. (or an energy damage component added to attacks ala fiery embrace)
My main point for that is the "ongoing extra damage," similar to what EE brings. If the buff(s) are more likely, I wouldn't argue against them. ("The residual energy of the explosion stays with you and your teammates for 90 seconds" or some such.) -
Not really - then again, most khelds are going to have a fair bit of experience behind them, and either wait for the mires, float at an angle/overhead if in Nova, or position themselves to "corral" the knockback.
(Not all, of course... but most seem to.) -
You should have been sent an email requesting three alternate names. Reply to that.
If you didn't get one, start a support ticket, explain the situation (genericed, didn't get the email) and put in the requests - and go verify your email and that NCSoft's messages aren't going to the junk bin.
Also, you mention "a few months" but I see a forum date of 2005 - how old was the character? When was the last time they had their old name, and what level was it? It's been a few years, but there's been an "inactive name script" run twice (one around when COV was released, one later, IIRC.) First one affected anyone inactive for 90 days and level 35 or below - the name could be claimed by anyone (but not automatically renamed - if you came back and it wasn't claimed, you'd still have it,) the second time level 6 and below (or below 6... one of the two.) It's been some time since it's been run though. -
Quote:And that's where you'll see some of the differences - both sides (and I hate to say "sides," I run and enjoy both) are going to argue strength and weakness from their ideal position (enemies/settings.) If I feel like dealing with a few harder targets, I pull out my PBs and play through situations that would leave my 'shades wanting. They call to personal preferences. *shrug*Oh I totally agree that warshades lack in the single target department, which is why I decided to make a PB in the first place. I got sick of not being able to play in god mode up against marauder. Still though, from my personal experience and from what I've read on these forums the best PB's can hope to be is adequate... Whereas, in situations with lots of enemies and on the highest of difficulty settings... I have yet to see any powerset combination that can outshine a well played and well built warshade.
Personally, I find it the most fun with a mixed Kheld team. Anything problematic for one side is usually gravy for the other. And when we're not just mixing AT but forms (or lack thereof,) it's a blast.
Or several, usually. -
Quote:This is one of those "depending on situation / PB vs WS strength" areas, though. If you're still in the midst of a fair number of enemies, yeah, you can do that. Pop a breakfree to handle mezzes/stuns, hit eclipse, etc. Going at it with a single hard target... not so much. (Also why warshades tended to be overlooked for PVP - PVP tended to play to their weaknesses, where a PB, being entirely self contained, was relying more on their own slotting and shifting where the fight, as opposed to END and the like, demanded.)True they were talking about dwarf form, but with eclipse warshades are not forced to spend as much time in dwarf in situations that require survivability so they can shift freely when the control powers are up. Unchain essence's effects not only last through form shifts but also do massive damage, and stun much more reliably than pulsar. That's ON TOP of inky aspect...
Whenever my warshade runs low on end, he hits stygian circle which completely fills both his end and HP bars and is up much more often then needed... Eclipse also fills endurance. -
Tossing this out for consideration:
Change photon seekers into a two part (or two stage) pet.
Part one maintains the "mini nuke" status. However, instead of three seekers, it's one. (Alternately, it's visually three, spreading out into a fixed area - I'm not sure how doable this is with the system.) What we'll basically have here... is the Omega Maneuver from Crab Spiders. It taunts things in an area, draws them in and explodes.
This fits a few points:
1. Still a pet. Current slotting is not invalidated.
2. Still a mini-nuke. Current use is not invalidated.
3. Draws aggro. As mentioned in the last post, dealing with EE, one of their benefits is that they CAN draw aggro away from the warshade as well as contribute damage. This is a survivability benefit.
4. Since it draws aggro to IT via taunt, it can ignore the often wonky pet AI. It doesn't have to find an enemy to float at and risk looking like outsize dandruff if it decides not to explode.
This handles several issues with photon seekers - but it misses one where the Warshade has a benefit. Namely, the ongoing damage of multiple seekers. This is where "part 2" comes in.
When the main Seeker body explodes, it spawns a new pet. This pet has (say) a minute to 90 second lifespan, and acts like an Extracted Essence, adding ranged damage. In addition (and as part of the tradeoff for the short life,) either as it exists or when it expires, it buffs the team (including the casing Peacebringer) - damage, defense, no I don't know what just yet, but it provides a buff.
Why the short life? Because we can cast it regardless of environment. I believe the Warshades deserve the longer-lived Essences as they can't just summon one on command (recharge aside) - they must use a defeated enemy. That seems to be a fair tradeoff, to me. Plus, of course, the Peacebringer *does* get the front-loaded "mini-nuke," which the Warshade does not (relying on another power which, again, needs a defeated enemy for that effect.)
I think this would cover the current issues with Photon Seekers rather well, making it a more desirable power (and also helping address some peoples complaints, with the "secondary pet buff," that PBs "don't bring anything to a team." While the buff would be on and off, as well as somewhat later level, it would still be a plus.) -
Since I see two things - a mention of PBs being "looked at" and someone wondering about PS agressiveness (a "fix" that seems a side effect of AI... which might get "fixed" inadvertantly at any time,) I thought this might be a good time to start up this discussion and possibly see about getting a dev's eye pointed at it.
Photon Seekers take the "pet" slot for a Peacebringer. They have, I think we'll all agree, always been... *lacking* as a "pet." Wonky AI has followed them from issue 3 (well, I'll say issue 4, since I wasn't 50 yet in 3,) and they in general seem to be used solely as another mini-nuke.
Perfectly valid use, yes - but I would draw attention to a comment made in another thread (one of the many "PB vs WS" discussions, I believe) where it was mentioned part of the WS's "amazingness" comes from the damage output of Fluffy. Anyone who's had the mini-gunships blasting away while they sit in Dwarf and keep them alive (being a sort of mini-team of their own) would have to agree.
But - we don't want to lose that "mini nuke." Or do we?
The "Cottage rule," as is typically brought up when it comes to power modification/replacement suggestions, is this - the basic use of the power cannot be changed. Electric and Energy armors, for instance, are often brought up as "changed" powers that invalidate this rule - but those powers didn't lose their endurance management powers (conserve power/energy drain) to get a heal - the heal was layered on top of the existing power. The cottage rule, then, is preserved. There are perhaps two (one gets brought up that I can't recall) times that rule has been violated - only one I can recall is when Fold Space was removed from Gravity, Wormhole shuffled and Singularity added, and that was quite early in the game.
I don't think anyone that's seen me argue about power changes would disagree I'm a firm adherent of said cottage rule.It's sensible.
So one of the questions that has to be answered is - what is the "base purpose" of Photon Seekers that cannot be changed?
If we look at the use in game? It's a source of damage.
If we look at enhancements, especially set recipes, it's a pet (that has a knockback component) - it takes Pets, Recharge Intensive Pets, and Knockback sets.
This, if we use it as the basis, gives us a wide area to play in to improve the power.
The other questions, of course, are "What is wrong with the power/how can it be improved," and "How are people using it now?" I think we've answered the second - people don't seem, after short exposure, to use it as a "pet" but as a mini nuke. What's wrong with it, though, goes across many areas:
- Subject to AI, and AI is wonky, sometimes not seeking or detonating on a target.
- It's a one (or three) shot power. This is more "bad in comparison to Extracted Essence," which sticks around for some time, can (without anything past reasonable SO investment in recharge) be stacked and is an ongoing contributor of damage (and diverter of aggro.)
So, to me, this means we:
- Must have something distinctly a pet
- Must keep that frontloaded "mini-nuke" damage, as people use it for that, but
- should find a way to add an ongoing benefit (of damage or some other sort) for a reasonable amount of time.
- Shouldn't be reliant on the sometimes surprisingly-changed AI system to select a target, get into melee range and detonate. Prior AI fixes have been "improvements," but not enough to shake the bad reputation of Photon Seekers as "pets."
If anyone thinks I've missed something, do speak up. The suggestion that's started rattling around in my head is in the next post. -
Quote:... however, none of these can be used in Dwarf form, which is what the OP is talking about. You can point at gravity well - but I'll point out that Incandescent Strike is *also* a hold. Pulsar's effect also lasts beyond form shift, unlike - say - Inky. And (while we're at it,) there's one other place that a PB comes out ahead. If your WS starts running low on END, you have to drop out of Dwarf. A PB can fire off Conserve Energy ahead of time.You mention the soft control of flare but you should keep in mind that warshades come out on top in the control department too with unchain essence, inky aspect, gravitic emanation, and gravity well... This makes the white dwarf foot stomp look like a joke.
(Last but not least, of course, is that PBs aren't meant to be control oriented, so... *shrug* ) -
OK, so how to fix this? (Yes, I know, pick your jaw up from the floor, Memphis_bill is actually saying something about PBs needs fixing. Dwarf *has* been a sore point for me for a while.)
Simplest solution (to me, and this is ignoring all other powers in the other forms, etc.) -
- Add an attack to White Dwarf. White Dwarf *is* an attack down - and it's really noticable when subjected to a slow. My suggestion would be to give it something along the same theme as Follow Up. Respectable (equitable) damage, with a +tohit and +damage component. It gets to keep its independant heal because the +tohit/+damage is off a single target versus the Black Dwarf's Mire. And the reliable, self-contained heal is a Peacebringer thing.
Of course, the problem with that is that it's another power needing slots. Which starts into a whole chain of "start form powers with two slots instead of one," among other things.
(I'd also give *both* dwarves the Thermal Protection treatment - add some slow resist, specifically, to the form. With so few attacks on *either,* if you're in a situation where dropping out of form would be bad, slows can be murder.) -
Quote:Honestly... I don't think it would. At least not in the current game.Well the whole point is IO are harder to find, and take time to assemble, so this is something that would figurate on the lower levels.
Here's what I mean:
At low levels you're going to start with TOs - which will drop from everything, and be usable universally, so 1-12 (when you have *no* INF) nobody has anything to convert. And you can delete or sell them, no biggie.
12-22, those mid levels, DOs start dropping - and TOs keep dropping, as well. DOs, of course, have a much wider range of what could use them, being (you can "duh" here) dual origin. Sure, they cost more - but they also sell for more. Plus you're starting to get recipes and salvage (to make or sell.) While there *might* be an argument for some sort of "conversion" here, it's still rather sounding like more of a hassle. Besides, by this point people should have gotten used to the idea that "this thing will expire," so there's somewhat more of a drive to either (a) ignore it or (b) just sell it.
After 22? SOs come into play - but you should also have a fair bit of change, even without sending INF to yourself from richer alts, playing the market, etc.
Like I said, if we were still pre-Issue 9 (when inventions were introduced,) I think the idea would have a lot more going for it. And I will say, as far as ideas to have origins "mean something," this is one of the least disruptive (it doesn't mess with power levels or capabilities, or make assumptions about your character for instance.) I just don't think it'd be used much, myself. -
Quote:hmm... since I was looking at [blaster.world of confusion] (which is tagged "Mental manipulation") and totally skipped that. Twice. *chuckle* (Actually, three times, as I snagged a screen shot to show the note it was doing damage!)Look at [mental manipulation.world of confusion] Detailed Info in game. The last line in the second block is "Aggro Type: Enemies will not notice this attack". The Psionic Mastery version is missing that line.
Don't mind me, I'm blind. -
Quote:Rule of thumb I generally go by is "If it's going to cause damage (or even debuff,) it'll cause aggro." Confuse (as opposed to WoC) *on its own* doesn't, for instance - or a better example, flash arrow from trick arrow will suddenly cause aggro with a debuff proc in it.The Blaster version has never aggro'ed from the point I entered the beta test for the power set till today. I may be misremembering, but I thought Castle explicitly stated during beta that it wasn't supposed to aggro despite the damage. As for the Psi Mastery one, that may have deliberately had the notify flag set to weaken the power for use in an APP.
According to its Detailed Info, Contagious Confusion is not supposed to notify foes either. The only powers I have it slotted in are Seeds and WoC, so I can't say if it is working correctly in non-notify powers other than WoC. However, my experience with it slotted in Blaster MM WoC is identical to Derangedpolyglot's.
So I think the fact that the proc aggroes in Blaster WoC is a bug of some sort.
Contagious confusion - I can't say. It *shouldn't* cause aggro, no, but the characters I've used it on tend to be in melee at that point anyway (putting it in arctic air, for instance) so they end up getting noticed when it wears off.
I'd think if it *is* causing aggro, it's a bug, yeah.
If they threw a custom flag in WoC to not aggro, I don't recall it. *shrug* And I'd expect (yeah, I know) to see a callout to that effect with the in game info, which I'm not seeing right offhand. Then again, blasters do enough to get aggro that WoC *not* aggroing would be easy enough to miss! -
Quote:Checking paragonwiki on both the Mental Manipulation version and the Psi mastery (controller/dom) version, both list "Minor DoT," so if that's the case, both should be causing aggro.well we are both correct, i just checked in game detailed info and the mental manipulation version of world of confusion does not cause aggro but the psi mastery version does cause aggro
idk why one causes aggro and one does not
Of course, either (a) the wiki's wrong on the blaster version, or (b) the in-game info is wrong on one of the powers by not showing the DoT. Both have been known to happen.... though the info in-game does mention the DoT (if you just hover over the power for the description.)