Memphis_Bill

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  1. Memphis_Bill

    Scooter Art

    Quote:
    Originally Posted by GhoulSlayer View Post
    How do you take a screenie of your character creation page?
    1. Go to creation page.
    2. hit Print Screen.
    3. Go out to Paint (or another image editing program) and paste it in.

    Printscreen does work on the character creation page - it just doesn't make a screenshot like it does in the rest of the game. (Same works for enhancement pages, too.)
  2. Quote:
    Originally Posted by Aett_Thorn View Post
    First off, Taunt is neither necessary nor useless. It is a tool to hold aggro. It is a tool that you can do without, but is nice to have. If you can hold aggro without it, then you can do so. Just because another Tanker used it is no reason to get it yourself if you don't need it.
    *feels the need to reiterate this.*

    The "need" for taunt is going to vary depending on -
    - Primary (speaking specifically of tanks)
    - Powersets
    - Playstyle
    - Preference

    Some primaries just feel like (I'm reasonably sure we've said "are," but without looking up numbers, i'm going with feel) they have a weaker taunt aura. Others (say, Stone) have plenty of tools without taunt to gather and maintain aggro.

    "Powersets" sounds redundant at first - but some primary/secondaries work together for aggro control far more effectively than others. (I'm noticing it with Fire/SS vs Fire/En, for instance.) You may want to fit taunt in with some powersets sooner than with others.

    Playstyle - I'll freely admit with dual builds I sometimes have a "Tanker" build and a "Heavy Scrapper" build - one more for teaming, one for soloing (or off-tanking.) The second one, I don't feel the need for Taunt.

    Preference - Some people just want it no matter what, others don't want to see it no matter what. If you're comfortable without it and can tank without it, great. If you are more comfortable WITH it? That's fine too. (F'rinstance, tanking + level Carnies on a full team - if spawns are close together, I don't want to hop in. I'll taunt the near group and pull them out of the way to get a little breathing room between the two.)
  3. Memphis_Bill

    COH Mythbusters

    Myth: "X" is going to kill the game (where X is another game, a nerf, a buff, an issue, the sun going down, the sun coming up, the phase of the moon...)

    Fact: When the City Of... franchise no longer makes enough money to be profitable, directly or indirectly, it'll die. Given the recent (since NC's buyout) investments, I don't think they see it dying anytime soon - and yes, they're fully aware of competition.
  4. Memphis_Bill

    Replace debt

    Quote:
    Originally Posted by Rowdy View Post
    The best way I can see in replacing debt is just losing influence. Thematically, it fits the whole hero/villain theme anyway; whose gonna look up to a hero that gets his butt kicked all the time, and whose gonna fear a villain that does the same.

    Losing influence would definately make players think twice, how much Im not gonna even bargain on. And if you dont like the idea of losing influence, than my job is done. =P
    My main issue with this is that people are jerks. As *soon* as this was done, you know there'd be people "accidentally" training mobs around, just because it would make their victims lose INF if they died.

    Aside from that, just running into technical issues (the Arachnos maps with lag-loading points, server or network issues, late spawning) right now is a mild annoyance. Losing INF to something completely out of your control? No thanks.

    Of course, I could get around this (given my dual accounts) by just handing all my INF over to a mule character and logging them out right away. No risk (or highly reduced risk) for me, in that case. What's my penalty for dying after that? Nada.

    Debt just works out nicely.
  5. Memphis_Bill

    Kheldian naming?

    Note that you'll probably have a hard time with "Umbra" or "Umbral" - anything. They were, for a time, quite popular with warshades. In game, there's no specific canon for naming. So go with what you think the personality of the character is like.

    Most of mine tend to have *name* type names. Main one that doesn't (in both iterations) is Voidbane, one that rededicated herself specifically to hunting down the hunters.

    Call your PB Heroreo. A hero with the white stuff in the middle. >.>
  6. Memphis_Bill

    COH Mythbusters

    Quote:
    Originally Posted by BackAlleyBrawler View Post
    Two that I can think of:
    • That Feature X will lead to the numer of subscribers reaching WoW levels.
    • That Change Y will lead to a mass exodus days after it goes live.
    Bonus points if it's the same change/feature.
  7. Quote:
    Originally Posted by EvilGeko View Post
    This.
    I disagree. Solely because EvilGeko posted it, and I am obligated under contract to do so. I therefore suggest they have range increases and intangibility increases amended to the set in the same location. Nothing gives an intangibility bonus, as far as I recall.
  8. Quote:
    Originally Posted by Megajoule View Post
    Dominators? What the heck do they want or need with a melee set?
    They have to wait until Martial Arts Blast comes out first. And Archery Defense. Can't forget Archery Defense. Oh, and let's not forget the SuperStrength buff set, too.
  9. Memphis_Bill

    Replace debt

    Quote:
    Originally Posted by CoyoteShaman View Post
    As to the rest of what you said, it sounds like either you think there shouldn't be a risk:reward ratio (which I'm almost certain is not what you think). Do you currently think the risk:reward ratio is correct? Do you think there would be any amount of XP loss (waived for 50s) that would make a good threat but not be too much? What kind of risk or threat do you think would make the game more exciting, if any?
    There should certainly be risk, yes. Penalizing by removing prior advancement, though - that's what I'm against.

    Part of the issue when it comes to penalites or risk, though, centers on what this game doesn't have (and, I should be clear, I'm not complaining about it not having them.) We don't have weapons that break or wear down, or that can be lost/stolen. We don't have armor to wear out. In other games, there are other debuffs that occur when you die - and I find those quite irritating (yet at the same time pointless, ins ome cases - Guild Wars, for instance, all you have to do is pop in and out of town and it's gone... yet if whatever killed you the first time followed you to the rez shrine, you're now fighting the same thing that killed you, but you have less of a chance of killing IT.)

    Diablo (the first one) had everythign on you scatter around the ground - fine in a single player game, potentially crippling (and leading to some exploits) in multiplayer.

    With COH - we dont' lose anything but time. (Which itself can be an issue on a timed mission.) Losing enhancements wouldn't (to me) make sense, and would be infuriating for those who have spent time IOing out builds. (The PVP "chance to get a recipe" works nicely, though, but that's a different reward reasoning.) Debt slows us down a little, and that's fine. I'll echo another thought in here (and go on a tangent) about having some badges available that reward you for, say, not dying or (say, in croatoa) are "graded" by how many of X you let escape, or how much time you had left on the clock. It's a more positive system, IMHO. Even though I don't otherwise care about badges, getting (for instance) Efficiency Expert is a fun challenge to me. One I'd love to see more of.
  10. Memphis_Bill

    Replace debt

    Absolutely *not* to losing XP. Having people go backward is much, much worse than just slowing them down a little. I agree debt doesn't mean much these days - when I started, after all, we started getting it at 5, there were no debt reductions/reliefs/patrol XP/indoor = half debt, and the cap was double what it is now. (Went from 0-1.1mill in one hami raid.)

    What would happen with a 50? With the epics? Part of the "fun" with a 50 is that debt *absolutely* doesn't matter at all. If it meant going down to 49 instead, my 50s would get shelved.
  11. Quote:
    Originally Posted by CoyoteShaman View Post

    So here are the major points I've picked up:
    • Between Warshades and Peacebringers, most folks think Peacebringers are the less well-developed/balanced of the two.
    Not... quite. Peacebringers are completely self contained, and a bit more direct and melee oriented. If you hit build up, you'll get the same build up values you got the last time. The heal will always be the same (ignoring, of course, new slotting, levels, etc.) The heals will always go off and always have an effect. This is part of why, in Kheldian PVP discussions, Peacebringers are preferred.

    Warshades are far more variable. They have higher highs and lower lows. They're exceptionally flexible and can become extremely powerful - but that comes at the price of relying on *external* sources, namely enemies (living or dead.)

    Quote:
    • The reason for that is that WSs include some controller type powers while the PBs include some defender type powers and the former goes farther during solo.
    Again... "Not quite." If I were soloing an EB or AV, I'd be MUCH more comfortable and prepared with a Peacebringer than a Warshade, if it were going to be an extended fight. This, again, is going to be due to the Peacebringer's buffs maintaining their strength regardless of what is around them.

    My Warshade, when built up - especially now, with the "I'm as strong as X many heroes" - is going to shine more with larger enemy groups.

    They require different playstyles, as well. With built in holds, TP Foe, etc. you can choose to "divide and conquer" as opposed to use your other control and buffs/debuffs.

    The way I put it another time - if you were in a bar and insulted a Peacebringer, they'd just punch you then and there. The Warshade would go out, slash your tires and dump sugar in your gas tank.
    Quote:
    • Warshades (my focus from here on out because I like the pretty purple) are easiest to run as a tri-form until you reach the highest levels, after which any combo is easily feasible.
    I'd still personally stick with *at least* human/dwarf, just for the other mire. And the mez resistance.
    Quote:
    • They're pretty expensive to do right in terms of enhancements which means
      • they're likely not balanced as well as they could be
      • one has to be ready to work for something other than XP in order to advance them like they need to be
    Can't honestly say I know what you mean by any of that. *shrug* If you WANT to IO one out, sure, it can get expensive depending on what you want to go for. But you don't need to do so. And that has nothing to do with balance.
    Quote:
    • Once you get them decked out the way they need to be, you still have to be careful to watch your tactics.
    They're not a "Fire up the game and sleep" AT, no. They're more complex than other ATs in many ways, yes - but "watch tactics" can, frankly, boil down to "Stay aware of your environment," which having gotten something else to 50 anyway you should be doing as a matter of course.
    Quote:
    • Keybinds are even more essential for them than for the standard ATs
    For form switching, they're very handy. In that sense, yes.
    Quote:
    • They're so adaptable and complex that one can't really talk about the perfect build.
    True. Not to mention people will prefer human only, bi or triform, and play differently.
  12. Quote:
    Originally Posted by Wird_ View Post
    Tech store is in Founders Falls. The mission is very easy.. go find the glowy. Lvl 35-40 SO's. Also in founders is the Natural/Mutant stores also. Bricks is Magic/Science.
    ... and if you don't have the ouroboros portal, run the science guy's mission anyway.
  13. Memphis_Bill

    Level Indicator

    Out of curiosity (since I didn't run one on test, and haven't run any since yesterday,) does the level indicator also block, say, the Ouro and SF/TF indicators? If so... that'd be another reason to look into either moving/being able to turn off the level indicator.
  14. Memphis_Bill

    Level Indicator

    Made mention of this during the beta, as well. It's better with some symbols than others (say, the "anarchy" one, where at least you have points above and below the number.

    That said, there are a few possible ways of dealing with it I could see:
    - Allow the level to be turned on or off. (Honestly, I've /t (self), $level or checked the SG window for a long time.)
    - Along with that, have the level available in the attributes monitor window.
    - Have the ring around the number color in one of the SG colors (or two rings, two colors) when in SG mode.
    - Have an "SG mode" indicator in with all the other buff icons.
  15. I don't know how easy it'd be, how it'd look or how it would work within the system, but we've had a few complaints from colorblind folks about other UI items as well - I'd love to see some way to help out (especially with the changing palettes in the power customization options.)

    It should, at the least, be looked into.
  16. Memphis_Bill

    Control fluffing

    Quote:
    Originally Posted by Force_Encephalon View Post
    As for MM pets. They can't be told to use a certain power. They can't be set to take a specific action due to a certain events. Only thing you got me on for usage of binds is the pet attacking when the MM attacks.
    You really need to hang around the MM forums a bit more and learn what you can do with your MM binds, I think. I don't mean the three default macros, either. While, no, you can't say "Hey, Medic, stop shooting and heal now," you *can* strongly influence what attacks they use through a combination of stances and range (and, should you choose, by applying or not applying upgrades.)

    Of course, it seems you chose to ignore the other portion I pointed out as well - pets (outside of Illusion) are not the focus of controllers. Control and (de)buffing is. Therefore - no MM controls.

    Frankly, as far as Mind control - Mind doesn't need a "pet," controlled or not. It's already an exceptionally strong set. And your various changes (only 3 controlled "pets," versus what I can do with MC and Confuse now?) just don't fly.

    Hmm. Just noticed this bit:
    Quote:
    Enemy players 20% chance of becoming a pet for 15 seconds.
    If I'm reading that right, given the "enemy players" portion, you're talking about PVP. Not only is that FAR longer than any other control in PVP post-I13, but taking away control of a player's character from that player is an awful idea that should never, ever, ever be implemented. No, it would not be "fun." It would, however, be highly abusable and anything from irritating to frustrating to the victim.

    In summary:
    - Hands off Mind.
    - No removing control from another user.
    - Controllers will not, per the devs, have MM controls.
    - Go visit the MM forums, browse through, learn just how much control you REALLY get using binds. It's quite a bit more than you seem aware of.
  17. Quote:
    Originally Posted by Fleeting Whisper View Post
    Six, for SoA
    Well, if transforming offers the possibility of a new name, that means you'd have to give Khelds up to fifteen. (Human, nova, and dwarf form.) No, it's not a new costume, but it *is* a transformation.
  18. Slot it up.
    Watch group twitch, then do synchronized dying.

    It's fun to watch them twitch.
  19. Quote:
    Originally Posted by Ad Astra View Post
    Given the ease of getting TeamSpeak & Ventrilo - why spend any programming resources on this?
    This, pretty much. *shrug*
  20. Memphis_Bill

    Control fluffing

    We've already been told straight from the devs that if controllers were given *any* control over the pet, the pet would be nerfed *hard.* The reason Masterminds have that degree of control is that the pets are the reason for being for the MM. They *are* its offense and a good part of its defense.

    As far as MM controls - learn to use and love the binds. Visit the MM forums and find out what they can *already* do.
  21. "Good" is in the eye of the beholder. Besides, I like doing psi damage when I taunt. As my friends will tell you, it's very appropriate given some of the jokes I make. >.>
  22. Y'know, as someone who tends to find myself using "useless" powers (snipes, Dimension Shift, etc.) even *I* find debt reduction pretty useless.

    The problem is, *someone* will scream bloody murder if it's taken out (even if, given how miniscule debt is, it's usually gone within the next spawn or two.) I'd just say "Add something else *useful* alongside it in that slot."
  23. Quote:
    Originally Posted by New Dawn View Post
    Shame your not an EU player cos you'd have a queue of people who would like to put that theory to the test.
    Give me a level 1-5 Rad defender, and they'll be many orders of magnitude safer than a Scrapper (plus end up pulling aggro with their toggles) for many more levels (or permanently, frankly.)

    And if you've never heard of a "tankfender," you haven't seen a good (often D3) defender.

    I've got to agree with Sailboat - I just don't see this complaining about Scrappers ... um, pretty much anywhere.
  24. Updates on EATs - hasnt' been updated since 12/08, since we haven't had any new info.
  25. Memphis_Bill

    Level Pacts

    SSK and Level Pacts aren't the same thing, so I don't think one will replace the other. That said, they DID tell us in the past they'd be looking at and possibly expanding the system (more of a range, and/or more characters) in the future.

    All I can say is, "Wait and see."