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Quote:Most of the argument isn't that WoW should be on the list. It's that CoX shouldn't, and the reason given for its place is so flimsy that it can applied to WoW equally. Are there areas CoX can improve on? Certainly. And there's a boxed expansion on the way that will likely answer the complaints. Claiming that it desperately needs to be redone, or just scrapped and replaced with a sequel is utterly foolish.
But people seem to be unable to separate "WoW's not on that list" and "WoW's not on that list because they're already doing the stuff that the list writer is suggesting these other games do, and because by any measure, WoW's not in danger of waning popularity" from "OMG everyone's engaged in WoW favoritism. No one can ever say anything mean about WoW evar!" which is just partisan whining.
I believe you, but to be fair, you did catalog every change in WoW's boxes and then dismiss two to three years of CoX development as "Well, they added a little bit". Hyperbole on both sides isn't helping at all. -
Absolutely. In fact, with effective use of slotted RI, you may not even need Manuevers. RI is 31.25% base on a Defender. The effects of the purple patch can be cut by slotting it heavily (fully slotted it reaches 48.75%), and you'll be applying it twice. A Sonic will give you much more benefit, pushing you closer towards 99% mitigation.
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I've never taken a PB beyond 15, but my 50 WS is still among my favorites. WSs really need to be triforms, and they heavily benefit from macro use. I'll see if I can dig up the link to the guide I used to understand my WS.
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Those are a bit of an aberration. They caused merry hell for my friend's /Elec brute, even with Grounded. Their knockback mag is really high, so you're not going to see the effects of a break free's protection.
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Quote:Purples are supposed to rare. Part of the balance for their strength is their rarity. Badges, particularly some of the defeat badges, especially the ones tied to costume unlocks, are not supposed to rare. They're supposed to be obtainable with only a little work outside of standard play.I mean I wish I could sit and farm missions all day for money to buy purples, but I do not find that fun, still I don't complain about it much, I either get through the boredom and get me the purples or not, I don't ask the devs to increase the drop rate so that my "ultra rares" become "commons".
Quote:Work is part of games, god mode doesn't make anything fun, once you have all these badges what is there to do? You've already been there and done that so it isn't much fun on another toon...
Quote:Hey everyone,
Disclamer: The purpose of this exercise is to examine which badges cause players the most grief to earn due to either irritating hurdles in obtaining them, or astronomically high requirements. We're not looking at removing any more badges, changing which badges each Accolade requires or "nerfing" the badge experience. The goal of this is to give the badging system a more consistent feel throughout the levels.
So, we've brought some dramatic improvements and changes to one of City of Heroes' signature systems, the Sidekick System. Along with that I'm looking to get some feedback from you regarding some potential changes to badges. I've been tasked with looking over badges that you used the previous exemplar system to go back and do content to grind for badges. The goal: the tone down these badges' requirements to make them easier to get.
Also, while we're at it let's talk about badges in general. What are the badges that when the mere mention of their name sends shivers up your spines? The ones that are the most painful to earn, especially if they are attached to an Accolade. I'd like to hear your thoughts. I welcome your feedback here and in PMs. So, let's keep this as objective as possible where applicable and to make reading this thread easier for me if you could break down your concerns, complaints, thoughts and feedback using the below template:
Badge: X
Feedback: Y
If you break up your feedback this way for each badge you mention, it'll make it easier for me to examine concerns regarding each badge. So, if you have feedback for 2 or more badges make sure you break each of them up like I show above. Shorter posts are ideal and will guarantee absorb what's being said. Thanks in advance for your feedback. I'll start off with...
Badge Name: Illusionist
Feedback: This badge requires the player to farm a very specific enemy (Master Illusionist) and defeat them in a very aberrant manner, by keeping them alive as long as possible and defeating the summoned illusionists. This process pretty much guarantees grindy behavior.
Regards,
Synapse
And yes, prominent members of the badge community were consulted on this. Some of the changes were their ideas. -
Ah, is it up to five levels? I can never remember if it's four or five. But yes, if exemp'd, in addition to continuing to gain XP, you keep the powers from five levels above your combat level.
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Quote:Not true. If they would need to be SK'd before, they automatically are. If they would need to be exemp'd before, they automatically are. If they're the same level as the team leader, their level does not change.As team leader everyone on the team is -1 lvl to you. So, if your lvl 50 everyone else on the team is 49. So while the mobs are only +1 to you, they are +2 to all your teammates.
So if the team leader is level 30, anyone below him is brought up to 29. Anyone above him is brought down to 30 (but they still keep their level 32 powers, and they still get XP). And anyone at 30 doesn't change. -
Quote:Bringing up WoW here is fair, because the article claims that CoX needs a revamp due to being five years old. WoW is also five years old; why does that rule apply for this game and not for that one? No point was made on CoX's subscriber numbers, or potential for growth. If CoX needs a revamp solely because it's five years old, then every five year old game needs a revamp, WoW included.Because WoW is still kicking every other game's teeth in, financially? Whenever a discussion like this comes up, I notice people are quick to mention Blizzard's baby. You're doing your game a grave disservice by even mentioning it. Don't compare this game to that one. That game could lose three times this game's total subscribership and not even flinch.
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Quote:That should only ever happen if something escapes the reactor room and no one notices. The downtime between waves is only 30-60 seconds, but it doesn't start until the entire wave is dead. If even one minion runs off, the wave is still considered alive and thus the next one won't spawn.I don't care what is done honestly. Anything is better than just standing around for upwards of 10 minutes doing absolutely nothing.
I certainly wouldn't mind seeing something to prevent runners. It is annoying. -
Quote:The side missions are okay. My complaint with them is the same I have with the whole of Mayhem missions: they feel really petty. Random, wanton destruction just doesn't feel supervillainous to me; I don't see the point in smashing up the city when I'm trying to rule it. The scattered destructible objects are the worst part. Kicking over trash cans and punching newstands doesn't make me feel like a supervillain, it makes me feel like a Skull.I'm vaguely weirded out by the two examples (so far) of Mayhem mission hate. The Mayhem missions are, more than all of the rest of City of Villains combined, more than anything else, what I wanted City of Villains to be when it was first announced: picking my own route, searching for opportunities for crimes to commit, terrorizing the cops, recruiting a sidekick to show them how much better than them I am, destroying superheroes sent to thwart me. And all the more so once I reach Brickstown and have a guaranteed 4 or more side missions. If City of Villains had been nothing more than a long string of, say, a couple of hundred Mayhem missions, one for every neighborhood of every zone in Paragon City, I would have been happier than a pig in Congress.
Quote:As objects decline in relative hit points, the later Safeguards make it way, way too easy to lose time to random spawns blowing up property. And even before then, the timer really gets tight; I still think the random enemy spawns should grant 30 seconds to the timer.
Quote:But aside from the lovely rewards, I "get" that Safeguards are a lot closer than anything else in the rest of City of Heroes to a realistic "day in the life" of a superhero: more things going wrong at once than you have time to respond to, villains who don't wait for you to show up to start their evil deeds, and so forth. -
Huh. I could not feel more differently if I tried. Mayhems are utterly dull, so hit the bank and get out of there. Side missions in Safeguards add to the hectic nature of them, so hit those in between rushing around to stop all the vandals.
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Quote:That's kind of like saying that the national debt is easy to get rid of; just print more money. It doesn't solve the problem so much as move it around.Open power systems are superior, hands down. That you can't make every power equal is easy to solve. Just make each ttake up a certain number of points, and adjust points rather than powers.
Open point based systems are inherently more complex than a class-based system. They require mechanics that take into account magnitudes more options, and as these options are added, the potential for game-breaking capability increases exponentially. If you're capable of dealing with that, then yes, an open system will be superior (if you take more options to be superior). But it's so much easier to screw up that it tends not to be worth the trouble. -
Glad to see you're having fun! You've got a great attitude, and it sounds like you're doing all the right things. If you ever need any help, just give a shout here on the boards. We may sound offputting at times, but as long as you keep up your positive attitude and remind us that you're new, we're always willing to help.
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Quote:Technically, the reason that Invuln worked so well in the early days was that Invincibility was literally broken. It counted itself twice per tick, meaning that Invincibility could very easily give more Defense than Elude.It was also partly due to two resistance-heavy sets, Invulnerability and Fiery Aura, actually functioning mostly properly at the beginning, while most of the defense based sets were burdened with horribly flawed mechanics like exclusive armors and powers strictly inferior to pool powers.
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Try to situate a television or radio near your PC when working on some of the more tedious defeat badges. Grinding away Marcone bosses in Port Oakes isn't anywhere near as painful if you've got something else to keep your mind on.
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Quote:If the entire play session isn't an "oh crap" moment, you're not using your Storm right.Yay finally someone understood what i tried to explain
As someone stated above, Storm shines for the "oh crap" moments. That's exactly what i tried to explain above before some posters jumped on meThe whole point of having a support character in the team is to AVOID the "oh crap" moments, which is by far not what Storm is the best for.
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Quote:Oh, I'm not suggesting we get such a system. I fully understand all the problems inherent in using it in an online setting.Er... define "equal".
In a P&P setting, I could get my character some bonus points by taking "Arachnophobia", and the DM would make sure I ran into spiders frequently so that the weakness actually has an effect on the game.
In an online game setting, I can take a weakness to Cold and then just never take any missions from factions who do Cold damage, and enjoy whatever bonus comes with it.
This is just a thought experiment. Suppose it was implemented, and we each had a DM sitting over our shoulders making sure we weren't abusing it. What kind of things would you pick? -
Suppose that somehow a point-based mechanic, as used in pen-and-paper systems, was added to the game. You can now add attributes to your characters based on their backstories and personalities, but every bonus has to be balanced out by an equal penalty. For example:
1.) My Elec/Energy blaster, Recharged, was killed in his previous hero identity and resurrected by a bolt of lightning striking his grave. Having been dead, he doesn't find much that frightens him anymore (+Fear Protection, making him harder to fear). However, he's not the brightest, and it's pretty easy to get into his head and screw around with his perceptions (-Confuse Resistance, making them last longer).
2.) My Archery/Devices blaster, the Unblinking Watchman, is basically Batman, if he were a 16-year-old sci-fi nerd. His archnemesis, the Divine Rogue, wields fire stolen from the gods; as such, he's woven flame-retardant material into his trenchcoat (+Fire Defense). But he's just a kid in a trenchcoat, and on a teenager's allowance, he can't afford any real protection (-Smashing/Lethal Resistance).
3.) My Energy/Energy brute, Vis Vires, is a mutant, capable of manipulating energy fields into shielding and to enhance his punches. However, he is insane, convinced that he is an avenging angel, smiting those who use their powers incorrectly (by protecting the weak, instead of oppressing them). The more righteous he feels, the more power he gains, manipulating energy more and more masterfully (as his Fury builds, he gains some Smashing/Lethal Defense as well as damage). But when confronted with his true nature, his powers shut down entirely, and his mind breaks (-Psi resistance, when feared he receives a massive -Defense and -Damage).
So, suppose this system existed. What would your characters get? -
Eek, no getting rid of current Local, please. I like having a way to communicate with people close to me without being teamed.
I wouldn't mind seeing the current Architect channel retooled, though. It's basically what you're asking for, and I don't know that it really gets for its intended purpose. -
Quote:Replace them with Carnies. They're supposed to be performing for the upper crust, who live primarily in Founder's Falls. They should exist in that level range, since they spawn in St. Martial.On that note, it seems terribly strange that Nemesis doesn't show up in Founders'. It would fit his style, I think. Unfortunately I'm not sure what else you'd stick in FF. I could see changing Crey's level range and putting them in the Rikti spawn points and putting Nemesis where Crey once was, but then what to do about the Council? Their presence is equally pointless.
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Quote:With some tactical play, they can run solo without using their secondary at all. Does this mean that they should have their mitigative abilities removed, or that squishies should get armors? Controllers can solo without using their buffing or debuffing abilities. Should those be removed or spread to everyone?Let's just ask hypothetically if non-squishies could run solo without their mezz protection... should they get the 'fun challenge' added so that they are more balanced towards squishy playstyle?
Arguing that they have something you don't doesn't work, particularly when you have something they don't. Arguing that they can live without them isn't going to work when you have things you can live without as well.
If you're really desperate to convince the devs that one of the core mechanics of the game needs to be significantly altered, you're going to need a much, much, much better argument than "I don't like it". -
If they're unresistable, it'll change, but otherwise, on average, both defense and resistance will be hurt the same by crits. You won't usually see it in normal play, because the scope you're looking at is small enough that it's easy to see defense simply dodging the hit. But if it connects (and with a large enough scope, it will), it'll hurt.
If they're unresistable, though, then yes, defense comes out ahead here. -
As far as I know, the APPs still use the ranged modifier. Primary powers (such as Focus and Impale) stick with the melee modifier. It's like for all archetypes; set powers use whichever modifier helps more, and pools (including epics) use whichever makes more sense.
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Quote:On average, they'll hurt defense just as much. Crits may hit defensive sets less often, but when they do, they hit far, far harder. And because resistance resists its own debuffs, they increase damage against both kinds of mitigation equally.Critical hits and -resistance will equally neuter a resist based toon-- especially critical hits.
Quote:Most resist based sets don't even approach 45% values, so while resistance resists debuffing, it's nowhere near the 90% debuff protection that SR and Shield can achieve.