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Quote:I would second this, but let's be honest... If they were to do this, it would just end up being a lipstick lesbian. And while I mean no disrespect to them, that's about the most cliche route you can go to represent the LGBT community.
Frankly, I don't think NC has the cajones to make a male NPC openly gay.
But heck, what do I know. At least I can represent some homosexual males in my own small way.
If they go there I would prefer one of the Rikti War Zone cast. Lady Grey, Levantera, Borea, one of those.
Lord Recluse, actually, would not surprise me at all, but you're right about them being unlikely to capitalize on that. -
I have a Ice/Fire/Fire and Ice/Energy/Ice. Both pretty good in different ways. The Ice/Fire is a bit more offensive, but that actually comes a lot from the Fire APP. Ice/Energy surprised me in that I expected it to suck much worse than it did, but it holds its own. I do miss Consume from Fire on Energy tho.
Ice/Dark, available in the next issue, looks promising.
Note you may be able to increase your satisfaction with Ice/Psi by picking up Fire as your APP pool. You won't have the single target damage or Embrace of Fire but Fireball and Rain of Fire (plus RotP) add a LOT of AoE damage.
Also note that I personally play Ice as a "donut range" set and not a "melee" one. I do get close to enemies but very rarely am right on top of them. Below is a video I made a few weeks ago showing that concept on Ice/Fire.
http://www.youtube.com/watch?v=rHHiBCFPDOU -
I would have the initial burst of damage be non-notify (they may know they've been hit, but they don't know where it came from), and only make the target/group aware of the strike several seconds after the initial shot. You would thus get a "free" attack on a difficult enemy before starting the fight, but still be able to open with something else.
PS I agree they should do more damage. -
Gorgeous set. Really an amazing achievement, both for City of Heroes and the level of customization in MMOs in general.
I do wish we could combine beards with the helmet, but I understand why that's not possible. -
Quote:Just want to challenge this notion. On a high-infl build, throw in Time Lord with purples (incl ATO) and getting permadon without haste is very doable. Your -recharge concern can be offset by adding force feedback to a staple power or two, or consider how often you team with someone that will +recharge. And lest we forget that by not having haste we free up a power and maybe a slot or two. I think your claim that not having haste for ANY build is a bit, well, hasty.
I am also not a fan of extremes
I did not say "It is not possible for any build to achieve permadom without Hasten."
In any case, the reason you want high recharge is not just so you can get to permadom. It's because on a Controller or Dominator all of your primary is heavily tied to recharge rate, and the more you can stockpile with fewer slots usually the better off you are. Even if you have very good recharge already, an enemy with -Recharge powers can change all that. And getting very good recharge but using up a lot of slots to do it is also often not ideal when you could have grabbed +70% recharge from using two or three.
Adding Force Feedback doesn't fix this, because you could have Force Feedback and still take Hasten. They are not mutually exclusive.
Teaming with someone with +Recharge also is irrelevant. If we're going to go there, we could just say "Always team with Defenders" and then you have no need of IOs at all.
So, while I think it's possible to have a decent build without Hasten, when it comes to Controllers and Dominators this is the sort of thing where I want to see the actual build. It's easy to claim such builds exist, much harder to actually demonstrate them in detail. And the ones that do exist are highly debatable in terms of efficiency and in almost all cases the sort of extremes you say you are not a fan of. -
I had someone once deliberately taunt Marauder through the gate because the trial wasn't going well. We only had two or three minutes left on the clock and probably would have failed anyway, but it was still kind of annoying. Much like failing TPN due to someone killing citizens or failing UG because UG has abysmal mechanics, much about winning the trials involves making sure no single individual undoes what 23 others are doing. That doesn't make the trials "hard" but it does, IMO, make them unideal for how they are being used. The fact that people rarely intentionally (or accidentally--the trials have no qualms about making sure your uninformed mistakes bring the rest of your league down with you) invoke these mechanics doesn't really address the fact that they are, for whatever reason, there.
The Confuse the UG boss uses is especially irritating, for a different reason. Leagues who prepare for it will never actually face it, so the question becomes why even have it, except to make us spend time standing outside the trial preparing for it? The end result of several of these kinds of mechanics, along with the rezz penalty in MOM, is that the best leagues sail through without even seeing what these trials can dish out, and the worst ones are Nintendo-hard meatgrinder screaming-match death trains that serve mainly to reinforce why you should stack the deck before starting instead of using the LFG queue all of this was supposed to be built to support. -
Quote:Golden Girl, Agent White and several other filled 30+ pages with posts on how the trials are harder and deserve a larger reward than solo content.
Trial content is NOT hard.
Thus my point of it and Golden Girl comes here and says its not hard and so contradicts dozens if not hundreds of her own posts. The reward for the iTrials is far out of whack compared to solo content.
This is my point and is not a straw man arguement. I explained how I have NEVER done one and yet died once to lag and figured out how to aid completion in minutes. Ignorance is not stupidity and being ignorant of the "script" doesn't make something hard.
A few short runs and people have the trick employed and it is simple. I showed how there was content that WAS hard. Then GG falls exactly into my point - saying well once we figure it out its not hard.
So iTrials are hard for a week.
Then they are completed at a high rate of success and very fast. Yet because you can stealth one arc on the solo content she and others feel all rewards should be balanced by that metric.
Bluntly: you are in over your head and need to give more weight to other people's opinions before talking about a subject you know very little about. Golden Girl and I have very divergent views on the topic but I can at least respect her opinion because I know her and other's opinions are based on actual experience. -
The myth is that there is a widespread myth about "hard" trials. This is a strawman thread if ever I saw one.
Unless you mean "hard to justify playing in the volumes demanded by the game" or "hard to consider successful in achieving its original design goals."
I don't care whether you call UG trial "hard," "gimmicky," or just "based almost entirely on planning ahead to counter the high magnitude Confuse the end boss throws at you." It's just an unremarkable experience, not that different than other weak boss fights in other games.
Also, in regards to Hamidon: [Link bleeped]
EDIT: Link won't work due to bleeped word in the title, so just get there by clicking the first link in this Google search: -
I never complain about Energy Blasters but I do often leave teams that recruit too many of them. Knocking back individual enemies isn't a big deal to me. AoE knockback is 90% harmful though. I don't really say anything about it to other players because I don't feel like dealing with the fight, I just leave, usually with a neutral statement like "Thanks for the team, I need to head out."
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For the former, PGA or Fire armor depending. RoTP beore both if you don't have that already.
For the kin, the latter, then take Barrier to Tier 4, which has a low end value of 5% defense. -
The existence of Recharge debuffs should be enough to convince most players skipping Hasten is usually a losing deal on any build. Suffice it to say this: Hasten in some situations gives a bigger buffer against Recharge debuffs than some actual armor resistance powers do. A 70 point difference in Recharge is pretty significant considering the debuff floor is -75%.
I agree that slotting Recharge at the expense of all else is usually a sub-optimal deal. I might make an exception for some Illusion Controllers (but only some). -
I agree with the OP about Blasters overall.
I'm not 100% convinced that just adding more damage fixes the issue though. The issue may be that they don't do enough damage in lateral ways (based on target caps, based on enemy rank, etc). Just throwing higher damage numbers is IMO not going to fix everything the AT is struggling with.
"Damage as a defense" though was always IMO unfortunately a fairly unrealistic proposition. I don't have a specific solution, but I can say with some degree of authority you will never do enough damage for that to work out in practice, because survivabilility will always have a different curve than kill rate.
Seemingly sidelong issue that is IMO integral to the problem: Mezz protection as a whole in this game is wonky as heck. The whole mezz = detoggle/suppress business combined with melee ATs just being functionally immune to 95% of the mezz thrown around (and BOY is it thrown around) to me creates a pretty much impossible equation for AT balance. There's pretty much no fixing that now because it's so integrated into the game, but I wish when the designers were deciding what and how many mezzes an enemy should deal, that they looked more closely at how severely it tilts the play field. This is the only game I ever played where all of the melee ATs are just flat out immune to control powers, and everyone else gets mezzed constantly, dropping their armor and preventing them from using potions/inspirations unless they stocked the right one to break the mezz first. What I will say for it is, "Having now seen it, I would never recommend such an implementation again to a new game." -
It didn't seem to work in Block of Ice. The power was grayed out and I wasnt even able to slot it, from what I could see on screen. I don't know if that is just a bug or if my vision is just that poor. I would test it if I didn't already have it slotted in the AoE immobilize.
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Short version: I think the crux of this issue is that if the solo path is too forgiving, it actually becomes the optimal path and this game becomes all about farming (again). Striking a balance will be difficult.
Longer version: I have some pretty severe criticisms of the trials, but at the same time think a truly "solo" path in this game is especially hard to implement because there are such vast differences between powersets and archetypes when soloing. I'm not making the "If it's not soloable by Empathy Defender its broken" type of argument here--I mean that a game that has dispensed with a meaningful definition of "overperformance" can no longer gauge its rate of rewards, and the direct casualty of that is simply moving the rewards away to a different activity.
I thought the original shard system was more or less reasonable. It did take a while but it was doable. Task Forces made it faster. The trials probably made it too fast, in the sense that they pushed a trial-trial-trial agenda that wore people out quickly. So the issue might really be that the trials just handed out too much. Had they held back more or been set up more like the TF system instead of all-the-time activities it might not have been as bad.
[Also, since I'm feeling passive agressive and haven't had a chance to post this too much ately, level shifts are awful and never should have happened. 9/10ths of the issues cropping up in the incarnate system can be traced back to the introduction of this mechanic, including, to some extent, the solo issue, which is really going to show now that they will apply to an entire zone. Although I am mainly a team player in the rest of the game, part of the reason I even have the desire for solo content is that I'm tired of my newer incarnates playing the same two (maybe three with Keyes) trials over and over, and mostly sucking at it, until they can level shift and play the other 4 for very little reason at all. If we absolutely must have markers of incarnate progress, it should take the form of direct buffs or debuffs to various stats and NOT NOT NOT NOT NOT levels, which curve like a ledge overlooking the Grand Canyon.] -
I just like having new stuff in the game. Even if I am not the one actually playing the set.
I mean, just ending up on a team with people playing Titan Weapons or other stuff changes gameplay for me somewhat. And even though I'm not the hugest fan of trials all the time, seeing 24 players with completly unique builds, then jumping on another trial and more or less seeing 24 more unique builds, is something I haven't witnessed in a MMO basically ever. CoH may have its flavors of the month, but compared to every other MMO really does encourage experimentation. -
If you have left over Paragon Points you could buy enhancement boosters. 5 invested in one of Hasten's two slots roughly equals one extra slot. You can cut corners on a few other powers this way.
Spiritual doesnt work with Domination anyway (although Ageless Destiny does). -
Small update. Played with it more, and it is indeed based on how often you cast. Each stack appears to only last about 15 or 20 seconds at a time as reported before. However it also appears it can only stack 3 times within one minute, possibly longer. If it fires 3 times right away, then 40 seconds or more go by with nothing additional. It's not a bad bonus, but not altogether amazing either from what I can see so far. It's also possible its not working as intended.
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I just got this proc randomly and it can indeed be slotted in Arctic Air. I'm unsure exactly how it would work, and that probably isn't optimal slotting anyway--slotting the full set means giving up Contagious Confusion, which you should never do.
I noted that my Ice/Energy Dom has the option to slot it in Whirling Hands, Bone Smasher, and Total Focus. It can NOT be slotted in Block of Ice--which is weird, if it can be slotted in Char. It CAN however be slotted in the single target immobilize.
The actual wording for the proc is "has a chance to fire roughly 3 times per minute." I dont know if this means it just fires on its own accord or actually requires the power to be used. I sloted it in Frostbite and spammed the power in an AE mission and didn't actually see it do anything. -
One thing I do like about the geysers is they are one of the few interactive environmental elements in the game. For the most part, giant fans dont blow you backward, radioactive columns don't stun you, and you can jump as far in outer space as you can in Mexico City. But I agree that they don't actually work, and also that the Shadow Shard is kind of a shame. It's one zone that I often feel could be fixed just by making it interesting. It's pretty, but there are way to few landmarks or actual things worth seeing (a badge is not "worth seeing" in my opinion).
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Quote:I don't think it would adversely affect playing at range. Unless you're use Ice Slick alone at range and not utilizing Frostbite. Even then I'd be more wary of overpowering Ice by allowing it to immobilize foes at range, debuff their range attacks, and then stay far out of their range to retaliate.
I was worried about this too. No doubt the -Range debuff would have to be fairly short and difficult/impossible to perma.
Quote:Originally Posted by Uncicyle PeonSo shiver having -range kills that power dead, and forces the only valid playstyle to be ranged. You want to be in melee, move into melee. -
FWIW I am really very strongly against Shiver becoming a mezz or typical debuff. IMO a change like that would be make the set even more aggressively anti-synergistic. Dark Control can hop in, stun the enemies, and then hop back out and go about its business. Ice needs to stand on top of enemies over the long haul. That's why I suggested Shiver be a -Range cone, to make enemies run toward you and your aura. If we're talking about things that would help my Ice characters out, massive Shiver changes like would not. They actually have the potential to make the set even more frustrating to play.
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Quote:If those anti-trialers are so against itrials but want to actually improve them, then make a seperate thread for each trial where people can actually throw out ideas on what needs to be buffed/nerfed.
This has been done repeatedly already.
Just going to lump the rest of my response into one run on paragraph: The trials are what they are. IMO they are not very good. They are not as bad as what I have seen in other games. They are not, however, landmark material I think is worth being exported. Some of their specific mechanics are worldclass terrible. CoH was a bad candidate for a game to hide end game rewards behind teamed content. Existing TFs aren't good related examples because they have never played the role of primary arbiters of rewards. The trials do not meet their original goal as being similar to zone events. Some time ago there was a huge battle over even getting the ability to lock a league, because this content was, allegedly, open to everyone. Now we've swung 180 degrees the other direction, seemingly by accident. Rather than being something I tell my friends about when recruiting them to this game, I keep what I know about trials a secret before filling them in once they are hooked, because the content is overall poor, the manifestation of a tacked on end game on top of an aging combat system that wasn't up to the task, as well as a misfire in terms of design goals, which originally prioritized "openness" over all else. Level shifts are a particularly awful way to differentiate incarnate progress. I still like this game overall anyway.
Well, there you go. -
Quote:It IS retarded*. It isn't fun. It IS highly abusive of the developers for including it when they don't provide a reasonable alternative to the rez system in that trial. It is also the direct cause of the trial having a high failure rate, which I personally find unacceptable.
* (retard) be delayed.
It's not even the reasonable alternative to the rezz system that bothers me. It's that the entire mechanic revolves around the idea that some teammates are so expendable that if they die you're better off leaving them dead. I consider it a failure on a social design level. In most content, around the worst a person can contribute is zero, because when they die, they can no longer contribute toward positive efforts, but they don't contribute negatively. In this content, them trying to participate makes your team possibly do worse, so you might as well leave them.
In other words, the MOM rezz is the PBAoE knockback of resurrection mechanics. -
MOM's rezz system isn't technically broken.
It is, however, fundamentally awful.