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The issue I've always had with TA is that it takes so many arrows to debuff everything that I hit a wall on my willingness to use them. Glue Arrow definitely falls into this category for me (especially with Oil Slick Arrow at 66% up time). Ice Arrow on a high recharge Illusionist feels especially unnecessary, as its only saving you about 1 second of cast time after you factor in redraw. (You can also swap Flash with Ice Arrow and have the exact same build, but I wouldn't). Flash Arrow might be useful sometimes... but not really on a low defense build.
But everyone will take a slightly different tack. IMO though once you kit out if you aren't occasionally drawing aggro to yourself you're slacking. -
Interestingly, you can create enemies in the AE with no attacks at all, and they will run up and crowd around you. I was going to use this in an AE mission for villains where you become famous and get surrounded by groupies who pester you for your autograph, and you have the option of killing. -
Quote:Too many non-programmers post about AI code. People who aren't programmers should have the good sense to not talk about code, about how hard or easy something would be to implement because you don't know what your talking about. If you don't know what your talking about you shouldn't be talking about it. Common sense, right there.
AI code doesn't have to be that complex, and in this game, its probably nothing more then a few paragraphs of text. I've written AI code for other games before. (Quake, actually, sure its dated but it was far more complex than this game's AI).
Understand this: Video game AI is not like making a *REAL* AI at all. People confuse the two it seems because they equate video game ai as being similarly challenging. Its not. Video game AI is extremely limited and usually quite simple. It doesn't have to be very complex.
Our pet AI sucks because the programmers got extremely lazy and we get to pay for it, and thats the truth of the matter. They probably copied most of the pet ai from the regular mob ai and added a few lines here and there for some mm specific stuff. The code is obviously very bad because the AI is filled with special cases like fleeing from fire and other stuff that overrides more reasonable actions.
Anyone whos actually done even a little bit of game programming -- however amatuer -- should be able to pretty much imagine what this code looks like without any difficulty, programming isn't any sort of mysticism, its very logical and straightforward once you are familiar with the language.
The pet ai isn't a deal breaker for me, but it does irritate me everytime I play the game, which shouldn't happen. I buy my subs year at a time, and even when F2P comes out that won't change anything for me... its not like I'm going to rage quit after all these years or anything. Its just very annoying and I wish they would just spend the time to fix it and instantly make every MM (and other pet classes) happy.
Unless you have coded AI for a MMO then you do not have much actual code experience either. The reason every MMO to date has the type of AI it does is not because better AI isn't feasible but because every component added to AI costs you on the number of enemies and players that can be active at one time. It's possible that some optimization can be found but your conception of AI as "probably nothing more than a few paragraphs of text" is a couple of solar systems wide of the mark. In short, you don't know what you're talking about. AI is one of, if not THE biggest difficulties of programming a large scale MMO. Your proposed simple fixes wouldn't seem so simple when they cripple the game servers. -
I'm really hoping we eventually see a Luck Modification set proper. It's a pretty undemanding concept visually and hopefully wouldn't be that hard to put together.
Gravity Control in some ways is kind of luck-ish, if you interpret it as "and randomly, a piano flew through the room and smashed the enemy." If we ever get a Luck set I'd love for it to have some power like that except with objects falling from the sky. -
Quote:The way I read it, F2P only gets local and team chat options.
They also get Help, which is why I and a few others have predicted it turning into a LFG channel. It isn't in the interest of someone forming or trying to get on a team to broadcast where a lot of people can't reply.
Interestingly the game has an option to add a LFG channel to your chat tabs but I've never actually seen a message there or how to send one. -
Quote:Because, if you look at it, they only have one, two at the tops, powers like that. The Corolax are the only ones I can actually think of. They are literally the only mobs in the game that have water powers. One they tend to share animations with stuff like toxic spit/vomit and cone-sprays.
To make a whole set that was up to PC standard and didn't just cycle animations? To make it look good would, apparently require UM. I trust the Devs on that.
Also, if it's just a KB heavy set...hello Energy Blast? It even defaults to blue. There you go, problem solved.
We also can't have auras or costume changes that look like liquid or sludge because... oh wait.
PS the developers are NOT working on Electric Control. -
I think it looks fine.
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Quote:I dont know why so many people want Illusion for Dominators when very little in the set would actually benefit from Domination.
Illusion Dominators would be among the most powerful characters possible. To understand why, you need to understand that Dominators are more than just the word "Domination" popping up over enemy's heads. -
Quote:Are you going to buy a new computer for me, and for everyone else who doesn't have a computer that's good enough for Ultra Mode? Because the barrier to water powers is that they'd up the minimum system requirements for the whole game to the Ultra Mode minimums. If they did that, I'd quit on the spot - not because I'd want to, but because I can't afford to upgrade my computer. And I'm willing to bet that there's other players in the same boat. Since they're adopting a Free to Play model to entice people to come back, how much sense does it make to say "Hey! Come back and see how awesome we are! And we won't charge you anything for it! But you have to buy a BRAND NEW COMPUTER first!"
In a couple years, when the baseline computers are good enough to run the minimum Ultra Mode settings, sure. But until then, I'm afraid water powers are probably gonna keep getting the same response.
One thing I don't get about the Water power discussion is why it is held to a standard leagues above the graphics of any other set. There are already water sprays in the game. There are waterfalls and water jets and exploding fire hydrants. They do not require massive rigs. This is a case where the perfect is the enemy of the good. -
IMO with Illusion getting enough Recharge to get perma Phantoms is a cut off point, no real reason to push higher than that unless your secondary demands it. In this case its possible to get perma PA and high defense so no reason not to. Note that in the build I posted perma PA is achievable by swapping out the Soulbound Allegiance IO. I tend to think the .2 seconds of downtime isn't a big deal tho and the IO is better because the substantial defenses would probably keep you safe from most AV attacks anyway during the few seconds they are allowed to attack you. If you do somehow die, Rise of the Phoenix puts you right back in the fight.
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Quote:Nothing for you: Communications Officers open Portals to more aliens, Death Shaman continue to "bring out their dead" until the moon turns blue, Malta has insane HP drones, the Carnies fantastic phantoms... all for the low, low price of... 0 XP/0 INF? Hrm, yet the Sky Raiders shield generators reward INF and the IDF's Orbs give Minion rewards? *puts 1 and 1 together and comes up with 1 big scratch of the noggin*
Fighting a summoned entity doesn't provide XP because the summon is part of the challenge of fighting the enemy that called it. If you don't want to fight the summon, handle the summoner before it can use the power. This rule is not unique to this game--it has existed in various RPGs for over 30 years.
The orbs providing XP may be an oversight or may just be a *shrug*. -
Necessary no, doable yes, usefulness debatable.
Here is a very quick sample build capped to Ranged. Spiritual Core puts it at about .2 seconds from perma army. If you grab Ageless as an incarnate power it should lift you over the top most of the time. Other than the LoTGs and maybe Miracle I built cheap. Note the build loses 2.17% defense when attacked due to invisibility partially suppressing.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
ill TA: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Perox(13), Dmg-I(50)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Deceive -- CoPers-Conf(A), CoPers-Conf/EndRdx(5), CoPers-Conf%(7), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9)
Level 4: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17)
Level 6: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29), EoCur-Acc/Hold/Rchg(48)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(48)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Hover -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(40)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep/Rchg(A), FtnHyp-Plct%(43), FtnHyp-Acc/Sleep/Rchg(46), FtnHyp-Sleep/EndRdx(46), FtnHyp-Acc/Rchg(48)
Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(19), C'Arms-Acc/Dmg(19), C'Arms-Acc/Dmg/Rchg(21), RechRdx-I(21), S'bndAl-Build%(27)
Level 20: Acid Arrow -- Acc-I(A)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(25), Stpfy-KB%(27)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Spectral Terror -- HO:Cyto(A)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(31), RedFtn-EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(37)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37), RechRdx-I(37)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), EoCur-Acc/Hold/Rchg(40)
Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Fire Shield -- ResDam-I(A)
Level 49: Rise of the Phoenix -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(50), Erad-Acc/Rchg(50)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40)
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I think that Energy Blast, as the sort of "master" of knockback sets, should have a Dual Pistols-like toggle to shut it on and off in the blast powers. The set wouldn't get anything special for doing this other than just that extra bit of control over the powers (because unlike DP it gets Aim). If people want to leave it on all the time more power to them.
Other sources of KB I think should stay as is except a few isolated cases (Peacebringers mainly).
Quote:Agreed. What's particularly annoying about this is Elec Control is super low damage on Controllers until higher levels, encouraging you to fight lower level enemies, who you and the imps end up flinging all over the place to your detriment.Speaking of knockback, Jolting Chain, in my opinion, should have been a low magnitude knock up, probably .67 mag. For mitigation, it gives the same result as knockdown and appears the same. However, it would let Jolting Chain actually use some of the knockback sets without turning into random hopping scatter. -
Quote:Conceptually, though, I think smashing/lethal sets offer the most interesting options. What did you have in mind? Another energy set? We have a lot of those already too. I don't forsee them putting out another fire or ice damage melee set.
Touch attacks. You drain the enemy instead of punching them. -
Ice Sword Circle is also brutal on the endurance bar.
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Quote:If the OP paid the same amount of attention to what he was deleting as he pays to this thread he'd never have deleted that purple recipe by accident.
If you spent 1/4 the energy you do trolling this topic on exploring your own ideas, you might have a suggestion to share. -
Quote:When someone repeatedly proclaims it's too much effort to look at what he is deleting and skip over the purple recipe then I think the term lazy is a fair assesment.
This from a person who has now posted no less than 10 times on this topic. He doesn't like the UI. We don't need you to post in 20 point font or provide pictures of flowcharts to say that you don't like it. Calling him lazy just makes you look like a troll. -
I have mixed feelings. I think it comes down to presentation. Players are typically against "play to win" but also tend to handwave the most egregious example of it: expansion packs.
The Going Rogue expansion pack enables two methods of acquiring IOs that are unavailable to other players. It is these mechanics that by and large have enabled me to acquire LotG IOs.
What is different about City of Heroes compared to typical graphical MMOs is that exploration is only a minor component. This was especially true of GR, which only featured newbie zones which were quickly outgrown, and most of the game action occurs in the original overworld which is still shared with the vanilla customers. What this means is that many of the expansion's gated features are abilities and access to powers/objects, not access to geographical areas.
The incarnate powers are also gated behind paying. You have to do something to earn them (torture yourself ;P) but they are not free.
So while selling IOs directly is likely to be resisted, selling access to a method that allows you to acquire them more easily is actually the established course. -
I don't know whether this specific suggestion is necessary but a cleaned up UI would not be a bad thing. I think calling the OP lazy and stupid is really overstepping. I'll never understand how people get so personally offended by the suggestions forum.
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Quote:I disagree. IMO Earth Control is a fantastic set on either a Dominator or a Controller.Wait Im not saying Earth is a bad control pool, earth is great, its amazing, its godly, its supercool and looks like poo (poo is cool).
I just say it is not scalling great with Domination and dominators. Dominators are damage dealers, Earth is low damage. The fact you affect waaaay more targets than other control types due to the use of pseudo pets doesnt make you better soloer since your AoE damage will no affect more targets anyways. I find Earth Control way better on a team oriented controller.
It is precisely because Earth is fairly low damage on its own that it works so well on Dominators, who fill that hole very handily with their Assault sets. Also, while the raw number of powers in Earth Control that benefit from Domination is low, the opportunities to use them are very high. Simply put, it is impossible to go wrong with a Mag 6 AoE stun on a base 90 second recharge. Even just the Mag 6 single target hold that all perma-Doms get almost justifies the set's existence on its own.
In any case IMO you have to be very careful when comparing Controllers and Dominators because although they are somewhat similar they are not the same. The fact that a set is good on Controllers does not rule it out for Dominators or vice versa. -
Quote:Doesn't fix the problem of how I'm supposed to get them in a group with me.
Based on the current suggested setup the only thing I can think of is to send a /tell that says something like "Interested in a level whatever team doing radios in Kings Row? You can reply to me using the Help channel if you need."
IMO people (not you) need to stop thinking of this as a freebie player getting something they didn't pay for versus a game environment question of what will happen when 1/3rd or more of the playerbase can't communicate back to you. Maybe I'm overestimating how many free players we get but if the population increase is less than that it probably means this free to play business didn't work out as planned. -
I agree with the folks who suggested Ice or Sonic.
PS I have no direct experience with it but I think even with AB nukes still crash in the sense that they tend to detoggle you. Its just that you overcome the -endurance portion of the power and your end gradually comes back. -
Quote:Incidentally, a while ago I said it was easier to make variable length animation powers than certain other things players were suggesting. I wasn't aware of this set when I said that, so I'm going to count that one as another win in the game mechanics column.
And yet another game mechanic that Martial Arts really should have gotten.
So in your professional unprofessional opinion... Time Manipulation having + and - animation speed as opposed to just recharge: likely or unlikely? -
Neat set.
Just think of an oversized weapon as a character with the Super Strength set but carrying a weapon. It actually makes a bit more sense too (a Super Strength who isn't also Invulnerable would punch something and break its own bones).