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Posts
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Quote:Sorry, I fail to see the logic in making someone pay to be able to talk to people. To experience new content, yes they should definitely pay. To talk to their friends and potential friends in-game? Nope, they should be able to do that regardless.
I kind of agree with you but from a different angle.
I think it should be within the perks of a each player to decide whether free2players can contact him or her.
Consider current scenario: people standing in Peregrine, or wherever, broadcasting a team announcement. Why do this currently? Because anyone who hears it can respond in some way. Now where we're headed: a significant portion of people who might have responded can't. Solution? Do your broadcasting where people can actually reply. Which is the Help channel.
It's possible there is another solution in the works, but making communication more difficult just makes communication more difficult. It does me no service at all to limit another player's ability to contact me if that is not what I actually wanted in the first place. Ditto the fact that all these extra people running around theoretically mean more peoplle to group with but I have no way of organizing it without notifying God and the Help channel. -
Based on the description of the new two hander set, I almost wonder if what Time Manipulation doesn't also affect is animation speed (as opposed to Recharge). Now that would be a total game changer.
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Quote:Fixed. That limitation already exists for trial accounts, and the fix for the problem you're worried about is already in place.
And this facilitates a paid customer getting a team faster exactly how? You could have avoided the problem by, I don't know, using a channel everyone can talk on.
And again how is a trial account, which cuts off somewhere around level 14 or so, in any way comparable to a free player able to access an estimated 80% of the game? -
Quote:The same arguments were made when they added the trial account restrictions and it didn't drive people away from the game. Don't see it happening in the future.
Except for how Help will be used.
You mean the trial accounts that cut off at like level 14? Because so many teams are made or busted by whether they can find Brutes and Scrappers without mezz protection?
I don't see how you can reasonably argue that an influx of players running around at level 30, 40, and 50 who are not able to respond to tells or globals is going to be a postive change for anyone. Your original argument was that people buy what they pay for. But this affects everyone, unless you are trying to say that people who pay have no interest in teaming with people who don't.
People who pay have a vested interest in teaming up. Which is why they're going to just flood the Help channel as a workaround along with all the people who don't pay, because that is where they will have the best chance of a response. -
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Quote:New players are not severely limited under the new business plan, just the people who don't want to spend a dime.
If they simply buy the cheapest item in the Paragon Store they are automatically upgraded to a Premium account and get all the benefits a Premium player gets.
Ya gets what ya pay for, TANSTAAFL.
I think you are missing the bigger problem.
Now when you are forming a team, a significant number of people who you send tells to will be unable to reply to you.
I predict the Help channel will turn into a LFG channel. Bank on it, even for people who pay, unless there is a change to the plan. -
A particular power I always wanted to see (but on Controllers) in a time or planar manipulation set would be something like this: you teleport away from your current location to a new spot faster than enemies can react, and they continue attacking where you were for a while after.
Mechanically it works like a Teleport that summons a pet with a powerful Taunt aura in the location you teleported from.
The playstyle of the set would basically be to keep porting all over the place to keep enemies guessing as to your location. This set could also rely heavily on PBAoEs which can port in pop off, then port out safely. -
The glaring issue with Traps is Illusion Control. Why? Because Traps offers both Containment and a huge -Regen debuff in the same package. So picture all those Illusion/Cold trollers except doing double damage all of the time. And soft capped to every position. With perma mezz protection from Hold, Stun, and Immob. And. Yeah.
The only real glimmer of hope may be the fact that the trial AVs are basically immune to controls. Or maybe the devs are smoking crack.
If I had to pick a "most likely" set for prolif it would be Pain Domination. It's just the easiest choice by far.
Dark Miasma is also possibility if they somehow handle the overpoweredness of the Fear cone stacking with Mind and Illusion control powers. In the past I've suggested switching the cone out for a 12ft radius version of Cloak of Fear instead, which would offer synergies with many more sets if they choose to take advantage of it. -
Quote:One of the touted features for going hybrid will be the ability to add more stuffs, so I hope this second fiddle nature of treating doms/blasters and their secondaries comes to an end. So please everyone, talk your friends into trying CoH and then subscribing (oh, and buy optional stuffs too).
I know! What we need is a new AT that uses dominator secondary sets as a primary and blaster secondary sets as a secondary. That way developing those sets has more impact. Brilliant! Brilliant! We can call them Blastinators!
I actually think an AT like that would be really neat if it took on the "Paladin" or "Ranger" battle-caster role most games have. There are a few overlapping powers between sets to be handled, and those few powers could be replaced with mid-grade armors. It would also finally give the devs incentive to come out with weapon-based assault and manipulation sets.
Then to really set them apart, make the APPs mostly ally buffs gathered from Pain, Empathy, Force Field, etc. No AT currently gets ally buffs in its APPs except in a very few cases. -
Interestingly enough I see several ways now your build is superior to mine. I actually prefer your slotting in a lot of powers to mine in a lot of ways. The main thing lingering for me is the 2 slotted Practiced Brawler--just seems like there are better ways to expend that slot. The 5 slotted Hasten I guess could just be because you don't like the speed up slow down effect that rolling Hasten sometimes creates.
PS was this the "help" channel? God help you if so. -
I'm not one of the appointed players so I'm not sure if you're looking for general feedback or help. The build is not bad but I have to inquire about 5-slotted Hasten and Practiced Brawler with so many slots. If you moved some of those slots to Combat Jumping so it can be slotted for Defense you could then take some pressure off in other places and make the Recharge back up with set bonuses.
It's also not clear to me which Alpha this build is using. If it's Spiritual, you don't need to work so hard for the Recharge. If it's Cardiac, you don't need to work so hard for the Endurance. Is it Musclature?
I also assume exceeding the soft cap is intentional for handling mild defense debuffs.
In any case, here's an example using the same power picks and just a few slots moved around. Note I took out the Obliteration set; great set in general but extremely expensive. I recommend selling or transfering it to another toon unless you plan to use it to super-kit out the character up to the iTrial soft cap because that 5% Recharge bonus can be gotten from Red Fortunes instead, capping you at x5 of that kind of bonus much cheaper and allowing you to slot Fire Sword Circle with better actual enhancements.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Dragon Disciple: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dam%(3), T'Death-Dmg/Rchg(3), T'Death-Dmg/EndRdx(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(13)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(11), RedFtn-Def(19), RedFtn-EndRdx(21), RedFtn-Def/EndRdx/Rchg(21)
Level 2: Cremate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15)
Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(9), LkGmblr-Rchg+(23)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-Build%(11), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Agile -- DefBuff-I(A), DefBuff-I(39)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(37)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(39)
Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(19), Sciroc-Dmg/EndRdx(23), Sciroc-Acc/Rchg(40), EndRdx-I(43), Sciroc-Dmg/Rchg(46)
Level 20: Quickness -- Run-I(A)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(37), Aegis-ResDam/EndRdx(43)
Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(29)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(39)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(31), RedFtn-Def(31), RedFtn-Def/EndRdx(31), RedFtn-EndRdx(37), RedFtn-Def/EndRdx/Rchg(50)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), Ksmt-ToHit+(36), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(46), DefBuff-I(50)
Level 41: Char -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(42), UbrkCons-Dam%(43)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Recall Friend -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Critical Hit
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(17), EndMod-I(17)
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Quote:I'd rather not see any "Buff Teammate" only powers in this set. I'd rather see this set be toggle buffs, clickie buffs that effect yourself and the whole team, or target debuffs.
Oh look, I can control time, but can't effect myself with any of the powers, is lame
No worries--the description on the web page says it is used to "alter the very forces of time to help your allies or devastate your foes." So, most likely a buff/debuff combo along the lines of Cold or Thermal. Maybe even very closely associated with Kinetics/Speed Boost in the way that Cold is with FF and Thermal is with Sonic via the more or less identical shields. -
This moment of silence has been interupted by 45 sets of Hasten hands firing back to back.
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Are we talking about on a squishy? Then IMO it's more complex than just s/l vs ranged. You have to consider Toughness and the APP armor (that is, the possible addition of Slash/Lethal resistance).
In practice, usually you end up with one of these 3 possibilities:
1) s/l defense with very little s/l resistance (APP with defense armor)
2) ranged defense with moderate/high s/l resistance (APP with resistance armor)
3) s/l defense with moderate/high s/l resistance (APP with resistance armor)
The difficulty and expense of achieving 1 is lowest and 3 is highest. For some characters 3 may not be achievable at all. Also, the harder you're forced to work for defense, the more difficult it is to grab other buffs, like Recharge. This can limit some classes, like Dominators and Controllers.
Making it even more complex, you have to somehow have the endurance to pay for the extra toggles that step-stone you to high defense. For a lot of characters this means taking Cardiac Alphas. Cardiac Alphas also boost Resistance, so a route that's high in resistance is often desirable.
Anyway the main point is that no matter what your defense is you are still going to get hit eventually. Without any Resistance you will still drop like a rock due to your low HP. And Resistance can't be as easily overcome by -Defense or -ToHit from annoying enemies like Devouring Earth. -
The only potential issue with a level shift is that it scales really drastically. Level shifting a +1 to 0 is a fairly minor change. Level shifting a +5 to a +4 is a huge debuff. It could be sort of balanced by the duration being shorter on higher level enemies. But unlike any other debuff, it would basically do the opposite of what Purple Patch suggests: high level enemies get hit harder instead of softer.
In any case, a long-ish lasting level shift would be the equivalent of + and - to literally everything--damage dealt, damage taken, mezz resistance, debuff resistance, etc, so I don't know if they would actually go that far. But the existence of the inspirations does kind of suggest it as a possibility. -
Quote:I am also sad that the game already has 13 buff/debuff sets, and yet that is where a new set is being added instead of adding new blaster/dominator secondaries.
Probably because 1 new Buff/Debuff set adds 26* unique powerset combinations compared to 7 or 10.
[*26 assuming you don't duplicate Defender/Corruptor sets. If you do, there are 34 unique combos.]
Defenders and Controllers also haven't seen a new Buff/Debuff release since Trick Arrow and Sonic Resonance in August 2005, prior to City of Villains. Every powerset they have gotten since has been a proliferation from City of Villains (Cold, Thermal, and Traps). When Pain Domination, the new buff/debuff set did come out, it again was limited to villains. -
Quote:Incidentally, if one had to chose between dropping either incinerate or combustion, which would you find least useful?
Whichever one contributes more to your IOing if you don't actually use the power often.
I don't have either power on my Ice/Fire, having replaced them with Aid Other and Aid Self, which I use much more often, mainly as between-fight cleanup for myself and maybe my pet (incarnate or otherwise). Aid Self turned out to be extremely useful on the Keyes Island trial. -
I wrote an extremely long, fairly even minded post on this subject, followed by a few embaressing outbursts. After thinking on it I decided the most mature path was to sign up for a new MMO. When I learned about the "Freedom" edition it was a bit of a surprise because I had mainly come here to temporarily freeze my account until this system shakes itself out.
To paraphrase what I've said before in my more lucid moments: the trials themselves are well designed but I dislike the reward structure immensely. Some people said it's only a grind if you make it one. I agree to an extent. And that's why I'm no longer playing them. While I can still play the old content, I had my hat hung on the new stuff. Despite what some people have suggested, there is no moral failing in leaving a game that frustrates you. Thankfully the Freedom change will mean some friends of mine who have long had their eye on this game will finally be willing to play.
I will also repeat that I take a dim view of people suggesting that anyone who dislikes repeating the same content over and over is just greedy. Desiring a path to rewards that is fun and engaging is not the same as greed. The more personally offensive argument about people just "not understanding the math of randomness" has thankfully not reared its head in this discussion. Regardless, I will throw it in there that "randomness" in a system that disallows trade is the same as "intentional unfairness" and shouldn't be a surprise that some people dislike it. -
Only odd thing about the pets are that Dominators aren't restricted.
Selfishily, I can't say I'm too upset about this particular limitation. Anything that lowers the number of Masterminds I have to team with the better.I like being able to see what I am fighting occasionally.
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If I had to guess, I'd conjecture that it's a half step between Kinetics and being its own thing. Kinetics has always been very "out there" as a powerset compared to the other buff sets.
But there's really no way to tell for sure until we see it; could anyone have predicted Electric Control's non-notifying AoE Confusion? -
How about a Kinetic Melee/Shield Brute? Use auras to add a snow effect (FYI the new Pixie Dust aura looks fantastic colored light blue) and the "chunk of ice" shield.
You can also recolor Stone Melee to look rather convincingly icy if it is colored blue. That set may have some of the same damage issues as Ice Melee though. -
I think there are a lot of considerations but I have two main ones.
The first is money. Building an MMO takes lots and lots of it. In this respect building an MMO is similar to financing a movie. You have to build something that will be financially successful. Financial solvency is simply a reality.
The second factor is risk. Basically, it is my belief that for every positive change that could make your game more fun, there are 3 more that could make it suck. When developers stick with classic game models it is usually not because they are perfect but because they have been shown to be less risky than other approaches. Significantly included in the second consideration are such factors as how quests/missions are designed, how complex powers are, etc. An extremely complex quest system sounds great... unless it means your staff can only deliver 1/10th as many quests as needed, or they constantly break, or they are too complex to ever be changed. Complex powers are also lots of fun... until you have to teach the AI to use them.
[That gorilla game, by the way, should not be credited with inventing Auction Houses as a means of trade. Auction Houses have been a staple of MUDs for decades. Some of them even let you participate in auctions while still adventuring by eliminating the "house" part and just having it all tied to typed commands.] -
Oh I hope not.
The reason I think it should be limited to only your team + your pets is that would more closely simulate what the original "reach" of the buff powers were. I doubt very much if any buffer was buffing entire leagues and every one of their pets; I certainly wasn't. The people who were doing that would still be free to do it the old way, by targetting each person individually. -
Quote:Well anyone with two accounts can run that duo. Second, Survivability buffing is only needed when characters can't survive on their own.
Force Field is in a really weird position. I'll say that with the AoE shield buffing mechanic, you would be crazy not to want one in your league who has Power Boost. That's +35 defense to the entire league when slotted with just SOs, outside the big bubble. But the set definitely has its hands forced in a lot of ways. I don't think forcing a set into the APPs for justification of its role is really appropriate.
IMO though the more I look at it, the AoE buff mechanic is over the top. IMO you should be able to hit only members of your team + your own pets. I think the ability to buff all raid members, their pets, and anything vaguelly friendly to you all at once is extremely overpowered and likely to require backtracking to fix. -
Quote:The airstrikes are definitely not insta-kill. I've had characters stand in them and survive.
The teleport thing seems odd. I've never had him spam-port like you claim he does.
Something in that mission is very close to insta-kill. I don't know whether its the air strikes or whether the AVs have a very powerful ranged attack they sometimes use. My Dominator has been one-shot plenty of times. I have no idea what it is that kills him because I'm not (usually) standing anywhere near the air strike markers. I do know I die much more often in this encounter than against Battle Maiden in Apex.
The teleporting shown in the video is also how he has behaved every time I have fought him. I assumed it was intentional for him to port approximately every 5 seconds.