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Quote:I was about to mention adjusting level range in my list but it seems too much like forcibly cheating on the computer's end. Sort of skews the challenge if the player doesn't stand a chance at fighting back.
Though I think an all-Stalker team might actually be able to handle your setup since you keep powers 5 levels higher and that range means bosses have low enough health that AS might 1 shot them.
I was thinking the same thing. In order to make it not just a total wash, it would need to have at least some basic rules around it. It could vary depending on intent but some basic ones might be:
Suggested rules for the author:
- The arc should be for levels 50-54. Anything less than that fails to justify its own difficulty.
- Since failable objectives allow players to continue through the arc anyway, the players do not "lose" if they fail. They can only lose by failing to progress. In particular, common sense should apply to time limits. You cannot force the players to lose by setting a 5:00 deadline to do an impossible task.
- While you are allowed to throw any number of difficult powers at the players a "common sense" factor should govern use of archvillains, where the main "challenge" is simply the patience to slog through an extremely long fight.
Suggested rules for the players:
- If you choose to bring fewer than 8 players, you must still play the mission at x8.
- For any victory to qualify, you must play with archvillains and bosses turned on.
- Again a common sense factor should apply. It would not be considered victory to load up with 25 red inspirations, blow away the first spawn, then go back for more inspirations, etc.
- Temp powers and incarnate abilities ARE allowed. (Indeed, there is no way to prevent them to my knowledge.) -
Quote:That bolded part of your statement is exactly what I have a problem with. You are 'killing' and 'harming' a computer-generated avatar rendered by a GPU which feels no pain and is an infinitely renewable resource.
This is the part that makes me face palm. Its a game where no one can be physically hurt. You're not harming another player. Just like getting sent to the hospital by that Council boss didn't harm you.
If there are no negative interactions, are there also no positive ones? Is it silly that anyone should derive satisfaction from actively assisting other players, with part of the enjoyment obtained specifically from the knowledge that they are helping actual people? And is it crazy that they would want to pick what form that assistance takes?
This is the short way of saying I agree with you, in part. Computer entities do not care what happens to them. This is not the same thing as saying that all interactions are meaningless and no one should have their own feelings about how those interactions take place. Maybe other players should "just grow up" and get over the fact that they got killed in PVP, but it doesn't add any more enjoyment for me to put them in that situation.
Frankly, I find your objection to my viewpoint on PVP just weird, like you expect me to go back to all the people I didn't kill back in 1998 and apologize. -
Quote:Bingo. I used the example of pvp because it's easily the thing that makes folks most uncomfortable. It's also the one thing that easy to define across multiple games. I don't care how you window dress it or put mini games around it, the established definition of pvp is what it is period.
The second you are allowed to attack another player, that's a player vs player. Some folks DO NOT like it. I know this is hard for some folks to grasp, but some folks play games for relaxation and fun. Relaxation and fun to them is cooperating with others and not attacking them. Bashing the AI over and over again IS fun and relaxing for many people. THAT is THEIR comfort zone.
ANYTHING with pvp in it takes them out of their comfort zone.
On the flipside some folks play games to put themselves under stress or challenge themselves or compete against live thinking opponents. ANYTHING that doesn't involve that in games takes them out of THEIR comfort zone.
I don't know how much simpler that can be put, without someone misconstruing that as some silly blanket attack on pvp.
I agree with your view. To bounce off this and maybe explain a bit better than I did in my previous statements, part of the issue with PVP for me personally is not only that someone might kill or harm me, but that I am expected to kill or harm other players. It is not just about fear of losing, it is also about what happens if I win?
Don't get me wrong. I like to win things. I am also no stranger to the mild conflicts that stem from arguing on the boards. But for me to win at PVP, someone has to lose. I don't feel any more comfortable putting people in that position than I'd like being there myself. Even players who frustrate me personally are not people I want to feel bad or be punished in some way. Some players aren't bothered by being killed, but some are. I never know who this person is or how my actions are effecting them. And if I do know, that makes it even more personal. This is why in however many years of video gaming my reaction to almost all PVP situations is to never make the first strike (a critically flawed strategy in a PVP environment), never chase people down with intent to kill if they run away from me, and if attacked myself, just try to run away.
I should also clarify that I don't mind PVP existing in the game. I don't want to do it, but I am always intrigued by the players who do. If there were a way for me to be a neutral spectator, I would probably go to PVP zones to watch the action. It's like sports in that way. I also support the CoX PVP community as a whole and wish PVP would get some attention to fix some of the major issues I13 brought about, even if it means I don't get some of the things I want. But the root of all that goes back to the concern about the welfare of other players and a general desire for them to have fun too. -
Quote:Its human nature to want to do better. Anyone can suppress it, sure. My point is that most of the time people aren't being honest about it and the true problem lies elsewhere.
Pardon my saying this, but IMO this is a very PVP-ish opinion of people who do not PVP. It does not capture for me the "real" reason people do not PVP.
I have been playing online video games for about 13 years. I am not being dishonest by saying that I truly do not enjoy PVP. PVP requires a very specific mindset about gameplay and power selections. It completely alters the game environment and in an unchecked environment turns the entire game into a paranoid session. I have seen such environments work well--for example in the text game Dragonrealms, where players can technically attack each other at any time, but can receive a warning from Game Masters if they attack each other without "consent" of the other party. That game also recently released a feature where players can sign up for an "assassination game" where one other unknown player is assigned your name at random and is allowed to ambush you at will. If that were the type of PVP this game had, I'd be more interested. Even as a non-PVPer I found the assassination game interesting, as PVPers maneuvered onto teams and into conversations in attempts to close in on their intended marks, while remaining wary that their name has also been assigned to someone who is trying to do the same thing. When an assassin does succeed, a global message is even displayed to all active players, giving the killer the attention many of them strive for.
In any case, I also feel you are missing a significant portion of what draws some players to PVP: a specific desire to act antisocially and humiliate a human opponent. I do not think this is true of all PVP players. Some of them really are in it for the "challenge." However, I can say with absolute authority that if this game, or any game, introduced a mechanic that allowed players to cause harm to each other in some way, that some players would use it even if the mechanics were exceptionally dull, simply because they enjoy causing other players distress. The more upset the mark gets, the better. I don't think such people are necessarily antisocial in their real lives, but I also have no interest in finding out. -
I didn't read the entire thread. A few comments of my own that are hopefully somewhat on topic and not too redundant.
Comfort zones are a hard to balance against game needs when groups of players have competing interests. Part of this is because what is included in "comfort zone" is not just the moment to moment gameplay, but the overall context of everything in the game.
For example, people who like to team do not just want to be able to team. They want problems to exist to which teaming is a practical solution. If there is nothing in the game for teams to fight then there is no reason to put up with the hassle of gathering eight people to overcome things. And if teammates do nothing but get in your way or can harm you in some way, there is active disincentive. I read once that in Diablo 2, over 60% of online games are played in single player mode, supposedly because in that game players are able to quit your team and attack you.
Evaluation of powersets are particular area where players tend to clash. Part of it comes from two competing camps of min/maxers: one that wants to identify the "best" sets in the game so they can play that and get the best mechanical leverage, and another that wants to prevent any set from being identified as the "best" because they would feel forced to play it over anything else. Balancing these competing factions is an art.
One of the weirder communities to emerge from the incarnate trials is the "level 54 enemies are unfair" group. While this viewpoint runs a gamut of specific opinions, a sub group of them essentially have vocalized a desire to run the same content teams do. That is, they want to be as powerful as a team of 8 (or 12, or 24, or whatever). The inherent problem should be obvious: if an individual character is as powerful as 24 individual characters, what happens when you put 24 individual characters as powerful as 24 individual characters together? If that question makes no sense, you followed it perfectly. -
Knockback is ok. I think that its value varies considerably depending on the nature of the power it shows up in. For example:
In Bonfire: 100% chance for autohit knockback. Easy to position power, few slots required to make it work. Not attached to an effect that you would much need outside of the knockback itself. Excellent power.
In Repulsion Field: Again 100% chance for autohit knockback. Power moves with you and does not cause travel suppression. Somewhat circumstantial. Locked kb mag also means this power will always fling an enemy the same distance, even if they are flying or hovering.
In Handclap: Ugh. Knockback almost as a penalty to prevent the power from doing too much damage. NPC allies with this power cause enough problems that many teams speed past them to prevent them from using it.
In Energy Blast powers: Depends on the player. I personally find the attachment of KB to your main source of DPS extremely frustrating and limiting to my DPS function. Set would be much stronger to me with a 100% chance to KB in 1 or 2 blasts and 0% in the others. Particularly dislike the set on Defenders, who get extra KB mag and take even longer to kill things. Somewhat improved by the fact that some sets can now take AoE immobilizes to at least choose when they want to KB.
In Dual Pistols powers: Extremely good. Option to decide whether you want to KB or not by switching ammo types sells this set for me no matter the complaints about animation times. Knockback itself is not necessarily an issue; for me its knockback that you are forced to deal with because it is attached to some other action you are trying to perform, e.g. damage. On a spreadsheet, Energy Blast outperforms Dual Pistols (sort of--Hail of Bullets makes this a difficult contest to call), in practice I would play Pistols 10 times over Energy Blast. The presence of optional KB in this set also puts it in the top tier for me no matter what anyone says about its damage ratios, because knocback itself is good when you have some control over when it happens. -
Here is an idea on how I would probably slot Elec/Rad for leveling up. Keep in mind the levels that I slotted each power aren't necessarily reflective of the order I'd do it all in, but I did try to at least put the things I'd slot first on the left and things I'd slot later to the right for each power.
I did use one IO: the Lockdown Chance for Mag 2 hold. It's basically a requirement. Choking Cloud as a whole is probably the power that nearly demands IOs, because it needs accuracy but can't actually slot it with ISOs or SOs. Rather than slot it as I have, you may want to purchase cheap IOs that stack Accuracy/Hold/Endurance. Essence of Curare is a good one if you're broke.
I took both Tesla Cage and Electric Fence so that you have a source of single target damage at low levels. Combat Jumping is in there to let you move if you get immobilized--a big headache for any of the PBAoE Controllers, and not covered by Indom Will. Changing the Defense slot there to a Karma: -KB would be a big help and not be very expensive.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Tesla Cage -- Acc-I:50(A), Dmg-I:50(3), Dmg-I:50(3), Hold-I:50(5), Hold-I:50(5), RechRdx-I:50(7)
Level 1: Radiant Aura -- Heal-I:50(A), Heal-I:50(7), RechRdx-I:50(9)
Level 2: Electric Fence -- Acc-I:50(A), Dmg-I:50(9), Dmg-I:50(11)
Level 4: Accelerate Metabolism -- RechRdx-I:50(A), RechRdx-I:50(11), EndMod-I:50(13), EndMod-I:50(13)
Level 6: Jolting Chain -- Acc-I:50(A), Dmg-I:50(15), Dmg-I:50(15), EndRdx-I:50(19), Acc-I:50(23)
Level 8: Chain Fences -- Acc-I:50(A), EndRdx-I:50(17), EndMod-I:50(17), EndMod-I:50(19), Acc-I:50(25)
Level 10: Conductive Aura -- Acc-I:50(A), EndMod-I:50(21), EndMod-I:50(21), Acc-I:50(23)
Level 12: Static Field -- Acc-I:50(A), RechRdx-I:50(27)
Level 14: Radiation Infection -- EndRdx-I:50(A), EndRdx-I:50(27), ToHitDeb-I:50(29), ToHitDeb-I:50(29)
Level 16: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(31)
Level 18: Paralyzing Blast -- Hold-I:50(A), Hold-I:50(31), Acc-I:50(31), Acc-I:50(33), RechRdx-I:50(33), RechRdx-I:50(33)
Level 20: Lingering Radiation -- Acc-I:50(A), RechRdx-I:50(34), RechRdx-I:50(36)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34), RechRdx-I:50(34)
Level 24: Super Speed -- EndRdx-I:50(A)
Level 26: Synaptic Overload -- Acc-I:50(A), Conf-I:50(36), RechRdx-I:50(36), Acc-I:50(37), Conf-I:50(37), RechRdx-I:50(37)
Level 28: Choking Cloud -- Hold-I:50(A), EndRdx-I:50(39), Lock-%Hold:50(39), EndRdx-I:50(39), Hold-I:50(40)
Level 30: Mutation -- RechRdx-I:50(A)
Level 32: Gremlins -- Acc-I:50(A), Dmg-I:50(40), EndMod-I:50(40), Dmg-I:50(42), RechRdx-I:50(42), Acc-I:50(42)
Level 35: Combat Jumping -- DefBuff-I:50(A)
Level 38: EM Pulse -- RechRdx-I:50(A), Acc-I:50(43), Hold-I:50(43), RechRdx-I:50(43), Hold-I:50(45), Acc-I:50(45)
Level 41: Mental Blast -- Acc-I:50(A), Dmg-I:50(46), Dmg-I:50(46)
Level 44: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(46)
Level 47: Psionic Tornado -- Acc-I:50(A), Dmg-I:50(48), Dmg-I:50(48), Acc-I:50(48), EndRdx-I:50(50), RechRdx-I:50(50)
Level 49: Mind Over Body -- ResDam-I:50(A), EndRdx-I:50(50)
------------
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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(25)
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Quote:My understanding is that much of CoH is actually a giant Excel spreadsheet of all the powers' effects.
Not a joke.
This wouldn't be completely unusual. Ok, well, it would, but only that it's Excel and not XML or a txt of some kind. Though they could be exporting to that format. It's actually a great way to design a spell system, although personally I would really want a script language to help support it. The three spell systems I'm familiar with from other games looked more like:
Custom text based MMO - Each spell had a seperate "script language" file. Each file had standard functions within it to handle common spell logic. E.g. handleRecast, handleCastSelf, handleNoTarget, isCanCast, etc. Not the most elegant thing ever, but it worked, and again, could be published to a server without taking it down.
Neverwinter Nights 1 and 2 on the PC - Each a spell a seperate C++ file. More or less similar to method above, but fewer handlers. However, the game engine did not provide a method to allow you halt a spell before it was cast (e.g. so you could make the spell not expend itself if the target is illegitimate.)
DIKU muds - I should remember but totally don't. I'm going to guess that each spell is hardcoded into C++. I don't remember any external file look ups in standard MUDs, but it's been years since I looked at one. This is actually what may make legacy MUDs an ideal place for a person interested in MMOs to look. Although NWN 1 was an especially great environment for practicing, if its still around.
[EDIT: I totally lied. DIKU MUD and its derivatives are written in C, not C++.] -
Quote:As well as non-language data input. For example, powers are defined in a spreadsheet. I recall Castle saying his job was (paraphrasing) entirely playing with Excel documents (though, many powers use a pseudo-language thingy for defining stuff like how the power unlocks, or how much resistance the SR passives give you, things like that).
I can't tell you how much I would love to get my hands on that code. I would love to see what goes into building a power and how it compares to other games I've worked with/looked at. I'm sure it falls under the same rules as pigg files, though. If it's not an outright "state secret." -
I used to be a volunteer developer for a text-based game. I don't know know how many lines of code the game had, but it had to be several thousands.
FYI the old Diku MUD codebases are still around and can be downloaded. if you obtain a server it is actually possible to build your own text based game. By complete coincidence, one of the codebases now widely available is "The Forest's Edge," which happens to be the MUD I played back in 1997 or 98.
I don't know what City of Heroes looks like under the hood. I can tell you that the game I worked for had a custom codebase. It was a very nice setup how they had it. The overarching engine was in C++ but the company had invented their own scripting language that compiled in real time without having to take the servers down. When we developed things, we would program it on a live development server and test it in real time, then "roll" the code over to live servers once everything was QAed and ready. The game rarely had downtime at all.
However, text based games have some huge advantages over graphical ones. For one thing, its probably obvious that you can make on the fly changes much faster in a text based game. But the other major advantage is that your code is not reliant on a game client. That means that while you may crash the server, you won't independantly crash the player's game client. Have you ever noticed that everytime CoH makes major changes under the server hood, they make us all update to a new client? That's part of why. They're making sure if they start getting tons of reports about us crashing that we're all on the same version.
In any case, the number of lines of code would be hard to guess because most games break code down into segments. Generally speaking, you have:
- an interface layer that governs loading and saving player data, and logins and logouts
- seperate server code that governs actual gameplay (e.g. resolves combat rolls)
- the player game client, which plays animations and sounds in accordance with what the server tells it is happening, and accepts user commands to pass to the server*
- lists of things: items, spells, etc. sometimes in scripting languages, sometimes xml, sometimes other formats. FYI it is rare for these things to be literally coded in C++ these days. in the old DIKU MUDs I believe they were however. I would have to go back and look.
- instance code, usually in a custom script language, that governs missions/instances
[*Have you ever wondered why when the game starts lagging you start "rubber banding?" It's because a portion of the movement code is faked. The client doesn't literally check up with the server every millisecond to see if you can move to a new location on the map, it just lets you move around based on what it knows about on your local computer. When you start lagging, the client is still letting you move around, but the server isn't getting the information fast enough to check up and make sure you can actually move you to where you're instructing it to go. When it finally does send information back to the client, the client is like "Oops, okay I got THAT one wrong" and warps you to where your character is standing on the server. One way to tell for sure you're lagging is to try clicking a power that should normally fire; powers always require a server okay before activating (in this and any game coded by anyone half competent). Movement, however, is different, because if it asked for a server okay literally the whole time you were pressing the keys, the game would stutter constantly.]
In City of Heroes specifically we can see how the AE code works by going into the CoH folders and reading the script language there. In fact I often edit this code directly because it is faster than using the interface (tho I do use the interface to generate the basic script first). You can also see what I suspect is similar to the script the server feeds the game client during the live game by reading demorecord files.
One thing to keep in mind about all this is that there are also probably code libraries being used by the client or servers our developers did not actually write. For example, mechanics that handle capes and ragdoll effects. -
True story. Two years ago or so I was dating this guy who would sometimes play City of Heroes at my house. One day he joined a Posi Task Force, which I had told him not to do because it exemped you below Stamina. He did it anyway, and it turned out no one on the team had stealth.
Four hours later they were about 70% of the way through the TF. The bf looked miserable. I told him to quit the TF if he was that miserable. He stuck with it, and finally after about another hour and a half they were done. He logged out, left my house, and the next day broke up with me. I literally never saw him again after that. I have long wondered whether my advice to quit if he was that miserable wasn't at least partly behind how that one turned out. -
One of the biggest challenges I think of building a very tough mission is dealing with the Illusion Controller players. They have two things that can turn your mission on its head:
- Invincible pets that can used from range
- Ability to benefit from the scary powers enemies have via Confusion
To counter the Illusion trollers, there are a few things you could consider:
- Give the enemies -Recharge, to limit perma armies. Also completely wrecks any perma-Doms. Countered by: /Cold Domination. Actually, because of this I'd call Cold Domination a "must have" set for the Player Team. It's just too easy to nail players to the wall with -Recharge otherwise.
- Give the enemies the ability to run quickly (via Kinetics most likely). When they run away, they may come back to an Illusionist whose pets dropped. Again partially countered by /Cold, but Sleet may just make the problem worse for the troller. /Rad would be very limited in its ability to use toggles or risk aggroing the whole map.
- Lots of ambushes, which is probably Illusion's biggest hole.
One enemy specifically that would drive me insane would be Ice Control/Storm. It could have two autohit -Recharge slows, one autohit -Speed that you can't jump or fly out of, Freezing Rain, Tornado (autohit like it is for players?), Lightning Storm, Arctic Air which is autohit with random chance for confuse, Glacier which nerfs Recharge even if you are protected from the hold, -Fly, and confusion protection and stealth from Steamy Mists. Just two or three of these enemies in a group backed by something that provides Hold and Immob protection (Force Field, to also provide the enemies endurance drain protection--but this leaves a sleep hole?) would be really difficult to deal with. Just thinking about it scares me. So naturally, I'd put Malta Snipers and Rikti drones in there as well. -
Quote:All of my Ranged soft cap characters have Combat Jumping. I think exactly the opposite of what you said is true: very few characters with Ranged soft cap would not have Combat Jumping. The power has too many benefits. In particular, low endurance cost, easy LotG slotting, being accessible with only 1 power pick, and most importantly, immobilize protection to allow you to run away and stay ranged.Fair enough. Although, if you did have both combat jumping and ranged softcap, I think you would be able to kite these enemies as I described.
Admittedly Ranged Softcap + Combat Jumping would be kind of an odd pairing.
Quote:Combat Jumping + Hurdle provides an amazing level of mobility for minimal investment.
Quote:That's why I use EF & RI on the swords & warriors instead of BM, LR gets applied to BM.
RI may be a different story. I would use it if totally desperate. I would still rather have actual armor. I suspect any swords I'd deal with with RI would cause even more problems when the AoE of it dragged a few more swords back to me. I also think it's kind of weird/unfair that you write off all of my controls failing to function as not a very significant handicap, as that is basically or nearly the same thing as the halberds bypassing armor and forcing you to move, which is what prompted you to say that melees are marginalized. -
Quote:Maybe this was answered during the discussions above, but I didn't see it.
On the road to 50, instead of an end-game build, does Mind on Controllers outshine Mind on Dominators?
I see the case the Mind doms are making come from having perma-dom. But what happens, as you're levelling up, when you're trying to fill your Domination bar? Do you notice the decrease in mag/mezz duration? Or is it a moot point because you can kill them faster because of your /assault set?
My mind/cold is up to lvl 12 (didn't get much playtime over the weekend), but I noticed I completely suck at handling large spawns at this point. I can juggle three or so baddies but after that, well, if i'm on a team the spawn is dead at this point. Solo I can take on a single purple boss with no problem. I was hit ONCE when I skipped confusing him in one of the ST attack chain cycles. I am putting off the AoE sleep for another couple of levels. It's kind of pointless to sleep them if they will be woken up by the AoE volleys on a team. Right now I focused on my own ST attack chain plus the two ally shields + hasten.
You will lose some ground against other sets in AoE control early on on teams--true of both Mind Controllers and Dominators. Neither set really has major advantages over the other leveling up. The Controller is better team support, Dominator better damage (mostly single target and maybe some cone damage).
To the extent that Dominators have an advantage in this level range, its due to the ability to solo with Mass Hypnosis. Sleep the group, pick off enemies one by one. Controllers can do this too, slower than a Mind Dom, faster than most Controllers. The damage issue with Containment only arrives later for Mind Controllers, applying mainly to AoE. Major, huge damage AoEs don't show up for either AT until they reach their epic sets.
You should plan to take Mass Hyp early on either AT, even if you team a lot. Because it's aggroless there's pretty much no penalty to throwing it around like it's free (its not like you'll pull a new group). It's a great way to frustrate enemies using toggle powers, e.g. the Circle of Thorns with Dispersion Bubble (or you can confuse them and borrow the bubble effect for your team). Early on, your job as a Mind troller is very similar to an Illusion troller; identify the bad guys to Confuse, and harrass them. Later, Illusion and Mind split directions, with Mind going very AoE heavy (2 "soft-ish" controls, 2 hard-ish) and Illusion going for pets.
In any case, once you are comfortable with it, you may begin to lose the need to "wait for the tank." You can confuse and (to a lesser extent) sleep things before he or she jumps in--just time it so the enemies don't do tooo much damage to each other before someone engages them. If you make a mistake, you may be able to sleep them for the time being. This becomes really great later when you get Mass Confusion and can race just ahead of where the tank is going, and pop the enemies discreetly as he or she jumps in. Unlike a Dominator you will probably not catch all of the bosses in one shot. However, unlike any other Controller with an AoE confuse, you have a single target Confuse you can use to fill in the gaps. This is why I said earlier that at least in terms of AoE, Mind Dominators are not that far ahead of Controllers. I rolled my Mind Dominator a year or so after the Controller expecting him to replace the Controller, but that didn't happen, because Dominators are not Controllers, and Mind Control is not really interchangeable with another Controller set.
P.S. as a /Cold Dominator, you should probably plan to take Super Speed with Arctic Fog. Arctic Fog does not suppress when you attack, so you will always have 35ft stealth, and when you are not attacking, you are invisible. The lack of the extra stealth was one of the major issues that annoyed me on the Dominator--you can use the Stealth proc, but it suppresses on damage to you rather than damage you cause. Example: any crystals on CoT maps, enemy with a damage aura you run past, or AoE you get caught in if a teammate follows behind you and gets AoEd. Heat Loss meanwhile means with IOs Super Speed can be left on 24/7--and as a power was a way bigger deal prior to Cardiacs and inherent Stamina, because my Mind troller used to get 3 extra power picks over the Dominator and much better defense values due to his ability to skip the Fitness pool. This is what I was talking about way earlier in the thread when I said that /Cold has lost some comparative value for me, though its still great from bring down big bads on a team.
In the interest of disclosure, I have considered rerolling the Mind/Cold troller as a Mind/Rad. (The character is the "Cold Reader" character in my banner below.) I like Radiation a bit more than Cold for Mind trollers after the changes I listed above, but I'm also tired of looking at people in those ugly cold shields. -
I apologize, I completely misread what you were saying in this thread. I thought you were asking for advice on how to build a Water Earth Time themed character.
As for new sets: bring me Water, Air, or Insect. -
This isn't an Ice/Thorn build, but here's my Ice/Fire/Fire one for reference. This is the "live" build and is much cheaper than my "dream" one.
On Ice Control I aim to slot for Range defense, with supportive Slash/Lethal resistance. That may sound backward, but I have much more trouble with ranged enemies than with things meleeing me. It's when enemies spread out outside Arctic Air that I start to worry. YMMV. FYI Cardiacs are absolutely a requirement for the stunt slotting in Arctic Air here. Lack of damage in Block of Ice is annoying and part of the fix of the more expensive goal build.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Solar Icecap: Level 50 Magic Dominator
Primary Power Set: Ice Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/Rchg:30(15), BasGaze-Rchg/Hold:30(17)
Level 1: Flares -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx:50(48)
Level 2: Frostbite -- GravAnch-Immob/EndRdx:50(A), GravAnch-Hold%:50(5), GravAnch-Acc/Immob/Rchg:50(17), GravAnch-Acc/Rchg:50(21), GravAnch-Immob/Rchg:50(23)
Level 4: Fire Breath -- HO:Nucle(A), Dmg-I:50(25)
Level 6: Arctic Air -- CoPers-Conf:50(A), CoPers-Conf/EndRdx:50(7), CoPers-Conf%:50(7), CoPers-Conf/Rchg:50(9), CoPers-Acc/Conf/Rchg:50(9), CoPers-Acc/Rchg:50(11)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(36)
Level 10: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/Rchg:50(13), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/EndRdx/Rchg:50(15), Thundr-Acc/Dmg/Rchg:50(23)
Level 12: Ice Slick -- RechRdx-I:50(A)
Level 14: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(19)
Level 16: Embrace of Fire -- RechRdx-I:50(A)
Level 18: Flash Freeze -- FtnHyp-Sleep/Rchg:50(A), FtnHyp-Acc/Sleep/Rchg:50(21), FtnHyp-Acc/Rchg:50(31), FtnHyp-Sleep/EndRdx:50(46), FtnHyp-Plct%:50(48)
Level 20: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 22: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-Stun/Rng:50(25), Stpfy-EndRdx/Stun:50(36), Stpfy-KB%:50(36), Stpfy-Acc/Stun/Rchg:50(37), Stpfy-Acc/EndRdx:50(40)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Glacier -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(27), BasGaze-Rchg/Hold:30(27), BasGaze-Acc/EndRdx/Rchg/Hold:30(29), EoCur-Acc/Hold/Rchg:50(29)
Level 28: Consume -- Efficacy-EndMod/Acc:50(A)
Level 30: Weave -- RedFtn-Def/Rchg:50(A), RedFtn-Def/EndRdx:50(31), RedFtn-Def:50(31), RedFtn-EndRdx/Rchg:50(34), RedFtn-EndRdx:50(37), RedFtn-Def/EndRdx/Rchg:50(50)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(34), ExRmnt-+Res(Pets):50(34)
Level 35: Maneuvers -- RedFtn-Def/EndRdx:50(A), LkGmblr-Rchg+:50(43), RedFtn-EndRdx:50(46), RedFtn-Def/Rchg:50(37), RedFtn-Def:50(43), RedFtn-Def/EndRdx/Rchg:50(50)
Level 38: Blaze -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Dmg/EndRdx/Rchg:50(39), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(40), Thundr-Acc/Dmg/Rchg:50(40)
Level 41: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dam%:50(43)
Level 44: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(46)
Level 47: Rise of the Phoenix -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(48), Erad-Acc/Dmg/Rchg:30(50)
Level 49: Fire Shield -- TtmC'tng-ResDam/EndRdx:50(A)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(3)
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Does Thorntrops stack on itself like Caltrops does? I'd be very tempted to slot the purple knockdown proc there if so, and throw it on top of Ice Slick.
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Quote:I agree with you, and actually, would take it a bit further. Measuring versatility, and for that matter, "power" is like measuring the value of Bingo cards, but after one half of the numbers have been called. You have an idea of what the game has measured in the past, and some idea that some categories of things may happen in the future, but that's it. You're at the whim of the environment. And also, weirdly, at the whim of your whim, because you can only be powerful or versatile if you care to do thing that power or versatility opens up to you.I guess it comes down to perspective - I don't believe versatile is about a giant list of what bag of tricks you have.
Of course, there's an even bigger risk to making declarations about relative strength. Remember the debacle with the l33t ski773d PVP professor who said some very unbecoming things about our community a few years ago? He was a Scrapper who (allegedly) had built a reputation on using Teleport Other to port enemy players into drones. That's "versatility" of a kind that got him named by the New Orleans Time Picayune as "the game's most hated player."
His supposed motive was that he was playing the game "as the developers intended it." That is to say, he ignored every social contract that governed the way players approached the game and played only by the hardcoded ones. At the time he claimed he was "shocked" that players did not like this.
I don't know why. As a professor of gaming, he should have predicted, like Richard Bartle did in his book Designing Virtual Worlds, that a virtual environment is not a gamebut a place. Some of what goes on there is game-like, but only if players consent to participate in it. If a player decides he or she would like to disregard "fights with Scrappers who use Teleport Other"--or, much more relevantly for most of us, the PVP, task force, team, farming, solo, market or costume contest aspects of the game--there is very little a developer can do to change that.
In short, versatility and power are difficult to measure because they only have meaning in terms of what a player wants to do. You can attach rewards to them, as the developers have in the case of PVP, but reward does not automatically mean players will begin to value that aspect of the game, or the ability of their characters to perform in it.
In all of this I don't mean to say that everything is totally relative, because that isn't exactly true either. However, the point that does hopefully get across that power and versatility are as much of a measure of environment and player desire than they are of what is coded into powers. I think we can see that reflected in this thread, with each person naming a different type of character they see as "most versatile." Actually, I would attribute a fair amount of City of Heroes success to the fact that it manages to give the impression that so many player characters are uniquely ideal. -
There are some good suggestions in the thread already. Here are a few more ideas for you to think about.
Gravity Control is probably most straightforward as a "Time" concept, and has -Run Speed in some powers to illustrate this.
Earth Control has the interesting property of configurable skins on its powers. If you select the "earthy" look for some and a blue colored "gem" look for others, you can at mimic the look of having both "earth" and "ice" pretty well. But the power that you can really make look "watery" is Volcanic Gasses, which you can make blue, and it will shoot up little vents of "water."
The Sonic Resonance, Empathy, and Radiation secondaries can all pass reasonably well as water based.
If you go Dominator, Gravity/Earth/Ice would have most of the right look. Dark Miasma on sets that get it works decently well too. And Earth/Energy/Ice. And probably a few more. -
Thanks guys.
I have two characters who started as Villains who are currently over level 20 (they are 50 and 39). One went Rogue, one went Hero. I logged the Rogue in and out and it looks like the issue fixed itself. -
So picturing my next character, codename "WonderBro."
On topic: often if there is support, I'm one of the characters providing it. I don't have a favorite. I'm not huge on Traps though. Great set, just not my style. I'm ok with Kinetics as a set, as long as I don't have to play it, and always a bit wary of anyone who joins the team who has it, as I expect either great support or no attempt made at all. -
Quote:Comparing the difference between a mind dom and a mind controller to a fire dom and a fire controller is definitely misleading, in my opinion. Mind doms get more duration and stronger mezzes, lose nothing. Fire doms get less damage (no containment for Hotfeet, RoF and Char) and that damage isn't as significant because the secondary is damage oriented (a lower % of your overall output). Mez protection helps significantly, yes, and controllers can get IW - which I swear by on a fire/cold, don't really need anything else from other epics on that combo.
I understand where this opinion comes from--Mind Dominators ARE cool. The flip side argument, though, that I'm only half devoted to, is that Mind Dominators waste their Domination ability on Sleeps and Fears while the AoE powers that really matter are on a 240 second recharge (whittled to about 60-70 seconds on most builds). Plant, Earth, and Fire can mezz an entire spawn every 12-20 seconds. This is why, even though I have 2 Mind Dominator characters, I don't play them much. Some people might enjoy it more, but my other Dominators feel much stronger to me. I still enjoy the set in any case.
Part of this is probably my viewpoint on soloing in general. The ability to perma confuse an AV is kind of "whatever" to me considering that if you cared to, you could just bring a second Mind Controller or Illusion Controller and buff each other beyond what the Dominator could do. I do not know where the idea that whatever can solo a particular Task Force is the "best." I sometimes wonder whether people believe that because a stone wheel will roll down a hill on its own that it outperforms a Ferrari made of specialized parts.
P.S. I'm not sure whether the AV version of Manticore in the AE differs significantly from the one in the main game, but my Mind Controller was able to confuse him for 5 minutes straight. This version of him was "only" level 50, and the troller is 51, so I had a level advantage. I was not able to do this to him when I leveled the AV up to 54, but am positive a second Mind or Illusion troller there would have put me over the threshold. I couldn't have "soloed" him in either situation, but I don't personally think a character unable to solo AVs is worthless.
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Almost anything could work.
/Empathy, /Kinetics, and /Radiation all have +Recharge that may boost your friend up to perma-dom levels if he doesn't have sufficient recharge (and he won't until around level 50 barring an extremely unusual early dedication to IOing).
If you've ever wanted an excuse to play an Ice Controller, this may be the time to do it. Your friends electric cages will set a up Containment that won't stop knockdown in Ice Slick. Ice/Kinetics would boost your damage up a lot. Ice/Rad is a walking cloud of mezzes.
But any of the Control sets works. Gravity is the only one I'm iffy about, but its not so bad as to be unplayable. -
Quote:Yes clearly my low standards and desire to avoid fun are the issue.
All powersets are 'workable' if you have sufficiently low standards, spend enough, or have a high enough tolerance for frustration.
Quote:There's nothing wrong with playing powersets that aren't the most optimal or capable, but not giving people the facts when they ask for advice is dishonest.
Ok.