Oedipus_Tex

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  1. Biggest personal pet peeve: Storm characters with perma Hurricane who hover above you, preventing you from seeing what is going on. Bonus points for Snow Storm colored pure white, times six if it's some kind of Mastermind littering the floor with pets.
  2. I made you a possible starter build. Focus on being easy to obtain and a little room to grow into. This build would allow you to maximize your stats very cheaply to start out, and give you some places to mark for future development. I left the level 28 and 38 slots blank for you to select a power of your choice. Force Bubble, Repulsion Field, Detention Field, Fly, etc. You also have 2 left over slots to do with what you like.

    This build is very close to the ranged cap when Hovering and capped while Hovering. It is built with for the Cardiac alpha tree to help reduce endurance costs, extend range, and increase slash/lethal resistance. Hitting Power Boost at any time caps you to everything for 15 seconds. Reach for it when you get jumped. You should also be hitting it when opening on enemies to max out your early controls. This will also make the alpha attack of any enemies you miss mostly bounce off you.

    For killing single targets, spam Crush, Lift, and Power Blast. Use Gravity Distortion as a control rather than an attack.

    To give you an idea on how to shop, consider this tiered approach. You don't have to do it in this exact order, but this may give you some focus:

    1) Go after the Thunderstrikes, Red Fortunes, and Titanium Coating first as they are offer the biggest immediate boosts and are cheap/easy to get. Also fill in the slots you will be using generic IOs.

    2) Karma and Steadfast Protection procs. The latter may be expensive. Place an order for them and wait if you have to. If you can't afford yet, bypass and come back for it.

    3) Positron's Blast, Stupefy, Expedient Reinforcement. Most of these recipes are not that expensive or hard to come by. Major expense may come from the rare components, typically around 3-5 mill each at current prices.

    4) The various non-purple procs. I have no sense of price of these. Feel free to combine with 5 below.

    5) Basilisk's Gaze, Decimation. The recipes themselves are probably much more expensive than what you've bought up to this point. Don't try to do it all at once. Place orders for recipes and leave them on the market.

    6) Purple procs. Very expensive, but at least less so than full sets. Expect to pay 50-100 million just for the recipe. Soooo worth it once you have them.

    7) Luck of the Gambler. Do not pay market price for these. Run hero tip missions and/or Task Forces. If you run 5 heroes a day, it will take 4 days to get eat LotG. You will need to play your character a bit to grab them. On the plus side, it's an excuse to play your character.


    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: Gravity Control
    Secondary Power Set: Force Field
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Lift -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 2: Crush -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/Rchg(50)
    Level 4: Deflection Shield -- LkGmblr-Rchg+(A), DefBuff-I(48), DefBuff-I(50)
    Level 6: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    Level 8: Crushing Field -- Ragnrk-Knock%(A), GravAnch-Hold%(17), EndRdx-I(17), TotHntr-Dam%(25), Posi-Dam%(40), ImpSwft-Dam%(43)
    Level 10: Insulation Shield -- LkGmblr-Rchg+(A), DefBuff-I(48), DefBuff-I(48)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(15), DefBuff-I(15)
    Level 16: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(40)
    Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40)
    Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx(23), RedFtn-Def/EndRdx/Rchg(23), RedFtn-EndRdx/Rchg(39)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(25)
    Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(29), Stpfy-KB%(37)
    Level 28: [Empty] -- Empty(A)
    Level 30: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(37)
    Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), EdctM'r-PetDef(34), C'Arms-+Def(Pets)(34)
    Level 35: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
    Level 38: [Empty] -- Empty(A)
    Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
    Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Dam%(46)
    Level 47: Power Boost -- RechRdx(A)
    Level 49: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A)
    Level 50: Cardiac Core Boost
    ------------
    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(A), EndMod-I(7)


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  3. Quote:
    Originally Posted by Oathbound View Post
    One of Spine's many secondary effects is -Recharge. Since a large part of Fury is generated from foes attacking you, slowing their attacks slows your Fury generation.

    I wrote a long review of the numbers in the Brute forum semi-recently. The overall conclusion was: not really. There isn't enough -Recharge in any of the melee sets for this to be a serious concern. So even if Dark Armor and Electric Armors didn't exist, Ice Armor and Spines really shouldn't be an issue.
  4. Quote:
    Originally Posted by Sir_Troller View Post
    It's been mentioned before and I like the idea, a Melee/Buff or DeBuff type or Buff or DeBuff/Melee. Ever fight the Tsoo Martial Arts/Kinetics guys, something along that order. Melee centric type are always popular and I can see this one thriving.

    Basically this. The "Paladin" class so to speak. Sort of covered by epic ATs, but I don't consider the epic ATs to be very thematically flexible. I envision such an AT with a mixed armor/buff/debuff set paired with an Assault set or Melee set.
  5. Poison Defenders! (with replaced tier 9 for something appropriate--how about a combo of Disruption Field and Choking Cloud---the mezz aura you cast on a teammate?).
  6. I don't have a lot of thoughts on it yet but Primal is definitely the APP I would be looking to. Contained knockdown from the cages + 60% chance for knockdown in the AoE cone blast is too much mitigation for me to pass up. Add the chance to knockdown and chance to hold procs from purple sets in the AoE cages and Gravity become quite nice. While I wish it started about 40 levels earlier, high level Gravity Control actually is pretty decent.
  7. Oedipus_Tex

    Soloing the STF!

    Quote:
    Originally Posted by 1234567890 View Post
    Sleet by itself can make entire mobs useless.

    While I think Sleet is very useful, I would generally disagree about it making mobs useless. It certainly helps, but I would never count on Sleet by itself to neuter mobs.
  8. Quote:
    Originally Posted by Roderick View Post
    There seems to be a bug that sometimes makes it so that the timer never runs out. I'm not sure what causes it, but the one time it affected me, it told me I had to wait 5 minutes, so I went and poked around on the web for at least 5 minutes, came back and was told I still had to wait, so I turned Walk on, turned it off, and wandered off to make some food. When I came back, more than 10 minutes later, it still told me I had to wait. I summoned an Ouroboros Portal, went through, and equipped it immediately (while in Ouroboros, so I'm not sure about that bug, Zombie). I know of at least two other people who have been unable to equip no matter how long they waited, motionless, without activating any powers, but were able to immediately after zoning.

    Yeah I'm pretty sure that's what got me. In fact it almost seems like the character had slotted the alpha before and it got removed somehow. I ran an Apex TF with him yesterday and didn't notice any special debuff (although I did run with 7 Corruptors...) I was halfway through Khan when I noticed it was unslotted, and nothing I did would let me slot, even logging in and out of the game. I assumed it was connected to Ourobus just because I could only slot it after warping from Ouro to Atlas. I also tried equipping it on a mission map during the TF and couldn't. Maybe it has something to do with PBAoE attack auras triggering the "power recently triggered" code? The character does pretty much permenantly run Arctic Air, although it had been off for 15 minutes or more when all of this happened.
  9. I think the biggest success story is the concept of weekly strike forces itself. I hope whoever thought of the concept gets a promotion. I was unsure at first, but frankly, I love this extra motivation to team up. My only wish now is that we had a server-wide channel to recruit through that didn't limit us to a set number of accounts.
  10. Quote:
    Originally Posted by Eva Destruction View Post
    I love AR. I hate that Peacebringer who charges in and footstomps every mob, sending them all over. Oh look, I just used Full Auto on two guys....

    Everyone hates that Peacebringer.

    (However, you haven't really hated him until you're an Electric Controller. Hurray for knocking everything out of the -endurance aura, knockdown chain, and range of contagious confusion, while simultaneously robbing me of an easy source of endurance and regen).
  11. Quote:
    Originally Posted by Pyrthas View Post
    Crap, I completely forgot that accepting res enhancements did that. I was just being lazy and using Mids' (which shows the Cold shields' buffs being affected). Thanks for catching that.

    To clarify, Nerve does work here. Alpha Boosts are not actually globals. They're like an invisible 7th slot in your powers with an extra enhancement in them, that happens to be partially immune to ED. It does make calculation confusing, but luckily the Mids guys are on top of it!
  12. I had a character that I had planned to use Nerves but my initial calcs were slightly off. He is an Elec/FF Controller. I miscalculated how little benefit the +Defense would give on my spreadsheets so when I built out in Mids he came in a little further under soft capped to multi positions that I intended. But this may still be a helpful RL demonstration.

    Assuming the two pet +Defense procs apply to all of your pets, and you can stack both procs together, a Force Field Controller or Mastermind can get reaaally close to capping pets. On the build below, going to the top with Nerve boosts would grant 19.28 (small bubbles) + 13.14 (big bubble) + 4.56 (maneuvers) + 10 (defense procs) = 46.98 defense when near the Controller/MM. Without, its 43.9, which is so close I'm not sure it would make a difference.

    HOWEVER (and its written in all caps because it is a huge however) an argument could be made that because you can switch between alphas at will, you lose nothing but time by chasing any particular path. The strongest characters, at least among those who team, would be the ones who can swap from alpha to alpha to fit the situation. Facing enemies with lots of -ToHit? Put on your Nerve. Lots of -Recharge? Go Spiritual. And so on. The system really is brilliant in that regard; there are months and months of things for us to collect on our favorite characters, making them "laterally" powerful rather than strictly "vertically." The power up is flexibility.

    Link to discussed build below.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  13. Quote:
    Originally Posted by Dersk View Post
    Not having tried it, scuttlebutt says the defense buffs from ice domination are not affected by the relevant portions of power build-up or power boost. They are flagged as such; I think it's described as "is not affected by buffs" or somesuch. The reason why, as I've read, is that allowing resistance powers the capability to accept buffs rather than just enhancements makes them susceptible to cray and unintended side effects. The same situation can be found with sonic resonance and its buffs. NO PBU BUFFS FOR JOO!

    It's all very unintuitive, but only things like fortitude and forcefield buffs, which have no resist component, get the awesome defense softcapping capabilities on their own.

    So, what you have is cold domination characters who simply do not gain buffing benefits from PBU but in this instance can benefit from Nerve since it's an enhancement but not a buff to the character, and do so in a way that cannot be replicated by IO set bonuses.

    It was explained to me that it is basically any power that has an enhanceable Resistance component. Force Field actually does have Resistance (to Toxic damage and to endurance drain) but you can't enhance them, so Power Boost still works. My understanding isn't perfect, but basically I believe there is a programing connection between global Resistance buffs and global damage buffs that would basically cause Resistance shields to max out every time you cast them with Build Up active that causes the issue. But I could be describing the situation incorrectly.
  14. Quote:
    Originally Posted by Master Zaprobo View Post
    As per Pwiki... "Characters can switch between Alpha Abilities by simply equipping a new ability. The old ability is not lost, but simply switched out. There is a 5 minute cool down between equips. Also, equipping an ability is prohibited by being in combat and may require additional cool down time or leaving the mission to equip."

    Which would make sense if I had been in combat or had more than one alpha slot to switch between.
  15. Is it intentional that you not be able to slot an alpha slot in Ouroboros? The game telling me that it was unable to equip the slot because I had "used a power or been attacked too recently." It also appears you can't change slotting during a Task Force.
  16. As a player primarily of Controllers I disagree that heals are the "weakest" form of support. I feel they are just a form of support. When talking about armor sets with heals (e.g. Fire or Dark Armor) you don't really find statements about the healing being the "weakest" part. I feel that the healing abilities of the buff classes more or less mirror the mechanics of these armors, but on multiple people. Exactly like an armored character, you wouldn't leap into the fight without your armor/buffs on, but you also wouldn't forget your heal either. Some armors don't have built in healing powers, but people wouldn't skip them if they did. Just because you don't "need" it doesn't mean it's not a great thing to have.

    For many people the word "healing" conveys the sense that a person is "only healing and doing nothing else." I have encountered one or two people in the game who take this approach, but unlike many other posters, its been rare for me. That said, my experience has also been that because of the negative backlash against these "only healers," at least some Defender players have not developed a sense of when they should stop blasting and concentrate on their support. To me this is no different than a Dominator knowing when to halt DPS in order to control.

    Anyway, Empathy and Pain Domination pretty much rule the roost in pure terms of restoring green bars. Thermal lacks heal-over-time. Kinetics and Dark both have excellent AoE heals but their tendency to miss at critical moments and limitations on their range (Kinetics especially) mean they can fail at critical moments and in some encounters just not work at all.
  17. The STF is a total coin toss to me. Unlike other TFs I feel like the outcome just comes down to whether I lucked out with my team or not. I don't find it very "challenging." It's more like, god I hope my teammates don't turn out to suck. The rest of the game kind of shields you from that for the most part.

    In a best case scenario, the STF is sort of boring. In a worst case scenario, it's a meat grinder that waits until you've sunk an hour into it to reveal that your team is hopeless. Usually after a couple of defeats people who are used to sailing through it start quitting and everyone basically tries not to talk to each other for a while. I much prefer the Apex TF to the STF. People getting angry and yelling at each other because the game is just not what I signed up for (I have the message boards for that).
  18. I just failed the STF for the 3rd of 5 times (the other 2 fails being before this week). Despite taunting the tank could not hold aggro and every attempt to pull the AVs at the end pulled 3 of them at a time. Like every other time I've failed it there wasn't really a lot I could do but just go, well someone is doing something wrong I guess. There's nothing I could really do about having my Controller 2-shot by Mako. People started quitting and that was it. Yes, btw, I hate this task force.
  19. I actually like that they are including low level TFs in addition to high level ones. IMO incentives related to exemping are a big part of this game and part of what keeps it well balanced. It's part of the variety that helps prevent a small handful of powersets or builds from becoming "the best, all the time."
  20. [Ignore this message, was trying to delete a duplicate post and created a new one instead. ]
  21. Quote:
    Originally Posted by Jibikao View Post
    Not to take this thread away but I find Scriocco is the worst of all 4 especially if you plan a squishy. He stuns, drains endurance and I believe the tornado is auto hit? I haven't done STF much but last time I brought my Bane soldier who is at least 45% defense and he got hit so often by Scirroco or whatever the other 3 were throwing.

    We save GW for the last 'cause she takes more time to kill. If you have MMs with melee pets, they need to goto them away 'cause she can leech off pets (unless everyone has high defense).

    Can the tornados jump? I've been wrecked by them before but noticed that while standing on the ledge that splits down the center Grandville while S was on the main floor that they never hit me. Although that character also has capped Ranged defense, or I could have just been too far away (altho I wasn't that far).
  22. Quote:
    Originally Posted by Eiko-chan View Post
    While I certainly will agree that the overlap between "introvert" and "doesn't like teaming" (or more specifically, "doesn't like Task Forces") is by no means complete, I was responding to someone attacking introversion specifically.
    Now, I am not saying you specifically are saying otherwise, but lest someone take this the wrong way: introversion is real. People really are wired differently, respond differently to different hormones, and utilise different areas of their brain primarily.

    That isn't to say that everyone wired for introversion likewise dislikes teaming, or that everyone that dislikes teaming is wired for introversion. I am merely saying that introversion is an actual, scientifically provable neurological predisposition.

    I don't disbelieve you, but it's a claim about a much broader subject that I can't explore too fully in the confines of a discussion about CoHs team features. Where I mainly disagree with you is that anyone who is an "introvert" would automatically not like teaming in City of Heroes. Some people who like it here may hate it elsewhere and be lukewarm about it somewhere else. Every type of interaction isn't weighted the same. Sometimes the interpretation of interactions even varies within the same game (e.g. "I like teaming but not with this group of jerks" or "I normally hate Task Forces but this one went great because no one died.")

    As it happens, I am a teacher of adults, and I agree that there are some people who are very uncomfortable with group activities and the like. The flip side of this is that my company sells Myers Briggs type stuff and I think it's mostly astrology. The Skeptic's Dictionary has an excellent entry about MB here: http://www.skepdic.com/myersb.html
  23. Quote:
    Originally Posted by Eiko-chan View Post
    Introversion is not social phobia, and it's not something to be fixed. Introverts are fundamentally, chemically, provably, scientifically different from extroverts. It's something we're born with. It's completely natural. There's nothing wrong with introversion.

    We're just a minority (albeit a large one; introverts are about 25% of the population.)

    I feel you are making a claim about psychology that is unnecessary to support your point. I agree with you that a sizable number of people probably do not enjoy teaming. However, I do not necessarily support your assertion that it is because they are hard wired to feel this way.

    Teaming experiences are not identical game to game. Some people who love teaming in CoH may hate it in other games. The way the game is implemented has a huge effect on the acceptance rate of team-based activities as a whole. I don't think you could boil it down to something as simple as "introverts" versus "extroverts."

    Using myself as an example, I am someone who is uncomfortable with open conflict (my board persona notwithstanding). I like to team in games where the activity is cooperative, basically pretty easy, and clearly demonstrates that you are always better off adding and including more players, because if reasonably well played, they can't drag the group down.

    However, put me in an environment where there is PVP and I instantly shut down. I want no interaction of that kind whatsoever. Not only am I uncomfortable with the open hostility often displayed by PVP players, I suck at PVP. In 15 years of video gaming I don't think I have emerged victorious from a PVP encounter even one time.

    However again, for about 7 years I role-played in a text-based game as a temperamental, country Cleric who moved to the big city and became its patron and protector. At some point during the saga of the game, a group of PVPers began holding arena matches in the city's cemetery. My character and several other Clerics were appalled, and took to preaching at them (they had an obvious tendency to die, and less obvious tendency to show up as mouthy corpses demanding that my character resurrect them). My character was attacked a couple of times by people who were upset about his insolence, but somehow it never became uncomfortable to me.

    Meanwhile, teaming as such in that game was not that great. Because it was text based it was just too hard to see what was going on a lot of the time, so most of us soloed. On the flip side, there was a skill called Teaching that all Clerics needed, and you got it by being around other players who were willing to teach you (or you teach them). So we spent a lot of time around each other outside of combat. Sometimes talking, sometimes practicing other skills, sometimes gossiping about "deaders" who gave bad tips. And some Clerics would learn their Teaching without saying much at all, just using the rest of us as a means to an end, maybe roleplaying it as being "shy" or maybe not bothering.