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Posts
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Joined
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Quote:Given our survivability threshold these days (letting the level shift from the Alpha slot apply outside of incarnate content = holy moley), they've got to do something to balance us out. So far, nothing has registered on the "Hey, that's cheap!" scale - auto-hit damage is manageable, unresistable damage is avoidable, the time limits and seemingly arbitrary mission goals are fair (if a little odd at times), and good use of inspirations is, as always, a game-changing ace-in-the-hole.Yay, more Trials with too many gimmicks and insta-death scenarios... screw those characters that are built/are supposed to be survivable. Maybe they play better in game, but that sure seems to be an apt description again. Didn't they learn anything from Keyes and UGT?
The only trial-related items that have irked me thus far are the UGT's length and the time sink of setting up trials. I'd prefer smaller team content - I'll form a TF in a heartbeat, but I don't have the patience to set up a trial. -
With regard to [Revival].
[Revival] in its current incarnation is terrible: it's unoriginal, underwhelming, and overpriced. Three suggestions to make a market rez desirable for players.
1. Lower the market rez price to a point where players dont flinch (or outright laugh) when they look at the power. Like inspirations, players shouldnt think twice about popping a market rez. 10 points per rez, and lower if the rez is purchased in a quantity. If you can get to a price point where players start to prefer using a market rez over an Awaken inspiration, youve won a huge battle.
2. The market rez power should remove all debt from the character. Players at the cap and power levelers wont care, but it will be a nice little bonus for those in the process of leveling.
3. Make self rezzes fun to use by making different kinds of rezzes. This is huge. CoHs calling card has always been customization, and market powers should be designed around that fact. Maybe one self rez adds inspiration buffs to the player (Return to Battle), one rez does a PBAoE attack + limited invincibility (Rise of the Phoenix), one rez adds buffs to the players teammates (Nemesis Vengeance), one rez can also rez teammates (Howling Twilight), one gives the player a Speed Boost-type buff, one gives a small amount of patrol XP, and so on. Put your thinking caps on - none of these theoretical powers is wildly unbalanced or approaches the 'pay to win' category, and they all add a much-needed "Oh, cool!" effect to the game.
Suggestions for other consumables in the market? Make knockoff versions of key powers from regular power sets.
Instant Healing
Fortitude
Lingering Radiation
Sleet
Strength of Will
Tar Patch
Lightning Storm
Perishable items are fluff in a game that already has amazing quality of life for subscribers and free accounts alike. If you want people to spend money on perishables, price those items accordingly - in other words, a player should never think "Holy smokes, every Warwolf costs me $.16!" -
If it's not Manticore I'm going to Brickstown and killing him myself.
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Easy unrooting without resorting to a vet or temp power is very nice. If you're terrible at pushing buttons or opposed to working a little harder, though, then yes, it will have a negative impact on your character.
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Alignment changes and the Alpha slot + Tin Mage/Apex were all-around terrific ideas, but Praetoria has always been lame and the trial-centric incarnate grind has sent me on a four-month hiatus that won't be ending anytime soon.
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A topic asking for sweeping generalizations? Can do!
Masterminds
Second rate (de)buffers whose theoretically solid offense gets torpedoed by bad pets (namely, bad pet AI). Good players work around it for the most part, but 99% of the time those players would be better off playing something else.
Stalkers
Joke AT. Enjoy your middling single-target DPS in an AoE-focused game. Roll a scrapper the next time you want melee damage without aggro control.
Kheldians
Jacks-of-no-trades, masters-of-terribleness. Fun to play, but unfortunately I can't separate that fact from the abysmal performance (denial isn't a river, Warshades).
Defenders that aren't Sonic Blast
-20% res per blast is too good to pass up. I can tolerate an argument for Psy, Dark, or DP (maybe), but everything else is awful by comparison.
Assault Rifle
Unless it's your badger, you shouldn't be playing this. If it is your badger, you have my condolences.
Devices
I retired mine when I stopped PvPing in I8. Playing one at this point is pretty much indefensible.
Shield Defense
You made SR less enjoyable. I hate your True Grit, I hate your Shield Charge, I hate your One With the Shield, and good glory, I hate your Against All Odds. That you look absolutely ridiculous with your stupid little shield in a city of heroes is my only consolation. -
For melee characters, a fellow playing a BS/Regen named Kariss. He helped me with my Regen and SR back in the I2 days, but ended up quitting the game over the HO nerf. We tanked a lot of Hami raids on our Regens back in the day.
For blasters, every terrible blaster on Victory. You all know who you are, and you should be ashamed.
For all things support, and especially Kinetics, a Fire/Kin named Demon Sorcerer. Knowledgeable, polite, kindhearted, and one of the best PvPers I had the pleasure of teaming with. It's just too bad HE'S A QUITTER. (j/k bud if you read this you should totally come back when we go F2P) -
Dinged 66, nabbed a Solid Thor Leather Belt, pushed Blossom Blow to Rank 6, flipped a Jirkal Large Shield for a quick 400K, manned a ballista on a successful Titan run (and still pulled 4th in DPS), looted a Bloody Thorn (880K!), and crafted a Frostheart Hunter Cap.
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Quote:Ok...I also took part in the Underground Incarnate Trial test this morning. Positron said during the panel yesterday that it was meant to be more like "an old-fashioned dungeon crawl."
Quote:Whereas the other trials are all open and objectives near to one another, the Underground Trial is about navigating through (really friggin cool) tunnels
Quote:and fighting through Devouring Earth and infected Praetorians.
Quote:There are proximity bombs along your path that you must avoid or dispose of
Whoops, false alarm. Everyone back to Lambda and BAF. -
Quote:Creating purchasable sets with average performance is probably the best way to introduce them - not only do you avoid the pay-to-win scenario (and the resulting negative fallout), you give players a way to play a new set that appeals thematically without relegating older characters to the trophy shelf.For-pay sets will have to be better, or there will be complaints. I don't know how this might impact existing sets.
Case in point, even if Dual Pistols hadn't been bundled with Going Rogue and was instead sold separately, I'm sure it would have seen plenty of sales despite its middling performance because it nails the natural hero, damage-debuff, and flamboyant-breakdance-fighting-anime-nerd demographics. -
Damage-centric characters taking a backseat to buffers and debuffers in CoH? Someone alert the presses. Re: endgame and trials, if anything incarnate powers have helped blasters and stalkers because no one cares what you are when everyone is rocking Barrier, Rebirth, Lore pets, and a level shift or three.
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Quote:I've built to circumvent movement suppression as much as possible for six years now - just like I built to accomodate Fitness as a fourth power pool, or planned characters to deal with exclusive markets and a non-functional mail system, or made due with suboptimal PvE builds for the sake of PvP because multiple builds weren't available.I doubt they'll ever remove travel power suppression... you can already kite pretty well with inherent stamina plus combat jumping and sprint. I do it a fair amount on my Blasters and have fun with it, too. I think they were mostly okay with removing some of the pain of having travel powers going while fighting because of suppression, too.
Travel power supression is an Emmert-era mechanic: archaic, clunky, and a quick-fix to a supposed problem that was never worth worrying about in the first place. If we're all about QoL updates and fixing mistakes with the upcoming Freedom plan, why not take the opportunity to return some speed to the game as well? -
"When will you be removing travel power suppression from PvE?" and anything to do with fixing Kheldians.
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Quote:Hey, nifty. I like to imagine Zeleski slowly taking off his glasses in shock when the full extent of the proliferation hit him.This was also mentioned on the Ustream and a few others have been posting it around:
"My God... we were fine with Poison being terrible on Masterminds, but now... now it's going to affect useful ATs! Miller, put down that box of donuts and get in here, we have work to do!" -
I really don't want to reroll my Sonic/Therm to a Therm/Sonic. This cash shop better have an AT swap option.
Honest question: what's the appeal of Poison? Even if it gets defender mods (I didn't see Poison defenders announced, did I miss something?), that gives it two solid single-target debuffs, a nice ally rez, and nothing else worth mentioning. I'm all for promoting variety, and there is the new PBAoE toggle to consider, but seems like Poison could use a bit more help.
The updated Energy Aura for scrappers looks dynamite (SR should've gotten that new toggle, though). Can't wait to roll one and check out the updated lowbie content this fall. -
Until the devs regularly inhibit our ability to trump mobs with numbers alone, a KB-heavy character is always going to run the risk of being less than helpful at times in high-end teaming. The escapee phase in the BAF is a step in the right direction, and I'd like to see that type of creative thinking applied more frequently to new content.
Re: getting the boot, I don' think KB is enough of a potential liability to warrant kicking someone, but I wouldn't begrudge a team leader the right to do it.
Hey, just like that Peacebringer I took to 50 over four years ago! Guess how much playtime he gets these days! -
Quote:Those are the useful ATs, why would this be a problem?Please tell me I'm not the only one who has this problem
I've been playing the game on and off for 6 years and every time I come back, all I want to play are defenders/controllers/corruptors. Nothing else I make gets past level 10 before deletion.
Considering how much customization is available to me I almost feel guilty for not exploring moreBut I can't be the only one, can I?
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Take care, Penny. I hope I'll see you in-game again someday, you were always a blast to play with.
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Assuming the amount of new content available to VIPs stays is consistent with what we've gotten accustomed to over the last seven years, this is pretty much an all-around great change for the game.
Quote:Hippie knows what's up. If you're leaving for the VIP server as a way to pull together with off-server friends or get a fresh start, great - that's no different from leaving Victory for Freedom or another server. If you're doing it to flee from the free/premium accounts, though, you've got issues.You need to let new players team with existing players if they are to have any hope of actually becoming a veteran player in the future. Complaints about Winter Lord and AE Babies? You are talking very high probabilities of having a permanent section of the player base emulate these reviled banes to the server. You can't learn about the game and proper behavior/mission etiquette/slotting if you have no one around you to learn it from.
I'm not going anywhere, and I hope no one else from Vic flees for the "promised land" of the VIP server either. Ignoring a given player is such a minor expenditure of time I can't believe it would even register on someone's annoyance meter. -
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Quote:Except attacking is enough if other aggro-grabbing players know what they're doing.Sounds like there were not enough tanks/brutes on the trial. This happens to my toons all the time when there are only 2-3 other tanks/brutes. Far too many players don't understand how aggro works and they think just attacking with their tank is enough.
Be it ego or ignorance, plenty of melees choose to taunt regularly during the Nightstar/Siege fight and doom themselves to sequestration when they pull more aggro than they can quickly pass off. It's far easier to hand off aggro for a sequestration cycle if you're not generating an excessive amount of aggro with unnecessary taunting. -
Quote:Finding my playtime more limited these days, I actually agree with this. The booster packs are nice, but CoH's emphasis on aesthetics gives it the perfect format for an á la carte pay-for perk system. As long as the rewards are bind-on-account and not performance enhancing, we stay away from the RMT issue that plagues this sort of system in other games.I'm torn on the new costume/aura stuff. On the one hand, I love new costume/aura stuff, but on the other hand I'd actually rather pay $10 for it than have to waste in-game resources that should be going toward Incarnate crafting.
Right, it was really just a passive-aggressive jab at the devs. They've done so much right in the last 12 months that I have to take my potshots where I can. -
Quote:Having just taken a month off of CoH (iTrial burnout, my fault), the changes in the last patch and 20.5 are actually drawing me back in. Now if they'll only let me respec out of these lame Praetorian Lore pets I rushed into for level shift purposes.Well, not sure what to make of it. Initial feeling is my faith in the devs dropped further. Since I20, I find it harder and harder to log in with the direction this game is heading. Heck, I was free last night but decided to watch idol instead with the family.
Oh well, I am just grumpy and will see what the rest of release is like. Although I could see myself hanging up the cape when I ding 7 years soon.