Premonitions

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  1. Premonitions

    Online gaming

    Quote:
    Originally Posted by Forbin_Project View Post
    Here's another that always made me laugh.

    We like to party
    We like, we like to party
    We like to party
    We like, we like to party
    We like to party
    We like, we like to party
    We like to party

    I've got something to tell ya
    I've got news for you
    Gonna put some wheels in motion
    Get ready 'cause we're coming through
    Hey now, hey now, here's what I say now
    Happiness is just around the corner
    Hey now, hey now, here's what I say now
    We'll be there for you

    The Vengabus is coming
    And everybody's jumping
    New York to San Fransisco
    An intercity disco
    The wheels of steel are turning
    And traffic lights are burning
    So if you like to party
    Get on and move your body

    We like to party
    We like, we like to party
    We like to party
    We like, we like to party

    Hey now, hey now, here's what I say now
    Happiness is just around the corner
    Hey now, hey now, here's what I say now
    We'll be there for you

    The Vengabus is coming
    And everybody's jumping
    New York to San Fransisco
    An intercity disco
    The wheels of steel are turning
    And traffic lights are burning
    So if you like to party
    Get on and move your body

    The Vengabus is coming
    And everybody's jumping
    New York to San Fransisco
    An intercity disco
    The wheels of steel are turning
    And traffic lights are burning
    So if you like to party
    Get on and move your body

    We like to party
    We like, we like to party
    We like to party
    We like, we like to party
    We like to party
    We like, we like to party
    We like to party
    We like, we like to party

    The Vengabus is coming, the Vengabus is coming
    The Vengabus is coming, the Vengabus is..

    The Vengabus is coming
    And everybody's jumping
    New York to San Fransisco
    An intercity disco
    The wheels of steel are turning
    And traffic lights are burning
    So if you like to party
    Get on and move your body

    The Vengabus is coming
    And everybody's jumping
    New York to San Fransisco
    An intercity disco
    The wheels of steel are turning
    And traffic lights are burning
    So if you like to party
    Get on and move your body

    The Vengabus is coming




    Okay it wasn't the song that was funny it was the guy dancing to it.


    Holy Cheese that song had lyrics?
  2. Quote:
    Originally Posted by TwoHeadedBoy View Post
    This was what spawned the whole conversation we're having. Context is important.


    Now, let's look at where that came from.

    So now we have context. We were strictly discussing build performance. Hopeling intentionally diverted the conversation onto subjective ground, and so here we are. The entire conversation was about game mechanics, and I made the statement about 'fun' because I was addressing the angle that subjective fun had anything to do with what we were talking about at ALL.

    I felt that the whole idea of fun was silly and illogical because it was brought up in the context of a conversation about build mechanics.

    If you showed me your costume in game, or we teamed together and enjoyed each other's company, it'd be a completely different story. But this part of the forums, and the part of the conversation I intended to engage in, was about game mechanics, which are the most important and enjoyable part of this game to me.
    Do you not know what "handicap" means?
  3. Quote:
    Originally Posted by Codewalker View Post
    If that's the mechanic I think it is, it didn't just work on mobs. It could basically move an entity to a target (or fixed offset from a target, which was another new feature in I24). Since it worked on the player as well as enemies, it could be used to make something like Shield Charge was originally intended to be.
    So we would have had Champions-Online style "movement" powers?
  4. Quote:
    Originally Posted by Jack_NoMind View Post
    Can we go back to the part where 2HS claimed to be autistic testes?
    I'd like that
  5. Premonitions

    Good news all..

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    100% here. Bam! Everybody's welcome.






    ... Man, those last few posts before mine are depressing and off topic as ****.
    Somewhat
  6. Quote:
    Originally Posted by Black Pebble View Post
    Awright, so Andy implemented a new powers feature in I24. It basically allowed a power to pull targets towards you.

    So one implementation was going to be for Water Armor, where you could create a vortex around you and suck mobs into you doing damage to them and other fun stuff.

    That's the new mechanic I was being coy about. I was really looking forward to it too. You could use it to pull off cool tricks like snatching mobs from across the room.

    The things Andy can pull with a 8+ year old engine is phenomenal.
    This is a thing I've wanted since.. since forever.
    P.S. Put it in Kinetic Control.
    P.S.S. make Kinetic Control
    P.S.S.S. lie and tell me you where making Kinetic Control.
  7. Quote:
    Originally Posted by Black Pebble View Post
    Assault, yes.
  8. Dang, I was betting on Kinetic versions of everything
  9. And you can't be Batman. :P

    But yeah, DCUO and Champions aren't the massive piles of dung they are represented as, nor are they perfect(and neither is City) I found DCUO interesting, I felt it's combat was heading in the right direction(if anything it headed to far in that direction) it's art style was fantastic, It's costume and powers system was far too limited. I loved being able to change my individual costume parts on the fly, though. Being able to "put down" my hood amused me to no end. since "console" isn't a dirty word for me, I've enjoyed it hear and there. Not enough depth to it's character creation was my biggest issue.
  10. Premonitions

    Good news all..

    Quote:
    Originally Posted by Mr. NoPants View Post
    That has never happened here. We have never all wanted the same thing. Sometimes we want similar things and call them the same thing but then we argue about why the other person is wrong because the way they want it isn't "the right way".

    Some people say being able to play the game in any form is Saving CoX.

    Some people consider being able to play with their friends Saving CoX.

    Some people consider same game same exact development team same community shaving *****.

    Some people feel staving rocks is being able to play any superhero game with the same aprox development team in a similar environment.

    And some people think there is no pox left to pave and all thats left is to bring everyone listed above to their point of mind by cereal urination.
  11. Quote:
    Originally Posted by Scythus View Post
    Psychic melee was going to feature little stabby blades of psychic energy.
    I was hyped for Psi melee too, but this is a bit different. Compare
    "forming a weapon out of psychic energy then using that weapon."
    and
    "using psychic energy as a weapon."
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    That's not a "melee" set. It's a set of elemental powers usable in melee. At least that's how I'd define it. To me, any set tagged "melee" needs to revolve around physical contact hand-to-hand fighting, else it's not melee. What you're describing isn't so much "melee" as "very short ranged blast/support/control." OK, NOW I see what you're talking about, and now I can actually agree.
    I don't know that all melee sets need to have direct punching and kicking considering Weapons count as melee.
    I think of it more as using the "element" as a weapon.
  13. Quote:
    Originally Posted by Tenzhi View Post
    If disliking fragility and being frustrated by constant mezzing is bad taste, then I am pure bitterness.
    You use too much of your seat.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    My headache is due to either a cold or some kind of bug, actually. Or possibly something chronic. Point is, it doesn't have to do with the Internet.
    Well that sucks. Hope everything works out for the better.


    Quote:
    Aha. That's a large source of our misunderstanding, if that's how you interpret "damage type." In City of Heroes, all damage is is a health modifier, which is typed for reasons of which modifiers are used to alter it. No damage type itself comes with secondary effects. Ice damage doesn't slow and fire damage doesn't burn. Those are additional special effects that are tied to the powers themselves, not the actual damage type. Multiple powers exist which deal Fire damage but don't apply any DoT, such as Consume. For the most parts, our developers have tried to keep secondary effects between powers with similar themes consistent, but they deviate as often as they are the same, and even similar effects aren't always the same. Fire Blast powers, for instance, all deal the same damage pet tick of DOT, but I believe Blaze or Blazing Bolt have more DOT ticks.
    This is a pretty minor quibble. I spent a lot of words going over the relevance of "Power behavior" without really mentioning Damage type. I misunderstood the connection between two aspects in one post but that was kind of at the tail end and doesn't have much of a huge influence on my point about the relevance of the aspect of power behavior. but we've already gone over that.

    Quote:
    That's why I draw a distinction between power mechanics and damage types. Damage type by itself means nothing, it's just the type of damage for the purposes of damage resistance. All the effects you're describing are actual additional power effects, which comes down to power design more so than "numbers."
    Yeah, pretty much.
    Quote:
    Basically, I had a Jack Emmert moment. Remember when he said "No more major changes to powers!" a few weeks before ED hit? His defense was... Well, that's not a change to powers, it's a change to enhancements. Nobody believed him but me, probably, and that's the exact same flub I fell to. You said "damage types" and I thought "attribmod" when what you were talking about was the additional power effects that define the esoteric behaviour of powers beyond base attributes common to every power.
    'Kay.

    Quote:
    That's basically were we talked past each other - damage type the technical term is only ever relevant in the context of damage resistance, of which City of Heroes critters have a lot, but Champions critters very rarely have any.
    'Kay squared.


    Quote:
    This brings me back to a point you've already chastised me for twice, but I just don't see that, or at least don't really agree. You say it's like drawing a knife and shooting with it (and we'll ignore gunblades for the sake of expedience), but that's not exactly the case. "Knives" are a real thing that has a real use in combat, and that real use informs how the set is designed. You can't use a knife like you would use a hammer or a whip, because most people have a rough idea of how a knife is used. To quote Antonio Banderas: "pointy end goes into the other guy."
    See, now, this is an instance of us "Talking past each other" in that you're kind of missing the point of what I'm saying and not taking into account what I'm saying it in response to.You're having a different conversation from the one you started, basically. For context, you asked:
    Quote:
    Originally Posted by Sam Tow
    Suppose I want to use one of those powersets that "explore the differences" in a non-elemental, non-energy, physical concept, where a character fights with the style of that set, but uses no element? Do you see a place for this?
    Which seems to mean:
    Quote:
    Originally Posted by Sam Tow Translated into premmyese
    "In A Scenario where there is both a generic "Hand-to-hand combat" set that can be visually Customized(Ex: Street justice/Martial arts+ combat auras/animation customization) and "Elemental Melee" sets, how does this effect the customization options of people who want to use the animations of the Elemental Melee sets as customization options without the visual effects and/or the power behavior? Is this even possible?"
    If this isn't what you meant, feel free to correct me.
    My response was:
    Quote:
    Not if they actually explore the style in a way that hinges on the element. It's the equivalent of drawing your knife and shooting someone or asking to be able to stab without a blade. Let's assume, Say, the "electric grappler" has an attack where he pushes himself close to his opponent and channels electricity just with the body contact. No headbutts, no bearhugs, nothing violent at all that could be conceived as "fighting" Just a friendly hug or a pat on the back, and then BZZZZZZZZT. Dead. It could be an assassin's strike type option. Now, how are you going to do that without electricity(or at least some kind of fictional "energy). Is every power in this hypothetical set going to be like that? No, of course not, doesn't need to be, but I figure enough can be done in that fashion to where asking to have the other kid's toys is asking for something you can't actually use. As for "something similar"? No reason that you can't get "close enough". No reason there can't be a "Martial Arts" and a "Street Justice" and a "Wrestling Melee" e.t.c. Ask me about what I think Martial arts would be in my hypothetical Super-hero MMO sometime.
    The point here being that the animations and behavior of the hypothetical "elemental melee" sets would hinge on the "element" in question doing all the "heavy lifting".

    It's a non-issue for Mr "Generic Hand-to-Hand combat" guy to want those animations because they aren't in the same category. It's the equivalent of wanting Psychic blast or Sonic Blast animations for a martial arts scrapper without the blasts and without the range and behavior, e.t.c. Or, in my given example, Knife animations without the knife.It's the sort of inherently contradictory idea that doesn't really factor in. I'm sure you can find lots of players who might want all kinds of crazy things that are neither good ideas, nor actually relevant to anything.

    Quote:
    I can't say the same is true of elements and energies. First of all, most people don't really have a very solid grasp of how they work in reality, and the mythbusters have proven this time and time again. You'd THINK an explosion could send a bulldozer 100 feet into the air, but an explosion with enough energy to do that will also shred it into shrapnel. There's no way to say "THAT is how electricity would be used in hand-to-hand combat" simply because you're making it up from the word go. People can shoot electricity from their hands, so anything you come up with is based on fiction. Which isn't bad, but is also very "unspecific" and open to everyone's interpretation.
    It's very important to actually come up with an interpretation and stick with it within your fiction.
    You can say that one thing(electricity, chemistry, radiation,spaceradiation, e.t.c.) "does everything anytime always constantly", or maybe even two or three things if you cut off one of those words. But you can't say everything "Does everything anytime always constantly" Because that's damn near impossible to actually convey, and because it would make absolutely no sense and be completely incoherent. I don't mean in the "I don't get it" sort of way. I mean in the "has no internal logic or consistency at all" sort of way.

    Quote:
    Your example is very good, actually, in that it depicts our two very different takes on what constitutes "electricity." The way you explain electricity sounds like you're banking on a steady stream of high-energy current, like what you'd get if you stuck a fork in a power socket. It's the cartoony effect where someone gets shocked for 10 seconds straight and you can see his skeleton and his hair goes all spiky. I'm approaching this from pretty much the other direction - that of an electric condenser. This doesn't rely on power flow, but rather on the build-up of a strong charge which, when it reaches critical state, will arc across an insulating medium, cover distance and deliver a large shock all at once. It's basically the difference between Electrical Blast for Blasters (which fizzes, buzzes and crackles) and My Striker electricity (which explodes with a thunderclap and a sudden jolt).
    Yeah, see, you're missing the point of the mental exercise again. My issue with Champions is that it defines "Elemental Powers" with one set with one focus. My preference is to try and create a broad Scope with multiple foci that apply an overall concept in multiple ways.

    I'm not trying to define "electricity" universally. I'm trying to define "Electric Melee" specifically, and more specifically, define it in a way that has physical motions that hinge on the unique properties of the "Element" in question(as per your request)so as to not share territory with every other elemental Melee set and with "basic" melee concepts.

    You're making comparisons to Electric Blast powers, but that's completely opposite to what's going on here. The point is to answer the questions of:
    1. What is electric melee?
    2. What makes it "Electric melee" and not "electric other thing"?
    3. What makes it different from every other form of melee?
    4. Why is it that way?
    None of those relate to an interpretation of "electricity" as an overall concept. That would most likely be stage two, wherein we devise secondary effects,visuals, and any necessary revisions or additions to the original concept to connect it to the other expression of "electrical powers" within the game for the sake of internal consistency and just to tie everything together neatly.

    This could be done "backwards": starting with an overall concept of how electricity is agreed on to behave within the game and then going down into more specific expressions based on that core idea, But I feel starting from the "bottom"(electric melee, control, buff, e.t.c.) and working "up"(what ties them all together, functionally and visually) allows more freedom as you don't start with pre-conceived limitations at the inception.
    Starting from the bottom and working up is more like addition, while starting from the top and working down feels like further and further division.
    Quote:
    Neither is wrong, strictly speaking, but by creating a concept specific to one, you're more or less locking out the other.
    You have to establish boundaries and limitations somewhere. Lest you have "everything doing everything anytime always constantly" Fire has to do do things differently from electricity, otherwise it's pointless to name them different things and give them different visuals and so on.

    This doesn't mean they only have to do one type of thing, the way Champions does with but a single set with a single focus for each concept. Electricity can control, blast,buff,debuff,melee, and protect, and so can Fire, Ice, e.t.c. But they have to do these things differently in order for them to be different. City of Heroes accomplishes this with having a set to perform pretty much every function for almost every element. There's precious little "Fire" can't do(in a general sense) in City of heroes. The only thing I can think of is... put out fires. And you know....I'm okay with that. I'm perfectly fine with not being able to set fire on fire.

    Quote:
    For instance, when BABs and Castle made Shield Defense, technical limitations forced them to make a lot of the powers passive and conceptual limitations forced them to make those passives about something OTHER than the shield, so they instead made the shield user very strong and tough. This was quite out of concept for a lot of my shield users, however, since the first one I made was a technologist using a tech shield with a forcefield attached to it. Moreover, Castle designed Shield Defense with a very strong slant towards Greek Phalanx warfare and the concept of a shield wall, hence Phalanx Fighting, Grant Cover and so forth. This, in turn, has been VERY inappropriate for my shield users because it's not something I even thought about when I first heard the idea.
    This is definitely a "thing" but it feels like a self-affecting form of "damage type" to me in that the relevance of it is mostly a behind the scenes numbers thing. So the set includes powers that increase your "resistance", a thing that affects how "damage type" affects you..... eh...okay?

    It'd be different if the set had, say, heals and controls and whatnot. But mostly it just does some numbers things that may or may not fully cover every possible expression of a person using a shield.
    Quote:
    Champions, actually, has this problem to a much bigger extent, as you've seen. Someone sat down and wondered "OK, so how does one use Earth powers?" Someone then came up with the idea that... Well, you cover yourself in rock and hit people with giant fists. Hence, Rock was put in the "brick" general category and is now a a tanking power. All because someone wanted to be very specific in how one used stone differently from fire and wind, but in so doing, he completely sidelined the set's usability as a control tool. You can still do it, but that's not what the set was designed around.
    The problem was they started and ended at "how to make stone different" instead of starting at "using stone" then going on to "different ways to use stone" THEN going to "how to make it different from everyone else." They started at the "top" and pretty much stayed there.
    Quote:
    Basically, I'd be leery of designing sets that are too specific, because you tend to narrow the concepts of people who can use them SIGNIFICANTLY unless you create many redundant sets from the same element or energy to offer different fighting styles for the same general idea.
    This is where the "Customizing a Generic hand-to-hand combat option" comes into play. If you're not looking for a concept that's uniquely tied to the "element" you can use one that isn't and customize it.

    Basically, if you don't care much about the idea of elemental melee being "unique" and just want a variation of "glowy melee" make "regular melee" glowy. This is especially important since making your hands glow should be a basic costume option for anyone of any power type because lots of dudes have glowing hands for various reasons.

    Will some people personally disagree with the particular bent you take with the sub-sub category of their specific element of choice? Yes, I'm sure they will. They will most likely be the same kind of people who want "knife-less stabbing" for the "generic hand-to-hand combat" set. But the people who like your interpretation will be happy, the people who are fine with glowing up their regular melee will be happy, the people who really really REALLY love the idea of glowing up their regular melee will be happy.

    Pretty much the only people who won't be happy are those who have some extremely personal concept they created and want to express that despite it not having much cultural precedent and possibly benefiting noone else.(I'm kind of in that position with my main, Mobilise, actually) People who want another, slightly more relevant option might be displeased as well.

    Nothing stops their ideas from being introduced in the future in a new fashion.(I would have eventually got my Grav/Kintic assault Mobilise dom)

    Having "no element-specific melee at all" as a Design philosophy prevents both "electric grappling" "electric pimp-slapping" and "extremely Short-range electric blasting" from ever being made. If the idea that customizing a single blast or melee or control or support set is the answer to these desires, there will never be any Unicorns, just three very unhappy cows.
    Quote:
    Blasters are conceptually very open and very appealing, but in actual practice they are ****. I'm sorry for being coarse in my language, but at this point it doesn't seem like balancing concerns will ever be resolved so I just can't keep up my air of politeness about an AT I simply cannot play. I tried to. I got multiple Blasters to 50 and it was never fun. Not for a minute. I kept telling myself it'll get better and it never did. Too little health, too little personal protection, jack **** for status protection... I got tired of living in constant fear for my life, so I rerolled as ATs that let me play badly and still succeed.

    Dominators weren't as torturous to play, but they also weren't as entertaining. I HATE playing like a Controller, and it seemed like that was the only path to success as a Dominator. I'd have loved to be able to play all the ATs, it's just that their mechanical design made it impossible for me to enjoy doing so, hence why I stuck to the ATs I enjoyed.

    And yeah, I know about the Blaster changes. It doesn't give them armours, it doesn't give them status protection, so it's not enough of a change. It makes it much more fun to play a Blaster if you wanted to play it LIKE a Blaster, but I, unfortunately, don't. I don't want to play carefully and tactically and fret every decision. I like being a powerhouse, hence why I stuck to the fiercely independent ATs.
    You really do have bad taste, Sam :P
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    Ugh... OK, fine. But don't hold it against me if I skip parts of your post. I don't have another two hours to devote to a single post, and my headache from yesterday is only getting worse.
    You should keep in mind that none of this ish matters.


    Quote:
    Yes, you said "if you take away everything that's unique" about three times, but that doesn't mean anything. It's generic and aimed at exaggerating, not aimed at explaining, because it hinges on me getting what you feel "everything unique" constitutes. I don't, or at least didn't. And as you'll find, now that I DO, I don't necessarily agree with you on what a power needs in order to be unique.
    Well I figured "everything" included... well.. everything to the point that spelling it out wasn't necessary. Plus, before I started using that phrase I actually went into explaining why these things where important.
    So "everything unique" was shorthand for "that thing I said a few paragraphs up about the things that make a thing unique"

    Quote:
    Sam Tow was always supposed to have pistol attacks and sword attacks at the same time. City of Heroes never let me do that. Now that I tried Champions, that's not that much closer. Sam can now have pistol attacks, but they act like machine pistols, whereas what I had envisioned for Sam was more a pair of slow-firing, incredibly large-calibre pistols. The ".90 calibre concussion pistol with armour-piercing rounds" from Advent Rising, basically. Ripper? I forget what it's called. That, along with the Seeker pistol which has the ability to fire a shot which costs 5 ammo points but deals ridiculous damage and can bounce between up to four targets, doing damage to rach.
    I found the DP energy builders to have a steady and slow rate of fire and the "main attacks" to be very fast. Might consider switching out whatever EB you're using for a Pistols one.

    Quote:
    I write my characters from scratch in words and ideas long before I get to a game which is supposed to house them, so the game never represents what they do exactly. No game ever could, it's the nature of having very specific ideas. The best a game can ever hope to do is let my characters do the majority of what they're supposed to be able to do in a way at least roughly comparable to how they're supposed to be able to do it. Pretending my characters can do things they really can't do is par for the course for me. So long as they look like I could claim they can do these things, that's enough.
    I'm pretty much in the "Close enough is good enough" camp as well. While I've moved more towards using the tools I'm given, most of my ideas hinge upon what would make for good action, when it comes to powers. and for me that means "cool stuff I've never seen before" which usually means "Cool stuff that isn't in this game and probably won't be in any other one because of how much thought I've put into it" As long as I can get something that looks and acts "close enough" I'm happy. Figuring out how to bend builds to concept was a thing I was just getting the hang of recently and made what had previously been "A boring math problem" a fun creative exercise.

    Quote:
    Actually, I have a better example. Ezikiel Bane, my flagship villain, is an "earth" user - Stone/Stone Brute in City of Villains. His powers in continuity, however, are nowhere near that limited. The man is supposed to be able to transmute elements into the various types of crystalline structures he can command basically telekinetically. This would enable him to do more or less everything all the ATs with access to Earth powers can, and more. He has entire buildings shaped out of granite that he has made himself and which he controls like Magneto in the first X-Men movie, he tends to prefer fighting at rage using levitated boulders, rock waves, dust storms, crystal spears, ground eruptions and more, but protects himself with a variety of stone- and crystal-based armours, as well as having immense strength in melee.
    This feels like a worse example simply because he sounds like he should be a Dominator
    Quote:
    I designed Zik as a Mary Sue completely intentionally, because he's the type of overpowered antagonist who doesn't like to get his own hands dirty, but will always play the final boss. No game ever will let me do all the weird **** I've come up for Ezikiel to do (nor get me to spell his name right, I refuse!), so I'm perfectly fine with doing a small subsection of what I think I should if I at least get to look good doing it. And right now, I don't exactly have a world of choice.
    I have no idea what this means. Something about a very strong character, I think.

    Quote:
    Damage types are the least convincing argument to me, because they're the epitome of meta-game behind-the-scenes math. I differentiate between "numbers" and "mechanics," in the sense that numbers literally do not matter a lick beyond min/maxing, not to me. They don't look different unless you care about the combat spam. And damage types are just that - numbers.
    well, kinda/sorta, depends on the damage type you're talking about, in this game as well as what "damage type" means in other games. Cold damage in this game causes slow, which is definitely an effect you can see. I do believe when fire lands it's DoT it leaves a "burning" effect on enemies. So, there's bits and pieces, it's mostly invisible numbers, though, yeah. I hate that this game is so much invisible numbers rolling dice at each other.

    "Damage type" can mean a lot more in other games, Similar to water Dousing fire in ours.

    Quote:
    You make a good point that the actual mechanics of how the powers behave do come into play. Believe me if you want, but this never crossed my mind. I was always looking at this from an RPG perspective of "power does damage, power kills foe." My blindspot for this comes from my extreme disinterest in control and support powers and preference for direct damage - end things rather than dance about the issue. When you look at things from that perspective, you miss the obvious aspect of power behavior, as I did. Arcana did bring up secondary effects, I just didn't realize what that meant until now.
    In an action game this would be things like "arcs high" "longer range" "pierces through enemies" and would be much more meaningful to how you viewed things. But it doesn't have to be strictly an action game. You should check out Freedom Force. How powers behave is very important(and also completely customizable) in that game.


    Quote:
    I didn't read it like that, however. I read you saying that you wanted one "generic melee" set that can also be made elemental and several element-specific melee sets that CAN'T be made non-elemental or to use another element. Thus, those who wanted just melee had that one melee set and those who wanted special melee could use the exotic ones.
    roughly, yes.
    Quote:
    That ties into the question I kept asking, because you seemed to suggest that certain elements should only be used with certain fighting styles like they are in Avatar.

    That's what I didn't get, by the way - are you suggesting that different elements should use different styles of hand-to-hand fighting? Are you saying that electricity only makes sense to be used for grappling and fire for quick incendiary attacks? Frankly, I'm still not sure about that.
    Not "only ever ever and never anything else in any work" but it's much cooler for someone to take the time and think about the nature of these ideas and how to apply them in a way that not only works with them, but also, somewhat, justifies them being different in the first place.

    It's more appropriate than "generic attack number 59" being used for EVERYTHING kind of the way we have it now.
    It's also good for making your setting have a unified idea and a consistent treatment of ideas. If certain ideas are "always" shown a certain way in your work, these ideas have more "weight" because they are "solid facts" of your universe. They're walls and pillars upon which you rest your narrative.

    Quote:
    I know you say "these" are not "mutually exclusive" but I'm not convinced we mean the same thing when we say "they" and "mutually exclusive." It comes down to this:
    "These" being the concept of Visual customization of a generic base and visual and practical uniqueness of multiple sets. You can have both, as we already do in City of Heroes. You can customize your Martial Arts and Street Justice with combat auras to have "Elemental Punches" AND there are actual "Elemental Melee" sets as unique powers with unique attributes to them. It's not an "either/or" situation.


    Quote:
    Suppose I want to use one of those powersets that "explore the differences" in a non-elemental, non-energy, physical concept, where a character fights with the style of that set, but uses no element? Do you see a place for this?
    Not if they actually explore the style in a way that hinges on the element.
    It's the equivalent of drawing your knife and shooting someone or asking to be able to stab without a blade.

    Let's assume, Say, the "electric grappler" has an attack where he pushes himself close to his opponent and channels electricity just with the body contact. No headbutts, no bearhugs, nothing violent at all that could be conceived as "fighting" Just a friendly hug or a pat on the back, and then

    BZZZZZZZZT. Dead.

    It could be an assassin's strike type option.

    Now, how are you going to do that without electricity(or at least some kind of fictional "energy). Is every power in this hypothetical set going to be like that? No, of course not, doesn't need to be, but I figure enough can be done in that fashion to where asking to have the other kid's toys is asking for something you can't actually use.

    As for "something similar"? No reason that you can't get "close enough". No reason there can't be a "Martial Arts" and a "Street Justice" and a "Wrestling Melee" e.t.c. Ask me about what I think Martial arts would be in my hypothetical Super-hero MMO sometime.
    Quote:
    The only thing that holds interest for me, realistically speaking, is the ability to combine ranged attacks, melee attacks and survivability in the same character.
    I have various ideas that don't fit within the confines of Archetypes, it happens.

    Quote:
    City of Heroes more or less forced my hand into only ever playing Scrappers, Brutes, Stalkers and Masterminds because these were the only ATs which weren't "squishy," and that in turn made a lot of my conceptually ranged characters into melee ones. You wanna' know about the game not letting me do something? Inna, my Energy/Energy Brute, was written in her own backstory as having the "Nova" power. But because I couldn't and can't stand Blasters, I made her into a Brute and had to give that up. I'm used to my characters not being able to do what they're supposed to.
    That's odd, because I find Blasters(and Doms to a lesser extent) to be the most conceptually versatile AT in this game. The limitations they faced where mostly ones of Game balance(powers not being as good or helpful as they needed to be) or Content(Certain powersets don't exist yet but would totally go here someday) This is why I love i24 so much. It solved both of those problems in a big way. *sigh*

    Quote:
    Why do you think I flipped my **** when I heard about Titan Weapons and realised Xanta (see sig for pic) would finally, after six ******* years, would be getting the weapon she always should have had?
    Yeah, everybody feels like that when their "one true set" comes out.

    Quote:
    More a cautionary warning. We're used to doing all this weird and wonderful stuff in City of Heroes, but that won't last forever. Even if we manage to save it, by some cosmic collision of chance, it still won't last forever. Sooner or later we'll have to go play other games, and other games aren't as accommodating. We are both going to have to make some concessions and accept characters that aren't quite "right" eventually.
    I'm already doing that in various capacities here. I do it less now, as I learned to work with the tools given, but still. Learn and adapt and move on. Champions doesn't have Elemental melee. I probably won't make characters with those powers until it does(if I pick up Champions)
    Quote:
    ---

    Also - no hard feelings, and apologies for skipping parts of your post. As long as we can focus on being productive and discussing a topic, I'm happy. Exchanging ideas and concepts is always fulfilling so long as we're not trolling each other. Despite what it may seem like, I really am not interested in putting anyone down or being right. I just want to converse, and it seems like the conversation will flow smoother if we step over the mutual accusations. The post I deleted was full of me being a dick anyway. You're not missing much.


    I'm always trolling just a little bit. I'm a "Social Superadyne User"
    See me at the raves, crumping to Skyway dubstep.
    Quote:
    *edit*
    Other than...I did, actually, but that went with the rest of the post I dumped.
    I have so many ideas, bro. SO MANY
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    Actually, you know what? Forget it. I had a huge long post that took me a good two hours to type, but reading your last line just made me realise it's pointless to post it. You're not interested in explaining your side of the argument nor helping me understand. You're only interested in humiliating me and proving me "wrong" over something that's only and solely based in opinion.
    I think you're taking this a bit personally, Sam. This is how I talk. I've always talked like this in these little tiffs with you. Further, the rest of this post is coming off a bit melodramatic and hypocritical. I'm only interested in entertaining myself for a bit and(actually) I was banking on you saying something to the effect of "Oh yeah, well what about ICE MELEE? huh? huh?" or something like "Fire melee can be grappley too" or, you know, something other than hysterics.

    Quote:
    You could have saved yourself a ton of typing if, instead of throwing insults in my face, you had simply said that what you feel is different between the various elemental attacks is the mechanics.
    Make a long post, get a long response
    /e shrug



    Quote:
    If you'd stopped to actually comprehend my post instead of rushing to piece-quote it,
    Oh you mean like you did? Because what I thought I was doing was taking the time to separate my points and match them to your own. Like now. Guess I'm just a big ol meaney who respects your opinion enough to take a (very, very, very) long time to work out what you are saying and craft a response to it. I'll be sure o just "TL:DR" or "Cool Story, bro" you from now on.

    Quote:
    you might have noticed that I ignored power mechanics and numbers entirely.
    I noticed that, hence the "if you take away everything that's unique about them..." bit. Visuals are strongly tied to mechanics which help express concepts in video games. This is pretty basic stuff. If things don't go flying back, you can't really say they've been "Knocked back" If a character is frozen solid in a block of ice, but it's action doesn't reflect the visual, then that's kind of a problem with both the visuals and the mechanics, and thus the concept suffers. Again, adding pointless visuals to something doesn't make it fit the concept of doing those things because it doesn't change what is done

    Quote:
    I simply never considered that that might be relevant to you, because from where I'm sitting, this simply isn't relevant to character concept. But, of course,
    It's very important because video games are about doing. Any concept you have is about what your character does. If your character can't do a thing, then they can't do the thing.

    Quote:
    I can't simply have misunderstood, I must be wilfully obtuse and probably stupid.
    I assumed you didn't misunderstand because I, and others, said it a whole bunch of times, particularly around the "damage type" arguments, which is functionally the same thing, or at least a small part of the same argument.

    I just assumed you didn't' care for some odd reason, because you didn't seem to express any concern about that idea in any meaningful way.
    Quote:
    I will say this much - I don't want electric grappling. I want grappling, but without the electricity. I want electricity, but without the grappling. I want options separated from each other so that I can pair them up in any combination I want.
    Kay.
    Quote:
    To me, having a choice from Electric/Dark/Fire/Physical Grappling/Tapping/Grasping/Hand-to-Hand in any combination (which is 16 options, by the way) is far more important than having the only four static pairs that you mentioned.Even if that comes at the expense of the options being mechanically similar, I'd still pick greater cosmetic variety over greater numerical specificity.
    You missed the part where I said these are not Mutually exclusive concepts in the midst of your fit, didn't you? Because I totally said that, you where there, I quoted you.
    You where all:
    " DUDE! I think being able to visually customize a simplified base concept is more valuable than creating multiple different powers to express subtle variations of the concept of "melee combat" because it allows greater customization of the base concept!"
    and I was all:
    "BRO! you can totally have it both ways! You can have a "Generic hitting stuff" set and you can visual customization to it, AND you can have multiple unique powersets that explore the differences! We have that RIGHT NOW IN THIS GAME it's like Reeses, man. so awesome"
    And then you where all:
    "Dude I love Reeses so much"
    and I was all:
    "Oh jeez, me too, let's get , like a garbage bag full of em, I got 50 buck, brusco, let's roll"
    And then we ate Reeses and got sick and cried because some mean Korean Company is killing our favorite game. It was really emotional, don't you remember that?

    Quote:
    If you want a game where the natures of what powers constitute are represented well through power mechanics, don't go to Champions Online. Its power sets encompass far too many ideas for them to be specific to any one of them.
    A couple of them hold interest for me, Powered Armor, Supernatural, and the ability to mix-and match presents some interesting opportunities. It's not completely flawed or completely perfect. We just seem to disagree on what those flaws are.

    Quote:
    If you can't live with repurposing attacks, then pick another game. But all things considered, I don't know how picky you can afford to be.
    What is this, some kind of admonishment or threat or something? So weird.
    Quote:
    It's a very simple concept that you're making much more complex than it needs to be tripping over your own feet to insult me.
    I like to think of them less as insults and more as snappy quips
    Quote:
    Please, if you can, respond in uninterrupted text, rather than quipping at everything I said off-hand.
    Sorry, but I respect your opinion too much not to address it. But in the interest of maintaining our friendship:
    Quote:
    Actually, you know what? Forget it. I had a huge long post that took me a good two hours to type, but reading your last line just made me realise it's pointless to post it. You're not interested in explaining your side of the argument nor helping me understand. You're only interested in humiliating me and proving me "wrong" over something that's only and solely based in opinion.

    You could have saved yourself a ton of typing if, instead of throwing insults in my face, you had simply said that what you feel is different between the various elemental attacks is the mechanics. If you'd stopped to actually comprehend my post instead of rushing to piece-quote it, you might have noticed that I ignored power mechanics and numbers entirely. I simply never considered that that might be relevant to you, because from where I'm sitting, this simply isn't relevant to character concept. But, of course, I can't simply have misunderstood, I must be wilfully obtuse and probably stupid.

    I will say this much - I don't want electric grappling. I want grappling, but without the electricity. I want electricity, but without the grappling. I want options separated from each other so that I can pair them up in any combination I want. To me, having a choice from Electric/Dark/Fire/Physical Grappling/Tapping/Grasping/Hand-to-Hand in any combination (which is 16 options, by the way) is far more important than having the only four static pairs that you mentioned. Even if that comes at the expense of the options being mechanically similar, I'd still pick greater cosmetic variety over greater numerical specificity.

    If you want a game where the natures of what powers constitute are represented well through power mechanics, don't go to Champions Online. Its power sets encompass far too many ideas for them to be specific to any one of them. If you can't live with repurposing attacks, then pick another game. But all things considered, I don't know how picky you can afford to be.

    It's a very simple concept that you're making much more complex than it needs to be tripping over your own feet to insult me. Please, if you can, respond in uninterrupted text, rather than quipping at everything I said off-hand.
    REBUTTAL!
  17. Premonitions

    Loregasm

    Love that I was right about the Rikti Battallion. Now about those Space Pirates.....
  18. There's a few good, commision taking artists on Deviant art
    Drunk-Fu
    Tovio
    Aivonetica
    Suppa Rider
    Rhardo
    On to the Selfishness! I'd love to see something of one of my Characters, No-chance:

    Mobilise

    or Volt Tiger:
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    Because I concede that elemental weapons being left off is a problem. Hence, my argument does not extend to them.
    I get that,why is it exempt? It's the exact same mathematical "Thing+Element" concept at work .
    "Punch+Fire"
    Is conceptually different from
    "Sword+fire" how?
    or, to put it in your own terms:
    If "Punch+fire" is no different from "Karate Chop/grab/slap/kick+Fire" how is "Sharp Object+fire" different from "Punch+Fire"?
    You forgot to explain what "Makes sense visually" means, as well.
    Quote:
    Neither do I. What are you talking about?
    The quoted section said that a martial artist using kinetic energy(presumably internally generated) and a martial artist using energy-generating magic gloves would look the same.
    Quote:
    You can say your character is a martial artist who uses kinetic energy attacks and I wouldn't argue with you for a second. However, when you put that character next to a martial artists who just happens to have magical glowing gloves that make him punch harder, you'll end up seeing the exact same thing. Once that's the case, I'm perfectly fine with giving just one Martial Arts set and handling the difference with hand auras. Which I have, actually, in City of Heroes itself.
    Essentially your point in this segment appears to be that two characters who differ only in terms of the means in which they acquired(origin)their powers(which are the same) would look the same. So, that's an "origin" argument.

    Quote:
    Because I'm not?
    You suggest that, instead of exploring the unique properties of concepts to develop something new and unique, a simple all-around "Base" should be created and allowed for minor cosmetic changes.

    As opposed to exploring the potential nuances of the concepts, you propose that we just blanket them all with "punches" and then let cosmetic effects be the only distinguishing elements.

    You are arguing for less customization by stating that there should be less to customize as a whole. In response to a complaint that a certain customization option is not available within a certain game.

    Quote:
    In City of Heroes, all of the elemental sets look the same because they share the same very small pool of fairly simplistic animations. They don't HAVE to look the same, they DO look the same. That's the whole point.
    This was mostly a practical thing than a conceptual thing, animations take time, after all.And, again, City of Heroes didn't invent the concept. In other words, this isn't a conceptual limitation, this is a technical limitation. And this technical limitation is only in a very specific area.

    Everything else about the powersets is different(in so much as they yield different results when used)

    Quote:
    And really, how do you set them apart but with visual effects? How is punching with fire any different from punching with darkness or punching with electricity?
    Well, first and foremost is behavior. Fire does one thing, Electricity another, Ice yet another. "Damage Type" isn't the most important factor, but "attack behavior" is. It's the biggest point of distinction, and, usually, informs the visuals. What powers do, what is known as "Secondary effects" or "damage type" in a "mostly numbers" game like City of Heroes or Champions(-tohit,DoT,Slow, As well as all of the "mostly secondary effect" powers like Power Push, Touch of Fear, Lightning Clap) e.t.c. would be things like "Movement/Hitbox","range" "After Effects","Conditions of use" "priority" e.t.c. in a more dynamic environment such as an action game or just "Fiction"

    In other words, the actual way in which these things(Fire, Ice, Electricity, e.t.c.) act differently from each other, enough to make calling them different things and using different effects relevant. If I, say, cover my fist in fire, and punch someone, and they freeze in a block of ice, because the Power I applied the "fire" animation to is designed to freeze the opponent in a block of ice, I'm not doing a good job of faking "Fire Melee". This is true for a Flaming Punch, Kick, Chop, Pheonix Eye Fist, or flick.

    Taking the unique aspects of the things you are working with into account is what sets things apart. Fire burns, Electricty shocks, Ice freezes, dark... maybe "corrupts" would be the right word.

    Consider how odd it would be to go into Steel canyon with your water blaster, and discover you can't put out fires.This is the closest this game comes to "Power behavior" in a practical, non-numbers sense. It can't practically express the way gravity effects the movement of water, the way water pressure effects things, erosion, water-logging, e.t.c. This game is mostly numbers(in terms of what players directly interact with. ALL video games are, essentially, numbers, but action games hide more of their numbers than City of Heroes does) and a player's ability to calculate the "arc" of their water attack, and how that differs from the "arc" of a fire attack can't be expressed in this game. So we have but one recourse:

    Water Beats Fire.

    In this game, it's because of the "cold" damage type. But in a game with one "blast" set and numerous visual effects, "damage type" would be less relevant, and probably wouldn't exist. In which case, a "water" customization for blast powers wouldn't be able to put out fires.

    How these factors can be best applied within the limitations of the work is up to the creator and the tools at their disposal.

    As for animations, well let's look at ATLA, for example.....

    Quote:
    Are we going into Avatar: The Last Airbender territory where every element bending is designed after a different general martial arts style?
    Oh hey, you know Avatar. This will make this easy. Yes, marrying physical motions to certain "concepts" based on the established behaviors of those concepts is a good idea an-
    Quote:
    Yes, Water Bending is mostly Tai Chi, Firebending is mostly Kykoshinkai Karate and Earthbending is mostly Kung Fu, except for Toph who has her unique style. And this works for a cartoon where the fighting styles are picked to reflect the characteristics of the people who use them. But as with Toph, that doesn't always work.

    Ugh, Sam, please learn to try and know what you are talking about, in the future.
    Couple of things:
    1. Firebending is Shaolin Longfist Kung-fu
    2. Earthbending is Hung-gar Kung-fu
    3. Toph Uses Southern Mantis style specifically so she can "feel" things out and then "react", but she still applies earthbending in the same fashion, but with modified hand motions. In other words, she does the exact same thing with her bending but alters it ever so slightly.
    4. The bending styles where not designed to fully reflect on the people who used them, but on the behavior and tactical functions of the elements. Everyone uses a certain "base" with a few moves here or there to distinguish their personal tactics.Zuko,Iroh,Ozai, and Azula all use Shaolin Longfist, with a few character-specific moves and distinct approaches to combat. Iroh is Patient, Zuko is bull-headedly aggressive, and Azula is manipulative. but these things are mostly strategy as opposed to direct combat.They are all using Shaolin Longfist forms and all of their fire moves, and is used,essentially the same.
    Firebending has little to no defensive moves because they can't really use fire to "block" or "redirect" they pretty much just power through.Offense offense offense.

    Airbending, which is Bagua-Zhang(sp?) is almost entirely defensive because there's precious little to be done to directly "kill" someone with wind, so it's mostly movement and redirection.


    Earthbending is direct and straightforward because complex manipulations isn't Rock's strong-suit. Earthbenders mostly raise/form and then release stone to go about it's business of smashing.Many earthbenders even make use of pre-existing structures instead of shaping their own.

    Their defenses work in similar fashion. They raise a wall to "block" and then that's it. They might then pick up that same wall later and then "punch" but this is different from-

    Waterbending is all about the complex manipulations. Water benders hardly ever "fully release" their element, particularly so they can whirl it back into a defensive function whilst still attacking.

    Quote:
    What I'm suggesting is that there's no logical link between, say, "punch" and "fire" that defines the final product as a singular entity. You can take any "fire punch," swap out the visual effects for, say, electricity and end up with an "electric punch."
    Kay.
    Quote:
    There's nothing inherent in HOW you punch that's unique to fire or electricity, because those are not mechanical forces which define the nature of a mechanical force attack.
    A "Fire Punch" is not a Purely "mechanical force attack" it's a hybrid concept. It's even in the name

    "Fire+Punch"

    Ignoring the unique properties of fire and just focusing on the "punch", you'd have a point, but taking both into account, you're wrong.

    Here's an example:

    How would we make "Electric Melee" unique as a concept?

    My idea would be to make it "Electric Grappling" Taking the basic aspects of both concepts and trying to blend them together.

    The "Grappling" aspect wouldn't be necessarily tied to any particular known style of wrestling, but extremely close-quarters combat would be essential.

    It would focus on a great deal of getting in close, making direct physical contact, and then maintaining that direct physical contact in order to conduct however many volts of electricity you need to into the enemy.

    It wouldn't need locks, holds, throws, or takedowns, necessarily. Just a means to keep enemies in close enough for you to "juice" them. It might have a few "rush" powers similar to Champions "Movement" attacks.
    It might have a few quick "opening jab" powers that would stun to facilitate longer grabs.

    I'd likely put in at least one "one-two" punch power for the sake of general use, but the majority of Electric Melee powers in this set would be about holding on to your enemy for relatively short-ish periods. Lots of "hugging" in this set.

    I might also come up with some manner of channeling it through proper conductors. Allowing certain, highly situational powers that would only work within a given environment.

    Why? well because If we're making "electric melee" the assumption is you can't throw lighting around. So for whatever reason, you can't just have a power, like, say, Jacob's Ladder in this set. So everything is close. Electricity has to be conducted through appropriate channels in order to have it's effects, so it would need to either be very close or use outside objects(Streams/Rivers, wires, metal stairways, e.t.c.).

    Fire, on the other hand, spreads through most things. Even if fire itself doesn't spread, the heat, which causes the burning damage anyway, does.
    And, eventually, if you get hot enough, everything burns.

    A fire melee set would utilize greater range because even if you can't "throw fire" because it's fire melee, duh, you can still spread it. So it would start at very close range and extend outwards as the fight continued.

    Further, fire lingers in a way that electricity doesn't. If you tapped someone with your flaming hand, they would catch on fire.If you tapped someone with an electrified hand, they would feel it's effects immediately and then recover based upon how "tough" or "grounded" they where.

    The electricity would travel through them and then leave the body. The fire would hang out for a bit.

    There would be lots of maintaining distance by igniting the things around you, or just being extremely hot, and darting in for quick strikes and then retreating (like a flickering flame)

    All of this could be Physical in a way that doesn't completely translate into direct strikes. The Electrical Melee Character has to engage in melee, but doesn't have to "hit" anyone. And it has to engage in melee with a timing that doesn't relate to direct physical fighting.

    The Fire melee character barely has to touch his opponent, but because of his limitation(melee) he has to keep close, further, he doesn't have to engage in sustained combat, because one hit will yield continuous damage whether he engages or not. He just has to come in close enough to make sure the enemy stays aflame occasionally. He has to stoke the fire.

    Quote:
    You're right to bring up concepts like fire breathing, fire swords, Combustion and so forth. These ARE fire-specific attacks visually and conceptually that just don't work as well for other elements. Sure, you could have a "breath" attack for ice and toxic, but you can't really have that for electricity or energy.
    Not really. What we are talking about here is a casting animation.

    Dragon Ball Z had plenty of "energy mouth blasts" nothing about these are unique to the concepts.


    Quote:
    And I do agree with you on that point - Champions does lack elemental weapons

    But here's the thing - I'd rather have elemental weapons for Single Blade, Dual Blades, Heavy Weapon and so forth. My one most prominent fire user in City of Heroes is Stardiver, and she doesn't have Fiery Melee to begin with. She's using Titan Weapons with the Fire and Ice sword.
    I have a wide range of super strong characters, but not all of them use Super Strength itself. One uses Titan Weapons, one Axe and Shield, one Mace.
    I could take them or leave them, but yes, elemental weapons are just as much a broad concept as elemental Melee and a pretty basic thing to not have.

    Quote:
    What I'm talking about is already true in City of Heroes - you don't need a set that says "something" melee in order to get both melee and that same thing.
    You don't need a set that has "kicks" in the name to have melee. You need a set that has kicks to have kicks, though.



    Quote:
    What I'm saying is you don't need a set that's CALLED what you want if you can find a set that does what you want and can be customized to resemble the theme that you want.
    If what you want is "special melee that does something special" then "generic melee that does generic things with the option to put stickers on it" doesn't do what you want.
    Quote:
    That was one of the biggest drives behind our continual requests for "power emanation points" in this game.
    Please don't put words in my mouth.

    I mostly wanted "emanation" points for generic concepts, mostly ranged and control, that where cripplingly specific. Sonic blast being only mouth-fired, e.t.c. With beam rifle as a powerset, I don't really feel a "need" for "gun emanation points" for energy blast. Beam rifle both satisfies the need foe weapon-based energy blasting powers while exploring the unique potential of the idea of a "energy gun"

    Quote:
    If you could customize, say, Assault Rifle attacks to come out of wrist-mounted guns/shoulder cannons or Archery to come out of a crossbow, you wouldn't need a special sets called this, you could customize the existing sets to do what you want.
    The "internal arsenal" concept has a lot of unique aspects to it that can't be expressed with "Invisible rifles" Just look at the "Powered armor" set in Champions and Compare it to their "Munitions" set. Both are in the same "framework" but there's a lot of difference between the two.
    Quote:
    I would always rather have fewer powers with broader customization available for them than many redundant powers made in large numbers just to give them different appearances or secondary effects.
    The ability to color one's powers isn't exactly "Broad" customization. Five different powers that do five different things, each with color customization, is different from one power that does one thing with color customization. It's so fundamentally different, that I don't really think they bear discussing in the same breath. It's like saying being able to open or remove the hood of the trunk on a sedan is somehow better than being able to purchase either a Sedan or a Pick-up truck.

    Quote:
    As far as I'm concerned, Bone Smasher, Cremate and Haymaker are the same attack (they even have the same cost, damage, recharge and animation speed) with different visual effects and damage type.
    That's a flaw in design, not concept.

    Quote:
    City of Heroes is a FIERCELY unstructured game and that's what we're used to, but if I had my way, I'd structure attacks into much more strict frameworks and just share them among sets. It makes for much greater customizability.
    Having less options isn't greater customization.


    Quote:
    You can SAY they're different, you can give them different numbers, but if I'm on the outside looking in, it would still look like the same attack with a different glow around the arms or legs.
    If you make them different then they will be different. Even if the animation is the same, if I can freeze with my ice melee and set someone on fire with my fire melee, you really don't need to have it explained to you why those things are different

    You are literally asking:

    "If you take away everything that makes them unique, then how are they unique?"
    Quote:
    And I fully agree with you on the nature of ranged attacks, as well. As far as I'm concerned, the animation for non-weapon ranged blasts is IRRELEVANT. Pick any blast power from any set, then swap its animation for any other power from any other blast set and the result will still work.
    Ehh, no you don't. You agree with what you think I said. What I said was "In the case that alternate, elemental melee energy builders get introduced into Champions, they will all probably look alike because all the ranged energy builders look alike." This isn't an endorsement or a statement of quality, this is just a prediction based on previous examples.

    Quote:
    Hell, for the most part, you don't even need to touch up visual effects. Ever since the one and only time we got a new batch of alternate Blast animations, I've been a strong proponent for simply letting every power have every animation and letting the player pick. Want every attack in your set to fire using the two-fist-thrust of Power Burst? Sure, why not? Want every power to fire from your eyes using the X-Ray Beam animation? Again, why the hell not?
    That's fine, that's not what we're talking about, though.


    Quote:
    "Different" is not the same as "not appropriate." Hence why I'm suggesting that being able to pick animations and effects separately is far more customizable than having effects baked into animations, even for a much smaller pool of both effects and animations.
    Consider this:

    Hypothetically there is a game that allows you to customize appearance and use powersets similar to this game. One of the Powersets is "Hand-To-Hand Combat" and another is "Electric Grappling". Assume "Hand-to-Hand Combat" is punches and kicks, and maybe even some grabs, with the option to apply combat auras, and Electric Grappling is the Hypothetical Powerset described above, also with the option to apply combat auras the way we currently can. One day "Electric Grappling" Disappears, did the players of that game lose or gain a customization option?

    Quote:
    And yet that's the entirety of how Avatar: The Last Airbender's fighters fight. Firebenders have a whole repertoire of fireballs and flame waves, yet they shoot those out from their fists and feet via martial arts moves, rather than pointing.
    You've sort of missed my point entirely. Having a Normal Punch. and Also a Fire Blast Attack, is not equivalent to having "fire melee". Your idea of "energy blasting and also being able to survive, and maybe also punch sometimes" is not related to Energy Melee at all, is what I'm saying.


    Quote:
    I could see this if you were making an argument for weapons. A sword can slash and stab. A spear can only stab. A axe can only slash. Just as a rough example. How you animate using the weapon depends on what the weapon is, because we have real-life examples of how those weapons are used, and even if we didn't, their size, weight, shape and "killing end" configuration depicts how we use them.
    So people deciding how (mostly)fictional concepts should be used is out of the question? Because I'm pretty sure "figuring out how your stuff works and making it consistent" is kind of a key element of introducing unique stuff in fiction.

    If "Dark Energy" is said to exist within a narrative, it would be somewhat pointless to claim it is different in some way from anything else(I.e naming it) if you're not going to actually show that. Or show inconsistent behavior. Again, if there's a Dark Blast in a game, and it does certain things, a punch with dark effects around it that doesn't also do those things is inconsistent behavior. It's not a "dark punch" if it doesn't behave like "Dark" is established to behave.

    Quote:
    But "fire" has no such inherent logic behind how it's used, because from the moment we start talking about "punching with fire," we're already disregarding the realism of how fire is used.Once we've started disregarding realism, then I see no more need to limit ourselves.
    The minute we disregard the potential uniqueness of the concept, we pretty much make doing it pointless.There's no point in introducing "fire" in any kind of meaningful way if we're not going to have it do something unique from "frog". Frog and Fire are the same thing if they don't actually act differently from each other.

    Realism isn't the point, narrative consistency is. If something introduces X concept, states that X concept behaves a certain way, and then applies that concept in conjunction with ANOTHER concept, things should remain consistent.

    P.S. if that's the case, then guns don't kill. :P
    Quote:
    Why NOT have kicks that throw fireballs? Why not backhand chops that shoot electricity?
    Why not?
    Quote:
    My argument isn't that "elemental melee" is a dumb idea, so much as that it's not a "groundable" idea.
    It is if the setting says it is.

    Quote:
    It looks like whatever you fancy it looking, thus to me it makes no sense to claim that you can only punch with fire one way but only punch with ice another.
    I never said "Only this way" I said "Melee isn't ranged, Sticking a Glowy animation on a different concept isn't necessarily the same."

    I also said "Using the unique properties of X concept to make it distinct can make things better and was my preference".
    I don't know why you're conflating this into "fire can ONLY be performed with open-handed palm-thrusts" or whatever it is you're on about.

    Quote:
    My problem isn't that you can't do what you're claiming, but rather that you can't do a whole bunch of other stuff besides.
    It's a good idea to pick one and stick with it within your fiction, though, less it get's messy and poorly written.

    Quote:
    So your concept is very specific to a darkness-using martial artist. Fine - pick the melee martial arts attacks, give them a "dark" effect and ignore the ranged ones. It's what I did. But you wanting to make a dark martial artist shouldn't preclude me from making a dark brawler or a dark rifleman.
    So, why, exactly, Should someone who wants to have unique animations and effects tied to a specific type of power be held back by someone who doesn't really care so long as the effects are there?

    If I want, say "Electric Grappling" and "Electric Grappling" is a powerset and "Hand-To-Hand Combat" is a powerset, why exactly does "Electric Grapping" need to not exist just so the person who wants "electric punching" can feel satisfied?
    Quote:
    And that, actually, is the biggest drawback to Dark Melee in City of Heroes for me - I frikkin' HATE the animations. All of them. Too much punching, too stiff, too awkward. If I could replace them with Martial Arts with the same visual effects, I would.
    I'm pretty sure you disagreed with me on this exact idea in a very long discussion with your point being "The animations are what make Martial Arts(The City of Heroes powerset) unique" when I said "The Lack of the distinct visual effects, damage type, secondary effects, and power mechanics of "Elemental melee" powers are what makes Martial Arts unique" In other words, it wasn't the whoosh-pow kicks that made Martial Arts truly unique, it was that it was a "Not Laser-punch" to everything else's "Laser-Punch".

    This discussion was especially annoying, because I do believe it was
    post-i16 and Martial Artists could go without Whoosh-pow kicks at the time.

    Outside of your personal grudge with Darkness Melee, and your desire to be "right" in this discussion, what changed your mind?
    Quote:
    Now, if your complaint is that Champions doesn't do a good enough job of making your punches LOOK like they're attacking with darkness, then I'm right there with you. Power customization isn't as good there as it was here. Effects are VERY basic and colour selection is severely limited. No white, no black, mostly generic glows.
    eh, Don't care either way about this, Re: this discussion. That is another discussion to have for another time.
    Quote:
    I agree with you that that's a problem, but the solution isn't to add "fiery melee," it's to let me turn the regular melee sets into fiery melee.
    Why, exactly? Your point seems to hinge on your dislike of the concept, and nothing else.

    You think I'm arguing that I can't customize other powers enough. No idea why. Not that I disagree about the lack of customization,just that it's not this discussion. I'm arguing that a power concept doesn't exist, and that this absence is a negative.

    Quote:
    As of right now, the game has two unarmed melee sets and three weapon-based ones. If I could pick fire weapons for the weapon ones and fiery hand effects for the melee ones, that's a HELL of a lot more customizability than having just one fire melee set, especially when that will likely consist of a small handful of attacks stuck in-between the cracks into "fire."
    These are not the mutually exclusive concepts you think they are. Even more so because these concepts not being mutually exclusive is a proven fact ON THE GAME THIS MESSAGE BOARD IS MADE FOR.

    Currently, in City of Heroes there are sets that attempt to explore the unique potential of the concept of "Elemental Melee" and a Martial Arts set with the option to use Combat auras, for ANY character, regardless of powerset. And even procs and Incarnate powers for damage type and secondary effects.

    The game hasn't been completely destroyed by this set-up yet..... aw dammit.

    Allowing for one doesn't necessarily negate the existence of the other. Moreover, creating more diversity within certain power-types allows for MORE creativity. If there's, "electric Grappling" "Fire Tapping" "Energy Hand-fighting" and "Darkness spooky grasping" and also "Hand-to-Hand combat" then everyone gets something they want. If there's only "Hand-to-hand Combat" than only the "Hand-To-Hand Combat fans get what they want, with a minor bone thrown to everyone else with minor cosmetic options(They will always be minor options in your idea, unless you just create full-on power creation like Freedom Force, which is completely different from what we are discussing)

    Quote:
    Ever since BABs left, City of Heroes has been getting an increasing number of non-physical weapons. Right now, if I want to play a fire user, I can pick nearly any of the weapon-based sets and use the Fire Sword and/or Fire Shield for them. I can make a ton of very different fire users, all by using sets OTHER than the ones that have "fire" in their names. Out of the many ones I have, I think only one here is Fire/Fire.
    And if you had your way, you wouldn't have that one Fire/fire and neither would anyone else.


    Quote:
    Such as? Again, genuine question. You keep telling me THAT using fire in melee is somehow different from using ice or electricity in melee, but I still don't get a good sense of HOW you see it as being different.
    And I don't just mean how it COULD be different. You can have ten different ways to shoot a gun, but that's not the point. How are those different in such a way that they can NEVER be the same? How are they so different that they can't be played by the same animation if the player happened to have similar concepts for how his fire, ice, lighting and energy users fought?

    Please, explain this to me.
    I don't think I can properly explain an idea I'm not arguing in favor of.


    Quote:
    That's not what I'm arguing. Not even close. I'm asking HOW it's not the same thing, and you keep tripping over yourself to assume me that, no, really, it's not the same thing.
    I'm not tripping over anything, sweetheart.

    Quote:
    Do you honestly expect me to throw my hands in the air and go "Welp, you said it enough times, I concede!" It's not a discussion if you just restate your position, it's "IS NOT! IS TOO!"
    I expect this to continue on until either I get bored or you start sticking your fingers in your ears. Well, sticking your fingers in deeper and going "LALALAALALALA" Since your digits are clearly in your ears at the moment.

    Quote:
    Let me simplify the question: If you could take any melee attack and attach any visual effect to it, how is that different from having an elemental attack that has one animation and one element hard-coded into it?
    These are two completely different things you are talking about. one is general cosmetic customization, and another is power design.
    Again, there's no answer to your question of: "If you take away what's unique about them, how are they unique" that doesn't agree with your argument because it's a fallacy of a question.
    I feel like it's an Overwhelming exception, but I also feel like that's the wrong term, somebody help me out.
    Quote:
    Let me pose another: In what is meleeing with fire unique different visually from meleeing with ice, that cannot be accomplished by swapping visual effects around?
    Ice freezes and is ice, fire burns, and is fire. These are two different things. Melee, range, control, they are still two different things.

    Fire controls, Blasts, and Melees via burning and being fire.
    Ice controls, blasts, and melees via freezing and being ice.

    The rest of it, such as animations, hinges on how much someone wants to integrate what these things do into how they are applied. It's optional, but what you create will be better for having put more thought into it.
    Quote:
    That's all I'm asking, and if you can stop trying to prove me wrong for a minute and actually elaborate and explain, we could probably move on.
    No we won't, because you generally refuse to listen to, or even address the actual points being made by people who disagree with you.
    Quote:
    Originally Posted by Tenzhi View Post
    They could absolutely do better. If nothing else, the various energy forms could add their particular type of energy damage to a character's attacks. There is always room for improvement. But when it comes to video games where I make characters, I always find myself bending to the limitations of the game - making do with what I'm given.
    This is pretty much my thinking as well. If I do decide to go to Champions(I'm strongly considering not doing the MMO thing for a while, honestly) I'm not going to try and "re-create" my City of Heroes characters. I'm confident enough that I can create new ideas that make use of the ample tools Champions Online offers.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    You completely misread the problem I'm having. To me, elemental melee powers (aside from elemental weapons, obviously) are things you can describe in words, but which TO ME make no sense in actual practice.
    Okay. but, just one question:
    Quote:
    (aside from elemental weapons, obviously)
    Why? because this seems like the exact same concept.
    Quote:
    City of Heroes may be visual, but it still suffers from a lot of the limitations of "verbal combat" like what D&D has. You can say you did a lot of things and you can craft systems around them that have them make sense, yet end up with things that just don't work when put into a movie or a cartoon.
    This is just not true at all. You are only limited by your own creativity and the tools at your disposal.
    Quote:
    The problem I have with this is that once I start writing free-hand fiction for my characters that have, say, Dark Melee, I run into a brick wall immediately. "Well, what does that mean?" Well, you could say it's just like punching, only your hands smoke evil, but that's visually very unimpressive, not to mention practically not terribly different from just punching people. There's a huge disconnect between what you SAY a character is doing and what you can SHOW a character doing in such a way that it makes a lick of sense visually.
    Define "make sense visually" because for me that means "things that occur on screen appear to be interacting in an observable manner."
    Quote:
    You can say your character is a martial artist who uses kinetic energy attacks and I wouldn't argue with you for a second. However, when you put that character next to a martial artists who just happens to have magical glowing gloves that make him punch harder, you'll end up seeing the exact same thing. Once that's the case, I'm perfectly fine with giving just one Martial Arts set and handling the difference with hand auras. Which I have, actually, in City of Heroes itself.
    I don't really see what the "origin" discussion has to do with this.

    Quote:
    I'm not saying Champions does it right, mind you. "Stone" powers there are tank powers, so they involve armours and punches, but no serious control powers like turning people to stone, liquefying the ground, raising dust storms and so forth. Similarly, stuff like "Celestial" powers are support-centric, offering you only a VERY small pool of attacks and a comparatively large pool of buff, heal and resurrect powers. That game has far too many sets pegged as doing only one single thing when they could do much more than that.
    This is the entirety of the point. Not having elemental powers as melee powers is the exact same thing as not having earth control powers.

    Quote:
    However, I don't need redundant powers that look the same but have a different hand effect. I don't need ten versions of Air Superiority with fire, energy, ice and other effects.
    Fine then, come up with new animations for each one.Excluding of course the energy builders, since all ranged ones look exactly the same as well. This isn't 100% necessary, really, but it would certainly be more fun for my tastes.

    Quote:
    One Air Superiority is fine if I can give it all of these effects. Damage types do matter, but most Champions PvE enemies don't have much in the way of damage resistance anyway, so you don't have to worry about cutting robots or burning fire enemies.
    I don't know why you insist that everything has to look exactly the same. While also, contradictorily suggesting that actually making everything look and also function the same is somehow a solution to the problem of everything looking and functioning the same.
    Quote:
    Basically, my problem is that you can't always SHOW everything you can SAY, and "punching with darkness" is exactly in that spot for me.
    Think of it as doing any other kind of melee attack that would be stylistically appropriate to the concept of the "element" in question.(Also, defining what "darkness" is and does kind of matters here, because if you get punched, with say, a life-draining fist, that pretty much is cut and dry)

    Quote:
    In fact, that's exactly what Dragon Ball Z suffered from - everyone was supposed to have these different, unique, special techniques that only they could pull off, but at the end of the day, everyone was throwing seemingly the same fireballs and delivering seemingly the same knee and elbow strikes, with the only difference coming from how the gawking support characters would describe them. Sure, Son Goku's aura was red because his Kaio-Ken technique was red and Vegeta's aura was blue because... He was wearing blue tights, but again - that's a superficial difference.
    okay, first, you really need to deepen your reference pool.
    Second, There where examples of "energy blasts" being used differently in Dragon Ball/DBZ
    Kienzan/Destructo Disc
    Tri beam
    Kamehamea Wave
    these became less relevant as the characters using them became less relevant themselves and quality waned in filler-filled(derp) fight scenes, but that's not in inherent flaw of the concepts, that's just bad writing.

    Third, this is where function factors in. The Kienzan had to be held up, swayed, and then swung, flying in an arc. Wherein it would cut the target. This is different from the Masenko-ha which was an exploding ball. Despite both needing to be charged over-head, and then fired in an arc, they behaved differently.

    A Martial Arts(power set) punch with a dark aura is different even From the exact same punch animation that causes fear, life drain, -tohit, e.t.c.
    They behave differently in order to better represent different concepts.
    By the same token, the "Martial arts+cosmetic effects+some dark ranged blast powers" doesn't work because of the disconnect between The effects the dark blast powers have and the effects the martial arts powers have. What I'm doing at range isn't the same thing as what I'm doing in melee. The difference in such things would be clear as day. Instead of using the same element in melee and at range. You're using glowing martial arts in melee, and shooting an element at range. The only thread of connection is the visual. It's Bessie the Unicorn all over again.
    Quote:
    What I'm saying is I'll never argue with how you explain something,
    You did not just lie on yourself like that, Sam. Bad Sam. very, very bad. Go to your room.

    Quote:
    but I might argue about exactly how specific that something's representation needs to be.
    Please actually do that, then.
    Quote:
    And again, the "non-punching" attacks ARE represented in Champions.
    Non-punching. Ranged attacks. Unless you're about to argue that using ranged attacks in melee means you have melee attacks(in which case why have melee at all?)

    People want Elemental Melee, the concept, not Energy Melee, the Paragon Studios, City of Heroes Melee Archetype powerset. Hopefully other people put their own spin on the idea, otherwise why do it at all?

    City of Heroes has clearly trained you in only viewing "X-thing" melee a certain way, maybe because it is the first place you have ever seen it, but most people have seen it elsewhere and are so used to the idea that they can imagine it multiple ways.It's not even interesting anymore. It's pretty much just a basic concept for me(the reason it not being in Champs is such an annoyance, it's like not having fire powers at all.) I don't need Elemental Melee explained. I see a dude with a flaming hand, I know fire melee of some type is about to go down.

    I only stand up and take notice when a work takes the time to explore the unique potential in the idea. Similar to the "Scythes" discussion we had before. Seeing somebody use a scythe doesn't really budge me unless they use the unique properties of the weapon to craft interesting action sequences.

    Punching is just visual and verbal shorthand being used because it's the most obvious way to visually describe melee combat. This is most likely why it was used for Elec/Dark/Energy melees in this game. It's the most readily understood expression of hand-to hand combat. Further, it's the only real tool both of these games have to represent it, punching, kicking, slapping, chopping, maybe, but more intricate melee combat concepts are not available within either engines(so far as I know, Champions let's you grab and throw objects, but not people) exploring new options would give Champs and edge, not having even basic punching puts it behind.

    Unless you think every MA scrapper has absolutely no ability to grapple, despite being talented enough at hand-to-hand combat(which includes grappling) that they use it to fight crime, You have to recognize where design limitations come into play in how powers are made, and how that relates to the actual broader ideas behind the powers.
    Quote:
    It's the punching attacks that are missing. If you're perfectly capable of imagining that Dark Melee never punches... Why is not having punches in a dark set a problem, then?

    M
    E
    L
    E
    E

    Please join us in the discussion we're actually having. You're turning this into a discussion of:
    1:"It sucks I can't make an energy melee character"
    2"well just put an energy visual on regular punches and maybe have an energy blast power"
    1"That's really not the same thing"
    2"BUT IT'S PUNCHES"
    1"Still not the same thing"
    2"Well, Energy Punches are stupid anyway"
  21. Quote:
    Originally Posted by Severe View Post
    *shrugs* i wanna play an established heroes
    Yeah, honestly. But I don't want to play them all on the same control scheme. If playing as Spider-man gave me a control scheme similar to the Spider-man(movie) 2 game or Ultimate Spider-Man and playing as Hulk gave me something similar to Hulk:Ultimate Destruction, and so on, I'd love it.
  22. Premonitions

    Where are you?

    added mine. Only one in Georgia, it seems.
  23. Quote:
    Originally Posted by Tenzhi View Post
    At the end of the day, that's all it really is here. Ultimately, damage is damage. Giving it a type is just fluff.
    This isn't 100% Accurate. It's technically accurate in that ALL melee attack powers are essentially just pretty attacks for the same thing, melee attacks. But you really can't say that Martial Arts/Street Justice and Electric Melee are exactly the same, save for pretty effects and damage type.

    The sets were designed to have unique mechanics and behaviors to differentiate between them(even though I personally feel they never did enough in this regard, that's probably more engine limitations than anything else).

    What many people are suggesting in this scenario is the Champions equivalent of playing a Street Justice character, Using a Combat Aura, and putting an energy damage proc in the tier 1. And then maybe taking an electric mastery epic.

    I think you can understand that is nothing like the concept of "Electric Melee" when you compare it to an actual Electric melee set.

    It's not even a pale imitation. It's a cow with a horn stapled to it's head and "Unicorn" painted on the side.

    Think of it this way. The last time I played Champions a good bit of advice I was given about Power selection was to pick three or four "Bread and butter" attacks. The first two being your energy builder and the starter power, the third most likely some manner of AoE and the fourth being a "facilitation" power that helped you do what you needed to do, Like a Lunge or Pull power for melee characters. Then, of course, you pick your passive, your energy unlock, a heal, and that's about it. The rest was for "Flavor" or "concept".

    What people hoping to have more "special melee"(and also control or support, this is getting lost in the conversation) need in this situation is for the "Bread and butter" powers to be the "Special melee" options. Having "Normal" Martial Arts punches and kicks, as the bread and butter, and electric blast attacks as "the flavor" is a different thing entirely from "electric melee" It's the Champions Equivalent of an Electric Blast/Martial Combat blaster. Again, not the same

    Quote:
    Originally Posted by Sam Tow
    For another thing, a lot of City of Heroes' melee sets made almost no sense to me. I've gone over how silly I found the concept of "punching with darkness" and so on. Mind you, I'm not dissing people who like it. I have numerous characters who do just that. But in a big way, I picked those characters because I wanted the element on a character who had status protection, not because I wanted melee. In fact, Inna herself, who is now an Energy/Will Brute, used to be an Energy/Energy Blaster. The thing is... I've tried to do it, and I can't visualize how someone would punch with energy in a way that doesn't involve shooting energy.
    I think the problem you're having is that you're sort of imposing your own, inaccurate interpretation on a very literal power concept that doesn't have much room for interpretation.

    Interestingly, this is pretty much exactly my problem with Champions. Basically you're thinking "Why would someone use their energy blast powers to punch?" based on the assumption that there's only one type of energy power: blasting.

    This is not the case, simply because it's fictional and obeys the rules set by the fiction. There are no types of energy powers until the fiction says so. And they only behave in the way that the fiction say they do. It's not "energy blast powers used to punch" It's "Energy Punch" that's the beginning and end of the power concept. Until it is stated otherwise, that is it. Just "energy punch"

    What you think you are looking at is:
    A man, with a gun strapped to his waist, choosing to fight hand to hand with all his enemies and never use his gun.

    To which you respond:

    "Why doesn't he use his gun?"

    What you are actually looking at is:

    An unarmed man fighting unarmed.

    To which you respond:

    "Why doesn't he use his gun?"(that he doesn't have)
    Quote:
    Originally Posted by MrPlayskool
    There is no energy melee set...

    yet.

    There are some tokens that were recently added, like the expanded laser sword attacks that get buffed by electric form, but not a full set.
    The "yet" is a big thing here. Considering the way Champions plays now, there's very little reason for the sets to be designed as they are. They could have just as easily been One melee energy builder, one ranged, Two melee attacks, two ranged attacks, two or three control/debuff abilities, two support abilities, and the essentials.

    What's interesting is, while Archetypes was an absolutely terrible way for the game to go free, it seems to have caused a shift in the thought process of the Devs.

    Because Archetypes are designed with the intent to emulate popular fictional characters, it sometimes comes up that there is no "proper" power to express certain concepts intrinsic to the Character type. For instance The Fist and The Master would suit pretty much the same concept, but the need to display a difference in fighting style creates the differently animated but almost completely identical powers they have. It's pretty much just a Martial Arts Scrapper and a Street Justice Scrapper.
    Another example is the Night Avenger Archetype. Which adds a few powers to both the fighting claws set and the Gadgeteering set in order to better flesh out the concept.

    There also doesn't seem to be much of a balance consideration in regards to how many powers can be in a set, which is good, as it means more can just be added. It's likely that these concepts ("elemental melee/control/buff) will find their way in, eventually.

    I've found that the biggest gap between Champions and City (excluding my personal opinion about both) is just one of content. Champions has power options that City of Heroes doesn't have, and City of Heroes has power options Champions doesn't have. As Both games release new power concepts, the gap changes.

    When it launched, Champions had Dual Pistols Powers, and City of heroes didn't. City of Heroes closed that gap with the Dual Pistols Set. Champions allowed people to use dual pistols and martial arts together, and City of Heroes closed that gap with...... aw man...