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Posts
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Joined
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Alan Moore's run on Rob Liefield's Supreme was a total reboot of the character and an homage to Superman and his supporting cast and mythos.
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@RedNova
villains for hire:
Operative Shanks: Lvl 50 Wolf Spider Huntsman
Creeping Rose: Lvl 50 Plant/Thorns Dom.
Electrowasp: Lvl 50 Elec/Elec Brute
PC Thug: Lvl 36 EM/INV Brute
Der Nachtmachen: Lvl 35 Fire/Kin Corr
Proto-Unit V3: Lvl 26 Bots/traps Mastermind
Widow Belladonna: Lvl 35 Night Widow/Fortunata
PROJEKT STURM: Lvl 13 Ice/Storm Corr -
Arc Name: Science City Super-Heist
Arc ID#: 59457
Alignment: Villainous
Creator:@Rednova
Difficulty:Medium
Levels:41-54
Enemies: Longbow, Custom Group(Soviet Science City)
Synopsis: Deep in the wilds of Siberia lie the abandoned Soviet Science Cities. What horrors, mysteries, and treasures can be found within?
Notes:3 EB/AV battles
This is my first arc, the contact's grammar is intentional, some glowies are optional...
Feel free to PM me with constructive criticism, and have fun! -
Happy 3rd year CoX!
Oddly, the first time I heard of City of Heroes, I was at APE(Alternative Press Expo) in SF back in '04. My friend picked up the promo issue from Blue King, and I was busy trying to get Eric Shanower to sign a copy of Age of Bronze,. Also, Cryptic Studios was located just up the street from my apartment in Los Gatos(University off Lark).
Fast forward to December 04, when I picked up the game because it looked cool. I was woefully ignorant of MMO culture, but this game was a blast.
I've been here through a war between the 5th and the Council, a Winter Horde invasion, Arenas, the GDN, ED, the intro of villains, and the comings and goings of friends. I've always said that I'll leave when the game stops being fun...yet the Devs and folks playing have failed to suck fun out of being a super-powered being.
Indeed, I would argue that the improvements have outweighed the negatives.
Here's to 3 more fun years! -
I've got one or two:
Don't blind invite someone to a TF/SF team just because they are near the contact. These things are time consuming, don't assume someone has the time/desire, they might be reading the contact info.
If you are doing a TF/SF, and you have teammates who are above the level cap, don't tell them they will get xp. TF/SFs auto-exemplar you to the highest level, that means you only earn inf/recover debt if you are above the level cap.
Both these things happened tonight, and the latter killed an SF before we had cleared more than one room. The worst though, is that I attempted to tell the higher levels that they would be auto-exemped, and the leader apparently sent them tells telling them I didn't know what I was talking about. -
First off, I want to state that I am cautiously optimistic about the changes being wrought in I5. Secondly as to defiance, as it stands now I really dont feel all that strongly for or against it.
In terms of the mechanics and gameplay aspects, however, I feel as if Defiance is a bit counter-intuitive.
On the one hand we have blasters, who are relatively squishy aggro-magnets who do everything in their power to avoid taking damage(focusing on defense) or mitigate damage(focus on resistance). Most blasters I know would rather pop a respite and an enrage than recieve a damage buff as they start taking hits. The reason being, we know we aren't gonna last long when we start taking hits, and we'd rather get the damage buff before the enemy gets a chance to strike back(hence Build Up, Aim).
On the other hand, team-wise, defenders and tanks usually keep on eye on the well being of the blasters(assuming we're not playing "loose cannon"). When my blaster starts to take hits , I can usually rely on the tank to throw some taunting the way of the Mobs that are aggro'd to me, or the defender to throw me a heal(or defense buff), or both. With the mechanics of defiance, this will require precise communication between blasters, tanks and defenders(I.e. do you want the heal or the damage buff?), which isn't a terrible or unreasonable thing, but many of us have old habits that are hard to break. My defender for one will most likely continue to throw o2 boost to the blaster first if s/he starts taking heat. Why? Because it's been the logical thing to do, and a good way to insure team success(and minimize faceplants).
In truth, I feel the whole issue of giving blasters more firepower is unecessary. I've heard it argued that damage doesn't scale at higher levels, but I have trouble buying that arguement. I can still one shot orange minions with my snipe(build up + aim, natch), provided they aren't resistant to energy damage. Of course our damage can't scale to AV's, as they have scads of HP. Where I find blasters lacking in the end-game is mez protection. If I had a dime for every time I've been stunned by malta minions, I wouldn't be worried about subscription fees for a while.
Anywhoo, that's it my 2 cents to the devs. Not that I don't appreciate the thought of giving us blasters a little something extra, I just wonder if it's really what we needed.
Cheers