Samuel_Tow

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  1. Quote:
    Originally Posted by Obscure Blade View Post
    Caltrops is quite good actually. Slows things down, does some damage, bunches them up, and confuses the AI.
    Speaking of Caltrops, it IS a useful power, but it "confuses" the AI a little too much. I infer that the idea behind its Avoid effect is to cause enemies to try to run out of the patch, even though that's generally a mistake, and if that's all they did, that would be fine. However, this Avoid effect causes the AI to panic and run all over the place like a headless chicken, run away to the other end of the map, scatter to the four winds and just behave erratically. This I don't like very much, which has caused me to be wary of throwing out Caltrops willy-nilly. I know it's useful, but I also know it has a cost, and that cost is running enemies.

    And running enemies make me more angry than they really should.
  2. Quote:
    Originally Posted by DarkGob View Post
    I'm not sure why you're bringing up Notices (I assume? there are no Notes of the Well), but I've already stated that the solo path probably won't be superior or even equal to trials, so I'm not sure where you got this particular strawman from.
    I bring it up because that's exactly what people said when Notices were first allowed to be made out of Shards. "See, now you can get all the way to T4 without ever joining a raid. Now stop complaining!" The trouble is that you can and you can't. Black Scorpion even said that this wasn't intended to be a "solo path" long after the fact, but it didn't stop people from trying to shut me up by saying it's theoretically plausible that I could reach T4 by myself. Yes, but how many years will that take?

    What I'm saying is "You got your solo path." is not a safe argument to make until we actually see this solo path first hand. Because if I had a penny for every time people in I19 Beta told me "You're so impatient! They're working on a solo option right now, you'll see!" I'd be rich beyond my years. The argument you're making has been made before and disproved before. Yes, it's more likely this time, but it's still not a sure thing.

    Quote:
    Originally Posted by DarkGob View Post
    It will, however, be a solo path, and given that we already have a handful of solo options for acquiring threads 'n such, it's reasonable to assume that the solo path will be at least somewhat viable (otherwise there's no point). And as much as I should not say "they're making a solo path so shut up" before seeing what it's like, you shouldn't say "it's gonna suuuuuuuuck".
    I re-read my post and I don't think I said what you claim I said. Weren't you talking about straw men just now? Come on, man!

    I'm not saying it sucks. I can't know. What I AM saying, however, is that this development team has done nothing - NOTHING - to give me even the slightest shred of fate that they have even the smallest of intentions of letting people who like to solo into the Incarnate system. Yes, they say they will, but history has proven that development statements can be read many different ways ("no more major changes to powers," anyone?), especially when they come from Marketing. It's also been proven that developer concessions to player pressure in terms of system design have been met with at best begrudging half-committal changes that address the issues in only the most immediately necessary way.

    I don't know what Dark Astoria will be like, and I do hope it will be great. But experience tells me that when it comes to the Incarnate system, one of its design goals is to ram people into Raids and keep people on an endless treadmill. To give us a meaningful solo path would break those design goals, so I'm fully expecting there to be a catch of some sort to where Dark Astoria can be called a solo path, but ends up not being very useful as one. I'm not doom-saying. I'm saying I have no more faith left in Matt Miller's team when it comes to Incarnate content and Incarnate design.

    I am, of course, open to being surprised. I'd enjoy nothing more than eating my words when it turns out Dark Astoria is exactly the kind of solo content that I can run by myself AND make meaningful progress over. That would be my ultimate dream in this regard. But I'm not going to expect this or plan for it until I see it with my own eyes, until I see myself sporting more than a Common Alpha, until have empirical evidence and first-hand experience to suggest this.

    I have high hopes but very low expectations.
  3. Quote:
    Originally Posted by Arcanaville View Post
    A long time ago in a forum far far away I suggested that trip mines be location powers like caltrops, and separate from being tripped they could also be detonated by the blaster that cast them and *only* the blaster that cast them by shooting at them. At the time, the mechanics to allow that didn't exist. Today, I think they kind of sort of do.

    The very specific parameters of the suggestion were that it added a new way to use the mines without damaging the existing way of using them for players used to using them the old way. Anyone using Trip Mines in the current normal fashion would be able to use these almost exactly the same, but they could also be used in other ways for other purposes.
    I've always wondered what Trip Mines would have been like if they were made into Stick Bombs, i.e. something that you throw at the ground, it sticks to it and THEN becomes a Trip Mine. The functionality of the power remains, in the sense that you can set traps with it just as you could previously, and indeed might even be enhanced since you might be able to stick them to walls and ceilings, but it adds an extra functionality as a semi-direct attack. I do recognise that this might make the power overpowered, though.

    Then again, I was also convinced that making Assassin's Strike not suck when used out of hide would make it overpowered and that's evidently happening, and I'm sure someone at some point made the argument that Elude would be overpowered if it didn't make you "only affecting self." But like I said, I doubt that would be an easy sell.
  4. Quote:
    Originally Posted by Scarlet Shocker View Post
    Maybe it's not a question of concept - although I've always HATED that concept - but rather that it's so poorly written because the mechanics are designing the car. By that I mean, a cool car needs an artist to conceptualise and a team of designers to engineer it into reality. What we seem to have here is the guys who are at the mechanical end doing the whole job - no checks and balances.
    This is how I feel, as well. City of Heroes plays about as well as you can expect a game of this type to play, and it plays damn well better than most of its competitors. However, it's starting to skirt VERY close to the edge of becoming a pure arcade game. "Are you a bad enough dude to save the president?" is enough plot for a 1980s beat-em-up just because games of the time were physically incapable of being anything more, and it's something of the basis of inspiration for a story, but it is not, in itself, a story. And that's essentially what I'm seeing in City of Heroes right now. The story has BECOME the gameplay, in the sense that yes, spelling, grammar and writing style are improving, but I am continually left wanting for better ideas.

    I bring up Rick Dakan a lot, but not because the original City of Heroes stories to which he set the stage are great. They're not. I bring him up because the man and his team had great ideas. Think about it for a moment, and remember who are the most prominent, most well-developed factions in this game with the most history, backstory and personality? The Rikti, the Nemesis Army, the 5th Column, the Circle of Thorns, the Freakshow, Crey Industries. These are all age-old creations that stem from a larger world and feed back into a larger world, their stories crossing over each other into the lattice of a persistent world.

    The only - ONLY - other faction system that reaches anywhere near the same level of depth and complexity is Going Rogue era Praetorian Earth, and even then it still comes off shallow and simplistic. I don't say this to dis Praetoria, but I say this to express that on Praetorian Earth, there is only as much plot and depth as players can run across in-game and not a smidgen more. There is nothing to write Paragon Articles about, nothing to write character biographies about, nothing to really tell. There are a few diaries, yes, but again - those are still style over substance.

    Look at the history of Paragon City. It goes as far back as the 1800s, it contains tons and tons of events that happened long before the game - the story behind Superadine, the foundation of Portal Corp, the history of Hero Corps (remember them?) and so many other different events that aren't part of the running story, but nevertheless serve as the backbone of a persistent world from which to draw inspiration and on which to build stories thereafter.

    Once upon a time, I fell in love with City of Heroes because the game inspired me. It showed consistent, believable fictional world packed full of great and innovative ideas. It filled my mind with possibilities that I was compelled to explore. The alien race of invaders trapped on our world and really victims just as much as we are, the ancient race of evil sorcerers whom history has wronged so much that they have to ask: "...after all that has been done to us, is such evil not our right?" the timeless villainous genius for whom every defeat just works into another concurrent plot... Yes, some of these may have been ciche and some of them might have been done before, but they were still good ideas.

    And I just don't see that now. I don't see the same kind of amazing ideas I could pull out of the narrative, point to and go "Yes! This is amazing! I want to write a story of my own about this!" I see complexity, I see plot twists, I see an engineered story to drive the action, but it has been a very long time since I saw a great idea which impressed me on its own merits. It's all ret-cons that twist existing stories to match ever more convoluted changes to game systems, I've seen plot Gordian knots where stories become so complex you need a graph to explain them, and I've seen writers trying so damn hard to make something so twisted and mangled that it's lost all sense of inspiration.

    It doesn't have to be this hard. It doesn't have to be this complex. It doesn't have to be so elaborate and pre-planned and twisted and meandering. A good story can be very simple and straightforward. It doesn't even have to be told all that well, so long as there's a genuine good idea at the base of it. And yet the last good idea which impressed me greatly that I can recall was the notion of the Shadow Shard as the mind of a god, where Lanaru - the madness - literally broke the world. It really was just as simple as a single phrase: "the madness broke the world." That was all it took to impress me, because that is a good idea... And it's an idea I'm not sure is even official, and an idea which hasn't been followed up on in seven years.
  5. Quote:
    Originally Posted by DarkGob View Post
    You're getting your solo path, you can stop complaining.
    That's exactly what people told me when the Notes of the Well came out, and we've all seen how well that's worked. Don't try to insult people's intelligence like this before we actually see what Dark Astoria is, because I'm pretty sure it's not going to be the solo Mecca with which to shut up people who don't like raids.
  6. Quote:
    Originally Posted by dugfromthearth View Post
    But rather than accepting that you are talking about trying to make the entire game fit into one style of play, you are pretending that other styles of play do not exist.
    I neither said nor implied anything of the sort. Please quote me, instead of paraphrasing something I said into something I didn't say.

    Quote:
    Originally Posted by dugfromthearth View Post
    Certainly there is room for discussion - start by admitting that there are lots of styles of play and that variety of powers allows for a variety of playstyles.
    I did. Do I need to do it once ever post? This was never a question of playstyle and always a question of power balance. You can start by addressing that.

    *edit*
    And I find it more than a little uncomfortable that you, the one whose first post in this thread contained:

    Quote:
    Originally Posted by dugfromthearth View Post
    All powers are situational. Dumbing down the game to only one assumed situation is not a good idea.
    are now the one chastising me for being disrespectful of other people's opinions and playstyles and demand I publicly approve of yours. So it's OK for you to dismiss my entire thread without so much as putting in the effort to even get into what I'm talking about how many posts in and keep insisting on arguing over who said what, instead, but if I fail to explicitly state that, yes, there obviously are many different playstyles in this game, that anything else I say is null and void and not worthy of your time.

    I take it back. DON'T quote me. If you're not interested in participating in the actual discussion, then I'm not interested in defending why the discussion has a right to exist in the first place with you. I am done derailing my own thread with this. If you want to argue for a viewpoint, then by all means - argue for it. I welcome it. But telling me I should be accepting of ALL viewpoints without even being arsed to make a point is meaningless.
  7. Quote:
    Originally Posted by dugfromthearth View Post
    aIf you don't think Traps or Devices are good sets, don't play them. There are tons of powersets. Find ones you like.
    -Doctor, it hurts when I lift my arm.
    -Then don't lift your arm. Next!

    I'm trying to open up a discussion, not force an agenda, and I'm more than convinced there's room for discussion here. Trying to ignore the problems and sweep them under the rug serves no-one, not the people who like these powers nor the people who hate them, not anyone in-between. The wide use of long-animation, highly-interruptible powers is a relic from a previous age before even the game's launch. I'm not convinced it's still relevant, but that's what I'm hoping we can work on figuring out.

    Quote:
    Originally Posted by Oliin View Post
    It's not so much the damage of time bomb that's the issue. It's that there's a 9 second cast time and then there's a significant wait on top of that before the mine actually explodes. It's just cumbersome since you end up waiting 20-some odd seconds before anything actually happens.
    The power has an 8 or 9 second cast and a 15-second timer before it explodes, which you can track by the antenna light flashes. That's a huge amount of time to wait and a very big window of opportunity for something to go wrong. Yes, the result is impressive - the explosion is strong and has a very long range - but the Machiavellian precision this requires and the astronomical amounts of luck that are involved just leave such a margin for error that it's just not worth investing in the power. And you DO need to invest in it, at least four slots, more if you want to get much of any use out of it, plus a power pick. I could throw darts at a board with a list of all powers available to a Devices Blaster and probably land on a power that's more useful for its investment cost.

    I tried to make use of this power for years, and all it ever gave me was frustration and disappointment. Even when toe-bombing people, I was waiting so damn long for the thing to set down and go off that my Fire/Fire Blaster would have grilled the spawn and set down for lunch, and that's without touching Inferno. On top of it all, Devices is the set without Build Up, so the shock damage which is a Blaster's main form of self defence isn't really there.

    Time Bomb, Trip Mine and Auto Turret were seen as such great powers that the rest of the set suffered for them, and suffered hard. And of the three, only Trip Mine is actually good, and not by that much.

    Quote:
    Originally Posted by EnigmaBlack View Post
    IMO because of the interrupt of Trip Mines the "situation" it suits best is the situation of having teammates that are willing to wait around while you lay them. I'd go as far to say that's nearly impossible in today's game (Incarnate levels).
    That's my problem with it, as well. I could live with a situational power if its situation were at least somewhat common. For instance, I really like having self-rez powers even though "being dead" is a situation I try to avoid. But I know that, sooner or later, I WILL die, and in THAT situation, no power is superior to a self rez. Well, not counting Revive. An awaken is usually superior to that. But if you look at powers like Rise of the Phoenix or Soul Transfer, if you're dead, these powers are great. The situations for these situational powers are either so rare or such that these powers aren't meaningfully better than their non-situational counterparts, that you end up paying though cumbersome mechanics for a power that isn't worth its limitations.

    To me, presenting these powers are great is kind of like praising a blind man. Oh, he lacks sight, but surely that must mean his hearing is nearly super-human, therefore we must do something to limit that hearing so he's on an even keel against sighted folks. Only it turns out that his hearing is about average, so you're just hampering a man who's already hampered. It's a reversal of the values, as these powers are seen as stronger than they are, because why else would they be so hard to use? Well... Because they're just not very good powers, for the most part.

    Quote:
    Originally Posted by Arcanaville View Post
    I don't think the problem is in-combat vs out of combat per se. I think interruptibility does mask the fact that long-duration interruptibles are the last bastion of a time before the importance of cast time balancing became clear. But I think interruptibility and crashes are really the only two "counterbalance" effects we still have in the game in any quantity, and while the easy way out would be to simply eliminate to largely mitigate them, I think it makes more sense to rethink what their true cost and value are, so that the powers that have them can be properly designed to account for them. Interruptible powers like snipes make sense, in other words, if the powers got something in exchange for being interruptible. They currently do not. But I'd be more in favor of balancing snipes around the interrupt than eliminating the interrupt as a general rule.
    I, personally, wouldn't have such a big problem with interruptibility if I felt it was worth it, but most interruptible powers really aren't. Snipes deal scale 2.6 damage, I believe, which your average Scrapper can exceed with much greater guarantee of success with just his basic powers, just as an example. The bigger problem is I feel interruptibility is SUCH an enormous hamstring that I have trouble imagining how strong these powers would have to be to justify it. I suppose if Blaster Nukes were interruptible instead of having a crash, THAT I might consider a fair trade of utility vs. raw performance, but most of what's interruptible now just doesn't feel like it's worth it in the slightest.

    And yes, I do believe long-interrupt powers are a relic from an old age, back when Geko seemingly disregarded animation time as nothing more than cosmetic. To be honest, I wasn't a big fan of them then, either. I recall first getting my Sniper Rifle power and trying to figure out how I could use it more often, this being one of the three single-target attacks Assault Rifle got, and being frustrated to see it sit there recharged and ready, but being unable to use it because someone set me on fire or I stepped into the Chill of the Night. I don't remember the game's balancing from those days with great fondness, to be honest, and I wouldn't be very sad to see its last remnants expunge if the simplest solution is seen as the most prudent.

    The real kicker is that as the game evolves and new powers are added with old lessons already learned, we're starting to see powers which outperform the old "situational" ones, yet without having to be hamstrung by being situational. Compare Omega Manoeuvre to Time Bomb: It's faster to call, it shows up at range and it taunts enemies to it... It's almost the complete opposite in terms of ease of use. Rather than having the user-hostile balancing mechanics of old, where patch powers caused (and still do) enemies to run away and escape your damage, where running your own toggles could flatline your entire endurance bar in seconds if you affected enough enemies with them, the newer powers seem to cater to the player and present themselves in a convenient, usable fashion. In fact, I hazard to remember a power that has come out in recent years which has had penalties and limitations designed into it. Some powers are good, some just aren't as good, but I can't remember a single one which was designed to be BAD under any circumstances.

    Most of the balance issues we butt heads over these days still date back to seven years ago, if not longer, back to the dawn of the game from where they were spawned. PBAoE knockback, long interruptible powers, AoE enemy phasing, messed-up Blaster secondaries and so forth. Whatever we may complain about in regards to recent sets, at least those were well designed, if not always well balanced. They can be fixed by jiggling the numbers. It's the old relics that cause the biggest problems because those you really can't fix without admitting to having to rethink them from scratch. And I'm honestly not sure our developers have the stomach to mess with that legacy, when it's so much easier to just ignore it and keep making new sets that just make the older ones look worse and worse.
  8. Quote:
    Originally Posted by Bosstone View Post
    Aside from what GG and Spatch have already said, I just have to point out that this game isn't exactly known for its non-repetitive content. Just how many warehouses and miles of sewer system are there in Paragon, after all?
    At least there are different stories being told by those settings, which in themselves have very different layouts each time. I'm far more interested in the stories than in the "warehouses." A good storyteller can tell a good story with the tools provided without having to throw in sinking ships and burning buildings. As a point of fact, the more loud explosions a story hurls at my face, the less interested I am in the overall narrative, and I'm here far more because of that than because the gameplay is so enthralling.

    Like I said, one of my favourite arcs is still World Wide Red, and if you completely ignore the story of it, yes, it is just 20 missions of clearing out warehouses. It's the WHY of it, the story behind the warehouses, which makes it great. And it's the story behind the warehouses which seems to be in a tailspin right now.

    *edit*
    Also, I can't see anything Golden Girl is saying, nor do I wish to irrespective of its merit, thus I don't know what you're referring to.
  9. Quote:
    Originally Posted by Bosstone View Post
    So they implemented the Incarnate system and are pushing it to get people who want stuff to do with their 50s to play it.
    And that's where I have a problem with the whole system - it doesn't give people more to do. Not by much - a handful of Trials you can finish in a day. It gives people more stuff to EARN while actually doing the same, now much smaller pool of content over and over again. That's why I feel this is a big misnomer. As far as I remember, people asked for more content, and Incarnate Powers are not content. Incarnate Trials are content, but they're nowhere near enough to provide something for people to do at 50. Before Incarnates, people replayed the ITF, the STF, the RSF, the Hamidon Raid and the Rikti Shuttle Raid. Now people play BAF, LAM, KEY, UGD, MOM and TPN. The pool of things to do has not increased dramatically, especially considering people mostly run BAF and LAM anyway, if what I hear over Global channels is anything to go by.

    The Incarnate system is a progression system which came without content with I18, and was thus delayed for I19, where it came with almost no content anyway. And the way it's planned out, making content for it is a HELL of a lot more expensive and time-consuming than it's ever going to be worth, especially since people seem perfectly happy to keep replaying the same two raids they're familiar with. This is a boon to neither altoholics nor people with just one character. It's only a benefit to people who like clusterhug raids, and those don't have to be in either camp.
  10. Quote:
    Originally Posted by Kitsune9tails View Post
    But there should still be tools for the minority that enjoys doing things 'the hard way' or 'the long way'.

    The entire point of a powerset named Traps is that you set up traps for your enemy to blunder into. Although Bear Trap melee would be a fun powerset, that's a different powerset from Traps
    The problem is that these tools just don't work. I get the idea behind them - make these a pain to use so as to offset how awesome they are. Trip Mine is kind of awesome, I admit, but the others aren't. And that's the problem - they're only kinda' sorta' good, but you can do just as well, if not better, with non-situational tools. The cumbersome nature of these powers was intended to give them greater strengths, but it ended up being their crippling weakness.

    I mentioned something about Titan Weapons, recently, and it seems relevant here: This is the first set that I recall where having a gimmick made the set STRONGER. In every set previously, a gimmick was valued far higher than it was worth, and the set was balanced low because of it. Titan Weapons is the first time I can recall where a set's gimmick did not hurt it, but rather allowed it to be stronger than if it were balanced conventionally.

    This is precisely how I see "out of combat" power - they are valued at FAR higher than they're actually worth, and as a result, they are given far more severe limitations than they deserve, making a lot of these powers just not worth the bother and a few of these powers just basically useless. You cite these powers like their being situational is a perk to them, and I'm sure that's what was originally intended. The thing is, in this day and age, that's a massive liability, and VERY few powers can live up to that liability. As far as I'm concerned, "proper" nukes are about the only class of powers that even approaches that level on a consistent basis.

    Quote:
    Originally Posted by Kitsune9tails View Post
    No argument from me on that.

    However, if one wanted to address that, there are a number of different ways it could be approached. Making the powers just work faster is fine, although it's kind of against the point. One could also make them stronger or make more content where they are useful in their current form. Or make an entirely new powerset that does what you want.

    Personally, I am on the side of 'more varied content', but YMMV.
    Again, I'm not saying I have a solution. What I'm saying is I feel this is a problem, and it's been a problem for a very long time. We've ignored it and lived with it for years, but I just want to bring it up and get people's opinions on the matter. Who knows, maybe something will come of it, or maybe we'll bring up some awareness?
  11. Quote:
    Originally Posted by Kitsune9tails View Post
    There is nothing wrong conceptually with 'only as a way to start a fight' or 'pull the enemy into an ambush' type combat powers, so long as those powers are strong enough to balance the interrupt/animation times, which may no longer be the case (if it ever was).
    That's how I approached these back in the day. Believe me, I really wanted this to be true, but it just isn't. Not only are these powers not very well balanced by their interrupt times, they're further hampered by the fact that you can't actually use them as often as recharge would allow you. Not in combat, anyway. Being situational powers, you need to wait for the right situation, and that's oftentimes three, four, five times their recharge or more.

    Time Bomb is obviously the worst example, but the thing recharges in 360 seconds, and I've only ever been able to score a decent hit with the thing ONCE in a team environment. My AR/Dev Blaster had Time Bomb from something like 2006 to something like 2009 or 2010 when I axed all my Blasters, and I teamed a lot with him. Lots of teams, one decent hit. It came to the point where I out and out gave up.

    Or how about Trip Mine? It recharges in 20 seconds unenhanced, which is something like Foot Stomp. I rarely get to use it ONCE in a fight, and I've never really been able to use it more than once. Not unless I sit by the sidelines and just put down mine after mine after mine. I've done this. Believe me, I've done this. Then I'll watch an EB walk over, say, 8 Trip Mines, take something like 15% damage to his hit points like the Shadowhunter did, then make me realise all this time spent sitting on my hands, watching TV and pressing one button every 20 seconds would have been better spent putting down ONE Poison Gas Trap, ONE Trip Mine then immediately pulling the EB through there to debuff him so he doesn't break all my bods with his god damn tree stumps.

    In a game like Splinter Cell or Portal, I can see having to think ahead and prepare in advance, and even then that's mostly useful in a siege situation, which is damned rare in this game. Aside from the "Stop 30 Fir Bolg" mission, we almost never have to defend a location, and even when we do, it's almost never easy to tell where your enemies will come from. Hell, even in Left 4 Dead when I'm forced to defend myself until rescue arrives, I don't start by tossing gas cans and fireworks around, I store them in a pile to toss them at zombies as they come charging in.

    I'm not against games that require setup to handle a fight. I just don't think City of Heroes has almost any situations where doing that is anything more than a very big waste of time. And this is coming from someone with one 50 Devices Blaster and one 50 Traps Mastermind. I wasted time to reach this conclusion.
  12. I'm genuinely surprised to see that most people agree. Did not expect that.

    I realise that Trip Mine is good DESPITE its interrupt and slowness, especially if you want to toe-bomb, but that's just one power out of several which irk me, and I may well become convinced that Time Bomb is indeed the worst-designed power I've ever had the misfortune to 6-slot and try to use. I tried arguing the case for Snipes many times before, but it seems like the rest of the game has finally overtaken them to where their irritating design is becoming evident. And again - those are just examples that depict a broader design decision.

    People call them many things. "Out of combat" powers, "situational" powers, powers "balanced by annoyance" and so forth, but their unifying characteristic is... Not only are they next to useless the majority of the time, but they're infuriating to use even when they're appropriate to be used. And even at the best of times, their benefit isn't all that great. Again, Trip Mine may be an exception, but most of these powers are cumbersome and still not worth the hassle.

    It's interesting to stop and think about how the developers envisioned us playing the game way back before even Beta sometimes. For instance, my old paper manual for City of Heroes lists a "slotting example" where an attack is 5-slotted with all different enhancements, as though we weren't expected to want to slot 1 accuracy and 5 damage. "Situational" powers are a lot like this. They seem to be designed for a much slower, much more methodical game where the direct approach doesn't always work, so sometimes you need to pull, sometimes you to set traps, sometimes you need to avoid confrontation and so forth.

    While an interesting idea, that's not how the game ended up being played, and not how most people play it. And there's a reason for that - it's slow, unwieldy and uncomfortable, especially when it's pretty obvious there are better alternatives. Yes, a Devices Blaster's arsenal is mighty and amazing. I know - I got one to 50. It's impressive when it works, but it is SUCH a chore to pull off that I found myself much more drawn to my Fire/Fire Blaster who could hit Aim, Build Up and open with Fireball and Fire Breath. It's a lot of work, and you'd think it's for a lot of return... But most of the time it just isn't. And that's my big problem - when I spend so long fiddling and sweating over fickle powers only to have one errant minion run off and detonate all 12 Trip Mines before the elite boss got to them... I start to wonder why I even bother at all.

    I've said a lot of mean things about the Incarnate System content, but for all of this, I still feel that the Incarnate System powers are the first real recognition of how people opt to play this game in a long, long time. Relatively fast, relatively strong crashless nukes, large-scale buffs and controllable pets - all powers that are strong AND convenient. Because that's what you need in a fast-paced game.

    I ran an ITF with my Bots/Traps Mastermind just now, not half an hour ago, and the lesson was pretty clear - while I faffed about setting down a Triage Beacon that no-one really needed, the team had already wiped the spawn out and were moving to the next, leaving my beacon exposed. Expecting a Cyst ambush, I'd go back to set up a single mine, only for the ambush to spawn around me mid-way through my set-up animation and instakill me. I'd set up an Acid Mortar only for the fight to move around the corner and leave it useless. Powers with unwieldy balance mechanics are a lot like WW2 rail guns - they're immensely powerful, but SO difficult to move around you're just hurting your war effort for trying to deploy one.

    I'm not saying I have a solution to any particular problem powers, nor even that I can name all the powers that have this problem. I'm just wondering if we really shouldn't look at moving past the concept of powers balanced by being uncomfortable to use. Yes, I'm aware of the old "Use Tictacs!" retort, and to some extent it's true. But if we want to be realistic, this game has moved beyond the kind of tactics you sit down to plan and execute while staring down your enemy from across the room. That's not what people seem to enjoy when I team with them.
  13. For my Traps Mastermind, I've decided to go with Field Mastery for no particular reason (partly for Foce of Nature), but something about it concerns me. Power Blast, the single-target attack from the set, does about as much damage as Energy Torrent, the cone. What reason could I possibly have to want to take that?

    Additionally - and I know people are just going to tell me to not bother - but suppose I already have all of my Mastermind attacks taken and slotted. How feasible is it to grab attacks from an Epic on top of them?
  14. Quote:
    Originally Posted by Bosstone View Post
    Remember, resistance provides resistance to resistance debuffs.
    FFS! Of course, how could I have forgotten that. OK, I think you just gave me the answer in a single sentence There is benefit to be had for overslotting beyond the soft cap, but it's not great. Probably not worth a slot.

    Quote:
    Originally Posted by Blue_Centurion View Post
    I run a lot of brutes, and have for 4 1/2 years. My current main is a SS/Invul Brute. Well over half of my characters have been Brutes, and a good 1/3 or more of them have been Invul Brutes. I respectfully suggest you are asking the wrong question. The real question is "Is there any point in taking Unstoppable?" Even on Brutes that I just SO, I do not take Unstoppable. It is a horrible power with too high a price to pay for its use.
    On SOs for a Brute, the best I can hope to do is ~50% physical resistance and ~20% resistance to energies and elements without Unstoppable. With Unstoppable, all of these can shoo up to close to 90%. To me, that's enough of a point to take it. Yes, I suppose I could make that up with Tough or Inventions or buffs or Lord knows what else, but I don't have to. Unstoppable brings me to the cap, it gives me nearly infinite endurance and keeps me alive for three minutes. I've yet to fight a fight (which didn't include psi) that Unstoppable couldn't help me survive, at least for the three minutes it's up.

    I actually trumped Marauder with it the other day. He hit his Unstoppable, I waited around 60 seconds, ran out of inspirations and hit mine. We spent about two minutes trading punches, unable to beat each other until his Unstoppable ran out, I beat his *** and still had around a minute left on my own Unstoppable, enough to take down the one spawn of IDF and War Works troops that I hadn't gotten around to.

    Personally, I'll take Unstoppable over Strength of Will or One with the shield, which was a big reason why I chose to make my Brute Titan/Inv as opposed to Titan/Will.
  15. Quote:
    Originally Posted by Mr_Grey View Post
    If you don't remember it it's because the arc really isn't all that memorable. No special dynamics, ambushes work as you would EXPECT the ambushes to work (I click this glowy, and they'll come get me...), not even enemies fighting each other (REALLY fighting each other; you get to see a couple posed battles which you've probably already seen plenty of times).
    I remember the Bonefire arc just fine, but I don't remember anyone ever mentioning leaders of Skulls or Hellions in it. The mechanics aren't the problem, the story of it is. Bonefire is essentially "Hellions stole a cloak, Hellions kidnapped a mystic, Hellions are moving in on the Skulls. Kill skuls. And Hellions. The end!" I don't recall the arc really elaborating on the gangs' methods, ideologies or identity. In fact, I'm pretty sure you can swap the Skulls and the Hellions in that arc and it'd make about as much sense.

    Nothing in Bonefire seems to build up to anything, and I don't recall it having much of a finale, at least not one which appears to have resulted in from the actions you took in the arc prior to it. It's a lot like the Hollows arc. "Go do random stuff for a while. I have just discovered where Frostfire lives on my own, so your previous missions didn't really amount to anything." If it's a story arc, it needs to follow some kind of plot where all missions are at least relevant to it.
  16. A long time ago, there was a very common balancing practice for powers in this game, which I like to call "balance by annoyance." You had powers like ye olde Elude which made you very hard to hit but unable to attack, powers like ye olde Nova which not only drained you but also stunned you for I believe five seconds ye olde Auto Turret which was an enormously costly, very weak pet which couldn't move and only lasted 60 seconds and so forth. A lot of these have since been fixed, but a specific subset of this balancing ideology seems to have remained: The concept of "out of combat" powers, as expressed by these powers being very slow and interruptible. For some - like Rest - this makes sense. It's both good in balance and good in concept. But for some others, this balancing mechanic is turning into a millstone around the necks of some powersets. Specifically, Traps and Devices, though they're not unique in this.

    We're all familiar with Time Bomb and the arguments around it, I trust? Either way, I don't want to discuss changes to that power, or to any other, as that really isn't the point of why I bring this up. More precisely, I want to bring up the very concept of powers which are ostensibly ABOUT combat, but which have still been branded as out-of-combat powers. Trip Mine, Time Bomb, Gun Drone, most Snipes and other fall under this distinction, and the more I play with them, the more I have to wonder... Why?

    Why do we need powers which are balanced such that they're next to useless in the heat of battle? Once upon a time when we were expected to play CoH like we played EQ - slowly and methodically - I can definitely see that, but these days? No-one plays the game like this any more. Let me ask you this - when's the last time you got on a team where the primary approach tactic was pulling enemies one at a time? Hell, when's the last time you saw Time Bomb used AT ALL? Have you ever seen the power hit anything at all on a team of more than four people? I've seen it all of once - I used it snag one of the ITF Cyst ambushes, and it was pure blind luck that it went off just as the ambush was running over it.

    These are, ostensibly, combat powers, but they are so designed that you can't use them in combat. You have to stop before engaging the enemy and spend a very long time - 8 seconds in the case of Time Bomb, 5 seconds in the case of Trip Mine, I think 6 or 7 for the old Auto Turret - to set these down, then you have to spend even more time to pull enemies over them (and only if there's a corner to pull around) and all this while your team has to sit on their hands and wait. And even THEN, these powers could still fail to do much. It's reminiscent of the old argument about Stalker balance where people espoused "hit and run" tactics, suggesting Stalkers should run away, lose aggro and assassinate again. In both cases, while you COULD do this, it's just a massive, massive waste of time and I've yet to meet people - my friends included - who have the kind of patience it takes to do this spawn after spawn after spawn.

    I have to wonder, and I've wondered this many times before, is there really any point in this day and age to give players combat powers that they can't use in combat, because they're intended to be tricky to set up? Now, I know about "toe bombing," I know there are ways to use these, but my question is... Do all of these hoops serve a purpose? Is there a point? Even Stalkers, the AT universally cursed with a "melee snipe" were recognised as slighted and given an "out" of that mechanic, and at least their out-of-combat combat power in question was still useful for what it was. With this in mind, is it not time to review all of the powers we have that are intended to help in combat, but are still made long and interruptible and intentionally awkward to use?

    Obviously, interruptibility as a mechanic still has its place. I would never argue for Rest to be any safer to use or easier to start, and ally teleportation makes a strong case for interruptibility. Out-of-combat endurance recovery bonuses count, as well, as do powers to do with hiding. There are exceptions to every rule, but I'm asking about the rule itself:

    Should purely combat-relevant powers have to be branded for out-of-combat use only? What do you think?
  17. I'm sorry to keep banging on Traps, Forcefield Generator and Poison Trap, but I figured pictures and explanations weren't enough. So I made a video! Right here!. It depicts what I'm talking about in motion and should be easier to follow than my screenshots.
  18. I will only ever play an AT that can solo well regardless of powerset combination. That means an AT which can do enough damage to defeat the foes I meet solo, that has enough survivability to survive long enough to deal that damage, that isn't going to get perma-held and killed, and that levels up fast enough by itself to where I don't feel cheated for playing.

    What that means is Scrappers, Brutes, Stalkers and Masterminds. Stalkers are just barely on the border, because they do sort of lack survivability by AT design and end up lacking damage, too, because their balance is too cautious. I'm looking forward to I22 to fix that. The changes to Assassin's Strike look to fix that big.
  19. Quote:
    Originally Posted by peterpeter View Post
    If I had to guess, I would say that the way it was advertised (if you buy the power set, then you get the weapon skins for free) was how Paragon Studios wanted to sell it. But they couldn't get the tech in the store to work that way, bundling two different items together like that. So they decided to just have the weapons for free whether you bought the pack or not, and figured it wouldn't make much difference either way since most people would get both or neither.
    Here's the thing, though - they already have the tech to put things in bundles. That's what Costume Packs are. They're just bundles of separate items bound to the same purchase, it's just that all items happen to be costumes. In fact, that's what things like the Winter Pack are - some costumes, some powers, some emotes, some badges. Why not just launch a Titan Weapons power set and then a separate Titan Weapons++ Pack that included the Titan Weapons powerset AND the Titan Weapons Costume Pack at no additional charge. Then, don't include either the set alone or the pack alone in the store and just sell the Titan Weapons++ Pack for the duration of the promotion, then pull that and put the costume pack and the weapon pack in as separate purchases.
  20. Quote:
    Originally Posted by LegionAlpha View Post
    Did they even end the Ritki story? I did the RWZ arcs and I felt it was still open and unfinished. Yeah we know who was behind it, but then what? What happened to the Ritki on their world and here?
    No, they did not. We solved the plot thread of the Second Invasion, but the Rikti storyline is still open. Now, you have to recognise that in an MMO, you can never really "end" a storyline because these enemies will keep showing up in the overworld, and you need to explain why that is. Thus, Hro runs back to the homeworld, tail between his legs, where he'll be fighting a political fight. But the Rikti here still have a large stockpile of weapons and troops, so they can keep on fighting for some time. In this way, the plot thread ends, but the faction's presence is still justified.

    That said, I'd like to see a storyline where we travel to the Rikti homeworld and negotiate with their leaders directly, possibly expose, oppose and foil an attempted coup by Hro, possibly even getting caught in the midst of a civil war as news of the Batallion reach the people. We can then actually divorce the Lineage of War from the Rikti high command entirely and paint them as a separatist paramilitary group which split from the main Rikti society and now exist either as exiles on Earth or as clandestine operatives on the Rikti homeworld in a similar fashion to how the 5th Column exists on our Earth.

    That could be an interesting story to follow, especially since it will feed on the underlying political situation on Rikti Earth, as well as feed off what history we know about them.
  21. Quote:
    Originally Posted by Bosstone View Post
    Good. The trials aren't there for you. Go make your characters and ignore the Incarnate stuff.
    Pity they're one of the selling points of the VIP subscription, no? It's not like that's the only person who has a problem with them. Telling people to effectively shut up or put up is not constructive, and I hope the development team will prove they have recognised this basic fact of running a service with Dark Astoria. Because that WILL be the real test of mettle and pretty much the last shot.

    As for "smaller Trials," I might be tempted to run them IF I had a reason to play my 50s to begin with, and that reason would be something I can do by myself. It'll be a cold day in hell before I will ever consider logging a character in with my only prospect being to sit on my hands and wait for a Something Team to form and pick me up, and over my dead body will I be forced to herd cats and form my own. I've only ever left this game once - back in September of 2004, and feeling an obligation to deal with teams on a constant basis is pretty much the reason for it.

    Smaller Trials are a great aside from solo play, which can indeed become a grind and a chore at times. As long as I don't have to run Trials, all Trials and nothing but Trials - i.e. as long as I have an alternative - then sure, I'll run them. The smaller the better. It's not a question of speed. It's a question of people's attitude. About five people and over is a crowd, and people in a crowd turn into clowns. Four and below (ideally, three and below) really isn't so much of a crowd, and it allows people to regard each other as individuals, rather than as a faceless mob.
  22. Samuel_Tow

    I want a scythe!

    Quote:
    Originally Posted by Techbot Alpha View Post
    We're in a Superhero game with aliens, dimensional entities and all sorts of wierd and wonderful stuff. I think a straight-set scythe is the least of the problems, Sam.
    I really don't have a problem with a "straight-edged scythe," I'm just saying it's not really a scythe so much as a giant sickle or kama. The problem with asking for scythes a lot of the time is that calling them this makes a lot of people disagree on semantics over what a scythe is.

    Personally, I love Maka's scythe/partner in Soul Eater and I love how she fights with it when the show doesn't crap out and present her as the incompetent loser underdog. I'd like to use it on one of my characters, as well. I'm not sure I can call it a scythe, though
  23. Personally, I'd like to see all unlockable costume pieces put in the Market, as well, and I'm hoping Marketing's greed will eventually turn to that when they're done reinventing the wheel.

    Beyond that, yes, that's one thing I've been suggesting since "Capes at 20," and it's something I will support whenever it comes up. It only makes sense to know if the weapon you're busting your butt to unlock is actually worth unlocking.
  24. Personally, I still like Martial Arts. It's not a heavy-hitting set, nor is it a fast puncy set, but it's not supposed to. It's not real martial arts, it's the kind of made-up fancy Hong Kong kung fu movie martial arts with the impossible spin kicks and sweep kicks and "touch of death" techniques and suchforth. It's the "flying ninja movie" martial arts, essentially. In this regard, it does very well.

    Now, of course, power customization is one thin, and I always welcome more of it, but Martial Arts already has alternate animations. Getting EVEN MOAR alternate animations for it is highly unlikely, an I don't think it's needed, personally. Martial Arts is still just as good at the concept it did best. My martial arts flying robot from space wouldn't look right with anything else, and my old kung fu master was made for this. Literally, that's why I made him. Martial Arts just no longer needs to stand in for as many of the things it's not as good at, however. It no longer has to stand for basic brawling or MMA or Batman-style fisticuffs. And that's a good thing - let the set excel at what it does best, and it still does quite a few things best of all.

    If anything, Martial Arts can do with a bit of a visual effects tuneup. The Disco Ball legs are interesting as an idea, but I'd like to see it get more of a sense of impact, and more of a sense of speed. I like the Street Justice and Titan Weapons "clouds" that describe the attack's motion and reinforce its strength, personally, and Martial Arts can do with a bit more of that. I'd love to have new hit effects for it, too. The current ones we have for it are very high-pitched and sound almost more like gunshots than actual hits. There are things to do to help Martial Arts, but brand new animations from a different set ain't one of 'em.

    As for Super Strength... Well, that set has problems, as far as I'm concerned, and its problems are it borrows a few too many attacks. Jab works, but Punch is just Head Splitter without the sword and Haymaker is Air Superiority #1252. That's not a bad thing, mind you, if the animations fit, but Punch just looks goofy and Haymaker's effect is a bit light for what it is. Knockout Blow REALLY bugs me just because I hate the Popeye windup punch goofiness, but the alternate animation works well enough. It doesn't work with fat arms, but I only have one character whose arms are that fat. Hand Clap is just goofy, but that's a comic book staple so not much to do about it, though I'm sure we can come up with something else for it to represent. And Foot Stomp and Ground Punch are some of my favourite attacks in this game. That's awesome.

    I really don't think we need to mess with old sets, because new sets aren't always better. For instance, despite what Titan Weapons represents, I still feel there's more than enough room in this game for Broadsword to still be relevant. Hell, I'm still going to push for more large broadswords because that's just what I like. In much the same way, Martial Arts and Super Strength still have a place in this game even with Street Justice around. Street Justice is not "better," it's just different, for different concepts. Martial Arts and Super Strength don't need to be turned into Street Justice 2 and Street Justice 3, because the game would lose more for that than it gains.
  25. Quote:
    Originally Posted by Party_Kake View Post
    I'm fairly certain they're revamping the pack so that the players who missed that opportunity don't buy it by mistake thinking they're getting titan weapons. It would be an AWFUL shame for players to actually PAY for the weapon pack thinking they'd be able to use it somehow without purchasing titan weapons first.
    I really don't fault Paragon Studios for trying something new in this case. Sure, I wish they'd had the tech to simply award the pack automatically to anyone who bought Titan Weapons, but you take what you can get. What bugs me is that they pulled the pack from the Market for Christmas, and they did so BEFORE they priced it and had a solid plan for returning it to be purchased. So now, people who spent the extra money as a Christmas present specifically to buy Titan Weapons, like the person I spoke about, can't get it. And by the time it comes out, they may well be done with Titan Weapons for some time like I am (I got my Brute from 1 to 46 and now she's resting) or they may end up disappointed because the base 6 weapons are not that inspirational.

    I LOVE the concept of weapon packs. I'd love to see more of them. But the Titan Weapons pack really wasn't handled very well at all. I sincerely hope that new packs aren't mishandled as badly in the future.