Samuel_Tow

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  1. Quote:
    Originally Posted by Eva Destruction View Post
    It does make sense that the Freaks redside would be dumber, since Arachnos isn't big on education. The general dumbing-down of the group also makes sense; they may have started as disillusioned yuppies, but their schtick would attract quite a few people who understand maybe two words out of "The fetishization of material goods is sickening," but DUDE! YOU HAVE A METAL ARM! I WANT ONE!! The Sid Viciouses, as it were. But it would be nice to see some smarter freaks sometimes, and I don't mean just guys like "Teh L34rn3r3r." Evil isn't always dumb, even the smashy smashy kind.

    I also think we need a few clear reminders that they are hurting people. As in, body bags. Or at least some terrified hostages we can save.
    I don't think dumbing down the Freakshow is what has done the most harm to them as a faction. It's turning them into comic relief goofiness that has completely destroyed the faction, in my opinion. The Freaklimpis was interesting, because it shows how a violent, murderous gang could sew so much destruction just for kicks and giggles. But "them bombs gonna blow stuff up" and "Just weld a rocket to my back!" and the Freakshow holding a pawn shop and all the other borderline cartoony humour is really hurting them.

    I completely agree with Eva - we need to return the Freakshow more to their roots - violent, dangerous murderers who should be feared, not adored like they're cute plushy toys. The Freakshow murder people. The Freakshow destroy lives. The Freakshow kidnap and torture people. They are monsters, as a point of fact. Yes, they're still human, but they are about as unrepentant bad guys as they come. We need to remember them.
  2. I generally don't play support characters, but to be honest, that's been my experience when teaming with a lot of them. I'm generally an observant person, so I know that that Kinetics Defender on the team really is making a difference. The fights are easier, they take less time and we're always in less danger. But hell if I know WHAT that Defender does. I see coloured lights and fights are easier, but other than their very presence, I have no idea what that Defender does.

    A Scrapper on the team is easy to read. Said Scrapper will walk up to something, swing at it, and that that thing can usually be trusted to die. I know what that person is doing from a casual glance at them in action. You may make the argument that seeing enemies encased in stone might be the same, but there are so many different kinds of stone, all with different effects, that it's not quite as obvious to tell what is happening unless you know the specific effects. I know this person is doing SOMETHING to those enemies, but WHAT that person is doing isn't always as obvious, especially with something like Gravity Control or Fire Control.

    Sometimes, I wish we only had one type of status effect that we could stack with itself as we do with damage, for an eventual kill via control.
  3. In my experience, people who have a high damage yield and still see Trapdoor regenerate while they take out Bifurcations are dealing with at least one or two Bifurcations that they're not aware exist. These things can pop up all over the map, and they boost his regeneration even out of sight. ALWAYS look for them and kill them when you see the notification. And if it seems like you aren't making a dent, search for Bifurcations. There's probably one somewhere you can't see.
  4. Quote:
    Originally Posted by Arnabas View Post
    Now, I admit that I enjoy having more endurance at lower levels, but I understand what you mean by "creeping easiness". I went and answered the phone the other day, leaving a scrapper of mine in the middle of a group of enemies. I was probably gone for about 10 minutes and came back expecting him to be kissing the floor, but he was just fine. Once upon a time the same setup would have resulted in his death pretty quick, but now it's not really much of an issue.
    I can see how much Hurdle, Swift and Stamina would have helped with that. Health I can kind of see making a SLIGHT dent, but if you went AFK in the middle of a mob, you were either fighting something really weak or you'd otherwise built your character really strong, because inherent Fitness helps you be proactive more than anything else.
  5. Quote:
    Originally Posted by cohRock View Post
    One of the dev mottos for several years has been "give players what they want". Which is good, to an extent. IMO, though, some things are becoming too easy. For example, granting everyone the fitness pool at level 2. Just too much goodness all at once.
    Your example is terrible.
  6. Quote:
    Originally Posted by Eva Destruction View Post
    I think the devs and I have different definitions of the word "revamp." Mine doesn't include changing the entire map for a zone, or a Task Force requiring special encounters with unique maps every mission. The old Faultline looked way cooler than the new one, IMO, there was just no reason to go there. Look at the villain SFs, often held up as way better than the hero equivalents: normal maps, with normal encounters, except for the last mission. I think revamps and new content are too much work because they make it too much work. When they make every mission "special" players will start expecting that every mission will be "special."
    I'm in kind of the same boat. I actually like the older content, missions and storylines, and I worry that "revamping" them will just destroy those stories. I've seen the level of "quality" of the newer writing. I still have nightmares about Roy Cooling's arc, and that god damn Montague Castanella. Who wrote this stuff? And to this day, I find the old Faultline FAR more impressive than the new one. I liked the chasms, and I see no reason why they couldn't have added bridges and elevators without flooding three quarters of the zone's total height. They could have left the hazard part be down in the gulleys and left topside safe.

    However, I DO want to see a focus on fixing what's broke in current content, and actually finishing a lot of what they started. This Neuron approach to design where you start up a feature, then leave it hanging half-way through in pursuit of the next new shiny has to stop. The whole game is becoming one giant collection of half-features, bugged missions and terrible writing, to the point where even previously GOOD stories are destroyed by newer ones that contradict them and previously working mechanics no longer work. Just as an idle example, my "double" in the last instance from Agent Keith Nancy doesn't present any dialogue. He/she just runs off as soon as he/she turns blue.

    There are animation bugs (Build Up puts you in a "fake" combat stance that messes up animations), there are effects bugs (custom forcefields do not align to the character properly), there are contact bugs (Robert Flores' dialogue still spits out all in one window), there are text bugs (Maria Jenkins' "Ask about this contact" info is still rife with typos and bad grammar), there is horrible writing (Montague Castanella has the propensity to say "want to?" a lot), there are mission bugs (if you log out while protecting "The Ghoul King," when you return the mission will be uncompletable), there are half-finished systems (powerset proliferation, power customization, base building), there are half-finished storylines (so what about them Devouring Earth? Who is Tub Chi?), there are costume bugs (Scales skin not available for Monster glove on Robotic Arm 3, Organic Sword for dual blades misaligned with one hand), there's just so much to do, fix or finish... And yet we keep getting "new" stuff while the old stuff is left to dangle.

    At one point one of the developers said that they'd rather make new zones, because revamping old zones took as much work. This was done at the time of the unnecessarily complete Faultline revamp. Later, War Witch said that with the War Zone revamp, they could redo the zone or redo the stories, and begrudgingly they chose to redo the story. My response to that was "Well, duh!" The Rikti Crash Site was good enough. Boomtown is good enough. Dark Astoria, Terra Volta, Eden, the Shadow Shard - ALL of these zones are good enough. You don't have to make new zones to replace the old, perfectly functional zones. What they need is more content put into them, and maybe a slight change to a SMALL part of each one. More Mole Points in the Shard, that small reconstruction area in Boomtown, something-something in Terra Volta and so on.

    Years ago, a player posed the question: Wouldn't you rather have NEW powersets than to have proliferation/customization for the old sets? To this, my answer is "No, I would not." Will a new powerset for my Scrappers give them the ability to fight in melee with ice powers or protect themselves with armour made of ice? Of course not! Ice Melee and Ice Armour already exist. Only I can't use them for my Scrappers. Instead, I'm bound to get something specific an esoteric, like Gunblades or Rikti Melee or Ball and Chain. I want to use the existing sets on more characters. Furthermore, a new set won't give me a green Ring of Fire on a Scrapper, and it won't give him a red Dark Blast, at least I can't think of a set that will do that, especially one that can stack ON TOP of Dark Melee or Broadsword.

    ---

    I would never support an Issue which is entirely "bug fixes." That would be a colossal mistake. However, I do want and indeed expect bug fixes and the completion (or at least progression) of previous projects to be a large part of every Issue. I don't need completely new stuff coming out of left field, when the old stuff sits half-built and gathering cob webs and making friends with tumbleweeds.
  7. Quote:
    Originally Posted by Jbear View Post
    A Bear Tail is something constructive to add, a "stub tail" is something I and others can use for a BEAR, Bull-Dog type, Teddy-bear, Panda, Bobcat, plus lots more!. Be very cool aesthetic add on!
    I'm already using the Rabbit tail on a panda of my own, and it looks the part. I'd suggest trying that to see if it doesn't work for you.
  8. Quote:
    Originally Posted by Ran-san View Post
    STILL waiting to see "animal fur" applied to "Flat instead of "Smooth". As it is, my options are to go with the monstrous legs which look horrid on my toon and break up the spotting pattern, or go with Smooth->Animal Fur....and have heels.
    It's staggering to me that this wasn't done before release. Why was the pack on Test to begin with if none of the feedback we gave was considered?

    I'll say it again - Animal Fur needs to exist for Smooth, Flat, Flared, Folded, Spiked, Finned, Large and Banded boots/gloves.
  9. Quote:
    Originally Posted by EvilGeko View Post
    You lot have infected me with your illness.
    It's not an illness, it's the next step of evolution. When you have too many great ideas to contain in one character, you have to let those ideas expand or fade away, or they'll cause your head to explode
  10. I like the War Walls, and would be very disappointed to see them removed. "Just a city" is incredibly boring, much like your typical Fantasy featureless forest, or your generic dungeon. Our competitors have proven that without a shadow of a doubt, and after having seen Praetoria, I'm even more convinced of this. "Just a city" has nothing which interests me, regardless of how much it looks like a real city. I look out my window and see a real city, and it's not that interesting.

    The War Walls bring a fantastic element to the city. It reminds us that, even though this looks like any old place you may have been in, even though it looks 20th century, and in places even 19th century, it's still very much a city of the future, nestled between high-tech barriers and involved in a storyline bigger than your typical GTA. It's like Final Fantasy's Midgar, where a typical slum exists, but underneath a massive superstructure holding up an upper level of city, or the city in the skies in Battle Angel Alita towering over the less developed settlement below.

    To me, the War Walls' omnipresence is what makes the settings interesting. It's like rounding a corner around an office building and realising the whole place is on a floating island, or looking up to see not sky, but the outer hull of a giant colony ship, or even looking into the distance and seeing the world curve up into a ring, all the way overhead and back down and around to the other side. It's something that's more than "just a city."

    City environments don't grow boring because we don't spend enough time in the desert or in Canada. They don't get boring because you can't see far enough. They get boring because if you've seen one city - usually New York - you've pretty much seen them all. They're buildings and roads, with the occasional parks. That's why I love places like Terra Volta so much - because they provide a contrast to the downtown urban environment without being a completely different game altogether.

    Without that omnipresent fantastic element, Paragon City would be a much more boring place.
  11. Quote:
    Originally Posted by Wanted_NA View Post
    a level 50 Training IO
    Good god... Can we murder proper terminology any more horribly?
  12. Quote:
    Originally Posted by UberGuy View Post
    To be fair, what really is so entertaining about cranking up the TF so that it's actually a challenge, fighting your way through (or whatever) all the challenges as pretty clearly intended, etc... when you're doing it for the 15th time?

    I think this is something of a core point in your post. You personally don't like speed runs or foes being at -1, etc., but honestly, are you really going to enjoy the Kahn TF that much the 21st time you run it in a week, no matter how it's played?
    Hence why building an entire system without designing much of any volume of content to go with it is something I see as a mistake. It's a cheeky shortcut to making players feel like much has been added without occupying as much development resources as might be needed if a sufficient body of content were added to the game to go along with it.

    Any time you give players fewer tasks to do than can be counted on the fingers of both hands, you incite speed runs, grinding and burnout through sheer boredom. Yes, "content" (by which I mean a "system") is cheaper to produce when it doesn't involve the art team all that much, but that cheapness is reflected in the final experience.

    To me, the entire Incarnate system feels like a time sink. I thought it would be something more, but that was me foolishly expecting the system to come with much content alongside, which in retrospect was not a realistic expectation, given the cost of investment of such a thing. As such, it's just buffer stop at the end of the line. When you get to 50, you no longer hit a solid wall that stops you dead in your tracks, but instead hit a slow field that gently brings you to just as complete a stop, only more slowly and less noticeably.

    The reason people call the Incarnate system raid grind, is because of the grind, and the grind happens because there's really not much else to do but grind TFs. And that - as pointed out above - doesn't last as long as one thinks it would. How much fun ARE those TFs going to be after the tenth, fifteenth, twentieth time? Not much, not from where I'm standing.
  13. There is no teleportation suppression in either the Chantry or the Storm Palace, and there has never been such to the best of my knowledge. What there is is the "red reticle bug" which prevents you from targeting via reticle. This affects more than just teleportation powers. It affects all summons, all location-based AoEs and so forth, things like Voltaic Sentinel, Rain of Arrows, Ignite, etc.

    I don't know what causes this, but my guess would be that the game perceives that you are somehow inside a solid object, and so will always snap the reticle to your body and turn it red, because it can't actually track what surface your mouse cursor is against. This really needs to be fixed, as while you don't really need to go to the Chantry or the Storm Palace, that structure is part of Black Swan's Shadow Dimension, which shows up at least three times.
  14. Quote:
    Originally Posted by Arilou View Post
    From where I'm standing that would make the system *more* simplistic (although not neccessarily worse, simple can be good) but that's quibbling about semantics I guess *shrugs*.
    I prefer simpler systems. Simple systems are easier to build fiction on. Complex systems become very specific, and require specific fiction to "explain" them. I didn't need an explanation of why I'm a hero in a city of heroes, fighting crime and the forces of evil. I didn't need an explanation why I wanted to stop Ubelmann, bring Alexander Pavlidis in or uncover the secret behind the Revenant Hero project. I COULD apply a reason to it - namely my own - but that reason could be any number of things.

    I'm given a reason for why I am a villain, and I'm given a reason why I do most of the villainous things. That reason does not always match up to the reason I had in mind, and I often find out about those reasons after it's too late to do anything about them. I'm then given a reason for why I can only be Resistance or only be a Loyalist, and why I can only destroy the Seer farm or only free the Seers, and why I can't do anything but those two choices. I'm not given an explanation for why I can't sell the Seers to the Syndicate, but it's implied that that's not an option because "because."

    I'm never stuck wondering "Why did I just do that?" or "Why can't I do that?" running old Hero content, because the stories are loose enough. "Simple enough," as it were. Both CoV's and especially Praetoria's storylines are so specific and railroading that it feels like I'm playing someone else's character through someone else's story until I can get out of this horrible treadmill and actually be my own hero or my own villain, with my own hopes, dreams and aspirations that I designed, came up with and wrote up, as opposed to HAVING the share the same hopes, dreams and aspirations with factions I never wanted to join in the first place.

    I DO NOT LIKE Praetorian politics. If I had a choice, I'd choose nether. Being in a position to want a choice where I can opt out of the storyline is a bad, bad sign, and not having that choice turns this into a tangible problem.

    Quote:
    But I can certainly see your objection: It's a matter of generic freedom of choice vs. telling a more interesting story. Where I fall on that debate tends to depend on how much I like the story.
    You can tell a linear story while still giving choices to the player as to how to get from point A to point B to point C. Warehouse X has artefact Y, guarded by Z. You can kill Z and take Y, which means a fight and which might strike some people as a pretty evil thing to do. Or, you ask Z nicely, and he gives you Y, at which point you're ambushed by Tau on your way out, still giving you the requisite fight, but feeling more like the nice guy option. Neither case comes out and says "This is good and this is evil." You're given options, those options lead to minor changes, but the main storyline rolls on. You have artefact Y, so you can advance the plot with it.

    You can have a linear storyline that gives the illusion of choice, and I would rather have that than a branching storyline with no illusion of actual choice. I don't need consequences for my actions, so long as I get to choose what I want. Killing my clone at the end of Leonard's arc or letting it live is a meaningless choice, but I like it more than any Morality mission in Praetoria, because it's a choice I get to make based on my morality and my morality alone when consequences do not force my hand.

    Quote:
    But then again, I don't see the "morality missions" in Praetoria as moral choices in the first place: These are choices of who you align with. Who's good and who's bad is (largely) up to you to decide (although they could/should have made this more apparent) any path supports a hero, any path supports a villain. The generic tip missions are actually a lot more stifling in that regard.
    And this is a mistake. Controversial politics is not a good field for moral choices, for the simple fact that they require me to support at least one faction, even if I bounce around the available candidates. Controversial politics never has a place for a "neither" choice, because such a choice represents a third option that undermines the forced, artificial morality.

    I'm not interested in "belonging" to an NPC faction. I'm not interested in sharing an NPC's beliefs. I'm not interested in the developers writing my characters for me, outside of instances where game design (that's game design, NOT plotline) absolutely demands it. I can't make a villain who's afraid to travel by boat, because that would be unplayable, but I CAN make a villain who may not necessarily care about Arachnos, and the game's settings provide for that. I can't make a Praetorian who's not aligned with either the Resistance or the Loyalists, because I'm not given that choice.

    My characters are MINE, and this is one aspect of City of Heroes unique to it. It asks us to name them, build them, paint them, give them a backstory and by the end of it all, they feel like OUR creations. Not a developer construct that we can pick from a short list, not a nameless protagonist just like every other nameless protagonist. Easily City of Heroes' greatest strength is its ability to make my characters feel truly mine and nobody else's, which is why it infuriates me when it then plops those same characters in the world and starts writing their story for them.

    When I'm given a choice, I don't want to pick between storylines written for me. I want to pick between between generic responses the combination of which together will define my character's personality. One generic choice is uninteresting, but when you go through 10 different ones, your character's personality begins to shape up.

    Quote:
    Moral choices can and should have consequences, otherwise they're kind of meaningless. That is, if there's no cost of doing good/advantage of doing evil, why would anyone do anything other than good? (Advantage in this sense can and does include pure schadenfreude, obviously) Ironically a lot of tip missions I think fail in that regard becuase there is no consequences at all: You go to these extraordinary lengths to steal the Mystic Artifact of Doom and... You get nothing for it.
    I couldn't disagree more. Choices between good and evil, moral or immoral should not come down to what advantage they give, as that puts the metagame before the storyline. Choices between good and evil should come down to choices of preference, and be driven by the character's personality as written by the character's creator. "Who you are in the dark," as it were - people's true colours only show when they are forced to make a moral choice without consequences either way. Because that is the only time a person will choose what he WANTS, as opposed to what he feels he HAS to choose.

    Moral choices such as those in Leonard's arc, Vincent Ross' arc and, to some extent, Roy Cooling's arc are where players show their true colours. Do I burn that Family goon in his warehouse or do I take him in? Either way, the story goes on, so which one do I WANT to choose? It depends on the character, at that point. As well it should.
  15. Quote:
    Originally Posted by Techbot Alpha View Post
    There is no way this should be considered WAI, especially since they were NOT this bad before Demons came out. Something tweaked around them has borked them...again.
    "They" being ranged henchmen. Melee henchmen were just this bad, and far, far worse, in fact. Zombies and Grave Knights were almost impossible to get to use their melee attacks, even when you order them into melee range of other enemies, the Jounin would spam his stupid hand crossbow dart in melee range and the Bruiser would only do Hand Clap and Hurl. Melee henchmen were broken and unplayable. Ranged henchmen now are just somewhat difficult to manage.

    Also, I'm not sure what's happening to make your bots misbehave, but when I played mine, they'd very rarely run into melee at all, and most of the time it would be just one errant drone. It's probably my fault for missing it, though, since if a few bots ran into melee, I'd usually run in with the whole group and keep them together.

    That's not to say I don't want henchman AI to be fixed, though I don't know how that would be done. But that IS to say that the pet AI changes un-broke melee henchmen from almost complete suck.
  16. Quote:
    Originally Posted by Carnifax_NA View Post
    My own suggestion was sorta along the lines of CBeets, give them an additional secondary effect. A mag 2 Stun or Fear (depending on type) and an additional 10 foot Mag 2 stun or fear (which however would have the same bug as the a Stalkers Assassinate debuff power, if the target dies the AOE cannot be created).
    I'm not a fan of this suggestion, for the simple fact that you're designing Bitter Freeze Ray. A power which does multiple things very badly is still not a very good power, especially when it's interruptible and thus very situational. I'd rather make snipes into powers that do one thing very well - that one thing being damage - and turn them into powers people WANT to use, not powers they use when they have nothing better to throw out at the time, as is the fate of Bitter Freeze Ray. Freeze Ray is better, Bitter Ice Blast is better, and both can be fired sequentially for less time than it takes BFR to animate.

    Same with Fire Blast, actually - Fire Blast and Blaze in sequence take less time and do more damage as compared to Blazing Bolt, and Blazing Bolt is interruptible.
  17. Quote:
    Originally Posted by Techbot Alpha View Post
    That'd work too.
    I mean, NPCs dont have theirs interupt...and some of theirs do ludicrous ammounts of damage. (And AoE...looking at YOU Nemesis!)
    Personally, I feel the basic design for Snipes was flawed in inception, based round Jack Emmert's idea of "range = defence." Snipes bring only one thing to the table - damage at extreme range. The utility of this is questionable, and for this utility, the power pays with low damage, long animations, interruptibility and a general uselessness and inefficiency in direct combat. Fixing all of these would be overkill, but fixing at least one of them would be a start.

    Damage: Snipes are currently damage scale 2.76, the same damage scale as Cleave from Battle Axe, and not really all that much higher than the 2.2 scale damage of your typical T3 blast, such as Power Burst or Cosmic Burst. Bringing them up to Dominator snipe levels and making them scale damage 3.56 - the same as Total Focus - would go a long way towards making a slow, interruptible power worth the bother.

    Speed: Snipes generally take 4.33 seconds to animate, which is longer than even Total Focus. 3 seconds of that is interruptible. This makes the power very slow, to the point where it's almost useless in combat, even when it CAN be used, since its DPA efficiency is total crap. Speeding the attack up would help fix that, especially making the power more useful under the effects of Aim and/or Build Up.

    Interruptibility: A snipe is mostly useful out of combat, or once per battle, in other words. Given the game's propensity for ambush spam, this can mean snipes get used as rarely as once per 5-6 minutes, or on the order of proper nukes. Snipes simply do not do enough to be worth that. Making them uninterruptible, by contrast would give the power other uses in-combat, for when a regular blast is unavailable, but melee is not an option for whatever reason. It takes nothing away from a snipe's original purposes as an out-of-combat opener, but gives the power more uses in-combat, making its value that little bit higher.
  18. The pet AI has a melee and a ranged framework, same as custom critters we make in the Architect. Melee makes pets close in to the distance of their shortest-ranged attack, while melee makes them only ever close in to the shortest range of the attack they are currently planning to use, with ranged pets typically having AI designed to avoid queuing up certain attacks unless they are at a specific range. That's why Spec Ops used to never use their snipes unless they were over 100 feet away from an enemy (something that's been fixed)

    I doubt we'll ever see a "melee/ranged option" for pets simply because the Pet AI doesn't define melee and range as we think it should. Whenever you're suggesting such a toggle, try to think of how this would be designed procedurally. How would the proper "range" be recognised, what that proper range would be, when would a pet approach and by how much, these sorts of things. I'm not saying that we should design the AI instead of the development team, but going through the process might give a bit more insight into both how pets currently work and into what some of the problems might be.
  19. You don't need to wait for the combining screen to finish. You can exit out of it as soon as it pops up and skip the visual effect. You can proceed through upgrading enhancements based only on how fast you can click and drag.
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    Yup. I honestly swear I might as well have Controller pets, for all the listening the little sods actually do.

    Stay and go aggressive! They don't stay.
    Follow me! They do so briefly, then charge off on their own agenda
    Go back to Defensive! It takes them about five solid shots to actually realise they need to fire back.
    Go to there! They take a bloody age to break off and spaz-twitch there way there. Badly.
    Any time a henchman is Aggressive, that henchman will disregard follow, goto and stay commands if that henchman's AI chooses to close in for an attack. That's how it's always been. Henchmen set to Defensive will act as though they are set to Aggressive once engaged, though they will disengage if the enemy goes too far away from where the henchmen want to be. Trying to recall henchmen set to Aggressive or Defensive will not work, as they'll accomplish the order, then return to what they were doing, chasing enemies if they must.

    If you want to keep your henchmen in place, you need to use Passive and direct them via Attack My Target. Unlike when set to Aggressive or Defensive, henchmen will not remain in attack mode once that specific target is down, and will instead return to you or to where you ordered them to stay.

    Generally speaking, however, I can deal with ranged henchmen going into melee if it means melee henchmen going into melee. Robotics, Thugs and Mercenaries may be a bit harder to handle, but at least Ninja and Necromancy are not completely worthless.

    ---

    As for the original post, yes, removing clipping from henchmen for all players, not just the Mastermind, is a good idea. It would keep henchmen from blocking hallways forevermore.
  21. I'd personally want to see a much more basic fix - make snipes uninterruptible. People skip snipes, in large part, because they're so situational that you rarely get to use them. Being able to use snipes in combat would make them much more useful and much less skipped, especially for sets like Assault Rifle and Electrical Blast.
  22. Quote:
    Originally Posted by Fleeting Whisper View Post
    Well, when the encounters were introduced, they were all (Hamidon, Hydra, and Titan enhancements) level 40. The devs just bumped the Hamidon encounter to 50 and never bothered with the Hydra or Titan.
    Not quite. The Hydra Trial was introduced with I1, which also bumped the game's level to 50. I don't know if it handed Hydra enhancements or not at the time, but it wasn't "end game" even when it was created, it was 38-41. The Eden Trial with the Crystal Titan was added somewhere past I2. I don't remember when, exactly, but it was quite a while after the game had been extended to 50. The fate of Hydra and Titan enhancements has been in question very much since they were put into the game.
  23. Samuel_Tow

    Apex SF sucks!

    I just have one thing to say: I am getting REALLY sick and tired of heroes and villains banding together to fight off a greater threat. Ponder that for a minute.
  24. Quote:
    Originally Posted by BrandX View Post
    Sounds all good, untill you realize MOST of the time, it isn't YOU beating up Recluse's lackeys, Recluse himself, or the big name Heroes.

    It's you and a team of others doing it.

    So it's not so much, "Ha! I'm strong!" as it is "Ha! You can't take us on 8 to 1!" ;p
    "Most of the time," I take on Reclue's lackeys in their Patron arcs and him in Time After Time, both of which I not just "tend to," but always do solo. Paragon's finest, on the other hand, are all available in the Mender Silos TF, as well as in different bits and pieces from Grandville, again, all of that doable solo.

    ---

    On topic, I laughed my *** off at Yahtzee's review, and even considered posting it here, but decided against it. I love the praise he gives to City of Heroes as THE game to compare against, as well as praising it about its character creator in a roundabout way. However, much of the criticisms he levies against Dance Central Universe: Online also applies to City of Heroes: Online, and being the biassed hypocrite that I am, I chose to avoid bringing in an argument that could be turned around against me.

    I always enjoy Yahtzee's videos, even when I disagree with him completely, because his blunt, unforgiving criticism often points out annoying problems in titles I like that even I can admit to and laugh at him for satirising. For instance, I liked Mass Effect 2, but the comment on the population of Titan Station being 75% under the age of 12 had me rolling in my chair. "I love mommy and being alive (my blood inside of me)" indeed
  25. Quote:
    Originally Posted by Tenzhi View Post
    I don't exactly elect not to pay attention to them. That implies a conscious choice.
    I only ever die with a full inspiration tray in two cases:

    1. If I get shock-damaged so fast I'm unable to react to that by downing greens.

    or

    2. If I forget to keep an eye on my health bar and die without realising I was about to.