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Yeah, and then there's that. Player-targeted ambushes always, always suck. Either have them converge on the player's last-known location, or have them follow the player but at least not AGGRO on him, if that were even possible.
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Quote:To me, it's like playing a character I created, which - again to me - is the single greatest part of the game. If I could design an enemy and have that enemy pop up in the game proper... Well, that would pretty much double my excitement.My only point here was that fighting an arch of my own creation sounds about as much fun as playing an arc of my own creation.
Just as an example, one of my all-time favourite missions is the one where I fight my character's double. Well, any one of those, anyway. This is incredibly exciting to me, because I get to see something I designed integrated into the game and controlled by the AI. In essence, I get to see my work as part of the game proper, and this is FAR more fun than any PvP you can think of. -
Quote:"Fine, then I'll walk around, because you can't move yourself."To me, Stone has always been a set of "I am the stone, you will not move me."
Rooted is the single most annoying power in the entire game, and I'm counting things like Repulsion Field. Inherent Swift will help with that to a point, but the complete inability to jump will still remain, and still be annoying. I adore Stone Armour for its "immovable" aspect, but I'd rather that applied to ENEMIES, not to my own controls.
Rooted is a relic from a VERY old design where balance by annoyance was the rule of the day, and anything which was strong had to suck. Back then, Rooted did exactly what it said on the tin and rooted you to the ground completely, using the Stone Cages graphic, as well. I'm not sure why the decision was made to turn it into this when Unyielding Stance became Unyielding, but I guess one got a debuff, the other a slow. Only Unyielding no longer has that debuff. So why does Rooted still have the slow? -
Super Jump's mechanic is what it is because it would be completely useless otherwise, unless you're jumping across flat ground or open water. You can't judge distances in in 3D, not accurately, at least. And considering the primary point in having Super Jump is to leap from rooftop to rooftop, not bounce around at street level, this idea becomes largely impractical.
Uncontrollable travel is among the very few things that has caused me to yell at my screen. -
Quote:All you said here is "it doesn't matter." So I ask again - why can't I write my heroes however I please without other people trying to re-write them for me when I'm not trying to re-write their heroes for them?Because those who say to use logic, that a Flame thrower has to kill, don't want to use logic, that the psychopathic killing hero, wouldn't be stopped by the non killing heroes, as a badge doesnt give one the right to outright kill people.
And killing someone with a battleaxe, because they shot a gun at you, when you're invulnerable and can just stand there and take it, means really, you were in no danger, they posed no threat.
Basically it's a logic arguement that can't win on either side, because the devs will never implement open world PvP, and also not likely to put in a "kill them all" button "kill them when they start to beable to kill me" button, or a "never kill" button, to effect your morality. -
Quote:I personally believe that Super Speed should be given the Ninja Run treatment and get both a jump height buff and an air control buff. It shouldn't be anywhere near Super Jump, but about the level you get with Combat Jumping and/or Hurdle. And, no, I have no shame in this becoming better than the actual Ninja Run - a bonus pack power which requires no power pick.Truth of it is though I think super speed has become rather useless compared to the much more maneuverable and free ninja run. The power could stand for a bit of a revamp in its functionality IMO. To this day, it's too easy to get hung up on small objects that stop you outright if not fully stuck where you hover in space mid jump wedged between something.
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Quote:*shakes magic 8ball* "Signs point to yes" Hmm...I'm wondering if anyone else has alts with similar stories and if you've chosen to play them slower or park them until they can fit your ideal.
I have a Fire/Fire Brute whose fire powers I recoloured a dark blue and black variant, to imitate what I like to call "dark fire." I designed the character as more of a force of destruction, and have written his fire as less of a chemical reaction and more of a manifestation of that force. As of I18, I have access to Pyre Mastery... Only I don't, really. I can't take any of his Fire Epic powers because those epics are orange/yellow, whereas his fire is blue/black. Bummer.
My 50 Energy/Energy/Foce Blaster recoloured her energy blasts and energy punches both into a bright cyan colour, but now her Foce Mastery powers are in this sickening green tinge that would fit a Forcefields Defender, but doesn't fit my theme at all. It wasn't as bad before I could customize, but now...
My 40-ish DP/Elec Blaster is right now put on hiatus, because I recoloured her Electric Manipulation powers to be a dense teal, whereas her Electric Mastery powers show up as a purple, clashing pretty bad.
My 50 Fire/Fire/Pyre Blaster from before customization is right now forced to retain her Original fire colours, because I can't recolour Pyre Mastery.
My 40-ish Ice/Ice/Cold Blaster is forced to retain her original Ice effects because I can't recolour Cold Mastery.
My 40-ish D3 Scrapper is forced to retain his original Dark colours because I can't recolour Dark Mastery.
My 30-ish BS/Dark Scrapper cannot take Dark Mastery because I customized his Dark Armour colours to a blood red.
Both my 30-ish Necro/Dark and 30-ish Thugs/Dark Masterminds cannot use Ghost Widow's Patron pool because her brand of darkness is pastel yellow and not customizable. I'm not sure if they got access to a Dark Epic with I18.
I can't customize the powers for my 50 Stone/Stone Brute if I ever want to make use of the new Earth Mastery Epic he got access to in I18, because that's not customizable.
And I have others I'm forgetting about. -
Pretty much everything that came with Going Rogue features waves and waves of ambushes in one fashion or another. I call it creative bankruptcy, as it feels like the mission designers were completely out of ideas and decided that just throwing ambushes at the player was the one-size-fits-all solution to every problem in the game.
Now add what I think is a bug that causes ambushes to overlap and spawn on top of you, and you get instances like the Gunslinger Toy mission which can spawn around 50-60 Malta agents on top of your head in the span of 10 seconds.
Other people may not want to see the ambushes lessened. I, on the other hand, feel that ENOUGH WITH THE AMBUSHES!!! -
I've always found this argument between killing and not killing amusing, specifically because it's always one-sided. Why can't my killing hero coexist with your non-killing one?
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Quote:You could and you should. Treating people like cattle is insulting in the extreme, and while you may or may not be successful in that endeavour, expect people to take offence at your approach. A lot of the community spirit in City of Heroes comes from the fact that people here, in general, tend to be more personable and more open, treating their fellow men as a friend and an equal, providing fun, engaging and fair environment. Treating people like pack animals there to be herded by an alpha male runs precisely contrary to this tendency, and is likely to cheese off a great many people otherwise used to belonging to groups of friends.I guess I see your point on "treating them like meat" but most people I find don't seem to be offended when I herd them like cattle into my SG
Lol, on a serious note I guess I could come out with a better recruitment statement.
I, myself, would not have tried to "fix" you over tells, as I know that's a pointless affair from years of experience. Telling people off changes nothing. However, I would give you a curt "No." and make a mental note to keep away from you because I do not appreciate being treated a faceless warm body there to fuel a soulless SG. Maybe it works for you, but it doesn't work for me. I am not a lost child just looking for guidance and I do not seek to latch on to the first person who offers me strong leadership. Quite the opposite - I'm willing to oppose anyone who tries that.
There's really only one thing to remember: When you invite people to anything whatsoever, the ONE thing you need to include in your invitation is a reason why they should care and why they should want to join you. Don't expect people to want to join ANYTHING and be in a constant state of waiting for an invite. Expect them to be perfectly happy the way they are, such that you have to CONVINCE them to join you. -
Quote:I, on the other hand, feel completely the opposite way, and care precisely nothing for City of Heroes being a "world." I signed up with this game for just that reason - to play a game. And it's a fun game to play. I don't need a world to come attached to it, and I'm perfectly fine with outdoor zones being scenery and little more.I think this question boils down to whether City of Heroes is a "world" or a "game."
Personally, I think CoH could use a few good kicks in the direction of "world" and for that reason would like to add weather, as well as other lots of other types of small things. The overworld maps, as they exist right now, feel like empty space between mission doors, and have almost no reason to exist except to keep us from hearing each other when we broadcast for teams.
Matter of fact, I already do most of my "playing" indoors, shunning outdoor hunts when I can. The zones are pretty to explore. The zones are not, however, fun to live in.
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Just to clarify, I only speak for myself, and I hope everyone else will do the same. -
YES! Remember me, you stupid forgetful forum software! Ahem...
Quote:That's one of the things I wanted to suggest, yes. Making the Hidden status harder to break by external forces while letting the Stealth component suppress as usual is one of the things I'd really like to see, at least in PvE. Yes, that would give Stalkers some serious protection when hidden (isn't that how it should be?) but the catch is that this is essentially Shadowy Presence - you're hidden, but you can't actually do anything without breaking that hide. In essence, it doesn't give the Stalker that much of an advantage over what he has now, other than just that little piece of mind that you can, in fact, move five feet without having your Placate's hide broken by some jackass with a fire axe.The Hide problem is more easily solved by just granting a large amount of suppressible defense(ALL) in both Hide and Placate. This is something that does not require any new mechanic or game engine changes. It's also unlikely to introduce any balance issues if done just for PvE. We already have this for AoE defense in Hide so it would just be an extension of that with the idea that even if you can detect someone who is stealthed, they may still be very difficult to hit. Also solves Castle's Shared Aggro problem... well, mostly.
I've already suggested that the Hidden status doesn't actually break from being attacked and only from attacking, but people didn't seem to take that well. I suppose I can see how this would be overpowered, but really, all that does is let Stalkers actually pull off their criticals, instead of constantly getting them interrupted. And it doesn't help you pull off an Assassin's Strike, because that's still interruptible.
You know what else I'd like to see? A chance for a "double critical." Every time a Stalker lands a guaranteed critical from Hide, he also has, say, a 5% chance to score ANOTHER critical on top of that. It's not something that's predictable or indeed very useful, as Scrapper criticals have shown us, but that added chance for ZOMGWTF?!? damage every once in a blue moon when your Total Focus happens to crit twice might grant a few smiles here and there. I don't foresee adding the chance for a double critical to basic out-of-Hide scrapping, however.
Really, though, those are just random ideas. I would be perfectly satisfied with Leo's idea of a re-hide on a kill (or an enemy defeat on which the Stalker did the most damage) and possibly making Hide harder to break by external forces. The rest is fluff.
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GOD DAMN REMEMBER ME YOU PIECE OF CRAP FORUM SOFTWARE!!!
Something that's probably been suggested, but how about adding a placate to every out-of-Hide critical? That still encourages Stalkers to fight, it still encourages them to seek teams (as the chance to placate increases), it helps them deal better damage and so be more useful to teams, and it makes sense - you just hit that guy right in the nuts, say, so he's likely to lose focus for a moment and lose sight of you.
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Oh, and before I forget - bringing Build Up up to 100% (at least) is something I've meant to support from the start, but I kept forgetting.
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I apologise for the disorganised nature of this post, but I'm putting these down as I remember them.
Can we please give target AoE powers and cones a guaranteed critical on JUST the target you're aiming for? That way, Head Splitter and Thunder Strike don't have to suck for criticals out of hide. -
Quote:While I do agree that Stalkers need options between more stealthy and more open, I'm not sure tweaking resistance-based sets to aid in scrapping is a good solution. For one, certain sets straddle the line between the two, of which Willpower is a good example. For another, you're actually running into a serious risk of making defence-sets redundant. Right now, defence-based sets have an advantage in that it's easier to exploit the AT's mechanic, which is both fiddly and uncertain. If you give resistance-based sets an advantage that produced comparable results without the need for fiddly re-hiding, then you're creating an imbalance which actually sounds very dangerous.I wish I could say it was as simple as "buff numbers on these sets" but it may very well not be, as the def/utility sets are still very potent mitigation. However I'm still of the opinion that its those sets that need changed rather than altering stalker mechanics as a whole to bring them in line. Whether by adding additional effects to some of those powers (maybe making the hide in those sets more like EA while leaving hide from the def sets unchanged?) or blanket increasing their effectiveness or both.
The reason I keep poking at the Hide mechanic is because it's rigged to respond to hits or misses, which is intrinsically linked to defence, but not resistance. I feel that if the mechanic were less one-sided, or had other aspects which minimized its one-sidedness, then that problem would take care of itself. That's why I cling to Leo's suggestion of on-kill re-hide. Because such a re-hide does not depend on either accuracy or resistance, but rather on killing things, it's inherently unbiassed. It depends on your primary, and regardless of flavour, Stalker primaries are designed to kill stuff first and foremost.
This isn't a unique problem, actually. Brute Fury is just as biassed. Fury depends on the speed of outgoing player attacks and the speed of incoming enemy attacks. This has the effect of benefiting sets with weaker, faster attacks over those with slower, heavier attacks, even though both designs are considered legitimate. It also serves to make slow effects undesirable, hence why Brutes lost Ice Melee and Ice Armour in Beta.
This, pretty much, is the root problem of designing one mechanic to span across all powersets in a given AT - it all too often doesn't play well with some of them. If each set had its own "inherent," then I feel it would be much easier to balance, but that's out of the question at this point in time. -
Oh, here's something I should probably have covered in the original post... Wow... Who'd have thought I could goof up by not making my posts LONGER?
I wouldn't consider Combat Jumping, Hover and Recall Friend to be travel powers in the strictest definition. As this concern was born of "noob" criticism, I specifically looked at travel powers proper, and for the fact that having multiples is considered to be redundant by some. Having the travel power "prerequisites," however, isn't as redundant as they offer combat bonuses and other advantages outside of combat. Especially now with City Traveller, but even before, someone having Hover and Teleport or Combat Jumping and Super Speed really doesn't count as having multiple travel powers, in my eyes.
That said, it doesn't really matter at this point. It seems to me that the overwhelming majority at least here on the forums really don't mind having multiple travel powers, or indeed teaming with people who do. That, to my eyes, is good enough. That, as well, seals my mind as to what to do with the Scrapper I talked about in the original post. I intend to take Super Jump IN ADDITION to her Super Speed, and that's that. -
Oh, right! I remember what brought this "problem" to the forefront most recently. Remember that discussion about how tempermanent travel powers like jet packs and Ninja Run were making real travel powers pointless? I don't necessarily agree, but that's been in my head, too. OK, I can kind of see how going without a travel power works, but I'll grab one for the convenience even if it's not necessarily ideal. But if ONE's not necessarily idea, where does that leave two or three or more?
But again - I agree with you, guys. Best to pick what's the most fun and worry about performance only afterwards. In fact, that's what I tend to do with most of my characters. The only one where I broke down and took powers for build was my Stone/Stone Brute, for whom I took Swift so he can move at all, Stamina so he doesn't run out all the time and Hasten so there's any point to switching into Granite Armour solo. Now I'm getting three out of those four for free, so yay me!
In general, it seems to me like Incarnate powers are going to solve any inefficiencies that an obsolete power here and there may create. -
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I haven't really seen much evidence of that, considering what Gaussian had me do to the Rogue Vanguard leaders, but even if we assume killing is frowned upon... My question is "and what of it?" The characters who kill in this game are still tagged as heroes, or at most vigilantes (who are still heroes).
Furthermore, do we have reason to believe that Sister Psyche in particular would look down on killing? -
Quote:Manticore is a hero, according to the game. Manticore kills people according to the game. Logic would suggests that it is possible to kill people and be a hero. Therefore, it is not "my game in my own head," it is stated in-game lore allowing for that.I gave you a link. Go check it out. It's the official CoH Biography for Manticore.
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And your link does nothing to answer my original question - what's stopping Sister Psyche from just reading his mind? -
Hmm... I'd say that settles it, then. I don't have to feel stupid for doing it (because it makes sense) and I don't have to worry about other people's preconceptions upon seeing a person with two travel powers.
OK, I guess now I just have to wait for Scrappers to get Super Strength and reroll my 50
Super Jump and Super Speed do seem to go together, though. Much better than, say, Super Jump and Fly. At least you can combine the two, it's never either/or. -
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Is there any reason why she wouldn't already know, what with being a psychic and all?
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Additionally, the entire rhetoric that "heroes shouldn't kill" really doesn't apply to City of Heroes given what we do. You can choose to have YOUR hero not kill, but that doesn't make MY Mage-Killer any less heroic in my eyes. -
For the reader's digest: See the title, because that's what this basically is.
For the long version: From the dawn of City of Heroes, there has been one "badge of the noob" that has been cited more often than any other. Any time the topic of completely broken builds comes up, it's usually the same example: "Oh, he had Super Speed, Super Jump, Fly, Teleport and a few other Pool powers. AT LEVEL 20!" I like to think of myself as an objective person, but even I've allowed myself to be jaded by this, never even considering taking multiple travel powers on the same character.
Once upon a time, my reason was practical: I didn't want to devote the power picks to things I didn't "need." With inherent Fitness coming in I19 and the "City Traveller" veteran perk, however, my pragmatic reasons have been very unconvicning of late, especially considering how many characters I've taken, say, Hurdle for just because I had NOTHING else I wanted to take. As long as I'm picking an extraneous power that I don't really need... Doesn't it make sense to pick a second travel power?
The reason I'm making this thread is a specific character of mine: Crash. Right now, she has what I like to define as an anime Super Slide, using Super Speed in conjunction with Prestige Power Slide (thank you Nuclear Toast!
), and it looks awesome. I have a pretty good reason to take Super Speed for her... I have nowhere near as good a reason for not taking Super Jump AS WELL. In the past, I've gone through crap narrative about why she can't jump that high, but rally, it was backwards explanations. I needed to justify Crash not having Super Jump, not trying to make a decent character.
Crash has Hurdle with a single slot. In a few weeks, she'll be getting Hurdle for free with a single slot, which means I need to take another power... And I am lost as to what to pick. So... Why not Super Jump? Seriously, why not?
So, what do you think? Do you have characters with multiple travel powers? How do you feel about taking multiples, and the people who do it?
