Samuel_Tow

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  1. Quote:
    Originally Posted by Panzerwaffen View Post
    If Rage is stacked, then you don't suffer the defense debuff. You still get the -damage effect and the endurance loss, but your defense is not affected.
    Seriously? How does that even work?
  2. Samuel_Tow

    Longer Buffs

    Quote:
    Originally Posted by Techbot Alpha View Post
    Isn't Thaw Thermals Clear Mind clone? In which case, you shouldn't need to be spamming it, unless the map has something viscious like Arachnos Night Widows with smoke grenades, or mez heavy stuff like Lost/Rikti or others.
    It is, but it also provides some Cold resistance, and I prefer to keep it on all involved if I can. Of course, I'm not saying I'll never use it at its 90 second duration, but I'll only use it after someone is held, and even then only if I notice it. Considering I don't fancy myself a buffer or a healer as a Mastermind, the chances of that happening are not great. I'd rather buff people and move on than having to babysit their buff stacks.
  3. Quote:
    Originally Posted by Carnifax_NA View Post
    MMs already do significant damage for basically no ongoing end costs via their pets. That's why the personal attacks have such a high DPE cost.
    Outside of the crappy AoE, they don't actually have a lower DPE cost. Not in terms of scale damage. They still suck because of the low Mastermind damage mod, however.

    But if the attacks are intentionally made to suck as a balancing factor for their henchmen, then that's not good design because it means some powers are simply designed to be useless. It's basically saying "Masterminds are so good that they only need six powers in their primary. Let's put in placeholders in the other three!"

    I can agree with some powers not being as good as seemingly comparable powers in other sets if the sets themselves are balanced. However, I have a severe problem with powers that literally have no point in existence other than kicks and giggles. I take, slot and use all my Mastermind attacks on all my Masterminds and even I will admit they're utterly useless.
  4. Why, do you? Check again, bud. I'd bet dollars to doughnuts that you have mittens, too
  5. Quote:
    Originally Posted by Jiblets View Post
    They made GR a little *too* nice - Redside was a significant advance over blueside, as far as quality and variety of city zones goes, and GR is an enormous leap beyond redside. Going to Blueside from GR is a miserable let-down. Ugly, senseless, drab and redundant.
    I couldn't disagree more. Coming out into that parking lot on Talos Island was easily the most impressive experience out of my entire stint in Praetoria, and I'm not exaggerating here.

    Praetoria feels like a hospital. Everything's clean, neat and tidy, you have these little bunched up apartment buildings that look like that university campus I was at in the UK and there STILL isn't all that much colour. I mean, sure, there's lots of white... And there's some bright yellow and some bright green, but again, the whole environment feels sterile.

    I know that's the point - Praetoria is a silk glove dictatorship that looks pretty on the surface but soulless at its core. But to be honest, the only places I actually liked in Praetoria were the industrial districts where the illusion breaks and you start running into rusty warehouses, junk cars, evil fortresses and black alien-looking power plants. And that sort of thing is taken almost fed-ex from Paragon City and the Rogue Isles.

    I know I've been very harsh on the Isles in the past, but to be honest, even they are starting to feel more lively as compared to Praetoria. Sure, they depress the hell out of me, but that's still more emotion out of the hospital-ward-like Nova Praetorial.
  6. This I will agree with. I love the War Walls to death, but they are so woefully behind times it's not even funny. My fingers have more polygons than a typical War Wall pylon AND I DON'T HAVE FINGERS!!! Not to mention that their textures are horribly low-resolution, as well as horribly non-specific.

    "Look, son. This is a war wall. It's made of... Grey stuff with vague shapes on it. See those tall rectangular pillars? That box thin that's protruding is where the alien tech is. They just keep it enclosed in a square box to keep it safe."

    I'd like to see the war walls get much higher-resolution textures and much more 3D detail on their flat concrete surfaces. I'd like to see the pylons drawn with much more detail and the field itself be made a little more interesting and vibrant, and possibly forced to render at a higher distance. The things glow. They shouldn't darken at night.

    I'd love to see the walls painted, as well. Possibly with different colours in the different zones. I wouldn't mind seeing billboards, and murals on them. And I'd like to see much more detail. Someone mentioned entrance hatches, so let's go with that. Put in a bunch of service doors along the the ground level, then hang air ducts and vents here and there, place a few outboard machines on balconies jutting out from the walls and so forth. They can be made a lot more interesting than the low-poly mess they are now.
  7. Quote:
    Originally Posted by Jade_Dragon View Post
    Isn't this already the case with Dual Pistols on a Defender or Corruptor? Isn't stacking debuffs what a debuffer is supposed to DO?
    Defenders don't also have overwhelming damage from six henchmen, however.

    Personally, I'd like to see Mastermind personal attacks either given a significant damage increase to where there's a point to using them or given a significant endurance reduction to where it's not a detriment to use them. Or both.
  8. As I've said many times before, one of the things I like THE MOST about Paragon City are the War Walls. Both the Isles and Praetoria look incredibly boring without them. The game needs big stuff, and outside the War Walls, there is very little truly big to be see. The buildings are, kind of, but not really. The Atlas Statue is, kind of, but it's a statue. Even Cole's Tower isn't quite as impressive. I mean, sure, it's tall, but it's restricted to an embarrassingly small footprint. About the only truly impressive things we have are the War Walls, the Rikti Saucer, the Terra Volta Reactro Complex and the Faultline Dam, which is no longer nearly as impressive since they flooded 9/10s of its total height.

    When I first logged into City of Heroes and looked around, I saw a city that was... Kind of boring, actually. Sure, there were buildings and streets and cars and all that stuff I see when I walk out of my house. But that's not interesting. That's just a backdrop. Then I caught sight of my first War Wall. It looked really impressive from a distance, but I really couldn't grasp just how MASSIVE it was until I walked right up to its base and looked up. Few things have taken my breath away the same way that the War Walls did.

    In fact, it wasn't until some time later, I think when they made them draw at a much higher distance, that I was truly gobsmacked. One day I was flying around above the buildings when I looked into the distance and I realised something: I wasn't just in some sprawling city that just disappeared in the distance. I could actually see the boundaries of the surrounding walls. That REALLY impressed me. I've always been a sci-fi fan, and I loved the idea of a city divided into sections like this. It looks, in some ways, a lot more like a space station or some such, which I honestly much prefer over Rhode Island. It actually reminds me of City 17 and how it looks like my own capital city (seriously), but it's bounded inside these completely alien walls, checkpoints and structures, with the MASSIVE citadel visible from practically everywhere.

    It's the melding of the old and the new that makes the city so interesting. This is why Paragon City and the Rogue Isles are so interesting ans why Praetoria City is honestly so completely boring. It looks like ye olde cite and that's about it. The only interesting sections of it are the BAF and Keyes Island, though I must admit that Neutropolis has a good look going for it, with the suspicious green tech and glowing streets and the heavy wall surrounding it.
  9. Try to avoid posting multiple ginormous pictures, especially if there's no reason for them to be that big. It stretches your post and makes it really hard to read. Just rescale or crop your pics down to around 800x600 or 1024x768. There's no need to make them any larger.
  10. Ideally, I'd like to see Tip (and paper/scanner) clues persist until you actually leave the mission instance. If that's able to be done, it would solve all problems of this nature.
  11. Samuel_Tow

    Longer Buffs

    On the one hand, I'd like to see these buffs go up ever so slightly. Call it five minutes instead of four. I'd also like to see very short-duration buffs last longer, as well. I more or less gave up on ever using Thaw because I WILL NOT recast a buff every 90 seconds. Bring that up to four or five minutes and then we'll talk.

    On the other hand, these buffs have a cost, and recasting is part of that cost. I run them double-slotted for endurance and I still tax myself significantly when I recast them. It also takes a not insignificant amount of time, especially if you have to do it in battle. Rebuffing seven people with two two-second buffs runs up to 28 seconds, probably around 30 with ping time and finger slips. That's a lot of time to do nothing in the middle of combat.

    Finally, you DO NOT NEED to buff other people's pets, especially Masterminds. Looking after henchmen is the Mastermind's job. If you choose to buff them, then you DO NOT get to complain about it. You chose to buff, you live with the consequences. As an owner of both a Forcefield and a Thermal Mastermind over the level of 30, I can tell you that not only do I not need you to buff my henchmen, I, myself, will not buff them when I am on a team. Team-mates tend to have a much higher contribution than any one henchman.
  12. Sometimes, it's operator error. However, other times people tend to forget that difficulty got royally screwed over when the new settings were introduced. Just because you're happy with your increased "challenge," guys, doesn't mean you have the right to talk down to those of us who were pretty happy with what difficulty settings used to spawn back before. I was personally told by I think it was Mod8 at the time that the new difficulty settings did not and could not correspond to the old ones in any combination.

    The fact that so, so many bosses spawn is new. It didn't used to be like this on Tenacious. You would occasionally get a boss here or there, but missions comprised entirely of bosses were exceedingly rare. After the changes, one of the first things I played was an outdoor instance in Moth Cemetery, where nearly half the spawns consisted of a Dark Ring Mistress or a Master Illusionist. considering how many spawn points that map has, I must have gone through at least 50 of the things. The very next mission, I turned bosses off and have not looked back. Seeing an almost all-boss mission has not been a rare sight since. In fact, every Tsoo mission I'm on these days seems to have at least six Chi Masters, sometimes two right next to each other. I keep being reminded as to why I chose to turn bosses off.

    I also dislike how spawn size and spawn level became divorced. Before, the old difficulty settings would give you large spawns at difficulty level and small spawns at difficulty level +1. Right now, that pair-up is no longer valid, so it's not uncommon to see large spawns at +1 and small spawns at difficulty level, which creates a much more massive a difficulty variance. And, yes, boss + minion IS a large spawn, the larger variant of boss alone. It should not be spawning at +1, but it does.

    Ideally, if I had a choice, I'd like to fight the level of enemies I actually picked to fight. If I chose to fight +0x2 enemies, I would ideally like to fight +0 enemies. I do not want to pick +0x2 and then face an entire mission of +1s. If I wanted to fight +1s, I would pick +1x2, only then the entire mission will be crammed with +2s. I'd pick -1x2, but then the computer will choose to spite me and give me all -1 enemies despite me wanting to fight even cons. We have a choice, but we don't REALLY have a choice because difficulty varies so damn much that the choices blend together.

    I'd ask people to stop browbeating others about wanting the game to be easier. It's not a question of easy or difficult. It's a question of spawn rules. You say pick an easier difficulty, I say I ALREADY DID! I picked +0, but it's not +0 when all it spawns is +1, is it? I don't need it to be easier. I need it to be more consistent with what I actually picked.
  13. Quote:
    Originally Posted by COV4LIFE View Post
    Storm kick - hit multiple enemies surrounding the player.

    crippling axe kick- causes a thunderous knockdown effect to all enemies in the area leaving a massive crack in the ground.
    So, like Martial Arts only substantially better? Or are you really prepared to lose most of the damage on those powers for the sake of making them AoE?

    Personally, I find Martial Arts is more than flashy enough for me. I'm not sure what people are looking for when they want to make a set that's already needlessly flashy even more so. Make it into Kinetic Melee? That set is basically the same twirling hands animation repeated in every power, only one power does it once, one power does it twice and so forth. I mean, it's not BAD, but I wouldn't want to see Martial Arts done like this, especially since Kinetic Melee is so infuriatingly slow to activate across the board.

    I'm not sure I'd want to see Kinetic Melee's "snap hits" ported over other sets, myself. They look cool for the relatively small motions in that particular set, but they look like they're just skipping frames. Because they are. In Kinetic Melee, it works. In a set that's replete with such wide leg sweeps and complex motions, such snap swings would just look... Goofy? Anime does a good job of such snap attacks, but those are done with a series of cheats, such as blurry body parts, motion lines, slow motion or other hit effects which I have some doubt would work in 3D, especially OUR 3D.

    What's more, snap hits don't look or feel power, not to my eyes. Kinetic Melee "cheats" by not really being about the force so much as the energy, so even when its attacks don't feel heavy enough to do the damage they're dealing, it's OK because it's the energy that's doing the damage. Martial Arts is not an energy-based attack set. It is physical melee, so it NEEDS to feel heavy, which the current animations do.
  14. Quote:
    Originally Posted by Jiblets View Post
    Aren't meant to be used indoors? Site your source please; which Dev made this pronouncement, or have you seen it mentioned in any documentation?
    Yes. Back when travel power suppression was introduced, this was the exact argument the developers levelled - they were to be used for travel from mission to mission, not for combat. The mere fact that they are permitted to be used does not mean they are INTENDED to be used that way. The mere fact that they're awkward and inefficient to do that with ought to be proof enough.

    Furthermore, there really isn't a travel power that you can three-slot anyway. They cap themselves with a single slot, if that.
  15. Quote:
    Originally Posted by McNum View Post
    If there's going to be a new PvP makeover, I'd like the Devs to take a good long look at Team Fortress 2. Now look closer. Every class has a purpose, there are several objective based modes on fair, but varied maps. CoH plays fast enough to have PvP play by FPS rules. It's perfectly fine to kill someone in 2 seconds flat in an FPS, and the same can happen here in CoH.
    Uh... Not in the slightest. The only reason you're allowed to kill someone in two seconds in an FPS game is because that requires you to have good aim, fast reflexes and not a small amount of skill. There's a reason FPS games don't have auto-targeting and randomly-missing weapons very often. City of Heroes may be fast and it may "feel" like a shooter, but it is very much not. City of Heroes is a click-n-kill RPG of a VERY archaic kind that is not applicable to shooter and fighter styles.
  16. I want to restate that Rage has a REALLY nasty defence debuff when it crashes that's really not evident unless you know to look for it specifically. It may or may not say so in the power description, but I know it's easy to miss in actual practice, especially if you're used to "perma Rage." Remember - perma Rage is not perma, it's just stacking the thing - you still suffer the crash, and if you've put it on Auto, WHEN you suffer the crash can be out of your control.
  17. Quote:
    Originally Posted by Xzero45 View Post
    Why fix what ain't broken?
    I have to agree with this. In fact, this was something that made me get off my chair and cheer like a little kind in Praetoria:

    I'm following an arc about the Syndicate doing majorly bad things, when I'm told their leader is actually a Malta operative from Primal Earth. I figure "Meh, they'll cheat. He'll be just another Syndicate Suit who'll just claim he's from Malta." But then I get to thinking "Well, maybe not. Maybe I'll see the tell-tale hat of a Gunslinger?" But, no, the guy is basically a Syndicate Suit. Only when I attack him, he doesn't blast me with psychic energy, oh no! He pulls out two Tactical Sidearms and proceeds to hit me with Ice holds, Fire bullets and all of those trademark Gunslinger powers.

    That. Was. Aamazing! I mean, he's not just some custom knockoff, the guy WAS a Gunslinger! I'd seen a lot of Dual Blades characters up to that point. Some Resistance bosses are Dual Pistols, BV is Dual Pistols, that idiot Eddie Polstra is Dual Pistols. But this Gunslinger was not like any of them. He wasn't just another Dual Pistols knockoff. He wasn't like those lame replicas you see in the Architect. He WAS a Gunslinger in a suit!
  18. I have no problem with outlevelling content in general. I wouldn't want to see 40-somethings running around busting up Hellion pep rallies. However, I DO NOT WANT to see outlevelling take place in the middle of a continuous story.

    Personally, I'd like to see all contacts in Praetoria be impossible to outlevel. If you're too high level for a particular contact, he just won't be introduced to you, but if you already HAVE the contact, he'll still let you do missions. I mean, everything in Praetoria scales up to 20 anyway.

    This actually extends to Primal Earth stories, as well. For instance, the Faultline storyline - this one should not be broken up in two parts, especially at level 20. This way, when I leave Praetoria at level 20, I'm thrust in the middle of the Faultline arc at 21. Which would be fine, except Dr. Delilah immediately goes "Oh, hi you person I already know! Glad to see you made it out of that base we were in together! You know, despite the fact that you weren't even ON THIS PLANET until just now!" And then Sands goes on about things you did together that you never did, and Nocturne reminisces about how you defeated her, even though you never did and so on and so forth.

    The Faultline story should not be broken up into two contacts in two level ranges. It should be extended in the entire 15-25 range the same way that the Agent Nancy/Agent Adair storyline is presented.
  19. Samuel_Tow

    Ghoul love!

    Quote:
    Originally Posted by ClawsandEffect View Post
    I consider them to be just barely above true zombies. As such, I doubt they'd really care too much when one of their colleagues dies.
    This still doesn't explain why the intelligent Ghouls in the Neutropolis tunnels heal each other when they die. Those are very much not mindless zombies.
  20. Quote:
    Originally Posted by NightshadeLegree View Post
    I'll also take this opportunity to insert my standard gripe about TFs being impossible to follow unless you're leading the team, and even then a typical speed run will disregard as much of the structure of the missions as possible in favour of MOAR XP GO GO GO. So I'll also throw in my request for soloable TFs with EBs instead of AVs, for those who might actually care about why they're fighting.
    The only way I've found around this was to Alt-Tab to ParagonWiki and read each mission as we got to it. However, because the team wasn't really interested in text, I had to read the entire mission in advance as they travelled. It's such an unbelievable kludge, and it's still the only way to follow a story without other people's help, which other people never provide anyway.

    I'd love to see soloable versions of TFs added with the rewards forfeited. In fact, add them to Ouro for standard arc rewards.
  21. The problems with PvP are always the same and will always be the same - expensive build and cheap tactics. The PvE game I can play casually, cobbling together builds that aren't very strong, but look and act really cool. The PvP game requires an investment, and when it comes to my leisure time, I prefer to not be required to invest.

    This isn't specific to the I13 PvP changes, to the I12 PvP rules or what have you. It's specific to PvP in an MMORPG. This is a stat-based game. You win based on powers, slotting and Inventions bonuses more than anything else. Not only is this not something I care for when fighting other people, it also shifts the actual confrontation away from the battlefield and into the spreadsheets. Every time I've fought in PvP, I've felt like a Pokemon trainer, bringing in this character I've evolved and trained before the fight and seeing how well it does.

    When it comes to PvP, I'll always take games designed for it, such as UT or Battlefield. Moreover, if I had a choice, I'd always take a cooperative game above all of those, such as Alien Swarm or Left 4 Dead.
  22. Protean's Power Syphon seems to have slowed down its activation considerably. I remember when I'd get hit with the thing before the warning pop-up had even faded, meaning that if it caught me animating ANYTHING, I was SOL. Right now, he gives around five seconds' worth of warning, which is enough to actually give us a fighting chance. For instance, a couple of days ago, his Power Syphon popped up mid-way through my Knockout Blow, and I still managed to back clear out of range before it fired.

    I will disagree, however, with calling it "the most fun EB fight," since I disagree on that definition of fun. I am perfectly content on pressing 1 through 5 and basically ramming my way through tough opponents in what is essentially a stat-based game. I appreciate the attempts at clever design, I really do, but Protean is really skirting the line between "clever" and "cheap" in a big way. Much more "clever" than that and you start getting irritating.
  23. Quote:
    Originally Posted by LISAR View Post
    There should be a badge for killing yourself with your own power (not SD).
    People, myself among them, have been killing themselves with Energy Transfer since 2004.
  24. Quote:
    Originally Posted by Void_Huntress View Post
    When someone is asking for a major change in the core resource management paradigm, which could have extensive repercussions, the onus is on them to demonstrate conclusively why the change is necessary. Not just desirable, not just 'a good idea', but necessary. This has not been done.

    It is not the responsibility of those who do not see that change necessary to defend it. All they have to do is point out flaws in the logic stating that the change is needed.
    Which the Evil Geko already did in his original post, if you'd like to go back and read it. His positives have so far not only not been proven to be false, but have not even been addressed, not that I could determine. Instead, the counter-argument basically consists of "Champions Online did it, so we shouldn't" and "downtime is good for the game." Sorry, Arcana, but that's what it comes down to.

    At this point, I dare say the Geko has the right to ask for justification.
  25. Quote:
    Originally Posted by Arcanaville View Post
    Death is also not desirable. Its there specifically because its not desirable.
    Do you realise what kind of argument you are making here? Death is undesirable, and largely because it takes time to recover from it and travel back to the mission. Ending a fight with low bars is not desirable because it takes time to recover from it and wait for health and endurance to come back. In theory, and indeed in practice from what I've seen, death and a certain kind of victory become equal. Because I can assure you - I've taken MORE time to sit on my hands and wait for my endurance to recover than I would have taken if I'd died and flown back to the hospital. Does that not strike you as *** backwards?

    Here's the thing - right now, if I have a self-resurrection power like, say, Rise of the Phoenix and I've slotted it, it is more advantageous for me to DIE towards the end of the fight, resurrect and be at almost full health and endurance, than it is for me to keep on fighting and win, but then have to rest when Rest isn't available. Any time it is more advantageous to me to take my hands off the keyboard and die instead of fighting on, something is wrong with the system. Something that you really ought to be able to see, Arcana, and that baffles me.

    Disincentive for playing "wrong" is important, obviously, otherwise it's a sandbox and not a game. However, this disincentive should not be intentionally designed to waste people's time and irritate them. I do not need to be "punished" by a game that I pay to play. And, yes, I went there. I can deal with consequences for dying. I can deal with consequences for playing poorly. But those consequences do not have to, and indeed shouldn't, constitute me being given a time out in the corner unable to do anything.

    If I die, I travel back from the hospital. It makes sense, and above all else, it gives me something to do while time is passing. If I win but don't have full bars, I wait. And while I wait, I have absolutely ZERO activities I could be doing. It'd be the same as if after every fight I got a loading bar that lasted for 30-60 seconds, because it's the exact same thing. And, no, zone loading does not take anywhere near this long, not on my rig.