Samuel_Tow

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  1. Quote:
    Originally Posted by Mr. NoPants View Post
    Talsorian blades while an energy field are only designed to cut frighteningly well. I would hope an energy blade set would be designed to cut in and electrocute.
    Look, I know it can be made to work. The argument, however, is the same as it was drawn against dual blades - don't we have enough of that while we miss other stuff that don't really have a close parallel? Yes, having an Energy Blade would be cool, and I wouldn't turn it down if it magically appeared, but since you can already just about get there with the Talsorian Broadsword, Katana and Dual Blades (even if the Dual Blades Talsorian option isn't very good), I'd really rather focus on something else, like a giant mallet or, yes, a scythe. Energy Blade is like the Electrical Hammer option in the same poll. How the hell did that even get in there? It's about as specific as a "Batarang" powerset.

    Personally, I would be well for a large, heavy scythe as a powerset. The only reason I could actually be AGAINST this is if I had to pick between that and a more general polearm set which allowed for more customization options and more animation freedom, though that isn't really the case here.
  2. Personally, I feel that having a European version of the game is a mistake in itself. I can't speak for the logistics benefits of having one, but I DO know that the localization benefits are nigh-on meaningless. All that does is split the player base.
  3. Quote:
    Originally Posted by Thirty_Seven View Post
    So if a team of 8 wanted to run at the old level 4, they wouldn't be able to, would they?
    Probably not, as your enemies would cap at 7 people + one faux member from the difficulty settings. Then again, I'm not sure if the old second and fourth difficulties produced more enemies on an 8-man team than they did on a 7-man team, and if they did, then difficulty might scale up to 9 people, effectively.

    But, no, probably not.
  4. Quote:
    Originally Posted by vampyrus_ddg View Post
    Thats not quite right, you can't replicate the old 2nd and 4th settings as the lower level spawns would be +1 to the teams size (5 man spawns on a team of 4) and the higher ones would be at the teams size, so solo on 4th difficulty you'd be fighting 2 man +1 spawns and 1 man +2 spawns.
    That's what it does for me when the spawns aren't bugged as I mentioned in the original post. In fact, I ran a few missions since making this thread, and I couldn't distinguish them from the old Malicious. Even if your mission is set to +0, enemies always spawn at the level set or one above, and the above spawns are smaller. The exact composition may not always be the same, but the spawns (when they work correctly) seem to at least follow the same rules.
  5. Quote:
    Originally Posted by vampyrus_ddg View Post
    So am I the only one who enjoys all the aspects of this game?
    I'd wager you're probably the only one who enjoys ALL aspects of the game right now. Were this five years ago, when there were a handful of things to enjoy, I could easily see a single person enjoying them all. I did. Right now, though, there are so many things designed for so many different mentalities, I would say it's unreasonable to expect people to like them ALL. Sure, some might, but most people will pick the ones they like, stick to them and do their best to avoid everything else. That's how it's been for years.
  6. Quote:
    Originally Posted by Leif_Roar View Post
    Not the Banished Pantheon, the Skulls.
    Right. I guess I just wouldn't describe them as "necromancers." Thinking on it, I'm aware there is a broader meaning to the word, especially if you go by DND lore, but I seriously wouldn't call someone a "necromancer" if he doesn't raise zombies from the dead
  7. Quote:
    Originally Posted by Autonomous Prime View Post
    Okay, first off, they could use different SECONDARY EFFECTS(resistance debuff, recharge debuff, etc.) for Energy Blade. Even if they didn't, let me point to your examples of 'fundamentally different' weapons. How is Dual Blades that much different from Claws? Both have somewhat light-damage, fast recharging attacks, and you get a pair of them. Or for that matter, how would Hammer differ from War Mace? Both of them are heavy-duty smashing powers. Finally, how would Scythe be its own powerset, rather than little more than Katana or Ninja Blade with alternate animations?
    The only argument you could drive is between Broadsword, Katana, War Mace and Battle Axe, because they were variations on the same (literally the same) powerset, but with different weapons from back before weapon customization. Anything else, though? How can you even BEGIN to compare Dual Blades to Claws, aside from having a similar build-up mechanic? One is a set of claws mounted on the hands with a technique specific to them, relying on quick slashing motions, whereas Dual Blades are swords held in the hands, emphasising stabbing attacks as much as slashing.

    It's not a matter of the powersets being mechanically similar. Frankly, I'm not terribly interested in the mechanics, I discuss them only because they seem to be mandatory. However, how would you make an Energy Blade different from a Talsorian Broadsword? Just giving it another damage type and secondary effect is NOT enough if it looks very much identical. The weapon needs to be visually different.

    And, no, War Mace is nothing like a two-handed hammer. For one, it's one-handed, and for another, it's nowhere near big or heavy enough to be called a "heavy weapon." It's not actually billed as one, either. The only weapon from the Broadsword family that is billed as "heavy" is battle axe. War Mace is not a huge, heavy weight. It's a club. A large, two-handed hammer with effects more similar to those of Super Strength (hammer-to-the-ground shockwave, say) would be very much different in a very much visual way. That, and even after the changes, War Mace is a lower-damage set.
  8. Samuel_Tow

    Ultimate respec

    Quote:
    Originally Posted by Eisregen_NA View Post
    There are other possible reasons. I really don't like playing my EM Brute anymore since they changed the animation for Energy Transfer to the retarded cheerleader shove (the only thing BABs has ever done wrong as far as I can tell) and there's no customization in sight for those attacks. I wouldn't care if I had to settle for a numerically weaker set, as long as I don't actually have to reroll the guy, because he's IOed out to the gills.
    I have to disagree on this point. I found the old Energy Transfer to be unimpressive and anti-climactic, especially for a Brute. You go from a big, powerful attack into a tap on the shoulder. The new Energy Transfer looks MUCH better to me, and much more fitting of the damage it deals.

    That said, I am completely against powerset respecs. I've thought about it a lot, even considered suggesting it at one point, but I realised that half the fun of having a new powerset is levelling it up from scratch and discovering its operation. Every time a new set launches, I keep wanting to set-respec into it, but I know I'd be cheating myself out of actually playing the set.

    Generally, I support the notion - if you want a new powersets, you have to play a new character with it.
  9. Quote:
    Originally Posted by SilentSpy View Post
    The new difficulty setting is nice - yay more customization!

    But its really confusing for me. I've tried at least a dozen different settings and almost everything is too difficult unless I keep it at the default. I'm sure I'll learn over time but I had to give up the other night cause I couldn't find a balance and grew frustrated with it.


    edit: It might be nice if it gave some option where you could ask the difficulty slider NPCs for 'recommendations' or something that would meet the criteria of the old settings, so you can use the old settings if someone wishes.
    Basically, the old settings are:

    Level 1: +0, 1 person, no bosses, no AVs
    Level 2: +0, 2 person, yes bosses, no AVs
    Level 3: +1, 1 person, yes bosses, no AVs
    Level 4: +1, 2 person, yes bosses, no AVs
    Level 5: +2, 1 person, yes bosses, yes AVs

    If there are any differences, they come out of changes to the basic spawn rules more so than the difficulty settings compilations.
  10. Samuel_Tow

    Well, hmph.

    Quote:
    Originally Posted by Westley View Post
    You might be surprised at all the good names that AREN'T take yet. People are just generally uncreative and keep using the same two dozen adjectives and nouns in various combinations.
    You don't have to be creative to come up with good names. I stole the last name of an Estonian World's Strongest Man champion and put almost zero thought into it, and I'm quite happy with it
  11. Hell, I feel hunting enemies in a specific ZONE is a mistake, but that at least is doable. But ever since the Hollows was introduced, this terrible, ***-backwards idea of hunting enemies in a specific area within a specific zone has cropped up from time to time, seemingly ALWAYS forcing you to hunt enemies where they're too high level for you. To my eyes, this is just bad design, because it serves almost no purpose, but rarely fails to be horribly irritating.
  12. I think one of two solutions will mitigate the horror that is acquiring a suit of Vanguard gear.

    Either:

    Make the Vanguard unlocks account-wide, so even if they're a pain to get, at least you're getting some serious return

    or

    Combine all Vanguard pieces into a single pack and make that a single purchase. It may be expensive, but at least you get everything then.
  13. I actually have to vote against this, myself. This is already the case based on what powerset you pick, and that's about as much "fine-tuning" as I'd like to see. For instance, my Fire/Fire Brute chuckles at Infernal and his meagre damage, while my Electric/Electric Brute quakes in his boots. Then on the other hand, he can get shot at by Rikti Dropships and not even notice.

    Personally, I don't find the system in City of Heroes particularly simple or easy, and I'd rather not make it any more complicated or any harder. Customization is good, but simple gameplay is better. I tried the Champions Online way and I was not happy. I am SICK SICK SICK of stats, and I'm really glad we don't have them.

    *edit*
    We don't have stats as a pool of values we can add points to directly. We still have stats, but they are largely constant, only temporarily modifiable by our powers.
  14. Quote:
    Originally Posted by Basilisk View Post
    I would agree that part of the problem is that some of the old content is showing its age, but I don't think that's all. We can level a lot faster now than we ever could have at game launch. Unless you put the brakes on specifically to experience all of the content, you're going to whip past arcs and probably never even know you missed them unless you pick them up later in Ouro. A lot of backstory is tied up in those arcs, and a new player doesn't get the opportunity to see as much of it.
    That's the bulk of the problem, really. Transitions between enemy groups exist, they're there in the missions and arcs. Specifically, there is I believe a whole arc, or at least a mission, which deals with how the Skulls are doing jobs for the Trolls. You don't really deliver too big a blow to them (even though the BoneFire arc comes very close), but it's more a case of moving on to bigger problems and leaving the Skulls and Hellions to newer heroes to deal with. The stories and arcs are there, but they're very easy to miss.
  15. Quote:
    Originally Posted by Leif_Roar View Post
    They're small-time necromancers, but I don't think that's ever really explained to the players.
    Small-time necromancers? They are servants of Lugheby, the master of the pantheon of banished gods who would have enslaved humanity for an eternity of torment if Tielekku hadn't banished them. If they can free Lughebu from his prison, that would be very much the apocalypse, as one of the alternate dimension Earths demonstrates. The Pantheon's Lughebu would easily be on the level of the Devouring Earth's Hamidon.

    If anything, the Tielekku/Lughebu storyline predates the Oranbegans and their entire history by quite some time, as both Ermeeth and Hequat, the good god/evil god duo that drive that story, are both students of Tielekku, who learned magic from her, and from how the story is told, Lughebu and his pantheon are not only her equals, but vastly more powerful because they consumed their fallen brethren. They Banished Pantheon cultists are, or should be, some of the most serious villains in the game.
  16. Quote:
    Originally Posted by Zekiran_Immortal View Post
    Who would suspect Nemesis has put his brain into a female body? Now THAT is something I don't think he's done in the game, has he?
    Nemesis doesn't exactly put himself into living bodies, and given his preference for machine design, I don't believe gender really comes into it. It's a big, metallic robot with spiky hair, really.

    As for women fitting in existing villain groups, I'd say most street gangs are right out. As someone said, the Skulls and Hellions have girlfriends, and that's about as much value as they put in women. The Tsoo and Family are even worse. The Council and Freakshow do have the token female here and there, but it seems that almost without fail, those women are there because they are either specifically useful or speficially powerful. Unlike their male members, who see to have been picked up completely at random.

    I actually think that the female presance is about right for how the factions come out. Crey, for instance, have a lot of women (though, strangely, not among the Security Guards or Scientists) as they are essentially a business, and led by a woman, no less. Nemesis, being that he was born in almost 200 years ago, wouldn't really strike me as someone with much regard for women, but I'm surprised Wyvern don't follow the Longbow model and have a woman or two. Or the Legacy Chain, for that matter. Or the Luddites and Goldbrickers. And, heck, why not even the 5th Column? I mean they employ werewolves and vampires. Why not women? It might finally get us a few more muscular female designs, after all
  17. That actually sounds like the mechanic behind the old TFs, which would always scale to the cap of their level range regardless of who was on the team. Then again, I would have expected that to SSK everyone up to the level of the mission, anyway. Understandably, hunt missions don't scale, but I can't imagine why the indoor mission would have spawned so high level.
  18. Quote:
    Originally Posted by NuclearToast View Post
    Hey, if Star Trek can have obviously inconsistent canon (original series Klingons and "turtle head" Klingons), we can too.

    --NT
    Didn't Voltair have something to say about that?

    What is with the Klingons, remember in the day
    They looked like Puerto Ricans and they dressed in gold lame
    Now they look like heavy metal rockers from the dead
    With leather pants and frizzy hair and lobsters on their heads
  19. Samuel_Tow

    Well, hmph.

    Quote:
    Originally Posted by BeelzeBubba View Post
    don't have a 50, still...
    dinged 46 yesterday on my scrapper, meaning i went from 45 to 46 in 4 days of play time
    bit scary
    especially at being 46 w/247 hours of play time
    my solo-fender, my original main, is still at 43 and had over 400 hours of play time before dinging 40
    with this crazy xp rate i should have 2 50s by christmas, assuming i don't take anymore breaks
    First character I hit 50 with was a Scrapper back in January of 2005, with around 750 hours of playtime. First villain I hit 50 with was at some point in 2007, again with around 750 hours played on him. I really don't regret much of that time.
  20. Quote:
    Originally Posted by Nethergoat View Post
    I haven't noticed anything profoundly strange, but I've been playing heroes almost exclusively since the changes. And for the most part I'm either leaving the sliders at their default, or cranking them WAAAAAAAY up.

    My AR/dev (+0 spawned for 3) has been getting a ton of Rikti monkeys & drones, but they tell me that happened before too.
    Even before, you could get entire spawns of just Monkeys and a lieutenant, or five Drones and a lieutenant, yes. And I don't really know what anything other than Tenacious/Malicious spawned. I just haven't played on those other difficulties since they introduced the difficulty setting. When was that? I3? I4? Something like that.

    Actually, I've been playing since I16 hit Live, and I only now noticed this problem, but that's because back then I fought factions which were relatively diverse, like Longbow. Fighting the Family really makes this very apparent, because you are literally facing the same thing every time.
  21. I apologise if this is has been addressed before (I suspect it has been) but I couldn't get any results out of Search, and I at least think I'm relatively up on current events.

    But, really, did something change about spawn rules? When the new difficulty settings were announced, I generally wanted to keep things as they were, which the system promised to let me do. I usually played on Tenacious/Malicious. That is gone now, but, technically, all that difficulty setting was was even con, I'm as good as a team of two, I want to fight bosses, but I don't want to fight AVs. That's all it really was, even before the custom settings. So, naturally, I switched to that come I16 and expected to see afterwards what I'd seen before on Malicious/Tenacious.

    This... Hasn't exactly happened. I had the spawns the old Level 2 difficulty generated almost memorised, but right now I'm seeing spawns I've never seen before. What's more, I keep seeing the same spawn over and over and over again - two lieutenants and two minions, arranged sort of in lieutenant/minion pairs. Now, typically, before I'd see either a lieutenant and four minions, or two lieutenants and ONE minion. What I'm seeing is neither. In fact, this SAME setup is what I see in +1 spawns, as well - two +1 lieutenants and two +1 minions. This is rather SIGNIFICANTLY more dangerous than what I was facing before. +1 spawns on Tenacious/Malicious never went above one +1 lieutenant and one +1 minion, and that was rare. Most often, they'd be just one +1 minion.

    I AM seeing a lot of boss spawns, as well. More than I remember, but they are in exactly the setup I remember them being in - either even con boss plus even con minion, or +1 boss alone. But I just spent an entire missions fighting the Family, and all I ever saw was that same one spawn I'd never seen before over and over, sometimes even con, sometimes +1.

    Mind you, it's not just that it's harder than I remember it that bugs me. It's just... Boring. Before, I had variety. Some spawns were big, some were small, some were high level, some lower, some had lieutenants, some did not. But a full mission of exactly the same setup of enemies in exactly the same arrangement grates REALLY fast.

    I should note, by the way, that spawn sizes were bigger towards the end of I15, possible from the launch of I15 or even the launch of I14, I don't remember. Instead of a lieutenant and four minions, I'd see a lieutenant and FIVE minions, and instead of five minions alone, I'd see SIX minions in total. I can't remember if it was "instead of" or "in addition to," but I DO know I've not seen this particular spawn composition before I16.

    This is CoV-side, by the way, and spawns have been really weird in CoV since its inception. I've posted a lot about the "two minions standing side by side, punching their fists" bug where THAT was what a mission would spawn all over the place, and I have not seen these since I16, so I suspect some kind of change has occurred to spawn generation in general. It doesn't seem to be acting quite right, though.
  22. Quote:
    Originally Posted by NuclearToast View Post
    Scrapper is as scrapper does.

    --NT
    Stalker, actually, though I'd be lying if I said I didn't want to see that animation on a Scrapper. My giant green swordswoman would REALLY love it, I think
  23. Here's another one: Stalker Broadsword Hack immediately after a Placate won't animate.

    Character model: Male

    Character powers: Broadsword/Super Reflexes Stalker

    Relevant powers: Placate followed by Hack.

    Bug Description: When I activate Placate and queue up a Hack after it, the attack activates, does its damage and plays its effects, but it does NOT play its animation. This is perfectly replicable and occurs every time. It does not appear to happen with Slash, however, and I don't have access to other Stalker Broadsword attacks at this time to test it with.
  24. Samuel_Tow

    Well, hmph.

    Quote:
    Originally Posted by Nethergoat View Post
    Gratz, Cap!

    It took me a LONG time to get someone to 50 so I feel your ambivalence.

    But it's actually quite freeing, like when a hippy cuts off their hair.
    No longer is your identity defined by an arbitrary circumstance, you are liberated!
    Well said.
  25. Samuel_Tow

    Well, hmph.

    Quote:
    Originally Posted by Captain_Photon View Post
    I'm not really sure how I feel about this. After nearly four and a half years (not counting time off; in calendar time, more like five and a half) of dawdling along, taking a sort of perverse pride in the leisureliness of my pace, Captain Photon has at last reached the level cap. I can no longer chime into the inevitable "level wang" discussions noting that I've been playing for more than four years, don't have a 50, and feel just fine about that, because now I have one.

    Oh well. I still don't have a level-capped villain, and it seems kind of doubtful at this point that I ever will, but who knows. Stranger things have happened.
    Well, you can still take pride in having JUST one 50 Seriously, with all the blowhards bragging about how they have 49 level 50 characters (was it?) you're still doing pretty well. Personally, though, I'd take the time to take a good, long look at the game and see if your perception hasn't changed now that you have a 50. It changed my view of it, I know that much.

    Either way, congratulations