Samuel_Tow

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  1. Out of the question. Absolutely out of the question. I REFUSE to play a game where the strongest characters belong to the players with the most disposable income. A game of "my wallet is bigger than your wallet" is not something I will pay money to play. I enjoy games because they're fair and relatively balanced. Sure, there are powergamers who will always be many times better than me, but I can accept that they simply are that good and that hardcore and deserve to be. I CANNOT accept the notion that people are better than me because they have more money in real life. It is plain and simple out of the question.

    And then, there's the other side of the coin - once this becomes the benchmark, as it does in all games that use this model, it becomes a game of poverty. Because I don't want to shell out for perks, I'm always taking the hardest road everywhere, always taking longer to do everything and always suffering much harder difficulties, all because I wouldn't line the pockets of the developers some more. No, thank you. I pay my tax and I'm an equal citizen. I'm not a lower-class citizen because some Banker Cat is paying more.

    I don't CARE what this does to the game, how it affects it or what profit it brings, because I won't be playing it to find out.
  2. Quote:
    Originally Posted by bracass View Post
    Life aint only dictated by the Benjamins.
    Unless you feel you can run a business on positive thoughts and good intentions alone, it actually is. It's just a question of how much the desire to maximize profit and minimize cost takes precedence over... Well, positive thoughts and good intentions. I happen to think Paragon Studios are doing a pretty fine balancing act at the moment, especially compared to something like EA.
  3. Quote:
    Originally Posted by StratoNexus View Post
    What are you fighting? Different enemy groups spawn differently. Banished Pantheon come to mind as a group that spawns oddly. Council have a tendency to spawn large numbers of enemies, they are always good to fight with a Fire/Fire.
    It was a Freakshow mission that I picked blindly off the paper. I didn't have any active other than a hunt, and that wouldn't have been much help testing instance difficulty.
  4. Quote:
    Originally Posted by Ipso_Facto View Post
    Sam, you needed to just go a bit farther down the page. The con multipliers are:

    Critter's Relative Level XP Multiplier
    -5 or lower 0
    -4 0.2
    -3 0.4
    -2 0.6
    -1 0.8
    0 1
    +1 1.2
    +2 1.4
    +3 1.65
    +4 1.9
    +5 or higher 2

    So a -1 gives 80% of the experience of an even-con.

    EDIT: I see that these are under discussion as possibly out of date. I know that they were correct as of the "XP curve adjustment"--I checked them myself at that time. I'm not aware of any change since then, and from the discussion there I think it has not changed--I'll check it out when I get a chance.
    That's why I didn't choose to list them. I saw them being listed as out of date, so I didn't know what to think and chose to believe they WERE outdated. If that is true, though, that's very good, because it means I could potentially drop down enemy experience rewards and still have only 20% more reward to make up. I have a sneaking suspicion that JUST the increase in survivability and kill speed and the reduction in downtime might be enough to make up for that over time, though if I could, I'd still go higher.

    This then brings me to my next question - how do spawn sizes vary with team sizes? Or rather, what happens to spawn composition? I know that Tenacious (faux team of two) spawns either three +1 minions, a +1 minion and lieutenant, just one +1 lieutenant, five even con minions, four even minions and one lieutenant or two even con lieutenants and a minion. That's up from three even con minions on Heroic, but I'm afraid I haven't played enough to be aware of the spawn composition there.

    Let me put it this way: If I go from a two-man team to a three-man team, how would enemy numbers and composition change?

    Quote:
    I don't think this makes me a bad player (and to those who disagree: whatever.) It also doesn't make /fire a bad set. It just means the two of us don't mesh very well together. It sounds like it may be the same with you.
    To be fair, my actual problem is one of Blasters in general. Mistakes are too easy to make and too punishing when you make them and lots of things are far more dangerous overall than they are for the rest of the characters I play. For the most part, I can manage, and I've learned to live with this vulnerability because, unlike any other "squishy" I've played, Blasters kill MORE than fast enough to make the excursion worthwhile, both in terms of rewards and in terms of badassitude.

    What I have with Fire Manipulation is more a lack of understanding as to what the bulk of the powers are supposed to do. If I take something like Devices, most are fairly obvious, though using mines and bombs can be tricky. If I look at Ice Manipulation, the intended use of the powers is very much directly evident. If I look at Energy Manipulation, the apparent use of the powers is outright suicidal, but the control and RAW DAMAGE they provide actually makes up for that. When I look at Fire Manipulation, however, I see things that appear more at home on a Tanker or a Brute than anything which would be useful to a Blaster with a Blaster playstyle.

    I've done my share of both Blasting and Blapping, and the one crucial piece of information I left with was that I would ideally want to strike fast and hard and end battles or at least kill the biggest dangers fast. Fire Manipulation doesn't seem to do "fast," it's more a slow and steady burning, albeit over a larger area. Now, I know how that works - eventually, all enemies will drop dead, and often faster than I could have killed them one by one, but during that time they are all alive, all kicking and all fighting back. Oftentimes, I don't live long enough to see all that damage come about.

    *edit*
    Well isn't that just precious? I specifically picked three-man spawns at -1 with bosses in them. And I expected to see, you know, more enemies than I was used to. Fat chance. Almost all of them were +1 (actually making them even con to me) and every spawn had at least one boss, with several having two bosses. This actually made it both harder and slower to move through missions while simultaneously marginalising my AoE even more. Ugh...

    Did saying I want to fight bosses cause this? I thought that meant whether bosses would scale down into lieutenants, and I didn't want them to. I didn't think it'd force a boss to always spawn.
  5. Jumping towards things isn't an option, as I'm constantly hovering.

    But if I'm not going to be staying in melee, what use am I getting out of Blazing Aura, which is only a tick above melee range anyway? It's not going to give me any fast damage, of that I'm well aware, so the only way to make any real use of it is to stay in melee, which gets me killed. Also, I do try jousting when I can, but it always ends up with me trading attacks with the enemy. As mine activates while I'm out of range of him, his activates while he's out of range of me. I've eaten more than a few Thunder Strikes and Total Focuses that way.

    That, and this is very different from playing melee on Energy Manipulation, which allowed me to dive in for fast, strong attacks and then dive back out. Lacking fast, strong melee attacks as is the case with Fire Manipulation, what is there to joust with? I mean, sure, Fire Sword isn't half bad, but just that on its own doesn't make for much of an offence and neither Fire Sword Circle nor Combustion are really all that good for jousting, between their slow animations and high reliance on positioning. And my damage auras are outright incompatible with jousting altogether, seen as how they need time in melee to do anything meaningful.

    Quote:
    Tell you what, if you have any characters on Pinnacle I'll show you what I mean in person. My fire/fire is slotted with generic IOs, just like yours seems to be, so there is no major survival difference.
    The Fire/Fire Blaster in question is on Pinnacle, as well. Drop me a line on the same global as my name (with a space instead of the underscore) and I'd love to see that Though I'm out right now, and might be for the next couple of hours.
  6. Quote:
    Originally Posted by Miladys_Knight View Post
    That's true Sam. Which means you'll want to set your missions for -1s, 5 man team, with bosses reduced to lieutenants.

    It should be doable too since you are more than doubling the rate that inspirations are dropping and your second AoE in each spawn should be dropping the minions.

    You can copy your character over to the Test server right now and experiment with it before it goes live to see if it will work for you or not.
    Ugh! I don't want to reduce bosses to lieutenants. That would be the ultimate cop out. It's just cheap and cheesy. If I have to go that route, I might as well change nothing from how it is now.

    Sadly, I can't say the experience restrictions are undeserved. -1 enemies ARE significantly less dangerous, so it makes sense they'd be significantly less rewarding. I guess I should figure in the time taken to wipe them out and see if it won't be worth it anyway, going for something like -1 three-man spawns.

    *edit*
    Does the character copy tool even work? Last time I tried to use it, it took the better part of a week to follow through.

    *edit*
    Just as a test of mettle, I decided to melee a Voltaic Tank. I fired up Blazing Aura, ran into melee and started attacking. His Thunderstrike took me down into the red and he and his scientist pal managed to finish me off before I could react. That's my big problem with going into melee. It gets me killed.
  7. Quote:
    Originally Posted by Miladys_Knight View Post
    Unfortunately, that doesn't actually list the one modifier that I was actually looking for - the way enemy experience scales with con level. I did find the following table in the Talk page:

    Code:
    Critter's Relative Level     XP Multiplier
                                -2     0.44
                                -1     0.55
                                 0     1
                               +1     1.35
                               +2     1.78
                               +3     2.53
                  +4 or higher     3.2
    Which actually seems pretty depressing. At a little over half experience for -1, I'd need to BOUBLE my spawn sizes, and I'm already working off Tenacious, which is two-man spawns. Increasing my "imaginary team" size too much won't just give me more enemies, it'll give me more lieutenants and bosses, which isn't very safe at all. That, and I'm not sure I can trust this table, being that it isn't put in the actual article.
  8. Samuel_Tow

    Nicknames

    I've been asking for something like this for years. I like giving my characters names which look cool in print and sound impressive in descriptions. Inevitably, they end up being quite clunky to actually say in conversation, leading to "Good night, John Spartan. Be well." moments. I've always wanted to give my characters nicknames which would appear in character dialogue and NPC comments. Just something that sounds a bit easier on the ears than a full, complicated name.
  9. About the only thing I'd get behind is giving more rewards for more enemies defeated. Everything else has the potential of making things really horrible. Punishing people for doing it faster is not a good idea, and giving vastly higher rewards for higher difficulty settings would simply ensure I never get to do a TF again. My characters plain SUCK at high difficulty settings, and I just know every TF team will want the maximum rewards. Kind of like how people keep thinking Invincible is the only difficulty setting for missions.
  10. I actually have to partly agree on the part about Boomtown. It can be VERY monotonous. To a point, exploring it from the air gives you a greater appreciation of the scale of the zone and its unique topography, specifically when you find the location in Boomtown that the "flooded Boomtown" map has been taken from. It's on a VERY high plateau towards the middle of the zone, and it's actually pretty cool going there. But, yes, to a large extent, it IS monotonous.

    But here's the thing - one man's wilderness is another man's wasteland. But there's no reason why BOTH can't be the same thing. In a way that's completely impractical, I actually ENJOY a wilderness. One thing not just this game, but EVERY game I've ever played has lacked is a sense of scale. I've complained about this before, but it always feels to me like the world is too small. Blue-side, I can kind of pretend it's more expansive by looking out the War Walls and imagining a sprawling city beyond, but red-side it's completely impossible. The only two islands that look even remotely realistically big are Cap Au Diable and Port Oaks, and only because they're the same island and have "generic" land in-between that we get to see and know it's there, but not explore and so waste developer hours making it interesting. It's just grassland, but it's THERE!

    To a very large extent, the whole game feels like a city from Civilization - one square of land with a few tower blocks representing the ICON of a city, without actually BEING a city. Of course, Fallout 3 demonstrates the sheer limitations of open terrain quite clearly. The game is TINY in comparison to all the other Fallout games, being consigned to, essentially, a small section of a city and its suburbia. It's also CRAMMED with copy-pasted metro tunnels, reused buildings and lots of flat ground to walk across. It's also a PAIN to get around, even if you want to explore. "Say, these hills on the map look suspicious. I wonder what's over there." 15 minutes later, there's only the location of a mission you haven't taken and can't do anything there. Cue the cluster F-bomb.

    A truly big world in the way I'm describing is outwardly impossible to make, at least given what I've seen of contemporary games. It's murder on the development team, it costs too much money and it's problematic for the players who don't enjoy exploring and trekking full time. As a one-off game specifically made for the exploration of the wondrous, such as, say, Aquaria, one of the best, most atmospheric games I've ever played. But even that can be a bit overwhelming to replay, knowing the SHEER SCALE of the world.

    I'm well aware of the problems, folks. You don't have to keep reminding me. I still believe, however, that we can make zones, locations and missions FEEL more like wilderness and wasteland without BEING inconvenient wilderness and monotonous wasteland. It's a question of theme and design more so than a question of sheer volume or hardline limitations. For instance, shifting my reliance away from hospitals in the city and more on respawn points IN the mission is a big thing for me. The jails in some missions and the EMT trucks in Safeguard missions are a great addition, in my opinion. And, to boot, they're also convenient. In fact, I think it's really cool when the whole team wipes, we all get sent to jail and get to break out together. Oh, sure, there's debt, but there's little in the game that takes you away from your comfort zone of linear progression through the enemy ranks, so I'll take what I get.

    I never meant to suggest that vast open tracts of land without enemies or useful objectives was a good idea. This isn't Deus (major points for anyone who knows what I'm talking about and, no, NOT Deus Ex). But, say, a zone STYLED as a wilderness would be really cool, with contacts restricted to the few controlled encampments. Like... The Shadow Shard! Only with an actually POINT to go there. With missions and arcs and interesting stories, not just "Oh, here are the zones! Play them!" Really, there's no reason why we can't have interesting story arcs AND have them take place in a location that looks and feels like a wilderness. In fact, I'd say Nerva's Primeva is a very good example of this.

    This is solely about theme.
  11. Quote:
    Originally Posted by Reptlbrain View Post
    This is why i16 will be such a boon. Although it seems counter-intuitive, your survivability will go up with the ability to increase the number of mobs soloing. As a non-defensive blaster, you can go sub-heroic or heroic set for 4-6. Since you're firing your AoEs anyhow, more minions almost doesn't matter, except as a way of garnering more inspirations.
    That's actually something I did consider doing. I was never a fan of fighting things too high level and always a fan of big crowds, even on my Stalkers, so dropping enemies to -1 (which makes them significantly less dangerous) yet cranking out their numbers to those of a three-four man team might be a good tactic. Generally, I play on Tenacious/Malicious, which in practical sense is even cons set for team size +1, so solo it is set for two. That ought to be replicable with the new difficulty slider, but dropping their levels down to -1, I have to wonder how much I need to crank up their numbers to get roughly the same rewards as before.

    On that subject, would anyone have any idea how experience scales based on con level and between minions, lieutenants and bosses? I'd really like to know.
  12. Back to front:

    Quote:
    Originally Posted by StratoNexus View Post
    What is your primary?
    Fire Blast. What else?

    Quote:
    Definitely use inspires. Reds to make them die faster, purples to make them miss. Use the big hitter (or control power) from your primary to eliminate the most troublesome threat first. If stunned, stagger towards an enemy so you can Sword them when it wears off. If held or slept, keep shooting, Ring of Fire does great damage (if its slotted, which can be hard pre-40).
    I hear that a lot, but inspirations simply don't drop with the speed with which I need them. I never really let my tray get completely full, and I've even taken to carrying around purples which I save for special occasions, but even then I rarely get enough inspirations to match the inspirations I use. In fact, I constantly end up having to combine things into break frees. I just don't see myself being able to rely on inspirations more than just tangentially.

    Quote:
    When in trouble, move right up next to the biggest threat and kill it. When in trouble, get closer to the enemy. When something runs at you, laugh at its audacity and punish its stupidity. This is a difficult mindset to learn.
    Would that it worked, but I can't seem to manage it. Minions I can one-shot with at least two powers (Blaze and Blazing Bolt, to be precise) and lieutenants I can kind of two-shot or three-shot if need be, but multiple dangerous lieutenants are still... Well, dangerous. And bosses always end up taking upwards of 10 attacks, which is both more attacks and more time than they need to kill me. And if they're something annoying, like Crey Protectors who hold at range and punch absurdly hard in melee, it's kind of a no-win situation. The fact of the matter is that, unlike with Energy Manipulation, I don't really have anything that gives me INSTANT relief. The biggest melee attack I have is Fire Sword, which while strong, isn't even as strong as Blaze - a ranged attack. The melee-centric AoEs are powerful when I combine them, granted, but still not as powerful as Fireball + Fire Breath, yet they both take longer to do and put me right in the thick of it to use. I just don't have anything I can do in melee that has a QUICK payoff. Everything takes so long to materialise.

    Quote:
    Keep in mind, I describe Fire Manipulation as I view it and as I feel it can be used to its fullest. You seem to be asking how to use the melee based powers, so I describe that (and that is the way to maximize what Fire Manip brings to the table). You can play with a ranger style if you prefer, Ring of Fire is good enough on its own to justify such a choice (especially if concept drives you to /Fire Manipulation).
    To be honest, I don't really want to stay at range specifically. I want to deal as much damage as I can, but above all else, I want to survive. With my Energy/Energy Blaster, I could run up to bosses, chain-stun them and quick-kill them. Like, in four attacks or thereabout, quite literally. With my Fire/Fire Blaster, these fights drag on and there really isn't anything terribly impressive I can do to a boss in melee that I can't do at range. In fact, my AoE spam is MORE impressive at range, with Aim + Build Up + Fireball + Fire Breath + Rain of Fire if need be being pretty much enough to wipe out an entire spawn, sometimes including lieutenants. By comparison, Combustion + Fire Sword Circle takes longer to come out, does less damage and puts me in a terrible position for Breath of Fire, easily my strongest area effect attack short of Inferno.

    I Sincerely hope that with Fire Shield and Rise of the Phoenix I'll have a bit more of a leg up. I know Temporary Invulnerability and Personal Forcefield really tuned my Energy/Energy Blaster around, and I remember the sweetness that was Munitions on my pitiful AR/Dev Blaster. With five powers in there, though, I don't know what to take. The hold, the shield and the self-rez are an absolute MUST, but I can't decide between Bonfire and Melt Armour.

    *edit*
    Because I really should say it: thank you.
  13. Quote:
    Originally Posted by Bya_Kou View Post
    (Note: It turns out that people are VERRRY touchy. I mean, it's uncanny! I didn't know people could be this sensative!
    Putting a disclaimer up front does nothing to excuse your insulting, patronising tone or your passive-aggressive approach. If you have a point, make it. If you want to bug people who disagree with you, take it somewhere else. And do try to use facts, whenever possible. Baseless supposition is good in creating works of fiction, but what you are suggesting is a very serious change to an already-existing system hard-coded rules and very meticulous balancing. "It wouldn't be much work" is false on its face.

    More to point, you fail to acknowledge the basic problem behind a free-form power selecting system - the existence of "best" builds and "worst" builds, something the development team here knows from experience and something many of us have seen first-hand. To simplify things a bit, a system with five equal options is more diverse than a system of 9 crappy options and one good option. The point of balance isn't to give excuse for "nerfs," it's to ensure all combinations are about as potent and that all players end up having fun.

    This isn't the case with a free-form power selection system, as the original CoH Alpha demonstrates. The majority of players back then ended up with either a build so laughable it couldn't hope to do anything, or a build so overpowered nothing in the game was even noticeable, let alone a challenge. Balancing difficulty between those two extremes ended up being impossible without shafting at least one, and with relatively few people falling somewhere in-between, that was unworkable. There's a reason it was thrown out.

    Then there's the matter of min/maxing. In the old system, those who knew the system and were more savvy ended up with overpowered characters, where those who weren't as technically inclined ended up gimped. As far as player protection, City of Heroes is probably the only game I've seen that gives you THAT much of a safety net. If you suck at character building, you will never be as strong as the big guys, but at least you will never end up totally gimping yourself because they rigid AT structure won't let you. A freeform system does not allow that, even if you make hugely inaccurate estimates as what basic frameworks would be obligated to take. Why the HELL would a Brute be limited to having just 6 attacks? An Axe/Shield Brute has 9 just from primary and secodary, and that's not counting the two that come with every Patron pool.

    And then there is the other problem - powers are not designed to operate in a vacuum. Certain powers are better than others, but it's OK, because their respective powersets are balanced OVERALL. Bitter Freeze Ray is outright BETTER than Power Burst because it does more damage, but it's OK as Ice Blast and Energy Blast are fairly balanced together. But point-for-point, the powers are NOT balanced between each other.

    And, really, I enjoy this game because it's easier to build things in without having to bust my butt thinking and planning. It's what brought me here in the first place. That whole "You don't have to keep taking powers over and over again! They scale with you!" thing was THE reason I bought the game back when I didn't know much about it. Not all games have to be Champions or DND. Some of us prefer a simpler system.

    Really, I'm not convinced this is needed, doable or even a good idea to begin with. Certainly Champions Online has failed to convince me of its merit.
  14. Quote:
    Originally Posted by Lyrik View Post
    I would love that. Doubt it's going to happen because then you would need alternate animations for many powers.
    I've often wondered if it's possible to simply flip all existing animations and add them to an alternate package of reverse animations for the same thing. This means opposite foot forward, left-handed broadsword, right-handed katana and so on and so forth. Technically, this wouldn't need NEW animations, but I'm not sure how possible it is to mirror existing animations in their entirety.
  15. Something interesting occurred to me the other day, in regards to why I felt I wanted to make this thread and the topic behind it. As some of you may remember, I made a thread about my supposed inability to make characters in THIS world as a creative decision, and to a large extent I'm starting to feel like both topics are sort of interlinked with each other.

    It is becoming obvious to me that a lot of posters here, I dare even say most, are on a different page from me when I say "exploration." I never really meant the act of going out in a wide-open world and looking for the hidden things in out-of-the-way locations. Obviously, that is a very legitimate interpretation of "exploration," but I simply lack a better word to describe it. However, view this in a context of someone who enjoys "elseworld" stories much more so than stories set in the here and now. As a matter of fact, that's one of the key reasons I dislike Fantasy settings. They have been done so many times they may as well be the here and now. No longer are they mysterious and wondrous and, dare I say it, even "fantastic." They're status quo.

    When I say "exploration," to a large extent I mean something mid-way between hiking and visiting an "outworld" environment that isn't within the direct control of practically anyone. This doesn't have to be something as far removed from reality as the Shadow Shard, really. Things as simple as the sewers, the outskirts of town, even just basic cave complexes are interesting to me in this way. In fact, I really appreciated the old Hazard Zones DESPITE the fact that they were completely pointless and needless. Yes, the new Faultline is a lot better to play in, but with authorities spanning the entire thing, the lack of the deep, impressive cracks and with everything "in control," it is no longer as interesting to actually BE in.

    It has always been my hope that the developers could reclaim these zones in terms of content, but NOT in terms of rebuilding them. I've seen a lot of suggestions to lift the fog in Dark Astoria or rebuild Boomtown and so forth. I'd rather that didn't happen. Give people reason to go there, by all means, but don't mess with the theme and feel of the environment. Heavens knows that most of the places we go to already are well within the control of authorities to a large extent, or at the very least consist of a village and outskirts. Take Croatoa, for instance. Yes, the small town is quite helpless, and there are plenty of hills and forests around, but at no point are you really out of sight of the town of Salmacia. Compare that to the Storm Palace, where you are so far down the deep end that not only is FBZ out of sight, but pretty much out of mind, as well.

    What I want is a sewer that goes deeper and deeper and deeper, a forest that goes farther and farther and farther, an alien world that goes on and on and on. It doesn't even have to be that big in actual SIZE, so long as the FEEL of being far away from everything and everyone remains palpable.

    Here's a theoretical framework, let's say for an elseworld location. You start off in a large, well-entrenched encampment where everything is safe and everyone is in control. You move out to a large, fortified outpost still with all amenities. But as you move farther and farther away, the outposts become smaller and less equipped, eventually being reduced to just a cave with some equipment and a couple of people hoping they aren't discovered. The Shadow Shard is a PERFECT place to make something like this. FBZ and its surroundings are well-entrenched, and the Cascades have a large, well-stocked Mole Point. Getting rid of the cop-out teleporters and replacing them with progressively smaller and less-equipped mole points would go a LONG way towards helping the feel of the zone. Instituting in-zone teleporters might not be a bad idea, as well. Not exactly island-to-island teleporters, but at least to a few select locations on the map might be cool.

    Actually, one of the things I've always wanted to see has been an Oranbega-style underground zone similar to the sewer networkd, one which could span in-between the different high-level zones, even going up to the islands like that tunnel from Grandville to the Fab. I don't specifically want to be thrust into the wilderness and held there for long stretches of time and many, many missions, mind you. I tried that and I didn't like it. But as a change of pace, with missions thematically appropriate to being in a wilderness, that could actually be quite atmospheric.
  16. Personally, asymmetry would do almost nothing for me. We already have a few asymmetrical options, like the Shoulder Cape, Gladiator Shoulders and the various one-arm robotic arms, and in five years I've used those a grand total of once. It just doesn't do it for me.

    That said, I cannot argue against the ability to do so, as I fully agree it is a very good thing. I wouldn't go overboard with it, but being able to select gloves, boots and shoulders separately for left and right, as well as having the ability to mirror single-arm robotic arms is definitely something I want to see.
  17. Personally, I always found the notion of holding a sword in one hand a gun in the other to just look plain absurd as a consistent fighting style, as it's usually the domain of forced combos. If we DID have a sword/gun combo, I'd much rather it be something more reminiscent of Devil May Cry, where you switch between weapons instantly (if Dante can do it, why can't I?), or a straight-up gunblade. In fact, I'd actually go for DUAL GUNBLADES as used in Oniblade (I'd link to X-Blades, the US version, but that has crappy videos on GameTrailers and the English voice-over sucks), though I can see how people might scream bloody murder over something like that.
  18. Quote:
    Originally Posted by Necrotron View Post
    A valid point. The bulk of the Heroside content was made a million years ago. Really, what you need to do is avoid the standard contact chain completely. It's sad that we need to do this, but Going Rogue has been said (officially) to include another content track that starts at a low level.

    If this is the first time your friends have played CoH, get them up to level 5 and start doing the Hollows stuff. That stuff was revamped recently (missions relocated to near contacts, enemies put into alleys rather than on the streets, enemy mob size reduced, more varied mob 'types' put in), so it's actually a pleasure to play through. When you all get your first police radios, start doing those 'til you can do a Safeguard for temp travel powers.

    When you hit level 10, run the first Midnighter arc for all of you; it's well-written, fun to play, and unlocks the Midnighter Club. Continue with these and Hollows missions. At level 15, head straight for Faultline; everything there is as polished as the very latest in Midnight Club / Cimerora missions. At level 20, you have another story arc available in the Midnighter Club. By the time you're done with Faultline, you should be level 25 or thereabouts. At that point, your friends should easily be familiar enough with the game. The next track of arcs can be found in Striga Isle; also, don't forget Ouroborous at 25.

    With the Hollows, Faultline, and Striga giving you a solid backbone for 5-29, any gaps left can be filled in by radio missions, Safeguards, midnighter stuff, or even task forces and trials.

    When you hit 35, you get hit in the face with a twenty foot saucepan, serving up delicious content. RWZ and Cimerora are the beefiest of the lot. They will take you to 50 without complaint.


    All that said... I do wish it wasn't necessary to ignore huge bits of the game. I'd love it if the old 1-40 content in CoH was given a do-over to match CoV.


    EDIT: I completely forgot about Croatoa. Completely, utterly forgot. ...Make of that what you will. >_>
    I think my heart sank when I read this...

    The Hollows has to be one of the WORST zones in the entire game, and its story arc is both bland and incomplete, thanks the to EPIC!!! 8-man Trial that it ends in. The Midnighters arc is some of the WORST written content in the whole game, and Montague, the guy who looks like an intelligent, erudite wise man is written like a thug and the story is obviously rushed. The Hollows is chock full of hunts for no reason AND some of the game's longest and most overbearing missions. Faultline is cute, but with all of SIX missions in the 15-20 range, hardly compelling. And Croatoa, though I admit it is unique, is also terribly bland, and with some of the most drawn out, boring storylines in the entire game. The whole thing comes to exactly NOTHING unless you do a full-fledged TF and is padded out to four story arcs with inane filler and hunts that either have you looking for things that don't spawn often, or looking for things that spawn at higher level than what you took the mission at.

    Frankly, I'd stick to the original CoH contacts. Yes, they have a lot of hunts, but you DON'T HAVE TO TAKE THEM. None of the newer contacts give you that option. Not a single contact made after I1 ever lets you pick between instance and hunt. Ever. Yes, there is the odd Security Chief mission here and there, but with a grand total of about 8 of them for the entire game, that's hardly THAT bad AND they can be mission-dropped. Granted, the old CoH stories aren't all that compelling, I'll grant you that, but there are many of them, and a lot are actually pretty interesting as ideas. That, and if you stick to just the Hollows and Montague, you never get to see half the enemy groups out there.
  19. Quote:
    Originally Posted by Hero_EX View Post
    I play on european servers and COV is died there. Why I move my heroes on maps depopulated?
    I've always bought everything but GR is unnecessary if positron not merge the server lists?
    Quote:
    Originally Posted by Niviene View Post
    Q: When will City of Heroes Going Rogue launch?

    A: When itÂ’s ready. We are not announcing the date at this time.
    From here.

    Dear Lord, man! If you're going to speak like IR Baboon and make unfounded demands, at least get your facts straight. This wasn't exactly that hard to find.
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    Some of these are potentially useful in what may be a longer, drawn-out fight. Part of the question, as well, is "Are you going to prefer melee or range?"
    Honestly, if I could survive it, I'd stay in melee most of the time. I have, however, taken to liking Hover and its ability to keep me away from the absurdly powerful punches so many NPCs throw around. That actually goes for long, drawn-out fights, as well. My primary objective is to kill my enemies before they can kill me, and the longer the fight draws out, the greater the damage I sustain, and I can't exactly afford to sustain all that much. Blessed be my Scrapper hit points, I'll tell you right now, but even they can't keep me alive when I get myself in trouble.

    I sincerely hope Fire Shield will turn things around, though I can't take that until level 44.
  21. Quote:
    Originally Posted by StratoNexus View Post
    Damage. There are no holds, no stuns, no knockbacks. It doesn't Confuse or Drain.
    And no survivability. That's my problem. I love dealing damage, and if I could I'd do nothing other than that. The problem is that it's kind of hard to deal damage when I'm dead. I don't know what you guys that stay in melee all the time are doing and if Hot Feet really IS that strong, but every time I go into melee, I discover yet another enemy with absurdly strong melee attacks. For instance, did you know Crey Elliminators had strong melee attacks? I didn't, but apparently their punches can take off half my health AND stun me. Imagine that.

    *edit*
    Quote:
    ...if you have faith that your team will be there...
    I don't and I can't, because I don't have a team. That's my problem. If I had someone to do the tanking for me, then obviously I could let rip and just kill stuff, but it's kind of hard to do that when you can't survive your own aggro.
  22. Quote:
    Originally Posted by Miladys_Knight View Post
    /Fire is designed to be played in melee. Blazing Aura isn't a stand alone power. It's meant to work in combination with Hot Feet but it still does decent damage even on it's own. That target that you are pummeling with Fire Sword is getting ticked for 11.1 points of unenhanced damage every 2 seconds. That doesn't seem like much but in 14 seconds of being in melee you've done as much extra damage from just standing there as if you had thrown a firebal in there.

    Doesn't seem like much? OK what about the extra damage boost for those 10 seconds for Aim and Build Up? For 10 seconds you are doing 29.2 per tick instead.

    Oh, wait. What about defiance? It's not at all hard to get up to a 20% bonus from that. That gets us up to 31.36 (unenhanced) damage per tick.
    Here's the thing, though - anything which requires me to stay in melee range for 14 seconds, especially with something dangerous like a Tank Swiper or a Praefectus Castrorum or, heaven forbid, a Chielf Soldier, it going to outright kill me. No two ways about it. A simple Voltaic Tank can take out two thirds of my hit points with a single Thunder Strike, and a good group of Crey Agents can kick me into pulp in the span of 5-6 seconds. I don't doubt the damage output of Blazing Aura. I doubt my ability to deliver it.

    Quote:
    Well it has a mag 50 Avoid built into it, it does massive damage (51 ticks of 3.34 [unenhanced] damage over 10 seconds), and it gives a very healthy defiance buff. That means that we can use it to get everything that isn't immune to avoid effects off of us really fast and it's still going to do some decent damage. Let's say for instance that the mob has a melee attack queued up that takes 1.67 seconds to animate and lets give it .25 seconds to get into melee range and then another .25 seconds to get back out. That means that the mob takes 5.1 ticks every second and will be in the burn patch for 2.17 seconds 5.1*2.17 = 11.067 so the mob will be in there long enough to take 36.74 (unenhanced) damage and you can keep the mob in there for the full duration if you use your immob power or if you have a hold in your primary (electric has 1, Ice has 2).
    Granted, Burn does a lot of damage, but it takes bloody long to do it and keeping enemies in it more than one at a time is unworkable. In that time, simpler things like Blaze, Fire Blast and even Flares can rack up some pretty solid damage for me without the overhead of setup time.

    As for the avoid, I keep trying to use it as keep-away, but the patch is too small to stop enemies from coming in and throwing attacks, so I still get hit. And they don't run far away, either. Just out of the patch long enough for their attacks to recharge and they then return into the patch keep on hitting. I've even tried it by stepping behind the Burn patch and enemies will still be able to run its entire length, punch me, and still have time to stand around a bit before the Afraid kicks in.

    If this were like the old Ignite power that I could drop down every 5-6 seconds for some serious burning, I could see that, but once every 25 seconds just doesn't seem all that powerful.

    Quote:
    What you need still is some mitigation. Where to get that. Well since the secondary lacks it with pretty much the exception of Hot Feet you need to look else where.

    Teammates. Most defenders are really helpful. Empath for fortitude, Bubbler or Cold for defense, Sonic for resistances.
    Out of the question, I'm afraid. Team-mates are nice when you have them, but terribly unhelpful when you don't, and having them is a very unreliable prospect. I do not enjoy looking for teams of forming them, and even if I do on occasion, I cannot stand to do that all the time. And even if I did, I can't stand to simply BE in a time the majority of my playtime. I know that with a good Tank, I can just get in there and burn, but one doesn't always present itself, and I can't seem to control him when he does.[/QUOTE]

    Quote:
    I thought this too but it's not correct. You only have to be on the ground to toggle Hot Feet on. Once it's on you can fly and it works just fine.
    Well, I guess that's good to hear, even if I'm still not convinced I can even afford the power to begin with. Affording JUST Blazing Aura would be a stretch, and affording both at the same time seems, quite frankly, completely out of the question. They're more than my total recovery, put together.

    And, trust me, I'm not saying all of this to be mean or start an argument. These kinds of thoughts led me here to ask in the first place, hoping to be proven wrong. I understand Fire Manipulation works best in melee, kind of like Energy Manipulation does. But unlike Energy Manipulation which can hit and run, Fire Manipulation needs to stay at melee extensively, which is why Scrappers have the shields that Blasters don't. I'm hoping Fire Shield will help, but having tried Temporary Invulnerability, I know it won't be by much. And it'll add still more drain on my endurance, as well.
  23. Quote:
    Originally Posted by Twilight_Snow View Post
    4. Hot feet has a radius of 20 ft, while blazing aura only has 8 ft. Hot feet does damage, -fly, -runspeed and mag 3 afraid, said city of data. I don't use it myself because my blaster hovers and can't use hot feet. I think it's a controlling power.
    Whatwhatwhatwhat?!? I cannot use Hot Feet while flying? OK. That settles it, then. I'm not taking it. I never land. Of course, I should have suspected I couldn't, but I kind of never really got high enough to look at the power in detail. Maybe I could say it's nice to have a power that lets a grounded Blaster keep foes at bay, but being unusable from air just seems silly.

    And Burn, actually, is much the same way. I guess if I put a little more damage into it, I could combine it with Ring of Fire or Char for some nice extra damage, but... This isn't Assault Rifle we're talking about. I don't exactly have a lack of single-target damage, and escaping immobilizes doesn't seem as useful, especially considering that I can't use it in the air and I am, in fact, always in the air.

    Blazing Aura I guess I could get a little more use out of when I get my Fire Shield, which would also make Fire Sword Circle and Combustion more useful. And, really, Combustion's radius is HUGE and its damage isn't half bad. They don't look like powers I would seriously consider dropping.

    But Hot Feet is going right out the door, and if the mood strikes, I'll drop Burn like a hot potato. I don't exactly have a good idea what to take in their place, though. I can't exactly grab things from Pyre Mastery, and I was going for an ALL fire Blaster. Oh, poppycock!

    And, actually, I will have to agree with the general feel of the responses I'm getting. Fire Manipulation looks a LOT like Fiery Aura with a few powers swapped out with REALLY far-fetched designs, Hot Feet being the leader in "Really? Seriously? You're honestly going to go with that?" And even besides that, they don't seem to benefit a Blaster terribly much. They aren't useless, mind you, I don't want to go that far. But their use is fairly limited in regards to what a Blaster does.
  24. Now, I realise this is kind of a vague question, so let me see if I can't break it down into something more specific. I've played with Fire Manipulation for some time, and at one point I may have had the illusion that I knew what I was doing, but after leaving this Blaster to rest for nearly a year, I rather doubt this. Fire Manipulation is one of these sets that seem odd on the AT they are for, and have a lot of what look to be eccentric powers that don't seem to jive with how the AT "wants" to be played. As such, let me ask four specific questions:

    1. What is Blazing Aura for? On a Tank, Scrapper or Brute I can see this, but on a Blaster, having a damage aura seems remarkably silly. For a damage aura to have much use, it has to continuously damage enemies for some time. That, however, would mean that I have to continuously stay in melee with said enemies for some time, which pretty much guarantees they'll do more damage to me than I will to them. What use do I have for this power and what do I do with it?

    2. What is Burn for? Were this a Fire Tanker back in 2004, I wouldn't even need to ask this question, but for a Blaster right now? The offensive capabilities of this power are more than questionable, with a 25 second recharge timer, no ability to slot for accuracy and the need to immobilise enemies inside the Burn patch. Better to just pop them in the face with something like Blaze, no? I could possibly see it as adefensive power to combat immobilization, but I'm not sure how much use that has if I haven't used it for that once up to this point.

    3. What are Fire Sword Circle and Combustion for? Obviously, AoE attacks are pretty much what a Blaster does, but melee-based AoE attacks seem to be more of a liability than a boon, especially when both attacks are so infuriatingly slow, and for what looks to be really no reason. Combustion, especially, is just slow for the sake of being slow, or so it seems. What do I do with these powers without getting killed for it?

    But most importantly:

    4. What is Hot Feet for? I really can't make heads or tails of this power. Is it a damage aura? Isn't that what Blazing Aura is for? Is it a slow field. What use could I have for something like this? And why in hot hell does it cost so absurdly much? Over 1.0 endurance per second. What in the world could be worth that kind of cost? Just... What the hell, man? What the hell?

    Any answers to any of the above, especially number 4, would be very appreciated.
  25. Quote:
    Originally Posted by konshu View Post
    One thing that might be fun would be a set of Oranbega maps similar to the sewer network, which you could use for travel. Just rework some typical Oranbega maps, make all the hallways 50-100% wider (!), and have portals in them that take you from one map to the next. Then have maps that break through into the sewer system or something, allowing egress to a Paragon zone.

    Obviously this would not be the best mode of transport, but it could be a sneaky way of adding a new story zone that underlies many of the other zones.
    Actually, an Oranbega-style underworld zone has been suggested before, and I, for one, would enjoy seeing that. A combination of sewers punching into caves, linking with sections of Oranbega and maybe even Rikti bases or old abandoned hero bases sounds like a smashing idea. There really is potential for an underground zone to exist, especially if we get a few contacts in there. Say, a Maros-style contact in the CoT section, a Raymond-style contact in the sewers and maybe even an Angus-style contact in a Rikti bunker off the side may not be bad.

    In general, I've always been a fan of the notion that "under every deep, a lower deep opens." In fact, I made an arc that kind of alludes to this notion. It has a mission that starts off in an office building, down through some caves and deep into the sewers, and then another mission which explains you started from there and found a tunnel to an old hero base. From there, you go out into more caves and finally end up in an old Rikti base.

    That's actually also why I liked the original Diablo (and hated Diablo II) so much. You start off in a church, find your way down to the catacombs below it, then go all the way down to the caves below that, and finally end up going so far down you punch through into literal hell. Our Sewers/Abandoned Sewers combo is a bit like this, but with the Abandoned Sewers gates being right next to the city access tunnels, it takes a lot out of the impact. The Shadow Shard used to be really cool like that, before they instituted those stupid cop-out teleporters. Each new zone was progressively farther away from Firebase Zulu, and progressively more alien as you went on.

    Of course, on the other hand a "really dangerous door" is also a lovely concept. When I first set foot into the Sewer Network and saw the door to the side, I was actually SCARED when it told me I needed to be level 36 to enter. What horrible monsters lay behind this gate, I wondered in awe. I was still new then, though, and I was very susceptible to the impressions of my environment. The first time I went into Kings Row, my thoughts were "This is not a good place!" And it isn't. It's a run-down ghetto polluted with crime and smog. Exactly the kind of place I DON'T want to be in. Boomtown scared me even more right out the door. The wasted wilderness of toppled skyscrapers was really foreboding, despite the fact that there wasn't really very much to actually do in the zone.

    Generally, though, I'm fan of having a few wilderness settings. They don't have to be literal wilderness out in the country or in another world. Just a forgotten section of town where nobody goes will do. Sewers, caves, old abandoned areas. Even Terra Volta is perfect in terms of wilderness. Just some place that ISN'T so very much within the protective circle of civic services.