Samuel_Tow

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  1. Quote:
    Originally Posted by TonyV View Post
    But the game has always been, and will continue to be, solo-friendly.
    It probably will, but if history has taught me anything, it will because we're prepared to fight for that by tooth and nail. We just happen to have a development team that actually DOES pay attention to what players want, which is great. But that really does put the onus on us to make our desires known.
  2. Quote:
    Originally Posted by Bionic_Flea View Post
    Easy. Drop hand clap.
    Quote:
    Originally Posted by UnicyclePeon View Post
    I would drop Hand Clap also, at least for Invuln and Willpower and other sets that become more survivable when foes remain close. If Sam is willing to flat-out drop Hand Clap, then Leap Attack would be a sweet substitute.
    Heh... He he he... You know? You two actually have a point

    I tend to not want to drop my powerset powers unless I REALLY need the slot or they REALLY suck... And Hand Clap honestly really sucks. So, yeah, why not? Well, not in this build, not yet, but I'll look into it. I don't use the damn thing anyway. If I do, though, I'll need to procure two slots from somewhere because Leap Attack really needs six slots in it, in my opinion. Any idea where I can draw those from?

    Oh, right, context! Here's the build I'm working on:

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Crash McGuire: Level 50 Technology Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 1: Resist Physical Damage -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(42)
    Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 4: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(48)
    Level 6: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx/Rchg(17), ResDam-I(19)
    Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(48)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(43), Dct'dW-Rchg(46)
    Level 12: Combat Jumping -- Jump-I(A)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(27), ResDam-I(29)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
    Level 20: Taunt -- Taunt-I(A)
    Level 22: Hand Clap -- Acc-I(A), Acc-I(31), EndRdx-I(31), KBDist-I(33)
    Level 24: Resist Energies -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(42)
    Level 26: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(50)
    Level 28: Invincibility -- RedFtn-Def(A), RedFtn-Def/EndRdx(34), RedFtn-Def/EndRdx/Rchg(36), DefBuff-I(36)
    Level 30: Resist Elements -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(43)
    Level 32: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 35: Tough Hide -- RedFtn-Def(A), RedFtn-Def/EndRdx(39), RedFtn-Def/Rchg(43)
    Level 38: Unstoppable -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-EndRdx/Rchg(39), TtmC'tng-ResDam/EndRdx/Rchg(39)
    Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(42)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), Heal-I(45), Heal-I(45)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(46)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(7)

    And when I say I'm working on it, I mean I already made it. It cost me an hour and a half staring at the god damn Market screen and it set me back around 100 million, but I am happy to announce that I did not have to rely on drops for a single one of those! Crash actually started with completely empty inventories since I'd cleaned those up before I "rested" her so I wouldn't have to come back to the chores of cleaning.

    OK, I confess - five of those Crushing Impact enhancements come from the Bionic Flea who generously donated them to me inbox, but in my defence - I bought a full set for my alternate build, so this was just making it even. I swear I didn't take short cuts! OK, I did. The Doctored Wounds: Healing/Recharge recipe and enhancement were so ungodly expensive I couldn't bring myself to pay for them on the Market, so I spent 50 Reward Merits to get one. Probably not efficient, but it turns out I had 500 collected over the course of getting to 50. I'll survive.

    This is my build so far. And I think it does pretty well. To be honest, though, those fourth slots on Temp Invulnerability, Invincibility and Unyielding aren't doing terribly much. They're only adding less than 1% resistance and defence, respectively... Or thereabout, I forget the exact numbers. It's possible I could draw the slots needed to drop Hand Clap from there.

    I admit I've not tested the build, but Crash worked so well before, I've no reason to believe she'll be any less awesome. And again - she's sporting a Spiritual Alpha Boost, so things should be flying along. Maybe I'll even join one of them fancy raid things and feel completely useless as a test
  3. Samuel_Tow

    Botched ritual.

    Quote:
    Originally Posted by SwellGuy View Post
    Sam hasn't invested into inventions yet because he has not felt the need to be max efficient (like I do).
    On the plus side, I am actually learning to do that, though in baby steps. I was actually going to that thread, but came to finish posting my embarrassing reply that got bounced when the boards went down for maintenance.
  4. Samuel_Tow

    Botched ritual.

    Quote:
    Originally Posted by GuyPerfect View Post
    Phew, thank the stars there was something to make an excuse out of! The death-in-the-family excuse only works for so many grandfathers before people stop believing it.
    While I appreciate the sarcasm... No, really, I totally do... I actually did have a modicum of interest in working with Ms. Duncan off-duty. Sure, I'd heard all bad stuff about the arc, but I keep saying that I want the signature characters to have more exposure, and this would have been an... Imperfect but good way to get that across.

    So while I wasn't burning with anticipation, I was at least somewhat enthusiastic to see what it's all about. Not any more.
  5. Samuel_Tow

    Botched ritual.

    Quote:
    Originally Posted by KnightofKhonsu View Post
    I am sorry, but this is a straw man argument. The truth of the matter is you do not want to suffer any ill effects that will cause your character to be less efficient and you lose any control. Everything you stated is window dressing, your last sentence reveals the truth.
    Obviously.

    Quote:
    Originally Posted by KnightofKhonsu View Post
    In the same vein, based on what you stated, you would not play the mission arch involving the Vahzilok Wasting Disease, which your character become afflicted by it and it causes -Regeneration, -Recovery, -Hit Points, -Endurance. This lasts until the cure is produced, which is for a number of missions.
    The Vahzilojk Wasting Disease lasts all of one mission, and even then not a very hard one. Yes, it's a debuff, but it's a debuff I have the ability to end within 15 minutes of getting it. That's not remotely the same thing. What it's like is that old bug where you'd finish the arc but nor lose the Wasting Disease debuff, and then CS had to fumble around for days because you already turned in the mission and they lost control of the triggers. Yeah, that was fun.

    Quote:
    Originally Posted by KnightofKhonsu View Post
    Alternatively, you would not want to play Janet Kellum mission where you are afflicted by the Crey narcotic that causes -Recovery, -Speed, - recharge at the beginning of the mission and suffer through it until it wears off or you go to the contact.
    That lasts half a mission or 10 minutes if I sit on my hands. There's a slight difference between 10 minutes an 20 hours.

    Also, you forgot to mention the Curse of Weariness, one of the dumbest ideas I've ever seen come out of the powers team.

    Quote:
    Originally Posted by KnightofKhonsu View Post
    You want to play where you have complete control, then say so. Do not try blowing smoke to hide the real reason you will never play missions that will cause you to lose control.
    I'm not blowing smoke. You're simply smelling the smoke from that straw man you set fire to.

    I never said anything BUT that I will not play this mission. Go back look at my first post: "There goes the last of my interest for this." or something to that effect. It's a bad idea for a mission that offers no special reward and offers a very special penalty. What possible reason could I have to ever consider playing that one when I can play a mission with a better story which rewards me more AND doesn't debuff my character for 20 hours?

    Let me ask you this, though - if you enjoy being punished for failing by losing power, why not just remove a random power from your tabs every time you die and keep it there for the rest of your play session? Dead once? No more status protection. Dead twice? No more heal. Dead thrise? You lose a decent attack. Just thinking out loud.
  6. Samuel_Tow

    Botched ritual.

    Quote:
    Originally Posted by Diggis View Post
    I have no problem with character performance penalties
    I do. Anything which makes the game HARDER after a failed objective, thus making me more likely to fail subsequently is a recipe to chase me out of the game all quick-like. I get debt. It slows down my progress, but it doesn't do anything to make me SUCK more. It just takes longer to get to the next level, but I can be just as awesome getting there an hour late.

    This was the straw that broke the camel's back for me in Champions Online. I got killed by a stupid boss about three times because he's surrounded by easily-aggroing enemies, then I lost most of my "stars" and lost stats with them. Yeah, people tell me the "Star" buff isn't all that much, but you know what? I don't care. I HATE losing stuff on defeat. Far as I'm concerned, the actual defeat is bad enough, I don't need to be punished for it.

    It's too easy to fail a mission and move onto the next one? Fine by me. The less time I have to spend not enjoying myself, the better. I don't need to be "conditioned" on how to enjoy a game like I'm five years old. I'm more than capable of measuring my own performance and finding pride in doing well.

    Quote:
    Originally Posted by Zombie Man View Post
    And really... are the ones complaining about a gimped character for 20 hours completely alt-less? They can't play another toon for the rest of the night?
    I can't (read: won't) play another character AT ALL until I'm done with the one I'm playing. That may be a week, or it may be a month. If I'm forced to stop playing the character I want to play, I don't swap to another one. I swap to another game. Depending on how pissed off I was for being unable to play my character, that might constitute a significant break, and depending on how pissed off I am about it, that might constitute me being very tight with my money, too. I rarely buy stuff because I can't live without it. A lot of the stuff I buy from this game is out of good will, because I figure any money I spend on the studio goes for a good cause.

    So, no. I can't play another character, because if I try, then I end up resenting the game for forcing me to do it.
  7. I really don't want to mess with Hamidon enhancements quite yet, to be honest. Granted, my feel for supply and cost has been proven wrong so many times I might as well have been rolling dice, but for the moment... Nah. I want to stick to Commons and see where this takes me. I'll worry about broadening my horizons further once that's done.

    Quote:
    Originally Posted by UnicyclePeon View Post
    If you kept 5 slots in handclap, and you dont care about recharge in it, you could use four items from rope-a-dope (stun/end, acc/end, acc/stun/rech, acc/stun) all at level 50, with slot number 5 being fillled by the stupefy acc/stun/rech at level 50.

    That gives 95.8% acc (pre-ED), 95.8% stun (pre-ED), 53% end reduction, 42.4% rech, and it still gives the regen bonus and the fire/cold resist bonus from the set. It then gives the next rope-a-dope bonus for having 4 rope-a-dopes, which is a stun duration bonus (which ignores/exceeds ED).
    On the other hand... That's not a bad idea. See, I need four extra slots from somewhere to enhance my attacks to six slots each... Though I'm not sure if I really should, and I suppose those could come from the passives, from various miscellaneous places an so forth. Like, one from Health, one from Superior Conditioning, one from Hasten and one from Unstoppable.

    I wonder, though - is it really worth spending so much effort to make such a crap power work slightly better? If Hand Clap were knockdown instead of knockback, yeah, I'd use it. I love Fault from Stone Melee. Bur as radial knockback, it hurts me as much as it helps.

    ---

    Hmm... You know what I WOULD like to take for this build, though? Leap Attack? Not sure where I'll find five slots for it, but it might be cool to have.
  8. Quote:
    Originally Posted by Grouchybeast View Post
    Yay! I feel like this thread has been an epic triumph of CoX community awesomness! :-)
    In a big way, yeah

    I think I have most of the build in question at least plotted out in my head, if not written down in Mids' Hero and Villain Designer, but I have a few niggling problems still. Like what to do with Hand Clap and Unstoppable, to name a few.

    All I wanted out of unstoppable was enough resistance to meet or approach the 90% resistance cap, which is a single Resistance SO, and then all recharge, but I can't seem to find a Resistance set that does this... Or maybe I'm not looking hard enough.

    For Hand Clap... I just don't even like the power, to be perfectly honest, but it IS in Super Strength and it's funny to ragdoll people on occasion, so I can justify the four slots I've given it, though if I can achieve the same in three, I'd be happier. I don't really need two accuracy enhancements. I believe one and a half will do, but I'd have to check. Especially with Perma-rage thanks to my Spiritual Alpha, that's really not a big deal.

    *edit*
    For Hand Clap, I really can't come up with a good way to meet its Common slotting. It either lacks accuracy or it lacks endurance or it lacks stun. Yeah, it gains recharge, but that's really not the kind of power that benefits from recharge since I use it a lot less frequently than it recharges, anyway. I don't like scatter. Might be best to just leave it with four Commons in there. And, yeah, I know it has five slots, but I'll probably ditch one of those.
  9. Samuel_Tow

    Botched ritual.

    Quote:
    Originally Posted by KnightofKhonsu View Post
    Because Super Heroes and Villains are not afraid of taking a chance. They follow a code that they live by. You the player may 'know' there is a chance of something like this happening; however, the character does not. I see no fun in playing a character in any game using 'off-board' knowledge to make decisions with. A hero or villain are not afrair to risk life or limb to reach their goal. Those that are, fail at being either.
    I'm not interested in playing a gimped character. I come to this game for the empowerment fantasy, and if I'm told my character's going to suck wind for the next 20 ******* hours, I take a hike. Or better yet, I don't do the mission.

    This isn't a question character concept and the risks facing a hero or a villain. That part I understand. I'm talking about my playing experience AS A PLAYER, in that that's not a game I want to play. You can ret-con whatever asinine nonsense explanation you want to justify, say, my character permanently losing all his powers, then shrug and go "Welp! You win some, you lose some!" Yeah, maybe, but that's not a game I care to play, let alone pay for.

    Punitive failure mechanics are pretty much the worst part of any game I've ever seen them in. How often do you see people fighting Steel Canyon fires? Because I see at most one other person every five fires I fight or so. Do you know why? Because fighting fires rewards jack squat and it kills you dead if you fail. Really, I enjoy fighting fires immensely, but I HAAATE the stupid building explosion because it adds absolutely nothing to the experience that isn't annoying and frustrating. And the real kicker is that people are so afraid of blowing up that they'll abandon the firefight as soon as the building shows any sign of detonation, never you mind that I've had it last another 15 minutes until I put out all of the fires.

    Having a "shelf this character for 20 hours" failure penalty is not acceptable. If someone was silly enough to actually greenlight that into the game, fine. Argue for it. I refuse to participate in content that's going to annoy me out of my skin for no real reason when I can participate in content that's just as "dangerous" in a narrative context, but doesn't serve to put my game on hold for a day.

    And, really, for all your arguing about how it's "in-character" to face risks - that's not a risk for the character. At all. I can log this character out of the game for 20 hours and nothing ill will happen. It's a risk FOR THE PLAYER. And that's not acceptable. If I wanted to face greater character difficulty and risk, I'd up my difficulty settings. But at least then I - the player - will still be in control of my experience.
  10. Quote:
    Originally Posted by Mad_Scientist_JC View Post
    I'm with you on Jessica's motivation being a little dumb.
    So that's what her first name is. Well, that's one mystery solved.
  11. Quote:
    Originally Posted by MajorDecoy View Post
    Okay, then go:

    Titanium Coating: Res, Res/End, Res/End/Rech
    Aegis: Res/End

    That gives you 57.52% Resistance and 73.78% endurance reduction.
    Yeah, I'll work on that. Balancing resistance and endurance reduction will be a fine rope walk, but I think I'm finally starting to feel comfortable enough to look through the options and take my pick. Considering I didn't even want to look at the Set category on ParagonWiki for fear of a nervous breakdown the day before I made this thread, I consider it a smashing success.

    I'm still not going full-blown yet, but I will consider frankenslotting between sets and Commons. Thank you for highlighting the possibilities for me
  12. Samuel_Tow

    Yay for Club ♥

    Quote:
    Originally Posted by Techbot Alpha View Post
    The jeans and female hair are awesome, and I've been abusing them since they went live
    I agree with the Techbot. I may have some harsh things to say about the "Gibbon DNA" Feet and other assortments, but I've never had anything bad to say about the Club hair or the Jeans. I love both of 'em, and will be using them extensively. Just, ah... As soon as I remember to buy the pack

    Hell, I treat this like I did the old days of Booster Packs - if there's enough good stuff in it (and the dev team weren't jerks about what to EXCLUDE from it), I'll get the whole pack just for those items. The art team deserve our support. The hair is great, the jeans are good and the Marty McFly lifejacket is pretty nifty. Sol!

    I'm just a bit disappointed I couldn't use that hair on Jun, but it is what it is. I'll have other options
  13. Eh, it might not be much of a gain, but I don't want to lose those numbers. Not only am I losing a bit of resistance, but I'm also losing endurance, and I really can't afford to lose much of that. Crash IS end-stable, but that's in large part because of that endurance reduction. Yeah, I'm gaining some on my powers, but I don't really want to lose some on my toggles when I don't really have much else to do with the slots.
  14. Samuel_Tow

    Botched ritual.

    Quote:
    Originally Posted by MajorDecoy View Post
    It is not easy to get the botched ritual. I went in knowing nothing about the ritual other than what I had read from the mission text. I had to restart the ritual three times, but never encountered the debuff.
    It's the same reason I don't want my fortune read to me. If I stand a chance to fail and suck for the rest of the day, why even bother to try? What do I gain for it, aside from Ms. Duncan's "lovely" antics?

    It's like walking into a room with a rabid dog. Sure, the dog's chained up and I don't have to go anywhere near it and it's perfectly safe, but... Why would I want to go into a room with a rabid dog in it in the first place, when I can go into a room that doesn't have a rabid dog chained in the middle of it, instead? What kind of sense does that make?
  15. Quote:
    Originally Posted by Slaunyeh View Post
    I just fail to see why idling in a corner should reward you for your leadership and organizational skills.
    That's been my experience of most PuGs these days. Once upon a time, I complained that PuG players were incompetent (and they were), but these days it seems like all that's left is hyper-efficient veterans with builds ten times better than mine and all the strategies down pat to the point where I feel like my presence on the team is irrelevant. Yeah, I hit stuff, occasionally, but if I walked off the computer, no-one would notice I'm missing. And THAT, more than anything else, is what sours my teaming experience when I do team.

    I want to share a tangent with you - I like being a unique snowflake. I've actually taken a great liking to the Rifleman's Creed, or at least a generalised adaptation of it. In my head, it goes something like: "This is my <blank>. There are many like it, but this one's mine." Supplant what you will in there, it's open-ended enough to handle most anything, and I do apologise to the Riflemen from whom I stole it.

    My point in bringing this up is that when I play, I want to feel like I matter, like I bring something to the game which would be lost in my absence. I don't have to be better than anyone else, I don't have to be special and unique from anyone else and I don't even need to be appreciated for it, so long as I know I'm doing something meaningful. This is my story. There are many like it, but this one's mine.

    The trouble is that the larger the team becomes, the less evident any individual member's influence gets, drowned out in the sea of effects and overwhelming numbers. Honestly, even if I had all the facilities in the world to be on large teams constantly, I still wouldn't. Like Z from AntZ, it makes me feel... Insignificant. I'd honestly much rather have smaller teams doing easier stuff than bigger teams doing harder stuff because the smaller the team is, the more each member has to contribute, and the more evident it is who's doing what.

    I don't want to play a Rorschach test of trying to peer through a hundred stacked effects to maybe comprehend what I'm fighting. This reduces my perception down to what's directly in front of my face and causes me to play a game of clicking circles and attacking a reticle. I don't want to engage in one giant mosh put where no-one can tell what's going on at ground level and has to resort to the overall strategic picture, instead. I want a more personal experience that I can comprehend and follow, and large teams have almost NEVER allowed me to have that.

    ---

    I've told this story a thousand times, but one of my most memorable teaming experiences was a TF of four people, on which my Brute constituted the ONLY source of damage, with the rest of the team being control and support (and plenty AFK). I don't remember it because I felt "better" than the others. I remember it because I did something which mattered.
  16. Quote:
    Originally Posted by MajorDecoy View Post
    Honestly, you can do fine with just Res, Res/End, and Res/Rech, if you want the +1.5% health. (If you don't care about the set bonuses at all, go Res IO, Titanium Res/End, Aegis Res/End).
    Yeah, but I'll lose resistance slotting, won't I?

    *edit*
    And I DO care about the Health bonus.
  17. Samuel_Tow

    Botched ritual.

    Well, there goes the last of my interest in this stuff.
  18. Quote:
    Originally Posted by Bullet Barrage View Post
    Basically, they just got robo-married, and decided to have robo-children.
    This raises so many questions. So many... Interesting, inspiring questions.
  19. Quote:
    Originally Posted by Arcanaville View Post
    1. Hover your mouse over the name of the power to see what your enhancement percentages are.
    Aha! I found it! Thank you

    Quote:
    Originally Posted by Arcanaville View Post
    3. If you want to five slot, really want damage, and don't want to deal with procs, and don't want to buy purples, then another possibility is to take four Makos: all except for Acc/End/Rech and the damage proc, and then slot one Crushing Impact Dmg/End/Rech. You end up with 44.05% acc, 66.25% End and Rech, and 97.89% damage *and* a +3% damage set bonus, meaning the attack has a net damage enhancement of 100.89% (set bonuses are unaffected by ED, so you can always add them right onto the top of the ED-slotting net value).
    Mix sets? Hmm... Not a bad idea, actually. I'm not sure why it didn't occur to me. I actually suspect I may want to mix sets with Commons. Probably not for attacks, though - I suspect I may be able to six-slot those. But for defences, that might be the smarter call. Resistance, in particular.

    As I said, I don't really care about the four-slot bonus of Titanium Coating, which is immobilization resistance. Yeah, between Unyielding and Combat Jumping, I'm sure I'll be needing that P_P Originally, I wanted to use the four slots with resistance in them, so End/Res, Rech/Res, End/Rech/Res and Res. This gives me resistance of just under three slots Common, but I might be able to dump one slot and replace that with a Common resistance and see what happens. ... Upon reflection, probably not much since I'm already hitting the ED cap.

    That's not a bad idea, though. Even if I don't exceed all of accuracy, endurance and recharge slotting, so long as I can meet those, it should be fine. I'll have to play around with it a bit.
  20. Quote:
    Originally Posted by Zombie Man View Post
    While technically spoilers, the only way our characters or ourselves could possibly even care that these are spoiled if we had some sort of prior connection to Vanessa or the Countess such that we're shocked that they're not who we thought they were.

    The story really doesn't set up these reveals as being... in any way significant. If they were originally low level mentors and contacts... yes. But, I don't see how anyone would be emotionally invested that this is spoiled.
    The problem isn't that Countess Crey is Julianne Tompson as opposed to Mary Sue or Jane Doe or that the leader of the Carnival's name is spelled Vanessa with a double S. The point is that the identities of these people are not supposed to be known. Not only are there stories that deal with uncovering this information, but actually knowing it makes a lot of things moot.

    Countess Crey is actually a fairly easy example. In-game, she's free from persecution because for all anyone knows, she's just a rich business woman who's not in complete control of her company. When it's revealed that Countess Crey is NOT actually Clarissa Von Dorn, but is in fact Julianne Thompson, a woman who murdered Clarissa, stole her identity, married Count Crey, took his money and he then "mysteriously" fell ill, that's pretty much when the ball drops and "Countess Crey" turns from a businesswoman with good lawyers into a fugitive criminal that no amount of legal aid can save. She committed a murder, she committed massive fraud, she committed identity theft, and all of this is easily provable.

    It doesn't really matter what Countess Crey's name is. What matters is we can't prove she's a criminal. If I know that Countess Crey is Julianne Thompson, I can have her supposed body exhumed, tested and discover that the body is that of Clarissa Von Dorn, instead, thus proving that the impostor Clarissa is... Well, an impostor. This isn't something you can toss out willy-nilly because that's the crucial bit of information that finally brings her down.

    ---

    City of Heroes has lacked decent pacing for years now. There's just no mystery to anything any more, at least not in any way that lasts. Either the "mystery" is revealed within the same arc it pops up, or it takes four ******* years for anything to come of it because the original writers of the mystery didn't actually plan for what the mystery actually WAS.

    And to top it all off, there simply isn't any replay value to any of these mysteries, because once a secret is revealed, the writers now treat it as obvious and shove the "truth" in every bit of new content there is. New players, then, never get to experience any of the good mysteries of the old game, because they're spoiled all over the place. In fact, I don't know what mysteries they CAN enjoy... It's all just piles and piles of convoluted continuity where nothing is really secret at any given time. All the past secrets have been spoiled and the present holds no new secrets worth considering, because every new story is pulled out of thin air and never established beforehand.

    Do you know what I liked about the mysteries of the old game? That I didn't really realise they WERE mysteries until I actually delved into them. It inspired me to question my first impressions and look for greater depth in all stories, and honestly... Most of them had it. Not only that, but it inspired me to place greater debt into my own fiction and writing. I honestly don't get why we're systematically backfilling all that depth until the story is a flat "this happened then this happened then this happened."

    Why?
  21. Quote:
    Originally Posted by PleaseRecycle View Post
    I also see the value in the normal mapped faces, however: they're almost audaciously nondescript, but that means you can tog them up any way you like.
    They're not just nondescript, they're also butt ugly. And I don't mean ugly in the sense of bad artwork - the artwork on them is pretty good. I mean they are the faces of butt ugly people. I don't know what it is about them, but these faces are not salvageable with or without the normal mapping. And the Gunslinger faces are not a lot better. The old faces may be low-res and boring, but at least they're not that ugly, even when they're covered in scars, veins or horrible burns.

    Quote:
    Originally Posted by PleaseRecycle View Post
    Ignoring the toes thing, the strapped heels are definitely still not a perfect costume piece, yet thanks to normal mapping they are the first time that a city of heroes character can have non-mechanical ankles. Kind of.
    I hate those heels. HAAATE them. The metallic top and skirt, too. They're fiendishly out of place within the game's art style and the normal mapping on them just makes them look unappealing. And if we're talking about feet, I still feel Stealth/ExoProto did a far better job of depicting feet than those heels did.
  22. Quote:
    Originally Posted by Silver Gale View Post
    Okay, so it is Crey, who are fairly throughly corrupt, but my sole justification is "I need that thing to mess with someone's mind and the Countess won't give it to me". There is pretty much no way I can look at this and see myself as a hero.
    This is what galls me the most, and not just about this arc. At some point in time, we appear to have gotten a writer who decided that subtlety and immersion are for squares, daddy-o, and thus broke all of the game's "secrets" out into the open. Crey Industries are obviously evil and you have to wonder why everyone related to the company isn't in jail yet, Malta is widely known to the world as early as level 20 and everyone knows about them, Virgil Duray is the leader of the Sky Raiders who are American soldiers who fled into mutiny and that whole story about finding that out is moot, everyone knows Vanessa DeVore is the leader of the Carnival of Shadows and how she manages to be a "socialite" as opposed to "wanted criminal" is anyone's guess... Oh, and the Rikti are human, lest we forget.

    See, because we, as players, know these things from previous playthroughs, then obviously the world at large knows these things, right? Right? Never you mind that that makes a whole lot of stories, not to mention large chunks of the persistent world, nonsensical and pointless.

    Crey Industries is a legal business. Their property, personnel and trade secrets are protected by US law. Trespassing in their facilities, assaulting their personnel and destroying or stealing their equipment are still crimes. There's such a thing called "due process." It law enforcement, a court of law and legal proceedings. That's precisely WHY Crey still exists - because their shark lawyers are good at bending the rules of the system and the Countess is good at covering up her tracks. If we raid one of their installations, it should only ever be done with a court order, a search warrant or otherwise with some form of justification above and beyond "Their evil, go steal their stuff!"

    There is such a thing as subtlety, writers. There are villains who are not just an openly evil paramilitary organisation who stand on street corners, belly-laughing about "Ho ho ho! We're so evil!" The fight against crime isn't always literally a fight. Not all problems can be solved by finding the right person to punch in the face. The fighting is done done for its own sake. Ultimately, it has to serve a larger purpose, and in the case of Crey, proving that Countess Crey is a criminal IS that larger picture. But you know what? Corporate law being what it is, the actual Crey Corporation can survive even after the Countess and all her cronies are in jail. A "corporation" is a non-sentient entity that cannot be accused of a crime. At best, it can have all of its property and finances ceased to repay outstanding debts, but there's nothing stopping its investors from carrying on in name only. After all, they're only in the cost of their investment, they don't incur any of the corporation's actual debts.

    What I'm saying is that Crey is not a "paramilitary" villain group, but rather a "clandestine" villain group. Like Malta, like the Family, like all the Nemesis shell companies, they present a front that is not only believable as a legitimate business, but which uses and abuses the protection of the law. You can't go busting into Crey labs and stealing tech any more than you can go busting into Portal Corps labs and stealing their portal generators. Not if you want to stay on the right side of the law.
  23. OK, a few last things before I got to bed. First of all, here's the build Crash is using now, with which she did pretty well in Dark Astoria on Test:

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Crash McGuire: Level 50 Technology Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Punch -- Acc-I(A), EndRdx-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5)
    Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(40), ResDam-I(42)
    Level 2: Haymaker -- Acc-I(A), EndRdx-I(9), Dmg-I(9), Dmg-I(11), Dmg-I(11)
    Level 4: Jab -- Acc-I(A), EndRdx-I(13), Dmg-I(13), Dmg-I(15), Dmg-I(15)
    Level 6: Temp Invulnerability -- EndRdx-I(A), ResDam-I(17), ResDam-I(17), ResDam-I(19)
    Level 8: Knockout Blow -- Acc-I(A), EndRdx-I(19), Dmg-I(21), Dmg-I(21), Dmg-I(23), RechRdx-I(48)
    Level 10: Dull Pain -- Heal-I(A), Heal-I(23), Heal-I(25), RechRdx-I(25), RechRdx-I(43), RechRdx-I(46)
    Level 12: Combat Jumping -- Jump-I(A)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Unyielding -- EndRdx-I(A), ResDam-I(27), ResDam-I(27), ResDam-I(29)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31), ToHit-I(50)
    Level 20: Taunt -- Taunt-I(A)
    Level 22: Hand Clap -- Acc-I(A), Acc-I(31), EndRdx-I(31), Dsrnt-I(33), Dsrnt-I(50)
    Level 24: Resist Energies -- ResDam-I(A), ResDam-I(40), ResDam-I(42)
    Level 26: Hurl -- Acc-I(A), EndRdx-I(33), Dmg-I(33), Dmg-I(34), Dmg-I(34)
    Level 28: Invincibility -- EndRdx-I(A), DefBuff-I(34), DefBuff-I(36), DefBuff-I(36)
    Level 30: Resist Elements -- ResDam-I(A), ResDam-I(40), ResDam-I(43)
    Level 32: Foot Stomp -- Acc-I(A), EndRdx-I(36), Dmg-I(37), Dmg-I(37), Dmg-I(37), RechRdx-I(48)
    Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(39)
    Level 38: Unstoppable -- ResDam-I(A), ResDam-I(39), RechRdx-I(39), RechRdx-I(48)
    Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(42)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), Heal-I(45), Heal-I(45)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(46), Heal-I(46)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(7)

    If it seems like I wasted a few slots, that's because I didn't have anywhere else to put them. Upon reviewing this build with an eye for six-slotting all my attacks, I realised that the passives aren't really benefiting from that third slot, For resistance, it brings in ~0.9% resistance and for Tough Hide, only ~0.4% defence. I'm not sure those matter so much, but I can't be sure.

    Beyond that, here's what I'm thinking of slotting after looking at the sets:

    Crushing Impact for the four single-target attacks: Knockout Blow, Haymaker, Punch, Jab.

    Multi-Strike for Foot Stomp

    Thunderstrike for Hurl.

    Doctored Wounds for Dull Pain

    Eficacy Adaptor in some shape or form for either Stamina, Superior Conditioning or Physical Perfection, or all three. I'll try to not lose recovery percentage, as I don't think that 1.5% global will make it up, but Stamina is already 3-slotted and Superior Conditioning is 4-slotted. Mostly, I care about added health.

    Titanium Coating for the toggles. I really don't care about the five-slot set bonus (or the four-slot set bonus, for that matter), so there isn't much to be gained by going much past the four I have there now.

    Not sure what I'm going to do with anything else yet. I haven't looked. The simpler stuff will probably just retain their Common enhancements. This does raise a couple of questions, though:

    1. Have I picked something I won't be able to obtain? I made sure to pick only Uncommon enhancements.

    2. Have I made any really stupid calls? I don't think I did, but I can't really know.

    3. Is there any point to having the passives 3-slotted at all? With Commons, obviously not (I think obviously), but with Inventions? Titanium Coating seems to offer more health at three slots, but I don't know if I haven't gotten five of that from elsewhere.

    Honestly, so far this is an interesting exercise. I have the sneaking suspicion that I might be able to just out and out MAKE the build I had in mind all in one go. None of its component parts seem to be all that rare or expensive. To me, that's a good start.
  24. Yeah, I agree. That was positively painless. I didn't even have to leave the University building. Not bad. Not bad at all!

    I still have to mess with other powers and figure out what to drop out of where, but we'll see how that goes. I worry that I might have to figure out a way to six-slot all my attacks now...

    *edit*
    The reason I say this is it seems that dropping even a single damage enhancement out of Crushing Impact drops damage below the three Common slotting. I haven't run ED calculations and I still can't figure out how to see enhancement percentages in Mids', but I don't think it would be by this much. If I drop one of the triple-aspect damage enhancements, damage drops to a total of 121.9% enhancement down from 127.2 for Common slotting. That's 5.3% points of difference, and with ED reducing anything past 100% down to 0.15 of its own value, I'm only really seeing a loss of 0.795% damage slotting. That's not a lot and something I can live with. The only question is which combination of the other two to sacrifice. The way Crushing Impact is designed, I get a choice of all three pairings of A/E, A/R and E/R. Remember what I said about granularity and wanting to pick my enhancement effects separately? Well, I can't see it getting any more separate than this, considering these are multi-aspect enhancements.

    I actually like this sort of symmetrical order I know it's probably just Crushing Impact that's like this, but hey - that makes me like the set more!
  25. Quote:
    Originally Posted by Minotaur View Post
    Footstomp I would add a wrinkle. 5 multistrikes and the force feedback chance of +rech would be my cheapo slotting. The FF proc costs next to nothing but takes one piece of rare salvage to make, and I find it dead useful in footstomp for recharging footstomp fast (it has a chance of procing off every foe you hit).
    That brings up a good, but somewhat tangential question - what would you suggest I skip? I'm trying to AT LEAST meet Common slotting, and a lot of my powers do only have five slots to work with, which means either I respec, or I skip an enhancement. Just can't really tell which one that would be to not drop below a Common slotting of A/E/D/D/D/R.

    Also, funny observation about Crushing Impact - its enhancement aspects are a LOT less random than I thought they were. It has damage show up three times as a dual component and three times as a triple component, and all other aspects - accuracy, endurance and recharge - show up once as a dual component and twice as a triple component. That actually gives endurance, recharge and accuracy the exact same enhancement percentage, which just so happens to be above Common enhancement levels, while damage is significantly above Common slotting, but most of that goes down the maw of ED.

    Cool, I like symmetry!