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Posts
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Joined
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Supergroup Names: Luna Noir & Sol Noir
Website (if any): http://lunanoir.batcave.net/Luna.htm
Leader or Recruiting Officers:
Luna Noir - soco (Leader), Zamphir, Burning Bush, Kolraw, cross wire, Lady Jane Grey, Lucimifer
Feel free to ask anyone you see wearing the Luna Noir name.
Sol Noir - Brucia, Rad Defender, Hellsblade, GrammaTanker, Kira-Tori
Preferred Method of contact: ingame email to any of the officers, forum contact through Lucimifer.
Guild Description: Luna Noir banded together under the leadership of a man named Cube. After teaming with each other over time we all realized that we shared the same goal...to enjoy the hell out of this game and have fun. We don't have any restrictions or rules besides wanting to team with you and get to know you before we invite you into our group. You don't have to have anything special to get in, just common courtesy and common sense. We're not going to twink you or PL you to 50, but we will help you get through the rough spots or give you a bit of influence so you can get that SO you really need. We're carefree, funny, and intelligent and we're always looking for new members who share those traits.
Sol Noir is the sister SG of Luna, formed to hold the many alts of our alt-happy members (Lucimifer being the worst). As of Issue 4 and Coalition Chat, the two SGs will effectively be working as one. -
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K'Varr, T'Keron and Valmaz were all drawn through a dimensional rip caused by the binding ceremony onto Primal Earth, our Earth. T'Keron and the Demon Lord were bound together by the potent mystic forces.
The ways of our world are strange to K'Varr but Numina is assisting him in becoming acclimated and beginning his search for the unholy fusion of T'Keron and Valmaz.
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Future AV/villian group anyone? -
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This is such a waste... I would love to take one of my chars, and specialize in, lets say the Tsoo. I choose contacts who give only Tsoo related missions, who, in turn, introduce other Tsoo contacts with more misisons. The arcs correspond with my level and are playable until I reach the end of the Tsoo storyline and fight its boss AV--no more outleveling a villain group you love to fight! Your character becomes that villain group's most feared adversary.
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While I don;t think it would be possible to set up a system like that now, it is a cool idea. What I would like to see is just half of that...ALL AVsin game! I have a character who is in Paragon City as a hero just to kill Tub Ci...and there's no Tub Ci to fight.
I know that these things take time, but it would be so nice if all the villian groups had at least one storyarc where you "took them down bigtime" and arrested either the AV or an "almost AV" like Frostfire and Atta. -
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What about the people who ENJOY herding wolves? I've ran a few and had a blast doing it, much bigger rush than anything else in this game including the AV fights.
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Whats that old Stones song...you can't always get what you want?
But seriously, I loved doing those box missions that gave insane xp. My SG had a blast talking and leveling and getting some alts up fast. It was FUN, to us anyway. But I also knew that it was not what the Devs want COH to be, so I was not upset when it got changed.
And while herding wolves may have been a rush for you, it is not a rush for the defender or blasters or controllers or non-invuln scrapperes/tankers who simply sit there and soak up xp while occasionally healing or tossing in an AOE or something. For them it's mucha xp for minimal risk...and thats simply not fair when it can be done so consistantly that as an invuln tank I got asked ten times a night if I could help hunt wolves. -
When Perez was crowded around the atlas entrance and merely peeking your head in or running by (no matter what level you were) would net you about 10 blind invites.
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Now, all that aside, I'm not one to curse Rage or defend it. I think it provides a good benefit, with a tolerable penalty. My main complaint with it is that it isn't fun. The stun wasn't fun and made most tankers not use it, the 100% endurance drop wasn't fun and made most tankers not use it, and the 10-second stand there like an idiot with you buttons frozen isn't fun either. TONS of suggestions for alternatives have been made in this thread and the couple of other active Rage threads. Frankly I don't see how you could have missed them if you've read the threads at all.
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I don't read the Tanker forums, and I have not read this whole thread, only the last 5 or 6 pages...never claimed I did. The only alternatives I've seen are a proposal to simply make the recharge longer so it can't be perma'd, and one other thread that really didnt have any good ideas.
I guess we'll just have to agree to disagree with the fun thing. I love Rage as it is. It allows me to take on and take down enemies higher than I would normally be able to without it because of it's damage increase and accuracy increase, and it seems to last a lot longer than Focus Chi lasts on my Scrapper. I haven't timed them, I dont know whether one recharges faster or can be used more often or what, I just know it works for me. Ten seconds doesn't seem too long to me...by the time I even notice I'm not attacking after pressing the button 3 or 4 seconds have already gone by and then bam it's done and I'm back to bashing heads.
Maybe I'll change my mind after I do the new IP task force this weekend with my Tanker, but somehow I doubt it. -
Jagged you're right, i totally missed your sig. Good to see an attempt at coming up with a solution. most people posting complaints about Rage on these boards have not done so.
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bluething, how is Rage less fun now than it was before mobile mez protection?
Before mobile unyielding or rooted or whatever, Rage gave you X amount of time to beat everything up before you became stunned and dropped all your toggles, putting you and your teammates in danger.
Now, Rage gives you X amount of time to beat stuff up before you become 'winded' and unable to act for ten seconds. This poses no real danger to you, but can lose your aggro and create danger for your teammates.
So the danger to your teammates is the same...which change makes it no longer fun, the ten seconds of inactivity or the fact that your toggles don't drop now unless you badly manage your endurance?
the original Rage was a situational power that had a downside that made it a bad idea to use all the time or in a big heated battle with a team.
the new Rage is a situational power that has a downside that makes it a bad idea to use all the time (unless solo) or in a big heated battle with a team.
Too many people got used to the wonderful feeling of permaRage/permaUnstoppable or permaRage/mobile mez protection. Too bad that it was totally unbalanced and unfair to the other powersets who have nothing like it. -
at least States didn't put down a date...I'd hate to see the Issue rushed out so he could win the guessing game *grin*
I'll say March 29...although I would love to see them release it in early April after making an April Fools patch on April 1st that changed everyones characters into the opposite gender. -
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They said they removed the self-root from our powers because it prevented us doing our job. To me this was an acknowledgement of what I had said about Unyielding Stance all along, "that it was no penalty to a solo tank but was a drawback to a team tank".
The penalty to new Rage is exactly the same. Now does that seem appropriate for a tank power?
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Being rooted was a detrement to a team because the Tanker became a taunt bot having to bring the bad guys to him/her in order to use status protection...this meant that anyone without taunt (like myself) was automatically seen as a 'gimped' tank. There are TONS of mobs that use mez and stun attacks, protection from it is absolutely necessary to be an effective Tanker.
I do NOT need to do more damage to be an effective Tanker. Now I am an INV Tank, so I have Invincibility to aggro all the mobs for me, but every tank powerset has something they can use in the same way. Stone has mudpots which can grab the mobs and keep them around him forcefully, Ice has ice slick and other slowing powers, fire has the aura that damages all enemies around them...all of these things grab aggro along with whatever damage the Tanker is doing. So if I'm on a squishy team and I know that the players I'm with are not bright enough to keep themselves alive for the ten second downtime of Rage, then I simply don't use it.
By the way, I am not saying that this is the best downside the Devs could come up with...but if some of you think the downside is that bad and "not fun" then what is an alternative? I haven't seen a single alternate downside suggestion in the posts I've read. -
no you're right I was not quoting fact, I was making a general observation which was exaggerated, I should have chosen my words better. That doesn't change the point I was trying to get across though.
Rage is a really good power that lasts a lot longer than Build Up or it's equivalents. A power that boosts you by this much has to have some sort of a downside (this means that simply upping the recharge time won't cut it, it's powerful enough it has to have a downer). Since the original downside was negated by the developers giving us mobile mez protection they had to come up with a new downside.
Rage was semi-situational before the mobile mez protection. You could use it perma, but you had to be careful of the timing and it could cost you or your teamates if you weren't.
Mostly perma-Rage was only used by people who used Perma-Unstoppable. Then with I3 Rage became that way for everyone with mobile mez protection like Unyielding.
Now it's back to being something that you can use a lot of the time, but you have to be careful and watch it or it can cost you or your teammates...ok, mostly just your teammates.
So there really isn't that much of a difference between Rage as it initially worked (non-perma Unstoppable) and how it works now, except that the Tanker him/herself is actually in LESS danger than they were before (i.e no toggle drop).
It just really bothers me when I hear people start mouthing off about how 'this power sucks' or 'it needs to be changed' or 'just replace it with Build Up', etc. I would love it if there was no downside and I could run it perma all the time since I run Unyielding all the time too, but no one can honestly say that would be even remotely fair. -
So because our "increase our damage" power is more situational than Build Up (i.e. I can't blindly use it every single time it recharges) we should just toss the damn thing out and get Build Up instead?
Rage doubles or even triples my damage output for as long as it's active. That is a HECK of a good thing to have when you are facing hard odds or a big bad boss.
And what do I have to pay for this unique and very useful situational power? No chance of being stunned, no huge loss of endurance...I have to stand around doing nothing (well not fighting anyway, I find it a good time to delete enhancements i don't need) for, omg, ten whole seconds!
Ah, but standing still doing nothing isn't FUN Evil!
Ok, maybe that's true for you. But then again neither is working off debt. Debt is no fun, it should be removed from the game!
or not. Sure it would be more fun if it could be used constantly...heck I gained three levels using perma-rage after I3 went live. But c'mon, it's just a tad overpowered that way.
Face it guys, Rage was not meant to be a perma-power that makes SS tankers damage dealing monsters. All we'd see from then on would be the FOTM Fire/SS Tanks. Rage was designed to be situational, plain and simple. Just because they gave us mobile mez everyone suddenly figured "well that means I can use Rage all the time now!" but it's obviously not what they intended since they fixed it not too long after. And this fix is much better than the last one. -
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Point: The Tanker's role is to control enemy aggression.
Point: Rage's downside temporarily negates the tanker's ability to control aggression.
::Therefore:: Rage makes a tanker LESS effective.
Case study:
Last night my 29 tanker was running with a 33 blaster and a 21 Defender /sk'd to 28. We were running the blaster's missions. Difficulty was heroic.
We were fighting 33's and 34's.
3 times last night during the middle of fights, Rage's penalty kicked in. Due to the inherent LOW DAMAGE (this is what it says during Character Creation) I had not done enough damage to enough foes to keep aggro locked on me during the down time.
The result? Team wipes. Both my compatriots were unable to escape fast enough when the group of 5 enemies suddenly lost interest in me and charged them, especially with there being no way for them to know that I was "down" fast enough for them to change their attack patterns.
The current state of Rage 3.0 makes Super Strength tankers far less useful on a team. And since Super Strength is just about THE LOWEST damage of the Tanker Sets, soloing is far harder for a Super Strength tanker than for say, a Fire or Axe tanker.
Conclusion:
Current Rage makes Super Strength an unviable build for both team and solo.
This by definition is "broken".
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I submit my INV/SS tanker as proof that Rage has not "broken" my powerset.
I can tank and hold aggro on any group with or without Rage. If I know that the fight is going to last longer than Rage's duration (meaning others will be in harms way when I can't attack for 10 seconds), then I do not use it. I simply tank with my own attacks. Aggro is not a problem.
Hitting the enemy + Invincibility (auto aggro) + inherent tanker 'hate' = all the enemies on me. No Rage needed.
I use Rage when fighting a big boss, or when soloing and I want to mow the enemies down quickly. My friends of lower levels SK into my Unyielding missions all the time, and they don't die, because the enemies ignore them.
Thats how it was before I ever got Rage.
That's how it was when I was running Rage all the time with Unyielding.
That's how it was when I never used Rage (when the fallout was ALL your endo)
That's how it is now with or without Rage as the situation calls for.
My powerset is just fine, and so is my toon.
Rage makes sense now. Would I rather have it with no penalty that actually effects me (like it was before)? Hell yeah, but then again I'd like everyone in the world to give me a dollar too. -
one I just realized while watching the movie last night. The town that Goonies takes place in is called....Astoria. :0)
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A tab in the Player Info window that says SuperGroup if the person is part of one (the way Description only shows up if they have written something). This tab would show the SG Name, the player's rank, the SG motto, the SG colors and logo, and an optional message that can be written by the SG leaders (like the message of the day and such).
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Thanks to the Devs for all they do.
To CuppaJo, for being here over the holidays...woman I hope they pay yoou well!
To States for his enduring optimism, and the ability to look ahead instead of focusing on the right now.
To Vyvvanne, for sending an unsolicited PM thanking me for a simple comment on these boards...it's good sometimes to remember that they are simply people too, just like us. (But with cooler jobs)
To Geko and all the other Devs for taking the time out to actually post on these forums, usually from their own homes...reaffirming the fact that they are just as addicted to this game as we are!
And thanks for SuperGroups. My enjoyment of this game wouldn't be as great if it wasn't for the people I get to interact with when I log in and check the roster. -
I haven't tried the post-I3 bosses with anyone but my Tank yet, but that being said there are a few points that need to be made.
The bosses which were made tougher are supposed to be of higher (25+) levels, I'm pretty sure thats what it said in the patch notes, so your little guy alt should be fine.
Also, I made a new defender alt the other day, totally for kicks, not to really be powerful, made it Dark/Elec. I could (pre I3) easily take down an even level boss (cons orange) in my solo missions so far through level 10...makes me think maybe they could be boosted a little. Plus they are worth more xp now. risk=reward.
If for whatever reason you simply can't beat a certain boss, as annoying as it is, you still have a couple options. Find a teammate. there are going to be LOTS of Kheldians around now at lower levels looking for groups. It may not be what you want, but as the Prophet Jaeger said "You don't always get what you want." Second, let the mission lie there until you are a level higher. Hard to do at high levels but easy at lower ones. then go back and try the boss again.
I do sympathise though. I'm concerned about the boss increase too...but lets see how it works out. My guess is that in a few weeks we'll see a small decrease in bosses at the 25-35 level and prolly a couple other "fixes" to other I3 issues as well. -
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Your changes to the invuln set have caused me to cancel.
Nice job--I had been enjoying until you made it so that I can't tank after putting 9 months and 610 hours into my toon.
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Good.
I don't pretend to speak for everyone, but most of the Tankers I saw post in the official thread (including myself) who did any testing found that the changes, while annoying if it changed your playstyle, were well within reason and did not make us "unable to tank" as you put it.
Go play sopmething else and whine to those devs when they make a change that was needed but god foirbid, changes the way you might have to play a little bit.
And in case you're looking to call me a liar or say that I just didn't test against high level mobs, how about last night on Live, after the issue went through, I tanked a lvl 50 Carnie mission (I was SKd to 49) with 6 teammates. If you've never seen that kind of mission we're talking 3 illusionists per group of 15 - 20 Carnies.
Except the time that I DIDN'T NOTICE my toggles drop for half a fight, I barely got scratched.
and this is with my tanker NOT RESPEC'd to the even better build I found on Test! -
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If it simply gives you xp it is just another form of the "grind" and wont add anything of worth to the game. If it is seprate from xp leveling the way skills and equipment are in other games then it will add to the game.
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can't it give you xp AND add to your character? I dont see any reason why it can't (or won't, because from the sounds of it, it will) do both. -
Well I just read chapter 12 of Treasure Island (once again yes, I'm just THAT busy at work) and here's my ideas...
Issue 3 - A Council of War
New zone(s) - Would assume a watery Island type or underwater area, maybe off of Talos or IP or elsewhere on the map...we've got lots of names to choose from in the book...Silver, Skeleton Island, Spyglass, Foremast Hill, Capt. Kidd's Anchorage to name a few.
The story - well this is the chapter that they discover the mutiny afoot, so I think we're looking for a betrayal by someone, maybe one of the Freedom Phalanx? Or maybe the Preatoreans making it LOOK like mutiny?
New stuff - all thats been said relating to pirates and water and aquaman seem to add up, so no arguement there.
btw, I bet States really wanted the archery powerset to be done by issue 2...cause it would have fit the LOTR Legolas connection so well.