Soul_System

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  1. Quote:
    Originally Posted by Techbot Alpha View Post
    Yes, but said characters in Anime (Example, Alucard) always have something else as well, not just pistols. In his case it would be a SS/DP/Badass powerset hybrid. Having JUST pistols doesn't work. Sword/blade and pistol, yes.

    Just...meh. We may have to agree to disagree. Because I personally think a Pistols only SCRAPPER set would just look damn silly.
    Read your quote lol. You could consider it "SS" if you wish. Though IMO SS is more like Thor, Superman, and the Hulk. The type of stuff you see in Anime and that I'm discussing is more in line with Spiderman and Captain America.

    Not only that but the "super strength" power set, when you look at it, really isn't that super strong compared to everything else. Street Justice is about to give it a run for it's money, Various melee's hit just as hard and launch just as much (with less reason). Speaking of less reason, Soaring Dragon launches enemies like haymaker lol. I understand it, if they made it true Super Strength a la Champions Online the flying enemies would actually interfere with game-play.


    I do however understand your concerns about it looking silly. I think if done right though it would be one of those sets people would roll, if nothing else, because it looked cool though . With less thematic division than DP and it's Gun Fu. As far as the uppercut + pistols blast: think devil may cry with a fist instead of a sword.
  2. Quote:
    Originally Posted by Forbin_Project View Post
    You can try to conceal what we were discussing with all the jibber jabber you want, but the issue you chose to comment on wasn't about whether or not the devs ever reversed themselves on a decision but on the misstatements someone was making to justify his posts.
    So now your interpretation of my post is more valid than my actual feelings/intent about my post? That's ludicrous. What point is there if I can't even be right about my own intent in your eyes? Is it really THAT important for you to be right?

    Talk about bias lol.


    To be very very very very very very clear to you. I was talking about the big picture. Your still talking about the small stuff that has bee concretely noted. Of course, you obviously know what I mean better than I do so tell me, oh great master, what do I really mean that I am unaware of?
  3. A fix that isn't resource intensive for them I believe.

    Give us the option to do it the old way. That way we can choose to risk being overwhelmed (and thus not be bored the entire time) or to do the slow and sure way. Since we get a mulligan, why not?
  4. Quote:
    Originally Posted by Forbin_Project View Post
    No one ever said.
    Look I can cut out what I feel like, even stopping mid sentence, as well. Or you could deal with the whole sentence and realize the other 3/4 of it changes what is says completely.

    I mean really:

    "Originally Posted by Soul_System View Post
    Personally I think that stating the devs have never ever reversed a decision"

    VS


    "Personally I think that stating the devs have never ever reversed a decision, outside of a few things you basically then laid out as not really reversing, is kind of a silly thing to say in the long time frame of goodness knows how many changes."


    Call me stupid but it almost seems like your posted reply is merit-less if you take into account the full thing rather than cherry pick the words you feel like addressing. Especially if you then don't take it into context to what it was replying too. I mean it's got built in redundancy on that one .
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    Oh, and No; Hell No to Dual Pistols MELEE set.

    Fact: You need a MELEE weapon to hit people in MELEE.

    There are various exceptions to that rule, but they also tend to obey a sleugh of rules from TvTropes, and tend to involve either martial arts or 'lolSuperstrength' (see: Alucard, Hellsing)

    Sword/Blade and Pistol works fine. Melee and range, and people have been asking for it since day one, afaik.

    Fighting someone in CQB with dual pistols isn't heroic or villainous, it just makes them look like a damn retard.
    Well a power set is a slight De-railment of the thread, though the OP would highly desire it. But who said it had to be exclusively melee? Something like a 1-2-3 combo that sends an enemy flying with kb and then pumps a few rounds into them as they fly for good measure could be a "melee" attack. You have a good ole fashioned pistol whip, which is used real world lol. You could also be very short range (say 20 ft) with some attacks and still be forced to be in the thick of things. Look at whip attacks, 20-30 ft.

    I mean really all you need to do is watch anime, read comic books, and be creative. Heck as a finisher you could uppercut someone, send them into the air, and unleash on them with your pistols. To keep in line with the very non-realistic comic book flair this would chain a kb on a delay after the KU so that the pistol barrage then sent them flying. See that I just came up with 3/4 attacks required on the spot that wouldn't be truly melee with your pistols as much as it is meleeing with your body and complimenting it with pistols.
  6. Personally I think that stating the devs have never ever reversed a decision, outside of a few things you basically then laid out as not really reversing, is kind of a silly thing to say in the long time frame of goodness knows how many changes. Besides even in the highly dismissive way of acknowledging it, one which essentially categorized everything as something else, you still acknowledge it. Saying that it's rare and saying that it doesn't happen are two different things, so original point stand right?

    Though honestly I'd bet money that we missed some reversal decisions and that we never even knew about many more.


    Really though, isn't it kinda silly to take a hard definitive stance on right/wrong on this to start with? As if we are even informed enough to say definitively in the first place. I seem to remember some devs being highly surprised and confused when testing a new TF when the team wiped, tp'd their dead to one spot, threw out an oil slick arrow, and then used howling twilight on it to rez everyone at once. If dev's can be surprised and missing knowledge of the game, with a much higher threshold than us, then what makes us think we are so right anyhow?

    Plus, I'm not even touching the cottage rule lol.
  7. Quote:
    Originally Posted by Aura_Familia View Post
    You can already do the bolded, pretty sure since the market existed.

    1. Put the recipe on the market.

    2. Hit Find.

    3. When it comes up in the window above, notice the words" Find all salvage for this recipe" (paraphrasing) directly under the bids listing.

    4. Click it, it's a link. All the salvage you need for the recipe you put in the stored area in step 1 will appear.
    While that's very helpful i was thinking more of an inventory wide version, excluding memorized recipes, and with numbers of salvage needed. Anyone that's sat down to craft multiple sets at once knows how frustrating both the salvage needed AND keeping tabs on overlapping salvage can be.

    Whereas if I could use the current coding to grab a list from my inventory with numbers, and I could just go down the list, it would make the whole process 10 times faster.

    Quote:
    Originally Posted by Aggelakis View Post
    What I'd really like to do is be able to craft stacks of things. I've got four damage recipes, with enough salvage to craft them all, with enough enhancement space to hold all the resulting IOs...please give me a "craft all" button.

    Of course, please don't put the "craft all" button immediately next to the "craft" button because misclicks happen and you want your interfaces to be user friendly. (Of course, the last several interfaces that have been designed for the game have been ultimately user unfriendly, sooooo... sorta not holding out hope.)
    As easy as it is to machine gun click the button, I don't see why this couldn't be added .
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    I still don't agree that we need the ability to ignore the effect of Tip missions on your reputation. If you want to team with your friends without impeding your progress, either get your tips out of the way first, or simply play a different character to run those missions. You DO have more than one character you could log in with, right?
    Been there done that, still doing that. Reason I ever brought it up is because I get hero tips done but not vig tips. To get my tips done is to ask everyone else to go out of their way. Long story short is vig tips get done mainly solo if at all. I keep an eye out for global calls for vig tips, but so far I've seen it called out a total of once since this thread started. The number of hero tips I've run with people is...quite alot.

    Maybe this isn't an issue if you play on Freedom, but I play on Guardian. Same server I've been on since I came here 63 months ago lol. (consolidated my villains from pinnacle to guardian)



    I also didn't ignore the effects of tips on my reputation. I came up with a way that fits in the current system and is thematically appropriate as to why you could gain vigilante rep on a hero mission. Not to mention that this thematic sense was drawn directly from both COH and comic book lore. Just because the mission is heroic doesn't mean everyone doing it is acting heroic.

    Quote:
    Originally Posted by Electric-Knight View Post
    I will say this Soul_System...
    If you make the choice for thematic reasons and stick with it for thematic reasons (great reasons, in my opinion, so don't read this the wrong way!), then you shouldn't really take issue with the thematic consequences.
    Also... maybe you shouldn't be doing so much stuff that goes against your thematic decisions. I only say that to possibly give you a happier outlook on it. Not to try and show you up or prove you wrong.
    Really, if you don't like the result of being a vigilante (you don't seem to find the zone access to be a benefit and you seem to be running hero tips regularly), you should probably keep the hero alignment. It's only there to make you happier about things, so pick that end of it and work around the unimportant symbol next to your health bar.

    Thems some of my thoughts!
    If I took that kind of thought process though I'd play half the powersets I do :P. Why play X when Y is better? Because it fits the theme, it feels better, it looks better, etc. I'm not a min/maxer. Only reason I even complained is because it became commonplace for people to run hero missions and the rewards for doing so are exclusionary and divide the population. That in itself makes me scratch my head after they have done so very much to join the population via betraying, sking/mentoring improvements, and other things.

    I have fun and I like being vigilante because my robots are cruelly logical, not soft and fuzzy tenderhearted boy scouts on a mission to promote peace, love, and babies. Making them make those heroic choices would fry their circuits. You might as well tell me to change my stories on my characters or you'll impede me in some way . Before GR these things were not possible and that's ok. You work with the framework you got. Current state imo there is no reason to segregate teaming for what amounts to "daylies" reward wise.

    Quote:
    Originally Posted by Garielle View Post
    As for getting Vigilante credit (even half credit) for doing Hero Tips with a team, why? If you are doing Hero Tips, alone or with a team, you are getting Hero Alignment. Just as they get Vigilante Alignment for running yours. As for them being, basically the same, why then, as a Hero Morality mission are you specifically trying to arrest Doc Quantum (a VIGILANTE, not a VILLAIN). Why are there MULTIPLE Hero Alignment missions that have you going after Longbow officers who have turned Vigilante? Truth of the matter is, the pure heroes don't view Vigilantes much better than they do Villains. Truth be known, they probably think slightly better of Rogues who are least, in their eyes, trying to move in the right direction.
    That's pretty presumptuous to say exactly how all/most heros feel. It also disagrees with alot of comic book lore. Even COH lore jousts with this in the relationship of Statesman and Manticore. Manticore btw is most certainly vigilante. He's killed, betrayed his friends to play double agent, and more or less shown to take dramatic risks if the payoff seems worth it. Risks a hero wouldn't take and statesman had a real issue with him killing Protean.

    Look at the entire GR expansion. They said shades of grey and they meant it. Stop trying to paint everything as black and white. Hero's run the range from shining boyscout to passionate zealot who's 1 step away from vigilantism. Vigilante's run the range from shining upholder of justice through questionable methods to commonly questioned if they are doing it for themselves, vengeance, or blood lust. Apply the same thought process to Rogues and Villains. It's even possible for a villain to have certain scruples and do the right thing in a situation where a supposed hero falls to his own flaws and doesn't do the right thing. Does making a mistake mean they are a vigilante even though it goes against what they believe in? Does that single act of good mean that Villain is a hero? NO, alignment is about the long run. You can have soft spots, you can make mistakes or have flaws, but overall your going to take a reliable path. That path is your track record and what determines your alignment.

    So, do you still think you can cut and dry label all alignments and exactly why they do their missions?




    As a side point your mission points are moot. Pretty much everything we have to do to become a vigilante is something your arresting people for as a hero. Yet Vigilante's are allowed and teamable blue side. It already contradicts otherwise hero's would be arresting vigilante's on sight. The fact that they don't, even though they are in the morality missions, says 1 of 2 things. Either it's contradictory OR they allows vigilante's to run free intentionally and only make a show of arresting some of them. After all, my vigilantes have sacrificed numerous people and heroes, blown up innocents for the greater good, etc. Heck we even let rogue's over. They are known to have done all sorts of things including blackmail, kidnapping, bombing, innocents hurt, robbing banks, etc.

    In fact Manticore actually blackmails you in 1 alignment mission to make you do his bidding. This shows that either he's not so hero-type or that the big guys really do know where you stand and let you run around anyways.
  9. Quote:
    Originally Posted by Forbin_Project View Post
    Have no fear we will, just like we rally to the call each time someone posts a merge the servers, power set/AT respecs, etc. We've been providing helpful explanations for 7 years despite the countless negative/hostile attitudes displayed by people that can't stand criticism or the idea that the devs simply don't want the game to work the way they are suggesting. So there's no reason we would stop being helpful now.
    Just as long as you also make sure to keep in mind that all of us, definitely including me, can be wrong. I think even the devs have reversed a few decisions in the past.
  10. To be honest they already started breaking down the short-medium range scrapper barrier. Have any of you seen Demon Summoning Whips? Wanna bet a month's sub that they will not eventually make a full set out of it?

    There is nothing saying that scrappers could not get a pistol set with slightly different rules than the blaster set and yet use the same animations. Add a melee strike/combo or two (possibly involving hitting AND firing their gun), give them 1-2 ranged attacks like other sets, give them the PBAOE with different values.

    Pistols/Dual Wield and the targeted AOE would like be replaced by a couple melee (either straight melee or melee/shots) or short range attacks. Keep Empty Clips in there as it's cone, executioners as a short range hit, keep a modified version of HOB as it's pbaoe. Confront and build-up. Now you have 2 attacks to account for. Either 2 heavy single target hits or 1 heavy single target and something with another cone/pbaoe depending on whether you want to make it a ST or AOE or balanced set.

    It would also cut the need to develop new powers for a set down to 4 from 7. Though I'd recommend the Empty Clips animation be cleaned up during the process.


    As far DP as a APP set? I just don't see them doing that because that is a very very specific concept to make a APP set.
  11. I agree with them on the concepts of the reward balancing. Though I do wish the ease of earning each sides rewards was equivalent (but that's a dead end street atm).

    Nonetheless, as I said there will be many threads like this created. No matter if the trade-offs are even or not, as long as the system stays as it is there will always be "percieved" unfairness. Be prepared to rally to the call again, and again, and again...etc. Of course there will be an especially high volume of these kind of remarks once Freedom is actually launched.
  12. Different poisons would be nice but a word of caution on that. Poison, though thematically appropriate for knives, would hurt as many concepts as it helps .
  13. I think there is room for it to be done well, I also think that it would be fairly easy to distinguish the set. Think lots of nimble, fluid single knife cuts and actions. We are talking mobile, and yes flashy, knife slicing action. Though you'd have the option to have the non-flashy dry version. Personally I'd see more than 1 attack in the set hitting multiple times for multiple ticks of damage and I think bleeding would be thematically appropriate DOT damage for specific attacks as well. As 2 powers within the set I of course foresee a knife throw, but I think cone or PBAOE knife throwing flurry is not out of the question.

    However I believe something like this would be far below other sets priority wise for them simply because other sets would appeal to a wider audience.
  14. Quote:
    Originally Posted by NovaFang View Post
    Sorry for the double post but I've been thinking about this and wanted to make sure I was understanding... are you basically wanting an update to the auction house that would, for example, tell you if you have 5 recipes on you, it will look at the necessary components for all those recipes and then, after deducting the salvage you have on hand, compile a shopping list that looks sort of like:

    5 Alchemical Silver
    1 Black Blood of the Earth
    8 Masterwork Weapon
    1 Mu Vestment
    1 Rune

    That way, when you go to the auction house, you know to buy exactly that many items in order to complete all the recipes you currently have on hand?
    That's exactly what I'm saying. I wouldn't make this an auto-use function so as not to run the code/process every time you hit the auction house. I'd make it a button you could hit and had to wait 30 seconds before you could hit again. This is to try and reduce server load for a "somewhat" complicated bit of code.

    We already have the mechanics built in though. When you go to sell something it tells you if you need it in a recipe. This would just be building offa that. Essentially running that check on all salvage and recipes and then shooting you back the results. Provided you've sold/trashed the junk recipes it would be incredibly useful.
  15. Soul_System

    Spirit Tree

    Quote:
    Originally Posted by Supernumiphone View Post
    If the Spirit Tree was change in this way that would be a nerf to those who can keep them double-stacked for an appreciable length of time.
    I've heard of up to 3 up at a time. That's pretty significant. The above reasoning combined with the fact that a mobile version would allow you to carry around that kind of regen is why I say this will not happen.

    Ya, supposedly they balance for SO, but somehow I doubt they are completely blind to the changes outside of SO.
  16. Soul_System

    Spirit Tree

    Quote:
    Originally Posted by Lemur Lad View Post
    huh?
    IE as long as they can be overlapped with enough recharge this isn't gonna happen.
  17. Quote:
    Originally Posted by Thany144 View Post
    Does it irritate you that people might get upset that they lose the ability to use something they pay for? How about when your electricity goes out for a day do you not get upset?
    Yet electricity DOES go out sometimes in urban areas with no recompense, as well as paid for services like internet. Only if it's an excessive time do they reimburse you unless you spend more time than its worth on the phone arguing it and being put on hold.
  18. Quote:
    Originally Posted by Memphis_Bill View Post
    Won't argue after a quick skim.

    I'd like an option for not-so-silly animations though. As a friend of mine put it playing his, "Quit spinning your damn gun and just SHOOT the SOB already!"
    I can't imagine with how many people dislike the Gun-Fu that they wouldn't eventually do that lol.
  19. I've run two DP characters through the wringer lately. 1 blaster and 1 defender. Dual Pistols as a set seems to be ok. Not trash but not high end blaster set either. However I've run across alot of things that make the set "feel" less than it is or worse to play. So I'd like to suggest some changes.


    1. Change the lethal/elemental damage ratios to 50/50 or 30/70 (lethal/elemental) and make the element matter.

    Currently it's an accepted fact that for damage at no time should you use anything other than incendiary ammo. Resistances simply won't change the damage enough. To me this is contrary to the feel of DP and Swap Ammo. What's the point of having different ammo elemental damage if your just going to use Incendiary almost all the time?



    2. Add secondary elemental ammo effects to Pistols.

    The tier 1 blast power "Pistols" current has no secondary effect in anything but base ammo. This is the only exception in the set and is inexplicable. It didn't bother me at first, but once I fully fleshed out Dual Pistols it becomes a noticeable difference.



    3. Shorten the animation on Empty Clips. It needs to be 1.0-1.2 seconds to be comparable to other cones like it. I'd settle for 1.5 seconds easily.

    Empty Clips has a very noticeably long animation. Otherwise it's not an overwhelming power either so this hurts even more. I appreciate the animation but it needs to be shortened a bit. All other cone blasts either animates twice as quickly or have double the damage/recharge, which makes the animation far less of an issue. The only exception is Howl from sonic blast. But it's still faster, has 10 ft longer range, and has a nice -13% res component.

    Bullet Rain is in similar state, but it's a better power overall. So animation shortening would be nice, but it's not as much of an issue.



    4. Make Piercing rounds give -res with all ammo, put as an addition in base ammo.

    This I'm slightly concerned about balance-wise in changing, especially with my next suggested change. However I cannot express how annoying it is to switch out to base ammo every time I want to debuff a hard foe and then immediately switch back to incendiary. If I don't do both I lose out on a significant amount of damage, especially teamwise.

    You get an exact idea of how annoying this is when you fighting an AV or GM and your constantly switching ammo's back and forth.



    5. Make Piercing Rounds have a larger arc. I'd increase it from 5 degrees to 7.5 or even 10 degrees.

    This is 100% for feel. It's just frustrating how difficult it is to line up more than 1 mob with this unless mobs are clumped together, and it can still miss then. Also, especially when held and such, the graphics do not always accurately depict the hitbox of a mob.

    Having to treat it as a single target attack or be endlessly frustrated by misses with mobs that appear to be in a direct line, even touching each other back to front, completely takes away from the coolness of the power to me.

    10% shouldn't be enough to hit too much. They'd still have to be pretty close to on the mark. But if it doesn't look right you could scale it back to 7.5 and see how helpful that would be.



    6. Add an equal amount of resistance to Hail of Bullets to compliment it's defense. 10% seems about right.

    I like that Hail of Bullets has defense on it, and it's nothing to sneeze at imo. However as many have noted you are stuck in the middle of a group of foes doing your best to tick them off for a good amount of time. Defense helps, especially with soft capped IO builds, but on teams this can be insufficient with enemy level differences.

    Since you can pretty much expect to be hit by higher level foes, I say add an equivalent amount of resistance to Hail of Bullets. I don't want to be seriously protected, I just want enough shaven off that I can limp away if I eat a few hits while unable to do anything about it.



    7. Makes the slows/recharge on cryo ammo actually worth it.

    I don't care if it's a value increase or just a duration increase so you can more easily stack them. Currently they are pretty negligible unless someone else is already slowing the mobs.





    Conclusion

    I know that some of these changes could potentially alter the balance of DP somewhat. That's why feedback gets given though right? I'm just out to make the set feel better and less underwhelming or frustrating (or anti-thematic).
  20. Quote:
    Originally Posted by Forbin_Project View Post
    Once again you are wrong. Stating that I'll be amused should you choose to bump your thread to the point the mods notice it and take action doesn't mean you are being taken seriously.

    What's actually happening is nothing more than you see when a crowd gathers to see if someone will jump off a building, watch a fire, or when they grab a video camera to tape a tragedy instead of helping.
    Ok then lets try something new, I don't respond and you don't respond and the thread dies . If i respond it's your responsibility not to and vice versa, instead of your current life giving mantra. Otherwise the thread would only die upon a lock.

    You can continue to be negative, I don't have to join in and try to contribute "squirrely wrath". (Foamy reference btw )
  21. Soul_System

    Spirit Tree

    *post changed*

    Everything I said is absolutely made impossible by the current ability to get multiple auras out at once, as is the suggestion of this thread unfortunately.
  22. I have an idea. You want a KB off power or rather a turn all KB into KD power?

    You have 2 methods of doing this.

    1. Use the Null bird.

    2. Give us a temp power.


    MECHANICS

    Instead of being a set value, IE -100 kb mag, use a %. So -80% kb for example. Even something with a 4 mag would be reduced to kd levels as it would end up being 0.8 mag. Now obviously this would not be a 100% fix because there are indeed some powers that rely on kb to be effective, say power push and force bolt.

    But couldn't very select powers be given some sort of copout to this effect? Giving a workaround to a very small select group of power shouldn't bee too hard. You could prolly still give them the option of kd as well if people REALLY wanted to toggle them individually.
  23. /signed to everything in here .
  24. Looking outside of the incarnate bubble for a moment, when is it ever worth it to bump the level to +4 x8?

    I mean me and a friend enjoy the challenge of it on various toons, many pre-50, but the experience and rewards are definitely not keeping pace. It'd be far more efficient to run on +2 X8 or even lower.
  25. Soul_System

    Thug masterminds

    Honestly I don't mind the damage they are at now. I'm a mastermind, I'm a completely pet oriented class. As such when I take up arms I'm essentially adding a 4th minipet. I've accepted that and I'm fine with it considering the overall power of MM's.

    The only thing I believe they should change about MM attacks is remove the endurance penalty from them. Let us plink away in the thick of things beside our minions without huffing and puffing.


    IMO the only MM primaries that have a real reason to complain is Ninja's and thugs. They lack reasonably reliable secondary effects and bow in particular has bad damage.

    Demon summoners can do -Res even their pets have nifty special effects, Merc's can do -defense and KB which stacks with their pets doing the same, Zombie summoners can do -to-hit and life drain....which stacks with their pets doing the same, robotics have energy damage and can do kb and possibly disorient...and their pets can do the same. See a pattern here?

    Not only do Thugs and Ninja's lack any sort of stacking secondary effect relationship with their pets but they are both lethal damage to boot.


    I won't even touch snap shot, I skip it on every archery toon and even my defender just pretends it doesn't exist.