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Posts
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Quote:At the risk of committing one of the classic blunders - that being getting into a sidetrack argument with GG - I think it's worth pointing out that heroes haven't exactly managed to "clean up" Paragon City, where their efforts are desired and supported by the government, the police, and the majority of law-abiding citizens. Arachnos doesn't have to be overwhelmingly powerful in order to prevent a hero invasion, and indeed its overall presence is significantly less than 50% of the game - it has a fortified base on every island, and soldiers patrolling the streets in the vicinity of that base, but it could hardly be said to be in control of most of the Etoiles. Hell, there's a major Longbow base smack dab in the middle of Nerva, in direct violation of international law let alone the will of Arachnos!But then heroes would have just gone in there and cleaned the place up - Arachnos has to be there as a plausible reason why the Rogue Isles are off limits for heroes, otherwise, it'd be just like Paragon City.
This is why Grandville rankles so badly, in my opinion. After progressing through several islands liberally populated with competing factions of which Arachnos is one among many, the entire villain endgame takes place in an Arachnos-controlled fortress city, working for or on behalf of Arachnos. If anything, the progression should be in the opposite direction: the hand-picked Destined candidates should begin in the heart of Arachnos controlled territory, surrounded by Arachnos propaganda, drilled by Arachnos soldiers and agents, and only then allowed out to the wider world. The progression should be from few choices to many, and instead it's from many to one. GR looks like it might be reversing that concept, and I'll be very interested in seeing whether people like it better. -
Funny enough, my demons are a SS/Elec brute and a Plant/Elec dom, and they're both wondering who started handing out day passes. They clawed their way out of the pit before it was cool, darn it!
My MM, on the other hand, is a Frankenstein monster girl. Don't call her babies demons. She made them herself and she's very proud of them. -
Quote:I'd be careful about that, actually. I think the general idea of presenting these options is good, but I'd want to be able to change tracks according to the choice of contacts I make in each tier.Hrm...I think maybe they should tie a LOT more importance to the choice of trainer at the beginning.
Also, each villain zone tends to portray a conflict among multiple factions, with representatives from some of them seeking your assistance in tipping the balance. This is good, and should be brought more to the fore - especially in Grandville, where a lot of the factional options go away and you're left with mostly Arachnos with a slight smattering of Crey. Wouldn't the neglected underbelly of Grandville be riddled with agents eager to get a mole into the heart of the beast? At the very least, it'd be nice for monstrous mutants to take up the cause of the Arachnoids. Biff would be an awesome contact. -
At the time that I am writing this post, it is about 6:30 AM PDT. Assuming work at Paragon Studios starts at 9 AM, in about 2 and a half hours the senior support staff is going to sit down, start work, and discover approximately eleventy billion support tickets due to lost email attachments.
In about 3 hours, the programmer who did not fully consider and test the failure mode for emails with attachments when the global chat server is overloaded (as happens virtually every time live server population is high, such as, for instance, every new issue release) will be dragged out into the parking lot and hit with sticks by the senior support staff.
Well, probably not really. But that programmer is going to get some strongly worded messages.
To be on topic: I've been running AE arcs over the weekend. Tickets are easier to store than standard drops. -
Two things:
1. You wouldn't necessarily need two powers for this. What you could do is turn Time Bomb into a toggle. When you activate the toggle, the activation animation roots you and animates placing the bomb. The toggle costs no endurance to run. When you deactivate the toggle, the bomb explodes. I'm not sure if this would work from a mechanical perspective, but from a user interface perspective it makes more sense to me.
2. Regarding the speed of Traps in general, Arcanaville has recently been investigating the activation times of various trap powers. It turns out that they appear to be activating more slowly than the numbers for the powers would indicate as the designed time. It may take some time for this to receive developer attention, but Traps may become faster in the future.
Other than that, I agree: Time Bomb is a terrible power as currently implemented, and could be made much more fun and usable as a remote detonated bomb. -
Ace McKnight's Knives of Artemis bodyguards attack and kill him. This is a beautiful thing, and I hope it is never fixed.
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Generally, the official content assumes that player villains want to amass wealth and power, and don't particularly care one way or another about who they have to serve, or who they have to hurt, to get it. It also assumes that they don't want to see their wealth and power and the means to enjoy them destroyed.
It would be nice if the writers hadn't approached CoV from the perspective that villains can't win or be proactive. Just because the status quo can't visibly change, doesn't mean villains can't hatch and execute plans. Merely reversing the contact relationship from "this guy can give you a job doing X" to "if you want to do X, this guy has information for you" would do wonders. -
My friend who plays a Temp Powers/Super Reflexes scrapper will be most pleased.
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I'm going to have to disagree with you on Crack Whip. Between Lash and Crack Whip, the latter is preferable for three reasons. First, Crack Whip is more efficient DPS and DPE as soon as it hits 3 or more enemies, which is not difficult to manage. Second, Crack Whip applies its resistance debuff to multiple enemies, which your pets will then attack with AoEs. That's good force multiplication. And finally, Crack Whip draws the aggro of several enemies at a time toward the Mastermind. That's good for Tankermind tactics.
YMMV of course. -
My three rules of villainy:
1. Everyone in - no pulling, no herding, take that alpha and like it.
2. Everyone kills - no buff bots, no taunt bots, apply your attacks early and often.
3. Save yourself - don't blame other people for not taking time specifically to save you.
(These are also my 3 rules of heroics. :P) -
Quote:They fight crime!It's got "mismatched buddy cop movie" written all over it.
He's an aging, grumpy cop with psychic abilities
She's a feisty, rookie space-squid on her first day in the force
It's a floating robotic drone with a bad attitude which plays by its own rules -
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I'm not sure. I think it was added at some point during the time I have been playing as an attempt to curb spam. I'd trawl the patch history on Paragonwiki but I'm lazy.
Quote:How did I not know this?
The red "Email" in the chat frame still bugs me though. I know I have email. I read it twice already: once when I sent it to myself and again when I received it from myself. You can stop telling me now. -
Characters below level 10 cannot send emails.
I discovered this the hard way when I claimed the wrong email attachment on a lowbie and then couldn't resend it. :P -
Every issue release is the buggiest issue release someone has ever seen.
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Quote:The reason I mentioned the "Afraid" status is twofold. First, that's the name of the effect when you look up powers in City of Data, so it's good to know the difference between this and "Terrorized". Second, and more importantly, Afraid is not an inherent property of all debuff or damage patches. Enemies aren't reacting to the debuff or damage when they flee a patch; they are reacting to the Afraid status being placed on them, and if it wasn't there they'd happily wander onto them and stay there. Some entities are immune to "Afraid": for example, a number of Controller pets are, and so they will continue to fight from a debuff or damage patch without trying to move away. Some things that are not patches grant "Afraid": Ice Control.Arctic Air has a chance to grant "Afraid" on each pulse, and Storm Summoning.Tornado has an "Afraid" granting aura. Also, some patches have had "Afraid" added or removed from time to time. Notably, Fiery Aura.Burn did not always grant "Afraid", and as a result it was less useful for mitigation, but much more powerful as a damage tool.@SpittingTrashcan: That's the kind of effect I was referring to with an "avoidance patch", yeah. I'm aware of the "afraid" terminology, but since fear is used almost universally to refer to Terrorize in CoH I've tended towards a less ambiguous term (in my opinion, anyway).
The reason why I felt it's important to explicitly mention "Afraid" is that it's the cause of a lot of enemy (and ally) behaviors that are often attributed to other sources. Entities react to "Afraid" in a specific way that's important to take into account when discussing general entity AI.
More on topic: I agree that the enemy AI does switch between seeking to enter melee range and firing from ranged, and that they recognize when entering melee is impossible, but not when it is difficult. It's also the case that enemies have different levels of interest in entering melee range in the first place. Some time ago, when discussing Mastermind minion AI, Castle made remarks to the effect that pets can be made to behave in one of two ways with respect to approaching enemies they are set on attacking: either they can prefer to approach to the range of their longest-range power, or to the range of their shortest-range power (ask Mercs MMs about the two-fisted Medic...). I believe NPC enemies can be assigned one of these tendencies as well, and may switch between them as conditions change. -
Quote:I agree that you can't balance on time to acquire capabilities - which is really all that "expense" translates to in this game - but the "price" that Arcanaville is talking about is not influence cost, but opportunity cost. As in, because you slotted for lots of A, you don't have any room to slot for much B - no matter how much influence you spend on enhancements.I don't think the premise that you can balance around expense holds true at all. If a given strategy is better and it is possible then that is where most builds will cluster no matter what the "cost" because in the end the cost is only time and play money--and we know well that the time factor can be gamed down to a minimal level.
Unfortunately that reasoning is all too common in dev circles... "well, we know this is potentially OP'd but we thought the price tag would balance it." That never works. -
Quote:I know Stone Armor looks a little like poo in its default colors, but not that much.defense based armor sets (Ice Armor, SR, Ninjitsu, excreta)
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I think that in this discussion it's worth mentioning the effect "Afraid". This is a separate effect from the "Terrorized" effect produced by fear powers, and instead causes an entity to flee from where it is standing. Most enemy mobs are not immune to Afraid, and many patch-laying powers create Afraid. For instance, Caltrops mitigates incoming damage with its Slow effect, due to the AI issues discussed above. But it also applies an Afraid effect, which causes enemies to try to leave the caltrops even if they are not being slowed or taking significant damage. This is why Caltrops has a significant mitigation effect even against enemies such as Slag Golems and War Wolves, who are not affected by Slow effects: the enemies can cross the caltrop patch quickly, but once they are on it, they will quickly leave - and continue running for a few seconds, until the Afraid effect wears off.
Afraid is also why Demolitionist and Longbow Flamethrower Burn Patches make MM pets go nuts. -
Quote:Hoo boy.From the posts on this thread it sound like that there is:
1. No point in trying to equip villains because the market is terrible redside
2. Everybody is going to abandon redside and move blue to market
3. Redside players are so awesome they are gonna lord it over the hero only types and spank them in every task force because the difficulty on redside is so high it has made them into godlike players.
4. Redside is going to basically be abandoned except for maybe trying to do strikeforces.
5. Blueside is boring, the players are bad, the ATs are bad and the only reason to switch is for people who are already ebills many times over to get more inf for no purpose whatsoever.
A lot of this sounds like the same line of BS that I hear from Mac users. How much better the Mac is (When is exactly the same hardware as a windows machine) etc. Basically it comes across as snobbish.
Now I play almost exclusively blue. I grew up in the Silver Age and I like being a hero. But I like to try different things so I rolled a Merc Mastermind last night and got him up a few levels. I had a pretty good time and got on a team at 2 in the morning CST on Liberty.
I have a couple of hero toons that would make great villains including an insane AI that thinks its Nikolai Tesla and that Marconi and Edison are out to get him. I was thinking it might be fun to bring Electrix Destructor over for ...well a little destruction and finish leveling on Redside.
But from what Ive read in this thread why should anybody blueside bother or even want to come to red? Should I even bother to keep playing my Mastermind?
Oh, youre a hero? Well, you probably suck as a player but maybe you can hang with the awesome kids before we all leave to make fun of you in Paragon City and take over all the markets and flood them with crap no one wants and horde all the stuff they do want.
Yeah, I can see why redside might be deserted.
Excluding EvilRyu's opinions (which is frequently a good idea), most observations in this thread have to do with the natural consequence of having two mutually exclusive choices which change in value depending on the choices of others. In simple terms, a market functions better because more people participate in it, and more people participate in a market because it functions better. Until now, there has been a limiting factor on this pressure toward the more populated hero market: if you want to play villain archetypes and content, you must participate in the villain market. GR removes that restriction, and without it, the rational choice is to switch to the better functioning market. Of course, not everyone will want to make this choice; there are still reasons to want to play a true villain. But without sufficient participation, the villain market will cease to function as an effective means to buy and sell desirable items.
That said, villain archetypes and content are fun, and most of the people you meet playing villains also play heroes, so it doesn't make much sense to be snobbish about playing villains. If you've never played villains before, and especially if you're used to tank-defender-blaster specialist teams, redside may require a minor attitude adjustment: everyone does damage, you are responsible for keeping yourself alive, and no one has to take point (although brutes like to because it gives them sweet, sweet fury). Other than that, it's all good. -
Quote:In order: Yes, yes, and while it's unintentional, Widows and Forts have been slotting Def/Rech IOs and Def/Tohit/Rech HOs in Mind Link for a long time despite Mind Link not taking straight Rech enhancements, and this at least has been specifically stated as WAI. I can't find a consistent dev position on enhancing aspects of a power that you can't slot SOs for by using IOs or HOs. But if you feel like taking a conservative stance against future changes, that's reasonable.Does that even grant defence debuff resistance? More importantly, can it be slotted for defence? Because if you mean to "sneak in" defence slotting by Hamidon enhancements, I'm pretty sure Castle had a comment recently about how highly unintentional that option was, and I'm willing to respect his decision.
On the larger question of generic dual aspect enhancements: I do not think the absence of certain combinations of aspect enhancements is always a mere oversight, for more reasons than just the technical ones.
I also feel that the invention system is not nearly as complex or as impenetrable as you feel it is. Sufficient information is available in-game to at least pick out a combination of IOs to enhance desired properties, and copious further information is available on the forums and community-run information sites. But that's a personal opinion. -
I personally would swap Tough and Murky Cloud. Murky Cloud grants Fire and Cold resist, which I admit is not as needed as S/L resist early on - but it also grants a great deal of endurance drain protection, which is incredibly helpful when fighting Mu.
I would also try to work Hasten into the build somewhere. Even with the defense, Dark Regen is going to be a key survival tool, and the sooner it comes back, the more you can survive. Plus, it boosts your DPS.
Speaking of Dark Regen, it seems very lightly slotted in this build. It is a very expensive power to activate, even with the Theft of Essence proc. I would try to increase its healing and recharge, and reduce its endurance cost.
The rest seems fine on cursory inspection. -
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Cloak of Fear is mag 3 on Brutes, 2 on everyone else. -
Don't forget the -regen and -rech from Poison Trap. Though it's not on all the time, when it is on the debuff is extremely powerful. With 50% uptime, Poison Trap effectively halves AV/GM regeneration.
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Quote:Virginia, your little friends are wrong. Just take Hurdle and activate Ninja Run, and you will be flipping around town, bounding from rooftop to rooftop, and generally getting to where you need to go in no time at all.Can you really do just ninja run effectively?
On ninja run, I lover it personally, but all my friends in my SG say you NEED an actual power.
Why, it's so fast, it's almost unnatural.