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Posts
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Joined
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I'm a villain through and through....its a nice contrast and irony to my perfect and goodly nature in the real world
It might be down to familiarity, it might be down to design (GV is truely a horrible place imo), it might be down to the immersive ethics, its probably a combination of all these elements .... its not the stories though as they are very similar on both sides and even villains seem to spend more time fighting other villians than actually being evil (which is a shame/failing of CoV imo).
Of course things may change in I14 you may wish to design a mission and see it from the enemies pov and suddenly your inspiration changes...then again maybe you just want a nasty enough villian to 'justify' your oh so noble and heroic wrath!! -
There are some problems, some players wont like it that 'their character' is going to be defeated. Actually I would really like to see it, make it the players MMO, our city is one that comprises the core icons and the rest is a random mix from player submitted ones either based on the players own character or simply one they designed for the world....probably needs a submission and censoring step but could be very cool.
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28 Pages later and I do struggle to find more than one person swayed by the arguments of the OP, is it just possible there are no WMD to be found in either SS or WP??
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"The light that burns twice as bright burns half as long....and you have burned so very brightly!"
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Roll another secondary ?
Learn to deal with drawbacks ?
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So an imbalance you perceive to be needed is a job for the devs, but one someone else perceives is something that they need to deal with themselves without bothering you?
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Every set should have its weak spots that compensate for its strenghts, and as far as i can see every secondary got drawbacks apart from WP.
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Or perhaps the degree of benefit the set gives might be lower across the board with no specific weaknesses....Wp is one of the more recent sets, isn't it possible they wanted to add something new for players to try?
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What i dont understand is, why ppl always want sets that are excellent in every aspect without any weak spots.
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That one certainly is a puzzler indeed...though it might just be that people pick the set at a time when it had different advantages because people keep demanding nerfs or perhaps they have silly reasons like for instance my own which was I wanted a powerset where there was no real Aura spewing all over my character for every toggle that I run. (INV is terrible for obliterating detail on a dark suited char you might notice.)
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At least for me, running around as a demigod without any challenge in game is not much fun.
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I wouldn't dream of imposing one persons style of play on another, fortunately there is a choice for all of us isn't there! -
I would welcome the game becoming more challenging again (though in fairness the biggest change is debt), but I want the game itself to be the challenge not some adjustment that makes me weaker so the same things I used to be able to handle beat me...that is a negative and demoralising approach.
Over time experience and more make you a better player, in life a hero or villian comes to terms with how to use their power there is an evolution and change going on..... the game needs to evolve likewise - additional challenges need to become more varied and generate more intelligent missions and tasks (not just SF/TF that need more people).
In other words something new and fresh, not the continual application of a process that has repeatedly failed to fulfill its role, nerfing doesn't work the evidence is clear and obvious when you consider that each issue we mushroom the number of variables that have to be juggled or build types that have to be trimmed....we need to mushroom the variety of challenges and offer other 'rewards' for particular power selections and combinations so that the good and the bad are refelcted over a wider range of game activities and processes. -
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Would it be possible to make the other armor sets more casual-friendly without overpowering them or wrecking the game?
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It would but only if the emphasis was instead placed on the challenges we face...enemy AI, situational bonuses and more. Rather than contiually tinker with the same few things over and over we should look to expand the scope of the game in a way that sees a general progression for all characters. You cant have a conitual evolution of powers when the world you weild them in is stagnant and out of date. -
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Add an extra level of difficulty, dont keep [censored] up peoples chars.
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That is the literal answer, all the fiddling with powers ends up with one thing, more imbalance and more upset players..... there needs to be pressure to increase NPC AI, to involve more dynamic effects and variables that allow different powers to offer different biases on circumstance, to increase the variety not simply of what the powers can do but how they are applied....to expand the game in a manner that players percieve as exciting positive and prgressive and not be bound by the same heavy handed knee jerk reaction to one scenario that occurs wayyyy too often.(a direct result from the lack of variety) that has consistently failed from day one. -
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Every mmopg is in a constant state of nerfing, buffing, improving different classes, sets.
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Can't believe this redundant thread is still going!
Primarily because theres constant pressure from people who what a quick fix to a problem they can't actually be bothered to understand properly.
Many more people here disagree with your 'facts' and even more with your approach to solve this 'problem', than agree.
Nerfing dogma has never ever produced perfect balance in any game anywhere...
Even if there was numerical balance, stylistic and relative complexity arguments would rage between people who will take the time to understand and those who want a simple and quick route into the game.
Even if what you say is absolutely true the vague and sweping changes you suggest would be devastating to other build combinations.
Even if it is true and a nerf is applied there would still be a.n.other build combination that was best for brutes and all the same pressure would apply.
Even if new players are put off by weak build....its that build that is at fault, not some other build of which they have no knowledge and have yet to experience.
With the exception of PvP you have produced no argument to suggest why your view of this matter, right or wrong should produce ANY action.
After 5 years of the same calls over and over, isnt it time we all learned to approach these kinds of issues in a positive and proactive way rather than the miserable negative demand that everything be dragged down to the weakest of the weak! -
A brute is always useful on a team, even if there's another and better or higher level brute alongside, you take heat from squishies, divide the enemy and while your fury is up you are dealing damage with the best.
I'm running a SS/ELA brute atm at level 26 its struggling to build fury to 50% before Endurance is out (and I have fully slotted stamina)...teaming with a WP brute the other day and the difference was clear but i was keeping foes off their toes and holding my corner at a slightly slower rate....and most importantly having fun on a good team, isn't that all that matters? -
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I'd love to see real datamined info as everyones survivability or performance models do actually lack subject matter that also require observation.
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if they did such a study what I would prefer them to do is to go to the weakest apparent sets and buff them using the strongest sets as a comparable ceiling.....you actually have an in game measure that can be compared situation on situation and everyone is taken to the best the game currently offers. -
The question is largely down to Endurance, SS uses a disproportionate amount - nerf the net reward for what it uses and any other secondary (or primary for a tanker) in use will suffer unfairly. Likewise nerf WP and many characters with it as a primary or secondary will suffer.
The real place balance issues arise of course (and the only place where my build is anyone else's business), is pvp and brutes in general are not overpowered in pvp and any nerf will just make that imbalance worse.
Situational in pve and worse in pvp; WP can also suffer ie RttC isnt much good 1 on 1 now is it?
Nerfing sets is a negative concept that is completely the WRONG approach to balance, what is needed and what no one can really complain about is that other powers in other sets get a bit of love...that's the positive stance and time it was taken imnho ^^
Edit I also agree with the post above, SS/WP simply have a good synergy and neither are inherently overpowered, we need more sets with good synergy imo. -
I left it on the stove the other day and it melted
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No and No
If you don't like the sets yourself, don't use them - your problem is solved and no one else has to suffer Hurrah! -
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OK, so it isn't what you're thinking of exactly. Your thread did make me think of, and subsequently listen to, the Local Hero theme.
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A great theme to 'chill out' to ^^
You can try careering breaking up all those naughty purse snatchers in Atlas with the Police Squad theme in the background.
Or tangling with CoT with Beetlejuice blaring out! -
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Can I just say that it's at times like this that I'm glad I stopped reading comics.
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I'm with you on that; all these giant arcs and cheap deaths seem contrived solely to force you to buy dull titles or patronise characters you wouldn't otherwise blow your nose with.....not that I'd recommend a comic book as a hanky of course..... -
The grieving widow of Longbow operative Michael Seamus will be able to regail this tale to her unborn child in the years to come :P
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More problems last night which i did bug, I think the advantage of posting here is to get a snapshot of how many people are experiencing the same problem....if it just ends up being me the chances are its a local problem but if many are posting then the chances are higher that its server side......tbh I have never bugged lag before usually I just back off a while and its gone the next time but this is a more regular occurence atm.
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I confess I havent bugged any situations but will beginning tonight.
In general there has been perceptibly more lag issues in gameplay since the beginning of January for me, this has been most noticeble in power activation delays and very slow updates in changes to enemy HP during missions. -
Hmm sadly a sign of the times, consolidation and rationalisation are the current gods, tbh its not nescessarily related to game populations at all in this instance just a corporate adjustment to outside pressures.
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Heroes could have secret ID's that enable them to go into the Rogue Isles and travel to instances within them....with a big reward xp and £ wise - the disguises have statistical chances of being penetrated and the character then being open for attack both pvp and pve. defeat outside the instance would see you scooped up by a flyer and thrown into a mini sub game battling Arachnos soidiers trying to board/bring down the flyer.
Villians should then have a similar system via disguises, with certain areas easier to infiltrate than others. Defeat sends you to Jail and a sub game where you form an escape with passage back to the rogue isles
The two systems should be similar but subtly different in form to promote the gamestyle....it opens some community links, badge hunting for those that wish to use them and opens the door for some instance based contentious missions. -
I actually think PvP should be the cornerstone of any next gen CoH/V but not PvP as we have known it here or anywhere else to date.
Villains should generate content in a dynamic way for Heroes to resolve and Heros should generate challenges and obstacles for Villians to pursue their ambitions. Its a mutual dynamic whereby one side creates content dynamically for the other and vica versa (antagonist against protagonist exactly as the genre and good storytelling demands)....not just face to face slugfests but more varied mixes of pve and pvp content that develop, get resloved or else evolve over time. Via a mix of semi staic instances and the introduction of overlapping territories this could deliver a game which has new challenges each and every day to replace those painfully repetative aspects of the mmo genre. -
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I can see loads of reasons for the change;
competitive missions trying to undo each other's work,
a possible move towards opening both Paragon and the Rogue Isles to both sides,
a possible move towards changing sides,
a possible move towards "neutral" toons who can go everywhere.
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Now all of that would be decidedly awesome.... -
Many Happy Returns to baby new year and best wishes to all!