Starcloud

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  1. If you're already lagging at 1280x1024, yeah, moving up the resolution will increase graphics lag.

    Instead of getting a square screen monitor, however, you could try getting a widescreen monitor. More screen space but with the vertical resolution kept at 1024, the performance lag will be less. I have a 22 inch widescreen monitor, a Samsung Syncmaster P2570HD, that runs City of Heroes at 1920x1080 quite nicely.

    You get used to having more screen space very fast.
  2. Basically, even laptops from top manufacturers known for overengineering their products would have nVidia graphics chips that would melt under heavy use, because nVidia outright lied about how much heat those chips produced. You can only engineer to what you know; overdoing the engineering costs money in manufacturing and drives product prices higher than the market will bear.
  3. Key here is "With cosmic balance doing what it does".
    No one's denying that Cosmic Balance boosts Peacebringer's performance on teams. Any balance effort will have to adjust Cosmic Balance to compensate.
    The thing is, Cosmic Balance is a "sometimes" thing. Without Cosmic Balance, Peacebringers definitely feel weaker than my other characters. They take longer to defeat enemies of the same level, i.e. they take measurably more attacks to do it, and take more damage doing it as a result.
  4. I'm fairly sure it depends on the usual factors: differences in level, whether the mob has KB protection / KB resist, and the difference between the mob's KB protection and the magnitude of the KB.

    Some mobs have enough KB protection/resist that they can turn a knockback effect into a knockdown effect, since knockdown is basically knockback with a magnitude less than one.
  5. In terms of looks and appearance, I would have to say that the Kheldian powersets, both Warshade and Peacebringer, look great. Naturally, I like the look of Peacebringer powers better, but they're both nice.

    They're not so hot in terms of performance, but when I make a new hero, I'm always tempted to choose Peacebringer.
  6. And that's why it's clear to me that when Geko and Emmert were designing Kheldians, they spent most of their time designing new powers for Warshades and then just did copy/paste from Radiation Blast, Super Strength, and a scattering of Regen powers to fill out Peacebringers.
  7. We're not asking for Peacebringers to be made into a "superior" powerset. We're just asking for Peacebringers to be more effective. Right now, Peacebringers blast like a Defender, heal like a Tanker, tank like a Scrapper and scrap like a Blaster.

    It's nice that you enjoy playing your Peacebringer. I know I do. However, I'm NOT blind to the AT's shortcomings, the fact that Peacebringers are frustrating to play solo, and don't actually bring all that much to teams apart from "Versatility", a versatility which frankly is not needed.

    I especially get frustrated when someone comes into a thread, says "Hey, it's all good, Peacebringers are just fine as they are" when no, no they're not just fine as they are. That attitude is why no developer had seriously looked at Peacebringers for five, six years.

    I would be happy if Peacebringers could make it to the *middle* of the pack in effectiveness. Right now, they're near the bottom.
  8. Quote:
    Originally Posted by LuxunS View Post
    One word of recommendation. Bring back base raids. PvPers like them. PvErs like them. Use pre-i13 rules, current rules, arena rules, it doesn't matter; people will like it and use it either way. It will make the PvPers and Base Builders both feel like they've had a cookie tossed to them.
    Uh, NO.

    I'm sorry that you think you can speak for the community, but no. I, as a base builder, did NOT like base raids, because of all the necessary pathing restrictions that base raids required for PvP.

    Second, as a primarily PvE player, I don't like PvP. Especially when it's forced PvP as Base Raids were. "Defend your hard work or watch it be destroyed, neener neener."
  9. Wow. I'm so glad I've paid through the entirety of 2011!
  10. Hm. I like the idea of a -to hit debuff too, and I do see the issues with -resistance in a team setting.
    It would increase the Peacebringer's survivability, solo, as well. Considering that Peacebringers have resistance based defenses and have only minimal Defense possibilities, -to hit may be a better option.
  11. I'm fairly certain they're not going to remove -defense from all a Peacebringer's attacks. Peacebringers have -defense as a secondary, and that's probably not going to change.

    But the other options are add damage to a Peacebringer's attacks, or add some other effect.

    One thing they could to is alter the Inherent to add -resist. This would mean -resist sets couldn't be slotted in Peacebringer attacks, but would still add to a Peacebringer's effectiveness, *like* adding straight damage but not actually adding damage directly. The developers seem to be loathe to add damage to attacks directly.
  12. What I liked about this game was the fact you could solo at your own pace or team, and either way, you got to the end result without having to spend excessive amounts of time doing the same missions, task forces, or whatever.

    So the Incarnate system requireing tons of shards that drop at a very slow rate solo, but a very high rate when teamed, and requireing running the same task forces over and over again to earn them anyway...

    That seriously bothers me. "Risk vs. Reward" is a lousy balance formula, because "risk" essentially is nonexistant. TIME on the other hand is precious. I don't want to waste TIME grinding the same content over and over and over again to get what I see as minimal progress towards "the next level" whatever that level is.

    Soloability is as important as teaming. Any content that is NOT a task force must be soloable for all characters, not just Arcanaville's scrappers. And there MUST be non task force content. in every issue.
  13. I wouldn't *take away* the -defense. I would *add* -resist to -defense. Not in large amounts, because it doesn't need to be in large amounts to be noticeable over time.

    Most AVs and some EBs shrug off the small -def of a Peacebringer's attacks already, so it wouldn't change things much on that end, but the added -res effect makes Peacebringers more effective across the board, especially against lieutenants and minions. And really, that's where it's obvious that Peacebringers have an issue, particularly solo. It's okay for a fight against a boss or EB to be a slugging match; it's not so okay for it to take five or six attacks to take out an even-con or +1 minion.

    ADDING -Resist to the -Defense Debuff of a Peacebringer's attacks best leverages Peacebringer's survivability, and makes the Peacebringer more effective overall, particularly in fights against a tough single foe.

    Note: A Peacebringer's -def debuff secondary effect isn't strong enough or long lasting enough against any target to induce defense cascade failure. If it were, we wouldn't be arguing about how to make Peacebringers more effective.
  14. There was a warning that using the Beta uninstaller would delete your regular installation. The CoH beta files might well still be on your system.

    If they are still on your system, let the launcher start downloading to create the directory structure, then stop it and copy everything from the CoH Beta install to the regular directory, then restart the launcher. It will then move to "fixing files" after a verification check, thus cutting way down on the installation time.
  15. Quote:
    Originally Posted by Second Measure View Post
    Service with a Smile: In recent years we’ve worked hard to not just give you all ever-more-engaging content, but also to continue to improve everyone’s overall experience playing City of Heroes and Villains. Often this comes from updating old content but also in improvements to the way you interact with the game. For example, we are currently working to integrate City of Heroes into the NCsoft Launcher, which will bring with it a significant improvement to the process of downloading and updating the game for all NA and EU (Mac and PC) customers. One of the immediate benefits is that all of our customers will finally benefit from the same launcher and the most up-to-date information; this is the first step in bringing our communities together.
    If you want to make me smile, DUMP these plans to integrate City of Heroes into the NCSoft Launcher. It is a bloated piece of crapware with very poor performance. Either that, or continue to support the current, fast, tiny, and efficient City of Heroes updater while you struggle with the tech issues in integrating City of Heroes into the crapware that is NCSoft's "all in one" game updater and launcher.
  16. There's not really such a thing as a "quad form" Peacebringer. Light Form does not come with its own set of distinct powers, and is therefore just part of Human form.
  17. I don't know if it's a quick fix or not, but Issue 19 did come out since Going Rogue was written to DVD.

    Five hours seems a bit long.
  18. And again, the FULL quote...

    "Jack of all trades, master of none, but often better than a master of one."

    The Peacebringer missed out on the "often better than a master of one" part.
  19. The sprites in Lord Winter's realm can be found in Croatoa. They're Wisps, they don't really look like Photon Seekers, and they have that little attack.
  20. Huh, interesting. I didn't see that blog post, and given his absense from the forums for a few months, I had the impression that he knew it was coming.

    That sucks.
  21. There actually is a story reason. By becoming a "Destinied One", you're basically retiring from Arachnos. You move from the regular advancement paths that an Arachnos Soldier would normally be taking (a series of hopefully regular promotions and advances in pay grade) to a fast track that's only loosely associated with Arachnos, and becoming an independent agent.

    Mostly, though, I just see people naming their characters 'Arbiter' and 'Praetor' (this is particularly bad in Praetoria) without really comprehending why it just makes most people snigger. For instance, if you're not Mother Mayhem, Neuron, Chimaera, Dominatrix, or Maurader, you're not a Praetor. Period.
  22. On your first build, if you want to keep from running out of end quickly, use the following slotting:

    One accuracy, one end reduction, two-three damage or def debuff or disorient as a default on your attack powers.
    For the nuke, you want one accuracy, one recharge, and the rest in damage; the end crash means an end reduction is more or less pointless.
    I would definitely put a recharge reduction in Photon Seekers. As what is effectively a mini-nuke, you want them up often.

    Conserve power is great, but it's not going to be up all the time and an end reduction in an attack power is far more useful than one in a shield.

    I'm getting the feeling, from the proposed builds, that you haven't actually played said Peacebringer, yet.
  23. Quote:
    Originally Posted by warden_de_dios View Post
    Anyway I hope BaBs trained the new guy, since Babs showed up at worked one day and got told to clean out his desk.

    Babs decided to make emotes cause weapon draw when they didn't before. Does the new guy collecting Babs old paycheck have to keep all Babs decisions in place? Who cares if someone has their claws out when they do Bring It? How many other places can force redraw be removed?

    Wasn't Babs the guy who said we'd never have Power Customization? That's a real question, since I seem to remember alot of people yelling dead horse and quoting BaBs when people asked for Power Customization.
    Wow. You've got so much misinformation in your head it's not funny.

    BaBs knew for a long time that he was going to be leaving the company. It wasn't a sudden thing.

    BaBs did train the new guy; it's not really relevant, as the fundamentals of the animation system HAVE NOT CHANGED. The code is exactly the same. Each non-weapon power would have to have animations ADDED to allow weapons to stay in the hand. Each animation added has to be coded for each body type as well. That means EACH AND EVERY non weapon power would be getting something like sixty new animations; three for each weapon type. Count the number of non-weapon powers in the game. From what BaBs has said, it takes about eight to twelve hours to create and polish a new animation. Then there's adding the code to make sure that the appropriate animation gets done and debugging that. Do the math, and it comes out to thousands of man-hours of work.

    Finally, BaBs was the one who gave us Power Customization after working on it on his own time for months. It wasn't something that was on the development schedule. It wasn't something that he was told to work on. He figured out how to do it and got it done.

    So, you know, since he said he couldn't figure out how to get the weapon redraw removed short of reworking nearly every effing power animation in the game... there's a very very high likelihood that the solution to "redraw", which isnt' a problem from the powers balancing perspective, is to dump thousands of man hours of work into reworking every power animation in the game.

    tl;dr version: The devs aren't going to waste time eliminating redraw. It would cost too much for too little.
  24. Babs was working for Paragon Studios/NCSoft, the same people who still own the game and this was after he got new animation personnel to train, when he made those statements. He was lead animator for, what, four, five *years* and knew the animation system inside and out.

    He said, point blank (paraphrasing here), "To eliminate redraw means redoing every animation of every primary weapon using set, every secondary set that can be used with every weapon using set, and that's just too much time to waste developing for a minimal benefit."

    The animation system hasn't changed from then till now. It's still a massive waste of time and resources for a minimal return. You're basically looking at a year or two of no new animation work, no new enemy models, no new environmental animations, etc. in order to eliminate redraw.
  25. Leaving aside a proposed build for the moment, the main difference between a Night Widow and a Fortunata is that the Night Widow is melee. Because of that, the Night Widow does more damage, faster, and is overall more effective.

    You're basically playing a Claws/SR scrapper with some neat tricks and stealth. Key powers are Mindlink, the Tactical Training powers except for Vengeance. Avoid the psychic ranged attacks, in general; Poison Dart is good, Dart Burst is an effective cone PBAOE.