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Posts
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Joined
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SG Name: The Mighty Befrienders
SG Leaders: Superchum
SG Website (if any): http://www.drunkduck.com/The_Adventu...y_Befrienders/
SG Recruiters: Superchum
Teamspeak/Ventrillo Server: None
SG Peak Hours: Weekends
Other Info: We are a supergroup dedicated to defeating villainy by befriending the world one person at a time. Once befriended, we institute the Paths of Chumliness initiative, which utterly demolishes all unfriendliness, including villainy. You can read about how it all works, and see the history of some of our adventures at the site of the official Adventures of Superchum and the Mighty Befrienders webcomic ... http://www.drunkduck.com/The_Adventu...y_Befrienders/ -
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I got this information the screenshots produced by Gamespot.
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Ooooh. What screenshots? Links? Please? -
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Tell me a story about the olden days?
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Bad story first.
Bad story: 14 days after launch, an assault rifle/devices blaster became the first person to hit the level cap, which back then was 40. The person then posted a detailed recounting of how he achieved this, and it then became widely known and hotly debated that caltrops, when slotted properly and vigorously, could be made to stack so often that it reduced an enemie's movement rate to zero. The tactic being, stick a group of enemies in a caltrops patch, get it going infinite, and hang back behind a corner while the mobs just died. Interesting strategy, turned into abusive levelling tool. A week or so later the first super group took on the original hamidon (well, not really as he was fought twice in beta), and after beating him demanded (jokingly) to be put in the comic as recognition for their accomplishment, prompting one of the earliest flame wars the forums ever dealt with post-launch.
Good Story:
Back then, not as many folks had figured out the real powergaming tricks. So builds were all over the place. Powers were being taken and tried out. Respecs didn't exist, so people stuck with their choices. There was so much back and forth on what power did what, that a real feeling of community popped up within each of the archetypes. Arguments happened, sure, as they always do. But people were far more curious about finding out how good something like Tactics or Aid Self really was that they didn't really care about "herding."
Those first couple of months were a fun scramble. And most of the real sniping and arguing had to do with people who hit the level cap too fast and found out that the late game was woefully incomplete.
Blazing new trails and discovering what the powers did kept many of us from arguing about this or that. -
I was in the same boat as you all. Didn't get an invite, even though I subscribed for the full first year, and was in the beta of the original CoH. I think it was just bad timing on my part as I didn't reup my account after the first year ran out so I missed the CoV invites by just a smidge.
But ... I just got the e-mail last night. So maybe you'll get one in the next week or so Nozy.
Since getting it, it's been a pain trying to download the files though. -
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Well, except the old tankers/scrappers don't exist anymore.
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True. The 2 characters of mine I've played the least since returning were my scrapper and tanker.
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Warrior of course.
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Warriors in WoW could be sooooooo much fun. After years of playing the class in EQ, it felt so liberating to actually have buttons to push that did something useful.
I never got around to playing with a warlock much. My mage's engineering occupation became almost an obsession near the end there. -
Gosh. We're only missing like 2 or 3 folks, and then we could have one of them old, old, OLD school scrapper/tanker debates.
I find myself far more serene than the last time I played this game. Heh.
So, Nozy, what kind of toon was your main in WoW?
Mine was a rogue. Though by the time I left the game behind, my warrior and my mage were finally getting up to the higher levels too. -
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Not until we can root bosses can you talk about fair.
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You can root bosses. Easily. What the heck are you talking about? -
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I sounds like you are expecting the villians in CoV to have the same inspirations that heroes have in CoH, but I do not think that this may necessarily be the case.
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Are you suggesting that villains will not have access to damage inspirations? healing inspirations? inspirations of any sort?
Yeah, I'm going out on a limb here and expecting a PLAYER who plays a villain will have access to similar power choices AND similar inspirations.
Yes. That is a guess. However, it's a much SAFER guess than suggesting villain players won't have access to the same basic things hero players do.
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Basically, it's way to early to speculate on this right now. We don't know what the CoV ATs are going to be, what the powers are, or even what the inspirations are going to be.
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It's not too early to speculate that basic game functions will be similar. And inspirations are a basic function of the game. I fully expect them to be there. And, unlike healing inspirations which affect damage dealers negatively, this one has a much larger impact on affecting controllers. It removes their ability to do anything to the opponent.
EDIT: Oh yeah, reason 2 why I expect villains to function similar to heroes. They already do. Combat rules apply the same to villain NPCs as they apply to Hero PCs.
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Argh...
Argh....
CoV, will not be controller versus blaster PvE. CoV will not focus (nor should it ever try to balance) on hero vs Hero. It will have Heors fighting Villians, which will have different and unique powers. Just as tuant will be re-worked specifically for PvP, I suspect Cntroller powers will likely have different effects in PvP.
I do not think we need to worry about changes now, to Hero At's effecting balance in CoV PvP.
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This isn't about Hero vs. Hero interaction. This is about an INSPIRATION, which will be available to everyone (no matter the archtype), that completely negates the function of the controller class.
It radically alters their abilities in ANY instance of PvP. Doesn't matter who's fighting who ... if you're a controller, you just had your powers de-fanged when facing any other hero with access to inspirations.
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"Yep - so if you're stunned, wobbling back and forth - you can use this Inspiration and WHAMMO - you're ready for action.
"
That pretty much makes City of Villains unplayable for Controllers! Thanks! -
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Umm... Unless I failed math, that is 90% resistance to all but psi, ahem. For only 18 slots.
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Want to adjust them numbers for a +5 Crey Radiologist? Cause I think that's where States and Co. are coming from on this one. -
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how plausible would a hefty speed penalty be?
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Super Speed gets around slows. So much like Teleport currently makes the "limitation" of unyielding stance a non-limitation, all this idea does is make SUPER SPEED the new travel power favored by inv tankers. And many of them like Hasten already as is.
Doesn't seem like this idea deals with the issue at all. -
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So is the horribly broken state of Mind Conrollers is still on the "no we're not working on it...." list, based on its omission?
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The changes being worked on with FEAR powers directly involve and affect Mind Controllers.
So they're not omitted. Yet. -
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6. I do know that Unyielding Stance and its immobility is an issue. I'm going to be thinking about that a lot in the coming week.
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When you and your team sit down to think about it, just keep in mind that invulnerability is a scrapper powerset, and tweaking US does affect scrapper balance. A lot.
I have 2 questions:
1- Is the double added protection force fields give against dark melee powers like smite intentional or is it a bug?
2- Will shields be attack based, like ranged attacks? Or defense based (blocking things with the shields)? Or a mix of both? -
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The success rate on the respec is a tad over 75%.
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Wow. Just another example of the devs hiding the numbers and never giving out the facts about this game's mechanics!
Oh wait ...
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Issue 3 the smallest/lamest of them all?
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I vote for issue 8 being the smallest/lamest of them all. Guess we'll have to wait and see who's right on this one.
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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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Even if it's separate from the XP grind, it can still be a grind. So, your statement kind of confuses me. Let me try to give an example of why I'm confused. I'm level 37. I was level 36 when badges went live. I'm currently working on my hellions badge when I'm bored. I get absolutely no XP for working on this badge. It's still a grind, though. At the same time I work on this badge, I was also levelling from 36 to 37. A separate grind. But still a grind. I also am doing work on the prisoners badge. And even the XP giving prisoners I kill don't give MUCH XP. They're more of a non-XP grind as well. But still a grind.
Sorry to over-explain this. I just want to know why you think a skills system, that needs advancement or upkeep won't be a "grind." -
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I guess that the devs making missions completely and totally unwinnable is a good thing?
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Boy are you in for an awakening as you level up.
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Cheating is going out of bounds. I used to do that, but I only did it for a laugh, not to complete a mission (except for the one time when I *HAD* to go out of bounds because the Freak firebomb was put there)
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So, what you're saying is, you didn't cheat ... EXCEPT WHEN YOU DID CHEAT. Oh, and that one time when you cheated to finish a mission?
Interesting.
Seems like you answered your own question as to how you were using the power to cheat.
Now that the power's been fixed, you no longer can cheat that way. Seems like the fix did its job. -
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Threadmilling
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Now THAT'S some pretty damn hilarious unconcsious unintended IRONY!
Threadmilling (sic) typo, in a THREAD that's already been posted once word-for-word in the scrapper forums, before it was MILLED right on over into the general forums!
That slip made me chuckle a lot. Even though it's completely unintended and completely unrelated.
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Geko posted this when they revamped all SR powers a few patches ago.
Passives are 10 percent base +DEF.
Toggles are 20 percent base +DEF. -
"Just a hint, if you notice there are three shots for the fence sliding, I just make it look REALLY long. "
Ah, sneaky! Good, but sneaky!
I usually fall off things really quickly with super speed. Not sure why. Maybe I'm just twitchy with my buttons.
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"Anyone catch the stunt doubles in action?"
Whoever did the super speed trail across the fence deserves applause. I couldn't stay on a fence for that long, sliding like that.