Sylph_Knight

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  1. Quote:
    Originally Posted by Thirty-Seven View Post
    I... I don't even know how to react.

    I am sad, angry, disappointed. I feel like one of my pets died or something.
    Everyone, I grew up with the CoH community through high school, college, and my current career. I am so proud to have known all of you in spite of any differences we may have had. Thank you all for these fond memories and friendships. I hope you will find a bright future somewhere down the road.

    It breaks my heart to accept this isn't some nightmare I'm having while trying to sleep this afternoon. I honestly feel like a part of my life is being stripped from me. I know that sounds pathetic, but there's more than digital currency at play here - there was a living, breathing community of players unmatched in all the internet. The people who played CoX are an intelligent and deep-thinking tribe. You all brought out the best in me, in the game and in real life.

    Fare well, and always believe in your Justice.
  2. Sylph_Knight

    Goodbye Horses

    I too have been out of the loop but want to offer my thanks and farewells to Arwin as well. Thanks for making the Justice community better for everyone over the years.
  3. Quote:
    Originally Posted by Arcanaville View Post
    Back in January or February I was discussing a Blaster issue with Synapse when he said these words:

    The meta game in I24 is going to be changing.

    Well, yeah, I'm sure it will be. Shrug.


    So I've finally patched the game client and had some time to look around, at the blaster powerset changes, the new powersets, the power pool changes, the power pool addition, the invention system changes, the invention enhancement additions...


    Well holy crap that was certainly an understatement.
    I looked at all the changes and new options for my Tanker and nearly broke into tears.

    Pride is definitely talking here, but on the live servers my build cannot be packed any tighter. With I24, to keep maximized performance current Sylph Knight will require something just short of an overhaul. I can barely begin to tweak my build with all the modified IO sets and bonuses, PPM changes, and power options now without a Mids update to help track of all the variables. For the moment, all I can do is test the new powers and start laying out the floor plans for an upgrade based solely on observation while attempting to purge as much Recharge Toxicity from my attack powers as possible to find more idealized configurations with my Procs.

    For the most part, I'm elated. But with rumors flying around about Tanker changes following sometime in the near future, I'm about ready to have a heart attack. For good or ill, I'm feeling quite overwhelmed. On the positive end of things, I now have a reason to come back and play again. A God Am I certainly does qualify for the resulting potential of these collective possibilities.
  4. Quote:
    Originally Posted by Arcanaville View Post
    Quote:
    Originally Posted by Ultimus
    No I am serious, I have a pretty good mathematical mind like Arcanaville. I've never once used mids best way I can describe it is I can close my eyes and I can see all the powers layouts and numbers
    Actually, I use Mids.


  5. Indeed, but at least that's two more Drop Ships on the server's kill count. Thanks again to everyone who contributed!

    Sadly that will probably be the last Drop Ship Raid I will ever run. The time, resources, and coordination required are becoming increasingly impossible to amass with the direction the game is going at present. Still, given we had around 45 people, it was a good haul and a grand opportunity for some people who had never seen a Drop Ship destroyed before to participate.
  6. Thanks everyone!

    I'm going to begin assembling the league in Talos Island at 3pm CST today (Saturday). I'm not 100% sure when the next invasion event will hit the zone after that but I'm aiming for the attack to take place around 4-5 pm CST. I'll be on earlier in the day to gauge the invasion timers (they tend to be around every 2 hours).

    I'll be on Sylph Knight per the usual. Send me a tell if you're interested in joining around that time.
  7. I am interested in hosting another Rikti Drop Ship (yes, not Mothership - Drop Ship) raid during the upcoming invasion week sometime either this Saturday or Sunday. Currently, I'm testing the waters for collective community interest so please let me know if you would be willing to join in on this activity and, if so, which day and time preference (afternoon, evening, night, etc) you would prefer. If I think we can pull the numbers then I will announce the raid schedule Friday evening.

    http://na.cityofheroes.com/en/news/n...ion_coming.php

    Drop Ships scale to player level, so everyone is invited! However, while I'm hoping we'll have some folks around with Group Fly, I would recommend you pick up one of the many temporary flight powers available in the game if you do not presently have the Fly power in your build.

    Thank you everyone. Let's give the Rikti an Incarnate beatdown!

    P.S. - Here's a taste of what you have to look forward to: http://www.youtube.com/watch?v=FHPk6oGXXcw
  8. Quote:
    Originally Posted by Captain_Aegis View Post
    Johnny, I take it you don't want to interrupt an esoteric discussion on comparing Brute and Scrapper damage as well?

    In their defense, people do like to talk about the AT's they actually play, so it makes sense, statistically speaking, that over a long enough thread, people will stop talking about Tankers, even in an actual Tanker thread.

    -Captain_Aegis aka @Captain Valiant EU
    Without being condescending, I reinforce this message because any Tanker changes could implicate a shift in the balance of all melee archetypes. There are many points to consider.
  9. Quote:
    Originally Posted by planet_J View Post
    Tanks always have more HP...

    Tanks always have more defense...

    Tanks have a higher base damage modifier, so if their damage cap was raised to match brutes they would actually do more damage...

    Tanks have more base resists by 25% over brutes as well.
    And this is precisely why I don't want Tankers toyed with. A proper Tanker build using all the existing end-game upgrade methods available can make nearly any Brute look like a one-trick pony and in some cases can even exceed their performance given that a Tanker's default burst output will not diminish when consistent DPS is interrupted for whatever reason (utilities, mobility, etc.), unlike a Brute who depends on maintaining their chains to keep themselves at optimal capacity. I believe this is the Dev's standpoint as well, which leads me to believe that there won't be a "buff" to the existing framework so much as a complete makeover.

    Maybe it's just my overbearing manliness, but I don't like makeovers.
  10. Quote:
    Originally Posted by Arcanaville View Post
    They were investigating the issues players were bringing up with the PPM system right from the start, but as no decision had been made as to whether they were actually going to change the system or not nothing could be stated about those changes until they were actually finalized.

    ...the devs were well into the process of reexamining the PPM system within the context of player feedback to the system, nor were the devs themselves at liberty to discuss unannounced future feature changes, particularly ones that could affect the in-game store.
    Thank you.
  11. Quote:
    Originally Posted by Arcanaville View Post
    I'm objecting to the idea expressed by the words, which would not be resolved by changing the words, unless your original words were mistaken.


    Quote:
    Originally Posted by Arcanaville View Post
    I said the devs do make changes based on feedback, and you said you agreed: you only reserved the right to judge if those changes were acceptable. But your original statement explicitly stated that you believed the devs ignore feedback when making changes and that seemed unambiguous.
    Frankly I'm not interested in playing the debate game, so I'll bite the bullet.

    Poor wording and a case of mismanaged subject matter are to blame. Allow me to clarify my position - I do believe the Dev's see the feedback, but when the results don't match the expectations they simply choose to ignore it. In the case of PPMs in particular, this was evidenced in that they released a broken system that was repeatedly railed against, more or less stated it was working as intended, and then abruptly backpedaled after player investments were made in the system. If the concern was a matter of balance or pay-to-win, then all the warning signs were there and they chose to ignore them for months. I find this to be irresponsible behavior and in no way endorse it.

    Quote:
    Originally Posted by Arcanaville View Post
    You also referred twice to "a third option" which suggests you think there are two sides. In fact the phrase "take a third option" is common enough to be a trope. As I said, I don't believe there are two sides in the contexts we're discussing.
    A poor choice of words on my part. In my eyes, the situation is more like the route that was taken with Mass Effect 3's new endings - they DID add an ending for the players who did not wish to play along with the poorly-scripted options presented to them, but it was more or less a big "Don't want to do things our way? Screw you!"

    In short, the behavior of the developers as of late has trounced my faith in their willingness to improve the game with the expectation of their community seeing changes as an improvement, and in that place have shown a willingness to be bullish on changes that make absolutely no sense to me. Therefore, I cannot in good faith believe they will change Tankers in a way that does not somehow also take away from something else in return, and I would not call that an improvement from my standpoint.

    I interpreted your original statement as accusatory to my character, to which I must state that I am not so foolish as to think that the world revolves around me. However, I do believe my opinion matters on some scale and if I disprove of something I'm not afraid to say it. If my opinion did not matter, you would not have acknowledged it. No one in their right mind wastes their time acknowledging something that is insignificant.
  12. Quote:
    Originally Posted by Jack_NoMind View Post
    It's not worth it.
    The difference between debate and discovery is that one requires both sides to be immalleable or at least resistant to another's approach, while the other involves a willingness to accept that another's perception holds greater relevance.

    Arcanaville has seen me on the forums enough to know that while I am considerably bull-headed, I am also wise enough to apologize for my mistakes and learn from them. Nothing on the internet is more dangerous than someone with the courage to accept that they are mistaken. Those people become increasingly more intelligent with the passing of time.

    So you see, intent is the key to the relevance of the topic. Despite our common generosity, she and I can both come across as abrasive and frankly at times I simply cannot tell with her.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Its fine to state the devs are doing things other than what you personally want. Its not reasonable to conflate the devs not doing what you want and not doing what "the players" want. The devs often do something other than what I recommend. That doesn't mean every time they do that they failed to listen to "the players." They just failed to obey one player.
    Before we proceed, are you attacking my choice of words or are you attacking me?
  14. Quote:
    Originally Posted by Arcanaville View Post
    The devs take feedback into account. That doesn't mean they obey individual players.
    Undoubtedly.

    Quote:
    Originally Posted by Arcanaville View Post
    Would it be fair for others to judge whether you listen to them based on how often you did what they told you to do?

    The devs get feedback from lots of directions: from lots of different players, all of whom have different ideas (consensus among the players is usually an illusion). From their QA team. From their peers. All of that gets fed into the decision making engine that is a brain. They get paid to do what *they* think is best, *based* on all the information available, including player feedback. But listening to player feedback is not the same thing as taking a poll and doing whatever gets the most votes. That's not being responsive, that's being an idiot.
    And I agree. However, that doesn't mean I cannot reserve the right to judge whether I agree with their decisions or state what I perceive to be the obvious. More specifically - the third options that are being taken as of late appear less-fulfilling than some of the offerings we have seen in previous Issues.

    In other words, I am not disagreeing with their tactics in general; I am disagreeing with the directions they have ultimately selected as of late, which I feel renders their current tactics to be an inferior option. I truly wish that was NOT the case. However, when a team of developers begins to build content around ideas that seem vastly inferior to those of their community, there's something lacking. This is my opinion, and I would not expect everyone to agree. That said, it is my personal opinion based on their recent decisions that any change they plan for Tankers would ultimately weaken a majority of builds in general in some way.

    Say what you will about Castle but the man also had a talent for pleasant surprises, so perhaps I was spoiled during his run. But I'll be damned if he didn't know how to push nerves - including mine - during the development period for each change.
  15. Quote:
    Originally Posted by Reppu View Post
    Nerf ... Rage
    Die! >.<
  16. Quote:
    Originally Posted by Shadowblaze View Post
    Ha, I think if you nerfed Hasten, the forums would EXPLODE.


    Just think - this was the mere mention of a nerf. Can you imagine what making that into an actual objective would look like?



    I can.
  17. Quote:
    Originally Posted by Energizing_Ion View Post
    I have a DM/DA Tanker that does pretty well on all iTrials. He's died a few times but that may have been due to my ability to talk/chat instead of clicking on my heal power


    He has t4 Barrier on top of DA's great resists (and have him IO'd for 45% s/l def atm)...


    The times that I've died on him were:

    In the UG:
    * From Olympian Guardians PBAoE almost-auto-hit nuke/stun
    * Of course Avatar (mainly from the darn -end/recovery debuffs dropping my toggles and then killing me)

    In MoM:
    * Mainly because the one time I led it with my tanker, I had way too many lvl 50s or 50+1s...so...yeah...

    In Mag.:
    * All those Commanders doing Energy damage (my least resisted dmg type). But only died once or so.
    * From the 3 AVs because of the -healing received debuff/power



    Beyond that he's pretty sturdy
    Several of the situations above are a result of introducing extreme factors that remove many of the tools built into Tankers that give them their edge in survivability and reduce us to an extra-large bag of hit points.

    In other words, it is terrible game design placed for the sole purpose of providing the illusion of added difficulty, but in many cases will instead simply result in cheap deaths. This is doubly true considering you are already trying to hold aggro, do damage, manage utilities, and watch your health - because it is likely the group will be in disarray and unable to focus. Having to monitor your environment and move while trying to stay alive against overwhelmingly dangerous new factors because your mitigation is rendered nearly meaningless can take fun into a proverbial uncanny valley.
  18. I know that a multitude of reasons have been given regarding the difference between Brutes and Tankers, but I'll just reiterate the most important one:

    Brutes are locked into a specific combat behavior to capitalize on their archetype's inherit ability. Tankers, on the other hand, possess flexibility and can freely swap their combat behavior (ie - break from dealing constant damage to maintain Fury) with minimal penalty. In other words, it is possible to "starve" a Brute, but not a Tanker.

    It doesn't matter if you're in PvE or PvP, this changes the dynamic of combat effectiveness based on situational factors and reduces the penalty of swapping to utility management over DPS as situations dictate.

    As such, simply altering the caps or providing a static damage benefit to Tankers only increases the benefit of focusing on DPS over utility management. I also cannot see the Devs making any changes that would not completely (and negatively) alter the Archetype's existing range of benefits as we have been building up quite a repertoire and there seems to be some kind of obsession with simplicity that might come into play.

    And while I respect the Devs for their hard work, if Hybrid and PPM changes are any indicator then I am of the opinion that this current generation of Devs are less inclined to making changes based on feedback and instead venture on third (arguably less-fulfilling) options.

    But admittedly, this is pessimism talking. My character is at a point where I don't have anywhere else to go but down.

    My suggestion? Give Tankers Taunt for free, so we can have an extra power option. There are many Tankers who get along without Taunt, but the best of us typically swear by it.
  19. Quote:
    Originally Posted by Aett_Thorn View Post
    Okay, before things get taken out of context and proportion, let's just get this straight right off the bat.

    During the Dev chat today, it was mentioned that Tankers MIGHT be the next AT being looked at, and that was certainly NOT a promise. It was in response to a question about which AT might get looked at next, and the Devs there seemed pretty unsure. I think that Blasters were the elephant in the room, needing some decent changes. All of the other ATs are about right, with some minor tweaking here or there.

    As such, let's not run rampant with rumors about Tankers being next on the Dev list. They aren't, but could be looked at. There was also absolutely no promise that another AT wouldn't come first if needed.
    And the response from the pessimist in me: Crap.
  20. Sylph_Knight

    I24 hopes?

    Quote:
    Originally Posted by DarkSideLeague View Post
    I thought she WAS the Trolling Event Horizon...
    Burn~!!
  21. Sylph_Knight

    I24 hopes?

    Quote:
    Originally Posted by Golden Girl View Post
    Quote:
    Originally Posted by Kangstor View Post
    An incarnate power which is not a clickie (ot half toggle like hybrid)
    Are you objecting to Hybrid being a hybrid?
    Golden Girl has just crossed the Trolling Event Horizon. There is no saving her now.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    However, I disagree with the notion that just because a person doesn't appear powerful outwardly, he shouldn't BE powerful in practice. One of my favourite bad guys in this game is Requiem, and I like him specifically because he's a relatively tiny guy who's nevertheless extremely powerful. I enjoy the Japanese concept of great powers in small packages, where the ideal is not simply having destructive abilities, but having them in a form that's convenient, mobile and compact. If, for instance, you had to choose between a Superman at Earth's end gun size weapon and a Noisy Cricket type weapon with the same destructive capacity, or indeed even more of it, then clearly the latter is the superior technology. Because you don't have to be Superman to carry it around and it has to be easier to aim.

    Personally, I've always believed that an archvillain's minions should keep growing bigger and bigger as they become stronger, but the archvillain himself should still be small, demonstrating that not only is he as powerful as his most powerful lieutenants and then some, but he has that power, plus speed, agility and brains on top of it. A big bulky slow monster is a tradeoff of speed and mobility for strength and toughness. But if you could make that monster smaller and faster without losing any of its strength, you end up with something that's considerably more scary.

    I get that size and apparent power are definitely good to have on stronger enemies, but I still feel THE strongest should not be the biggest. Essentially, I subscribe to the Vegeta principle.
    I agree with this opinion, but that it should remain an exception rather than the norm or that there should always be some lore to back said opponent's exponential combat ability even if they don't physically appear that threatening. We have many scenarios in CoX that fail in this department, so that's where my argument comes from. Both the lore and visual representation of our ever-increasing challenges typically do not follow the sliding scale of villain threat or the sorting algorithm of evil.

    Yes, I know tropes should not always be followed but they are useful for a reason.

    To follow the DBZ example - I could understand Cell's eventual power level because he started out fairly weak (relative to the main characters), but his unique body chemistry steadily adapted to fight opponents much stronger than himself from the outset WHILE he was absorbing other beings to further increase his power. However, seeing a bunch of Ki-less androids wipe the floor with Vegita and Trunks felt extremely rediculous considering that Trunks just put Freeza AND his Father down with almost no effort whatsoever not long before this happened. If memory serves, there was no Applied Phlebotinum or secret origin explaining their vast power which is precisely why this felt so absurd to me.
  23. Quote:
    Originally Posted by Arilou View Post
    Sure there was: You just made that goblin a level 15 fighter. Giving monsters class levels was possible even back in 2nd. ed. (although rather obscure and hard to do, mechanically) Heck, having a medium-high level party come up against a standard cannon-fodder monster but giving them a few class levels to change the entire flow of the encounter is one of the absolute classcs of the game.
    That would be a pen-and-paper definition of palette-swapping, although if you were to give them magical glowing armor, demon wings, and bulk them up a bit then there would be visual queues that they're not your typical cannon fodder. Goblins are a CR of 1/3 or 1/4 if memory serves, and they are not player characters. Unless you're reading a certain webcomic. I could be mistaken, but I think it was 3.5 that provided the most opportunistic methods for template conversion.

    Besides, the intended point was that the concept of exponential (or even incremental) statistical scaling without equal perceptive escalation scaling ruins the illusion of progress. Most people would not desire to start out fighting dragons only to ultimately reach level 20 and fight a mouse who is infinitely more powerful only because the DM said so. The Vorpal Rabbit of Monty Python was played out as a parody of this scenario, perhaps only without gaming as a consideration for the joke.
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    iTrials are not an adventure, they are a job

    A-

    Men.

    Zone events, story arcs, and the like are much better and more entertaining storytelling tools than the iTrials could ever hope to be. The construction of iTrail instances is a chore unto itself, let alone the coordination required once you're in there unless you're running with a fully-experienced team. I could say the same about Hamidon, but let's digress from legacy content as Mothership Raids, Seed of Hamidon Raids, Invasions, and Zone Events are all much easier to coordinate. iTrails are not a pastime - they're a necessity to be fulfilled for completion or improvement, little more.

    Regardless, SSA2.1 deserves a TON of praise for the direction it takes after the poor design choices we have experienced recently. We need more of everything it offers.

    EDIT: On another note, I thought Neo-DA, short of lacking a Zone Event, was the perfect archetype of what CoX should follow for future content. Instead of Task Forces with member requirements, we are presented Story Arcs that are functionally Task Forces without the prerequisites and lock-in. I have taken friends through some of these multiple times and had a blast.