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Quote:You will kite with your nem staff and you will LIKE IT!!!More often than once, being on a scrapper, I have found myself desperately trying to jump away from AM as soon as the warning comes up and failing to make it out. Unfortunately, if you're surrounded by freakin MM and lore pets, it can be really, REALLY hard to actually get out of there just because of the charlie foxtrot you have to swim through. This is why I still think the timer should be a *bit* longer before it actually touches down, it's horrible for melee types. As is the stupid blue/red thing. Rangers can spread out, meleers can't. Mark's idea of red melee blue range was a good theory, but as far as I've seen, it just doesn't work in practice.
~And yes, please. Spread the word. If you are obliterated, tell your freakin league asap, and DO NOT FREAKIN RUN AWAY. ggkthx -
Quote:So, there is not a kernal of value to anything I listed, they are just flat-out useless?Again as I said useless, in almost all case a troller is going to out damage them. So why even go there. The travel power thing might have been nice in the begining but we are at a point where you can get travel powers at lvl 1 its pointless, everyone gets stamina at lvl 2 so I do not see how sb is going to help much. Also for the record avs resists debuffs pretty badly so you get hardly anything especially if its +4 so thats kind of bad for all.
I really have not seen where a non-kin troller does that much more damage than a defender. I am willing to be shown the numbers, but I suspect this is a case where the proof is in your head.
I am aware that AVs do resist debuffs. But I thank you for assuming I don't know what I am talking about. I didn't know where the "enough to matter" threshold was so I mentioned that when I should not have.
I would take a travel power like IR over a temp power any day, especially temps can be shut off on certain tasks, or cannot be slotted for end reduc. But I am wrong there too.
I have learned something here today. Sorry to have wasted your time. -
Quote:They been useless since issue 0 what are you talking about. There really isnt much going for them, the higher debuffing means nothing considering what all the other ATs can do in terms of damage when they have the same powerset. The only reason I can see making a defender is to get the powers earlier and thats pretty much it.Quote:So what does a defender bring to the table that the other ATs that have those same sets do then? a 20% higher buff/debuff is a bit of a wash once you consider how much more damage the others do.
Having the powers earlier is a great boon if you ever exemp. Having FS for an extra 6 levels is super duper for a kin. Having SB by level 12 is pretty nice. Having IR be available in the teens so you can skip travel powers is wonderful. Having the rad debuffs earlier is very awesome for lower-level arcs with AVs.
For minions and LTs and even bosses, sure, maybe the buff or debuff modifiers are a wash. But for AVs and GMs or +4 foes give me the defender please. I like that I get more end drain on my elec blast, or more -tohit on a dark blast.
And for the record, there is a wide valley between useless and better. You seem to think the distance is just one step from most of your posts that I have seen. I probably can't prove at all that a defender is better, at least not definitively. But I think I can show that they are not useless. -
Quote:I think once again you've shown me that whatever game you're playing, it is not COH.They been useless since issue 0 what are you talking about. There really isnt much going for them, the higher debuffing means nothing considering what all the other ATs can do in terms of damage when they have the same powerset. The only reason I can see making a defender is to get the powers earlier and thats pretty much it.
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For someone who absolutely loves how reward merits allowed you to avoid the market, I find it surprising you completely avoid the fact that you can spend Emp merits to get the components you may need. Assuming you don't fail a trial, you would get a guaranteed 3 Emps a day running each trial once, with whatever drop you got at the end being a potential windfall.
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Quote:Isn't this usually where we jump in with a wall of text and a lot of bold print, and a timeline, showing exactly how small of a community Linux users were over time, and that this change in no way affects a community of a meaningful size?Since they acknowledged one question in here but not yours, I'm guessing the 2 people playing on Linux are not high on their priorities.
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We can even throw in quotes and links for further proof of just how marginal this community has always been, and was never worth the developer time spent on it from the beginning.
But we would need to end with something snazzy, like italics and colored text. Or one word sentences.
Aha! Examples! I am now prepared!
http://boards.cityofheroes.com/showt...01#post3726301
http://boards.cityofheroes.com/showt...ve#post3002018
http://boards.cityofheroes.com/showt...88#post3705788
http://boards.cityofheroes.com/showt...88#post3586788
http://boards.cityofheroes.com/showt...77#post3406577 -
Notice I did say "tried." I do not in any way think they succeeded, but I do think they abandoned what used to be suggested, "get a team," with these overbearing systems.
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Quote:Yeah, but "stand and fight" is kind of the same thing as "don't play your character effectively" if you are not melee and the other person is, as just one example.^^ So much this.
I hate kiting-pvp (which from what I have seen (even before i13) and still now) seems to be what CoH is/was about. *attack, run away* Stand and fight! I love the monkey cage arena map
The real problem I think with all of this is the devs went out of their way to try to make the solo player who wanders into the zone and runs into a team of 5 on the other side more survivable. They also seemed to want to completely destroy those corner cases of the person with three accounts buffing up to capped levels in the hosp and then only venturing out for three or so minutes until the buffs wore off.
Don't get me wrong, that kind of thing is frustrating, but when you redesign to stop this kind of thing, the regular player does really get crushed in the middle.
I really think it would be a lot better for the Devs to just admit that a solo player may indeed be very outnumbered and outgunned in a PVP zone, put that in all the zone PVP text and descriptions in game, and encourage teaming. Remove all the forced gimping and have people learn. My zone experiences really sucked at first, but I didn't give up and I slowly learned how to play within the system. But the best thing I did is make friends in the zone so I was not alone. -
Quote:I haven't heard anything about it in PVE, no. But Patient is correct in that it really was never worth worrying about. Jousting or confusing mobs via high-speed movement, so the AI gets stuck between melee and range mode, is so inefficient compared to just mowing them down with AoE that I am not sure why it was ever implemented.
At any rate, I haven't really heard any of the current devs say anything about travel suppression, has anyone else? I figured they had it where they wanted it, to be honest. And I don't really see it as a huge issue, either. *shrugs*
And for those who want to: No, it was not just for PVP. Castle has said as much. I know PVP loves to get blamed for every power adjustment before I13, but no, sorry. :P
Especially now with the incarnate shifts, if anyone is happy to use travel powers as some kind of way to avoid getting attacked, I say let them. It'll slow them down and stop them from printing inf and tickets like a fire farmer in an AE mish -
Quote:It also helps to have lots and lots of +def shields, like colds, FFs or the incarnate buffs. I've done many runs where we just give everyone as much +def as we can muster and pull him to the door. We may set off the mines, but don't end up getting damaged by them... in 60 % of Tin mage speed runs we do in defiant, we get dodger without shivans/nukes (we don't aim for it , it just happens)... the secret is to attack him ASAP in his spawning point, and have a lot of debuffs on him so to die very quickly....
Combining +def with hitting him right away, before the mines can infest every nook and cranny of the place, should lead to success. However, most people end up TPing out I think, which actually decreases the chance of success IMO. -
Quote:Come on, you know what I meant :PActually, it worked TOO well. It was set up so the more players targetting you, the harder it was to hit you... but it didn't discriminate between friend and enemy, so you could have an entire team worth of people hiding around a corner snickering with a lone defender sitting in an open room as bait. It was obviously crazy exploitable.
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I still maintain that some of the changes NEEDED to happen, especially the least popular of them: heal decay and travel suppression. It's all relative; some people claim kiting and quick-healing are fair tactics in PVP, while others think they're "cheap." But again, as I said in my previous post here, the dial was cranked all the way to 11 on these when it would probably have been fine to set at a 3 or 4. -
Quote:There was a big stink all around about PVP in the Issue 13 beta. Those in the closed beta broke the NDA and started raising a stink about it on the public forums. They resorted to personal attacks on the devs (making donut jokes about Positron and saying all matter of things about Castle). The community rep, Lighthouse, put his foot in his mouth and lost his job over it.
I still maintain that Castle had the right idea with virtually every change he made to PVP, but he cranked the dials to 11 when a 3 or 4 would have sufficed. And since the most vocal members of the PVP community were mudslinging the whole time and wouldn't work with the developers, we got the version that rolled out and have only had bugfixes since.
I agree with a lot of what you said but not the part about PVPer attitudes being the main reason we got what we got. It would take a lot to convince me those changes were not going in no matter what - at least the ones that most people were complaining about, like heal decay, travel suppression, and DR. Hell, the anti-gank code was only pulled because it didn't work. -
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Quote:I was not aware that any of the buffs were causing medical issues after sonics was changed however-long ago it was. So, I did not want to seem uncaring there, I just didn't think medical issues applied. The most I have heard lately is from the incarnate buffs, and those were not affected by this change.I would agree except there's more to it than that for some people. No, the problem isn't purely "I dont' want to be covered in ice" or some matter of cosmetic vanity. There are documented medical issues that some players have with some buffs that they now can't avoid. This was part of the problem brought up after the initial announcement.
However, I still maintain that the number of people who benefit from the change is larger, if not a lot larger, than those it negatively affects, so it still should be implemented. There is no realistic way to ensure that no one is affected by a given graphic, so you could easily end up with a change that can never be implemented using those strict standards.
Buff canceling would be nice, but the last I heard there is just no reasonable way to do it. They actually did more than I thought they could with the movement speed options available via Null. I am all for an option, but I just don't see how they could do it given how buffs and debuffs work. -
Quote:The problem existed every time someone buffed you. It's just easier for people to do that to you now. The only way this change is a problem is if you are teamed and you tell a buffer to not use shields. It's too hard for them to skip you reasonably now.Shield buff issues were pointed out in Beta. They chose to not take them into account when pushing through this "feature" that now causes problems that didn't exist previously.
This was very poorly implemented. Color me more than a bit disappointed in the devs after this half-issue update.
Seriously, the ball was dropped in a big way here IMO.
But for the small percentage (relatively) of people who hate shields compared to the multitude of others who want them, and the group of people who will now play shield-based buffers because it is not as tedious? This absolutely should have been implemented now.
It has been known a long time that there are pretty challenging technical issues to overcome with regard to canceling a buff granted on you. Should they never implement any QoL like this unless they can handle every corner case?
Unless they cause havoc for your PC, I never understood the rage of people who get their costume covered up buy a shield effect. If you want to admire the costume, spend 10 minutes alone and unteamed before you log out and spin that camera around all you like :P -
Quote:Yeah, we had one person who had done it before on our run this morning and it went fine. We had lots of dying, sure, but in the end we won. If Nugget were not there I am sure we would have had a lot tougher time.Ran Keyes twice, both successful... it has a learning curve for sure, but I did not think it was that bad. I think in time we will get it!
Trying for the badges will make it a lot tougher, so we probably want to wait a bit on those
Even though you cannot (or are not supposed to) hurt antimatter, you can hit him with non-damage powers. Kin heals help a lot to keep the health bars full, for example. Lots of emps and lots of RA could also be super duper -
It's even better when you read his forum signature. I wish I had the power of self-delusion at that strength.
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I have not been able to play as many nights as I would like due to work, but I am always for trials if you see me online. I have a cold who could use more schwag, and I never mind running more with the kin.
Just send me a tell or something and I will try to form with you. I can usually scrounge enough people up for at least a lambda. I have built up enough server karma to apply peer pressure to at least a few people -
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Quote:Bah! This was their chance to decouple the badges with paid time. It also would have ended that whole "RAAAAAAAGE, someone got their vet badge early!" problem.in yesterdays ustream chat it was very heavily mentioned that we will NOT be able to buy the badges and the badges will continue to be earned as normal
they are just not tying the rewards to the badges anymore and making the rewards more of a choice to what you want, so if you dont want samurai armor but want the vet powers like reveal you could pick and choose instead of waiting 5 years -
Quote:In that very long thread filled with delicious, tasty drama, it was said by some kind of redname that performance concerns are why trollers and MMs were restricted. I guess the pet spawning does matter enough to count.I'm assuming this is because MMs are said to be hard to play for a first-timer (it says so in their description). Trollers on the other hand... not so much, but for 2 reasons I think this was the case. 1: they had to make it even, can't kill one redside without killing 1 blueside. and 2: farmers. Think of how many people with free accounts would have to buy access to trollers just to make a fire/kin. It's brilliant.
Edit: Necro already posted it. And I answered before reading the whole thread. I dub myself forumzfailz. -
Quote:Premium is free. VIP is the same monthly sub fee.Wait, what ARE the differences between VIP and Premium? Cost wise.
Where you would look at costs is checking the different purchasable options and seeing whether the $15 for the sub fee is worth the 400 points you get to buy things.
If there aren't enough options in the store that you care about, and you only play enough characters that none are inactivated by the restrictions of not subscribing, premium would be worth it. -
Quote:From the main site, and the Paragon Rewards sectionBetter save those Paragon Points if you're missing any VR badges, because it doesn't look like they'll be obtainable just by keeping an active account anymore.
http://www.cityofheroes.com/news/fre...n_rewards.html
Current players of City of Heroes® have enjoyed the Veteran Rewards program for years. Under that program, players received new bonuses for every three months they subscribed to the game. With the launch of City of Heroes Freedom™, Paragon Rewards--a superior rewards program in every way-- will replace the Veteran Rewards program.
Paragon Rewards gives you credit for every single month you are a VIP player, not every three. In addition, purchasing Paragon Points for use in the Paragon Market will improve your Paragon Rewards standing. You'll be able to select from all the rewards that you to could find in the Veteran Rewards in the Paragon Rewards program and new rewards exclusive to the Paragon Rewards program, as well! In addition, you can choose which rewards you receive every time you earn a new one.
Looks to me like points are only about in-store item purchases, and a separate rewards currency applies to subscribed time. I guess using the store bumps your rewards up as well.
I hope they stop the badges and just use this reward system from now on. Allow players to earn the vet badges up to the cutoff, but don't add any new ones after the cutoff point.