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then don't fight those who you know are raiding hamidon. problem solved. stop crying because you aren't the most powerful hero out there.
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Again, how the hell do I know how they are?
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Divine Wisdom.
I mean seriously like dude what are you thinking that's how all the rest of us are planning on doing it.
It's rather simple really you send a petition to God and he annoits you with the can tell HOs from non HO ability. This is in fact a subset of the tell infidel from noninfidel ability. Now there are some know issues with the system sometimes the HO part and the infidel part get crossed and that has caused some grief in the past, however I remain confident in the Divine teams ability to straighten this out.
To access the Divine pentition system it is very simple just use
bed>kneel>fold hands>customer service>
In the title field enter "Know UnHOer ability" -
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My SG is only 25 people strong, and we dont want to get too much bigger
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TA routinely does it with around 21 toons. without nemesis staves, utilizing all ATs. I would suggest that you guys just aren't exploring your options.
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Just because inquiring mind want to know.
How many controllers do you use to lock him down?
How many holds stacked on the hammy does it take to paralyze him.
I am not trying to be jerk or anything here I honestly want to know.
If your not comfortable openly relaying the info in the forum could you please PM me?
Thanks -
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There us a ladder set up.
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If someone cares about the ladder that much, then they're more then just a casual player. I've played in lots of games that have competitive laders/groups, and these kinds of people would have no problem putting in the time to farm Hami.
Most of the people posting here saying that Hami-o's are going to kill PvP, seem to feel that way because they don't have the time/desire to farm hami. These kind of people don't strike me as being the kinds who would be overly conserned about their ladder ranking.
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My take is every one cares about the Ladder.
Most people want to play in PvP but in most other games they CHOOSE not to. For every single reason that has been listed in this thread.
The kind of people you know are the kinda of people that make up less than 10% of players in any MMO. PvP is almost always a failure and this exact situation is why.
As I said I think the, I will say, vehemence of the many people here have put the lie to your words even before they were typed.
Also once I again ask:
Two highest level ladders one a HOdown and one a NO HO zone, where is the problem with this? Is this not win win?
Ps:
For all those that saw my posts in the thread that sparked this one, say hello to BOB. BOB seems to be getting rather pissed.
PPs: I told you so. -
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Twilight avengers usually has at least 2 SR scrappers at most of their raids. All ATs are usefull. ALL of them.
And there are Hami def buff HOs... two of them I believe. one targetted for popable defences, one targetted for toggle defence. Sure theres a hard cap for PvE at 95% defence, but whose to say you can't spec out your defences above the cap to counterbalance those that max out their accuracy?
Basically it comes back down to weahter you have what it takes to take down the hamidon.
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As far as I have seen an SR scrapper is at no more of a disadvantage with the hamidon then 90% of the other players. See people are making the assumption that you actually "fight" the Hamidon. There is no "fight" involved there is a systemic shreading of its defenses followed by copious amount of low risk damage dealing. It's a brilliant plan really that allows everyone to play equally. The flip side of this is that the only really hard of fighting the hamidon is the pre-battle organization.
The glory/silliness of the Hamidon killing plan is that the only "make or break" point is the possible lack of controllers/holds. As I said the hamidon doesn't really seem to do much other than die once the plan is in full effect. Damage can be offered by all so EVERYONE is usefull in a hamidon raid and there is litterally no reason not to have someone along. -
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What I don't understand is this...
There's a lot of people posting here saying they don't have time to farm Hami for the Hami-o's. Ok fair enough. Given the number of people saying that, then it seems only logical that there will be lots of people 45+ who won't have them for what ever reason.
Which means there will be plenty of PvP action 45+ free of Hami-o's. Sure you'll never know before the fight if the person you're fighting has them or not. But you'll either be able to tell fairly quickly, and quit the match or forfit, which will cost you nothing other then some Infl, which 45+ means nothing...
Or you won't be able to tell, in which case it won't really matter any.
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There is a ladder set up. Which means you do loose, in fact you loose something more valuable then it is given credit for.
Prestige. -
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just o let people know, i was hitting caps on all attacks with aim and build up already, so hami enahncers just save me some slots, that's all
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Hitting that accuracy cap were you?
On every single shot you every made were you?
Were you also hitting the damage cap at the same time?
and running your +def powers at the cap as well?
Damn your good.
MMmmm... poison I think I am all to fond of its taste, but then sometimes its just too easy and I so very weak willed.
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As I haven't made it to Hami yet, how do you get the special enhancements? I mean whats the fair way of getting them, not the griefing.
I don't know how the mission / trial works? I have read something about "buds", do you get a enhs for each one you defeat? or is it only if you defeat Hami?
Also is it like when you complete an arc, you get to pick which enhs you want?
Sorry for all the questions but my main character is one bub away from 45 and I'm interested in getting a special enhancement.
I'll probably never use the arena against anyone not in my SG, so I ain't planning on using them to be more powerful against other players, just more powerful against the bad guys
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No one has answered your question so I will take a stab at it.
The Hamidon is in the center of the Hive a level 45+ zone that is off of the back end of eden. He sort of sit in his big crater like a blob of jello.
He has several "mininions" inside of him that are called mitos.
While hammie and his minions have several unqiue and annoying powers they are pretty much unimportant during a raid.
In a raid there are are generally several teams one team runs in a take the intial aggro(possiblly getting pulverized), then a second team follows in right behind and spams AoE hold attacks. Once enough holds hit the Hamidon and the minions are bascially frozen in place. Then team three runs in and attacks with everything they have doing as much damage as fast as possible. Occasionally the Hammie or a minion will break free and cause some chaos but usually they sort of sit there frozen and mostly do alot of dying.
Once the hamidon dies a "bud" [destroyable object] shows up. one for every person or pets in the near area. You get one HO for each bud you kill.
The success of a hamidon raid will probably depend on the server you are on and the people you are with. For the most part the system seems fairly flawless and a standard raid seems to take about 1-2 hours. However I have seen several reports of a raid taking less than 30mins I am not sure if that is truthful or not.
Oh and one more thing the Hamidon spawns on some sort of timer so he is not 100% guarenteed to be in the crate during a raid if some eariler raid killed him. The reset timer seems to be daily but I heard several times that it could be up to three days for a reset. -
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Wait just a cotton pickin' minute. These boards have been telling me for months that less than five percent of players are 45+. The higher level players have been flamed continually asking for higher level content. Now, suddenly everyone is concerned with the higher level players getting Hami enh. Pick a side guys.
If we can't have content or any form of progression leave us the Hami's. I would prefer to not have any uber time sink loot in the game. But Hami is all we have. It cracks me up that suddenly everyone is concerned with upper level content. In the past, every single post asking for more upper level content has been lambasted on these forums.
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Quick though here cause I have seen it come up a few times.
If people had told me that less than 5% where level 45+ in october I would have beileve that.
Now you would have to say at least something more like 10-20% for me to take you seriously now. On my server EVERY night there are 100+ level 40+ players. Now assuming they are not the same players every single night and assuming that most level 50s are leveling an alt and finally assuming that a sever has 1000-5000 players on it then the absolute bare minimum would 10%.
I think it would be a safe to say that 20-30% of players have at least one level 50 character. This number will most certainly double very soon. The Winter lord powered alot of people into the 30s. -
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Just to prevent people from quoting me inaccurately...
Hamidon Enhancements boost either TWO aspects of a power by 50% or THREE aspects of a power by 30%.
If you battle in the Arena another hero in a weight class below you (weight classes are five level bands), you will be auto-exemplared to that weight class.
This also means that the effectiveness of your Enhancements are capped to the level of effectiveness of that weight classes' Enhancements. That means that your Hamidon Enhancement is considered at an S.O. or lower level, rather than +50%. You'll still have the advantage because two or three aspects are being boosted, but you won't have the overwhelming % advantage.
This, however, does not occur when fighting within your "weight" class. If you're in your weight class, Hamidon Enhancements are killer.
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May I suggest:
As an option adding an extra weight class above the level 50. God, titan, or Cosmic class competition. Let the HOs work perfectly fine in this level of play but reduce them to AT LEAST SO level in all the other weight classes.
At the SO level I think HOs will still be a phenomenal and close to a "must have" advantage for serious PvP contention but at least those with out will have a fighting chance.
Personally I think if the Cosmic weight class is added, which would in fact be a HO centric class, it would be nice if you reduced the power of HOs to say 2/3 of a SO/DO/TO in the other classes.
So to clarify:
Full on HOage: HOs = are standard. A Fully slotted attack would be 300% to ACC/DMG. In effect the power has 20 slots in it.
SO HO: HOs usually = SOs . Fully slotted 180% to ACC/DMG. In effect the power has 12 slots in it.
2/3 SO HO: Fully slotted 120% to ACC/DMG. In effect the power has 8 slots in it.
SO: Fully slotted 180% to ACC OR DMG or 1/2 slotted 90% to each. In effect the power has 6 slots in it.
I personally think that the SO HO option is still to much of an advanatge. As a 2:1 advantage in power slotting will be significant to say the least.
12 things that I think the Devs should (re)consider about the current implementation of HOs in the game.
<ul type="square">[*] HOs could "gate" PvP to most players. Which is to say that I doubt many people will find it fun to get routinely pulverised in PvP.[*] It is unlikely that most people will choose to endless farm the hamidon if they can simply choose to not play in PvP.[*] This is most definatly adding uber loot to the game. Furthermore this loot is partially gated is several ways.[*] This means that farming the Hamidon at level 45+ is a must for real PvP play.[*] Kill stealing with AoEs will become a huge issue. [*] Without HOs (and their 300% accuracy boost) the top ranks of PvP will be exclusively dominated by the "haves". [*] A fair number of players will attempt to jump through the Hammy Hoop and become increasingly angsty about it.[*] Theortically an SG could cripple their competetion in PvP by either griefing a Hamidon run OR dominating the Hamidon.[*] A possible route of griefing could be for (non hammy) players to attend raid for no reason then to taunt of cripple the Raid.[*] Some powers will get a disporportiante boost from HOs. Consider Radiation Infection which has a specific HO just for it or Nova blast.[*] If players can not beat a foe directly then they will often look for "other" exploitive means to do so.[*] The have verse have not rage that is all ready building in this list.[/list]
I don't think a seperate ladder for the HO enhanced player whould be an unreasonable request. This was discussed in the other thead and no one seemed to ahte the idea. I think that 2 Level 50 weight classes would be a resonable compromise for both those who want HOs and those that do not.
Regardless I will try to farm the Hamidon till I can't stand it "no mo" and give PvP the old collage try. If my effort prove in vain and either I can not drive enough steel into my spine to farm the Hamidon the 40 or so times I will simple choose not to play in high end PvP and hope this does not too negatively impact my enjoyment of the game. Regardless I promise that if I do exit PvP it will be with a whimper and not a bang -
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I find it sad so many people are willing to give up just because some people have special enhancements...
A Blaster with Hamihancers still has Blaster weaknesses... No matter how many Hamihancers I have, if I don't play smart, I'm going to lose - period...
I've played many games (not MMOs) which pit you against others and the one thing I've learned is that it doesn't matter what advantage you have on your side, if the other player outsmarts you and/or simply outplays you - you're going to lose...
An idiot player with Hamihancers is still an idiot player...
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Law I partly agree with you however a handicap is a handicap no matter how good you are. I doubt that HOs or anything else will be the be all and end all of PvP BUT they will be more than decisive.
Its just like in an FPS where one player turns down their life too give the other player a fighting chance against them. Except that in this case the other player is turning down your life. -
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Actually, I was going to ask about this anime / manga stuff. For those of us that aren't into that stuff and are completely unfamiliar with it, we have no idea what these costume options could entail. I know nothing about anime except that Sailor Moon seems to be a popular title in the genre. I'm excited that we're getting more costume choices, but beyond that what lies ahead is a mystery to me.
Chris
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A bit of an educated guess here for you.
When statesman says "anime inspired" he means done by outside NCsoft Korean artists and not the american cryptic ones. Thus there is a very good chance alot of this is going to be normal costume stuff just done with a different artistic style.
Form over Fucntion is the big thing in anime.
It has to look cool first and who cares if no real person would wear that.
Mostly anime outfits are either fairly baggy, or very sleek lines.
Expect large shoulder/Knee pads, greeves and bracers. Also expect too see ninja outfits, kimonos(sp), karate outfits, and a good chance of SWAT gear, especially all the little detail stuff like goggles and harnesses. Jackets (if they are in) are also a definate possiblity for asian super heros love jackets. Lastly expect anything that might look good no matter how impractical wearing such an item might be(like a baggy leather vest) .
Assuming the artists in Korean know they are "suppose" to be doing some sterotypical anime stuff also expect school uniforms(guys: nice dress pants, and a high collared longs sleeve shirt, girls: short skirts, high socks, baggy blouse and sailor collar) and Hair LOTS of wacky hair.
Its rather hard to nail down what anime is going to mean, because unless the artist are suppose to be making stereotypical anime fashions (very unlikely) then anime is just a slightly different and very well done style of animation.
I am just hoping I can get a big floppy Vampire Hunter D hat. With the big feather in it that would be so sweet.
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Oh yeah and Go hunt kill Skuls -
Here are my thoughts on skills being pushed back and arena in issue 4.
First I would like to say that I really the people who dis-pvp or non -combat(crafting) activites. Both fill a very important, very different nitch.
Non combat activities promote social interaction and and different style of game play this help keep players interested in the game "over the long haul," which is to say along the journey to lvl 50.
PvP promotes a different social interaction that appeal to what i would say is the other core player demographic. PvP is ultimatly about end game content however, you mostly engage in PvP when "your ready" and to "do stuff " at the end game.
So non-combat is most important for player interest from 1-49 and PvP is virtually critical for player interest post 50. It is important to note that while lvls 1-49 are a long journey and it is important to keep people engaged during it anyone could/should have a level 50 after six months of game play and releveling, especially through the hell levels(36+), is... lets says discouraging. So both must be weighed in the balance.
Now there are some critical issues to factor in.[*]The first is that the further and further back SSOCS gets pushed the great the expectations will be. Had SSOCS gone live in issue 2-3 most peopel would have been expecting the somewhat trival system this was orgianlly billed as. That is to say something optional to do other than combat to level up and provide a few neat bonus. Now however even I am hoping for something big, and while I temper myself with 1 year of broken dreams in SWG I think most people are now putting big bank on the vaunted SSOCS. Frankly I can't blame them. The game clearly needs something to filling the "crafting nitch" though I completely agree that its should fro the most part not be crafting (barring a gadgeteer AT that makes stuff only for himself.) As the months pass the driving need for something to add "asymmetric content," what I am saying is something kinda like othello the board game, simple rules but, deep and many ways to play, perhaps what I am getting at is many variables.[*]Next to consider is apathy or discontent. I have great patients but SWG broke me with the combat balance it was promised october after launch when summer rolled around and it became that "After JTL" was the words of the day I was done. Open communication and dialgoue of what people would like to see and what is and is not possible and what the Devs are trying to achive helps purchase time. However the coin used is goodwill and hope and should thus be spent carefully.
About PvP[*] I am looking forward to the arena sort of. It is not a deep buringing passion but as long as their is no negatives to playing it will be amusing. That unfortunatly is also the problem with the arena it will be AMUSING. Not great, not a major addition not really even engaging. Why do I say this? Because... [*] PvP is going to be a mess[period]. This will fundamentally undermine the long term enjoyment value of an arena. For why I say PvP is going to be a mess see below.[*] An arena will also be too limited. Solo vs Solo, Team vs Team, capture the flag maybe. There are only so many variations possible in a confined space. Coupled with the PvP problems I think this will kill the enjoyment of the arena fast.
It is perhaps not pleasant to say but with each passing issue more and more is needed out of the issues.
The game was launched(rightly) without either PvP or out of combat activities. Which however puts the weight of entertainment on the expansion issues, the inherent content and the players. After 9 months inherent content has worn pretty thin. With that being the case then each issue stands or falls on its additions and less and less on what surrounds them.
Let me take issue three as an example. Stiga island is very cool and well built zone(which I will NOT say for the hollows) BUT after the stiga specfic mission, which you have to play through all the other lv 20-30 missions AGAIN to get to, its the same ole door mission, in the same ole buildings with the same ole objectives. Khelds are the same thing, a new AT admittedly harder and therefor more rewarding to play that is going through all the same things as before.
Perhaps what is really needed is new mission objectives and new ways to reach those objectives in new structures. Which is what I and probably most other people are hoping for form the SSOCS. Thus I hope the Devs can see why so much is now riding on the SSOCS and what player maybe looking for from it.
Why do I say PvP is going to be an utter mess.[*] First and foremost the absolute determining factor of damage, which is foolish IMO, in determining AT powers. What this has resulted in is a massive mess of ATs that can do damage but forgo tricks, and ATs that are tricks but forgo damage. As near as I can tell the absolute kings of PvP will be the ATs that blur/break the rule. Namely controllers and scrapppers. Both of which have alot of damage and alot of tricks.[*] The there will be the (some what needed) nerf calls from the people who built their pinnacle PvP character, like I am willing to bet the guy who posted in this thread, and get utterly decimated by the real PvP classes. I seriously doubt anything will be able to withstand a proper built controller, some yahoo is going to screech that they have integration, well let me tell then (again), controllers have access to defender primaries and extreme damage.[*]There will also be the great battle between to trick ATs. I am sure that my predestine match between my Rad defender and an invul tanker is going to be agonizingly long and tedious.[*] Finally many weak builds are going to become un justly weaker. My MA/SR scrapper is not a great character but he is fun, however the utter suck he will be in PvP is one more kick in the teeth that is nt needed.
Ultimatly I feel PvP will more akin to rock, paper, scissors then any clever or daring battle fought between players.
Rock = tanker
Paper = scrappers, blasters
Scissors = defenders
Dynamite= controllers
Of course these are important issue that need to be solved before CoV but I personally am not sure I can hold out another 5 months for some longer term engaging content. -
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Sounds like this player has invested in 4 powers - 3 of which he choose, and most of which he has probably slotted more than 6, and he still cannot fly. How much more of an investment did he make compared to your 1 power? How much did he have to give up compared to you and he still cannot go vertical.
No matter how you slice it, flying is ultimately safer than super speed, and offer an undeniable vertical advantage over super speed (or in this case, 4 other speed powers). If flyspeed had the same max as runspeed, why would anyone ever take superspeed?
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This is utterly utterly wrong.
First Combat Jump and hurdle unslotted are faster than a moderatly? slotted flight.
Also hurdle is part of the all important fitness line so is bsically a must take anyway. Regardless that is two powers with NO slots over riding Fly with slots, Oh wait Fly IS two powers cause you have to get hover first.
Second.
<ul type="square"> [*] Super speed is WAY safer than flight. So much so that to say otherwise just boggles my mind.
Who is their right mind is going to take what is already the slowest travel power, fly straight up till they can not fly any higher then cross the zone till they get directly over where they are going and fly/plummet to earth? Even then what is to stop the flyer getting shreded by the guys outside his mission door? Is there some pervasive dellusion that bad guys don't shoot up?
When you are flying you ae bascially running right by the bad guys with a slightly less chance to aggro cause your up higher(greater distance to target due to elevation?) or maybe that is cause you are moving.
[*] Super speed has stealth. The super speed stealth is so good that you can run right beside baddies and there is a very very good chance they will not notice. I remeber once with super speed I was typing and smashed into a wall just out side of punching range of a group of trolls, I though for sure I was dead but by the time they noticed me I had finish my typing took control and zoomed off. Lets try to see someone do that with flight.
[*] Runnig Away
When you are flying and fall under attack, a moderatly frequent occurance, you move so slowly, the bad guys range is so long, and with the client/server "lag" issue means that you can still get hit far away from the baddies. How many times have we watched as a blaster desperately tried to gain alltiude to avoid death only to plummet to the earth dead after several seconds of fleeing?[*]Line Of Sight
When you leave behind the bad guys with super speed most likely walls, buildings, etc. will obstruct the LOS of the baddies to your hero, long before you get out of attack range. Again with flight you most often stay in LOS the whole distance.[*] Breaking Aggro
Aggro durabuility seems to be related to distance between the hero and the bad guy. Until the bad goes so far from his spawn point or the distance between villian and hero reachs whatever the critical distance is the bad guys will continue to follow. End result even when a super speeder gains aggro they loose it in the next instant. Not so with flight a flyer can spend forever and a day trying to shake of aggro, especially funny when you can't go up for fear of entering villian LOS. Also this has had the interesting side effect that magmamen aggro is VERY hard to shake with flight, basically there is only up.[*] Villian AI Attacks
As long as a villian has a resonable chance to catch up and smite the target in melee most villians will attempt to close the distance, no matter how illogical this action maybe. With flight as soon as you get enough clearance many Villians realise they have no chance to pursue and immediatly switch to guns. [*] Stun/Mezz/Sleep/etc.
Lastly my personal favorite, the one thing I reserve hatred for beyond all other things, the one thing mostly likely to end my playing of CoH.... STUN. (When you read that words imagine saying it coming from deep in the chest and curdling in the mouth with a clenched jaw and sneering breath.)
In general circumstances stun sucks its everywhere in the later game and totally turns flight off. Which of course means you plummet to the ground can no longer flee and since you were flying you are still right beside the enemies. Boy that sure is fun.
Any delusions of the "fun" of flight can be washed away swiftly at night in peregrine Island. Unless you take great pains to fly way up (skyscraper level) and avoid the "danger streets" you will get stun/slept/held by something at sometime. The carnies, rikit and malta in particual have an insane aggro range and an exellent set of stun powers. There is NOTHING so infuriating as getting frozen(for damage) by a malta boss while "zipping" though PI at rooftop level, plummeting to the earth (for more damage) and then waiting for all the malta troops to zig zag through the city to get to you while you can do nothing but watch in helpless awe as they run down the street, and since you are now on the ground they switch to melee so it drags it out even longer then finally you break free right before they get to you, but WAIT oh no you FLY so once you toggle it back try to flee you can't gain any distance and they stun grenade you(for even more damage but you have healed by now)!!!
Then if you are reeeealy lucky they just obliterate you if you unlucky they switch on their tasers and poke at you for a bit till the boss(who moves pretty slow) get with in what ever range he feels like shooting you at, sometimes long, sometimes short always a surprise and puts you out of your misery. Oh and this process is ten times more fun if your a defender and can't curb the urge to heal yourself and just give up.
Is psycology this is called learned helplessness and is a very very very bad thing.[/list]Thirdly
Every other power in the flight set ranges from "of dubious value" to out right sucks. Air superioity is pretty good but realistically a silly choice. Hover is a slow, awkward to use doubley so indoors, provides +def but you can not keep it running like all the others and is vulnerable to stun with the falling fun that entails, so in other words the best power in the flight set but one of the crappier powers in the power pools. Oh and finally the gem of group flight.... I think some controllers have a use for it, and I know alot of defenders that get it and later learn to regret it.
Fouthly
Just remebered this.
Flight take four slots to get to full speed and still munchs heavy end. Oh yeah and -Acc so no fighting with it on
Super speed is optiional slotting, do it if you want to go faster. Also it is low end munch and has no -Acc and interefers with no power that provides +def.
Now lets look at super speed.
Flurry, a very cool looking power but I belive statisically proven to be not very good. Haste(need anymore be said? You could play without this power and have fun but why bother?) Super speed super zippy travel power with virtually no end cost, no -ACC, and STEALTH that is usable always, better if the bad guys break stealth your travel powers is going so you can already be zipping away when the shooting starts. Finally whirlwind, um it sucked then people realised it was very good, and now I think it got nerfed and there for sucks? but then that could be stupid people saying stupid things, really I have no idea.
I played a character from 6-50 with flight.
A character from 6-37 with CJ and hurdle
A character from 14-30 with super speed
A character from 14-30 with teleport
A character from 14-16 with super jump
Flight sucks on an absolutle degree as detailed above.
Teleport is probably the fastest and safest travel power but it also an utter pain in the but to use and ulitmatly not really worth the effort.
Super Jump, can't comment only made it level 16 with that character, mostly due to the fact that super speed is a why not power.
Super Speed seriously why not? You want to have haste, since you spent the power pool slot why not just take super speed? It gives you stealth and you never have to turn it off. Thats bascially win, win, win, win. Sure no verticalls is a drag but since your getting the fitness pool get hurdle and your good to go.
In conclusion:
I am baffled by the end of gekos statement. Why would anyone choose super speed? How about why would anyojne choose flight.
I tell you why someone whould choose flight, ignorance of the game, roleplaying, and super heros are suppose to fly. Three piss poor reasons to waste a power pool slot on, but hey if you got the space no worries then.
Seriously I though you guys can datamine your game.
Run this query.
a) how many people have flight (not counting KHELDS)
b) how many people have super speed
c) how many people with super speed have flight (these are the people with the spare slots for whimsy)
I can tell you right now the results. Super speed everywhere, teleport no where, flight rarely there, super jump there.
FLIGHT BAD!!!
SUPER SPEED GOOD!!! -
On boss "one" shotting i would like to pont out that alot of qhat people call one shotting is actually a multi part strike. Tank swipers do this all the time. They have this one set of attacks that is two very powerful very fast animation attacks. This is usually what cut people down when I was playing. I think warriors and a few others might have had simular attacks.
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The problem with off-line characters being present in the base is what happens if the base is raided (by players or possibly PvE, who knows)? Do you really want to come back on and find out your hero was defeated while you were away?
Servants on the other hand is an interesting idea.
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Quick thought here.
How about players have the option of functioning as "offline base defense." What I mean is that a player could choose to allow there character to be handled by the AI is defense of the base when they are offline. They can only be defeated once and they only get one load of debt.
It seems to me that many seige style MMORPGs have some short of turret/static/NPC base defense system. This does not make so much sense in CoH, I would imagine that huge heavy turrets would be illegal even for heros, however allowing offline character to perfrom the same function would be cool.
Depending on how base defense work maybe they could even get a little boost to their powers, since seiges are inherently hard, and they will be function under a stupid AI.