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Posts
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Sonic Resonance is the least used Primary, I'd say. I've only ever seen a handful besides my own in a few years. At least half my in-game friends own a Trick Arrows Defender (but it may be more because of the stylishness associated with the bow sets), but I think only 2 or 3 own a Sonic Resonance user that isn't a Controller.
I would say Cold Domination is the next least used, and that's probably a combination of it being the newest set and that some people don't like the look of the shields (but for purely aesthetic reasons, not like the old Sonic shields). -
Won't be able to make it tomorrow, going to a birthday party. Sowwy.
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I was just thinking about a way to survive the BSF, and I think it might be a good tactic to like, trigger the ambushes, and then have someone TP everyone back to the entrance to fight them there until they stop. Enemies having to push through each other to get up those staircases would be a good way to avoid dying from being hit by 20 enemies at once.
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Master of Imperious TF? Easy enough, I think.
Master of Reichsman TF? Probably easy, too.
Master of Reichmsn SF? >_> Is that a joke? It's not funny if it is! It can be hard enough to just finish with some teams, let alone finish with no deaths. -
Went out last night, but about 10 minutes before my ride showed up, I saw the Open Beta announcement and my jaw dropped.
So, after I got back, I was up till midnight designing an Archery/TA Corruptor and a Traps Defender. Loved the Traps Def's look, but I won't be making her on Live till we get Pistols. Not sure if I really like the A/TA Corr's look yet, so I'll be messing around with it.
Tonight I'm gonna work on costumes for the Claws Brute and Broadsword Stalker that I also want to make when I16 goes Live.
And then I'm gonna be trying to thoroughly test the performance of Trick Arrows on Corruptors, because I'm not convinced it will do well, personally. I already bugged PGA's damage buff being lower than its supposed to be. -
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Despite, the annoying parts I'll probably be playing it a little. I played in the closed beta but never got above the 20s, so I want to see the higher level stuff.
The "world" is interesting, and the setting is very 70s/80s which was the best comicbook years (or so I feel, since I wasn't around for those comics and just have back issues). The updated graphics are nice, and a little effort gets rid of that cartoony look.
But I hope there will be an overhaul of their animations, because most of them are incredibly clunky (especially the archery powers). -
Quote:Acrobatics is one of the 'natural' themed travel powers. It's basically "run faster and jump farther than usual" but it's sprinkled with flips and stuff when you jump sometimes. Pretty neat to look at. They all had travel suppression as well, like we do, after attacking, but also after being attacked, so you slowed down if an enemy saw you and attacked, but also, if you were hit hard enough, your travel power was detoggled. Very bad when flying.Yeah it still looks nice. BTW...I'm not beta testing it. Acrobatics...is that the swinging one? Question...can you take on more than 1 enemy at a time like CoX or is it more like 1 or 2 like WoW? Really when it comes down to it, that's one of the things I hate most about WoW....well that, teaming, and the slow pace of traveling. Oh have yall tried teaming and missions? Are those like WoW or like CoX?
I felt it was surprisingly easy to die in Champions. But then, I guess that's why there's no penalty for dying. But what was very annoying was that if you died while fighting an enemy, their HP bar returned to full, or if you run away from them for long enough (which didn't seem long at all), their HP bar returned to full. It was like "If it was hard to fight this enemy before, it won't be getting any easier each time you try!" I could sometimes take on multiple enemies, but there were very frustrating enemies where I couldn't fight more than one or else I'd be dead in seconds.
I was only ever on a team once, and I can't think of anything that different about it. Missions though, were very much like WoW. Many, many, many hunts and then running up to corpses to collect stuff. Most of the content in the game is outdoors, including quite a few supervillain fights. I was getting tired of going to fight a supervillain or rescue someone, only to find someone just completing the same mission, and then I'd have to wait.
I didn't like the buffs, either. 8% resistance to one type of damage for 14 seconds on a 2 minute recharge? -
Quote:Bingo. This has been my impression of it since I got in to their beta awhile ago. It was almost stupid how much of it looked like they copied WoW. It was one of my first thoughts after playing a few hours. I took screenies and sent them to a friend of mine who won't play anything but WoW and it was his very first comment.By what I could tell, it looks like WoW in CoX world/setting.
The art style. The user interface. The missions. It looked and felt very much like WoW, but with a little Freedom Force mixed in.
Now, I'm not knocking on WoW. I've played it and it wasn't for me, but that doesn't make it a terrible game. I just think it's funny how obvious it seems that Champions copied a lot of what's there from WoW.
BUT I will say that the number and diversity of travel powers in Champions was pretty cool. I especially loved Acrobatics as a travel power. -
I'll have to sit this round out, then. I have an appointment at the eye doctor tomorrow at 4:15.
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Bye A_C! Have fun in school!
Things won't be the same without you around!
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You all got me. I'M the one that did it!
(Not really, but I might as well take credit) -
Well, I've got 5 Stalkers, a Bane, a Fortunata, and an Energy Aura Brute, so I'd love to join in.
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I'm down, yo. Got a Claws/WP stuck at 19 that could use it.
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I guess it's not set in stone till he just shows up and says it, but again, I'm pretty sure Castle wouldn't give Defenders a +Special inherent power.
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I don't see that happening. Castle has stated in the past that +Special effects are a pain for balancing.
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Quote:Ah, for a second there, I thought "Where did 33 come from?" But then I remembered 10 Defense types, 7 Resistance types, 7 Damage types, 4 mez types, and then ToHit, Regen, Recovery, Res(Slow, and Recharge. >.>So, what you are recommending is we add 33 Attributes which have an Area effect which checks each server tick per defender? I can tell you now that that *would* have a significant impact on server performance.
Hmm...
I still like my idea (but I guess few people dislike their own ideas), but I see how that could be a problem.
Perhaps if instead of all Defense types, it added Base Defense? Maybe 0.625% instead of 1.25%, since Base Defense can be really good. And maybe remove the +Resistance, +Damage, Res(Slow), and Recharge.
That would bring the number of attributes to check down to 8? Would that be better?
Quote:+0.625% Base Defense
+1.25% ToHit
+2.5% Regeneration
+2.5% Recovery
-0.5 Mag(Hold, Stun, Sleep, Immob) -
Okay, so it's not like there aren't hundreds of suggestions to revamp Vigilance, but I figure I should attempt my own in the hopes that maybe Castle, Sunstorm, or Synapse (or maybe even Positron *crosses fingers*) likes it.
So, what is most wrong with the current form of Vigilance?
It's boring!
That's right, completely dull. And something quite as ho hum as current Vigilance has no place in this MMO. While I can definitely see when it's there and working, it's just so uninteresting and so uninspiring that I can't bring myself to be even a little bit excited about the fact that my powers are now costing significantly less endurance to use. And I certainly can never tell whether using less endurance would have made as much of a difference as some of the other inherent powers do.
I'm not even sure what it has to do with Defenders at all. Kheldians and Tankers have pretty 'meh' inherents as well, but you can at least see that they relate to those ATs and their roles on a team (Tankers hold aggro, Kheldians buff themselves to either fill missing roles on the team or enhance the ones that are already there) . The only part of Vigilance that relates to Defenders is that it requires a team (not that Defenders require a team, but making teams awesome is what they do best).
But enough ranting, on to my idea.
I propose that Vigilance be replaced by an auto omni-buff aura!
You guys: "What does that even mean?"
I'll explain:
Teammates within 30 feet of the Defender, and including the Defender themselves, will receive a small buff to multiple aspects. These buffs would provide a small, but very nice benefit, and be able to stack, encouraging teams to include multiple Defenders in the team line-up. This would also, possibly, help to deal with the increasing fear that Going Rogue will make Defenders less desired on teams when Corruptors are available blueside.
You guys: "Get to the values!"
I'm no Dev, so I can't say whether these are 'omg too good' or 'meh *yawn*' values, but I think they sit well outside of the ranges of underpowered and overpowered.
Quote:So, on it's own it's nice, but on a team of 8 Defenders (at it's highest potential), this would get the team:+1.25% Defense(All)
+1.25%ToHit
+1.25% Recharge
+2.5% Resistance(All)
+2.5% Damage(All)
+2.5% Regeneration
+2.5% Recovery
+2.5% Resist(Slow)
-0.5 Mag Mez Protection
Quote:+10% Defense(All)
+10% ToHit
+10% Recharge
+20% Resistance(All)
+20% Damage(All)
+20% Regeneration
+20% Recovery
+20% Resist(Slow)
-4 Mag Mez Protection
So what does this solve?
1) It removes the "team-only" aspect of Vigilance while still leaving it a good power for teaming.
2) It encourages teams to not only consider a Defender over a Controller or Corruptor, but to also invite multiple Defenders if possible.
3) It benefits ALL Defender Primary powersets. Remember, debuffs 'stack' with buffs of the opposite nature, ie. ToHit Debuffs and Defense Buffs.
4) It offers Defenders some form of Mez protection (which fits the name Vigilance better)
5) It doesn't completely throw out the old Vigilance's attempt to keep Defenders from running out of endurance by adding some +Recovery.
6) It potentially solves the issue created when you have multiple Defenders of the same type. Sure, a single Forcefielder will get your team to the soft-cap, but adding a second Forcefielder will give your team a bunch of nice buffs and an extra point of mez protection!
Anyway, those are my thoughts.
P.S. If this idea has already been suggested, then whoops!