TwoHeadedBoy

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  1. Quote:
    Originally Posted by FourSpeed View Post
    Your Point?

    (Apart from spamming image files already posted elsewhere)?

    AIB can also kill an AV with a PB, as noted here (same AV, in fact).

    Not to denigrate his skills in any way, shape or form, it's not too surprising
    that with enough Purples and iStuff in a build, *many* toons can accomplish
    that.

    Otoh, if he brought both of those into PvP, I'll wager the WS will be fishfood
    long before the PB...

    Of course, PvP is also an area where player skill comes into play - especially
    on high-end builds, which both his PB & WS qualify as, so perhaps AIB would
    see different results...

    But your *average* SO slotted Kheld??? Not so much...


    Regards,
    4

    PVP? What is with all this PVP talk? No one cares about PVP.
  2. Quote:
    Originally Posted by Coolio View Post
    As well as the starting Kheldian contact have you not tried speaking to the new standard contact too?

    That's what I said, I didn't check to see if I had other options in my contacts window. I'm currently working and unable to check, so I just thought I'd ask quickly to see if anyone else had.
  3. Quote:
    Originally Posted by Arcanaville View Post
    You could say that about anything. There's no failure in combat, because there's no perma-death. There is only a temporary condition that time is guaranteed to resolve. At worst, you go to the hospital and try again. And possibly multiple times. But almost no fight is impossible to win, so its only a matter of time and repetition.

    What you're saying is a matter of perspective that isn't universal. All penalties we don't like and think are easy to surmount are "annoyances." But that doesn't mean they aren't serving an important game play function to encourage getting it right either the first time or quickly.
    Once again I don't think your comparison is fair at all. You're equating dying to glowie hunting? I really don't think it's a "matter of perspective," you die because you took more damage than you had health points before you could regenerate. Not being able to find a glowie is not testing the strength of your characters or your understanding of game mechanics.

    If it's a matter of perspective, what is the other way to look at it? Are you saying that some people judge the quality of a player based on how well they mitigate damage and stay alive, and other people judge the quality of a character based on how quickly they find glowies? Because, that hasn't been my experience.
    Quote:
    The problem is we cannot simply remove any penalty that someone finds annoying, even optionally for just that one person. It undermines the integrity of the game when everyone can simply rewrite the game rules to their own convenience. So there has to be a line drawn somewhere. The real question to ask is why not just put all the objectives in the very first room you enter, and give everyone the option to go any farther and clear the mission. That kind of design goes farther than your suggestion. Does it go too far? It does to me, but the real question is, if it does to you, why does it go too far, and how do you judge too far? And how do you judge too far in a way you could explain, so even if the devs were willing to do it your way, they could understand what your way actually was?
    Except there are already missions in the game where the objectives appear on the map as soon as you enter. In some of the Praetorian missions, you're not only guided to objectives as soon as you enter the map... You're guided from door to door so you don't go the wrong way. It also happens in some of the newer Talos Island arcs.

    I don't think making it easier to find things and get back to actually playing the game would undermine the game's integrity in any way. You act like some people play the game primarily because they just LOVE finding glowies. They've built their characters to be softcapped at mundane efficiency, if there's no glowie to be found they get real upset and log for the day. I just don't think your argument makes any sense at all.
    Quote:
    If its just an ad hoc decision, and not based on some specific line of thought as to what kinds of things should or should not be in the game, recognize that those kinds of things are very difficult to get other people to understand and follow, even if they were of a mind to do so.
    Other people seem pretty capable of following it, actually. It just seems to me that you're insisting on making it into something that it's not. Having the map show mission objectives wouldn't mean you didn't still have to complete the objectives. It would just mean that you would have the option to show those things on your map, so that you could go about things a bit more efficiently if you so choose. I hardly think that is as difficult a concept to understand or potentially game breaking as you seem to think it is.
  4. Shifting gears for a moment, I wanted to ask something. Are Kheldians not allowed to partake in the new tutorial or do any of the new low level arcs?

    I just made a new Warshade on Beta because I was curious about where Shadowstar was (My Warshade is a Villain) and I didn't get sent through the tutorial. I might have not been paying attention and clicked a skip button, but I don't think I did.

    Assuming I didn't just goof up, is the assumption that the tutorial and the new arcs are designed to teach people how to play the game, and since Kheldians are gated AT's it's assumed that people who have access to them already know how to play the game?

    If that's the case, I would hate to be a returning player who decides to come back as full VIP because of all the new goodies, rolls up a new Kheldian, and misses out on all the new low level content (and training for using some of the new features that this content provides.)

    Again, this is all assuming I didn't click a wrong button somewhere in the beginning. I didn't check to see if I had another contact besides Shadowstar either, but I don't think I did. You would think Kheldians would have gotten a direct low level arc tie-in anywho... Heck, those Shivans who destroyed Shadowstar's hangout spot also used to strap us to ships and use us as fuel. We have a bit of a vested interest in the situation, Yknow?
  5. Quote:
    Originally Posted by Irresponsible View Post
    saying that usually whenever I team with a Warshade my PB seems to be more survivable and doesn't feel outclassed when it comes to damage either to the point where I stopped because it was seriously cutting into my game time and the majority seemed adamant that it couldn't be true. Now, evidently, there are numbers that prove that PBs are more survivable against single targets when there are no bodies or minions around and they do more damage if you exclude a Warshade's pets from the equation. Who would have thunk it?
    Are you referring to Microcosm's analysis of the new Light Form? Unless Joe has posted something, those are the only "new numbers" that are coming to mind.... It's irrelevant though because the conversations you're referring to happened before we knew about any of these changes.

    As of right now on Live, Light Form cannot be made Perma. Whether it happens to be up at the same time that a Warshade has insufficient buff food is completely circumstantial and it would be pointless to try to calculate those odds. You got angry when people linked you to the PB vs. Warshade performance analysis, insisted that Peacebringers were more survivable even when you were provided with mathematical proof that this was not the case. You also showed a complete lack of understanding of how Warshades even functioned.

    The whole thing started when you said this:

    Quote:
    The main difference between Kheldians is that Peacebringers are better at soloing and in groups tend to make up for the weaknesses in a party thanks to the Cosmic Balance inherent while Warshades can do more damage but are slightly more dependant on being in groups for survivability and while in groups they play to the strengths of a party with the Dark Sustenance inherent.
    You went into a discussion under the impression that Warshades had lower survivability than Peacebringers, period, and kept that attitude no matter how many people told you it simply was not the case.

    With these new changes, it's a different story- Your argument has now become true... Discounting Psi damage, Peacebringers will have steadier survivability (exempting the easy-as-anything crash you have to work around.) Although the point that Warshades are reliant on teammates to survive is way off.

    Anyways if you don't remember the conversation I'm talking about, you can find it here.
  6. A Peacebringer. It won't be multi-colored, but it comes with the light theme included.
  7. Quote:
    Originally Posted by War-Nugget View Post
    But at the moment it is equal across all AT.
    All the Defenders and Tanks take a OHKO+1HP attack in Lambda.
    All the Defenders and Tanks take a 50% attack to their health every 30 seconds in Keyes.

    If vectors and types were added to the attacks, yes tanks would survive more than defenders. Right now, it does not matter that you are a tank or that you are a defender. Your tank gets damaged as much as someone elses defender.

    Umm, I know that. This is what I have an issue with, if you've been reading my posts this whole time...
  8. Quote:
    Originally Posted by War-Nugget View Post
    Right now the playing field is equal. You are wishing it to be unequal.
    How fair is that?

    Pulse, Nova Fist, Rings - all scaled to AT health totals. Each AT is hit equally, it doesn't matter that they have spent billions on their characters everybody is equal.
    Yes, unavoidable damage is cruel. Deal with it. Grab green inspirations, TELL someone to heal you.
    If you are not getting buffed, again - TELL them to buff you if you cannot survive.

    How is it unfair for tanks to be more survivable than blasters?
  9. Quote:
    Originally Posted by Stone Daemon View Post
    Do a non master run with a bunch of radiation debuffers and shades so they can blast the corpses of their teammates

    Or....a bunch of stalkers and/or crazy melee'ers to rush in and steal eachothers kills. And give points for each boss kill steal. Or something.

    And for the second one, you automatically win if you ignore the rules and bring your energy blasters and peacebringers to knock everything out of melee range?
  10. Quote:
    Originally Posted by Kitsune Knight View Post
    Technically it wasn't untyped (it was Nictus damage), but it was changed to Negative because they needed a new damage type for Hamidon, and they were already at the cap for types of damage. You'd have to ask the devs if fairness had anything to do with it, but at the time they implied that wasn't the reasoning (by explicitly saying they needed the damage type for Hami).
    I wasn't aware of that but I still think there's a strong case as to how fair it would be for voids to do unresistable damage.

    Quote:
    But those numbers are quite puny, with the amount of Defense/Resistance buffs, no one will notice! With all the buffs flying around, you really don't notice the difference that much between an SO build and a max-inf build with purples and pvp-IOs out the whazoo, because the difference is tiny in comparison to the size of the buffs.
    I've been on more leagues than I can count where I wasn't getting survivability buffs. Obviously a 20% defense debuff isn't going to hurt a Shield Defense Scrapper with an Ice Shield very much... But it's definitely going to be a detriment to my Blaster who only has 32.5% s/l/e/n/r defense. With the resistance debuff on top of that, it's absolutely going to be a threat to squishies to a greater degree than non squishies... But the fact that we have buffs available to us doesn't mean that we will always find ourselves in situations where those buffs are being used. Speaking from personal experience, it s definitely not guaranteed that you will always have barrier or ice shield on your squishies or anything else.
    Quote:
    Toxic/Psi might not have many res buffs to limit them (unless they're positionless, which you already poo-pooed, defense will still help stop them), but I can't quite see much of a difference between making everything toxic/psi and making things untyped. These aren't the bread and butter attacks, these are the special abilities that are backed by special mechanics.
    Not everyone builds for positional defense, though. For instance the only viable option for building up defense on my perma-Eclipsed Warshade was Smashing/Lethal, and I don't even have that to the softcap. Sure I will usually have 85% resistance to all damage, but trust me, when I lose 30% of that resistance on top of all my defense I'm still going to take a lot of damage from an attack like that.

    edit: Another thing to consider is that I'm suggesting these attacks be AOE, which is probably the least viable position for a character who isn't starting with a good amount of AOE defense to build for. This would leave the more survivable defensive sets like Shields and Stone at an advantage, which is how it should be... But when you go from 45% defense to 25% defense, and you're losing 30% of that exotic resistance you probably don't have much (if any) of in the first place, you're still going to be hit hard. This would also encourage people to be more mindful of their teammates, the sets they're playing, and to get a better idea of how exactly they function. If you're playing a buff set, you'll want to make sure you apply the right buffs at the right time. I notice this is a bit of a problem already, people not being mindful of what other players are bringing to the table. Last night I did a BAF, and the league leader put someone who was playing Rad on the add's team when we were already having trouble with the AV's regenerating. I feel this would be a good way to encourage people to be more mindful of their teammates, while following the rules of the game and still providing a challenging environment.
  11. Haha, I was going to point in the direction of that thread too but I figured it wasn't worth it.
  12. TwoHeadedBoy

    Help please!

    Quote:
    Originally Posted by CaptainBrawl View Post
    thanks man!

    No problem It's a really well written guide and he even provides different examples of potential builds. Once you get to a point where you're ready to start IOing your Warshade, there are lots of people here who can help you decide exactly how you want to go about doing that too.
  13. Quote:
    Originally Posted by Kitsune Knight View Post
    Since there's no situation where all the damage coming in will be unresistable (again, not played Keyes yet, but fairly certain that one holds as well), the billion inf build will still have an advantage, and be more survivable (except for the next point making the billion inf build largely moot).

    And, quite frankly, most of the league will likely be soft capped anyways, and maybe even res capped, thanks to all the buffs flying around in the iTrials (and I suspect future ones will be at least as large, if not larger!), meaning the performance delta would have been tiny anyways. The untyped damage isn't so much because of the multi-billion inf builds as it is the massive quantity of buffs flying around, and the force multiplication nature of CoH.
    I think it would be better if people were encouraged to use things like barrier strategically, ie: Wait to cast it until the Nova Fist warning comes up.
    Quote:
    Untyped damage has been part of CoH since pretty much the beginning (Voids had untyped damage back in i3, Full Auto had untyped possibly even back at launch), it's not exactly cheating, just rare.

    Would you be happy if they changed it from untyped to auto-hit unresistable damage?
    And you just gave examples of untyped damage that was removed from the game because it was deemed unfair, right?

    I already gave my idea as to how I think these attacks should work:

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    Well what I would prefer is for their special attacks to do something like a 30% resistance debuff and a 20% defense debuff in the same AOE radius that they are currently, do 10-20% more damage than standard AV's "heavy hitting attacks," and on top of that be part s/l and part exotic damage... ie: toxic or psi. They are exotic damages for a reason, because most players are hit hard by them. They still follow the rules, though. Also perhaps in some scenarios, add a Regen debuff to the heavy hitting attacks.

    And Incarnate AV's have a higher to-hit than most enemies, so the softcap alone, which most people do not build past, would not be enough to guarantee that no damage is taken.

    This would still make them very powerful attacks while following the rules of the game, ie: they will affect squishies more than non-squishies and player stats will still be taken into account in terms of how much damage is taken while letting them remain more powerful and therefore more challenging than other enemies in the game.
    The debuffs would account for the massive buffs and expensive builds, while the damage dealt would still be relative to individual character survivability.
  14. Quote:
    Originally Posted by Thirty-Seven View Post
    Funny... isn't the mechanic of untyped, unresistable damage actually putting EVERY character on the same tier... thus equalizing the playing field? Which is what you seem to want. There is no character that has more of a chance to dodge that damage than any other, regardless of AT or anything else. It is up to the player to act in a way to mitigate the damage, no character is given an advantage. Can't get much "fairer" than that.
    No, that's exactly where it becomes unfair. I don't believe that any attacks should exist that do just as much damage to a tank as they do to a blaster unless it's something that the tank has no resistance and no defense to- We have exotic damage types in the rest of the game for exactly that reason. I do not think it's okay for someone who's spent billions of inf. softcapping a position (or even all three) and building up good resists to most damage to ever encounter a situation where they are just as survivable as Joe Blaster with an SO build. To me, it negates not only the hard work people have put into their builds... It contradicts the fundamentals of having archetypes in the first place.
  15. Quote:
    Originally Posted by Zombie Man View Post
    You're asking.

    Because you want to hear.

    And then state that untyped damage is *unfair*.

    This means anyone who disagrees with you is now arguing for something that is *unfair* -- in your opinion.

    So when anyone does take the opposing side, you immediately argue with them.

    So much for wanting to hear.
    I said I wanted to hear what people thought, I didn't know that meant I was obligated to agree with everything everyone says.

    Quote:
    It's not *unfair* and it's not *cheating* as much as you would like us all to cry out "unfair!" as we take up our pitchforks and storm Paragon Studios and make them change it so that Incarnate fights are as ridiculously easy as taking out Hopkins.
    Please point out where I said anything like that at all? I'm not expecting anything to change, lol. It's just something that bothers me, and it seems I'm not the only one.
    Quote:
    Hami Raids on Virtue can take as little as 10 minutes once Hami is spawned. Lambda has speed runs. BAF is a speed run. As much as people moan about Keyes, it gets done with people running around in all directions not knowing what they're doing.

    And you want it to be easier?

    Or you want it to be easier... for *you*?
    It's not a question of being easier, and I never said it should be. I simply said that it should follow the rules of the rest of the game. I'm pretty sure that +4x8 Arachnos are still going to be challenging to 99% of players. That doesn't mean that they get special rule-breaking damage types. It just means that we already have challenging debuffs and exotic damage implemented in normal content for a reason. The minute people start soloing Malta and Arachnos as easy as a fire farm, you'll have a point... But insinuating that enemies who follow the rules are all easy is just not accurate.

    Quote:
    When iTrials were introduced and people thought they were impossible to do (!), it was because those who liked to solo or practically solo content (run off on their own) found out they couldn't solo it... they needed a team. So, their real argument was against not being able to run off by themselves. Too bad. When working as a team, the iTrials are still trivially easy, even with untyped or undodgeable attacks.
    I don't think Incarnate Trials are impossible to do or even particularly hard. Just because I don't like the way a certain mechanic works doesn't mean that I don't understand how to deal with it. It just means that I don't like how it works.
  16. TwoHeadedBoy

    Help please!

    Quote:
    Originally Posted by CaptainBrawl View Post
    im trying to build a Human form Warshade.....does any one know of a good guide on how to build/IO one? please and thank you!
    http://boards.cityofheroes.com/showthread.php?t=190529
  17. Quote:
    Originally Posted by B_Nix View Post
    I'm honestly mad that the incarnate content isn't harder, the only one I was on that failed was a master run and that's because lag caused the timer to not match up and we ran out of time.

    range, melee, and aoe (which could be argued is either ranged or melee so having aoe isn't "fair") are the types we see but what if I called the damage type biological or better yet just type the damage but give it a base accuracy of 1000% hell a nuclear warhead can be off by a football field and still wipe out the field and much more and that's what I compare the untyped attacks to, it's unavoidable and honestly that's ok.

    Also lets be honest a couple cold shields and everyone has the same defense which is another reason why we need untyped damage. I monitor my defense in case I'm debuffed on my s/l/e/r capped blaster, all defenses were hard capped at 175% 90% of the trial so really my IOd build was getting hit just as often as everyone else.

    I'm glad they made things more difficult at baseline instead of just giving the options to make us weaker during task forces. I honestly want more difficult content.

    keep in mind that what you consider to be challenging isn't necessarily what everyone else considers to be challenging. Even with a top notch build, it is going to be difficult to tackle certain tasks in the game that don't cheat. Overcoming tasks that are difficult but not impossible to achieve is what I consider to be challenging. Going up against enemies who just flat-out throw the rule book out the window oversteps that line in my opinion.

    For me, since I realize that "fun," "challenging" and the like are all subjective, the best way for the game to remain fair for everyone regardless of their opinion is if the game would simply follow the rules... By that I mean, follow the same rules all the time.

    additionally--- As for your point about a "nuclear warhead" being able to destroy everything. Alright... That would be viable if it weren't for the fact that this is happening in a Super Hero Universe. You're talking about people who can emit radiation from their bodies and throw fireballs from their hands.
  18. Quote:
    Originally Posted by Garielle View Post
    I understand the frustration, but the Incarnate trials are intentionally designed to be far more challenging than anything we have seen previously. If you could avoid most of it by merely softcapping S/L or even M/R/A, then it wouldn't really be all that challenging, would it?

    Well what I would prefer is for their special attacks to do something like a 30% resistance debuff and a 20% defense debuff in the same AOE radius that they are currently, do 10-20% more damage than standard AV's "heavy hitting attacks," and on top of that be part s/l and part exotic damage... ie: toxic or psi. They are exotic damages for a reason, because most players are hit hard by them. They still follow the rules, though. Also perhaps in some scenarios, add a Regen debuff to the heavy hitting attacks.

    And Incarnate AV's have a higher to-hit than most enemies, so the softcap alone, which most people do not build past, would not be enough to guarantee that no damage is taken.

    This would still make them very powerful attacks while following the rules of the game, ie: they will affect squishies more than non-squishies and player stats will still be taken into account in terms of how much damage is taken while letting them remain more powerful and therefore more challenging than other enemies in the game.
  19. Quote:
    Originally Posted by Arcanaville View Post
    If you believe the comparison is unfair because of the word "threatened" there are many other synonyms I can use which eliminate the objection.
    Sorry, I actually wasn't being a smarta*s, I guess i just misunderstood what you were saying.
    Quote:
    Similarly, I don't think people enter into combat so they can celebrate the fact they are still standing after each fight, but that's also not relevant to my point. My point distilled to the essentials is that you cannot remove the negative impact of the inability to execute a gameplay objective without diminishing or eliminating the point of that objective existing when the objective is specifically designed with a failure condition which is materially concomitant with its situational gameplay imperatives.
    Actually, when it comes to things like charging into groups on the ITF, a lot of the fun and the thrill for me is to see how much I can take. Often times, I can take on everything and clear entire spawns by myself, and other times I slip up/am negligent, and I die. That thrill is actually a big part of what makes the game interesting to me.

    Wow, I see you're in thesaurus mode right now. There is no "failure condition" to not being able to find a glowy. It's an "annoying" condition. Lots of missions guide you from one objective to the next via the map. The objectives are shown at some point regardless, it just becomes tedious when they're not being shown.

    Like someone else said, knowing where things are is not the end of the mission. You still have to click on, destroy, lead out, rescue whatever you were required to in the first place. I'm not saying "all mission objectives should be a glowie that you click as soon as you walk in so you can go on to the next mission."

    Quote:
    Originally Posted by Lemur Lad View Post
    I think it's a terrible idea to change things in any way such that people spend more time staring at a tiny low detail map versus playing and interacting with the game's environments.

    To me, this idea essentially brings the game back to the level of Pac Man. A great game to be sure, but a tragic waste of this game's potential.

    It's hard enough getting people to slow down long enough to enjoy the stories by reading for a couple moments. It would be even worse to promote a game world where they don't even look at it.

    This really strikes me as unfair. Based on your logic, using the map to find anything, ever, makes the game 'Pac Man-esque.' As for the rest of your post, read this thread. It should be an indication of the fact that many people do not want to speed through everything. Heck, I know I don't. I've already said more than once that the thrill of fighting challenging enemies is a big part of the thrill of the game for me. I was referring largely to more tedious elements of the game, like glowie hunting.

    There is no right or wrong way to play. If you're on a team that wants to speed everything and that isn't your thing, form a new team and be clear up front that you plan on enjoying the content at a normal pace and you want to have time to read the stories. If the people you invite don't want to play the same way you do, you're all free to go your own way.
  20. Quote:
    Originally Posted by Sarrate View Post
    My opinion?

    The disparity between "survivable" and "unsurvivable" characters can be so large the game has to cheat in order to be fair - as odd as that sounds.

    For example, if Sequester could be avoided, people would become softcapped and ignore it. Prior to Incarnates, that's how I tanked the Patron AVs in the STF (at the same time). Soft cap, kill GW, profit.

    If the aoe damage pulse on Keyes was resistible energy damage, it would only tickle Elec Armor characters (esp Brutes/Tanks). Where does one set the damage on it? Just enough to threaten a Blaster wouldn't even dent the aforementioned Brutes, but high enough to threaten them would be one shotting anyone who wasn't one... or wasn't resistance hard capped... Actually, to take off half the health of a res hard capped Brute with Accolades (so 900 dmg after resists), it would deal 2250 at 75% res. Of the ATs with 75% res cap, only Scrappers could have enough health to not be one shot.
    The thing is though, that the rest of the game works just fine the way it is. I don't expect my Blaster to be as survivable as my scrapper in any situation when it comes to normal content and even other end game TF's. I'm not saying that Incarnate AV's shouldn't be tougher than the average bear, but I am saying that the survivability of the players they attack should not be discounted because that player got hit with teh wrath.

    As for the point that "skilled players should always do better," I'm not disagreeing with that. The thing is though, the Invention system is a big part of the game, people work very hard on their builds, and I feel the numbers that are attained through that work should be applicable in all situations.
  21. It would be one thing if uber-AV's and the like just had massive debuffs that lead to deaths. God knows Arachnos p*ss me off, but I don't really consider it totally cheating. It makes sense, because everything was functioning within the rules of the game- Your defense gets debuffed, you have lower defense.

    You have no -end protection and you get sapped, you lose your endurance. I'm just bothered by the <God Mode> attacks because they don't follow the rules. If they were even replaced by AoE debuffs or something, and still did the same amount of damage, but in a logical way, I would be ok with it... But as it is now, I just find it incredibly frustrating.
  22. Yeah I agree that Hamidon cheating is just as much of an issue... But the enemies who cheat shouldn't be validating the cheating of other enemies. I just think either everything should play by the rules, or the next incarnate slots should give us the option to Cheat, too. Fair is fair.
  23. Quote:
    Originally Posted by Necrotech_Master View Post
    the activation time for nova fist in game is 5.5 the last half second is when the power makes the hit roll, so you have 5 seconds (maybe more if laggy) to move

    personally i usually prefer using ranged toons for that part

    That wasn't even really the point, it was just one example. The point is I was curious as to how people feel about magical damage types appearing out of thin air that we can't build resistance to. And even worse than that, even with beyond softcapped positional defense, it still doesn't matter. I guess these attacks aren't melee, ranged, OR aoe, so logically speaking I guess they don't exist at all! -_- And yet they'll ignore your stats and one shot you all the same.

    I was more wondering about whether most people were comfortable with the principle of that guy who trained you up to level two (and did whatever it is that Anti Matter does) being able to create attacks with no type or position that they magically conjured, apparently out of thin air, because they aren't being delivered from any other position that I'm aware of existing in the game.
  24. Quote:
    Originally Posted by Giant2005 View Post
    If the damage is avoidable like Nova Fist then I have no problem with it.
    A cheap character on SOs with higher skill levels should most definitely survive longer than a moronic character with lots of inf backing him.

    Except when you happen to be mid animation when it goes off. -_-

    I don't see why these attacks shouldn't work like the attacks in the rest of the game. I can understand them being high damage, sure, but one shotting someone with capped resists? It really just feels like cheating.
  25. I just wanted to hear some more opinions on this... Personally, I believe that *all* damage should be typed. I find it unfair that someone who invests a lot into a good build, both inf. wise and time wise, is just as likely to be one shotted by <super Incarnate NPC power> as someone who uses SO's. What some people would call challenging I would call cheating.

    I would like to see what the popular opinion is on the forums... Do you feel that your billion influence, 5 purple set having awesome character should be just as easy to one shot with nova fist as that alt you just got to 50 who still uses SO's? I understand it seems like the mechanic is in place to keep things "fair" for everyone, but to me it just seems unfair. It makes it feel like all that hard work we put into building up our character's survivability was for nothing in the end game content.