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Quote:The problem is that those of us who breeze through content really, really are not the norm. The devs would be making content tuned for a rarefied part of their player base. On top of that, almost by definition, even if we could not breeze through that content, we tend to be the type of players who would burn through it as rapidly as feasible. So they'd be making stuff for a small part of the player base that they would be "done" with in record time.What I would have liked to see was content designed for 8 people that was challenging for 8 IO'd (and competent) people. However the difference between baseline difficulty and harder difficulty never really widened. It really has nothing to do with being fair, some content should be harder than other content, and that may entail some people not being able to complete it. It took them 12(?) issues to do this with the introduction of Keyes and UG, and for the most part all people do is complain about it being too difficult. IMO, if they were introduced years ago soon after IO's came out, the precedent that the developers set that players should believe that any content that comes out should be mind numbingly easy could have been avoided. However after 12 issues of no increase in difficulty it's hard to change that.
I just don't see that as sustainable in a game that's not strongly predicated around the progress ladder we see in a lot of other MMOs, where the low-level areas tend to be ghost towns because everyone is racing to be with the crowd in the end game. We only just got an end game, and after the "ooh shiny" wore off, there aren't a ton of people "hanging out" there.
I think difficulty settings are a much more sensible approach. They leave the devs free to try and create a more or less consistent difficulty for general content and then let us crank that up if we're strong enough to handle it.
I agree that a team of eight folks who can solo on +4/x8* clearly aren't going to be challenged by a mission even set to +4, because there will be 8 characters who could solo everything present. There's likely a mechanical limitation there on how many critters the devs can spawn in a map - they've talked about that on and off in the past.
One thing I wonder if there's any technical possibility of would be a "rank shift" setting. Can you imagine if you could up-shift just the HP and AT mods on everything in your missions one rank? Minions->LTs, LTs->bosses, and bosses->EBs. Think of it like the AV downgrade in reverse. Given lessons learned in the AE, I think they probably could not let shifted ranks give the full reward of the new ranks, but I would think some elevated reward would make sense.
Soloing anything at +4/x8/Rank+ would be exceptionally bad-*** in my estimation, and could add a new dimension of challenge even for a team of 8 bad-*** characters.
* Bearing in mind that I am tossing +4/x8 soloing out in a vague and unqualified sense, when in reality even most high-end builds can't solo on those settings against arbitrary mobs.
Edit: By the way...
Quote:4/8 solo can be challenging, however that change was completely unrelated. -
And just today, that info changed.
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They're an upgrade doodad that lets you make ATIOs into "Superior" versions of themselves. That sounds like it turns a rare into a purple, though I'm not sure if that implies enhancement boost strength, set bonus magnitude, or both.
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Consider me very surprised that PS decided to make the ATIOs obtainable outside the store. There wasn't a ton of negative feedback about "paid performance" in the big thread, but it was there, and these plans nip those worries in the bud too.
Leaving the costumes in the packs (for now) doesn't have the random problem in the same way, since (as I understand it) you can't get duplicates. So eventually you'd get the whole set if you bought enough super packs. I'm still cold to the idea of paying more for those just because it comes with other stuff. Someone remind me - do you always get a costume piece, or is there a chance you won't? If there's a chance you won't, I definitely wouldn't be buying packs to to get the costumes.
Overall, though, color me happy with two things: the way Zwil chats with us (likely bad for his blood pressure) and that we get updates about the discussion showing feedback was considered. -
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Dude, our characters live in a city where flying people take the elevated train, aliens from more than one dimension invade fairly regularly, Halloween is motive for hiding in a bunker with food and holy shotgun shells, there are retail stores that sell bazookas, and walking down the street can get your body co-opted by ancient ghost wizards.
If someone's fortune cookie contained ancient mystic secrets which imbued Bulletproof Monk style powers on the opener in a flash of light and music, I am not sure anyone would notice. Having it just contain a really strange fortune would probably be a relief! -
Quote:Honestly, almost no IO set crosses functional domains like this. This seems to have been a wide-scale design philosophy of the IO system. Sets enhance single functional aspects of powers, plus operational aspects that all or most powers share.P. P. S. Also, powers that do both damage and control seem to have few options. My Fortunata had a tough time slotting Domination (Hold+Damage). There are hold IO sets, and Damage IO sets, and nothing like Targeted To-Hit Debuffs for that set. I had to frankenslot.
For example, all sets enhance recharge and endurance. Many sets used in powers that usually require toHit rolls enhance accuracy. Sniper sets enhance interrupt (a very narrow example). But other operational aspects of powers are usually the only thing the sets enhance. Damage, Healing, Defense, Resistance, Hold Duration...
The only example IO set category I can think of that provides cross functional enhancement like this is slows. It always struck me as incredibly weird that Slow sets provided damage enhancement, and made me wonder if the designer of that set had a thing for Ice Blast.
(I frequently frankenslot Dominate with Acc/Mez and Dam/Mez HOs, with a few pieces of a ranged set like Thunderstrike.) -
Quote:Look, I don't like the forum problems either, but you're drawing a dumb conclusion from the facts at hand.What I'm saying is that today is just another small footnote supporting the fact that City of Heroes itself is not a priority item. The game is not, the bugs are not, and the customers certainly are not. And much like the fifteen+ month old forum logout bug, it's been like this for quite some time.
Forum maintenance for CoH was displaced by live game release maintenance for another game NCSoft hosts.
Forum versus live game.
Seriously, get some perspective. I work in IT in a shared services environment. My team's applications have release and maintenance schedules that get bumped so other applications can load changes. Even if you're fixing a real production issue with your product, if there's a work-around (and there is for most of the CoH forum issues except the spontaneous logouts) that actually makes it easier for people to bump your maintenance.
There are lots of things outrageously wrong with what's going on with the forums here, but stop translating that righteous indignation into ridiculous indignation over things that actually make sense, but happen to extend or exacerbate the problem. The real complaint here is that someone really should not have jacked up the live forums in the first place, with a possible side complaint that overall maintenance procedures for them need to be scrubbed with a wire brush. But let's not flip out that a production load for another game in a shared services environment bumped our forum getting fixed. -
Quote:This is a pipe dream.I think an issue to consider with resistance vs defence in IO sets is just exactly how much resistance you think they should give. Right now you can soft cap from basically 0 defence with IO sets only.
Edit: Let me be clear. I'd love to see you produce a build like this. Then, I'd love to see you generalize it to the easy inference from what you posted that lots of people are able to do this with arbitrary powersets. Remember: you said IO sets only. -
Quote:Reinforcing this, there is no direct mechanical equivalent to defense debuffs or mobs having +toHit in the resistance realm. It's easy for the devs to counter players with +defense. They have fewer tools that behave less dramatically to counter +resist.I think adding +Resist would be a mistake. In order for the game to be challenging, the game has to provide stress moments where player decision is meaningful. With high defense, and even capped defense, there is still a chance that powerful foes can get lucky and hit you twice in a row to provide that stress moment. Defense is spikey, and that forces players to react to changes in damage due to luck.
Resistance, on the other hand, provides predictable and steady damage reduction. It is much easier to play a character with high resistance and much harder for the game to provide those stress moments. For these reasons I think gaining Resistance has to be harder than gaining defense. -
Quote:From what's been discussed, the intention is that they will be able to be traded on the Auction House, to compensate for the random delivery system of the "Super Packs". There has been some vocal negative feedback to the Super Pack concept, so it's possible things may change, but they seem likely to proceed as something planned for some time now.Per the in-game description in the AH/BM for ATIOs: "Account Bound: This enhancement can only traded to other characters on this account via global mail."
I don't think it's a good idea, personally, for reasons that aren't game/AT balance-related. -
Quote:I missed this. Where was this said?One other side note, IIRC the devs have admitted that certain parts of the incarnate trials were actually balanced with IO bonuses in mind. If that's true, then the IO system is not optional.
Edit: By the way, the devs balance lots of things with IOs in mind. There's a difference in setting the balance point to assume IOs and to consider what someone with IOs might be able to do in the content. -
Quote:Actually, it's a good point, because I didn't even go there in this discussion, and I don't even always build for the softcap. I have four Dark Miasma characters that have defense in the low-to-mid 20s, but lots of +recharge. As a result, sure, I can't always solo certain things like GMs or something, but I can most of the major things a Dark Miasma can do much, much faster.This is your assumption. Everyone does not build for softcapped defense.
I have THREE toons out of the 40ish I have that are not Tanks or Brutes that have softcapped defense. Even some of my Tanks dont have it.
Now, to be fair, it was mentioned that +defense and +recharge are the two main things people go for. I would argue +recovery belongs ranked pretty highly too. But again I think that's because of how the game overall benefits from those things, not (just) because they are prevalent. -
Quote:Other bonuses tend to be negligible. For example, my Stalker has accumulated +Damage in set bonuses using over ten high quality sets, and to be honest I haven't really noticed the difference.
Resistance would be a much better argument, but frankly unless the devs do something dramatic to combine damage typed resistances in sets, positional defense will be much easier to slot for. This is not a set design issue, this is a game mechanics issue. So to with stacking of both defense and resistance. People choose defense not just because it's easy to find, but because of how stacking works. -
Quote:I am finding the Incarnate system's goals far shorter, more immediate, and honestly, less flexible than the IO system's.I understand the argument that goals are a benefit IOs give. However, had the incarnate system been released instead you would have had long term goals anyway.
Quote:Regardless, IOs need more trade offs in the set bonuses.
Quote:The fact that it's possible to build up 25% or so defense without even trying and get some decent bonuses on the side is pretty crazy. Especially since combat works the way it does.
The notion that you should have to decide between one kind of bonus and another is one way to build such a system, but I'm not at all sure it's an unambiguously better way. The reasons you think it's better seem to be because you have a pretty clearly view this game as either a competition or a race. I don't view it that way at all. I love achieving what IOs let me achieve for the mere sake of having it to run rampant with.
Being able to do that sort of thing was what got me to fall in love with this game when it came out, but with IOs, it's far more equal in terms of what characters can do it. It's not just Fire tanks or what have you that can go nuts, and I think that's great. -
Quote:Goals. Level 50 is a trivial goal. For someone like me who enjoys playing existing characters more than making new ones, not having a goal is a problem. I need a reason to play my characters. Chasing IOs gave me staged goals, ranging from the short-term of frankenslotting to the long-term of tricked out AV soloing, +4/x8-vs-lots-of-factions gosh darn supah heroes. I don't try to go from zero to hero with IOs any more than I try to go from 1 to 50 in a day. I'm here to play the game. Goals keep me interested.A lot of people are saying that without IOs they would have quit the game. I have a hard time seeing why unless all you ever do is craft IOs. Nothing else changed when they put IOs in. I would have much rather seen us getting new powersets and content at the speed we do now than see IOs introduced back then.
Quote:The other thing that irritates me about the IO system is that everyone appears to believe it's optional. It isn't. Enemies may be balanced around SOs, but a major percentage of players have IOs. A character on SOs is markedly less effective at tank-maging their way through spawns than a character on IOs. Which means, if you want to compete in terms of survival and kill speed with other players, you have to use IOs.
If you're talking PvP, sure, you might have a point. PvP here is an unmitigated disaster, IMO, so the degree to which IOs mess it up is lost in the noise is far as I can tell. -
I wouldn't be playing without them. Not specifically because they're overpowered (and they are, but that's not as big a deal in this game as in most), but because they gave me long term goals to play for.
And those of you who think the iTrials wouldn't be full of autohit stuff without IOs seem to have forgotten what it's like to play on a team with plenty of buffers. 100%+ defense happens plenty without IOs with the right powersets along. If you think the AVs designed to face down 24 players wouldn't have stuff like that, you're kidding yourselves. -
Ironically, Shield's +damage contribution is unambiguously numerically superior on a Scrapper. Which pretty much reinforces the point that it pretty much doesn't matter.
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Personally, I have always found very dubious the declarations of "obsolete" that stems from the opinion that, since XYZ is not the most numerically optimal way to achieve success, it is therefore obsolete.
It bugs me how often folks who hold such opinions have them because they set forth an extremely strict definition of "success", usually measured in hard metrics like DPS, XP or Inf per time or time-to-completion for a fixed set of content. I have no problem with people caring about those things more than anything else, but it doesn't help that folks with this view are often (though not always) dismissive of any other definition of "success". (It's one thing to say only certain measures of success matter to you, but another to say others are wrong for holding different ones.)
I personally value taking something I find interesting to play and making it the best I can. It matters much less to me if something else I played was "better". If all I cared about was XP/hour, absolute DPS, mag/second, or similar things, I would only play like 1-3 powersets, ever, and would discard them whenever something better came along. There are things I don't play, but best metric/time is not the primary way I prioritize them. (Note that this doesn't mean I don't ever think some powersets or even ATs have issues, but that only sometimes overlaps with the declarations of "obsolete".)
So long as anyone holds views like mine, I doubt any currently existing AT or powerset will ever be "obsolete" in the sense of having no players. -
I think the OP is truly just the perception of the poster. I enjoy Brutes just fine, but I prefer Scrappers by far. The two ATs are not just the same things with different AT modifiers. They play differently. While not by miles, I prefer the way a Scrapper plays.
In terms of the actual attribute modifiers (and the contribution of Fury), the changes to Brutes that came with GR pretty much ensured that, setting aside things like cross-powerset comparisons, Brutes are more durable but do less damage. Yes, their resistance caps are much higher. That really doesn't bother me in the least. Very few of my characters operate significantly often at/above the Scrapper resistance caps outside of cases like having multiple Barriers spammed on me, in which case the massive +defense tends to make me so survival the resistance is moot.
I view the two ATs as peers, not one as functionally superior to the other.
Tanks have a completely different AT role. Some folks simply refuse to accept that. Anyone who thinks a Tanker's vastly higher survival compared to either a Brute or a Scrapper doesn't matter in terms of fulfilling that role simply isn't paying attention. The debate there really comes down to whether people value that role. Some don't. That's fine - they shouldn't play Tankers.
Edit: Blasters are a different thing. They have always had issues, since long before the CoV ATs were introduced. They still have problems, IMO. Forum discussion about it seems to be fairly regular and ongoing. -
I'm not hot under the collar about this at all, but I agree that this pack is a pretty extreme case of the topic in the thread - that both genders should be getting shared items where it makes sense. (I suspect people talking about corsets for men were being silly on purpose, but I'll go ahead and say I think that's silly and taking the concept needlessly far.)
@Zwillinger:
I'm also going to jump on the sidebar bandwagon about what I see as an outrageous conflict between production pipelines and player/customer feedback. If the scheduling is such that everything is too far down the line to change by the time feedback can be elicited, then feedback is pointless. You need to either solicit feedback far earlier in your pipeline (at a point where feedback can actually impact design), or you need to modify your schedules to account for possibility of feedback-inspired change. -
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Quote:Yes, let's throw out the distinguishing characteristics of the ATs to facilitate this strange balance paradigm.Yea, i see! But you are not seeing the big picture now!
Brutes Fury will need to be significantly decreased! Base Damage Increased! Why? Well, so much Fury was great when Brutes were just on Red Side. Now that Tanks can go red side, brutes can go blue side, brutes arent getting nearly enough Fury like they would before, because Tanks are doing what they normally do, and thats hogging most of the Aggro. Hehe, i was in a team recently and the Tank was starting to feel really bad for the brute (the brute wasnt doing nearly enough Dmg and was getting upset), then the tank just stood back and was telling the brute to aggro the grp 1st, just for a minute, then the tank would jump in!
Hehehehehehehe! I had a nice long chuckle!
By the way, my SM/FA Brute was able to generate high fury about as high as we can get it now even with just one or two foes around, because I have a high recharge attack chain of fast-activating attacks. These days, Fury is easier to get to its effective "maximum" (the most we can usually hit under normal circumstances). Whoever the Brute in question was, they either had a very long-animating attack powerset or they just weren't attacking that much. -
Quote:Anyone who doesn't expect this sort of thing on corporate Facebook walls is, unfortunately, kind of out of touch. I'm not saying I think it's great, but it's standard fare, and I don't just mean for Paragon/NC.You are right. It isn't censorship, per se.
But it is social networking. Trying to limit the commentary of those that you have given social access to could very well be worse for your image than the negative feedback.
It becomes worse when so many comments were deleted, that remaining comments referencing the now deleted comments are confusing, and you then post a response to the comments that are now gone....
Personally, I think it's a poor use of Facebook, but most companies that use it for stuff like this seem to treat it like a billboard that other people on the network can see, but then don't expect to have to deal with negative feedback. And they don't want it there, because they're treating the update like an advert. -