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Quote:The forums are here for people to post things on them. Some of thpse posts are seen as misinformation that others want to correct. Some of them are opinions but ones that others feel it's important to offer counterpoint to. They are kept pretty civil by moderators, but you're going to see arguments.I just don't like seeing a fellow gamer getting teamed up on. We are here to play. So stop fighting and play already.
Long story short, if you don't want to see people debating or arguing, I recommend you avoid the forums altogether. -
Quote:I'm as old guard as anyone can be, and I'm pretty damn happy with what they're doing in terms of Paragon Market stuff. I don't like everything there, and I think some of things have had laughable prices, but it's had lots of stuff I have liked, and they still seem to be feeling out their prices for various things.In closing, please keep the Old Guard happy, we're your steady paycheck, your solid gold, and this flash in the pan from the Micro-transactions are just that, fools gold, cause they won't last, but we Old Guard, if you keep us happy, we would love to stick around for years to come.
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Quote:Here's a significant area of disconnect between folks. Even level 50 stuff hasn't been a challenge for folks who partook heavily of the IO system for a very long time. I think it unlikely that everyone who built an IO'd-out character still was running at max difficulty, but most everyone was at least turning it up a few notches. Now, with Incarnate powers, people with zero IOs at all can turn difficulty up a few notches. People with IOs and Incarnate stuff can turn difficultly up nearly all the way. (A few characters could already turn it up all the way with just one or the other, but certainly not everyone.)2. You COULDN'T go back and run level 40-45 missions without being exemplared and scaling down to match your foes. You weren't encouraged to play content that is technically below your level.
For those who didn't want to play at those power levels, heavily IO'd characters may have been easier to avoid than Incarnates are now. There's an implication there - the IO system was either harder or less enjoyable for more people to get into than the Incarnate system. For the people who appreciated and/or enjoyed the kind of play IO'd characters provided, that's a great improvement - Incarnates are apparently more accessible. For other folks, perhaps not so much.
Quote:The solution here isn't difficulty adjustment. It's more content. LOTS more of it. It's content that's applicable to raid groups, to small teams and to solo players. It's enough content to keep Incarnates doing Incarnate stuff and not going back to the old game unless they felt nostalgic. -
Quote:By and large, no Incarnate abilities are going to let a team hit much better. (It's rare to see people take Nerve outside the occasional defense-based or control-based character.) Solo with no outside buffs, my 50s were at the toHit cap against unbuffed +3s long before I19 came along. So if the folks you're running with are hitting +3 or +4 foes, it's probably got nothing to do with Incarnate powers.If I am a Level 50 without any incarnate stuff on a team that has Maxed the Difficulty so that they can't one shot everything, I tend to be just as useless as if they were steamrolling through everything. Can't hit much, don't do much damage, don't debuff enough, etc...
By and large, no Incarnate abilities make you debuff foes better. There's one branch of Clarion with +special, but it only strengthens buffs and not debuffs. So I'm not sure why you think you can't debuff as much as anyone else, since their Incarnate powers aren't boosting their debuffs.
When you end up on a team with Incarnates on it, how many of them are there? Are you finding you can't find a team that's not composed mostly of Incarnates? One Judgement will not level a +3 or +4 spawn. Two will level most of the minions. Are you finding yourself on a team of four or more Incarnates? I can't say that's not happening, but it surprises me, because I don't run into that full time even playing with people who have been otherwise working hard on Incarnate progress. They still level up new characters. I went on an ITF with them the other day where I was the only Incarnate, and only of only two level 50s. -
Quote:This is hardly a new problem, just a spin on an old one. Contrary to popular opinion, level 45+ is no more the whole game than level 50 was before Incarnates came along. What the introduction of Incarnates did was shift a debate between two sets of people: those who liked playing the pre-50 game and retiring 50s and those who like to play only at 50. That debate has new life in the form of a debate between people who like to play at 50 and people who like to play at 50 with Incarnate powers. As you say, it has a lot of parallels to raising the level cap. However, unless it provided no mechanical advantages at all to play "past 50", this conflict would exist. It might not exist in this degree, but so long as Incarnate powers were non-trivial, this same debate would have come up.It is as I warned - Incarnates are quickly outpacing the difficulty that the base game (which is not designed with Incarnate powers in mind) can provide. It was a nice pacifier to send people to replay old content for a while, but the development team walked right into the very problem they cited as a reason to not up the level cap back in the day: People can play through new content faster than the team can make it. Sooner or later, Incarnates will be too strong for legacy content. What are they going to do then?
Quote:Incarnates should have been given their own body of content so they don't feel compelled to go back and re-run old missions, now much easier than before. At least, no more compelled than level 50 characters going back to street-hunt in Brickstown. -
While that might be true, I have, personally, never perceived them to be so ungood that I would disable them as a class. Even though I too can find myself bouncing off cave walls, and that's not ideal, I don't find it unmanageable. I realize others might not find it manageable.
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Quote:I'm not sure if this was directed at me, but in case it was (at least in part), that wasn't what I was trying to portray. Perhaps you're just being hyperbolic here. You earlier suggested that you thought people who do take travel powers might be a significant minority. I posted an anecdote that I think provides evidence to the contrary. The natural extension of that evidence is not that you are the only one who does so.I know I'm just some jerk so who cares what I say, but I'd like to take a moment to invisibly point out that rsclark is not in fact alone in skipping travel powers and that earlier in the thread I too posted that I never take travel powers. At least two of us exist so you should stop trying to portray him as completely unique.
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Yep. Nothing can make any of the Incarnate powers recharge faster, not even other Incarnate powers.
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Quote:Wait, what? Even if there was a server limitation, that response to you makes no sense!What's really weird about it was that when the Tier 5 powers were revealed, I pointed out the discrepancy (1 power set gets a power that makes it competitive, speed-wise with the others, and the rest get new utility or combat powers), and asked for Fly's speed cap to just be increased on its own, and for the Flight pool to get a different utility or combat power like the other sets got.
I was given the same server limitation response. -
Quote:You're one of the examples I was just posting about.As I'm sure you know since we've teamed before once or twice (heh), I can get a top speed on NR/BR of almost 84mph with much better vertical movement than SS. Being at about the midway point between the capped top speeds of SJ and SS with less vertical movement than SJ and more vertical movement than SS, I feel like that more than makes "true" travel powers obsolete in this case.
As I recall, that character was a KM/SR Stalker.
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Quote:That's what I always said when we were told that. It never made sense to me. I'm pretty sure I originally heard it before Castle's time, meaning it was likely Geko or possibly Statesman that posted it.Was it a Dev that said this? I've been told in a PM by Castle back in the day that there are no server-side limitations for why Fly is slower than Super Speed, for instance. All travel is done in three dimensions anyways, so there's o way that's a valid response.
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Quote:I hang out in channels stocked with people who are concerned with performance. I have only ever known any of them to skip travel powers occasionally, usually only when playing powersets which offer travel speed boosts such as Super Reflexes, and usually only then building in ways that maximize speed set bonuses from IOs.Taking a travel power is an opportunity cost with no gain other than "cool", so I would be largely surprised if skipping travel powers was not fairly common among people who care primarily about effectiveness. Add to that "roleplayers" playing the vast array of basically normal people with powers (your batmen and gadgeteers types), and I'd be really surprised if the people taking no travel power was a particular small group.
In my own experience, I find "concept" players more likely to skip them than min/maxers. Getting around fast happens to be a very popular thing people like to maximize, and honest-to-goodness travel powers are the most effective, least conditional, least fidgety way to do so. -
I remember when the hero respecs were some of the hardest content CoH offered. I enjoyed them, and had never failed one, but even so I was willing to admit they might be too hard for the only way people had back then to respec their characters. After all, if you were gimp, was it really appropriate to have to overcome one of the game's hardest challenges to fix it?
But wow did they overdo compensating for that.
I (sort of) get the devs' limited interest in fixing old things, but honestly, I don't think they need to redesign the thing. They just need to lay off the ridiculously long ambush timers or lay off the under-level foes. Honestly, I think it could stand both. Standard code rant applies, but it's not like we need art or powers design changes here. Just tweak some mission parameters.
And yeah, I know, srs post in response to funny OP. Sorry. -
Quote:Honestly, I don't understand this. I really don't.The idea of actually building a character is gone also, because the Incarnate stuff makes ATs obsolete. Strategy? Fuggetabouit. Actually feeling like a hero defeating impossible odds? No longer.
It's simply a ludicrous claim that ATs are obsolete at this point. Yes, Incarnate powers are very powerful. You won't hear me claim that they don't change the game. As someone with 10 characters who mostly have all five currently available Incarnate slots equipped at tier 4 (Very Rare), I still don't understand this notion that this makes ATs no longer matter.
Do Incarnate powers blur the lines? Yes, there's no question. But losing the benefit of AT distinctions completely can only seem to happen if you are playing at difficulty where the need for support is so limited that this blurring can erase it. The blurring is not infinite, and I promise you, it is within the available difficulty settings of the game to make those ATs valuable - to move the need for support outside that blurring zone.
What I will agree is that you don't need to be cautious and have support and have Incarnates. I've never wanted CoH to be some sort of game of chess. So I haven't played this game cautiously for a very long time, and all Incarnates let me do was crank up the difficulty I can manage for the same degree of heedlessness. But I still appreciate how much a buffer/debuffer, or in the right situations even a good Tanker can let me be more reckless. I say this as someone who min/maxes pretty significantly. If I can see the value in the ATs and what they bring, I think that means anyone should be able to. If they can't, they just aren't looking for it. -
Since the change where I logged out every time I closed the browser, I had not been logged out otherwise. That meant I had not seen the spontaneous logout bug for weeks. Since sometime on Sunday I'm getting the spontaneous logout bug worse than I have had it ever. Every few hours at best I am logged out, even without closing the browser.
Worse, every time it logs me out, it reverts me to the hero skin. I prefer the hero skin, but it's broken right now.
This is incredibly frustrating. -
Quote:Personally, I doubt that. I believe that a majority of people who have already earned those powers would consider that a major dickmove by the Devs, somewhat akin to turning off IO set bonuses in a majority of content.I have a thought, and it is only a thought, that at some point, when the incarnate content is developed enough, the Devs will 'pull up the ladder' on incarnate powers and make them only usable during incarnate trials and content.
That said, I will be surprised if many, if any future Incarnate powers (as in ones that go in slots not yet made available) operate outside of incarnate content. -
As a note on the -res procs, the two different procs to stack with one another. Each proc will not stack with itself, but they each grant different powers, so they will stack with each other. Consider it similar to the new Reactive-like DoTs they are adding to Interface.
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Quote:Let me give you an example.I'd say it's a moot point in teams in well. I see this argument every so often as a reason against taking a Brute over a Scrapper (or stalker), but unless you're in a team of seven people who absolutely suck, it's very rare that you are completely on you're own.
I have a Stone Melee/Fiery Aura Brute. Regen and FA don't play a lot alike, but I believe they share some broad survival characteristics. Compared to a lot of their peer powersets, both are comparatively fragile, especially when talking about heavily IO equipped characters. Where FA has resists, Regen gets more click mitigation. Despite my labeling it on the fragile side, mine is a very survivable character, though against most foes that is in no small part due to Fault and FA's offensive strength. I can solo it against a lot of critter factions on +4/x8. That means that, when I am on a team, I can often be completely oblivious to how much aggro I am taking, because I could probably survive the aggro of the whole team.
However, not all content is that forgiving. If I find myself the primary aggro soak against the kinds of foes I cannot readily solo on max difficulty, such as foes with lots of Psi damage, foes who can strip my defense, or foes who deal lots of pure energy damage from out of melee range (my defense to Energy is only moderate), I can get into a lot of trouble fast. Foes like the IDF in the iTrials can be particularly hairy, because they exhibit all the dangerous traits listed above. I know what kinds if things are bad for my brute, and were I solo, I would avoid piling a ton of their aggro on myself. But on a team or a league, I don't always have that luxury.
Yes, if I am on a good team, they can keep that from happening. Of course it's not safe to assume that your typical PuG team is a good team, and for trials gated behind the Team Up Teleporter, PuGs are the primary thing most of us play. Not all sets need to apply this level of caution to as many foes. The more durable your build, the less affected you are by how well your team supports you.
Based on how I play my Regen Scrappers, I find the level of caution required in terms of what I aggro similar to that required for my Brute, but only my Brute pulls aggro from nearby foes just by using AoEs. The Scrappers (and Stalker) get to shed aggro relatively easily if anyone else damages their targets. It's not as easy when you've been slathering them with Gauntlet or, in Brute Regen's case, a taunt aura.
The effect I am describing is not the end of the world. It is simply something I have perceived in literally thousands of hours of play with the characters in question that I think is worth mentioning.
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Quote:No word-putting involved, that's definitely how I feel.I don't want to put words in Uber's mouth, but the above-quoted paragraph, written after the post you quoted, strongly suggests to me that he wasn't even acknowledging the average-player's-pool-powers metric that you so harshly criticized as undefinable until later. The above-quoted paragraph suggests to me that he feels the standard you lampooned is, in fact, useless.
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Quote:I believe there is.Even if you know your powers, or you know everyone in your SGs powers, or even if, somehow, you know everyone on your server's powers now have greater diversity since inherent Fitness, you still don't know overall. There's nothing to say that you, your SG, or your server isn't the exception.
It's actually very simple. This game has goals. It has rules about how we can achieve those goals. Our powers allow our characters to achieve those goals.
Neither I nor people I know or are in my SG or even here on the forums have some special monopoly on understanding the goals, rules or how our powers achieve them. Many, many people are going to be able to come to the same conclusions we do. They don't have to be min/maxers. They just have to give some thought to being useful.
Certainly, there are people out there who chose to eschew pursuit of the game's explicit goals and build unusual things. Petless Masterminds for example. Barring statistical data none of us have access to, you're just not going to convince me that such players represent a significant enough portion of the player base upon which to make sweeping statements about build diversity. -
Quote:For this discussion, I disagree. There are far more factors that go into "functional equivalence" than just player power choice. You came into this discussion with a very specific, much more narrow thesis than "functional equivalence."How about dividing by the number of builds that are functionally equivalent? That would be a fair definition.
To reinforce this, it should be noted that in almost no case did what I did with any character modify their existing function. The only counter examples of that are the various cases of my picking Leadership, because my melee characters became very minor team buffers - an expansion of their functional role that did not previously exist. But by explicit design, Leadership powers are weaker on things like Scrappers and Brutes compared to how they function on Defenders and Corruptors. And my Defenders and Corruptors (and Widow) are far more effective overall as buffers than my Scrappers/Brutes with Leadership powers.
So net, there very little change in functional role. In the most literal, technical sense, there was some functional diversity lost, but in practice is was negligible, because no one is ever going to invite my Scrappers or Brutes to a team for their buffs.
Quote:Remember my scraptroller? I wanted a scraptroller, but after inherent fitness I found myself with all my AT powers. In gameplay terms, she's now functionally equivalent to any other Plant/TA...and that's pretty much the same as any other controller.
Quote:I want a diversity of gameplay options. Running into melee, staying at range, controlling everything, stun and gun, working the terrain while healing, AoE gambling, knockdown juggling...etc. These are all different tactics you can plan a character around. I know, people nowadays only know how to zerg rush, but I like being a little more strategic when I play.
Quote:The more builds are functionally equivalent, the more generalized gameplay options are, until the most efficient -- apparently that's the zerg rush -- is all that's worth doing. No content is any more challenging than any other. There becomes no point in making characters with rare abilities, because no abilities are rare anymore.
Quote:Examples: I once build a dark tank with the presence pool to create a fear tanker. (Respeced out of that, eventually.) I have an AR/Storm corruptor who is the knockback king, with something like eight powers slotted for knockback. There are things he can't solo, but there are also things that he can do that no other character can, like solo AVs that aren't KB-immune. My plant/TA used to be a scraptroller. My Mind/Rad used to be all about recharge (the incarnate buffs killed that concept).
Quote:I want to be unique. Doesn't everyone? Isn't that what all the fuss about costumes is about?
Quote:I want unique gameplay, a unique character that plays in a way that I designed. Now, complete uniqueness isn't possible. But the more people there are who who share my exact same build the less fun that character is for me. And with inherent stamina and optional travel powers it has become harder and harder to build characters in unique directions.
Quote:Let's say that power #11 is a control power. It's the only control power in the game and anyone who takes it assumes the controller's role. Of your original 15504 permutations, 3,876 will have that role -- exactly 25% of the playerbase, assuming power choices are essentially random. (If they're not random and people optimize -- as I believe they do -- that works in my argument's favor.)
After your power giveaway, 1820 of your 6188 permutations take the controller's role -- about 29%. There are more controllers than ever before, and more people that can be a controller on demand. The ability to control is less rare. The controller version of gameplay is more common. This is true for every unique power in your list. Diversity has been lost across the board.
Quote:Expanding the opportunity to choose is bad if the options available to choose are not expanded. If such a trend is established, it will lead to homogenization. That's the problem. -
Quote:That's fine, but in most stories, that's not something that's really handwaved. Finding that ward or whatever would itself be part of the adventure. When the character starts doing that sort of thing regularly, they're not really fully relying on their martial arts skill (or bow, or whatever) any more. They're supplementing it regularly with other sources of power.I'm not entirely clear on whether this has been covered in the thread already as some of the references I think went over my head, but my answer to all that is just look at that bat fellow. He's just a strong dude with some technological assistance yet nobody seems to find it implausible for him to kick the head off of a robot because the writer will have made clear that he knew exactly the right angle to kick from because he did some industrial espionage at the robot factory before the fight. Or maybe prior to the fight with a demigod your martial artist would learn some minor ward of vulnerability, or dig up a long forgotten technique from his school that doesn't get a lot of use since you ostensibly don't fight one specific god every day. There's a million ways to explain this stuff in a universe that's full of magic and science and all these crazy things. I'd definitely say you can have a guy who is mainly getting by on his natural skill who makes it through the weirder circumstances by resorting to one form of trickery or another.
Quote:Oh yeah, I should also point out that in playing this game we're suspending our belief in a more subtle way as well. In general, in comic books, not every character is exposed to every type of enemy. Matter Eater Lad doesn't tend to go on a lot of pan-galactic crusades, as far as I am aware. He tends to find himself in situations where he's hungry and he's surrounded by matter. So, from that perspective, maybe a natural martial artist simply wouldn't really be going on the shadow shard TFs. The fact that you can easily do so is a testament to the level of freedom the game has always given to players to define their own concepts their own ways. But really, take any character you have. Does it make sense for them to run all of the content in the game as they can, and perhaps have? Should the same woman be thwarting every single plot that the council cooks up while finding time to also work every day job and keep every other villain group under control as well? That seems objectively silly to me, yet it's just the nature of a game that doesn't railroad you very much. I don't really put a ton of thought into the specifics of how my pistol blaster manages to take down robots hundreds of times her size when it's pretty insane in the first place for her to be "arresting" hundreds of guys in a gigantic laboratory to save one kidnapped scientist.
Quote:It's all silly, just roll with it. -
You might want to mention that to the chap that used it first. All I was doing was turning it around.
Quote:When you say "punching a demigod" it of course sounds silly yet look at any mythological tradition you care to. That's the kind of stuff normal people can do if they exceed the requisite minimum badass threshold, or simply if their place in the parable calls for that to happen. Why shouldn't an Olympic athlete be able to hit a robot so hard that it breaks
I'm open to the idea that the animation engine isn't showing all the neat things we can imagine our Martial Arts character doing to disable this moving, armed and armored car, which I am hopefully clearly using as a proxy for a robot. But the fact is that no matter what he's doing, in the case of the armored, shooting and moving car, it's going to be pretty damn impressive stuff.
A "normal" human being would only achieve that sort of thing with a weapon capable of damaging an armored car, or with suitable Hollywood treatement. And beyond a certain point, that's a level of skill that's no longer "natural".
Quote:Traditionally when a god takes a corporeal form they expose themselves to the weaknesses of living creatures as well. One of those weaknesses tends to be getting kicked in the jaw. -
While possible, that seems unlikely, since everyone and their brother was testing the Rocket Board on beta, which is not scaled to the capacity of the live servers, and that wasn't apparently an issue.