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But apparently you're not?
Try going back and reading the example builds. Try going back to my description of my characters. They are specific, concrete examples of things that are not at all likely to be the same choices made by me and others. It is unlikely that everyone who replaced Fitness with three other powers chose to replace Fitness with the same three powers. Therefore, more builds are likely to be different from one another that before. And that is the only sensible definition of "diversity" in builds - how many are different from one another. As Obitus says, measuring them by how many pools they have in common is a quite superficial measure. -
Quote:Actually, this is a stupid argument to make, because even abstract combat visuals are not the same thing as the story being told. Yes, when your Martial Arts character is punching one of the Aspects of Rularuu, the combat animations are an abstraction of how that punching is happening. What is not an abstraction is that your Martial Arts character is punching what amounts to a demigod. Now, I'm open to the argument one could be such an fantastic martial artist that it's actually useful for them to punch a demigod, but I contend that a martial artist is well beyond any conventional meaning of "natural" at that point. Whatever the true origin of their power, they're now achieving something so superhuman that it's not much less far out than throwing fireballs or lifting things with your mind.Yeah there tends to not be a lot of love for the "batman" sets because of the "but you punched a giant robot!" silliness, which is a stupid argument to make. One that goes out the window the minute you see a homing boulder thrown by a troll follow you all the way across Skyway City and up an elevator. The visuals are at best an abstraction of what's presumed to be going on, used only as a basis to help everyone taking part to have a better idea of the concepts at work.
Animations aren't the whole story. -
Probably the most explicitly (I use the word reservedly) "god-like" power we're given, in the context of tapping supposedly cosmic power in the Incarnate sense, are the Lore Pets. It's not "god-like" in the sense that they show up and level the city, but "god-like" in the sense of willing things into existence. Based on their descriptions (as in /info), we appear to be calling them into being from memory from having faced them in the past.
Of course I find it not too hard to hand wave at that and decide that my characters are summoning them some other way, and they aren't manifestations of my character's will given form. The wispy, translucent appearance makes that harder for some of them, and for some explanations, but in general I prefer my version to the in-game one. -
Quote:When I heard of both Afterburner and the Rocket Board, I was immediately annoyed. For a very long time, we were told that the speed limit on Fly, aside from balance considerations, was a server limitation - that somehow 3-dimensional movement modes actually had to be slower than 2-dimensional ones like Super Speed or the server would somehow get out of sync with our clients as we traveled. The fact that this "physical" speed limit is now bypassed with extra powers annoys me, because it means, in fact, that Fly's cap could simply have been increased.Holy crap. This.
It really galls me that Afterburner as an 'Upgrade' to Fly renders you more or less 'Invisible' without the benefit of actually applying a stealth bonus.
I'm doubly galled that the Rocket Board is faster than Fly.
Increase the speed caps, and make slotting those powers actually DO something! -
Quote:Well, yeah. It just happens to be that this is the first pre-existing event that's been transmuted to gate behind the LGF queue from something that was otherwise an open zone. As others have mentioned, doing this makes some things about the event more convenient (forming the event "at will" if you have enough people) and other previously possible things impossible (starting the event with a small team). We're objecting to the loss of the latter in the service of the former. The higher the minimum league size, the further away from what was possible before the new interface gets.As far as we've been told, just the badge for beating lord winter. The merit rewards and candy cane salvage are easily (and much more readily) earned in other events. Solo and small team players will still have the Ski Chalet and Father Time, plus general present opening. There is no other unique or 'needed' rewards or content being missed out on except the specific raid style boss fight and badge denoting such.
It really seems to me people are just taking exception to the system in general rather than the specific event. -
Quote:It is neither. The notion that these pools were not previously near ubiquitous is ludicrous. Only someone who has no experience with common build strategies would even suggest such a thing. They are taken as replacements to fill the slots vacated by Fitness because they are desirable powers with minimal slot requirements. The fact that they are desirable powers means that many people have them. What changes is that people who previously did not have room for them because their build was composed mostly of primary/secondary powers and other pool powers that provided higher build utility.Not if they're different power pools. Stamina was ubiquitous and is still. Other power pools are near ubiquitous now when they weren't before. Stating that this is more diverse is either dishonest or ignorant.
The only definition by which you could define this as "less diverse" is by defining "diversity" as the number of characters that exist, in total, divided by the number of builds that have a given power. That number probably did go down, for, say, Combat Jumping. But that, or anything similar to it, is such a completely abstract definition of "diversity" that it serves no useful purpose. It completely ignores that more builds are likely to be different from one another, the only definition of "build diversity" that makes any practical sense.
My SM/FA Brute became more unique among the total population of SM/FA Brutes, because most of them almost certainly had Health and Stamina, but now mine has some Leadership powers, while others may have added Super Speed or Teleport Friend.
Quote:Try to calm down and think before you post, please.
Quote:You don't understand that people used to have at least three powers in common, but they now have at least 6 to 8 powers in common. That's a loss in character diversity across the playerbase.
Quote:Maybe you're confusing 'diversity' with 'diversity of powers in a single character'. That's not what I've been talking about. I'm talking about the population becoming more like each other.
Every powerset combination has a number of combinations of possible builds. Diversity should be a measure of how many of those possibilities are in play, and by what percentage of the playerbase. Before Inherent Fitness, our set of in-use combinations was smaller and the combinations using Fitness and Stamina were used by a dominant portion of the player base. Now, all those builds that made up the chunk of builds using Fitness are more likely to have different things from one another.
Quote:The more powers people have out of a limited set of options, the less diversity there is. When everyone can do everything, nobody will be special.
That's so simple that I'm at a loss why you can't comprehend it.
Let's me show you a specific example. Let's say we have a game where there are 20 powers people can choose from, but they can only pick 5 of them. Assuming no other constraints, that's 20!/(5!(20-5)!) = 15504 theoretical power permutations.
But lets say in practice people almost always take power 7 plus one of either 2 or 4, but rarely 2 and 4 together. Basically power 7 is our analog for Stamina+Health, and powers 2 and 4 are our Hurdle and Swift. So in practice, people mostly have two variations on 17 powers taken 3 at a time. 17 powers taken 3 at a time is 680 permutations, doubled to 1360.
So now let's give everyone powers 2, 4 and 7 for free. Now they have 5 picks again, but only from a list of 17 remaining powers. 17 powers taken 5 at a time is 6188 permutations, 4.55 times more choices than we had people making before.
We can choose the power list size and the number of powers we can pick at a time such that your scenario becomes true, but it is not true for all situations. In the limit, yes, 20 powers taken 20 at a time has exactly one permutation. But you are making the claim, as best I can see from your posts that what was done unequivocally reduces the number of permutations in play. I have shown that it does not, in general. I believe that the Inherent Fitness change is more likely to have resulted in more build choices, as in my scenario above, than less, as you claim. Because of the complexity of things like the four pool limit and how complex player choices are in terms of taking primary and secondary powers (for example, very few people skip their mez protection toggle on melees), I am not prepared to accurately model a proof for CoH. Nonetheless, I believe my experience with my own builds, plus the arguments of the others in this thread, suggest it is more likely to have increased the number of different builds in play for given powerset/AT combinations. -
It does. Well sort of. I think it's weird to object to the beam in the context it has been given, but I understand objecting to that context itself.
I kinda get why the devs would want to sandbox player-made content into a supposedly virtual world, though. Could they have achieved that in a different way? Probably. -
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Quote:Er, OK. I think that's a weird objection, but to each their own.Right, but that's what I don't like about it. I actually think it's worse than the TuT because it's explicitly presented as being fake. At least I have the option to run to a gateway in Dark Astoria for Kane's Mansion, or stand next to the sewer entrance in Atlas for DFB if I want.
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Quote:Sort of a cross between a false dichotomy and a strawman, you've presented a position that I'm pretty sure no one here has taken and then pointed out how unreasonable it is. Most folks here have either asked for the option to enter the WLR through the gift to remain with the TuT version, or for the league minimum size to be reduced.So... last year, if you wanted to run it with just one team or a trio, your plans for an intimate event could be stymied by having 30 other people show up uninvited; but now you can control 'the extras' by pre-forming a league.
And last year, the event could be started with a small number of players which was likely to end in failure.
And last year, you might never get enough people to show up, but now can be run by a preformed league that only requires *4 more* people more than the magical comfort zone of a team of 8 but is guaranteed to start nonetheless and very likely to be successful...
...that's a bad thing.
Got it.
Given that, I find your post trollish and ignorant. Way to spend previously earned respect. -
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I'm a big fan of Regen, and I wouldn't want to dissuade anyone from playing it on any AT. I was just pointing out the good with the bad, though I'll admit, looking back at the post, I didn't do so in a rounded way. That's what I get for posting while working.
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Ah, it's Lethal Force itself that can miss. Anyone know if TARGETED can miss? (It seems unlikely.) If it can't, I'm even less confident that TARGETED is actually applied in a sphere around the WW.
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Quote:Well, for what it's worth, the MA beam is supposed to be fake. The "contacts" outside it are explicitly presented as holograms that can look like anything (within reason), and everything inside is a fantasy within the fantasy. It's not much of a veneer, but it least it has one.I feel exactly the same way about the Mission Architect and its giant yellow pillar. Part of the fun of this game for me is feeling like the events that transpire are occurring within a larger world. The TuT and MA make it feel fake. There's no connection to the world.
Previously, we got into Lord Winter's realm because he invited us there with big teleporter gifts. I don't know why he was doing that, but he was. This year, how exactly are our characters managing to invade Lord Winter's realm? Apparently we're just that good. -
If I am "TARGETED" I run away from everyone else to keep my woes from impacting them. If I am not targeted, I stay behind the WW.
I'm not sure it makes sense that it really affects everything in a sphere around it, because I am pretty sure my melee characters would have been TARGETED a lot more. It seems more likely that it is targeting people either in a cone in front of it or in a sphere centered on whoever has its aggro.
It's possible I have just had enough +defense that it always missed, and my position had nothing to do with it. That seems pretty unlikely given the moderate levels of defense possessed by the melee characters I've taken on UGTs (a Regen Scrapper and a FA Brute) and the (lack of) buffs from some of the leagues I've been on when I run UGTs.
I don't really trust "official guides" wording. Their translation of game mechanics into plain English often leaves a lot to be desired. -
This question makes me really sad that the CoHTitan version of RedTomax's site is offline.
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This an aside, but I think the team up teleporter sucks because it lacks a contact.
Don't get me wrong. I totally appreciate what it's trying to achieve. I think it has a looooong way to go to realize its potential, but I really do appreciate the potential of the TuT.
With "old-school" TFs and missions, someone on your team visits a contact who presents dialog. Then the team travels to a mission door and finds an area that (usually) has some vague sense of belonging behind that door. The combination gives a sense of context and immersion. It is a tenuous one to be sure, but it's better than nothing.
And yes, I know, we've all seen those contacts and have maybe read their dialog a bazillion times. I'm a speed TF runner, I very much get that.
But with the TuT there is no explanation for why we're all suddenly teleporting away. There's no context for the mission we find ourselves doing. When we invade Praetorea, we don't first gather in a staging area at Portal Corp. We just magically disappear from Pocket D or Wentworths or the Hollows and show up, ready for battle, in Praetorea.
Even though I've been here for seven years and run a bazillion TFs and never read the dialog any more, that still makes me sad. Just because I've seen it a bazillion times doesn't mean everyone else has. On top of that, it just feels hollow compared to meeting a contact.
I'm not sure how to address this, as actually forcing everyone to gather at a contact would invalidate the benefits of a (properly functioning) TuT. But I do feel like something is missing. -
Quote:The main thing it does to NPCs is slow down the rate at which they can do things. Contrary to popular reports on the matter, fear does cause NPCs to have to wait around between attacks. I'm not 100% sure it's 3 seconds, as I never carefully measured it, but the effect is definitely noticable. As you mention, you can still eat some ugly alpha strikes (at least if your fear doesn't come bundled with other debuffs), but it does at least cut down on the DPS that follows.Its weaker when used by a PC on NPC's - but it is actually very strong when used on a PC. The problem is that while it does break every 3 seconds, you can't queue up attacks while waiting for it to break - so you have to spam your attack button in order to avoid missing the 'break'. It also doesn't break for every single attack - just once every 3 seconds. The NPC 's don't have this problem, since the most important attack for them is the first one anyways and the computer always knows when the fear is about to break.
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That's not really correct. Placate from NPCs does not end until they hit you. You can keep them from applying critical damage to you hit them first, but you cannot target them until the placate expires, or they land a hit on you. Since I play a lot of high-defense characters, this drives me nuts. I can be alone with a single foe that's placated me and I can't even target it until it lands a blow on me, which it struggles to do.
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One of the counterpoints to suggesting a Brute is that you're going to get aggro even if you might not like it. Scrappers and Stalkers (especially) don't really have that problem. A Regen Scrapper running into a spawn next to teammates (especially on a league) isn't going to taunt nearby foes onto you, where it might on a Brute if no one else is taunting the baddies. It's not that taunting foes onto a Regen is specifically bad, but one of Regen's main strengths is the ability to step back briefly after taking too much damage, then come back mostly or fully healed. This is more challenging in a team context if all the foes are determined to keep you as their target.
That's mostly a moot point if the goal is solo play, where all the enemies focus on you any way. But depending on how you set your missions, there might be fewer foes to focus on you in your solo missions.
Under an SO paradigm, Arcanaville's seminal Scrapper Secondary analysis had Regen as one of the most survivable secondaries out there. With IOs things change, mostly because of defense stacking. Two of the biggest IO benefits you can give a Regen are +recharge and +defense, probably in that order. Because Regen doesn't have any in-powerset +defense, a Regen can't reach the same peak levels of mitigation that some other sets can by reaching the defense softcap. However, you can still get quite high levels of +defense (high 30s) with a sufficiently expensive build, without considering any powers from your primary that might add +defense (such as Parry/DA). If your build cannot in fact cap at least melee defense, you probably will get the most mileage out of focusing on high recharge (60-70% range) first and defense (25-35% for at least melee and hopefully also ranged) second. I prefer positional defense to typed defense for my melee characters, because I do not find I can get enough energy/negative/fire defense in most builds. Lots of ranged attacks have those as their damage type, and I end up with better defense against them even with ranged defense as a secondary focus after melee defense.
One thing that a Scrapper or Stalker can lay hands on that a Brute cannot is Shadow Meld, from the villain Soul Mastery epic pool. This is an amazing power, essentially a mini-MoG that you can activate more often. Its activation time is long, but unlike MoG it can be activated on the move, making it reasonable to click the power, start moving towards foes, and have the activation time finish with you in melee range.
Personally, I consider Scrapper the "optimal" AT for Regen, with a HP (and HP cap) advantage over Stalkers (though I have a Regen Stalker and like it) and freedom from team aggro on a Brute. -
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Quote:It lasts longer because it does not disable you as severely. None of your toggles are suppressed (or dropped, in the case of offensive ones), and you are occasionally allowed to move or attack if you are being damaged.However...fear...I stand there trembling like a fool for what feels like forever...
Edit: late to the game! -
Quote:It works like you think it does. It's 8 stacks of the DoT on a single target, no matter how many people are trying to apply more.I don't know if I'm reading this correctly, but I believe the DoT stack works the same as the other stacks except that it can go up to a max of 8 on a single target instead of 4. Are you saying each player can stack up to 8 DoT applications and there is no limit to how many damage stacks are applied to a single target? If that's the case, AVs should be getting absolutely shredded when a team of 8 is on them... I don't think this the case.