UberGuy

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  1. Quote:
    Originally Posted by RemusShepherd View Post
    They all have health and stamina *now*. And now they also all have Leadership and Combat Jumping.

    Pointing out that stamina was ubiquitous before doesn't matter. It's ubiquitous now. But now that their slots were freed up, the Fighting and Leadership power pools are near-ubiquitous also.


    You claimed many times in this thread that we now have LESS diversity in builds after Fitness was made inherent. I and other posters have shown, repeatedly, that this is factually, objectively false. We all had builds who all had at least two, possibly three powers the same in every build, and now we have replaced those two/three powers with, at a bare minimum, five example powers from at least three different power pools. Replacing the exact same two powers in builds with at least fiive different powers (and in practice more because we've shown examples where we actually did take previously skipped primary/secondary powers) cannot create less diversity. If we all took the exact same two things before, and now we are choosing between at least five different things we cannot have less choice, and therefore we cannot have less diversity.

    The argument we're having is not about whether we could not have more diversity. It is about your claim that we now have less. "Near ubiquitous" replacing "ubiquitous" is not less diverse, it is more. The claim that going from everyone having the same exact two powers to everyone choosing between at least five different powers to replace them represents less choice is objectively wrong.

    I swear to God, it's like you don't speak English.
  2. UberGuy

    Hero Skin Borked

    Quote:
    Originally Posted by Snow Globe View Post
    Edit:
    I'll point out that after I decided to do something and get a cookie editor, it took me all of 5 minutes to see which cookie was improperly set.
    I didn't test the theory, but I had pegged it as that one just based on the name back when I looked at it a couple of weeks back. Good to know for sure though.
  3. Quote:
    Originally Posted by Tenzhi View Post
    It seems to me that the suggestion in question doesn't reduce the number of any "hard choices", though it does get rid of some nonsensical ones.
    The limit on power pools certainly introduces some hard choices, separate from the choices created by the broader choices of what powers to take and which ones to slot how much. If I both had another power choice and could unlock all pool powers (and I was responding specifically to the post about unlocking all non-travel pool powers with one travel power pick), I promise you would have powers I do not have today that would noticeably benefit my character or my teammates. Being forced not to do that today makes me make hard choices. They aren't desperately hard, but they do make me think, and have to decide what I want more. I think that's a good thing, and am very cautious about removing that.

    To be clear where I stand on this sort of thing, I was not strongly opposed to inherent Fitness, and I took advantage of it as soon as it was an option, but it was not something I ever would have asked the devs for, and I did not particularly support calls by my fellow players for us to get it. Much more than that, and I'm getting into territory where I think we're removing too many of the strictures.
  4. UberGuy

    Hero Skin Borked

    Quote:
    Originally Posted by Zwillinger View Post
    Is this still happening?

    The log in cookie is possibly still set to 24 hours, but we've talked to the appropriate parties about having this changed to 14 days.
    Right now, if you exit your browser you are logged out on return, regardless of the "Remember Me" button. I have looked at the cookie, and it is set to expire at the end of the (browser) session.

    Edit: I should add, though, that since that happened, the forums have not logged me out without stopping my browser even once. No idea what's up there.
  5. Quote:
    Originally Posted by PleaseRecycle View Post
    Steam jump and the GvE pack don't actually increase your jump speed. They happen to increase your speed by allowing you to avoid obstacles, but even though their real numbers claim to have all these effects on your jumping they only do two things: let you jump endlessly for their duration, and increase your flight speed. Why do they increase your flight speed? Hell if I know, but they do. Not jump speed however.
    Unless they added something new, they don't increase your flight speed with Fly, because it puts you at the flight speed cap starting at around level 25 even with zero enhancement. They do fairly dramatically increase your movement speed with Hover, though. I still often take Hover before Fly (and yes I take and like Fly) because I'd rather have the tactical capability in missions earlier than I worry about getting to (most) missions faster.

    Edit: I'm not sure if they do anything (or can even be used) with Afterburner.
  6. Quote:
    Originally Posted by RemusShepherd View Post
    All three of your regens and one of your brutes now have Leadership, all of your fliers have Combat Jumping, and two more of your characters (who already fly) have super speed. Yet you're not seeing a problem with lack of choice here, or with character diversity?
    THEY ALL HAD HEALTH AND STAMINA BEFORE.

    There are more choices now.

    Quote:
    I think you're proving my point, UberGuy. The only disagreement left is whether or not everyone else with the same powersets chose the same power pools for their characters. You say no, but I believe most of them would have. There aren't many good alternatives.
    THEY ALL HAD HEALTH AND STAMINA BEFORE.
  7. Quote:
    Originally Posted by Jagged View Post
    Amazingly Brilliant Suggestion:
    Merge all the travel powers into one power pool called "The Travel Power Pool"

    Tier One consists of: Fly, Super Speed, Super Leap and Teleport.

    Tier Two consists of: Everything else. Yes even the current top tiers.
    For it to be brilliant, it needs to be solving a problem. Since I don't see a problem, I don't see a reason to introduce change.

    I don't understand why everyone wants everything to have so fewer hard choices. Well, I understand why they want it, but I don't understand why they always think its such a great idea to actually do.
  8. Quote:
    Originally Posted by Scarlet Shocker View Post
    you get one power for free that you can slot any way you like. Any power you choose to take because you've gotten a free power can be slotted however you like. It gives you more choice. You CAN slot that
    Been there, done that with three powers gained from inherent Fitness. Worked out pretty well. Another one is pushing it.
  9. Quote:
    Originally Posted by Scarlet Shocker View Post
    SJ & Flight is much slower than NR and Steam Jump/Jump Pack combined. If you want to reach your target quickly those are far better options - and if you go Steam Jump then Jump Pack by the time Jump Pack's run out, Steam is recharged - so you can go a very long way.
    I find it laughable to suggest that I screw around alternating powers like that to get around. I turn on my travel powers and they work. More power to you for being willing to deal with that, but you can keep it. I think it's crap.

    Quote:
    More importantly though, I have not suggested or discussed any reduction in slotting - but I accept that might have been ambiguous. But I'm talking about giving one free power, that can be slotted as it is now (if you wanted to)
    I never said you did. The problem is what do you do with the power it gives you. You can't slot that.
  10. Personally, I don't accept that the "temp" inherent powers make "true" travel powers obsolete. Both Super Jump and Super Speed are significantly faster (and SJ jumps significantly higher) than Ninja or Beast Run. That might not matter to everyone, but it's certainly a compromise I don't accept in my builds. Also, I really don't like having to using a temp jet/raptor pack to get more significant vertical movement on my jumpers - if I wanted that, I would pick the Flight pool. (I don't do Super Speed / CJ as a primary way of getting around - I only have Super Speed as a supplemental travel power, because of its stealth aspect.)

    And of course, none of that gets into the ability to slot useful things in travel powers, which you can't do with the inherent or temp powers.

    Responding more directly to the idea of the OP, I don't think travel powers should to be inherent. We already got a pretty big "gimme" with inherent Fitness, and without an expansion in what powers (and slots) we have (which definitely has some power creep considerations), there's not much left for us to take.

    So basically I see the idea of inherent travel powers as a fix for a non-existent problem that risks some negative side effects.
  11. One of the parts of Remus' thesis that weirds me out is the notion that most of us skipped powers from our primary and/or secondary powersets, and therefore when we got inherent Fitness, what we must have done was put those primary or secondary powers we skipped back in. Looking over my own builds, that's not what happened in the majority of cases, or if it happened, it happened only for some of the three powers I regained, and usually only powers that could take just the base slot.

    Usually, I find the majority of my primary/secondary powers to be among the most desirable powers available to me, and my builds include most of them, usually with only one or two that I do not take. Those powers I do not take fall into two broad categories.
    • Powers I would have liked to had but wanted something else more
    • Powers that I would still want something else more even if I got more powers
    Powers in the first category were often non-critical passives, like those in Invulnerability. My build didn't have the En/Neg and Fire/Cold resist passives. After they were buffed a while back, they became more desirable than they had been when I originally skipped them. Yet even though they are became more desirable than they used to be, they were still not so desirable that they would have bumped any other powers I had picked for my build pre-inherent-Fitness. But once Fitness was moved out of the list, those two Invulnerability passives percolated up into my build. Maneuvers made my third power pick, and I granted it a 2nd slot in my respec.

    Most of my characters gained no primary or secondary powers. One, a BS/Regen Scrapper, didn't even have Fitness, and quite honestly, with the builds' toggle count and rate of spamming Sweeping Strike, it struggled a bit for endurance under full load. Clearly, that character's build didn't really change after inherent Fitness. But I have three Regen characters. None of the other two gained any primary or secondary powers. Both gained some Leadership toggles, and one got Vengeance. Both of the other two Regens (a Stalker and a Scrapper) picked up Soul Mastery. My SM/FA Brute picked up two Leadership toggles and Vengeance. I also have four level 50 Corruptors and Defenders. None picked up primary or secondary powers - anything I had skipped from their primary or secondary powersets I skipped because I think it's a crappy power. All fliers, they instead all picked up Combat Jumping (for the immobilization protection, the +defense, and the LotG slotting). Two picked up an Epic Pool power they had not previously had. Two picked up Super Speed not so much for the stealth, but for the horizontal movement speed. (They are fliers.)

    The one case where I picked up only primary/secondary powers was my Night Widow. She had lots of one-slot-wonder powers that were good to take but that she didn't had room for before Fitness was inherent. She picked up Placate, Vengeance and Assault, all from her secondary. But Widows (and SoAs in general) do have more power pick options than most ATs, so her example of reduced diversity is probably less than it might otherwise be.

    So most cases, I lost no diversity in the sense that I usually only juggled pool and epic powers, not primary/secondary powers. At worst, I probably usually came out a wash, because I suspect many people with similar characters also had most of the same primary/secondary powers I did, and when respeccing for inherent fitness probably picked similar pool power choices to my own. But I think there's a chance those people and I became slightly more diverse, because I think a few people respeccing for inherent fitness probably did not make all the same pool and epic power choices I did.
  12. Yeah, I don't want to belabor it too much, but the game doesn't support the "truly natural" character that well in lore or execution, because our "natural" ranged characters are shooting bows or swinging their fists at dimension-shattering demigods, 50' tall robots firing rockets back. We can point to stories (in comics and elsewhere) where that is explained as luck, skill, etc., but beyond a point, if you keep doing it, the truth is that you're superhuman.

    That the game only really supports those kinda of battles at high levels perhaps deserves its own complaint department, but that horse is pretty far out the barn door at this point.
  13. No, you're not the only one, but I do think the problem stems (perhaps) from a misinterpretation of "Natural" in this game's context. While people with no truly metahuman powers qualify as "natural", so do people who can do unexplainable, superhuman things, like throw fireballs or fly. The trite examples usually stem from Asian influences - people who have tapped some inner chi (often martial artists) but also things like Hindu mystics or even Arab mystics. The human (but still ridiculously powerful) characters from Dragonball Z or the main characters of "Crouching Tiger, Hidden Dragon" (who could fight on open water) come to mind for the martial arts side. There's an in-lore example: Soldiers of Arachnos. While I admit that Bane Spiders seem more tech than natural (especially Crabs), the Widow side of things is pretty acceptable as "natural", and they have ridiculously superhuman capabilities. Even the most non-Psi-wielding of Night Widows play like some kind of Primal Earth Jedi/Sith, sans the lightsaber of course.

    And then there's always the notion, long ago specifically mentioned by Statesman (a.k.a. Jack Emmert) that aliens (from space or other dimensions) with superhuman powers would fall under the "Natural" origin classification. See: Peacebringers.

    So if you really, really want a Batman-style hero, I agree your choices are limited. But if what you want is "Natrual" as the game world seems to interpret it, there's a lot of leeway.
  14. Quote:
    Originally Posted by BlackestNight View Post
    OG is the real offender here. CoF has its drawbacks but with better accuracy and lower endurance cost (which is in the realm of possibility), what does OG offer? Stunning minions just doesn't add anything by itself. Certain Combos, like Energy Melee/Mace, Hand/Lightning Clap and the like might give OG more of a supplementary role to stunning Lts/Bosses but OG only has synergy with about half of the melee sets. Should the power be able to stand on its own or is it just a fact of life that OG will need certain combos to make it worthwhile?
    I disagree with this strongly. I don't IO my characters out heavily until they're near 50, and despite that I do play them to 50. (No PLs or even fast XP things like ToT for my lowbies.) Absent IOs and the their benefits, stunning minions in big spawns is a big freaking deal. I use OG on my non-IO builds and not CoF, because I can't sustain CoF's cost with everything else. Plus, absent defense bonuses, its -toHit isn't that signficant. (The reduced attack rate of terrorized foes is a fairly big deal, but I still cant sustain the cost on my present builds.)

    OG only has ever been an issue for me when my passive mitigation (things like defense and DR) reach a point where OG is doing more damage to me than the foes are. At that point, my build is so mature that I can look at using CoF instead, because by such a point, I also usually have my endurance under better control. (And at 50, I can have Cardiac, which boosts my DR as well as making endurance woes all but vanish.)
  15. Quote:
    Originally Posted by New Dawn View Post
    Then how many other Primaries that tanks get can say that they can have almost half of their primary completely negated by one secondary effect in their 20s?
    Oh, I dunno, Shield without haxing its DDR with HOs (which no one is going to be doing in the 20s) comes to mind.

    It's not a Tanker primary (yet) but Regen being severely recharge debuffed comes to mind too, though that is also a problem for DA.
  16. Quote:
    Originally Posted by Matuse View Post
    Steal some of Titan Weapon's momentum mechanic. After you hit with one Broadsword power, additional ones are sped up a bit. Not to the point of being equal to Katana, but closer.
    That would almost certainly take too much time. It would require animations work.
  17. Quote:
    Originally Posted by Captain_Photon View Post
    They sell those at Bed Bath & Beyond, don't they?
    Those are Powder Thrust Blasters.
  18. Quote:
    Originally Posted by Tannim222 View Post
    And my last idea which I'm wondering if its workable or even desireable, is to leave Build Up alone. Instead, grant BS single target attacks a new mechanic called Follow Through. If the primary target is hit, this then causes a chance to have damage spread akin to how Disentegration or other chain powers jump to targets, but keep the range of the spread small so as to only affect nearby targers (from the primary) and limit the number hit to 2-3. The spread would be pure damage similating that the weapon hit with such force that you unintentionally struck those nearby as well.
    Alternatively, this gave me an idea. This could create a sort of hybrid approach where (some?) BS attacks apply a no-op effect on targets, and affected targets potentially suffer bonus damage on subsequent attacks. Essentially this would be stealing Disintegration's bonus damage effect, as opposed to the "spread" effect you mention. Some variation of combining the two ideas is of course also possible.
  19. Quote:
    Originally Posted by Arcanaville View Post
    Incidentally, I'm sure its occurred to some people that as expensive as they appear to be, if you have a lot of characters you want to unslot a lot of stuff from, buying the 1600 point enhancement tray boosters might actually be worth the points. Buying the first one doubles the amount of enhancements you can unslot from a character per respec from 10 to 20. That seems like its not worth that much, but if you decide to unslot inventions from, say, ten characters in the same account, that 1600 points is buying 100 extra inventions unslotted per respec sweep.

    Just in terms of the time saved, it might be worth it for some people.
    That's totally what I did. Several of my characters still have old, pre-I9 builds full of Hami-Os as their first build. Now I have been able to release them via respec.
  20. Quote:
    Originally Posted by Healix View Post
    I see so many people with a really cluttered screen. I couldn't stand that. I only have info that I want to know. (I don't want to be told I healed someone, I know that...and not interested in hit points, etc.) I like knowing what my rewards, xp, inf and prestige are. I made my windows transparent so I could see more of the screen.. I use binds and macros so usually only need one power tray showing.
    I can't abide not knowing when my powers are done recharging, so hiding my powers in invisible trays would be a non-starter for me.
  21. Quote:
    Originally Posted by CaptainMoodswing View Post
    And that won't get you a +3 hami, so those numbers make no sense.
    Well, you could, in theory, get one of the few level 52s out there and combine it with a regular level 50 one.
  22. It may not actually be related, but the RSS feeds for the Dev and Community Digests have also gone kaput.
  23. I had to log in, but the actual power name is "Elusive Mind". But yeah, and it makes sense the crafting table is too. I don't have that on anyone.
  24. Quote:
    Originally Posted by Socorro View Post
    Strange, when I went from Hero to Villain, my Vanguard Medal Accolade became disabled. Since Vanguard is neatral to heroes/villains, there's not a corresponding 'other side' accolade. I'm assuming it will become available again if I go back Hero, but still, this seems like a bug.
    As Adeon said, it's not "neutral". The only one that is, I believe, is the one from the Rikti Invasions, the name of which escapes me at the moment.
  25. Quote:
    Originally Posted by Vitality View Post
    Wait...what's wrong with what you have shown?

    They seem to be placed in a neat and organized list for you to pick and choose from.

    What do you propose as a better way?
    Looking at, say the temp powers, the fact that it's like 150 lines long is a problem for finding anything. For temp and inherent powers, this is exacerbated by the fact that it's not sorted in any sensible or consistent way. "Neat" I can accept as accurate. Outside of the primary, secondary pool powers, "organized" I can't accept as accurate. Moreover, I don't understand why the groups for pool powers are beneath the temp powers.

    Oh, and it's fairly ridiculous that every Incarnate "pool" has its own section, given that each pool can only ever have one power in it. (Only your currently slotted power appears.) Having a whole section for "Judgement", "Interface", etc. is just cluttering.