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Posts
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Joined
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This is where Vitality was first created and I will never forget that...thanks for everything.
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Quote:I'm with you on these.I will not miss for a second:
-Mitten hands.
-The utter disdain for the flying brick and comic book tropes that is manifest in the Tanker AT.
-The slap in the face to Tankers that was the Brute AT and Fury.
And last and most importantly:
-Not being able to pick up and throw cars or punch people through walls.
Though I was able to overlook the mitten hands most of the time...and once Brutes were ported over to Heroside I couldn't care less about Tankers.
However, not being able to pick things up and throw them...and not being able to knock people back with Super Strength were two main reasons why I ever even gave CO a try. -
I would for sure.
I wouldn't even need any new content...just maintenance to keep the servers running smoothly and to fix any lingering bugs. -
Quote:Yeah...this is one of the main reasons why I hate to see CoH shut down.The problems with CO are not the game mechanics. The game mechanics are fine, if a little uninspired.
The problem with CO is the attitude. The graphics, all the mission content, and it seems the entire world exists to parody the superhero genre. Almost every mission contains a winking joke about how lame everything is. "Ha, hah, isn't this lame? Everything you accomplish, it's so lame. Isn't it hilarious how lame you are?" It's like playing a pen-and-paper game with an annoying sarcastic hipster as your Game Master. The makers of CO are jaded and resentful of the superhero genre, and it shows.
An occasional joke at the genre's expense is okay. But CO is just overladen with them. If you're not going to take your genre seriously, pick a different one. (Maybe they did, with Star Trek Online. I don't know, I haven't tried it yet. Did they take space opera seriously?)
I have no idea how they thought that attitude was a good idea. It certainly doesn't encourage players. The players that kind of vicious sarcasm *does* attract...well, that's another problem.
CO has good powers and good mechanics...and I really like the freeform system...but it is very hard to get immersed in a world of mockery.
I honestly do not think there is one "serious" mission in CO. -
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Vitality - Originally a WP/SS Tanker...then a SS/WP Brute when they came blueside.
For the most part...Vitality is and was my only character throughout the entire time I played CoH. -
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Quote:This is why CoH was always my favorite of the Superhero genre games.And yes, Disney has Marvel, but Marvel doesn't have anything like City of Heroes. From what I understand (I haven't looked into it very thorougly), the new Marvel game that's upcoming isn't comparable to City of Heroes, being a bit more "arcadey".
The feel of the CoH world was much more "real". -
Quote:This was one of things that CO got right in my opinion.I like how in CoH, I had the need for more than one power, but needed more than two.
In CO, I have a ST attack and an AOE attack, both maintains, and I don't need any other attacks.
Sure, I grabbed the one for concept/style, but due to how it works, it's not worth using :/ (Stat issue) and my other is a Lunge attack, that I only use to get in an enemy's face, and not for anything else.
I like that players had the choice.
Sure...I could just pick one great AoE and spam it if I wanted to...but I could also pick powers for concept and style of play...and fun.
We all win.
People who want to spam one attack can do so.
People who want more variety to their combat can do so.
While CoH was the better game overall...CO definitely was better in this regard.
In my opinion. -
Quote:Don't mean to go off topic here...but that's not my experience at all.To throw CoH a bone though, the slow pace of powers certainly made them feel...meaty. Like they actually had force behind them.
Neither CO or DCUO's quick based combat feels like you're actually hitting the enemy, just whittling down their HP bar.
With Might in CO...I can punch someone and send them flying 500 feet.
That's definitely force behind it and it looks/feels like you're actually hitting something.
In CoH...you hit someone with a Super Strength attack and they don't move. Where's the force behind that?
On Topic: I liked CoH combat system...but I also like the fast paced combat of CO.
CoH's combat was good for the game...because CoH was a very social game...and the combat reflected that. You had some attacks with a long enough activation time so that you could type things while your character was in animation. -
Honestly...my only regret would be quitting/taking a break for the past six months.
I usually take breaks every so often...and just figured I would come back to the game as usual.
Unfortunately...no game to come back to now. -
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Quote:No...I basically only played one character my whole time here. I messed around with other ATs of course...but never anything serious.Vitality: Did you ever grow to enjoy a class you dismissed initially? I had a wp/ss in tanker form so I know what you mean.
I started with a WP/SS Tanker and then remade the character into a Brute when that AT came over to the Hero side.
So you could say that I "dismissed" the Brute AT initially and grew to enjoy it...but that wouldn't be entirely accurate. -
1. Brute. The mechanics of the Brute AT played out perfectly with my characters concept in terms of powers.
2. Super Strength/Will Power -
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Yeah...Champions Online is like the cartoon to the City of Heroes movie.
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Quote:To each their own.I disagree. We end up overusing it, but that is how any game with limited moves and tons of fights is going to work. We overuse Foot Stomp and Golden Dragonfly and Fire Ball too.
I like most movie scenes with a dramatic attention grab move. Sometimes they do make me groan, but usually I enjoy that over-the-top, cocky maneuver.
Other times, I like it when Indy pulls out the gun and just kills the guy. I wouldn't want Taunt to be the only way to generate aggro, but I do like its existence.
Because I like it. Nothing more than that.
For the record...I agree with you on the overuse of Footstomp. It's why I've been trying to get Haymaker turned into aoe as well.
While I think Footstomp is amazing mechanically...I hate it conceptually. I mean, you're supposed to be a hero...but you're busy smashing the ground of every office building you're trying to save from the enemies. Makes no sense.
...but we can save that discussion for another time. -
Quote:Yeah, when I say "less" I mean none.I am confused. Isn't that what we already have? Unless when you say less, you mean none.
I kind of like that there are powers that are not attacks that can draw aggro. I greatly appreciate that punching things in the face also taunts and generates hate and I like that those are the vast majority of my actions. But I do like having something like Taunt that is different from just attacking.
It's of my opinion that Taunt is easily the dumbest thing in the game. Mechanically it's amazing. Conceptually...it's ridiculous.
You're in the middle of a big fight and then you start waving your hand at enemies attacking your teammates.
What I'm saying is...just let your powers be Taunt. Change the power of Taunt into a passive that adds inherent Taunt to your attacks. If you're of out range for your attack to hit the enemy...it taunts them automatically...like taunt would now.
This way...in the middle of a big fight...you never have to stop attacking to use Taunt...since you will be constantly using Taunt by attacking. -
In my opinion...Taunt should be a power that when selected...adds global inherent Taunt to your attacks.
Therefore...say you hit someone with Knockout Blow and you have picked up the new inherent Taunt. Knockout Blow works like it usually does but also doubles as Taunt...working just like Taunt does now on the enemy you just knocked into the air.
If you're out of range for the attack to hit an enemy...it simply taunts the enemy like Taunt does now.
No more standing still to taunt the enemies...you taunt them by fighting...by attacking.
Now obviously...this is already the case with Gauntlet and Brutes inherent, single target, taunt component.
What I'm suggesting here is that the power Taunt now adds to that...basically making every attack power double as Taunt. (assuming you take Taunt)
We need less "waving your hand...attack me" and more "punch in the face...fight me". -
I don't like it.
Now...if I return to the game...I will have to try and fit Hasten into my build. -
Quote:That would be great at the very least...as the main reason I suggested this was because I hate having only one place to run radios at level 50.I only read about half the replies, so I don't know if anyone else has mentioned this...
I always thought that a perk for level 50s should be the ability to run scanner/paper missions in any zone (possibly excluding the zones without scanner/paper access).
I think one of the big problems, for me, is that Peregrine Island has just never really done it for me. Always has seemed an odd style for the level 50 city zone.
In other words...while I want the whole cake...a slice would be just fine. -
While I'm all for content that can be completed with a small team...they should also make it available for a team of 8.
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Quote:The potential problem I see with that...is Brutes built for tanking no longer wanting to team with Tankers...with Fury and all that.Well, I will admit that I think that if a Brute built for Tanking can steal aggro from a Tanker built for Tanking, then we have a problem. However, that situation is fairly rare in actual play. But I do still think that it is an issue. Raising the Tanker's taunt durations across the board (attacks, auras, Taunt power) by a second would largely eliminate this problem. But I don't think that is all that is necessary, or that even that should be done.
It almost brings up a situation where bringing in a Tanker on the same team with a Brute built for tanking would lower the efficiency of the team...by way of lowering said Brutes damage output.
Going back to my idea of buffing the max targets and radius of Tankers Taunt...
...this would potentially make any team more efficient.
Imagine the idea of the Tanker grabbing max cap agro in 1.67s (using mids time)...allowing certain players to unleash their aoes right away without any worry of getting agro. (assuming that some players wait till most of the agro is accounted for before using aoe's) This would also allow the Tanker itself to focus more on doing damage...indirectly increasing their damage output.
This way...said Tanker would still "share" some of the agro with a Brute built for tanking...but that Brute would never be able to grab the initial agro the way a Tanker can. -
Quote:That's understandable...if the Brute is built for tanking (having Taunt enhanced and using it...while also being able to survive agro) then that's fine in my opinion.Not proven, no. But it can happen. It depends on a lot of factors, but the chance of that happening are low. However, given similar slotting and playstyle (meaning if both the Brute and Tanker are taunting and attacking), then the Brute can definitely steal aggro if they've got a bunch of Fury. As soon as the Brute is doing twice the damage of the Tanker + 1 damage, the Brute will steal the aggro.
Tankers who have a problem with losing agro to the "Brute built for tanking" are just players who choose the Tanker AT to be the center of attention. (my opinion of course)
A Tanker who choose that AT to protect his team shouldn't have a problem with someone who can handle the agro they generate. If there is no need to protect that player...there is no need to protect that player...and you should be happy.
However, if a Tanker who is attacking and taunting an AV (with enhanced taunt) and they lose agro of said AV to a Brute who is doing nothing but attacking...then we are looking at a scenario where the power Taunt needs to be buffed itself for both the Tanker and the Brute.
I think Taunt should be "The Tanking Power".
A Tanker who uses Taunt should only lose the agro of the taunted enemies to a character using that same Taunt while also dealing more damage. (which would be a Tanker or Brute using Taunt and dealing more damage)
This is why I think Tankers Taunt should have it's max targets and radius buffed.
That way...a "Brute built for tanking" could still potentially take agro from Tanker...but that Tanker can protect the players who need protection much more efficiently than any Brute.
(All this being said...I also believe Tankers need their damage cap raised)