Vox Populi

Renowned
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  1. For simplicity's sake, I'll just point out the accurate parts of that rant:

    [ QUOTE ]
    But you're NOT the totality of Tankers, or players of this game for that matter,

    [/ QUOTE ]
    You're right, I'm not.
  2. Vox Populi

    Invul/SS

    I would slot up Jab instead of taking another attack, seems like a waste of a power choice.

    I would also swap Resist Physical Damage and Dull Pain. Dull Pain can be a life-saver in low levels (if you're exemplaring.)

    ToHit Buffs in Invincibility aren't very noticable unless you have a lot of enemies within range (which doesn't happen too often due to the smal radius.) The three in Rage are already more than enough, I'd move the ones in Invincibility elsewhere.
  3. Quick update on Johnny's rantings:

    [ QUOTE ]
    The issue is that the devs decided to represent the heavy hitting, tough heroes from comics as mediocre damage decoys and distractions.

    [/ QUOTE ]
    Wrong. It was players who wanted increased aggro abilities. This forum played a big part in directing Tanker changes.

    [ QUOTE ]
    And then even after they admitted it was a mistake and saying they were going to fix it, they didn't.

    [/ QUOTE ]
    Wrong. Tankers have went through a ton of changes since that ancient quote you're obsessed with it, most notably Punchvoke/Gauntlet which allowed them to use their attacks instead of constantly Provoke.

    This has been explained to you before, so please...

    [ QUOTE ]
    Get it through your skull.

    [/ QUOTE ]
  4. [ QUOTE ]
    I've only read this, haven't done it myself.

    While you're in Ouros, select a mission from one of the Cim. contacts. Use the crystal to teleport to the contact. Drop the Ouros TF. Say "Huzzah!"

    [/ QUOTE ]
    I use this one all the time to log my Tank out in Cimerora.
  5. [ QUOTE ]
    I guess the only solution will be to reroll to granite tanker. :/

    [/ QUOTE ]
    Given how far you've sacrificed your offense for better defense, Stone Armor does seem a better fit for you.
  6. [ QUOTE ]
    Anyhow, I wonder how much of the issue is due to all the "Complete X Mission" badges that the Devs put into the MA system. With there being dozens of those badges going from 10 missions to 100 missions and then X missions that are Heroic, X that are Villainous, etc... it's no wonder that short arcs get played so much more often.

    [/ QUOTE ]
    The badges really should have been based on individual missions completed, not storyarcs.
  7. [ QUOTE ]
    I'm hoping to be able to want to play a Dom again once Castle makes his proposed changes.

    [/ QUOTE ]
    Yeah, that's partly the reason I'm hoping to play them. I love idea of a Control/Assault combo, but so far haven't really been able to get into them. The changes, plus being able to play Hero-side, could do the trick.
  8. I'm hoping to try out a Hero Dominator, myself.
  9. Johnny will stick with whichever forum gives him more attention.


    (Hint!)
  10. It stacks. It also works right down to level 1 regardless of level, like a purple IO.
  11. "Why would you have X AT on your team when you can have Y AT?" is mostly a forum game.

    In the actual game, 95% of teams just go with the first eight characters that join. The other 5% leave a spot for a "Healer" until the leader is finally convinced they're not needed.
  12. I don't see much effect on Tankers. Some other ATs may get some tweaking to further Hero/Villain balance, but I don't think Tanks as a whole need any.

    I've suggested before giving Tankers better debuff/control numbers than Scrappers and Brutes using the same set, just to help keep their unique feel in a world of powerset/archetype proliferation. Not really needed but I think it's a nice idea.
  13. [ QUOTE ]
    Under the current system all arcs are innocent until proven guilty, but if the arc is lousy, people will know it soon enough. The only way to keep a lousy arc on top would be to have an unending stream of shills who are willing to continue to vote the bad arc out of well-deserved anonymity. If we do it no-finish-no-vote, all you need is one shill.

    [/ QUOTE ]
    Except that we can see the number of times it's been rated, and we already know under the current system that the early rates (good or bad) aren't necessarily accurate.

    Very, very few players will be able to get dozens of people to play through their terrible arc and 5-star it (unless of course, they don't actually think it's terrible.)
  14. [ QUOTE ]
    By the same token, all a crappy arc needs is one friend/SG mate/significant other/second account to rate it ANYthing, and it's permanently out of the zero-star ghetto, since under the proposed no-finish-no-vote system, there's no way to vote it down again except by suffering through it, which most people won't do.

    [/ QUOTE ]
    Yeah, I realize the same arguments can be made either way, but I think that's all the more reason to go the less abusable route.

    The rating system becomes more meaningful if players have to put a little bit of time into it, and it would better protect the legitimately good arcs from being dragged down by griefers.
  15. [ QUOTE ]
    Except that leaves "excellent but unadvertised" arcs in the same bin as "terrible crap that 600 people have already played and abandoned".

    Under that system, I don't want to be the author of the "excellent but unadvertised" arc, and I don't want to be player #601 of the "terrible crap" arc. We need to do something, but I don't think this suggestion is it.

    [/ QUOTE ]
    All you would need is one person to play through your arc and rate it to get it above the "abandoned crap" arcs.

    I understand the reasoning behind allowing players to rate arcs they didn't finish, but I think the downside outweighs the up. Mission creators don't just want ratings, they want plays. Players abandoning the their arcs is already punishment to them, they don't need the extra negative reinforcement of one/zero-starring.

    (And given that there's a "trick" to zero-starring, that option doesn't seem to be intentional.)
  16. CoH has already shown itself to be a pretty gay-friendly game, simply including "lesbians" in an arc probably wasn't the problem. Someone just misread the story's intent.
  17. I think people would play challenge missions without the current rewards. It would actually be neat if they could create some challenge-centric badges, but those would probably be hard to quantify.

    I don't think they need to remove rewards from challenge missions, though. The difference between them and farms is obvious, because farms intentionally avoid a challenge.
  18. I know this doesn't make sense, but 99% is probably too high. Trying shaving a few percent off and try again.
  19. Vox Populi

    The Sewers

    Characters will gain levels in any mission at low levels, that's the nature of early levels.

    I have a villain sewer mission ("Sewer Surprise!") but ultimately it's just a normal Defeat Boss mission (in this case, a hero team.)

    Exploitable missions take a special effort to make. You would know if you were making one.
  20. Shape-Shift
    Size-Shift (I think this can be done to a certain degree)
    Power Mimicry
    Absorption (can be done, just probably not as cool as I'd like)
  21. [ QUOTE ]
    Why not use the Kinetic Combat set for the attacks?
    Well, the reason for this is a simple one. At the time I’m writing this guide, there are two pieces of the Kinetic Combat set that are completely unavailable on the market. If that ever changes, then yes, the Kinetic Combat set is better than the Smashing Haymaker. But for now, I’m recommending what’s available.

    [/ QUOTE ]
    Just as a head's up for your guide, Awesome- Kinetic Combats are much more available these days, especially at level 35.
  22. [ QUOTE ]
    my concern with that is if you add a tier 9 attach which probably does double what the other attacks do - and then add build up - suddenly going to extreme gives you an attack that does 4x the damage you did before.

    Build up instead of a tier 9 makes sense, but I'd rather have the tier 9 for variety and skip the build up

    [/ QUOTE ]
    I actually wouldn't mind if they just took out the Aim and Build-Up powers either, it would make sorting Standard/Hard/Extreme easier. I imagine most players would rather keep them in, though. Do any ingame enemies use Aim/Build-Up?
  23. [ QUOTE ]
    The only problem with that, is that it would make custom critter files even bigger.

    [/ QUOTE ]
    True- that definitely sours me on the idea.
  24. [ QUOTE ]
    Pure conjecture: this is the quick anti-farming version; more thought out changes will be made in the future after players chew on it awhile. I would not be suprised if this were rushed to Live as an emergency maneuver.

    [/ QUOTE ]
    I hope the "more thought out" change is letting us choose the powers ourselves, with some minimal "must-take"s of course. The ranged attack in Melee sets could switch to optional if a ranged powerset is also chosen.