Vox Populi

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  1. I also think the next version shouldn't be "City of Heroes 2", just a new "City of Heroes".

    It will be a very different game, because it's a very different MMO market out there. It needs to be a much smaller game, but with an emphasis on replayability. For example: missions would be given certain parameters at random, so even if you've done it before, you may need a different plan this time.

    I think player-driven (but not necessarily player-created) content would be a good idea, like setting up challenges for other players, or being able to control NPCs on certain maps to see how much havoc you can cause/loot you can steal before a PC arrives.

    It will obviously be free-to-play, so get ready to buy a lot of costume packs!
  2. Its target audience doesn't watch TV.
  3. My only problem with the Auction House is that it's literally an Auction House. It's not very superheroic. I would have put different skins over the market, like a science lab, mystic temple, and training centre.
  4. I'd put Placate in the Concealment Pool, not Presence.

    As for a 5th power: I'd add a passive power which, when you do damage to Minions or Lieutenants, gives a very small chance they will outright surrender (counts as an auto-defeat).

    This ability could also be added as an Interface Incarnate power, and when the two are combined, there is a chance it will work on Bosses.
  5. Quote:
    Originally Posted by Eldagore View Post
    More then one tanker on the team is 9/10 overkill on aggro management.
    Only if you're trying to aggro the same stuff. Go aggro some other enemies and bring them back, or stay there and wait for the team to catch up, or split up the team and double the fun.
  6. Yeah, I'm not reading that.

    Take Taunt. Or don't. It's your character.
  7. No game patch can fix self-loathing.
  8. Quote:
    Originally Posted by EvilGeko View Post
    I would even go farther and say that Rest should have its recharge, debuff and activation time removed entirely. Leave the interrupt.
    Or just remove Rest entirely, and automatically recover when out of combat.
  9. I noticed the Mods have done some editing in this thread. You missed some ugly stuff:

    Quote:
    Originally Posted by New_Dark_Age View Post
    G.I. JANE

    Yeah cause a woman can really survive Navy Seal training....insulting to all Navy Seals


    ALIENS VS PREDATOR

    Leadership figure is a woman..yeah let me tell you she is really convincing when she lays down the law and tells everyone "Dont be a hero" and not to help anyone in trouble. I really bought that


    Gotta love these female warrior figures that are coming out...Centurion , King Arthur, Pirates of the Carribbean .. cause women are so convincing at it.
    Better to just wipe the whole thing.
  10. Quote:
    Originally Posted by recalx View Post
    any proposed change that does not involve an inherent that buffs the team or would make a melee heavy team equally as effective as a buff/debuff team ignores the issue.
    Melee ATs tend to solo better than buff/debuff ATs (yes, I realize there's exceptions), so I have no problem with the latter being more team-friendly.

    Tankers are a nice balance in that they're a support AT that also solos well.
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    If not liking bilge and tripe spewed out by Hollywood is 'woefully out of touch' then I'm happy to say "Get orf mah lawn!"
    Don't worry, my comment had nothing to do with movies.
  12. This is either trolling for attention or a cry for help.
  13. "Joey, do you like movies about gladiators?"
  14. Now it's getting a little weird.
  15. Smashing Haymaker is basically a discount version of Kinetic Combat that you can slot while you collect the real thing.
  16. Quote:
    Originally Posted by Arcanaville View Post
    In fact, if there's one thing Tankers, Controllers, Dominators, Stalkers, Masterminds, Defenders, Scrappers, Brutes, Corruptors, Peacebringers, Warshades, Widows, and Soldiers of Arachnos all agree on, its that all of them should do a lot of damage even though doing damage is the only thing Blasters are specifically designed to do. Blasters actually do not have the highest ranged damage modifer (Scrappers do because they use their melee modifier and have crits), they do not have the highest melee modifier (third behind Scrappers and Dominators), do not have the widest set of self damage buff powers (most of them Blasters don't get, including the most powerful of them: Fiery Embrace, Rage, Power Siphon, Follow Up), do not average more AoEs, do not average higher DPA - and they are the damage archetype.

    Most blasters stopped bothering to complain about this years ago, but mostly out of a sense of futility, not because this hasn't been a perennial issue.
    Not to mention every level 50 can now get a penalty-free Nova power. It also recharges faster.
  17. Quote:
    Originally Posted by Pendix View Post
    What-is-this-I-don't-even.
    It's that embarrassing uncle you have to tolerate every Christmas.
  18. Quote:
    Originally Posted by New_Dark_Age View Post
    lol I'm 28
    You're an old soul. An old, woefully out of touch soul.
  19. Nice rant, Grampa Simpson.
  20. Conceptually, Tankers are the team powerhouse- the heavy hitters who charge in first and take on the biggest threats. Superman is a good example, and the comparison was pretty much encouraged when the added Laser Beam Eyes. The part that some people have a hard time wrapping their head around is that, for the purpose of game balance, some of that power is represented as "threat" rather than straight damage. The reason being, if you could play a full-powered Superman, who would play Green Arrow?

    What's interesting is that Tankers as they currently exist are a player-driven creation. Originally, Tankers were Melee Controllers- as in actual control, not aggro. The devs thought we would use knockback and stuns to mitigate damage, but players ignored or complained about those powers, took Provoke from the Presence Pool, and played as aggro magnets. (Fire was especially popular because what it lacked in controls it made up for with damage.) So Gauntlet and taunt auras were added, Taunt made AoE, defenses shored up, and Tankers were aggro managers.

    Tankers are a support class, we absorb aggro for the team. As opposed to Brutes, who absorb it for themselves (the fact that it helps the team is a nice bonus.) I don't think we need all the aggro, leave some for the Brutes, other Tanks, and to keep teammates on their toes (we shouldn't completely remove all challenge). It's a pretty easy, straight-forward playstyle- charge in! That's what you were going to do anyway, right?

    Tankers still solo very well, they can level fast by upping their difficulty and taking on lots of enemies (once you have your AoE powers.) Tankers are Easy Mode.
  21. Quote:
    Originally Posted by Ultimus View Post
    Well with Enhancement Boosters I can pretty much cap a sets damage with 4 slots now (even 3) and still have decent ACC and Recharge on it.
    You could still add a proc for more damage, and more recharge on big attacks.

    I'm not saying everyone should six-slot their attacks, do whatever you want. I just find it funny that two of the most common topics on the Tanker board are: help with creating a defense-heavy build, and ideas for increasing Tanker damage.
  22. Quote:
    Originally Posted by Airhammer View Post
    Maybe im the weird one but why is it every solution seems to revolve around tanks doing more damage?
    The really ironic part is many (if not most) Tanker builds I see don't bother to six-slot their attacks.
  23. Quote:
    Originally Posted by VoodooGirl View Post
    Yes, well the whole purpose of the T9 VIP reward is to reward long term paying subscribers with something unique and exclusive.
    There would still be a unique and exclusive set in the T9, a different one.
  24. I remembered another old, old idea I used to like: Charge!

    Tankers get a click power called "Charge", which gives a very short period of invincibility and increased movement. It has a very long recharge solo, which shortens based on team size.

    I'm actually kind of on the fence about it today. I like to keep the non-attack clicking down to a minimum, so adding another one doesn't sound fun. But I thought I'd throw it out there anyway.