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Quote:So much of this!City of Heroes' chief selling point is customizability and personality. Giving a new spin on an old set enables many, many new characters who would previously not existed because they would have been too much like other characters we already had. This is never more evident than with weapon sets. Giving a weapon set a brand new, unique, different weapon can justify creating a brand new character around it because despite using the same set I have on about five other characters, it's still different because this character looks considerably different. A new weapon makes a set "feel" new. A new set of animations makes a set feel BRAND new.
The simple truth of the fact is the developers don't need to keep reinventing the wheel and tossing flashy new mechanics at our faces as though we're constantly on the verge of exhausting our collective attention span. Folks, take a look at your subscriber lists and note how many T9 veteran players are still playing. We stuck with your game through thick and thin. We were here when the stuff you poo-poo was new and exciting, we looked forward to it and we enjoyed it. None of that stuff has become worse. We still enjoy it, and we'd like to see our old favourites expanded right alongside your new babies.
The whole post was spot-on, but these final paragraphs really capture the essence of exactly what I would have said. -
Quote:The bold excerpt is what stands out to me as a big difference between the City of Heroes game and other comic book universes. Batman is, of course, capable of a Judgement-magnitude attack, but not all the time. I build many of my characters in a similar fashion.As for his incarnate use, he doesnt run I trials, and earns his up through slow and steady shard drops being converted, and the occasional wst if its one that suits him. He does have and use judgment but more in the way batman would use a super powerful explosive against something like Mettallo as seen in the great superman/batman public enemies animated film which I highly reccommend to fans of either character.
Funny enough IF still has people say he seems a very powerful build and he is definatly in the poor man do it yourself build range.
Quote:Putting this into a separate post, because I feel it calls for it...
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Funny enough... after reaching 50, he did end up developing his powers somewhat and I respec'd those telekinetic powers in. I still don't use them often as he doesn't quite have great control over it. That makes it all the more fun, though, as... when he does use them, it plays off as so much more of a GET OUT OF MY FACE burst of anger, resulting in powers that he doesn't have a hold on yet.
Ahhh... good stuff (for me).
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He has spent many a minutes growling and fussing at the edge of a pool of water, while the rest of the team has rushed ahead.
As a player, I feel badly... but my character's phobia extends so greatly to me that I really have a hard time sending him through the water. Most often, someone on the team learns of his phobia and will teleport him through such obstacles, haha.
This tends to result in a lot of fun.
And as for your comment about how not taking things like Weave and Maneuvers on a melee character is gimping: I think that depends on the definition of gimping. We all know what it means, but I'm sure the "measure of severity" varies from player to player. As for myself, I do not particularly think of your example as a "gimp," but I am sure that a min/maxing player who constantly shoots for the soft cap most definitely would disagree with me. -
Quote:This I huge, and I think it is what does not translate for people sometimes. Characters certainly can evolve, but the player may not deem it necessary and/or worthwhile, or just may not think the time is right for such a change.Yep, this is why that melee Fortunata I mentioned before (the concept, as it happens, is that she's an escaped product of Arachnos superscience built to have innate Widow abilities, but because she ran away before she ever actually received any training she's supposed to play like some kind of amalgam of both paths, which I think she does pretty well) has Rularuu lore pets and Rebirth destiny. I didn't even begin to consider that strong a connection to the Shadow Shard when I made her, and until her roleplayed story took her there I never used Lore or Destiny while on teams IC.
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Quote:I see where you are coming from, but try looking at it another way: perhaps for that given player, the character is not supposed to grow, or will not grow in one particular direction. For most of us creating these characters, regardless of how you view this particular topic, we are creating them as part of a universe. Whether that universe is related to City of Heroes or some other of your own imagination is up to the player, but they are part of a certain reality, same as Spiderman is part of Marvel's reality, or Batman is part of DC's reality.The most important part of a character concept, to me, is conceptual development. It actually really irritates me when people say "I refuse to use X because it doesn't fit my original concept." Concepts can grow. Characters can grow. They can gain things they didn't have to start with.
A CoH character's growth is up to the player, just as Spiderman's or Batman's growth is up to the writers' and artists' who handle their respective stories. If someone has created a Street Justice/Super Reflexes Scrapper with a speedster concept, they have the choice to justify or not justify whatever they wish. Sure, they could justify an Incandescent Destiny power as "'Character' is so fast, he's able to pick up everyone in his league and bring them to one location, in an instant," but maybe that player does not feel their character is capable of that.
Another thing to consider is the "unique snowflake" theory.
Spiderman and Batman (or most other characters for that matter) are distinct in their respective universes because they do things that no one else does, or at least no one else does as well as them. Example: Nightwing's combat skills and gadgetry use are definitely on par with Batman's, but Nightwing probably has an acrobatic edge over Batman while Batman's detective and problem-solving skills are unmatched. Two characters who have very similar origins and abilities, but who are still distinct from one another.
In City of Heroes, a player can actually make a character more unique by not taking a certain ability. Generally, in this game and most others, the player wants the most power possible, because typically the most powerful characters have access to the most stuff (content, abilities, rewards, etc.). So in a game where the majority of the player base will take all of the worthwhile abilities in any given power set, and then most likely end up with the same incarnate abilities as someone else, how else does one stand out except to pass on something that may be more of a stretch of their concept? Granted, I would think someone not taking any move in Street Justice for conceptual reasons to be confusing, but as someone mentioned earlier, someone skipping the T9 of Electric Armor because they did not write their character to be capable of turning into pure electricity makes total sense to me.
I can only speak for myself here, and find me irritating if you will, but I actually take pride in the fact that my Ice/Ice/Cold blaster only uses Cryonic Judgement. Oh sure, I have Lore, Destiny, and Alpha slotted with T3s so that I can contend with incarnate content as +3, but the powers themselves may as well not even exist. When I run into another Ice/Ice/Cold blaster, who fires off Cryonic and then summons their Lore pets, I admit to getting a selfish sense of satisfaction out of the fact that I do not do something another very similar character does. -
Nice. I like that the gold pocket watch sticks out against the other wise mute pallet. I am also a very big fan of your art style! So double points just for that
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Quote:I laughed at the last part, haha. I see your point though.If that's the question, then no. I'm particular about my concepts, meaning the game will never have a perfect representation of them. As such, it makes no sense to ruin my own experience for the sake of an imperfect concept. I'll meet the game where it's willing to meet me, and if that doesn't work, I won't make the character at all. Then complain about it.
I love it! I should make one of those on Pinnacle... -
Quote:Truth.I see it like this - make a new powerset and those animations are stuck there. Whereas if you make new animations then a lot of existing powersets can take advantage of them. For example, the animations in Street Justice could have been used for Martial Arts as well as individual powers in other melee, manipulation and assault sets.
The first round of alternate animations for ranged sets was... less than stellar. Not because the animations were bad, but because they were poorly distributed. (I mean, Ice Bolt, Ice Blast, and Bitter Ice Blast all ended up with the same alternate animation, and that shouldn't have happened.)
They've always said that releasing new power sets is hard at this point because a new set should be visually and effectually unique. But most of the secondary effects available in-game are already taken by certain sets. Hence we have the "extras" in each paid-for power set that we've had (Beam Rifle's Disintegration/Spread, Street Justice's Combo system, Titan Weapons's Momentum, Beast Mastery's Pack Mentality, and Staff Fighting's Perfection).
Personally, I would not care if a set came out that had the same secondary effects as an existing set, so long as everything else was balanced. With customization the way it is, there is a lot left open to interpretation, so would it really matter THAT much if two ranged sets had -DEF as their secondary effect?
But to answer the question: I would prefer new animations at this point, or at least a proliferation of existing animations to other similar power sets. -
Ugh, really?! I mean, I get that conceptually: maybe he wants to create a Marvel-esque mutant, a one-trick pony. But then turn off your xp at 10 or 12 and be a perma-healer on DFBs! People will love you!
In a sick and twisted way though, that is exactly what I am talking about i.e. taking a concept to an extreme to the point where most players would consider your decisions foolish. However, there is a smart, unobtrusive way to go about something like that. What you're describing, F_B, is NOT it. -
Interesting, N_M. I hadn't thought to use HOs, but that would be a worthwhile idea to explore. I will look into it, thanks.
That said, I am still on the fence about whether the idea is worth investment (of both time and inf.). -
Not sure what the point of this is, but I'm going to guess it is a comparison test to see if blasters are still measuring up.
If that's the case, it is going to be skewed no matter how you slice it, since the Devs are the only ones that have access to real data mine results. BUT, if you are gung-ho about this, I'd say you chose a legitimate match up, so long as you don't use Swap Ammo. That way it's 100% lethal vs. 100% lethal for the primaries. -
"Oh yeah, sure, release WWD Episode 7 at... the end of March. Yeah, that sounds good. Now, who has some other ideas on how we can use the 4-legged rig?!?"
On a more serious note, I agree, the marketing of this has been poor. I can only speak for myself, but I would not be surprised if others would agree with me when I say: I don't care about #7.
-What is Manticore about to do?
-Is Sister Psyche truly gone?
-Do we get to defeat Darrin Wade?
-What other aftermath happens?
That's A LOT to cover in a whole 3 missions. I feel like either we will be left with loose ends, or it will all be crammed together and probably a lot less epic. Either way, I am not a fan. I am willing to cross my fingers until I play it, though. -
For straight all-out damage, you aren't going to get better than Fire Blast, and it is completely ranged except for Inferno.
Though, the "big bad battle cannon" reminds me more of Energy Blast. Personally, I love this set because of the knockback (most hate it for that reason), since it tends to keep enemies at range. Not to mention, the knockback gives the impression that you hit them harder than you actually did, since they are sent flying backwards. It even has a power built specifically for getting an enemy away from you (Power Push). Once enhanced for damage, and with decent recharge, you can put up some impressive orange numbers.
Ice blast can accomplish something similar, since hurling ice chunks at your enemies certainly sounds painful, it has great single target damage, and with 2 ranged holds, will help you maintain a ranged offensive.
As for secondaries: I vote Energy Manipulation (for the multiple click powers and early Build Up), or Ice Manipulation (Ice Patch and Shiver will keep enemies at distance). -
Smooth. That's the word I'll use to describe last night's raid. It seemed like the pylons went down faster than usual, we had fewer deaths on the bombing phase, did not pull U'kon Gr'ai until all bombs had been detonated, and the bowl phase was a breeze. Nice job, all! And, as always, the gratitude is appreciated. Knowing that people enjoy these on a weekly basis makes running them all the more worthwhile.
I may be unable to lead next week's raid as I have a previous real life engagement, but another of the Talsorian Guard will be there to step in!
The original post has been updated. -
I have a Beam Rifle / Energy Manipulation character that I am attempting to build as a sniper. Ideally, this guy will be able to spot characters from further away, and be able to take them out at great distances. While solo, on reasonable difficulty levels, the mob will ideally be dead before getting into melee range. I have come to realize just how tough this is to create since the character needs to have:
- Enhanced Range
- Excellent To-Hit and Accuracy
- Better-than-average Perception
So far, I have taken Tactics, and slotted a Rectified Reticle +Perception in it. That gives me a great boost to Perception right there. The range I plan on covering with perma-Boost Range, which is simple to do. I have taken Teleport for quick repositioning and easy access to high grounds, with a Time & Space Manipulation +Stealth proc. And as for killing the mobs quickly: after taking and slotting up Disintegration (with range) and Penetrating Ray, early Dis. Spread makes killing the enemies a breeze. So the concept seems possible.
What I am wondering though, and I want to know if you all think, is: is it worth it? With the vast majority of maps being in-doors, usually with tight quarters and short sight-lines, I have found that while is concept seems quite viable in theory, there really is no room for it in the game as designed. If you think I'm missing something, I'd love to hear your ideas on how you would build this. If you think it may be a fruitless endeavor, how come? -
Quote:I would have quoted the whole post, but I snipped it for brevity.To add a point to the OP:
I don't think he's asking about 'gimping' your character just for concept because 'his bio says so'. There's more reasons for it. It's more because the game doesn't quite give every possible option you could want to customize your character to the full extent of your imagination...so you may have to use creative or alternate means to accomplish it.
What was addressed in the quoted post is definitely a part of what I was asking. And while "gimping" is not what I would call any of the things discussed so far in this thread, some players would (hence why I originally used that word). But yeah, like Leo said, is there anything that you do to further a concept beyond what the game's mechanics allow, which others might see as you "purposefully gimping" a character? -
Quote:You're completely right. I didn't mean to make it come off that way and I will edit my post. Sorry about that.[/LIST] I'll object to this being called "gimping," because you're now calling a chunk of the playerbase gimped for not using, or not being *able* to use, IOs. You can do *quite* a bit with SOs - and as you should well know, for quite some time you had no choice.
Heck, I've been running an Emp/Psi - not a high damage character by any means - on SOs through (a) the Mender Ramiel arc and (b) Dark Astoria. Only place I've had trouble, really? If you've gotten far enough into it, one mission that seems to be based in assuming you *are* on a team or have Judgement, etc. already. Does it take a little while to solo some of the stuff? Sure. But up to that one mission (with suicidal NPCs again) I think I'd faceplanted once, and that would have been avoidable.
Now, if you said "only TOs/DOs/no enhancements at all at 50," that I'd call intentionally limiting the character, and some people *do* do that just for the challenge. Same with "Only pool/temp powers."
It's the difference between having a car and having a car that's been tuned and modded to within an inch of its life - yes, the tuned car (should) perform better, have a higher top speed, better handling, etc. but that doesn't mean the *base* car it started as and that most people drive quite happily is "gimped."
Quote:well, I take jump kick a lot, hows that?
seriously, I dont min max, and I often let concept decide, when its possible. the game has never required optimal loadouts to do most of the stuff and it wont, so there is room for concept if that is what gives you fun. admittedly, my concepts demand more from the tailor and the bio section than the powers, so that conflict doesnt happen much, but if one arose, I'd have no problem going concept over play capacity.
I suppose another way to ask this is: Are you someone who commonly will stop their character's power level at a certain point (for whatever reason), even if it means you may miss out on a certain chunk of content, or be less powerful than your peers? -
I do.
[EDIT](Copied from my later post) I suppose another way to ask this is: Are you someone who commonly will stop their character's power level at a certain point (for whatever reason), even if it means you may miss out on a certain chunk of content, or be less powerful than your peers?[/EDIT]
In my opinion, the characters of comic book lore are most interesting because of what they cannot do. Not only do their short-comings make them unique, but the flaws in their abilities allow for dramatic tension, and dramatic tension is what keeps us, the audience, enthralled.
Most of my characters have flaws, or a limit to their power, because that is how I stay interested in them.- If I feel a character's concept calls for a power level equal to that achieved only with SOs, I'll only use SOs. Not that this is "gimping" but more ceasing an increase in power because that character's power level only calls for SOs.
- None of my level 50 characters (thus far) have taken and use every Incarnate Ability.
- None of my characters use Incarnate abilities during non-Incarnate combat.
- While all of my Incarnates get to +3, only one so far actually has any use for Destiny or Lore. The rest take Destiny and Lore simply to even the playing field of levels during Incarnate content. The powers themselves may as well not even exist.
I am curious: Do any of you do this as well? If you do, how do you create the flaws? If you do not, how come? I am interested in both sides, and if anything, the opposite viewpoint is always the most interesting since it is clearly not what I see already. -
Quote:This little sentence here made me laughI mean incarnate content, the whole system even, is supposed to be an on going thing like a terrible comic book series, right?
Unfortunately, I am sort of over the system as a whole. The fact that everyone gets the same abilities has really soured my opinion of it. But that's another topic.
I would LOVE to see a portal to the Rikti Home World, something occurring in outer space, a revamp of the Shadow Shard where we get to face Rularuu, etc.
I would also like to see some kind of Incarnate content that is not co-op, in any way. I think it would be cool if actions on either side of the line could affect the other side in some way, but that toes the line of PvP, and I know some people wouldn't appreciate that. -
I usually don't announce it, except on my RP-Lite character. He's used a variety of macros in the past:
"$target! NOOO!"
"Your defeat, $target, shall not be in vain!"
etc.
All of which have been amusing if I hit the button just a tad too late, and the person is in the midst of reviving. -
The presence of the orange ring, so far as I can tell, has had no influence on whether or not I have the 99% chance to crit. Sometimes the assassination won't be up, so I'll keep attacking with other attacks, which seems to keep my stacks of Assassin's Focus at 3, then once the assassination comes up, I use it and get a critical hit.
Maybe I am misunderstanding, or I am just getting lucky? -
Yikes! Heavy vid! But fantastically well done. Kudos on the interview too! I will keep my fingers crossed that Paragon Studios lets you premier a video at the Plummit!
Also, I would totally take a few days off work to offer my voice to a full-length animated feature. That would be SO awesome. -
Truth.
Most of my characters do not exist yet. They are sitting as saved costume and power set customization files. -
The new rig is great, I am very glad they figured it out. I am also glad they are trying to make up for the past years when nothing like it existed. But "all things in moderation."
The four-legged rig is losing its luster because of the amount of stuff that has used it in the past 5 months! Give it a rest, come back to it in a few months, and people will say, "Oh yeah! I'm glad they are still releasing stuff with it!" rather than, "Oh... another four-legged rig vanity pet/power... how about something else?" -
You built a Millennium Falcon...
I mean, why do I even bother trying to make my base cool? -
Quote:And the truth... shall set you free!This is why I only play my level 50s on DXP weekends.
I don't speed level anything that I don't know how to play.
Many people probably powered through archetypes that they otherwise find cumbersome to play (a primarily Scrapper player may have used this weekend to power through a Controller, for example).
I'm with the general consensus: give it a couple days, and it will be back to normal.