firespray

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  1. This is a pretty cool idea.

    I'm also wondering if it would be possible to have a tag that shows if a teammate is out of range of your buff/heal/whatever, so you'd know to skip them.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    Read the thread, see what it has devolved into, check your facts.
    What facts? This whole thing is a matter of opinion.

    Quote:
    Originally Posted by Samuel_Tow View Post
    You will not "get me off my high horse" because you are obviously and provably wrong.
    No, I'm not. You've certainly done nothing to prove me wrong.

    Quote:
    Originally Posted by Samuel_Tow View Post
    "Most people" don't know exactly what is meant, because few people agree on exactly what constitutes technology, as you would have noticed had you been able to see past your red mist.
    Again, while people might not exactly agree on what falls under technology and what falls under natural, I guarantee you that most people would get what was being asked for when someone said they want a powerset for natural characters. They may not get it exactly, but they get the gist of it. If you feel otherwise, feel free to prove me wrong.

    Quote:
    Originally Posted by Samuel_Tow View Post
    "Powers for natural characters" is a fallacy on every conceivable level.
    Again, no it isn't. It's simply a generic term that is quite frequently used to explain a certain style of powers in CoH, more than any other group by my estimation. It's quite logical to use it.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Even if we assume that "natural" refers to "natural human," as opposed to what the game actually defines it as, there is still no clear distinction between where Natural ends and Technology begins. As you can plainly see. What is being suggested here is gadgets, and gadgets, especially things like EMP grenades, are products of the very high levels of modern technology, and some even post-modern technology, as is the case of glue grenades, which to the best of my knowledge don't actually exist. This is the sort of stuff my Technology characters use, and you claim that's for "naturals?" Maybe you want to get your own point straight before you start insulting people.
    My point is quite clear to me. You on the other hand don't seem to get it at all. I'm well aware that different people have different conceptions of what is 'natural' and what is 'technology'. My point, is that when people use the term 'powerset for natural characters', especially when linked to a suggestion of a powererset that is composed mainly of non-supernatural human-level technology, it is blatantly obvious what is meant.

    Quote:
    Originally Posted by Samuel_Tow View Post
    What is Technology and what is Natural is in the eye of the beholder. Where one might view a Dual Pistols/Devices Blaster as being Natural because he's just a tough guy with decent tools, another might view that as being Technology, because no normal man, however well trained, is able to do these things without sophisticated technology to back him up. Hence, the "powers for natural characters" idea is a fallacy, because it suggest an ultimate, statable truth and definition, which does not exist. It's all a question of interpretation, and discussions about it do not benefit from Internet tough guys like you trying to slam your dick on the table and yell about how obviously true your personal interpretation of events is.
    I'm well aware that my interpretation is no more valid than anyone else's. You, on the other hand, seem to think that your opinions are solid facts. What's amusing to me is that you're accusing me of trying to throw my weight around, when you were the one who brought the point up in the first place. You clearly wanted to correct the OP, who you felt was using the term wrongly, and now you're pissed because I called you out on it you raging hypocrite.

    Quote:
    Originally Posted by Samuel_Tow View Post
    What's actually funny to me, however, is that if your ego hadn't gotten in the way of your post, you wouldn't have derailed the thread into a discussion of what is and is not natural. But apparently you really DIDN'T care about the thread if you insisted on derailing it.
    Again, you were the one who brought this whole thing up in the first place. I realize that you were hoping your comment would slide by and you could feel all righteous about being able to correct the OP, who doesn't seem to agree with your little crusade, but it didn't happen. You might as well man up and admit it.

    Quote:
    Originally Posted by Samuel_Tow View Post
    So what you were hoping to achieve was to insult me at the expense of what was otherwise a pretty decent thread.
    I'm pretty sure I already stated what it was I was trying to achieve, and it doesn't seem like I'm there yet. I'll keep trying though.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    You know, I said "ignore it," but if you feel like insulting me with your crass language, then I hope you don't value this thread. What do you hope to achieve with posting crap like this?
    If you wanted it ignored, you wouldn't have brought it up in the first place.

    What I hope to achieve by posting this, is to get you off your high horse and get you to quit mentioning this every freaking time this idea or one like it comes up.

    Face facts. Most people know exactly what is meant when someone says a 'natural themed' set. And it's a perfectly acceptable thing to ask for.
  4. Okay, here's my team.

    1. Elec/Shield scrapper (me)
    2. Fire/shield brute
    3. SS/shield brute
    4. Fire/kin corruptor (my wife)
    5. Fire/dark corruptor
    6. Fire/rad controller
    7. Cold/sonic defender
    8. Traps/sonic defender

    That group should be able to power through a +4/x8 ITF damn fast. The massive debuffs should mean surviving won't be an issue, and AoE damage should be rolling in fast and heavy.
  5. The safest way to do so that I can think of is as follows:

    This scenario assumes a selling price of 3 billion, but could work with larger amounts

    Meet on the same server (use gleemail to get the money/items to mules on that server if necessary).

    The seller brings the PvP IO being offered for sale, as well as 9 or fewer other enhancements worth 2 billion (not too difficult with purple prices the way they are right now)

    Use the trade window and make the following trades:

    1. Seller gives buyer 1 billion inf worth of recipes/enhancements, buyer gives seller 1 billion inf (actually 999,999,999, but who cares about that 1)
    2. Seller gives buyer 1 billion inf worth of recpies/enhancements again, buyer gives seller 1 billion inf again.
    3. Seller gives buyer PvP IO, buyer gives seller 1 billion inf and all the recipes/enhancements that were previously given to him by seller.

    You could also simply have the buyer pay the seller with 1 billion inf and 2 billion inf worth of other recipes/enhancements if both parties agree to that.

    Either way, no trust is involved here, since at each stage of the trading, both parties are trading goods of equal value, so they can't rip each other off.
  6. I see no reason not to do this. 10 AMerits seems high though.
  7. Quote:
    Originally Posted by TameDragon View Post
    Nice to see a few replies to my OP.

    As i stated in the OP i nearly always take the flight pool cause it fits my concepts on most of my chars (mainly dragons or some type of winged toon) and when I'm on a squishy i like to be able to float above the NPCs shooting away on blaster/troller/fender etc without getting hurt (much)

    It's just a shame when you get people with the "must have" mentality for other travel pools.

    I haven't seen many flyer's on my home server since i started but i did get a PUG TF with about 6 or 7 of us who did which was awesome.

    Yes fly can be slower than SS but when you're up in the air you don't have to zoom around buildings etc as much as you would if you had SS IMO.

    I love fly and no-one will take that away from me
    Something else that I didn't see mentioned that might be affecting it is the fact that flight is extremely easy to get without wasting a power pick on it. There are tons of ways to get a jetpack.
  8. Quote:
    Originally Posted by AnElfCalledMack View Post
    Air Sup is fantastic on a Controller if you're planning to solo them at all before level 32. 'Trollers have very few sources of good damage, and can swap Air Sup between smacking a mezzed enemy for Containment damage, or keeping a bad guy on his back while you get the spawn under control. Brutes can aslo get some good use out of Air Sup, as they need as many attacks as they can get to build Fury, and Air Sup animates really quickly.
    I don't solo, so that doesn't really come up for me.

    I'm not saying it's not useful (My SS/WP brute from way back when had it and loved it), I'm just saying that for me, it's not as useful as other things I could be taking. Add that to the fact that I don't like the travel power that it unlocks, and it's easy to see why I don't dip into the pool much.
  9. I've suggested this in the past as well. It's one of the top things on the list of new powersets that I'd like to see.

    And ignore Samuel's comments about the "powerset for natural characters fallacy". He brings that crap up every single time someone mentions this.
  10. Air superiority is nice, but I can never seem to find a good place for it in my builds. My melee-centric builds don't need it, since they already have plenty of melee attacks, and my ranged builds wouldn't use it, because they stay the hell out of melee.

    All of my blasters have hover, it's awesome for a blaster.

    I'm not fond of fly as a travel power simply because it's too slow. The point of a travel power is to minimize my downtime as much as possible, and for that, I like superspeed best, which is why nearly all my toons have it.
  11. Sets I want to see:

    Pulse rifle expanded to a full blaster/corruptor/defender set
    Staves for scrappers/brutes/tanks/stalkers
    martial arts type secondary for blasters
    gadget or device themed control set for controllers/dominators
  12. Does anyone know if the low merit rewards currently given out by all the praetoria arcs will be addressed soon? I'd love to hear from a dev on this.
  13. This idea is terrible and horribly unbalanced. However, the basis for it is semi-sound. I wouldn't mind seeing a slight increase in aggro cap for tanks in particular (something like 20 or 25 would be appropriate). When fighting some enemy groups on an 8-man team (I'm looking at you council and nemesis), a tank as it stands today can't even hold aggro on a whole spawn. And they should be able to.
  14. firespray

    Team quit rant

    The only times that I'll quit in mid-mission is if someone on the team is being a tool and I don't want to team with them anymore. Usually though, I tend to run my own teams, so even that is rare, since I can usually just kick the tool.

    When it comes to quitting during TFs, I've had to do it a few times, generally because I simply don't have enough time to stay and finish. I always feel bad about it, but when the TF I joined expecting it to take 2 hours has stretched to 4, and I have plans, there's really nothing else I can do. I always apologize, but some people take it badly.
  15. The only trend I've noticed when playing new characters in praetoria is that there are more villains than heroes. This is exactly what I had expected to see. What will be interesting though, is long-term trends.
  16. I'm actually waiting to start quite a few characters until inherent stamina gets here. I'm not too fond of the <20 game due to endurance issues, so I'm waiting til I19 to start a few characters in the hopes that they'll be more fun then.
  17. Quote:
    Originally Posted by kimbusiky View Post
    to the COH programing team would be best if the player buy or play 4 years or more
    you send him a strategy book free and have a pool that make the account trop only rare recepies by every LVL4 boss they defeat , and have to not only 2xp 4xp and money 3xthat can be a good issue to have in COH and every player will vote for that just ask in the forum and you will see and bring a 3x week 1 every 2 moths .
    evry 1 in COH forum tell to the develoment team thiss too this cam be 1 of the best thing that ever happend in COH since going rouguesl
  18. Quote:
    Originally Posted by Mega_Jamie View Post
    They all are useful, situationally. I can't think of one that isnt.
    Think harder then, I can think of several.

    Actually, I should put it differently. The problem isn't that some powers are utterly useless (though some come close), as I'm sure if I said that you'd come back with the one obscure case where it was useful to prove me wrong. It's just that some powers are so situational that they're massively inferior to other choices. For example:

    On one end of the usefulness spectrum we have powers like:
    Hasten
    Combat Jumping
    The leadership pool
    The fighting pool

    These powers are all good pool powers. They are useful to nearly every character in every situation.

    On the other end, we have powers like:
    Team teleport
    group fly
    whirlwind
    the concealment pool
    the presence pool

    These powers are useful in certain situations to certain characters, but to the majority of people, they're distinctly sub-par choices.

    That's what needs to be fixed.
  19. Quote:
    Originally Posted by Umbral View Post
    That's going to be a problem no matter what you do with the set. With my tweaks, it at least provides a substantive reason to have those largely redundant endurance effects when all players are getting Stamina as an inherent relatively soon.
    Those powers have never been redundant. I'm fairly certain that I'm far from alone in taking stamina in addition to the endurance recovery powers offered by many scrapper/brute/tanker armor sets. Stamina isn't always enough, especially when fighting certain enemy groups (namely carnies, malta, and anything with electric powers)

    Quote:
    Originally Posted by Umbral View Post
    It also means that, even if those players have massively awesome endurance recovery, they're still going to be experiencing problems when facing end draining enemies because they'll be just barely capable of sustaining the endurance costs of a constantly on Rage.
    And in the same situation, a character without added recovery in their secondary would be unable to use rage at all, at which point that power choice was worthless (at the moment).

    This is exactly the problem that I'm talking about. You want to take a power that's already overpowered, make it more overpowered, and then add in a mitigating factor that will be irrelevant to some characters and crippling to others. There's no good way to balance the added endurance cost as a mitigation factor. If you make it low enough that people who are playing sets without an added recovery mechanic find it balanced, then sets that DO have an added recovery mechanic will find it trivial, and it will essentially be no mitigating factor at all.

    If you make the added endurance cost high enough that sets with an added recovery mechanic find it balanced, then the added endurance will be crippling to sets that don't have an added recovery mechanic, and they won't really be able to use the power.

    Like I said before, it's not a bad idea on paper, but in practice it won't work. It'll be impossible to balance. At least the version of rage we have now affects pretty much all characters equally, your fix can't say that. That's just bad design.
  20. I certainly wouldn't have kicked you from the team for it, unless you were being a jerk or something.

    Honestly, when forming a team, I don't really expect a mastermind to provide all that much team support. I expect them to expend most of their effort on buffing their pets (assuming they have buffs) and for the most part that's what they do. If I want a buffer who is going to focus on the team, I'll invite a corruptor, defender, or controller.
  21. Quote:
    Originally Posted by Umbral View Post
    I've got an entire write-up for some SS changes I'd like to see in the future, but my change to Rage really has to be the biggest one:

    As I'd like to see it, Rage would be a toggle with a long recharge time (~90 secs) that provides a small +tohit buff(~7.5-10%) and activates RageModeOn for the character for a pittance of endurance (.065 end/sec cost for the toggle; the same as Combat Jumping). While RageModeOn, all Super Strength attacks the character uses would deal an additional 50% base damage and cost the character an additional 50% of the base endurance cost of the power as unresistable end drain. The end effect would be for the SS user to deal substantially more damage that is fully affected by all +dam buffs while having to pay a disproportionate cost for doing so (because the additional end cost wouldn't be reduced by end redux), which also means that Brutes would get the full effect of Rage rather than the diluted gains they currently achieve (because the comparative advantage of another 80% +dam when you're already packing ~250% isn't much compared to what you'd get if your baseline +dam were only ~100%).

    For some numerical examples of how it would work, consider an arbitrary SS attack string that deals 50 DPS and costs 3 end/sec, unenhanced (16.67 DPE). With my variant of Rage toggled on, the attack string would deal 75 DPS and cost 4.5 end/sec (16.67 DPE). The dam/end ratio is perfectly preserved, though the end cost is quite a bit too high to be sustainable (even though the damage is high enough that you might kill your target before you notice you're about to run out of end). Now we assume that the player enhances it for 100% +dam and 50% end redux. With Rage toggled off, it deals 100 DPS and costs 2 end/sec (50 DPE). With Rage toggled on, it deals 150 DPS and costs 3.5 end/sec (42.86 DPE). The ratio skews downwards, meaning that, though you're dealing more damage, you're having to pay more endurance for that higher level of damage: you're getting 50% more damage, but you're paying 16.67% more endurance per point of damage spent for the privilege of doing so.

    Now, the advantage is that you get to deal more damage virtually any time you want and it stacks with virtually everything. The disadvantage is that the additional damage you're getting is only as endurance efficient as it would be without any end redux in the power. The long recharge time on the toggle forces you to avoid toggle-dancing it and the higher cost causes the cost to go up as the performance you're getting goes up (meaning that it's incredibly difficult to simply build around the endurance cost as was possible with toggle-IH back in the day). It also has no crash so the only "crash" that occurs would be the endurance crash that happens normally when you run out of endurance.

    When considering this, it's important to remember that, along with this change, I would also tweak the dam/rech/end on the SS attacks so that they actually have decent performance without needing to rely on Rage (just try looking at the numbers for Punch and Jab without laughing), so the set wouldn't really have the current justification for having a power that so thoroughly outclasses other powers within its same classification because the baseline powers of the set are so abysmal.

    (as to the numbers, I'm not entirely set on them; the dam/rech/end ratio is relatively standard and I chose to provide an even trade off between endurance and damage in order to attempt to preserve that ratio; there might be some issue with not increasing recharge, but I see that as a viable trade off when you consider that endurance costs higher than endurance recovery capabilities are exponentially worse the higher they get above that point of equilibrium; with slotted Stamina, the amount of time that an individual would be able to fight with Rage on and off using the above arbitrary attack string would be ~50 seconds and ~193 seconds, respectively, assuming a 1.0 end/sec passive drain; the difference between those two numbers gives me some confidence that tweaking the ratio between damage and endurance costs wouldn't really be needed to account for a lack of increase to recharge costs)
    This isn't a bad idea, but I have some concerns about it.

    Mainly, the added endurance penalty will hit some toons harder than others. Players whose secondaries have methods of getting endurance back faster (i.e. energy aura, electric armor, fiery aura, willpower) might find the added endurance trivial, while other sets that don't have those abilities might find it crippling. Electric armor and energy aura in particular would probably find the added endurance cost trivial, since it's easy for those sets to get to a point where they can completely refill their endurance bar every 30 seconds or less.

    Things like that would make it extremely hard to balance the exact numbers for a power like that.
  22. It kind of depends on your playstyle. My fire/mental was the epitome of blastery goodness. Gobs of ranged ST and AoE damage, lots of recharge, and no thought for my own survival. That said, here's the powers you'll want.

    Fire Blast: I took every single power. If you don't have room for that, blazing bolt and inferno are probably the most skippable. That's not to say that they aren't useful, just that their usefulness is situational.

    Mental Manipulation: My advice here is a bit biased by the way I made my fire/mm. I was focusing on a ranged only toon, and skipped some of the melee powers that you might find useful. That said, take the following powers:

    Subdual: Cause you have to
    Telekinetic thrust: Great for getting rid of a guy that's pounding on you long enough to turn him into a greasy scorch mark.
    Psychic scream: hooray for more AoE
    Concentration: this is a no-brainer
    Drain Psyche: also a no-brainer

    For an epic pool, I took force mastery, since it gave me yet another AoE in repulsion bomb and the ever-useful personal force field. I'm considering switching to mu mastery now, because rain of fire + electric fences just looks freaking sweet.
  23. I've personally never played any of those builds. My wife on the other hand has played both a sonic/mental and a fire/ice. According to her the sonic/mental had nice survivability, but damage was too ST focused. She really loved her fire/ice, and that remains her favorite blaster to this day. Fire gives awesome damage, both ST and AoE, and ice adds in mitigation that fire lacks.

    She and I were actually playing paired blasters at that time. I played a Fire/mental and she was playing her fire/ice. The main thing we noticed while playing was that I did more damage than her, but died more often, which is about what you'd expect.
  24. To be quite honest, rage is quite overpowered as it stands now. Any change to it is likely to be a nerf, so I honestly just hope they leave it the hell alone.
  25. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    Also, if they really don't like the idea, state WHY you don't; otherwise well you have no support to your argument.
    Why should I need to? I pay the same amount per month to play this game as you do. Therefore, my opinion counts for exactly as much as yours does, regardless of the reasoning behind that opinion.