konshu

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  1. I disagree with the notion that all 8-man Posi TFs are slow. My fastest Posi was with an 8 man team, and a PUG as well. The time was 1:45. And that was back when powers were capped at level 15 (so no Stamina).

    My experience with Posi and other TFs leads me to believe that the time to complete has more to do with how experienced the players are with TFs as opposed to how large/small the team is, or how it is composed.

    Players who don't know what they're doing, who don't cooperate, who don't fight and travel efficiently, who tend to go afk or obsessively shop or whatever ... these players are the ones who make TFs longer than they need to be, much more than any other factor.
  2. Thanks for the new video! /e applause

    It was exceptionally well done. I admit this is the first time I've watched one of your videos, but after seeing this one I had to go back through a few of the more recent CoH ones and they were all examples of great, professional quality work.

    I feel I can state with high confidence that NCsoft HR is clueless. They should hire you, and if they have any qualms about your performance they should hire you on per project or year-length basis.

    It's a no-brainer. Honestly!

    Where do we sign the petition?
  3. Quote:
    Originally Posted by AzureSkyCiel View Post
    Well, not exactly, but what does make a baddy worthy for level fifty?
    Though really, it wouldn't be too hard to expand on the Hellion concept, perhaps as they progress they become mutated and demonic, while Skulls become living dead monsters.
    I think what *should* make a baddy worthy of lvl 50 is their EPICNESS.

    If you were to bring the Hellions or Skulls up to 50, I think you might have to do a Lost/Rikti type replacement, because street gangs just aren't that epic.

    However, as mentioned before, there are examples of non-epic higher level NPCs, so the rule isn't strict.

    In terms of the OP - which asked what it is that makes a toon appropriate for a particular level range - in my opinion any Damned or Bone Daddy already has the raw power to qualify as a level 50. They just need to be scaled up.
  4. Quote:
    Originally Posted by Prof_Backfire View Post
    It's possible that the reason most enemy groups are level limited is the same reason groups that go from 1-50 sometimes have problems in progression. The Hellions and Skulls have few, simple powers and work well as a low level group, but how could you expand on that up to level 50? And do we even want to be fighting Hellions in different outfits for the whole game?
    I think you'd have to make several fundamental changes with the Hellions and Skulls if you wanted to expand them up to level 50.

    For one thing, they are presented to us as street gangs. I'm not sure how many level 50s would continue peddling dope on the corner and breaking into cars and shops.

    However, I could see Hellions and Skulls going possibly as high as 30, and maybe certain individuals even higher. And I can even imagine Hellion/Skull related AVs and GMs.

    Once you get to 30 and beyond, with the exception of The Family, I think we mostly have paramilitary groups, cyborgs, monsters, and mages.
  5. While I can't say for certain, I suspect I would be more inclined to play PvP if it was team vs team in a PvE scenario involving objectives and situations other than pure ganking. I think CoH/CoV players generally find team play more exciting, and the addition of PvE type maps and objectives would make the play more complex and interesting as opposed to the plain vanilla "assassination" or bounty type PvP scenarios we have right now.

    An example of this would be to take a mayhem/safeguard mission map and convert it for PvP use. Live action, heroes vs villains, where the villains secretly select their objectives and go for it, while the heroes try to stop the villains and achieve contrary objectives of their own. There would also be PvE and timing complications for both heroes and villains, and both individual and team rewards.

    Other PvP maps could include two teams (hero/hero, villain/villain, or hero/villain) starting at opposite ends of a NPC base and trying to get to an objective roughly at the center of the base, overcoming various randomly placed challenges.

    If these types of design were to prove popular, I suppose it might even be extended as far as having an arc where two teams compete under different circumstances in each mission.
  6. Quote:
    Originally Posted by LISAR View Post
    To reduce production time NPC groups were built for what they were planned on using.

    What would have been the point before AE of making groups outside of the level range they were used in game?
    Actually, I think it's just good design to make your content usable over a greater range of levels.

    Also, it doesn't have to greatly increase production time to produce a NPC profile that covers a large span of levels. Unless you're also changing the appearance of the NPC at several points, it takes practically the same amount of time.
  7. Quote:
    Originally Posted by Rodion View Post
    The one thing that's missing now is the ability to run the mission from your actual contact at the lower level. I have many characters that have open arcs that are 10 or 20 levels old. As it is now, I go through these missions swatting EBs like flies in order to close the arc out. It seems like such a waste of time, since I get no XP or inf.

    ( ... )

    There should be be an option to autoexemp those arcs at the appropriate level. Instead of going through Frostfire at level 37, I would be exemped to 15 if this option is set.

    You used to be able to do this by finding someone of the appropriate level and exemping to them. Now everyone will be autosked to the mission holder's level. Again, unless I'm missing something...
    Yup, that's exactly what I'm talking about.

    With my current play style (which is heavy on TFs, scanners, and AE) I don't run into this problem much any more. However, I remember how annoyed I was back in 2005 when I was running missions my contact just gave me in Steel Canyon and the foes were all grey in mission after mission for the whole arc.

    Now we have a mechanism in the game that can ensure you and your foes are at the same level. Let's get it implemented so players don't end up having to drop otherwise playable arcs just because the NPC levels were too low.
  8. Quote:
    Originally Posted by ketch View Post
    I'm currently munching though my 95th level as a troller with forcefields; I too have fairly strong opinions on the topic.

    I think it's been demonstrated pretty well by PK and magicj that forcefields can be much more than a buff set. I had read through their guides as well as Fulmens before finding a playstyle with forcefields that I enjoy. I believe my build would fall in line with what magicj dubbed the wartroller. It won't do what you expect it to do on teams, but it will often do things that you don't expect as well.

    I credit magicj with thinking outside the box. It's something I wish more people would do and it's something that I think would be more possible if we did have access to pools at level one.
    I play some of my bubbling toons with the bubs and some without, according to the whims of my concepts / designs. Sometimes I like certain powers in a bubbling set, but I don't want the toon to be a buffbot, so I skip the ally shields.

    I feel like I'm free to explore my options on toons, to see if I can get something to work. I've tried the tauntless tank, and I've tried the henchmanless MM, in addition to the bubless bubbler. Not everything works to my satisfaction, but I like to give it a try.

    One of the things I really resent in the game, though, is when someone looks up my power selections and tells me that since I don't have X power I don't know how to play. Invariably, that's my cue to move on, as I've never enjoyed spending my time with disrespectful, closedminded people.
  9. Quote:
    Originally Posted by Sir_Zane View Post
    So, if Taunt was the first power in the Tanker secondaries then I could understand being forced to take it. But, that does not happen for a whole host of reasons.
    LOL ... though I have to say, as a veteran with veteran powers ... I would love to be able to take Taunt at the start if I was not allowed to take the pool powers.
  10. Quote:
    Originally Posted by MrWallace View Post
    I would say try Ill/Sonic fun to play and the mix of light and sound makes for a great tec concept like a heroic version of Mysterio. Well thats my 2cents happy new year all.
    I like this idea too. It's no wonder I'm an altaholic.
  11. Quote:
    Originally Posted by ZachsMind View Post
    There's a couple problems with investing energy into revamps versus focusing on new content.

    First off it's a marketing thing. NCSoft is gonna get a lot of mileage out of Going Rogue. It's an entire new set of zones that didn't exist before, new baddies, new power sets. New kinda character you can play. New everything, while still keeping the original game. So it's both releasing a new game AND expanding the old one.
    Well, it doesn't have to be an "it's either one or the other" type situation. For years now I've been proposing that the devs make a small group - or take even just one new person - and give them the assignment of revamping and renewing old content. I think one person could make a significant amount of improvement in a year's time.

    Quote:
    When they put all that energy into revamping Faultline, it was great for we fans because it was a long time coming, and the results were awesome at first but after awhile the novelty wore off, and for all that effort, the PTB couldn't go to the general public and say "look what we did! We took this part of our game that wasn't as good as it coulda been when we first introduced the game, and we cleaned it up and made it better! Come take a look!" From a marketing standpoint, it's a much harder sell to anyone not already playing the game.
    Actually, I never did really like the new Faultline. However, I *have* spent a zillion more hours in it than I spent in the old Faultline. True story!

    Also, speaking of marketing, remember that not all of the game's efforts should be spent on acquiring new players. Some need to be spent on retention, which should be an easier and more efficient strategy.

    Quote:
    Even a 'mini-vamp' like The Hollows which didn't involve dramatic changes to the zone did still mean a lot of manpower and time. Every corner and crevice of Hollows was looked at and stuff we probably don't even notice was done to it. It still cost, and the end result in the big picture was the same as before. Hollows is still where you go when your toon hits its preteens. I pretty much try to get on someone else's Frost Fire arc for every toon I have if I can, but aside from that I try not to hang too long at Hollows. Even though the facelift was in my opinion necessary, it doesn't make me wanna hang there.
    I probably have this wrong, but I thought War Witch said she did the mini-revamp of The Hollows on her own time.

    I think what The Hollows needed was a leveler, a store, and a field hospital. It would probably take a couple of hours to add those things; certainly it could be done within a day. Yet The Hollows went for years without these things, which could be so easily added. It is hard not to be completely frustrated with the devs, in my opinion.

    At some point, when the devs have actually committed to revamping, all the content for the zone should be redone. However, I would leave the artwork there the same, so all that would change would be about a half dozen arcs. That's not a big deal, really. One person could fix it up nicely in just a couple of months, probably leading to tens of thousands of hours of subscriber playtime.

    Quote:
    So if you were the developers and you're looking at your finite resources and you can either focus your next project on making Boomtown what it shoulda been five years ago, or creating City of SpaceTime the next expansion, Boomtown's not gonna win. UNLESS you completely revamp Boomtown to make it the zone players now use to access space. That way you kill two birds w/one stone. But of course then you're gonna tick off all the players who have fond memories of Boomtown as is, so you might as well just leave Boomtown alone and create an entirely new zone that'd represent the CoH universe's equivalent of NASA.
    Again, it doesn't have to be all or nothing. The main dev team can work on new projects while a much smaller team revamps the older material.

    Also, to revamp a zone you don't have to actually change the zone. Just the player activities in it.

    Quote:
    I'm saying this and I disagree w/it. I want the Devs to focus on the zones that already exist and make them better. I think adding more zones spreads the player base too thin and the community that used to make this game so cool is kinda dying, unless you have built up a complex network for yourself. I never did. I was too lazy. So now if there's anybody who still plays the game that I know? We're both like twenty characters later and wouldn't recognize one another. I want a new Boomtown. I want a new Perez Park. I never go into Galaxy City to start a hero I always use Atlas Park. Why? Cuz I can never get a team together in GC. Everybody's over at Atlas, except for ppl who don't seem to want to team. I think GC should get more reasons why ppl would wanna go there. I think Independence Port is built the way it is for a reason but it's annoying as all get out to traverse, even with decent travel powers. It's very unfun. KR is getting better, but could still use some tweaking. Steel, Sky, Talos, and Peregrine are pretty much perfect far as I can tell. I like em fine. I'm sure there's others who could see fault where I don't.

    The real problem is the developers could waste all their resources on what's already there, and we'd never be satisfied. We'd always want something better. And then the Devs would have nothing significant to show off to potential new players but what they already had with a new paint job.

    Sometimes you just gotta let the past go and move on. New content over old just wins out. Cuz when you make the old stuff new, it just turns back into old faster for some strange reason, and in some ways it never stops being old no matter how new you try to make it. Don't look back. Ever forward.
    I think a very small team of revampers could have a significant impact on improving game play in a very short period of time. There just has to be a decision from on high to allow it to happen.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Mission 10: All players are turned into clockwork gears, and must then defeat themselves scaled to archvillains.
    This one sounds like the scenario for a typical a comic book cover. I love it!
  13. Quote:
    Originally Posted by Jake_Summers View Post
    Would be nice, but this system has the added bonus to giving post 50 progression.
    You said the problem was that you were outleveling content.

    In a game where we have auto-exemplaring, why can't we have it implemented in the older content so we never outlevel it?

    I think that's a reasonable question, and an area that the devs should address.

    However, if your real problem is finding a way of providing post-50 progression, I have nothing of particular value to say about that.
  14. Quote:
    Originally Posted by Prof_Backfire View Post
    Arachnos is a good example of progression done right. At the lowest levels you fight grunts and foot soldiers, steadily moving up to elite troops, robots and power armour, and all kinds of cool stuff.
    I agree. Arachnos is the best example of a well-planned enemy group.
  15. Quote:
    Originally Posted by Techbot Alpha View Post
    Also, remember that CoT Redside and CoT Blueside are NOT the same! Blueside, you will never ever see a Hordeling or a Hoarfrost of a Succubi. Ever. Thats a fact, despite the groups being the same name. I guess they are actually two seperate groups, or some wierd technical spawning rule. W/e it is, it's wierd.
    It's just a consequence of development proceeding through time without revising older work. The Hordelings, Hoarfrost Demons, and Succubi were introduced with CoV. They were never backported to CoH, though it could be done.

    Basically, the Circle enemy group blueside does not have Hordelings, etc. in the spawn list. It's about that simple. Once they are added, any canon missions that are republished will contain the new NPCs. If you ask me, I'd estimate it would take a person about a day to fix this - assuming it has to be done manually and cannot be automated in any way.

    If you're doing an AE arc, you can make your own Circle enemy group. Include all the mobs you want; exclude all the mobs you don't want. The player's level will indicate what out of the list actually shows up. So you CAN have Hordelings on blueside - in AE - and you CAN avoid the ghosts, you just have to manually enable it.

    However we won't ever have them in regular blueside missions till devs essentially "recompile" the older work to include them, which they are disinclined to do.
  16. Quote:
    Originally Posted by Roderick View Post
    This is one of the WORST parts of the old TFs. If you know how (and many players don't), you can read the send-off for each mission. A lot of the rest of the text is available only to the leader, which means that either: 1> You lead, and the team gets upset that you're taking too long setting the next mission, or 2> You don't lead, and have no clue what you're doing (other than your fourth consecutive "Defeat all lockwork on an identical map"), or why you're doing it.
    Yeah, I was very disappointed when I started playing this game back in 2005 and found that the only way to understand what was going on was to carefully read all the contact information and clues. I typically was not the team leader, and we were always hustling, so there wasn't much opportunity to read the contact information. I was too busy trying to Sprint past boulder-hurling Trolls in The Hollows, dammit!

    So for most of 2005 I was completely in the dark about what was going on and VERY bored with it all. I focused on character creation and using my own imagination.

    Then in 2006, I think, I started looking into the various online resources that had sprung up. I read all the contact information and clues for each arc and started to pick up on things that were delivered poorly early on.

    Like in the Flux arc, I think, in a clue we stumble across a strange skull which now I understand must have been a Coralax skull. Prior to CoV there were no Coralax, so it was hard to understand what this clue was without the context. And I still don't know why it was a "clue." A clue to what? lol

    Obviously the devs intended to insert something about the Coralax into The Hollows - probably something full of Lovecraftian influences - but never got around to it.

    I also suspect that the devs created all the different origins and the different contacts with the idea of having unique content for each contact which reflected the contact's origin. But at some point they decided "My God this is taking forever, let's consolidate!" and so we have multiple contacts every few levels that give us the exact same missions.

    My first week in the game I went to Laurence Mansfield, the coroner, expecting to get some sort of mission that had an advanced plot about someone's death, or maybe something about the zombie-like minions of Dr. Vahzilok, which I had encountered in Galaxy. Instead he directs me to a cave where the Circle of Thorns have taken the stolen Jewel of Hera.

    That thoroughly cracked my sense of disbelief or immersion and similarly cracked my confidence in the devs. What in blazes was a coroner doing with this kind of information? If he's just a regular citizen, why doesn't he tell the police, and then I get the call from the police? It was just too unbelievable.

    And that was when I realized I was basically in an overblown arcade game, and not really in an adventure role-playing game, despite all the in-game text and claims on the cover of the game's box. It could have been an adventure RPG, but they never finished coding it properly.

    Anyway, that's my own perception / opinion. I've reconciled myself to it, but I still wish I was getting the game I originally thought I was getting.
  17. Quote:
    Originally Posted by Thirty_Seven View Post
    I just can't wrap my mind around why anyone who can do the things in Illusion (regardless of origin) would waste his time with a bow and arrow, regardless of how "tricky" it is.
    Well ... I suppose there are a variety of ways to approach this. But you could decide that your hero has the ability to create enchantments and glamors. By virtue of his enchanting ability, he is able to take objects, inscribe them with runes, and thereby imbue them with magical powers. A way of making this useful for battle is to make a quiver full of arrows of various types. As each arrow is shot the rune is spoken, activating the power where the arrow lands.

    The other type of magic, the glamor, is cast upon people. It primarily affects the way they see the world, or how they believe the world to be. So one type of glamor creates an illusory sense of being injured: Spectral Wounds. Another creates a belief that one cannot see: Blind. Another creates a mass hysteria that an army is attacking: Phantom Army. Another creates a sense of paranoia or misidentification: Deceive.

    And so on.

    Or you could go for a scientific / technological explanation, saying that all the effects are created by holographic and force projections, gadgets duct-taped to arrows, etc.
  18. Quote:
    Originally Posted by Lazarus View Post
    I never understood the level spread of some groups. For example, Crey is a group that should have started much lower than level 30. Heck, villains can fight them in CoV as early as level 15 through a certain arc.

    On the other end I never was sold on the Cimerorans being a level 35 group, much less a level 50 one. How are these guys even a threat to superheros and villains? They don't have any obvious magical armor or weapons, and the monster units are EBs who only appear inside the ITF. Really a single Mercs Mastermind could probably slaughter all of them as only Requiem and Nictus-Rommie are real threats in the ITF.
    While I don't know the official canon answer for why the Cimerorans are so tough, I imagine it is like that of the Warriors. IIRC, Odysseus Hill, the founder of the Warriors, was given a magic jar that would refill itself with something like the water of the Well of Furies, thereby imbuing all the Warriors who drink from the jar with exceptional powers.

    So could the Cimerorans exist as a low level group? Sure. But it would be best if their powers were pared down a bit to better match with heroes / villains who are running around on training enhancements.

    Why don't we have the Cimerorans as a group that is available from 1-50? Because of the way the game is presently designed, the devs make an enemy group as a resource for content with a specified level range, hence the critters emerge with limitations that were artificially imposed.

    Yes, I'd agree that Crey look like they should parallel the Council in their level ranges, with the Riot minions, Agents, and Scientists at lower levels and the tanks and PPs probably at higher levels. But when the devs wrote the Crey stories they were filling in content for play at a certain range. Hence the levels and limitations.

    For that matter, what are those Slammers doing at level 50? They have a sledgehammer melee attack and a shotgun ranged attack. Frankly, that sounds like a low level Hellion, Troll, or Skull minion or lieut.
  19. Quote:
    Originally Posted by AzureSkyCiel View Post
    In theory, if groups only diversified as you leveled, than the annoyance of fighting an earth thorn caster or equalizer would be mitigated by the fact that there was a good chance that you'd face only one or two every mob or so.
    Well, if you created profiles for Circle critters that went from 1-50, you could have Madness Mages and Force Mages appearing at level 50 (with more powers, of course), and you could have Earth Thorn Casters appearing at level 1, if you want (with fewer powers).

    So, as you say, if you wanted it you could have a wide variety of Circle critters popping up in any given mission, and if you pursue total randomness across the whole set of critters only a small percentage would be of a particular type.

    However, a good spawning system would give you better control over what would appear and where. For instance, maybe you only want to have Circle ghosts spawning. (eek!)

    The way CoH/MA handles it is by having one master spawn list provided by each map, which is then divided into sublists in much the same way you can take a string in a computer language and divide it into substrings. This master list of spawn points is automatically filled with the default foe group. When we define a mission objective that creates a spawn or a series spawns (or an object or series of objects, like cardboard box glowies), we're taking up some of the mob (or object) spawn points from the master list, overwriting the default spawns.

    (This is a fine system, but I think it would be great if we were allowed the ability to modify the spawn coordinates. It shouldn't be difficult to do. The map's spawn points could be the default, and if you want to override those points then your MA text would contain the new list of spawning coordinates. This would allow us to correct spawning errors in the maps without having to plead our case to the devs.)

    We also have in MA a basic ability to list the critters that should appear in each spawn. For each spawning list (like a series of patrols, battles, or rescues) we have the ability to specify an enemy group (or two in the case of battles) that will appear at those points. Each critter in these enemy groups is given equal chance to appear within the rules for spawn size (number of minions, lts., bosses).

    What I had in my NWN2 spawning function was the ability to go with even chances for each critter, or to specify the percentage chance of a critter's appearance. And I could do this for each spawning list.

    I could also specify a maximum or minimum number for each critter. So if I wanted no more than one of a particular critter type to show up (say a Madness Mage lt.) I could arrange it. Or if I wanted 30% of the lts. to be Madness Mages, I could do that. Or if I wanted both conditions - 30% of the lts. to be Madness Mages, but never more than 1 per spawn - I could do that.

    Anyway, the gist of it is you could use this type of NPC profile to better tailor foe powers across the levels, and at the same time fixing it so there are no level gaps in which foes cannot appear. (Unless, for some reason, you insist on having a level gap, which is a choice you could make.)

    You could also have a NPC profile that would transition from one type of critter to another as the levels increase, as we see with the Circle, Tsoo, and Lost/Rikti.

    Also, with a modification of the spawning rules, you could juggle the percentage chance for appearance, so you could favor the likelihood of one critter spawning versus another. You could also set maximums and minimums for each critter to be spawned (within the spawning limits), further controlling the composition of the spawns.
  20. Quote:
    Originally Posted by Father Xmas View Post
    I assume this is the article the OP mentioned. I'm linking it simply so if people want to debate about the merits, we all have access to the same reference material.
    Oh? I was assuming it was the Rob Pardo interview which I suspect is in the "exclusive content for subscribers" area.

    The quote I gave above is from the Jeff Kaplan interview.
  21. This is from a different Game Informer / Blizzard interview, I think, but it relates to storytelling issues I've been pushing for years now, so I'll post a quote and make a highlight here or there.

    Quote:
    (From: http://gameinformer.com/games/world_...nd-future.aspx)

    GI: One of the things that I’ve picked up on personally that’s been improving with the expansions -- whether you’re looking at quests or instances or raids or anything -- storytelling seems to be a more and more important factor with subsequent patches and expansions. This stands out to me, because very few other MMOs have managed to create captivating narrative content, but it seems like you guys are really striving for that and often succeeding in World of Warcraft. Is that something you expect to continue progressing in future World of Warcraft expansions and future Blizzard MMOs, or will narrative always take a backseat to the grind in MMOs?

    JK: It’s funny, because you said that narrative became more important, but I look at it a little bit differently. The story was always extremely important to us; I just don’t think we did a good job of telling it early on. What happened over the years as World of Warcraft progressed is that we had this very seasoned development team. Guys like Chris Metzen, our creative director, were partnering with guys like Alex Afrasiabi, our lead world designer who headed up the quest team. We’ve got the most experienced quest team in the industry. These guys are masterminds now when it comes to telling a story. They’re just much better at doing it than we ever were before.

    They really wrapped their heads around the concept of letting the players experience the story first-hand rather than just trying to beat them over the head with text, which is something that’s really important. In the early days, we did a lot of quests where we put a lot of time, heart, and soul into designing them. If you go back and look at the “Green Hills of Stranglethorn” quests, for example, there’s a lot of text written, and there’s actually quite a bit of story there, but the players don’t absorb it, because they don’t experience it themselves.

    If you fast-forward to something like the Death Knight starting experience, our story-telling team has really mastered or refined the art of delivering the story as first-hand gameplay rather than spraying you with the word hose, which is what we did in the past.

    GI: That’s a good way of putting it. So you would expect that to continue, where in addition to creating a compelling MMO, you want to tell compelling stories as well?

    JK: Yeah, I think what really excites us is the concept of bringing those two notions together. It doesn’t have to be mutually exclusive. We can enhance great gameplay by having a great story along with it. We just have to be careful to make sure that the story isn’t getting in the way of the great gameplay. Our guys have gotten really good at respecting the fact that players are having this gameplay experience and that they just need to add to it with story elements rather than sidetracking them or making them click through pages of words. It really boils down to that axiom of "show, don’t tell." That’s the new philosophy that they’re embracing, and they’re just getting better at their craft.
  22. I have bad altitis, so if I was you I'd probably go with all of the ideas.

    I think if you make them all you'll find out soon enough which one(s) draw you back for more play time. The other(s) will just sit there and either eventually catch your interest or eventually get deleted.

    I'm particularly interested in that Ill/Cold idea, but I already have a few Ill and Cold toons, so I may not get around to that for a while.

    As for TA ... while I have several archers, only one of them is TA. I've not tried mixing TA with non-archery sets yet, though I understand you can get some good synergies going. I think Ill/TA is probably one of the better combos, because with the pets out you don't have to redraw the bow as often, and PA can take the aggro for you and hold them in a spot while you ... uh ... shaft your foes.
  23. Quote:
    Originally Posted by Dispari View Post
    Personally, certain forced powers like Gale, Electric Fence, Entangling Arrow, and Force Bolt usually wander off my bar and never come back by the time I'm in double-digit levels.

    In fact, some of those forced powers cause me to not play those sets on certain ATs. I'd love to build a Shield/SS Tank, but Jab is in the way. On my SS Brute, I skipped Jab, and use Boxing (since I'm going to have Tough/Weave either way) instead. On a Tanker, I have to have both. One's just a wasted slot.

    The powers you get at 1 should be powers you use a lot and rely on or are important. I can think of about a dozen that I'd skip entirely if I had the choice. All Blaster secondaries seem to force you into a power that sucks on purpose. Possibly cause Blasters are just so cool that they have to be toned down with crappy powers.

    I don't think I should be able to take Hover instead of Jab. But I should be able to take Punch instead of Jab at least.
    I agree with this general sentiment, though I often love to have Gale as a mitigation power or as a tool to push foes into a pile for pseudo-herding.

    Also, since I have veteran powers in addition to Brawl and an origin power, I have no problem with taking Hover instead of a lame Tier1. Chances are I will *never use* the lame Tier1.

    I agree that I don't want Jab, Entangling Arrow, etc. clogging up my power slots. I'll take Air Superiority over Jab any day, for example, especially if I'm aiming to take Flight.

    I think the main point here is that a few of the Tier 1 powers have a very limited use that may not fit into a player's legitimate concept for their toon. I don't think you can truly say that it is a mistake to choose a pool power in place of an unused primary or secondary power.

    Granted, you probably don't want to be a Stalker who picks, say, Challenge instead of Hide (unless that's your thing), but what kind of player would make that mistake, especially if they have been warned (as I suggested in my previous post)?
  24. I don't have a problem with this (OP). There have been occasions where I've been forced to take a power I didn't want, simply due to the fact the power pool wasn't open yet.

    From my very first week in the game I've wondered why pool powers weren't made available at the outset. I think it is a design mistake. If the concern is that players will choose less effective pool powers over much better primary and secondary powers, then why not put up a big, visible warning upon opening the power pool, reminding players that primary and secondary powers are typically more powerful than pool powers? In addition to this, you can make a pop up for confirmation: "You have selected a Pool Power, which may be weaker than your available Primary or Secondary power choices. Do you wish to keep this selection? Y/N".

    If necessary, this could be followed with: "You have not selected any powers that do damage, which may make it difficult for you to play this game. Do you wish to keep this selection? Y/N".

    Shouldn't that fix it?

    Also, things have changed in the game from the days of i1 and i2. Now, as a vet, I have Sands of Mu/Ghostslaying Axe and Nemesis Staff/Blackwand in addition to Brawl and my origin power. With these powers, at level 1 I am far more capable than I would otherwise be. So why shouldn't I be able to open my Fitness pool at the very start, or take a combat power from the Fighting pool, or take the prerequisite for my travel power?

    I think the present situation is an unnecessarily limiting approach. If you make this change in an intelligent manner I think you can open up possibilities for everyone while at the same time providing useful instruction for new players.
  25. Quote:
    Originally Posted by Power_NA View Post
    I mean make 4-6 other heroes to follow you around.
    That is one of the only thing we need! Well and a nemeisis ; )
    In general, I like the notion of having the option to acquire one or more "assistant" toons that could help us from time to time in specially crafted missions. It could be yet another thing in the game that we could do missions to unlock.

    We already have a similar mechanic. This would be an adaptation of the typical canon/AE mission trick of having you rescue a pet who then fights with you for the rest of the mission. Or the Amy Jonsson pet temp power from KHTF.

    It also resembles the time-honored AD&D game tradition of running content to acquire NPC adventuring buddies.

    If we wanted to do it, we'd first create an arc (like the Fusionette arc in Faultline) where you could be introduced to a NPC. Then, in later missions, you might be given a "$NPC" - a variable pet - as an aide or optional aide, probably in missions featuring an EB where you are solo. If you had done the Fusionette arc, Fusionette might be the NPC aide selected for you. Or if you'd done the Eden Trial, then maybe Slate (one of the heroes you rescue) would pop up.

    Additionally, if we wanted we could do something similar with foes. Let's say you defeat a named hero/villain in a mayhem/safeguard mission. Well, that same NPC could return in future content to settle the score.

    Of course, we wouldn't want to keep running into the same specific foes over and over, or constantly reduce our challenge level by having a helper all the time, but if these ideas were implemented it would give us a tool for partial customization of a player character's storyline.