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Quote:Solution to character names is to append globals (which would be optional in the chat display, just like CO). As far as SG's go, dunno.Bingo.
If Champion (one of the servers I'm on) suddenly got a bunch of new players on it? Hey, cool. If Champion got it by getting merged with Guardian? I'd be severely unhappy, since I know I, personally, would have name conflicts (for starters.) Quite possibly irritating me enough to leave the game, depending on the extent and magnitude of the problems that would crop up. -
lol linking to your own blog and using that as evidence
The blog includes this post, by the way, which explains very forcefully why side-switching "will never happen" in this game (lol?). It features such gems as this:
Quote:Allowing players to magically port, transfer, betray, or whatever one side for another and keep the exact same archtype with the exact same powers would kill the uniqueness of the game, and I honestly don't think the current development team is that dumb.
Quote:When something like this pointed out, the person requesting ability says something to the effect of "no no no, I mean I want to be a brute, but be a heroic brute." In other words, they want to take an archtype from one side of the game, and have that exact same archtype on the other side of the game.
People who want something like this don't understand City of Heroes, or the concepts behind the game. -
Oh, I gave up on arguing a long time ago. I just make sure to offer a counterpoint so that other people don't read his posts and take him seriously.
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Quote:I'm sure there are lots of Stormies, Trappers, Psi Assault Doms, EM Brutes, /Energy Blasters, /Devices Blasters, Fire Controllers, Controllers/Dominators/Masterminds that used pets, Regens, and Elec Assault Doms that would disagree with that assessment. That's even after ignoring ED, the GDN, target caps, and aggro caps. And then there are the thousands of PvPers that miss having a balanced system that made sense...City of Heroes has not experienced a genuine nerf to any power-set.
(Also, 45 minutes to clear the demon farm? Ouch.) -
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Quote:I like how that thread had almost daily activity until I13 beta dropped.We had near-nightly kickballs and a Live Ladder with about 90 or so PvP'rs going on there before i13 was announced (link to the still-stickied thread: http://boards.cityofheroes.com/showthread.php?t=124865), and I'm sure things rebounded expotentially after everyone realized what the amazing i13 PvP changes brought to the table...
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Unfortunately pet recharge is fixed, which means the FF +rech proc in my Bruiser is just a pretty waste of a slot.
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People generally dislike "rule police," so that reaction's not surprising. Most people are simply unaware of the rule prohibiting copyrighted characters, and some just don't care. I don't bother reporting names or anything, because it's a hassle, and someone else will probably get around to it eventually.
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Yeah, it's tragic that there are people who are concerned with how a set plays instead of how it looks.
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Quote:The Dominator changes weren't so much the change to the Domination power itself (which, if you had large amounts of global recharge, was actually a nerf) as they were the rebalancing of entire powersets. Domination might have been the only power to lose an aspect, but there were a great deal of changes to individual powers (PSW and the entire Psi Assault set come to mind).Actually, IMO the closest we've come to breaking this rule since the Grav changes is with the alterations to Domination, where it flat out lost the damage boost. Yes, doms were compensated with increased damage all the time (and are better for it), but the actual functionality of the power changed more than, say, Energize.
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A similar thing happened with Combat Training: Offensive for VEATs - the power originally gave a tohit buff during closed beta but because it was deemed too powerful it was changed to its current accuracy buff. Basically, it's possible to greatly change a power's effects (or even completely replace a power) while the powerset is still in testing, but once that powerset goes live the odds of that sort of thing happening is pretty slim. Another example is the epic/patron changes in I13 - originally the new powers were going to replace existing ones but that caused a stink so they were simply added as a fifth power.
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Err, they already changed it so that teleporting a teammate breaks targeting on them, so it's no longer possible to stack Vengeance in that fashion. Pretty sure Veng is WAI now.
Also, yes: any IO/Hami/other special enhancement that has a recharge component will help decrease the recharge time of Vengeance. Current favorite slotting (ignoring set bonuses) is 3 Membrances for max def/tohit/rech. Basically, yeah, consider Vengeance a more powerful version of Mind Link that requires a dead teammate to use. -
SS/Fire/Mace or SS/Elec/Mace. Everything else is pretty bad.
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Pretty sure that happened before I11's release (i.e. was changed during a beta before the power even made it to live).
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I didn't really see anything I'd change when I looked it over.
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Quote:No, TF is for doing lots of damage, but also happens to stun the target. It's incredibly inefficient as a mez due to its animation and recharge times. I'd rather they either swapped those animations around, like I listed earlier, or gave Stun the Clobber treatment (i.e. greatly increase the damage while leaving the other effects more or less unchanged) and renamed it to differentiate it from the Blaster version, which would remain unchanged.I agree, but heck, just replace Stun with Power Thrust at this point. If you really want to stun something with Energy Melee, that's what Total Focus is for, yeah?
When people suggest changes to powersets, one absolutely critical thing they need to remember is that replacing powers wholesale just won't happen. A power might have more effects added to it to make it useful (Frozen Aura, or Energize) or have some of its attributes changed to make it more desirable (adding certain debuff protections in the Invuln passives or Temperature Protection, for example, or greatly increasing the damage scale of Clobber to turn it primarily into an attack rather than a mez), but it won't generally be outright replaced by another power. To summarize a redname: if a potential power change renders that power unable to slot a type of enhancement it could previously, it probably won't be changed in that manner. For example, you might see Stun have a knockback/knockdown component added, but it wouldn't outright replace the stun component.