New Kind of Proliferation
They tried this in Alpha, it didn't work then as it allowed people to break the game and to cripple themselves too easily, and so, don't foresee them allowing it again.
This has been hashed over six billion times, so don't take it too personally when people point this out.
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They tried this in Alpha, it didn't work then as it allowed people to break the game and to cripple themselves too easily, and so, don't foresee them allowing it again.
This has been hashed over six billion times, so don't take it too personally when people point this out. |
One thing that is most likely true though, is that after 5+years of experience,
I would bet money that the developers could pull it off better now than back then.
I dont take healthy debate personally, unless someone starts throwing insults.
So, I appreciate the feedback
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Well, how many possible combos (total in the game, not just your list) are there that 1) don't result in gimping (i.e. self defense + (de)buff: neigh zero damage) while 2) being distinct from what's already in the game (i.e. pri:(de)buff sec:control is extremely similar to controllers already)? I think the actual number would be quite few (pairing Henchmen with a few other secondaries is the only thing that jumps out to me, and maybe (de)buff with melee damage), so it might be better suited to just add those as brand new ATs (story driven or otherwise).
I don't think this suggestion has the same inherent issues that a completely free-form power system has, but I'm not sure if it really adds much above an AT system (maybe thinking of it as 'AT-lite').
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Well, how many possible combos (total in the game, not just your list) are there that 1) don't result in gimping (i.e. self defense + (de)buff: neigh zero damage) while 2) being distinct from what's already in the game (i.e. pri:(de)buff sec:control is extremely similar to controllers already)? I think the actual number would be quite few (pairing Henchmen with a few other secondaries is the only thing that jumps out to me, and maybe (de)buff with melee damage), so it might be better suited to just add those as brand new ATs (story driven or otherwise).
I don't think this suggestion has the same inherent issues that a completely free-form power system has, but I'm not sure if it really adds much above an AT system (maybe thinking of it as 'AT-lite'). |
Tanks that use Ranged Attacks or controls instead of Melee
Scrappers that use Team Defense or Controls, but have low personal Defense
Controllers that would use Defender level Blasts or Melee Attacks
Defenders that Used melee instead of Ranged, or Controls instead of Ranged
Blasters that have scrapper defenses or controller powers for defense
Plus all the existing combinations.
Also, I figure the damage numbers and endurance costs would all be tweaked.
Melee Primary 100%
Melee Secondary 80%
Blaster Primary 90%
Blaster Secondary 70%
Controller Primary 75%
Controller Secondary 60%
*** this scaling is based on safety factors, Range : safer than Melee, Control safer than both
Self Defense Primary 100%
Self Defense Secondary 75%
Team Defense Primary 100%
Team Defense Secondary 75%
Active Primaries (Melee, Blast, Control) would get Critical Hits and Critical Holds
Passive Primaries (Self and Team Defense) would get HP boost and/or 20-25% endurance savings on all powers.
Also to further avoid abusive combos, HPs, Buffs, Defenses, Resistance, Damage etc could all be capped at appropriate levels depending on your primary choices (Which is essentially already done)
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
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one big problem... this isn't a proliferation. it is a total redesign of the game mechanincs. one in which i can almost assure you NC would not do at this point. tankmages didn't make it out of alpha for a good reason. also, just because some other game tried doing this doesn't mean that it is something that will work here.
It would also be a ludicrously huge design swap and balance undertaking for a game that's 5+ years old. A catch 22 in that regard, I suppose.
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Oh, and for the record, that other game is not COH2. At least not for me.
I was very excited about the other game for awhile, and visually it looks awesome. There are just too many little concepts that have turned me off from it.There are too many things which I have heard and read about since the begining that make me want to stick with this team for now.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
one big problem... this isn't a proliferation. it is a total redesign of the game mechanincs. one in which i can almost assure you NC would not do at this point. tankmages didn't make it out of alpha for a good reason. also, just because some other game tried doing this doesn't mean that it is something that will work here.
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No one says the AT labels have to be taken away. What I am suggesting is instead of adding 1 or 2 new powersets with all the same flavor, how about actually adding something new.
So you decide to roll a Tanker, then choose Invulnerablity, and then when your Secondary choices pop up, WOW there are 25 or more options instead of what you see now.
Including all the melee sets, ranged sets and controller sets. Obviously these would not be as powerful as the PRIMARY version of them, and you would be trading Damage for safety and a SPECIFIC group role.
"who says Iron Man is a Blaster", what if he was a INV/Energy Tanker.
Tanker level defense with Defender level blasts. Is that REALLY a tank mage ? I dont think so.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Tanker level defense with Defender level blasts. Is that REALLY a tank mage ? I dont think so.
Wishing for more power-sets, more AT's, and more varied gameplay elements, I totally understand... but simply wanting to implement a system that has been already tried and rejected by the actual development team that now develops that Other Game, that doesn't seem right somehow, you know?
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I wouldn't like to see this happen at all.
It's currently being done in CO and to be quite honest it's that game's main drawback.
The beta was ridiculously easy when playing a ranged character with certain defenses - so much so that the entire game was globally nerfed very quickly after launch.
Don't get me wrong here. I appreciate the thought that went into the idea, but I just don't agree that it would be good for this game.
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But this you can already make with the current system implemented in CoX. The only thing is, there are perhaps more combinations that allow this in the Other Game than is currently possible in CoX and even that theory is just that, a theory.
Wishing for more power-sets, more AT's, and more varied gameplay elements, I totally understand... but simply wanting to implement a system that has been already tried and rejected by the actual development team that now develops that Other Game, that doesn't seem right somehow, you know? |
Someone recommended I bring this discusion here, so I did
As far as wishing for changes that have been tried already, you have to admit that there must have been an appeal to it before or else it would have never left the drawing board.
Also, someone else voiced a similar comment, but I will respond again with my own comment about what the developement team may or may not have learned over the past 5 years. I think if they were to attempt such a system this time around (armed with years of experience under their belts) that the result would be different.
So, in essence, I dont subscribe to the idea that it could not be done because the first naive attempt was a failure.
Also, I do believe that the game has quite a lot of possibilities for whatever your looking for, but I think more combinations which are not just similar but with a different flavor would be nice. Every proliferation move is nice, but not anything that makes me go "oooh" "ahhh".
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
A game seriously has to start out that way, and be that way through the whole of its development, in order to "work". It would be such a radical redesign on the entire balance of the game, as well as how your powers are even assigned... so...
/no.
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Biospark, what part of it was already tried and didn't work don't you understand? and just a little fyi, one of the original developers for this game that left to make the other game is finding out way to late what happens when you do this. the entire game got a hit with a really really big nerf bat with nails and barbed wire and flames on it on the first day of release. if that is the style of play you are interested in, please go try it and come back and let us know what little fun it was for you.
Biospark, what part of it was already tried and didn't work don't you understand? and just a little fyi, one of the original developers for this game that left to make the other game is finding out way to late what happens when you do this. the entire game got a hit with a really really big nerf bat with nails and barbed wire and flames on it on the first day of release. if that is the style of play you are interested in, please go try it and come back and let us know what little fun it was for you.
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If you dont like the idea, thats fine. If you are satisfied that two attempts at a more skill-based approach is enough to settle the discussion for you, thats also fine.
For me, I have been playing RPGs (on and off the computer) for almost 30 years, and I dont accept the idea that something is not possible or that its pre-ordained to failure.
Fact is, if you try the same idea again, with the same flawed concepts, it will fail AGAIN.
That doesnt mean that something else cannot achieve a better result.
As for playing the other game, I don't have any plans to. That doesnt mean, however, that I think COH is perfect as is. We can all open our minds to the ideas of others on how to improve this game that we love so much.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Well it would add;
Tanks that use Ranged Attacks or controls instead of Melee Scrappers that use Team Defense or Controls, but have low personal Defense Controllers that would use Defender level Blasts or Melee Attacks Defenders that Used melee instead of Ranged, or Controls instead of Ranged Blasters that have scrapper defenses or controller powers for defense |
Range+high defense... isn't going to happen naturally. With IOs, perhaps, but it's one of those combos that has high probability to trivialize content - the "tank-mage." Unless you really like being blue, I wouldnt' hold your breath.
Instead of this, why not go a more custom AT route?
Set powers as Tier 1 - Tier 9, then limit some combo's of powers...
For Instance, if you select Unstoppable, you can't select the other Tier 9's in the Self-Defense sets.
Or...
Melee & Ranged Primary with Self Defense/Debuff/Buff Secondary
and
Self Defense/Debuff/Buff Primary with Melee & Ranged Primary
You could put control options of control in the Melee & Ranged of power choices.
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Many of these examples we already have in standard ATs. If you don't want to play redside, you just have to wait for GR - since you have them in Dominators (Controllers with melee and ranged attacks.)
Range+high defense... isn't going to happen naturally. With IOs, perhaps, but it's one of those combos that has high probability to trivialize content - the "tank-mage." Unless you really like being blue, I wouldnt' hold your breath. |
This is one of the factors that got me thinking down this road.
But you are right, I am a little prejudiced toward the blue side.
You also have to wonder about this. The original game had 5 ATs with certain alignments.
With COV we got 5 more, all with some variations on the old. Are there more ATs in our future ? Hmmm ? Who says we cannot add a 6th Basic AT to each side, then a 7th etc... etc...
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Exactly So Memphis
This is one of the factors that got me thinking down this road. But you are right, I am a little prejudiced toward the blue side. You also have to wonder about this. The original game had 5 ATs with certain alignments. With COV we got 5 more, all with some variations on the old. Are there more ATs in our future ? Hmmm ? Who says we cannot add a 6th Basic AT to each side, then a 7th etc... etc... |
That said, I'd think more ATs would be added in the form of epics (hopefully with actual storylines behind them instead of the VEAT nonsense - which are less an "epic" than cliff notes of a reader's digest version.) They're allowed a bit more flexibility, while being given other tradeoffs (and I wouldnt' argue with seeing another group to specifically hunt them, either.)
The problem with this (and potentially what we'll see with GR) is one of muddying the waters a bit too much. That and, as mentioned - you don't want tank-mages. Give my Ice/ blaster a Defensive set and you're coming close, for instance - ranged damage, slows, two holds, an AOE and then defense? What would I really be worried about facing? Not much. We'll have to see how GR affects the game. I *know* I'll be bringing some Dominators over. I love the playstyle there.
That said, I'd think more ATs would be added in the form of epics (hopefully with actual storylines behind them instead of the VEAT nonsense - which are less an "epic" than cliff notes of a reader's digest version.) They're allowed a bit more flexibility, while being given other tradeoffs (and I wouldnt' argue with seeing another group to specifically hunt them, either.) |
One of my problems with epics is that they come too little too late.
For example, I like defenders and controllers, but if I want a more melee feel I have to take fairly weak pool powers, or in the case of the defender wait for the level 41 attack.
You cannot build an attack chain with ONE attack.
Dominators may very well be a big part of my future, but how about a melee corruptor/defender ? I would play that !
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Note that (a) I'm talking about Epic ATs, not the APP/PPPs, and (b) the devs have said that 50 IS too late (the VEATs being given the 50 unlock for parity,) and any future epics would be unlocked a different way - so it could well be, say, a 25 SF that does it.
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Ahhh, I misunderstood your meaning.
Yeah I am not a big fan of unlocking content. But I also believe the ends justify the means at times, so if that would be the mechanism for additional AT combinations, I would live with that.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
The big thing with mixing sets like this is AT modiiers, something everyone seems to forget when making these suggestions. You can give a Scrapper a Blast set, but with an 0.5 ranged damage mod (which is LESS than a Mastermind's), that Scrapper will simply outright suck. Considering that melee sets, in general, have higher damage attacks and a regular Scrapper's melee damage mod is 1.125, a ranged Scrapper would be doing less than half of his damage with powers that do less than his attacks on top of that.
Even worse, giving, say, a Blaster a defence set is a total waste, considering how low the various buff and debuff modifiers are on a Blaster. He'd still be doing Blaster damage, obviously, but at the cost of a secondary which doesn't do much at all.
And let's not forget Castle's direct refusal to port Energy Melee over to Scrappers until changes were made to it. Precedent exists to proove that certain sets are just broken (be they broken bad or broken good) in the hands of certain ATs. Simply opening all sets to all ATs willy-nilly is going to case people to either gimp themselves or make ridiculously overpowered tank mages.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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For once I guess I agree with ST! ...and then disagree a bit!
Changing the game totally would also break what I like about CoX: The simplicity. I hated ED/IOs because it made the game more "complicated".
I could see something like this being done as an epic reward or veteran reward on a new, neutral AT without modifiers. I for one DO like my (admittedly non-50 human) PB and the mix of melee and ranged attacks. Anything that keeps the basic game intact but gives you some new choises to make it feel "fresh" again is welcome.
Problem is it would have to be very carefully considered and beta-tested, balanced etc, and so far we've seen a very clear dev choise: lvl 50+ content isn't a concern of theirs, they care more about bringing new choises early in the game. Getting new customers is still more important than keeping old players since we still tend to hang on, or even keep paying the subs while we're taking a break. It's just too much work to happen.
At least we get flight without hover etc if we wait long enough. They could build on that a bit. Yeah, a hasten & stamina-like veteran power, auto-3-slotted as 10 year veteran power. /signed!
The problem you encounter with ideas like this, is no matter what you do there will always be the ability to game or exploit something about it.
And people WILL game or exploit anything they can, there's no getting around it, it's human nature.
Some combinations would have to be nerfed into the GROUND to not be overpowered.
I cite as an example: Ranged Attack + Self Defense
Fire Blast/Super Reflexes anyone?
Yes, the Super Reflexes would be at 75% effectiveness. BUT....scrapper values are ALREADY at about 75% effectiveness compared to tankers, so that would change nothing.
A Fire blaster that is soft-capped to all positions, with mez protection and Quickness would be extremely overpowered if left at the values you suggest. Seldom hit, never mezzed, and recharging faster? There would be almost nothing in the game that is a credible threat to it. Especially seeing as you could 6 slot Devastation in ST blasts to gain reasonable levels of Psi defense, SR's only real hole, which is NOT plugged by melee sets, probably intentionally. The combination of Ranged and Self-Defense would require a HUGE nerf to avoid tank-magery.
There are other combinations that would be just as bad, but this one is the most glaringly obvious one.
"Has been tried and didn't work" is actually a very valid argument.
Power levels and capabilities would increase to the point that the devs would have to make the game more difficult to compensate. That would screw the players that chose badly and you would run into a situation where everyone is playing the same thing because the game is too hard to play with anything else.
Everyone playing the same thing = boring game
Also, it would be a complete revamp of how the game works. It would be a huge amount of work in order to do something that will likely become a headache in and of itself. Since they would have to revamp the entire game to do this, we would get ZERO new content for quite a while as they are working on it. That alone would start players looking for other games.
You can't reasonably expect players to NOT take advantage of any loopholes they found in something like this. Just look at what happened with AE, the devs designed it with one thing in mind, and players IMMEDIATELY started using it for almost the exact opposite of it's intention.
The general rule is: If the devs build it, the players will break it if they can.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Hello Folks,
In the wake of Another Game like City of Heroes hitting the scene,
I began to think of how proliferation is moving CoH/CoV in the direction of more options
for power combinations and had an idea I thought I would share.
I apologize if this has already been presented by someone, and of course, I also
realize how large of an undertaking it would be for Coding (possibly).
Anyway, what if instead of proliferation, all powersets were opened up, but with
some built in rules. Each character would pick a primary and a secondary powerset,
just as we do now, but depending on what primary you choose, certain choices are
then removed from the list of secondaries. The strength of your powers would be
based on whether its a primary or a secondary set, and Inherents could be triggered
off the primary, but modified to be more generic.
For Example
Primary Choices (Hero-side) would be Self-Defense(Inv,Regen,SR etc...),
Blast Sets, Melee Sets, Control Sets, Team-Defense(Defender primaries).
These same choices would all be available as secondaries depending on what primary you chose.
Primary Choice ------> Available Secondary
Self-Defense ----> Melee Sets, Control, Ranged Sets
Melee Sets ------> Self-Defense, Control, Team Defense
Ranged Sets -----> Self-Defense, Control, Team-Defense
Control Sets ------> Team-Defense, Melee Sets, Ranged Sets
Team-Defense -----> Melee Sets, Control, Ranged Sets
You will notice that every primary choice is missing 1 combination.
This allows a pool of choices still for Epic powersets.
For example: Team-Defense for Self-Defense Primary (Tankers)
Melee for Ranged and vice versa, Self-Defense for Control and Team-Defenders.
Another thing that would happen with your primary choice would be an adjustment
to your hit points. This would mainly effect Tankers (Self_defense Primaries),
but each choice could get a small tweak for game balance.
Finally, the Inherents.
Self_defenders and Team Defenders would each get a seperate Inherent (Gauntlet and Vigilance)
but perhaps with some improvement over current implementation so that there is a solo benefit.
Melee, Ranged and Control primary would get Critical Hits (Chance for x2 Damage, not guaranteed for control primary)
Perhaps the Damage of control powers would need a tweak to bring them in line with
damage dealing powersets like melee or ranged
Primaries would operate at 100% effectiveness, Secondaries would be at 75% effectiveness AND damage.
I welcome any input, especially regarding the allowed combinations.
Also remember, I am thinking about how other games coming into the market will impact the popularity and
population of CoH/CoV.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF