Super Strength: Jab
I was reading about super strength on paragonwiki.com and came across this...
"A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast" What does it mean, "especially if coupled with other attacks"? |
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Then there's the fact that some powers had different effects back during CoH beta and not all the text was updated when the powers changed. There are still some player and NPC quick power descriptions that refer to effects that the powers haven't had since before CoH went live. Minor descriptive errors, especially ones that aren't technically incorrect, just slightly misleading, are obviously even lower on the list of things to fix.
While it would be nice to make sure all power descriptions are correct and relevant, it would be a Herculean task to actually do so. Someone would have to through all the power descriptions and not only confirm that what it says is actually what it does, they'd also have to be familiar enough with the set/critter each power is associated with to also check that any references to the rest of each set in the text is relevant. Not the sort of editing job i'd want to wade through unless it paid rather well.
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Doesn't boxing have a similar chance for Disorient?
Perhaps it was copied and pasted from a similar attack in another powerset? Possibly Energy Melee. Also, a lot of the original powersets used almost the same flavor/descriptive text with just a few words altered for similar attacks.
Then there's the fact that some powers had different effects back during CoH beta and not all the text was updated when the powers changed. There are still some player and NPC quick power descriptions that refer to effects that the powers haven't had since before CoH went live. Minor descriptive errors, especially ones that aren't technically incorrect, just slightly misleading, are obviously even lower on the list of things to fix. While it would be nice to make sure all power descriptions are correct and relevant, it would be a Herculean task to actually do so. Someone would have to through all the power descriptions and not only confirm that what it says is actually what it does, they'd also have to be familiar enough with the set/critter each power is associated with to also check that any references to the rest of each set in the text is relevant. Not the sort of editing job i'd want to wade through unless it paid rather well. |
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Shard Warrior - 50 MA/Regen/BM Scrapper
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Well, there's also potential confusion about animation times. Powers with short recharges are called "fast" even if they have long, ponderous animations. If I were writing it, I'd call a short-recharge power "frequent" or "quickly available" and reserve slow/fast descriptors for animation times.
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Having the information say "Recharge: 2 seconds, Activation Time: 1 second" is much more clear than "Recharge: Fast, Activation: Fast". How "fast" is fast?
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
Having the information say "Recharge: 2 seconds, Activation Time: 1 second" is much more clear than "Recharge: Fast, Activation: Fast". How "fast" is fast?
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However, it is true that the tier 9 is the most "extreme" attack in the set.
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We do get to see the actual numbers now.
So instead of people wondering how fast is "very fast"...you can see what the actual numbers are.
Yeah, use the look at numbers. Those old descriptors were pretty much arbitrary descriptions that original Geko Power/AT guy that preceded Castle wrote. And I think you'd hit situations where it'd be like "Recharge: Long" vs "Recharge: Moderate" when moderate would take longer...the dude didn't really have any systematic approach he was just plugging stuff in and not looking at balance spreadsheets or anything (I suspect the same happened in Jack's new game)
I guess maybe the thinking was a SS using Jab and Fighting Pool: Punch could stack to disorient? Maybe it was supposed to mean help stack disorients with teammates (like a Martial Artist)? Who knows...ignore the written descriptions
We do get to see the actual numbers now.
So instead of people wondering how fast is "very fast"...you can see what the actual numbers are. |
Ideally, either the text descriptions would be systematized into something that actually meant something, or they would be replaced by actual numbers. Either works, I'd prefer the second, but either works. In practice, though, I think the devs have enough on their plates that even if they consider this a problem, they're still gonna give it a pretty low priority.
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Yeah, use the look at numbers. Those old descriptors were pretty much arbitrary descriptions that original Geko Power/AT guy that preceded Castle wrote. And I think you'd hit situations where it'd be like "Recharge: Long" vs "Recharge: Moderate" when moderate would take longer...the dude didn't really have any systematic approach he was just plugging stuff in and not looking at balance spreadsheets or anything (I suspect the same happened in Jack's new game)
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At one point defense worked by adding together all applicable types when determining the target number an attack had to beat. So an attack tagged as being Energy, Smashing and Ranged would be defended against by adding all the defense types together that the target possessed. (For example, Energy Blasters hated going against Sky Raiders with their Force Field Generators.) This was eventually changed by making it so that only the highest defense value was used when defending against an attack. And then for a little while teaming with a Force Field Defender was almost pointless for an SR Scrapper because SR was all positional defenses and Force Field only granted typed defense. Of course SR was already hit hard by mobs getting tohit bonuses instead of accuracy bonuses for rank and level increases. And so on and so on.

In my opinion the current state of the game's mechanics and balance is worlds better than it was at launch, and the Dev team now has a pretty solid handle on how everything works. There are still some things that are very hard to alter because they're so deeply embedded in the game's code and basic design, but the team has done an amazing job finding workarounds to many of them, and/or finding the resources to revise the systems.
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It's my impression that CO continued that early philosophy of balance by obfuscation in a way by giving numbers for some aspects of the powers (because it was finally accepted by the Cryptic Devs that players won't tolerate any less in current MMO's), but making the actual algorithms that determine power effects and interactions so complicated that even the sort of statistical analysis done by players in the early days of CoH will not easily pin down power numbers and rules. In some ways it appears to have bitten them in the *** even worse than the original approach of not giving the numbers in that it's made balancing and adjusting powers and interactions between powers even harder.
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I was reading about super strength on paragonwiki.com and came across this...
"A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast"
What does it mean, "especially if coupled with other attacks"?