Stronger lvl 50's thread
Holy cow... all those damage buffs would completely eliminate the need for teams! Soloing anything up to and including GM's and AV's would become commonplace for any build. If the numbers were watered down some more I could see it working perhaps.
Having said that I can see your intrigue for going through tasks or trials to get permanent buffs. And personally I'd much rather have that as an alternative to IO set bonuses.
My Virtue Projects
AE: 38959 - Invasion of the Dark Realm
Myself, i hope for a system like what I describe above, so solo players, casual players, any player can participate in the system, rather then writing up a few giant raids that take hours to complete and make a giant lag fest etc. The whole "difficulty by requiring huge numbers of players to defeat" concept is old hat.
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Second, for that matter, why would players need the inconsequential buff in general? Feelings or outright traits of weakness in your character tend to be sourced from issues in meatspace, not the game. Again with the "casual" players, there is no need for such a buff. The basic challenges of the game would never require such a thing and when you're starting to talk about "purpling out" a toon, you're no longer a casual player.
Third, this game is already very friendly to small teams or solo loot acquisition. If you can't get it, you're not trying (and trying does NOT mean hours spent in-game). Period. That said, no, you can't solo the real Hamidon and solo LRSF/STF runs are extremely specialized maneuvers but in all honesty, "them's the breaks".
And I'll just add in that a team of two or three can already conquer any obstacle (outside of large simul-clicks) except possibly the real Hamidon (haven't tried, have built a plan for doing it with a single team though) and the Mothership (smallest team we've done it with is 5 just to see if we could--haven't tried "pushing" it yet), so I really don't see a point for such buffs when the "hardest" challenges can be wrecked with just a little planning and thought beforehand with what we already have.
Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~
Wasn't something about "universal slots" mentioned in the marketing survey? I'd taken it as level 50s would do something to unlock enhancement slots that enhance the overall character as opposed to a single power.
...the Mothership (smallest team we've done it with is 5 just to see if we could--haven't tried "pushing" it yet)
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Edit: pix or it didn't happen, etc
http://boards.cityofheroes.com/showthread.php?t=197468
The Melee Teaming Guide for Melee Mans
Allegedly, there will be universal slots enabling you to reach a "theoretical" level 60. Meaning there will be 10 slots, but you remain level 50.
Still just a rumor as far as I know though.
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. |
There isn't even that much information to speculate on. I'm just going to post my wishful thinking.
Ideally, it'd be a major new game mechanic a la the Invention System - something that improves performance by orders of magnitude, provides complexity and long-term (months, years) goals for characters, and offers rare, powerful and costly rewards not attainable by casual players.
I think the new system should not offer an alternative to the IO system for improving characters. Players should not be given the option of going "Oh, I can't afford a -KB IO. Maybe I'll do X content and get a -KB bonus instead!" That just diminishes the value of IOs without adding anything really new or desirable. Rather, the new content should be complementary with and improve upon what you can already achieve with IOs. The majority of top-end IO builds focus on recharge and/or defense. I'd like to see the expansion offer feasible ways to build for, say, massive amounts of +Dmg and +Reistance. How about building for high mez resistance? What about massive amounts of +HP?
Anything that's as simple and easy as doing a thinly-disguised paper mission and getting a bonus would be a huge disappointment. If i9, a free issue, can completely change the face of the powergaming metagame I expect more from a paid expansion than glorified base empowerment buffs.
Regardless of what new systems the expansion offers I would like to see improvements to existing systems. New IO mechanics, new ultra-rare recipes and an extension of the invention system's capabilities would be great. We got some of these with the i13 sets and later on with PvPIOs. I've been waiting for a TAoE set with decent bonuses that's not Position's Blast for a long time now.
I don't expect any nerfs to IO sets as a result of the new bonuses. I expect that the way they will "challenge" heavily-IOed characters will be to implement more critters that vastly exceed or break the norms of the game. Things like Reichsman and GW with Mag 100 mezzes, Hamidon which hits through phase and ignores all defense and resistance, Winter Lord with hitpoints in the hundreds of thousands, Recluse with his 4 towers of cheat codes. Even, as a less extreme example, the final ITF mission where the Nictus Essences are immune to mezzes and have autohit attacks. IOs are a neat bonus in such encounters but they don't decide success or failure, unlike AV/GM soloing where the quality of your build can make or break the attempt, and characters without IOs can still contribute meaningfully as well.
I think you can see a trend in recent content pointing towards all this (Reichsman, Winter event). Castle has mentioned that some future enemies might have diminishing returns applied on stacking debuffs. I expect him to use this mechanism to produce more enemies that can't be quickly chewed through. I also expect to see more "scripted" encounters such as in the last mission of Barracuda's strikeforce and more Winter Event-style mini-raids.
As far as I know, the Universal Slots thing was only ever mentioned in that marketing survey NCsoft did. While a lot of features from that survey have indeed materialized, it's still not a guarantee that we're going to get everything in there.
Ideally, it'd be a major new game mechanic a la the Invention System - something that improves performance by orders of magnitude, provides complexity and long-term (months, years) goals for characters, and offers rare, powerful and costly rewards not attainable by casual players.
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Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
I'm a solo, casual player. I solo as much or more than I team. And the only planning I do on my builds is to know what powers I want when. I've never had a purple (that I know of), and the sets I slot are more of a "Yeah, that bonus sounds good, I'll go for that".
I enjoy both of my 50s just as much as the rest of my characters.
Since I'm the "target" of this idea, tell me again why they need to be more powerful?
I play a fair ammount, but I'd still say I am 'casual', in that I dont bother with IO's till 50, barely see 2mil inf through standard play, and generally just mess around and team with friends and making RP characters (e.g. all of them)
If there is going to be something special about this, I know I for one would rather not have something that requires me to basically go the Market path (e.g. grind my backside off for stupid ammounts of inf all of gods given day) The reason I tend to avoid the market is because it is NOT, for me, Fun.
Slightly off topic, please, god, LESS Bosses that are fat sacks of HP to be wailed on. Reichsmans fight, at least redside, is HORRIBLE. He's just a massive stack of hax and HP, that requires you to wail on him for ages and ages and ages.
Romulous, now, THAT fight is fun, because you CAN just run in and mash him. Or you can use tactics. There are multiple ways to bring him down. And, yes, his rez stun is annoying, but its also avoidable (Line of Sight), which adds another aspect of 'doing something', rather than hit-hit-hit-repeat.
Challenging bosses do not require stupid ammounts of HP and cheaty attacks. That equals -Fun, mag 100.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Meh, I could go along for this. As if my Claws/WP wasn't godly enough =P
Seven years of heroism. Seven years of friendships. Seven years of saving the world. Seven years of virtuous selflessness.
You will return, for you are the mighty City of Paragon, the City of Heroes.
Ideally, it'd be a major new game mechanic a la the Invention System - something that improves performance by orders of magnitude, provides complexity and long-term (months, years) goals for characters, and offers rare, powerful and costly rewards not attainable by casual players.
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I'm a "monty haul" gamer. I love stuff like that in PnP games (assuming the GM can handle it well, and mine have, so far), and its one reason I love CoH. Hell, it was kind of like that before inventions, and they only made it more so.
Despite that, the comment above does more than give me pause. Perhaps you worded it that way without meaning it literally, but orders of magnitude more spread in what characters can do would just be nuts.
Quite frankly, if all we got was 10 more slots that we could just slot with the enhancement types we've already got, that'd make me pleased as pie. I could do a lot with that. I really don't think we need much more than that, if we need anything at all. ("Need" is relative. It's good to add more growth to the game, just to give jaded long-timers like me new things to chase.)
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Okay, maybe not orders of magnitude. That sort of stuff is reserved for superteams abusing stacking buff/debuffs. As long as it's a significant boost to performance, includes rewards that aren't casually attainable, and creates some sort of long-term advancement goal, I'll be happy.
Frankly I am unhappy to hear about any "improvements" to 50s. One of the very best things about this game is that you can realistically get a character to 50 and kit him/her out the way you want and be finished. I like finished characters, and I like unfinished characters before they become finished -- I'll make an alt to experience that.
Also, the stronger 50s thing is a trap. At 50, we're already too strong for a lot of the content, and even moreso if we use invention sets. The only way to challenge us with new content is to make it drastically harder, which will, at a stroke, render all current 50s "weak" until they gear up with the new "improvements." So no matter how the devs approach it, making such a change will feel like nerfing established, mature superheroes, who used to be the world's best.
The people they seek to please -- particularly here I refer to the vocal folks who have one 50 and don't want to make alts, but want to keep progressing -- will rapidly finish the new content...and be back in the same boat. They will quit anyway, so retention through moving the goalposts in this fashion is an illusion.
The Devs may yet pleasantly surprise me -- they've done so many times before -- but I have dark forebodings about this proposed change, so far.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Wasn't something about "universal slots" mentioned in the marketing survey? I'd taken it as level 50s would do something to unlock enhancement slots that enhance the overall character as opposed to a single power.
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I don't know what all they could boost and still be sane though. HP/end likely would be fine. Damage and accuracy... probably. Regen... maybe. DEF/RES... doubtful.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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This probably. I'm thinking maybe like boost to your base stats. Because in some cases a boost to stats after the fact would be weak or even pointless (in the case of HP for Blasters or Stalkers).
I don't know what all they could boost and still be sane though. HP/end likely would be fine. Damage and accuracy... probably. Regen... maybe. DEF/RES... doubtful. |
1) Weak Advancement with Set Bonuses.
You receive X number of slots, probably 10 tied somehow to content having to be done like TF/SFs. Those slots can accept a new class of enhancements (UOs, Universal Enhancements) which may be crafted like IOs using the Invention System. These special enhancements will be weak bonuses, along the lines of, and possibly slightly more powerful than, set bonuses for multiple IOs from a set being slotted. Basically you coudl pick and choose a series fo Set Bonuses you wanted without the work of IO sets OR go for the IO Sets and stack the UO bonuses on top of them so the system would work for both the more casual and hardcore players.
2) Moderate Advancement with Set Bonus and Procs
Similar to the above in design and focus, but with the addition of universal procs. Placing a proc would give it a chance to go off in every power. I would assume the chances would be much smaller than those for current IO procs and/or less powerful. Such a system would make it slightly different than the IO system but still keep powers managable and make it possible to seriously customize your AT.
3) Heavy Advancement/Customization with Set Bonuses/Procs and "Multi-Classing"
Again, similar to the above, but with a larger range of "procs" that could be slotted giving a wider range of options to quasi-multi class. For instance, you tank could slot a "Hold" UO adding a tiny (say .1 or .2), but moderate duration hold to every power he uses. Over time he'd land enough hits to hold like a troller but with nowhere near the power of a troller or the duration of one. He's be a Tank-Troller. Add in another UO for spare damage and and He's a Tank-Scrap-Troller. The number of UOs of a given type slotted would determine how well he did in his second (or third or fourth) "class" but he'd always be just short, even burning every slot towards a specific effect, of a "true" version of the AT and have to sacrifice other useful UO functions (like more regen, or the chance to heal, or spare damage or any of the other possible effects).
Needless to say, the third option would be the hardest to impliment and balance, but it would have the advantage of giving the most customization right out of the box and being a continually evolving system over time. In 3 months, they could cut loose a "AoE Boost" UO that inceased AoE range, or a "Stalker Hide" UO that gave any AT stalker hide-like abilities but no Crits. Three months after that they could cut lose a "Critical" UO that gave all ATs a tiny chance to Crit (and slightly boosted the chance for Scraps and Stalkers) and "Morale Boost" UO which has a chance to fire a minor AoE heal like am emp/rad defender and so on. If they add new AT based systems and powers, they can add more UOs based on, or to suppliment, them. To use a GR example, they could release a "Swap Ammo - [damage type]" UO that allows the user to switch damage types (or a chance to proc their damage to that type) like in Dual Pistols. The possibilities are limitless.
I think a lot of the arguments presented here preclude the possibility of new content of increased difficulty released alongside the increased ability.
I think it would be most logical to presume that the "extremely difficult" content that is being added and the "better 50" content that is being added are responses to each other.
How do we keep the game from being stale? Adding more similar difficulty TFs and storylines? Nope.
Add different difficulty TFs and storylines, (in this case, harder), and enable the players to work to be able to achieve a level of power where they will be able to handle this new content.
Will a "level 60" find running older TFs (like, say, Numina's) easy? Yes. But, well, we already do.
Will a "level 60" be able to do things that weren't 'intended'?
We have players Soloing the ITF, Soloing GMs, Duoing the MS.
We have 17 minute ITFs, and 30 minute LGTFs being run daily.
Quite frankly, there needs to be more high-end content, and if the best way to do that is to ALSO give us a way to become yet more powerful, so be it. Sounds like it'll be fun.
As to the people who think that the possibility of increased power 50s will ruin their non-increased-50's fun, I ask this:
While running around at level 23, did you ever have less fun because you knew that somewhere out there there was a level 50 who could waltz through your most difficult of missions?
How about when you join an ITF as a level 37, and most of the rest of your team are 50s? Did that ruin your gameplay experience?
I posit that these changes will be no different.
@MaskedSecretary
I really like the idea of "universal slots" and of making our 50's even better! On top of that I want harder content! Perhaps could be tougher content that was only unlocked for "enhanced" characters. Maybe a special Zone that could also only be accessed by those 50+.
I like it...make it so!
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
I really like the idea of "universal slots" and of making our 50's even better! On top of that I want harder content! Perhaps could be tougher content that was only unlocked for "enhanced" characters. Maybe a special Zone that could also only be accessed by those 50+.
I like it...make it so! |
In my opinion it isn't a lack of difficulty anymore that's an issue. It's a lack of reward for completing that difficulty. Who runs TFs on anything but even level or even -1 level? It's not unheard of to run at higher levels, but it's extremely rare. There's just no payback for it. In this game the best payback goes to speed, not power. I'd love for merits to go up for higher degrees of difficulty, and even smaller teams.
As to the OP... I'd like to see another 5-10 accolades added to the game. Accolades use the badge system which gives rewards to people for playing all of the game, instead of just grinding on whatever aspect of the game they can exploit most efficiently, ignoring everything else.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
In my opinion it isn't a lack of difficulty anymore that's an issue. It's a lack of reward for completing that difficulty. Who runs TFs on anything but even level or even -1 level? It's not unheard of to run at higher levels, but it's extremely rare. There's just no payback for it. In this game the best payback goes to speed, not power. I'd love for merits to go up for higher degrees of difficulty, and even smaller teams.
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Along the same lines Ultra rare recipes are this game's 'elite gear'. They're completely random. They are not rewarded for completing master's runs or harder challenges at +4. The most efficient way to attain these rewards is to farm (either for the drops themselves, or for inf to buy them). Why the most valuable items in the game are attained through the most boring means is mindboggling to me.
The game rewards neither skill nor player coordination; only time invested.
As to the OP... I'd like to see another 5-10 accolades added to the game. Accolades use the badge system which gives rewards to people for playing all of the game, instead of just grinding on whatever aspect of the game they can exploit most efficiently, ignoring everything else.
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That being said I would support a badge based post-50 advancement system. It would encourage diversity in player base activities.
In my opinion it isn't a lack of difficulty anymore that's an issue. It's a lack of reward for completing that difficulty. Who runs TFs on anything but even level or even -1 level? It's not unheard of to run at higher levels, but it's extremely rare. There's just no payback for it. In this game the best payback goes to speed, not power.
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I'd love for merits to go up for higher degrees of difficulty, |
and even smaller teams. |
As to the OP... I'd like to see another 5-10 accolades added to the game. Accolades use the badge system which gives rewards to people for playing all of the game, instead of just grinding on whatever aspect of the game they can exploit most efficiently, ignoring everything else. |
Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~
I just want to add that if universal slots(US) are coming, I'd really like to see the requirment for obtaining a US be smoething other than raw farming.
I think it would be good for there to be a requirement for content requriements. Such as:
x number of badges.
Accolades x, y and z.
x number of contacts completed
Teamed x number of hours
x pvp kills
x number of oroboros.
dayjobs x y and z
Defeated AVs x, y and z.
defeated GMs x,y and z
etc.
My math is a little weak, but according to my calculations, 114% of toons are created for the purpose of farming.
Seriouslly though. Reward game content...not farming.
As long as they don't use CoV's Accolade requirements as a guideline. Even after supposed fixes, the villain-side requirements are still dumb as hell.
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Villain accolades require less GMs, less AVs, less task forces, and less kills. CoH requires 7 task forces, 13 AVs, 3 GMs (or more, I forget, but it's at least 3), and more kills. Not only that, the kills are on insanely irritating things like Sorcerers and decoys.
I've earned every single villain accolade at least twice. All the HP/end ones can be earned in just a few hours (I have the full set of HP/end on 5 toons). I've never once earned Eye of the Magus or Task Force Commander, and Portal Jockey only once. You'd be hard-pressed to earn Task Force Commander in any reasonable amount of time. And enjoy doing 6 TFs that are just 10+ kill-alls of the same gang in a row. On every character.
The only annoying one redside is Force of Nature since it requires so many kills of Longbow and PPD, and the arson badge is buggy. But considering the blueside equivalent is Geas which requires over 1600 kills on enemies that only exist in one zone, a TF, and 2 GMs, I'd say that's about even. And the only one I'd say is easier or faster on a hero is Atlas Medallion. And only because you have to get a team of 8 to do half of the LRSF to get Marshall.
If GR lets me mix-and-match for accolades, I'll be getting EVERY accolade except Atlas redside.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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So, I read in another thread that during hero con Posi mentioned something about being able to make stronger lvl 50's, by completing difficult tasks. This got me to thinking about a suggestion I had made a looong time ago. Into the way back machine! all the way back to before inventions!
Anyway, way back when the university build areas were still big dirt holes with guys with shovels in them, I made a suggestion about a system to give players small permanant buffs to their characters using the (at that time) apparently useless university. Where in, a character could go to the university and see an instructor. This instructor would give the character tasks- missions essentially, but missions that would give no XP, or bonus. The trade off would be at the end, the instructor would award a minor permanant increase to the character. Perhaps recovery, or regen, or acc. or dmg. The class could be repeated X amount of times, where X would perttain to the characters lvl. For instance, Steel Canyon could enroll at lvl 10, run the class 5 times. Talos would enroll at lvl 20, run the class 10 times, etc. At the time, I had suggested the buff be something like say, 1% for a dmg buff. five times through the class in steel canyon would give a 5% buff, with no more abvailable till talos island. 5% dmg buff at lvl 10 did not seem overpowered to me, and the amount of time needed to run the class five times would seem fair for the buff. 10% more from talos, maybe 10% more at lvl 30, and 10% at lvl 40 would be roughly an SO worth of dmg buff at lvl 40, but you would have run that class 35 times also.
These buffs would then be granted to the character in the form of an inherent power, which at the time I had suggested would be coded as a lvl 51 power so the auto exemp systems in PvP would automatically disable it. Nowdays, it could likely just be disabled for PvP by other means.
Now, as for how this relates to this statement from hero con, my idea suggested that once a character reaches lvl 50, there would be no limit to the number of times a class could be run. in effect, this would give players a reason to play 50's besides PvP or farming. with Xp not an issue, influence would not be awarded for the classes instead. This would allow players to continue growing a character past lvl 50, making them stronger.
So, I found it curious that Posi had mentioned something of a stronger lvl 50's system, as I had figured this whole concept had been largely dropped when inventions were introduced.
Not to say this idea is what is coming down the pipe, I am purely speculating and strolling down memory lane.
So,
speculation number 1: the above, or something along those lines.
speculation number 2: forget all of that, they are writing up some standard issue common MMO blah blah raid stuff with "gear" (or this games version of it) associated etc, like everyone else and their brother has.
Myself, i hope for a system like what I describe above, so solo players, casual players, any player can participate in the system, rather then writing up a few giant raids that take hours to complete and make a giant lag fest etc. The whole "difficulty by requiring huge numbers of players to defeat" concept is old hat.
So, I invite you to speculate with me! what is the new system Posi hints at, what do you hope it will bring for you? What would you like to see it do for your characters?
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Eldagore lvl 50 Inv/ss, co-founder of The Legion of Smash
3.5 servers of alts....I need help.
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