Just what in City of...is broken? Not a technical question as such


Ad Astra

 

Posted

This isn't necessarily broken, but I dislike how certain uncommon sets require rare salvage. Cleaving blow is a big offender. Given how often a set like that drops and its lower cost on the market, it is silly for a 50k recipe to require a 2mil inf piece of salvage on a set that isn't popular. Changing the required salvage to cheaper items would really help low-budget builds.

As for Enigma's point, there are a scant few recipes that I like under 20. Explosive Strike finishes off my softcapped range defense on my hover blaster. Rectified Recticle gets 2-slotted in aim and buildup on some of my S/L builds.


 

Posted

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Originally Posted by Ad Astra View Post
As a base builder, I would indeed like to have a bone thrown my way - but Base Raids most certainly isn't it. I don't give a rat's patootie whether they are ever fixed, and I'm betting the majority of solo or 2-3 player SGs out there are in full agreement.

Actually, I agree with you... I was simply answering the question that the OP posed... "What is broken?". Base Raids are broken.

I personally could also care less if they are fixed... but the answer is still that they ARE broken.

My bone would be .... wait for it... I'm sure you've seen me say it before.... raise the base salvage rack limit from 30 to 100.

As it stands, managing the salvage racks is as tedious as it was before they eliminated "base salvage" (which was supposed to make things oh-so-much-easier... pffft!) Even limiting my racks to 3 of each item on 6 racks, I am not able to keep enough salvage for IO/buff crafting purposes. I am hamstrung to using the market or AE for salvage, which ends up taking more time out of teaming/running mishes. grrrrr. And that's just for my small, 2-3 person SG... I can't imagine what it's like for larger SGs that have more needs.


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Posted

Quote:
Originally Posted by Westley View Post
There are infinite spelling issues and typos all across the game. I think they should pay someone for two weeks just to do nothing but go through those texts and fix all those little problems. It hurts my inner grammar Nazi every time I see a typo that I KNOW has been in the game since the beginning still there.


heroes


 

Posted

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Originally Posted by LittleDavid View Post
heroes
Actually, I believe "heroes" is the correct plural form to differentiate from "hero's", which would be possessive.

Also, my spellchecker agrees with me.


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What you are stands over you the while, and thunders so that I cannot hear what you say to the contrary. - R.W. Emerson
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Posted

Quote:
Originally Posted by Impish Kat View Post
Actually, I believe "heroes" is the correct plural form to differentiate from "hero's", which would be possessive.

Also, my spellchecker agrees with me.
It's the lack of punctuation and capitalization that's the problem there, not the spelling.

It still counts.


 

Posted

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Originally Posted by EnigmaBlack View Post
Hmmm I still don't see why a player would choose a level 25 IO set over a level 30 IO set, assuming the same recipe is available at level 30. My AV killer toon uses the same concepts to squeeze as much regen and recharge as possible (he's a SR) and I use some level 30 but mostly level 35 sets.
Exempting is a little better with set bonuses equiped for lower levels. I'll pick a higher level IO if the power is something that's only available if I'm 35+

Quote:
Originally Posted by Impish Kat View Post
My bone would be .... wait for it... I'm sure you've seen me say it before.... raise the base salvage rack limit from 30 to 100.

As it stands, managing the salvage racks is as tedious as it was before they eliminated "base salvage" (which was supposed to make things oh-so-much-easier... pffft!) Even limiting my racks to 3 of each item on 6 racks, I am not able to keep enough salvage for IO/buff crafting purposes. I am hamstrung to using the market or AE for salvage, which ends up taking more time out of teaming/running mishes. grrrrr. And that's just for my small, 2-3 person SG... I can't imagine what it's like for larger SGs that have more needs.
The more I sit and think about it, the les I see this happening. The fact that people want to hoard away salvage and that the devs want to keep the market moving is the very reason why bin size will probably never be raised and that we'llprobably never have bins for recipes.


 

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Originally Posted by EvilRyu View Post
One of the missions in Seer Marino's arc. It still doesnt point to the right way point. I completely stopped bugging it because I know its never going to get fixed so why bother.
The bug has nothing to do with the arc or that specific mission. It's a bug with that Arachnos office/the door to it. Just got it myself the other day, because I logged out inside it for the day job. But I can easily tell you why it hasn't been fixed: It's obscure, usually only affects one mission, and has an incredibly simple workaround.

As for what I find completely broken: Defense debuffs. Especially low level defense debuffs that are patently absurd in their strength. The Fireman's Axe that several groups use, as well as things like Longbow Guardians' pistol attack do idiotically potent amounts of -Def, despite showing up in the 1-10 range. And yet, very few enemies in the late game have any kind of defense debuff at all. Fixing that would make the early game more tolerable for defense-based sets as well as potentially blunt the power of self-capped defense via IOs in the late game.


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Originally Posted by Zombie Man View Post
Heroes!
Heroes!


 

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Originally Posted by LittleDavid View Post
It's the lack of punctuation and capitalization that's the problem there, not the spelling.

It still counts.
what


Truth be told i've taken to ignoring most of the spelling and grammatical errors in the game's text, especially those that i've been seeing for over five years. Besides, they tend to be minor flubs compared to what i encounter from players every day. My current favorite is simply not using any punctuation at all, especially when asking a question. Most common is getting tells like "team" or "need team". i usually mentally roll a die when getting those to decide whether to treat it as a statement, question or non sequitur. (Heavily weighted towards non sequitur.) Not that my spelling and grammar would win any awards.

Mostly it's some of the homonym and apostrophe abuse in the game's text that still gets to me at times. Not sure why, but that tends to annoy me more than outright spelling errors.


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i make stuff...

 

Posted

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Originally Posted by Tonality View Post
This isn't necessarily broken, but I dislike how certain uncommon sets require rare salvage. Cleaving blow is a big offender. Given how often a set like that drops and its lower cost on the market, it is silly for a 50k recipe to require a 2mil inf piece of salvage on a set that isn't popular. Changing the required salvage to cheaper items would really help low-budget builds.
However, there's frequently very little correlation between a drop's rarity and it's price on the market. Case in point: Luck Charm, a common drop required to create Accuracy IOs. Commonly selling for anywhere from 300,000 to 700,000 on the market.

Salvage prices are set by players, not the devs, and therefore have little to do with rarity. They should, but they don't.


 

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Originally Posted by Zamuel View Post
Exempting is a little better with set bonuses equiped for lower levels. I'll pick a higher level IO if the power is something that's only available if I'm 35+
I thought exempting down had to do with the level the slot was placed at? But then again I can never remember correctly how exempting with set bonuses work so I stick to 35s and 30s when 35s are not available.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

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Posted

Quote:
Originally Posted by Zamuel View Post
... The fact that people want to hoard away salvage and that the devs want to keep the market moving is the very reason why bin size will probably never be raised and that we'llprobably never have bins for recipes.
This argument is so old & leaky, it doesn't hold water. Considering that the enhancement bins can hold 100 items, there is no reason the salvage racks shouldn't be on a par. The ability to store 5 of each item is not going to hinder the market. I guarantee that I routinely sluff off more than that to the market. Five of each item stored would be just barely enough for a 2-3 person supergroup, larger supergroups would still have a little restriction, but not nearly as much of a hamstring as it is now. There is no way the market would suffer from this.

Also, when the hue and cry went up at the initial cutback, we were promised a re-evaluation after a time... it's been over a year now.


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Posted

Quote:
Originally Posted by EvilRyu View Post
there are some npcs that 100% resistance to a damage type.
There are some NPCs who are capable of reaching 200% resistance

Quote:
Originally Posted by EnigmaBlack View Post
Hmmm I still don't see why a player would choose a level 25 IO set over a level 30 IO set, assuming the same recipe is available at level 30.
Well, for one, there's a loophole in the enhancement scaling rules due to exemplar. When you exemplar below level 33, the strength of your enhancements is diminished to some extent, based on how far down you've exemplared. ED is applied to the buff total afterward.

However enhancement scaling doesn't apply to 'weak' enhancements, most likely to protect things like TOs and DOs from becoming totally worthless if you exemplar while using them. Any individual benefit of 20% or less is ignored by enhancement scaling when your exemplared level is 21 or higher. The same applies to bonuses below 10% and level 11+. Bonuses below 5% are never scaled.

Because the individual buffs from multi-aspect IOs are reduced, this can be leveraged. Consider [Fire Blast]. Let's slot it with:
Apocalypse - Damage
Apocalypse - Damage/Recharge
Apocalypse - Accuracy/Damage/Recharge
Apocalypse - Accuracy/Recharge
Apocalypse - Damage/Endurance
Gladiator's Javelin - Accuracy/Endurance/Recharge
(All lv50)

The total enhancement effect would be 79.74% acc, 101.86% dam, 54.33% end, and 97.09% rech when you're level 50. If you exemplar down to level 21, scaling would reduce it to 47.45% acc (lose 32.29%), 84.01% dam (lose 17.85%), 31.89% end (lose 22.44%), and 51.34% rech (lose 45.75%)

If, instead, we slot the power with quad-aspect IOs at level 50 (18.55% enhancement to each aspect), tri-aspect IOs at level 43 (19.85% enhancement to each aspect), dual-aspect IOs at level 20 (20% enhancement to each aspect), and single-aspect IO at level 15 (19.2% enhancement to the aspect), then you'll maintain the exact same enhancement bonus at 21 as you would have at 50.

Quote:
Originally Posted by EnigmaBlack View Post
I thought exempting down had to do with the level the slot was placed at?
The game does not keep track of the level you place your slots. Loss of power due to exemplar is based entirely on the level of the enhancements and the level the power was taken at.


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Posted

I'll tell you what's broken!

Dimension Shift is broken! Hear me Castle! Hear the bitter gnashing of my teeth!

Anyway, as to how it is broken...

Dimension Shift will apply the Phased status to anything that it hits, be it minion, AV, or GM. There appears to be no protection against it. That in itself is broken, but it gets worse.

The visual effect of Dimension Shift and the removal of hit detection boxes still relies on the old intangibility mechanic. So when Dim. Shift hits a boss with 3 points of protection versus Intangiblity and Immobilization the boss appears to be unaffected. However, it is in fact phased. Also, the Intangiblity and Immobilization are affected by level scaling. If you were to hit a +6 minion with Dim. Shift, it would be phased but retain its hit box and mobility, and appear unaffected by Dim. Shift.


 

Posted

Quote:
Originally Posted by ketch View Post
I'll tell you what's broken!

Dimension Shift is broken! Hear me Castle! Hear the bitter gnashing of my teeth!

Anyway, as to how it is broken...

Dimension Shift will apply the Phased status to anything that it hits, be it minion, AV, or GM. There appears to be no protection against it. That in itself is broken, but it gets worse.

The visual effect of Dimension Shift and the removal of hit detection boxes still relies on the old intangibility mechanic. So when Dim. Shift hits a boss with 3 points of protection versus Intangiblity and Immobilization the boss appears to be unaffected. However, it is in fact phased. Also, the Intangiblity and Immobilization are affected by level scaling. If you were to hit a +6 minion with Dim. Shift, it would be phased but retain its hit box and mobility, and appear unaffected by Dim. Shift.
The ability to Shift an AV isn't broken. To by understanding that is the very reason why Intangibility sets increase magnitude and not duration. However, the visibilty errors connected to the immobility resistance IS a rather annoying glitch that makes it hard to tell what Dimension Shift didn't hit and thus needs to be killed.

May I ask which version? I only have experience with the Dominator version so I'm not sure if the Controller version has any subtle differences--especially due to the I15 Dom revamp.


 

Posted

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Originally Posted by Zamuel View Post
The ability to Shift an AV isn't broken. To by understanding that is the very reason why Intangibility sets increase magnitude and not duration. However, the visibilty errors connected to the immobility resistance IS a rather annoying glitch that makes it hard to tell what Dimension Shift didn't hit and thus needs to be killed.

May I ask which version? I only have experience with the Dominator version so I'm not sure if the Controller version has any subtle differences--especially due to the I15 Dom revamp.
I have only tested the controller version.

The ability to increase the Intangibility of Dimension Shift is largely irrelevant aside from its tie to the visual effects. An unenhanced Dimension Shift can phase AV's and GM's.

Note that is actually they Phase status, the same as you receive when you use Phase Shift. In fact, you can Dimension Shift a target then Phase Shift in order to affect it once again. It's a neat trick, but very, very situational.


 

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Originally Posted by TyrantMikey View Post
However, there's frequently very little correlation between a drop's rarity and it's price on the market. Case in point: Luck Charm, a common drop required to create Accuracy IOs. Commonly selling for anywhere from 300,000 to 700,000 on the market.

Salvage prices are set by players, not the devs, and therefore have little to do with rarity. They should, but they don't.
That's because prices should not only reflect rarity. They should reflect the ratio of supply (rarity) against demand (usefulness). Very rare but useless recipes, such as most Pool C mez/debuff IOs, are essentially free on the market. Conversely, everyone wants accuracy IOs and thus Luck Charms are expensive despite being common salvage.

(edit) "chronically undersupplied" > "expensive"


 

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Originally Posted by Fleeting Whisper View Post
There are some NPCs who are capable of reaching 200% resistance

Well, for one, there's a loophole in the enhancement scaling rules due to exemplar. When you exemplar below level 33, the strength of your enhancements is diminished to some extent, based on how far down you've exemplared. ED is applied to the buff total afterward.

However enhancement scaling doesn't apply to 'weak' enhancements, most likely to protect things like TOs and DOs from becoming totally worthless if you exemplar while using them. Any individual benefit of 20% or less is ignored by enhancement scaling when your exemplared level is 21 or higher. The same applies to bonuses below 10% and level 11+. Bonuses below 5% are never scaled.

Because the individual buffs from multi-aspect IOs are reduced, this can be leveraged. Consider [Fire Blast]. Let's slot it with:
Apocalypse - Damage
Apocalypse - Damage/Recharge
Apocalypse - Accuracy/Damage/Recharge
Apocalypse - Accuracy/Recharge
Apocalypse - Damage/Endurance
Gladiator's Javelin - Accuracy/Endurance/Recharge
(All lv50)

The total enhancement effect would be 79.74% acc, 101.86% dam, 54.33% end, and 97.09% rech when you're level 50. If you exemplar down to level 21, scaling would reduce it to 47.45% acc (lose 32.29%), 84.01% dam (lose 17.85%), 31.89% end (lose 22.44%), and 51.34% rech (lose 45.75%)

If, instead, we slot the power with quad-aspect IOs at level 50 (18.55% enhancement to each aspect), tri-aspect IOs at level 43 (19.85% enhancement to each aspect), dual-aspect IOs at level 20 (20% enhancement to each aspect), and single-aspect IO at level 15 (19.2% enhancement to the aspect), then you'll maintain the exact same enhancement bonus at 21 as you would have at 50.

The game does not keep track of the level you place your slots. Loss of power due to exemplar is based entirely on the level of the enhancements and the level the power was taken at.

And for some reason I grasp M Theory better than I have ever grasped the exemplar system in regards to enhancement levels/set bonuses.

But I appreciate the explanation.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

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Arc ID: 413575

 

Posted

Quote:
Originally Posted by EnigmaBlack View Post
Hmmm I still don't see why a player would choose a level 25 IO set over a level 30 IO set, assuming the same recipe is available at level 30. My AV killer toon uses the same concepts to squeeze as much regen and recharge as possible (he's a SR) and I use some level 30 but mostly level 35 sets.
At L22, using L25 dual and triple IO's in a 5 slotted power I can get close to the ED cap in damage (89%-95% depending on how many triples I use) with another 100%+ worth of enhancement to split between other things like accuracy, recharge and end reduction. I frankenslot ALL my attacks starting at L22 and frequently frankenslot any power that has more than 2 things I want to enhance (pretty much any mez power that I use frequently). I don't start using common IO's until I can use L30's but the IO's I frankenslot in my attacks at L22 last me until the mid to late 30's, when I start slotting full sets.

Of course, I solo most of the time and have a bad habit of getting bored with characters in the high 30's/low 40's so for me the entire IO portion of the game consists of frankenslotting and putting together cheaper sets in the mid 30's but being able to slot 40% accuracy, 40% recharge, 20% end reduction and 95% damage in an attack power is REALLY nice at L22.


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Posted

The AI is broken. They need to make it more unpredictable and dangerous. It'd be nice if I'm beating up some Hellions and their friends standing 20 feet away notice and try to help them out.

Some pedestrians that are 'have a go heroes' would be nice too, instead of running all over the damn place in a panic.

The vehicles are broken, they don't offer the right kind of atmosphere. You know that they won't stop if you stand in front of them, though a real person probably would. They always travel at the same speed and never crash.

A little more attention to the atmosphere of the game would be a major boost to this game.


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Posted

Quote:
Originally Posted by Vox_Doom View Post
A little more attention to the atmosphere of the game would be a major boost to this game.
I'll sign this!

Quote:
Originally Posted by Vox_Doom View Post
The AI is broken. They need to make it more unpredictable and dangerous. It'd be nice if I'm beating up some Hellions and their friends standing 20 feet away notice and try to help them out.
That's something they could easily fix, if they wanted to ... just crank up the perception or aggro range of enemies and such. They probably don't do it because they don't want to overwhelm players with hordes of enemies. It's that TV Trope about Mook Chivalry in action.

Maybe a compromise could work; flag certain groups as "busy," "idle," or "on patrol." and depending on which type of flag that group has, they might come running to help fellows of the same group if they get attacked.

For example: Hellions that're busy trading, breaking into a place, spaying graffiti, purse snatching, or mugging hapless citizens might be too preoccupied to notice their homies getting pwned 20 feet away--but a group of Hellions lounging about wondering what to do might easily aggro that same hero.

On the same token, the devs have some fun with the realization that groups of foes won't aggro just because they can easily spot a player. I overheard some amusing dialogue in Faultline from Arachnos soldiers to that effect!

If anything, foes that are actively patrolling ought to have much higher perception or aggro range. Compared to some guys glazing over with boredom or those busy doing villainy, they're the ones who're actively looking for a threat.

Quote:
Originally Posted by Vox_Doom View Post
Some pedestrians that are 'have a go heroes' would be nice too, instead of running all over the damn place in a panic.
Oh heck yeah. Citizens that burst into cheer emotes when they see you in combat would be great. I've actually seen one passing citizen say "YEAH! Go get 'em, Little David!" ... but I think that was a trigger from completing a contact mission.

On that note--I'd like to see the citizens of Paragon City say as much diverse and interesting things as the people of Rogue Isles. Hearing them say "Nice day, isn't it?" when you click on them all the time (well, almost all the time) isn't as cool.

Quote:
Originally Posted by Vox_Doom View Post
The vehicles are broken, they don't offer the right kind of atmosphere. You know that they won't stop if you stand in front of them, though a real person probably would. They always travel at the same speed and never crash.
They did what they could for the time City of Heroes was released, so I wouldn't exactly call it broken ... However.

City of Heroes has a physics engine, right? I wonder if they couldn't take a page from City of Heroes' contemporaries and make physics-enabled vehicles. Nothing too fancy, just enough to look believable, like the physics-enabled vehicles in Garry's Mod (which seem to have a simplified or streamlined--yet still believable--physics model when compared to Half Life 2's).


 

Posted

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Originally Posted by LittleDavid View Post
That's something they could easily fix, if they wanted to ... just crank up the perception or aggro range of enemies and such. They probably don't do it because they don't want to overwhelm players with hordes of enemies.
Improving AI doesn't necessarily mean implementing over aggro. Longbow Eagles actively move around, most snipers attempt to find their max range, and Vahzilok are dumb. They give vastly different play experiences with how they react and that is what is needed with AI.