Originally Posted by UberGuy
I've gathered he never stops summoning them if you just do regular de-aggro things, like die or leave and come back later. In that regard he seems to be like the Rikti Portals in the Honoree mission. I have a hard time believing that's working as desired, but it's possible it's working as designed.
|
The Impossible Mr. Trapdoor and Issue 19's New Theme
I've gathered he never stops summoning them if you just do regular de-aggro things, like die or leave and come back later. In that regard he seems to be like the Rikti Portals in the Honoree mission. I have a hard time believing that's working as desired, but it's possible it's working as designed.
However, I've never verified this myself. I've, ah, never died fighting him. >.> |
The Honoree mission seemed to reset "correctly" in that, like the Trapdoor mission it reset to the state it was at when I entered. I had no idea that a full set of clones wasn't intended until I saw your vid, then I figured something was up. I was thinking of posting how I got through the Honoree/Holtz mission but I cannot see many squishies being able to withstand being blasted by quite so many Rikti as I did. My build is mostly lame and very solo orientated but if you want it out there I'm fine to write it up.
J.
It's 3:30 am, i stopped reading around page 15, but I do feel i need to throw out here my take about the new TF's.
Apex beef #1: not the 54's so much as the ambush mechanic itself overused and abused while being paired with the prae clockwork. Ask anyone whose done the old I think it was crimson arc (second kronos, the one on the burning forest map) That map had ambushes out the wazoo, and I can;'t even begin to count the number of times I as the blaster had the ambush deicde i was it's ***** and have gunslingers teleport right next to me and faceplant my toon in seconds, or a zeus launch it's hold spam missiles of doom before i could even see it to target it. Much less fight back.
Now instead of that we have (in my opinion) the stupidily overpowered prae clocks sitting at a perma +4 Which have crazy stupid range and are so aoe tastic there's zero place for a squishie to hide. I Actually died more times during the KR fight then BM because the ambushes came after me before the tank could even think of pulling them his way.
Same thing happened multiple times back in Oct on Mallus Mundi Runs, and those weren't even +4 clocks. Those guys need to be toned down, or the ambush mechanics need to be looked at, one of the two, I'd prefer both.
Beef #2 BM and her puddles of doom, and her ambushes, and the fight in general. Regardless of how easy they are to dodge (or not) I stand by an opinion that when the devs of any game have to resort to this kind of gimmicky cheap one shot trick and try to pass it off as a "challenge" they have run out of ideas. For anyone who played war for cybertron, I'd hold up the zeta prime fight as a shining example of this failure too. There's plenty of ways to make a fight harder then forcing us to play the twitch game, or be at the mercy of lag spikes and server latency. When she spawned that first wave of swords, my older comp's vid card did a total crapout, and this is on settings just barely above minimum. End result, it took me a good couple minutes to even click the hosp button.
Oh and when I came back I walked through the door into a puddle, yeah you can imagine how much fun I was having at that point.
The same when for the first few rounds of this battle I died nonstop because I'd fire off ice bolt and blast, then before i could wonder about the puddle fall or ready a third attack the next thing i knew was a puddle to the face. (Now what was that about run and gun working for ranged?)
Granted after i turned my speakers up and paid a little more attention (and got over the foaming rage) I actually managed to spend the rest of the fight with a 100% puddle dodge rating. In short I did what our elitist friends call "L2P" Or simply adapted to be more diplomatic about it. I timed my attacks to coincide with dodges, i managed to stick and move (and didn't need cheesy meta game tactics like jousts to do it) And I managed to be a worthwhile contributor to the damage on dropping her.
Oh, except for the fact I was relegated to basically just spamming my T1 and T2 attacks with the occasional bitter ice blast when I managed to get close enough.
And the fact I was told not to use web grenade to keep from rooting her in puddles.
And the fact she pretty much ignored caltrops like they weren't even there.
And the fact I play a recharge build based on hammering AV's with double gun drones. Yeah good luck getting one summoned, much less having it live for more then 5 seconds. Forget melee I honestly weep for any MM that tries that fight.
And you know what? By the end I was glad it was over, and I was feeling tried, frustrated and drained to the point where I wanted to just log for the night. And here's the important detail.
Because that fight and that TF was NOT fun in the slightest. It was tedious, it was frustrating, and it was annoying as ****. Personally for those reasons alone I'm in the never doing it again camp, even after knowing how to fight BM. For the simple reason alone that I'd like my power choices to actually be USEFUL in a fight, and not running around like a spastic hamster spamming my quick animating attacks in between something that's tantamount to the devs giving an npc the I win button. While having my entire secondary relegated to useless as well.
I work 4PM - 1AM, my playtime is minimal except on days off, my playstyle is for the most part a mix of casual and powergamer at times. I'm no stranger to everything that coh has to offer either, heck i've even gone back and redone the eden trial twice this month.
But this. . . this, and protean (though oddly enough not Tin mage) Really really reeks of WoW, and that's a direction that I really really hope the coh devs do not take us.
And while we're at it I have to thumbs down the entire Roy Cooling arc, whose bright idea was it to add npcs that floor spped and acc in every spawn, an impossible 5 minute timer mission, and drop after callisto an EB Zeus freaking titan on a map that is for the most part soloable otherwise? I'm not about to run back from the hospital with a new insp tray for one cheap shot, that's when auto complete gets hit. And that's when I never do this arc again either.
Anyway back on topic about the new stuff. I felt the same way about the IO system when it first came out, the big things that appealed to me about coh in the old days were no pvp and no phat lewtz, though we see how both of those turned out. I was afraid we were gonna see a severe divide in the playerbase between haves and have nots, and the content might also split along those lines. That or the devs would make inventions so powerless they'd be a gimmick at best.
But market inflation aside, well they seem to have got it right, mainly because of the creed they held to, inventions are optional. You don't need them to succeed in any of the games content.
Fast forward to now and I have the same fear about incarnate TF's and the future of the upcoming powers/slots. And this time I'm really thinking the devs dropped the ball with the incarnate arc itself (honoree and trapdoor rage) to the new TF's.
It feels like forced/specific teaming (not everyone is a wonderpug), it feels like they decided to just try to powergame us with +4's locked in. Also cheap shot things like BM and perhaps to a lesser extent super bobcat. And it really feels like they're going overboard with the new toys and leaving a lot of their playerbase out in the cold.
Yes, you don't have to be a keyboard god to dodge BM, but is it fun? and if this is the start, what's the next gimmick wall we're gonna bash our heads against till we bring out the jackhammers? When it's discovered will it be like Hercula describes and we're down to memorization and vent speak more then actual gameplay? Will coh perhaps even spawn it's own leeroy? =p
Or will the devs get it right, and balance things out so everyone can take part? That's the key right there, it can be hard, it should be hard, i hope it IS hard. But there's a very large divide between hard and utterly cheap crap like what I'm seeing now from BM to the fact that every time i've fought protean without fail i'm in a long attack animation when siphon goes off.
If the incarnate arcs of the future lock out anyone. Or divide the players, that's a failure on the devs part pure and simple. Not everyone is as . .ahem . . vocal as JB there about the rage and doom, but I don't exactly have high hopes myself if we go down the road of trying to be like every other mmo, but just with tights. After all not everyone is a forum reader, some might just ragequit or burnout without a peep, least till we see the sub numbers.
Ok ok veering a little into doomcall there, but color me worried about the direction of the game, and unimpressed with a huge chunk of the new content. Tin mage aside, that's what a TF should be.
I've gathered he never stops summoning them if you just do regular de-aggro things, like die or leave and come back later. In that regard he seems to be like the Rikti Portals in the Honoree mission. I have a hard time believing that's working as desired, but it's possible it's working as designed.
However, I've never verified this myself. I've, ah, never died fighting him. >.> |
Who do I have to *&^% around here to get more Targeted AoE recipes added?
Arc Name: Tsoo In Love
Arc ID: 413575
It'll do none of those things. It'll place an offset into the combat modifier table. Good lord you'd think with half a decade of giant monsters walking around and all the Rikti and Zombie invaders that basically use the same game mechanics, people would figure out how this would work without too much difficulty.
Think: its level 30, but it cons even to a level 50. Do all the sidekicks in the zone suddenly explode? Tada. Why people guess instead of asking, and why they seem so confident in their guesses, is something I haven't figured out. (PS: None of this is specifically covered by NDA, at least not for me: jeez I suggested level shifting to Castle back when the LRSF was first introduced, using literally identical mechanics on the open forums no less. So I'm not too worried about discussing how it might work mechanically.) |
If incarnate content will have locked-con (GM/invasion code) enemies then what would be the purpose of level shifts ? Make people faceroll normal content even more ? Reduce rewards from plain old level 50 mobs ?
In the end, my concerns boil down to:
1. Can a character with 1-2 incarnate slots filled join and meaningfully contribute in content released for/with 4th or 5th or whatever incarnate slot ? The playerbase, especially EU side, is just too small and alts too numerous to divide incarnates in 10 "buckets".
2. Will there be soloable incarnate content ? Not in the sense of "solo content that gives incarnate stuff" but "solo content that lets players be incarnates" with appropriate writing and balancing.
The rest of this post is not related to quoted post.
I am a little upset with writing where "everything is bad and hard, all the time". Like the 2nd mission in Tin Mage TF. Why couldn't it have been written as a trap for the invaders, instead of "omg warworks attacked our obvious target, go fight them". And don't get me started on the whole "Vanguard take back Recluses tower while he, what, hides in the closet ?".
Mechanically, defeating mobs is the same whether they say "You are nothing!" or "Oh noes, we are doomed!". So let us have both.
Hrm, that have me an idea for solo incarnate content. Mayhem missions in Praetoria! Laugh with me! Muahahaha!
And heroes can save people from oppressive loyalists and/or terrorist resistance, I guess.
I do not suffer from altitis, I enjoy every character of it.
It's 3:30 am, i stopped reading around page 15, but I do feel i need to throw out here my take about the new TF's.
Apex beef #1: not the 54's so much as the ambush mechanic itself overused and abused while being paired with the prae clockwork. Ask anyone whose done the old I think it was crimson arc (second kronos, the one on the burning forest map) That map had ambushes out the wazoo, and I can;'t even begin to count the number of times I as the blaster had the ambush deicde i was it's ***** and have gunslingers teleport right next to me and faceplant my toon in seconds, or a zeus launch it's hold spam missiles of doom before i could even see it to target it. Much less fight back. Now instead of that we have (in my opinion) the stupidily overpowered prae clocks sitting at a perma +4 Which have crazy stupid range and are so aoe tastic there's zero place for a squishie to hide. I Actually died more times during the KR fight then BM because the ambushes came after me before the tank could even think of pulling them his way. |
Same thing happened multiple times back in Oct on Mallus Mundi Runs, and those weren't even +4 clocks. Those guys need to be toned down, or the ambush mechanics need to be looked at, one of the two, I'd prefer both.
|
Beef #2 BM and her puddles of doom, and her ambushes, and the fight in general. Regardless of how easy they are to dodge (or not) I stand by an opinion that when the devs of any game have to resort to this kind of gimmicky cheap one shot trick and try to pass it off as a "challenge" they have run out of ideas. For anyone who played war for cybertron, I'd hold up the zeta prime fight as a shining example of this failure too. There's plenty of ways to make a fight harder then forcing us to play the twitch game, or be at the mercy of lag spikes and server latency. When she spawned that first wave of swords, my older comp's vid card did a total crapout, and this is on settings just barely above minimum. End result, it took me a good couple minutes to even click the hosp button.
|
(And no, "multiply their HP by 10" is not an answer. Reichsman is stupid.)
I do concur that low graphics settings issues with the fight need to be fixed, and quickly - the correct answer to this problem is not "well you should upgrade your hardware".
Oh and when I came back I walked through the door into a puddle, yeah you can imagine how much fun I was having at that point.
|
The same when for the first few rounds of this battle I died nonstop because I'd fire off ice bolt and blast, then before i could wonder about the puddle fall or ready a third attack the next thing i knew was a puddle to the face. (Now what was that about run and gun working for ranged?)
|
Granted after i turned my speakers up and paid a little more attention (and got over the foaming rage) I actually managed to spend the rest of the fight with a 100% puddle dodge rating. In short I did what our elitist friends call "L2P" Or simply adapted to be more diplomatic about it. I timed my attacks to coincide with dodges, i managed to stick and move (and didn't need cheesy meta game tactics like jousts to do it) And I managed to be a worthwhile contributor to the damage on dropping her.
Oh, except for the fact I was relegated to basically just spamming my T1 and T2 attacks with the occasional bitter ice blast when I managed to get close enough. |
Better off than me, I usually spend most of the fight cycling Nemesis Staff and Blackwand.
And the fact I was told not to use web grenade to keep from rooting her in puddles.
|
And the fact she pretty much ignored caltrops like they weren't even there.
|
And the fact I play a recharge build based on hammering AV's with double gun drones. Yeah good luck getting one summoned, much less having it live for more then 5 seconds. Forget melee I honestly weep for any MM that tries that fight.
|
And you know what? By the end I was glad it was over, and I was feeling tried, frustrated and drained to the point where I wanted to just log for the night. And here's the important detail.
Because that fight and that TF was NOT fun in the slightest. It was tedious, it was frustrating, and it was annoying as ****. Personally for those reasons alone I'm in the never doing it again camp, even after knowing how to fight BM. For the simple reason alone that I'd like my power choices to actually be USEFUL in a fight, and not running around like a spastic hamster spamming my quick animating attacks in between something that's tantamount to the devs giving an npc the I win button. While having my entire secondary relegated to useless as well. |
Perhaps giving NPCs an "I win" button isn't the best way to go about making a challenge, but the engine somewhat limits them in options. They can't scale enemies above level 54, we've already shown them numbers alone don't make an encounter challenging (LRSF). Enemies in CoH are facing a foe or group of foes that, 99 times out of 100 in my personal experience (and again, this is entirely on PuGs), has defense well above the softcap, significant healing ability, and often non-negligible damage resistance. The combination of defense and healing alone is enough to bring the game to the point where if your team does enough damage to make the enemy's lifebar move, it is outright impossible to lose unless the enemy's attacks do high enough damage to defeat any single character, including an HP capped Tanker, in the game in a single attack.
The only other means the developers really have of combating this is to wield the nerfbat and beat Defenders, Controllers, Corruptors and Masterminds (did I miss any?) into an absolute bloody pulp with it (tl;dr: nerf buffs, and by a LOT). And I guarantee the uproar from that would probably dwarf the uproar that resulted from the issue 5 Global Defense Nerf or issue 6's Enhancement Diversification.
I work 4PM - 1AM, my playtime is minimal except on days off, my playstyle is for the most part a mix of casual and powergamer at times. I'm no stranger to everything that coh has to offer either, heck i've even gone back and redone the eden trial twice this month.
But this. . . this, and protean (though oddly enough not Tin mage) Really really reeks of WoW, and that's a direction that I really really hope the coh devs do not take us. |
That said, adding in encounters which require more effort than standing still and pressing a sequence of 3-5 buttons for 1-3 minutes until an AV dies is not, in and of itself, enough to 'take us in the direction of WoW' Now, if we had to grind these TFs over and over and over again for loot drops which were not guaranteed to be useful to anyone on the team and often most of the team would walk away with nothing at all?
Then yes, there would be a significant complaint to be had.
But as of yet, the Incarnate system is not even remotely near that. The content we have to run is the same stuff we've been doing for years. Everyone on the team is guaranteed a return. The return is predictable, i.e., you know exactly what piece you're going to get. And if you don't want to run the TFs, you can still take advantage of shards to get you there, which really do not have a bad drop rate at all - my main has over a hundred of them already, and I rarely play more than 2-3 hours a night on the days I don't work.
And while we're at it I have to thumbs down the entire Roy Cooling arc, whose bright idea was it to add npcs that floor spped and acc in every spawn, an impossible 5 minute timer mission, and drop after callisto an EB Zeus freaking titan on a map that is for the most part soloable otherwise? I'm not about to run back from the hospital with a new insp tray for one cheap shot, that's when auto complete gets hit. And that's when I never do this arc again either.
|
Anyway back on topic about the new stuff. I felt the same way about the IO system when it first came out, the big things that appealed to me about coh in the old days were no pvp and no phat lewtz, though we see how both of those turned out. I was afraid we were gonna see a severe divide in the playerbase between haves and have nots, and the content might also split along those lines. That or the devs would make inventions so powerless they'd be a gimmick at best.
But market inflation aside, well they seem to have got it right, mainly because of the creed they held to, inventions are optional. You don't need them to succeed in any of the games content. Fast forward to now and I have the same fear about incarnate TF's and the future of the upcoming powers/slots. And this time I'm really thinking the devs dropped the ball with the incarnate arc itself (honoree and trapdoor rage) to the new TF's. It feels like forced/specific teaming (not everyone is a wonderpug), it feels like they decided to just try to powergame us with +4's locked in. Also cheap shot things like BM and perhaps to a lesser extent super bobcat. And it really feels like they're going overboard with the new toys and leaving a lot of their playerbase out in the cold. |
Yes, you don't have to be a keyboard god to dodge BM, but is it fun?
|
and if this is the start, what's the next gimmick wall we're gonna bash our heads against till we bring out the jackhammers? When it's discovered will it be like Hercula describes and we're down to memorization and vent speak more then actual gameplay? Will coh perhaps even spawn it's own leeroy? =p
|
Or will the devs get it right, and balance things out so everyone can take part? That's the key right there, it can be hard, it should be hard, i hope it IS hard. But there's a very large divide between hard and utterly cheap crap like what I'm seeing now from BM to the fact that every time i've fought protean without fail i'm in a long attack animation when siphon goes off.
If the incarnate arcs of the future lock out anyone. Or divide the players, that's a failure on the devs part pure and simple. Not everyone is as . .ahem . . vocal as JB there about the rage and doom, but I don't exactly have high hopes myself if we go down the road of trying to be like every other mmo, but just with tights. After all not everyone is a forum reader, some might just ragequit or burnout without a peep, least till we see the sub numbers. Ok ok veering a little into doomcall there, but color me worried about the direction of the game, and unimpressed with a huge chunk of the new content |
A boring tank-and-spank like the other fifteen or so TFs in this game?
The only other means the developers really have of combating this is to wield the nerfbat and beat Defenders, Controllers, Corruptors and Masterminds (did I miss any?) into an absolute bloody pulp with it (tl;dr: nerf buffs, and by a LOT). And I guarantee the uproar from that would probably dwarf the uproar that resulted from the issue 5 Global Defense Nerf or issue 6's Enhancement Diversification. |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
There are a limited number of battle and plot scenarios that are feasible to be selected.
The use of all available scenarios will invariably cause some similarity to other games.
This is not due to a desire to emulate the other game so much as it is due to the limited selection of battle scenarios available.
In addition, it is the fluff more than the mechanics that make the difference in games.
The mechanic differences come down to some basic systems:
Templates or Point-Based
both WoW and CoH use Templates
Hit Points, Wounds or Status Effects
both WoW and CoH use Hit Points (the other status effects are not the main part of the health system)
Bell Curve or Flat Curve conflict resolution
given the number of variables involved in either, I'd say both use likely the same sort of conflict resolution
The base mechanics are already similar.
Now on to battle scenarios:
sieges, assaults, escorts
everything else is more or less a combination of this
when you are sent to destroy an object while eternal ambushes seek to push you off of it (Infernal, STF, Vanguard missions) then you have combined assault (destroy the target) with siege (hold off attackers)
we have fewer escorts, but we do have many rescues, we could especially use more escorts of the Lady Jane variety where we have to escort the rescuee deeper into mission...provided said rescuee gains a better AI....or else is set to not attack...
there isn't much more than those three scenarios: siege, assault, escort
and even escort is just a siege where you move
this doesn't change from game to game
every game's battles will come down to one of these three
as to the accusation of "gimmicks" that is common as well, gimmicks are used all the time, mostly by the players...
we've used the gimmick of placing the fight where we wanted it to happen (pulls and wormhole), altering the terrain of the fight (locationals), increasing our abilities and decreasing theirs (buff/debuff), stacking numbers (pets), slowing the pace of the fight (aggro and crowd control)
heck, such gimmicks are historical...I'm sure the Persians complained about the whole narrow pass "gimmick" and such
Trapdoor's gimmick isn't even all that annoying....and I dealt with it solo just fine after figuring out that his regen rate was connected to the number of clones he had out
Really, the whole complaint about being "like other MMOs but with tights" is the same silliness tabletop RPGers have been using to complain about D&D 4e being like MMORPGs
when the basic systems and scenarios being used by either set are essentially the same, there will always be overlap and similarity. Usually more similarity than difference if you ignore the flavor surrounding such things.
in order for CoH to not be "like" other MMOs you will have to change either the scenarios used or the systems used
given that no new scenarios have been invented in hundreds of years and we're essentially using the same scenarios used by Shakespeare and even further back, Euripides and the like, that's not likely to happen
changing systems is more likely, but also difficulty....I suppose, instead of XP, you could have a system where every time you use a power, it has a chance to improve...
instead of hit points you could have status effects such as "Injured" or "Disabled" the way Mutants and Masterminds does it...
instead of a random conflict resolution, you could always have a resource allocation method: I put five points in defense and ten points in offense while my enemy puts eight points in defense and seven points in offense, so my attack will always get through but so will his...
similarity is unavoidable
the only thing that can be moderated is the flavor/fluff.
take away the superhero fluff or the fantasy fluff and you basically have one group of people fighting another group of people
any MMO minus fluff is going to look primarily the same as any other MMO
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
Am i the only one that immobilizes BM and then has a rotation cycle set up so that the melee goes from smacking her face, to shooting her with range attacks, and the orbital lances become pretty much a simple thing to avoid entirely? everyone has their corner of the map, and everyone converges on BM until she nukes herself, then everyone goes back to their corner of the map (rotating corners depending on who gets a nuke dropped on them) then converging back on BM..
It worked wonders on my /traps as poison trap is pretty much a melee debuff, and my /traps can immobilize her pretty easily on her own.
And how exactly are they going to do that? I think it's too late for them to make a big change like that. The biggest 'problem' is stacking buffs and debuffs, but if they remove stacking then they make multiple buffers and debuffers on a team useless, which would be a terrible design decision.
|
The enemies should be using the same tactics that we use.
they've gotten better, the number of debuffing enemies and the mix of enemy types shows this
especially in Arachnos where you can run into debuffers, damage dealers, semi-tanks and more all in one spawn
but we don't have that many buffers
Sky Raider Engineers, CoT Madness Mages, Rikti Guardians, Tsoo Sorcerers
there needs to be more enemies along those lines
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
De minimis non curat Lex Luthor.
And until the devs bite the bullet and do what needs to be done -- which is nerfing buffs and debuffs -- the game is going to continue to not make sense. Designing around a system everyone knows is broken is wagging the dog.
|
When PvP got nerfed to hell and dimishing returns was introduced, I said that it was only a matter of time before it was introduced to the PvE game as well, and I got blasted on these forums for saying something so blasphemous.
It looks as if that time may soon be upon us.
I share Dragonkat's frustration and fear for the future.
My characters at Virtueverse
Faces of the City
There are no inspirations that counter -speed. If you think Break Frees do, you are wrong.
|
Of course, villains have had to fight the PPD's glue patches for four years.
And until the devs bite the bullet and do what needs to be done -- which is nerfing buffs and debuffs -- the game is going to continue to not make sense. Designing around a system everyone knows is broken is wagging the dog.
|
And how exactly are they going to do that? I think it's too late for them to make a big change like that. The biggest 'problem' is stacking buffs and debuffs, but if they remove stacking then they make multiple buffers and debuffers on a team useless, which would be a terrible design decision.
|
Simply removing stacking, for example, would make it useless to bring more than at most 2 or 3 (depending on powersets) out of the spectrum of Defender/Controller/Corruptor/Mastermind, and would sharply limit what you could bring within those groups (sorry, Thermal corr, you'll have to sit out because we already have a sonic defender).
Nerfing the actual strength of buffs and debuffs is similarly thorny. By the time you were done nerfing them enough to actually solve the problem, the Defender AT would be nigh unplayable and a worse drain on teams than pre-buff Stalkers, and VEATs, Controllers, Corruptors and Masterminds would also be severely hurt (never mind that MMs already have enough problems with the fact that the purple patch is whacking their pets mercilessly in the Incarnate content). You'd either see people bringing truly absurd numbers of support ATs to things (to the exclusion of every other AT in the game), or none at all because a lone non-healing defender would be essentially useless and you'd be better off just taking something that can do damage instead. Of course, they could buff Defenders' and Corruptors' and possibly VEATs' and Controllers' and Masterminds' damage to compensate for the loss of buff power, but then where does that leave Blasters or Scrappers? Or Kheldians?
tl;dr: The archetypes are already on a thin enough line as far as balance goes that a massive, sweeping nerf to no fewer then six archetypes would likely irreparably wreck game balance even worse than buffs/debuffs currently do. And the cottage rule prevents them from making the changes that would really be necessary to avoid such problems.
The fact that we DON'T have "holy trinity" (tank, healer, DPS) teaming is one of this game's strengths, and it would be truly sad to see CoH reduced to it.
When PvP got nerfed to hell and dimishing returns was introduced, I said that it was only a matter of time before it was introduced to the PvE game as well, and I got blasted on these forums for saying something so blasphemous.
It looks as if that time may soon be upon us. |
When diminishing returns were implemented in PvP, I recall it being said at the time that there were no plans to introduce the system to existing PvE content. I also recall that they didn't rule out diminishing returns being used in future PvE content.
Connect the dots - they likely can impose diminishing returns on buffs/debuffs in new task forces without affecting the balance of the existing 1-50 game.
It still raises questions of viability for one-trick-pony defense powersets such as Regeneration, Energy Aura or Super Reflexes in such an endgame, of course.
This. At the point the game is at right now, pretty much any change to buff mechanics would cause immediate and severe AT imbalance and would take CoH much further in the direction of That Other Game and "holy trinity" teaming than anything in the Apex and Tin Mage TFs could.
Simply removing stacking, for example, would make it useless to bring more than at most 2 or 3 (depending on powersets) out of the spectrum of Defender/Controller/Corruptor/Mastermind, and would sharply limit what you could bring within those groups (sorry, Thermal corr, you'll have to sit out because we already have a sonic defender). Nerfing the actual strength of buffs and debuffs is similarly thorny. By the time you were done nerfing them enough to actually solve the problem, the Defender AT would be nigh unplayable and a worse drain on teams than pre-buff Stalkers, and VEATs, Controllers, Corruptors and Masterminds would also be severely hurt (never mind that MMs already have enough problems with the fact that the purple patch is whacking their pets mercilessly in the Incarnate content). You'd either see people bringing truly absurd numbers of support ATs to things (to the exclusion of every other AT in the game), or none at all because a lone non-healing defender would be essentially useless and you'd be better off just taking something that can do damage instead. Of course, they could buff Defenders' and Corruptors' and possibly VEATs' and Controllers' and Masterminds' damage to compensate for the loss of buff power, but then where does that leave Blasters or Scrappers? Or Kheldians? |
My fondest hope for CoX2 (if and when it ever comes out) is that the devs manage to set things up so that buffs are reasonably balanced without breaking the "casual teaming" element of CoH that I love.
@Golden Girl
City of Heroes comics and artwork
When PvP got nerfed to hell and dimishing returns was introduced, I said that it was only a matter of time before it was introduced to the PvE game as well, and I got blasted on these forums for saying something so blasphemous.
It looks as if that time may soon be upon us. |
After all, with a DR system one debuffer is worth one debuffer, but eight debuffers might be worth only three times one debuffer. With the purple patch, eight debuffers are worth less than three debuffers by making one debuffer worth only 0.3 when fighting +5s.
Diminishing returns would be better, when talking specifically about advanced or end game content, than just setting everything high enough combat levels above us to nullify debuffs (and damage, and everything else).
I doubt it would be retroactively implemented in standard content. But treating DR as radioactive technology for end game content is pretty silly, when its so much better than the other alternatives. Level shifting itself is a way to dodge the DR question. I actually suggested level shifting as a way to address difficulty issues with the LRSF when it debuted, and even I think its a bandaid for a problem that is essentially what a DR system is supposed to address.
If it were me, though, I wouldn't use the PvP DR functions. I would use normalized linear return functions for most effects (i.e. mitigation), and shallow log returns for certain limited ones (i.e. damage) and no DR function for effects already bound by bounded pseudo-linear returns (recharge).
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
And until the devs bite the bullet and do what needs to be done -- which is nerfing buffs and debuffs -- the game is going to continue to not make sense. Designing around a system everyone knows is broken is wagging the dog.
|
Inspirations are about 10 thousand times more broken than buffs and debuffs. And now you can just mail them to yourself. I could solo most of the other game if I had 50 potions that I could activate instantly and they cost almost nothing to obtain or replace.
The buff/debuff thing is much less of a problem. OK, so a bunch of Defenders can beat a couple of Task Forces if they work together. Meanwhile the Scrappers and Brutes cakewalk through the other 90% of the game, and have an easier time even obtaining the resources to run around unchecked. Every Controller is not a Fire/Kin or Ill/something and every Defender is not a... whatever Defender supposedly has an easier time than Scrappers do.
we have fewer escorts, but we do have many rescues, we could especially use more escorts of the Lady Jane variety where we have to escort the rescuee deeper into mission...provided said rescuee gains a better AI....or else is set to not attack... |
Well it have to be a new power similar to immoblize since Lady Jane's big problem is Cot ghosts running away and LJ trying to chase them down. Ghosts can't be immoblized with any immoblize in the game right now (unless enough mag is stacked?). When it comes to Fusionette her knockback is what is getting her killed since AI isn't smart enough to push it's target towards a wall, but if Fusionette lost her abilty to knock targets down she loses all her damage mitigation.
I think that if these NPCs had a brief secondary effect that immoblized any target, did not grant knock down/back protection but forced all knockback with a mag over 1 to decrease to say 0.95 knockback the problems players have with these missions would decrease.
Anther problem I have with these NPCs is the way they spread their damage around multiple targets when they should focus one on target. If all the single target attacks Fusionette and LJ use had a taunt-like effect that forces Fus and LJ to attack a target until that target is defeated these NPCs would become more of an asset to Players then the liability they seem to be.
Inspirations are about 10 thousand times more broken than buffs and debuffs. And now you can just mail them to yourself. I could solo most of the other game if I had 50 potions that I could activate instantly and they cost almost nothing to obtain or replace.
|
Before I IOed my Fire tank for S/L damage I could solo at x8 by using purples as necessary. Inspirations dropped fast enough to make it possible to do an entire mission. I have a much harder time doing this with my blasters even when they are softcapped for defense. You just have too many weaknesses.
Currently the only advantage defenders enjoy is the idea that they are force multipliers. If this is taken away it undercuts the entire concept of the AT.
However, I think it would be possible to rebalance the defender AT in some other way if diminishing returns were applied to buffs and debuffs. They would have to get some other kind of inherent, perhaps, or add effects that no other AT can achieve. For example, DR might affect defenders less than other ATs.
The buff/debuff thing is much less of a problem. OK, so a bunch of Defenders can beat a couple of Task Forces if they work together. Meanwhile the Scrappers and Brutes cakewalk through the other 90% of the game, and have an easier time even obtaining the resources to run around unchecked. Every Controller is not a Fire/Kin or Ill/something and every Defender is not a... whatever Defender supposedly has an easier time than Scrappers do.
|
Well put, Oedipus.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff