The Impossible Mr. Trapdoor and Issue 19's New Theme


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by UberGuy View Post
You have always come across as wholly intolerant of game mechanics, lore, and just about anything else that does not fit nicely into your own box which outlines what is good and what is bad.
my favorite was the RP-justified refusal of Venture's heroes to use the merged markets since they'd never buy stuff from bad guys...even though his heroic characters would have absolutely no way of knowing that villains were now interacting with the supply pool.

Having your characters act on knowledge you possess as a player but they don't violates one of the cardinal 'rules' of role playing.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by UberGuy View Post
I have nothing in particular against tank-and-spank, and I wasn't aching for the devs to provide new alternatives. But if you need tank-and-spank
Getting rid of tank and spank (or even more situations without it) sounds grand...if you happen to not be a tank.

When that happens, you begin to question the need for a low damage AT with excessive defense and taunting when crap like the Apex death patches circumvent defenses and that little bit of tanking involved (IE taunting to get BM out of a blue puddle) can be done by Scrappers and Brutes.

But, that of course is what I've been saying for years; the devs trivialize the Tanker's so-called advantages and punish them for them at all times, even when they are not much of an advantage.

The hero ATs are 100% designed to have a tank stand in one spot, have enemies surrounding them and have their teammates picking them off. That was the dynamic the ATs and most of the power sets were designed around.

Any move away from that dynamic without first updating the ATs and power sets that were designed to work with that dynamic is unwelcome by me.

The devs want more movement by players? Fine. Make various changes to positional powers like removing the various speed penalties from Stone armor, extending Invincibility's defense buff to a 50' radius, remove all rooting and movement suppression and give all of the melee ATs more ranged attacks in their attack sets that aren't inferior DPS to their melee attacks and then we'll talk. Oh, and fix Tankers.



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Posted

Quote:
Originally Posted by Megajoule View Post
Probably, since I wasn't really trying. I was just describing my own experience on my two attempts at Apex. The moment we loaded the second mission, my tank became dead weight.

How's this, then?
"Maybe you enjoy spending a half hour running around the map with taunt on auto, watching the AV's health bar creep down, and occasionally dying because you dodged into someone else's patch that was off-screen a moment ago? Because I sure don't."
The first time I tried the BM encounter, I was too busy jumping out of the blue patches to contribute much on my tank. The second time, I realized I didn't need to panic and jump uncontrollably about. Instead, I started walking to just passed the edge of the blue patch and taunted BM and she would almost always walk over to me a few seconds after the blue patch animation finished and I was able to contribute as much as I ever do against AVs on my tank. I'm guessing that the next time I try it I'll be able to back her far enough out of the patch that other meleers could attack her as well.


 

Posted

When I've done it she goes through waves. She starts out open, people pile on her, patches appear, people fall back. Then those expire, and new patches appear scattered around at people's fall back spots. Then she's open, people pile on, and the cycle repeats, with some variations.


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

 

Posted

So, we needed yet another thread for the elites to sneer at the noobs? There are at least three others active that I know about.


 

Posted

Quote:
Originally Posted by Afterimage View Post
So, we needed yet another thread for the elites to sneer at the noobs? There are at least three others active that I know about.
*sigh* "Reverse elitism" really isn't.

If you think that's what this thread is about then you haven't bothered to do more than skim two or three posts very superficially before posting. i would suggest going back and actually reading the thread, but it's up to you.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
Getting rid of tank and spank (or even more situations without it) sounds grand...if you happen to not be a tank.

When that happens, you begin to question the need for a low damage AT with excessive defense and taunting when crap like the Apex death patches circumvent defenses and that little bit of tanking involved (IE taunting to get BM out of a blue puddle) can be done by Scrappers and Brutes.

But, that of course is what I've been saying for years; the devs trivialize the Tanker's so-called advantages and punish them for them at all times, even when they are not much of an advantage.

The hero ATs are 100% designed to have a tank stand in one spot, have enemies surrounding them and have their teammates picking them off. That was the dynamic the ATs and most of the power sets were designed around.

Any move away from that dynamic without first updating the ATs and power sets that were designed to work with that dynamic is unwelcome by me.

The devs want more movement by players? Fine. Make various changes to positional powers like removing the various speed penalties from Stone armor, extending Invincibility's defense buff to a 50' radius, remove all rooting and movement suppression and give all of the melee ATs more ranged attacks in their attack sets that aren't inferior DPS to their melee attacks and then we'll talk. Oh, and fix Tankers.
If that's the prerequisite for talking to you, I hope you own a pet.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

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Posted

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Originally Posted by Arcanaville View Post
If that's the prerequisite for talking to you, I hope you own a pet.
Are you ever truly alone when you have a mathmagician who follows you from thread to thread, logging what you say?


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Posted

Quote:
Originally Posted by Heraclea View Post
just like every encounter meant to be soloed at all ought to be soloable within a reasonable time on a Defender of appropriate level not built for damage, every encounter ought to be soloable on a Tanker not built for damage, too.

I don't think I agree with your interpretation of the basic design philosophy of the game.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
Getting rid of tank and spank (or even more situations without it) sounds grand...if you happen to not be a tank.
There are uses for a tank other than tank and spank.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
Getting rid of tank and spank (or even more situations without it) sounds grand...if you happen to not be a tank.

When that happens, you begin to question the need for a low damage AT with excessive defense and taunting when crap like the Apex death patches circumvent defenses and that little bit of tanking involved (IE taunting to get BM out of a blue puddle) can be done by Scrappers and Brutes.

But, that of course is what I've been saying for years; the devs trivialize the Tanker's so-called advantages and punish them for them at all times, even when they are not much of an advantage.

The hero ATs are 100% designed to have a tank stand in one spot, have enemies surrounding them and have their teammates picking them off. That was the dynamic the ATs and most of the power sets were designed around.

Any move away from that dynamic without first updating the ATs and power sets that were designed to work with that dynamic is unwelcome by me.

The devs want more movement by players? Fine. Make various changes to positional powers like removing the various speed penalties from Stone armor, extending Invincibility's defense buff to a 50' radius, remove all rooting and movement suppression and give all of the melee ATs more ranged attacks in their attack sets that aren't inferior DPS to their melee attacks and then we'll talk. Oh, and fix Tankers.



.

I greatly enjoyed being a Tanker (one of two) on the Apex TF. There were mobs tough enough, and groups large enough, to actually warrant having multiple tankers. Battle Maiden was not very hard compared to some bosses in That Other Game. People in this game are just so used to their Kin huddle, but that'll change.


Oh and...they DID fix Tankers. They raised our HP cap to be the highest in the game and they added a 20% Res debuff to our required level 1 attack. No one is tougher than us and we bring excellent tools for fighting groups and bosses.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Rajani Isa View Post
There are uses for a tank than tank and spank.
You mean like kiting Ghost Widow in the STF using taunt and any ranged attacks you might have? If you do that she basically never fires off her PBAoE heal as long as the Tanker maintains aggro and distance.

Similarly, most Tankers i've run the ATF with use taunt and general aggro control to move Battle Maiden when a patch spawns near her position. A good Tanker on the ATF actually leverages their inherent to make meleeing Battle Maiden easier. Battle Maiden doesn't appear to have particularly high regen or resistances, so as long as you maintain a decent amount of DPS against her she goes down easily enough. The mechanics of the encounter mean that using some mobility and situational awareness yields a better DPS than standing still and blindly cycling attacks the entire fight.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Nethergoat View Post
my favorite was the RP-justified refusal of Venture's heroes to use the merged markets since they'd never buy stuff from bad guys...even though his heroic characters would have absolutely no way of knowing that villains were now interacting with the supply pool.

Having your characters act on knowledge you possess as a player but they don't violates one of the cardinal 'rules' of role playing.
While that was a good one, I preferred the ranting about the gender changing power.


 

Posted

Quote:
Originally Posted by Schismatrix View Post
A good Tanker on the ATF
I think you've hit on a critical piece of the puzzle that some of the doomsayers are missing here. This encounter changes what it means to be a good tanker, and that is hurting some butts.

edit:
Quote:
Originally Posted by Nethergoat View Post
my favorite was the RP-justified refusal of Venture's heroes to use the merged markets since they'd never buy stuff from bad guys...even though his heroic characters would have absolutely no way of knowing that villains were now interacting with the supply pool.

Having your characters act on knowledge you possess as a player but they don't violates one of the cardinal 'rules' of role playing.
That didn't last long, considering how often I see Venture at the heroside market.


 

Posted

Quote:
Originally Posted by Inazuma View Post
This improved mentality isn't that new. I think the Protean fight brought this about earlier in the year. He's not an EB you can stand next to and just beat down. You have to stay on your toes and move around in order to fight him, else he just heals off you.
heck, the easiest way to beat Ghost Widow is to have a tank lead her in a game of ring around the rosy without getting closer than taunt range so that she never triggers her heal and everybody else pounds on her

run and gun is possible in this game...you just need to practice it

if I understand right, the patch is just that he doesn't leave the room anymore...so, he'll be just as hard for me as he was the first time, when I beat him without dying and without leading him out of the room, solo...without really even being in danger the whole fight...it was a long fight, and required a specific strategy that it gave you a lot of clues for, but it wasn't impossible or even really hard once you figured it out

first time I did that mission as a team, we charged into the room, I put myself on clone hunting and, twenty seconds later the battle was over with me only ever finding one clone


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

 

Posted

Quote:
Originally Posted by Wavicle View Post
They raised our HP cap to be the highest in the game
And it helped ever so much. I can just shrug off those Battle Maiden blue patches and fight on through. It's completely worth the low damage. /sarcasm

Quote:
and they added a 20% Res debuff to our required level 1 attack.
It's nice that I'm now expected slot and spam an attack that still does terrible damage for the "privilege" of buffing the damage of the Scrapper/Brute next to me who gets to laugh behind my back at the damage I do, in addition to protecting them and making sure they don't even have to feel their lower defenses and experience any kind of drawback or trade off for their damage. /extra sarcasm



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Posted

Quote:
Originally Posted by Johnny_Butane View Post
And it helped ever so much. I can just shrug off those Battle Maiden blue patches and fight on through. It's completely worth the low damage. /sarcasm
.
So, in short you're butthurt that every fight isn't the tired old tank-'n-spank that your Tank is in no danger of dying from? Ok then.


@Demobot

Also on Steam

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
buffing the damage of the Scrapper/Brute next to me who gets to laugh behind my back at the damage I do
.
Do you really think this is how other people are?


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
And it helped ever so much. I can just shrug off those Battle Maiden blue patches and fight on through. It's completely worth the low damage. /sarcasm



It's nice that I'm now expected slot and spam an attack that still does terrible damage for the "privilege" of buffing the damage of the Scrapper/Brute next to me who gets to laugh behind my back at the damage I do, in addition to protecting them and making sure they don't even have to feel their lower defenses and experience any kind of drawback or trade off for their damage. /extra sarcasm
There's a quick answer to this problem: don't play tank, it's not aimed at the playstyle you enjoy.


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

 

Posted

As a controller player, I am amused at the offense taken when a single AV battle circumvents Tanker survivability. For years, every AV fight and quite a few EB's have had in place a mechanism that nullifies nearly all control. As much as I hate the PToD and wish that there was a different, more dynamic mechanism in place (something like periods of high protection against different mezzes rather than a single time with immunity from nearly everything), it's a simple matter that you can't always be the top dog.


 

Posted

Quote:
Originally Posted by ketch View Post
As a controller player, I am amused at the offense taken when a single AV battle circumvents Tanker survivability. For years, every AV fight and quite a few EB's have had in place a mechanism that nullifies nearly all control. As much as I hate the PToD and wish that there was a different, more dynamic mechanism in place (something like periods of high protection against different mezzes rather than a single time with immunity from nearly everything), it's a simple matter that you can't always be the top dog.
Its not all tankers, its just JB (and a few others) that want to be god inside the game, and think that is balance.


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton

-Lord Azazel

 

Posted

Quote:
Originally Posted by ketch View Post
As a controller player, I am amused at the offense taken when a single AV battle circumvents Tanker survivability. For years, every AV fight and quite a few EB's have had in place a mechanism that nullifies nearly all control. As much as I hate the PToD and wish that there was a different, more dynamic mechanism in place (something like periods of high protection against different mezzes rather than a single time with immunity from nearly everything), it's a simple matter that you can't always be the top dog.
I've gone on record as saying I don't think the PToD are fair and that I hate when any AT's power set is trivialized.

However:
When an AV goes PToD, your holds and immobs still do damage. Using them still matters. You still have all your secondary power set. You may not be able to lock the AV down, but both of your power sets still contribute otherwise.

Battle Maiden largely trivializes both melee primary and secondary power sets. What good is Blazing Aura when jousting is the order of the day? What good is a melee attack chain when you only have time to pop off a couple of hits before you have to flee like an insect.

PToD may take away your controlling aspect on a TF finale, but it doesn't force you to run and jump around like an idiot, rob you of the lions share of both of your power sets and render the most meaningful contribution you can make mashing Taunt to pull an enemy out of death patches.

EDIT And Controllers/Doms shouldn't be fans of her either. Holding or immobilizing her prevents her from being pulled out of the puddles, making melee even more useless.


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Posted

Quote:
Just because all "competent builds" are supposed to be capable of soloing standard content, does not mean either that everyone should be capable of soloing standard content equally well nor does that rule apply to all content.
"Capable" is an absolute; either you can do it or you can't. The rest is overkill. Which, granted, is underrated, but that's irrelevant.

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But as a matter of principle, I'm forced to state that the blanket assertion is not consistent with good game design.
I agree, because I think the premises "anyone can solo" and "teams don't need particular construction" are bad game design. Support characters shouldn't be able to solo and generalists who are shouldn't be very welcome on teams. If the devs want to change the nature of the game they'll have to start abandoning some fundamental principles or they're going to fail. Whichver choice they make, it should be fun to watch.

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Based on your posts (historically, not just in here), you are one of the most inflexible, intolerant players I have ever had the opportunity to read the posts of on this forum.
Why, thank you!

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You have always come across as wholly intolerant of game mechanics, lore, and just about anything else that does not fit nicely into your own box which outlines what is good and what is bad.
To paraphrase a dead white guy, that's a good thing: it means you have standards.

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I'm willing to risk certain unpleasant outcomes in order to give the devs some leeway to try new things
Rather than trying to be "new" or "different", they should be trying to be good.

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my favorite was the RP-justified refusal of Venture's heroes to use the merged markets since they'd never buy stuff from bad guys...even though his heroic characters would have absolutely no way of knowing that villains were now interacting with the supply pool.
a) Have a member of your hero SG "go undercover" in the Isles as a Vigilante (may require doing distasteful things but that's a matter of perspective, and if you pick and choose you can avoid doing anything that will keep you up at night).

b) Check the market for an item that has no current bids and none for sale. Have an SG member in one location put one of said item up for sale and one in the other buy it.

c) Later, rinse, repeat until satisfied that this isn't a coincidence.

.: QED.

N.B. this uses only in-game resources. Not that such is really important, since no reasonable account could possibly explain how such a corrupt enterprise could exist without anyone, or, actually, everyone, knowing about it.

All of that being said I did have to abandon my stand here. As I went over my builds I started guesstimating how long it would take to acquire what I wanted and the results were trending suspiciously close to, say, the expected heat death of the universe. Uncommon recipes were particularly pernicious as you can't get them with AMs. Getting the Field Crafter accolade on my main's reroll without market support doesn't look very promising either, though I am likely to try. I use the markets as little as possible and won't pay outrageous obviously flipper-generated prices but I've had to chalk this up to the same kind of sadistic GMing we've been plagued with pretty much from the start.


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"