Consistent inconsistency


Anti_Proton

 

Posted

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Originally Posted by herotoonefan View Post
Yes, that is synergy. But I meant exactly what I said. Super Strength and Invulnerability don't have "exceptional synergy"--like Dark Melee and Shield that allows you to solo AV's and rock the Pylon tests and still be very strong in general play.
You're aware that Invulnerability/Super Strength tanks DO solo AVs? And without incarnate abilities. And it doesn't effect their teaming capabilities negatively.

Shield Defense/Dark Melee is nice, but it's not at all stronger than Invulnerability/Super Strength.


 

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Originally Posted by BrandX View Post
To the OP: I think one of the things you might be hung up on, is Willpowers description. Ignore it. It's flavor text for the powerset, but doesn't have to be that way for the character created.

WILLPOWER can easily be seen as robotic armor, and the player wanted to use WP instead of INV.
My WP Brute is an android. The S/L resistance represents, well, his sturdy android body, while the Psi resistance represents the fact that his brain is mechanical.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Holy cow! I should NOT have used SS/Inv as an example! No one paid any attention to my Electric Blast/Storm Summoning vs Illusion/Rad example, but people are defending SS/Inv's honor like a hot maiden at a Renaissance Festival--and ignoring the whole point of the post.

I, here now, do fully retract and redact any and all of the aspersions that I did not cast towards SS/Inv.

Let's forget that ill-fated example. Let it go.

My point was that certain sets in the game have especially good synergy that seems to be unintentional. If that is the case, why not make it intentional and intentionally in harmony with the stated nature of the game since it's going to happen anyway.

The response was lukewarm, so there you go.


I think we've all learned a lesson here--don't *blank* with SS/Inv!


 

Posted

When I wrote that last response your response wasn't up yet, Gob, so I just wanted to say that my last response wasn't because of you :P.

That's a cool rationale for the Psi resist. It makes me kind of wisht the sets weren't labeld "willpower" or Invulnerability", but less specifically--but, I understand it's there for game flavor, and can be ignored.


 

Posted

The reason there doesn't seem to be much intentional synergy is because of the way power sets are designed. The first question is "What powers would be thematically appropriate for this power set?" not "What power sets should this set be paired with?" And I think that's a good priority. I don't want developers deciding which power-sets should be paired together.

Now, if you want to make the argument that power sets should be more customizable so that Electric Blast/Storm Summoning has better synergy, that could be an interesting discussion.


 

Posted

Well that's an interesting idea and one that I never thought of. Something a bit more than just power choices that you could use to create synergy between sets. That would do the same thing without leaning on certain combinations.

But that sounds more like a major game-mechanic change than I was thinking. I was more suggesting that the Devs just be mindful that certain power combinations are especailly solid since they are classic. More of a conceptual suggestion than a game-mechanic suggestion.


 

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Originally Posted by MajorDecoy View Post
Invulnerability is one of the many sets that was significantly stronger before Inventions existed. You could have 90% Smashing/Lethal/Fire resistance, and Invulnerability provided about 10% defense per enemy in range (which was a massive bonus when you consider that it didn't cap out at 10 targets).
actually, he was playing that in the time when everyone was complaining that Invuln was weak.

I've seen his Invuln/Dark tank's numbers

37% def v Energies, 36.9% v Elements (without Invinicibility calculated - with invince: 47% and 46.4% respectively)
23.8% v Physical
236% regen
2.74 end/sec
88% phys resist
30.2% energy resist
30.6% fire resist

I've seen his Invuln/Dark dive into psychic heavy mobs and handle them easy


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

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Originally Posted by MajorDecoy View Post
The reason there doesn't seem to be much intentional synergy is because of the way power sets are designed. The first question is "What powers would be thematically appropriate for this power set?" not "What power sets should this set be paired with?" And I think that's a good priority. I don't want developers deciding which power-sets should be paired together.

Now, if you want to make the argument that power sets should be more customizable so that Electric Blast/Storm Summoning has better synergy, that could be an interesting discussion.
perhaps IO sets that are designed to improve specific sets

for example, a Melee IO set geared toward Invuln with set bonuses as follows:

2 reduce the Endurance cost of Invuln powers by 15%
3 increase the resistance of Resist Elements by 10%
4 increase the resistance of Resist Energies by 10%
5 increase the defense of Tough Hide by 20%
6 soften the impact of Unstoppable crash

this could be slotted into any melee attack and improve the invuln powers...make them each unique so that only one of each enhancement in the set could be slotted and then you make a person able to synergize with their defense


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

 

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Originally Posted by Lycanus View Post
actually, he was playing that in the time when everyone was complaining that Invuln was weak.

I've seen his Invuln/Dark tank's numbers

37% def v Energies, 36.9% v Elements (without Invinicibility calculated - with invince: 47% and 46.4% respectively)
23.8% v Physical
236% regen
2.74 end/sec
88% phys resist
30.2% energy resist
30.6% fire resist

I've seen his Invuln/Dark dive into psychic heavy mobs and handle them easy
Oh, sorry. I thought you were talking about the old Demon farms, when the portals in level 35+ Oranbega missions would spew out demons forever. The ones where the demons gave experience and the portals didn't. That was fixed before the Global Defense Reduction. I don't remember when they changed Infernal.


 

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Originally Posted by herotoonefan View Post
I guess I wasn't really thinking from the perspective of someone who plays this game, not for the "traditionsl superhero experience" as it was intended, but rather because of the flexibility of the creation system. The game WAS, and still is, intended by the Devs to be a comic book homage, but, if you buy red wine with white fish, you paid, it's your wine.
See, here's the thing - I've tried other games that marketed themselves as "super hero" and made a MUCH more concerted effort to stick to the genre and exclude everything else. I HATED those games, and with a passion, especially after playing City of Heroes. Oh, sure, they allowed me to play weirder things (like Samuel Tow, who gets more bizarre every time I touch him) and the games didn't tell me I shouldn't, but these characters felt so... Out of place it was unpleasant. It's like I tried to insert the Corporate Commander into JR Tolkein's Lord of the Rings novel. It just doesn't belong.

I like City of Heroes because it is much more inclusive than any specific reading of what has historically been done in comic books. The game may borrow some of its mannerisms and storylines from general comic book history, but I remember a player once put it very well: We don't need to wait for Marvel or DC to write a story before City of Heroes can use it. Our environment is entirely inclusive. It is a modern-day urban environment where super-human powers exist, and that's really the extent of the limitation of the setting. It doesn't have any one theme or genre or even any one setting. Anything you care to put in there, the game will accept as long as it makes sense how it got here in the first place.

I like to think that the original vision for comic books isn't as restrictive as people like to present it. I like to think that the spirit behind comic book is "Oh my god! Who is that man? How can he do these things?" and an examination of the life and times of such people. Or to quote a rather famous line: "Is it a bird? Is it a plane? No, it's Superman!" Comic books, to me, are an examination of the absurd and unrealistic taken seriously and placed in a dramatic storyline.

Yes, I realise that some people would like more of a specific sub-genre of that broader range of possibilities, the things they grew up with, perhaps. And I fully respect this, even if it's not my cup of tea. But I don't feel it's justified to give one particular style of comic book disproportionate weight, be it golden age, silver age, dork age or what have you. Especially not at the cost of possibly harming the breadth and depth of conceptual freedom.

In short, I thing we can all coexist together without having to argue who has more right to exist.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

the closest comic book to what we have is probably Gold Digger

Gold Digger has a D&D style fantasy world, a post Evil Dead style undead world, a freaky physics bending middle space, a superpower fighting circuit that crosses between Streetfighter and Professional wrestling, a society of adventuring archaeologists/treasure hunters/seekers of the unknown, a JLA style superhero group that decided to become an MIB style group to avoid giving a public target for supervillains to latch onto, space aliens that crash landed on Earth years ago, leprechauns with voltron style combining robots (Vaultron, to be precise), a GIJoe style evil mercenary/terrorist group and a GIJoe style group of elite pilots, ninja, magic, werecreatures, Washu-level mad scientists, and pretty much anything else you can think of


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

I mean it when I say I have really enjoyed the discussion. It has helped me appreciate the diversity more.

I still do think that, in general, the really especially synergystic combinations are not the classic combinations and not intentional, and that the conceptually "lower powered" melee defensive sets are often slightly stronger than the conceptually "high powered" ones. And that seems backasswards. Since it can't be perfectly balanced, I just thought some attention could go to making sure the classic, cosmic/god sets and combos get some consideration.

But, I could be wrong. And, as was stated, people are going to play the classic combinations anyway because they are classic, so maybe it promotes diversity. It is true that the FotM's are often thematically awkward and so people don't flock to them as much as they would otherwise.

AND I learned not to mention a specific power set in a thread unless you want it to turn into a powerset discussion :P.

See you in the game, I'll be the one with the tights, conspicious underwear-clad package, and towel around his neck (just kidding, I'm more into silver age--tights, but no underwear).

Thanks


 

Posted

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Originally Posted by herotoonefan View Post
the conceptually "lower powered" melee defensive sets are often slightly stronger than the conceptually "high powered" ones.
I made this point already. There are no "lower powered" or "high powered" defensive sets.

Fiery Aura is not necessarily high powered. It could just be a guy playing fast and loose with gasoline while wearing a fire resistant suit.

Willpower is not necessarily low powered. My Willpower tank is an aspect of the Goddess Erda.


 

Posted

You did already make that point--that your perspective is that there is no high or low powered sets. Or that any one, if they should so choose, could be to ignore the in-game descriptions also. And, as an individual perspective, it's perfectly valid. But that doesn't jive with the in-game description--which may be ignored but exists for a reason in a superhero themed game--and it doesn't make it the ultimate truth that is the end of all discussion.


 

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I think the "synergy" of similar sets (Ice/Ice, Fire/Fire, Elec/Elec, etc.) is the combination of their secondary effects. An Ice/Cold Controller can reach the slow cap at quite a low level when combining Shiver with Snow Storm (in fact, it becomes redundant at higher levels to use them both). An Elec/Elec blaster can drain most of the end of an even-con mob via Short Circuit and Power Sink. Dark/Dark defenders practically make enemies into headless chickens as far as "hitting a teammate" is concerned. Stackable secondary effects of powers is good incentive for choosing complimentary powersets.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

Posted

Wow, forgive the reference and grammar errors in that previous post--I was at work and trying to dash it off before my boss came back. Also, it came across harsher than I meant.

What I meant was that while ignoring in-game descriptions--or even ignoring the fact that it is a superhero-themed game at all--is possible and perfectly valid for any individual, that doesn't mean it's how everyone should be or in any way the "right" way to play. And, yes, the same goes for the opposite perspective.

But, regardless, the fact remains that it is a superhero themed game and there are specific in-game descriptions to faciltiate this theme, or else there would be nothing for you to have to ignore.

That being the case, for those who choose to play the game in the way it was conceived designed, my original point, that the really especially synergystic combinations are not the classic combinations and seem not to be intentional, and that the melee sets that are conceptually "lower powered" based on their in-game description are often slightly stronger than the conceptually "high powered" ones, is valid.

Now, I originally saw that as a problem, but, as the thread has progressed, I feel less so.


 

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For Fiery Aura, there really isn't much flavor text to ignore. "Through Intense Heat and Fire, you can absorb many kinds of damage."

Willpower has a bit more flavour text: "You aren't invulnerable. Bullets don't bounce off you, and if you are cut, you bleed. You are, however, tough, grizzled and strong willed. It takes more than a little cut to keep you down!" Some of this does need to be ignored for a lot of concepts. The above mentioned robots, for example, probably don't bleed. I'm also sure there are also a lot of people who need to ignore it because their characters aren't exactly "grizzled."

Ice Armour has flavour text I'm sure almost everyone ignores. "You can dramatically reduce your core body temperature to form various armours of ice around yourself." I'd ignore that simply because reducing your core body temperature is entirely unnecessary. You need to reduce your surface body temperature. That's where the armour needs to form. Unless you need to coat your stomach lining for some reason.

Energy Melee: "You use Energy Melee to power your blows with pure energy." I don't need to ignore anything to decide that my "Unwise Raver" is punching people with glow sticks.

The one melee power set that people do have to ignore the flavour text on is Dark Melee. "Dark melee allows you to focus the powers of the Netherworld to defeat your foes." and just about every power mentions either "forces of the Netherworld" or "essence of your foe's souls." That type of talk doesn't lend itself to many concepts.

I am not ignoring in-game descriptions by making my goddess Willpower/Stone Melee.

I AM ignoring in-game descriptions if I decide that my Demon Summoning/Poison Mastermind actually summons Lab Rats instead of demons.

I am ignoring in-game descriptions if I decide to colour all my powers blue and say that my Kinetic Melee/Fiery Aura scrapper is actually a water elemental, and does water based attacks.


 

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Originally Posted by herotoonefan View Post
You did already make that point--that your perspective is that there is no high or low powered sets. Or that any one, if they should so choose, could be to ignore the in-game descriptions also. And, as an individual perspective, it's perfectly valid. But that doesn't jive with the in-game description--which may be ignored but exists for a reason in a superhero themed game--and it doesn't make it the ultimate truth that is the end of all discussion.
Actually, that is kind of the position I take, myself. I build all of my characters with one initial question in mind: "How will I explain this character taking a Kronos Titan down single-handedly?" Because you can do that in at least one mission. As such, I see ALL powersets as inherently super-super. Let me explain:

I have numerous Willpower characters, and none of them is the John McLain type. In fact, let me show you them:

Emillia: Dead for 20 years, she eventually returns to an artificially-created body so that she can once again be with her grieving husband. Her immortal spirit is able to repair ANY damage done to the body, so long as she has the will to hang on to this life and not pass into the afterlife. She is a Willpower character, because as long as she has the will to live, she cannot be defeated.

Alexander: A man who was exposed to a nanobot forge and whose entire body was disassembled into subatomic particles, but whose conscience gained control of said nanobots and constructed a new body for himself. Being made of semi-sentient subatomic machines, Alexander can regenerate from any injury, remerge if he is scattered and take any amount of punishment as the machines rebuild lost units. The only way for him to die is if he lost the will to control the machines that make up his body, hence why he uses Willpower.

Thirteen: A robot who possesses an eldritch energy focusing device which allows her to project a completely impenetrable damage barrier around her body. As long as she has the processing power to regulate and manage the barrier and the intelligent will to not give up, she cannot be harmed. She uses Willpower because historically, the only times she has suffered damage is when she has lost faith in her own sentience.

Inna: An alien who inherited the very power of creation, even if most of that is scattered across the cosmos. She cannot yet give birth to entire worlds, but she is just strong enough to reform her own body every time it is destroyed. She uses Willpower because that's all it takes to use such godlike power.

---

That's not to say I disrespect the more traditional super powers, of course. I mentioned a SS/Inv Brute before, and her story is even weirder, though too complex to explain. Suffice it to say that she cannot be harmed. Ever. Willpower or no willpower, she is simply unstoppable, and monstrously strong. And if that weren't enough, when she needs to be EVEN STRONGER, there's always Unstoppable.

In fact, the lack of a proper "god mode" power in most new sets is more than a little disappointing. Yes, with Willpower you can be pretty strong all the time, but you're exactly as strong as you're ever going to be. If you meet anything that can kill you... Well, there ain't much you can do about it. Invulnerability, though, has that extra ~50% resistance to almost everything to fall back on. If I meet something I can't beat, I always have the option of popping Unstoppable on and becoming almost unkillable for three minutes. That, to me, is impressive.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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Originally Posted by Samuel_Tow View Post

In fact, the lack of a proper "god mode" power in most new sets is more than a little disappointing. Yes, with Willpower you can be pretty strong all the time, but you're exactly as strong as you're ever going to be. If you meet anything that can kill you... Well, there ain't much you can do about it. Invulnerability, though, has that extra ~50% resistance to almost everything to fall back on. If I meet something I can't beat, I always have the option of popping Unstoppable on and becoming almost unkillable for three minutes. That, to me, is impressive.
Well, I'm not sure I mind the fact that not every defense has a desperation mode like granite, unstoppable or the like.


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

My main is a WP Brute, and I've long given up that she was just a 'super tough/never quit' type like Rocky Balboa. Not when she can leap off the highest building and not even twist an ankle.

I see the point about certain sets that seem to iconically go together not meshing any better than 'odd' combos, but as has been stated already, the odd combos don't need further discouragement to people playing them. In fact, I wonder if that might be part of the plan...

I remember when D&D 3rd ed. came out. It was sorta known that Clerics were historically one of the least played classes. With 3rd ed., the Cleric was a class that could wear armor, had pretty good hitpoints, AND access to spells up to 9th level, many of them that buffed basic stats that made the Cleric better than any fighter. A true tank/mage, the Cleric might have become the most powerful class in the game. Much discussion was made on how intentional this was to encourage people to play a traditionally less-popular class.

Does similiar thinking apply here? Who knows?

Concerning 'iconic' supers, I don't have much problem with how the game handles powerset synergy, but individual power combos sometimes seem to really screw things up. Take the traditional flying superman archtype. Your most powerful ability, Footstomp, cannot be used at all whily using your most archtypical ability('flying'). Superman fought while flying all the time. Any superman homage you make in the game, using SS/Inv, likely won't be.

And of course, what messes up iconic more than anything is visuals. There are lots of iconic heroes that can move and attack incredibly fast...yet I can't recall one of them that has flaming yellow energy around their fists due to speed (thanks alot, whoever developed Hasten)


 

Posted

This brings up the ability to have certain strengths and weaknesses to certain types of damage. If being a Fire/Fire whatever, one would think you to have a weakness to cold and strong against...well, fire. I wouldn't mind this being an option like turning on and off XP.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."