End of Cottage Rule? Please?
Everyone has an opportunity to research a powerset before taking a powerset. If you realise you don't like something you picked then its no one elses fault nor problem. The main thing is that nothing is changed so badly somebody who likes what they picked gets something that isn't what it's supposed to be.
|
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Did you pay attention to the bit about PPPs and what happened the LAST time they broke said rule?
No? Or did you just ignore it to make this still-obviously-blind-to-the-purpose post? Since you still show absolutely zero understanding. As well as zero empathy for your fellow players. WILL the devs break said rule? Probably, at some point. IF they see a power that needs fixing SO badly that a simple tweak to numbers or secondary effects won't cut it. Note, that is NOT knockback/down. That is NOT self-shielding. That would be, oh, having a Blaster with an aura designed to draw aggro while debuffing the blaster's resistance, to go to an extreme (and obviously not in the game) example. Learn what it is and how it applies, if at all, to what you want - which it probably doesn't. And get a clue or three. YOU may not like a power. You have every right to skip it or take another powerset. Descriptions of the powers exist as you create the character. |
I realize that this forum allows you to be an anonymous super hero fan but that doesn't mean you can skip growing up. Honestly, several statements you have made are rather rude, mean, and personal.
How can anyone take you seriously after that?
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Don't make personal attacks on me for understanding all of what you are saying and disagreeing with it.
|
I realize that this forum allows you to be an anonymous super hero fan but that doesn't mean you can skip growing up. Honestly, several statements you have made are rather rude, mean, and personal. |
How can anyone take you seriously after that? |
To turn your own question back on you, how do you expect anyone to take you seriously with that?
I've laid out explanation of it, with example and conversation. Which quite obviously you have't bothered reading. Much like the discussion of what the cottage rule *is,* examples and purpose. You... "End it, people will stop crying over time." And assigning some nonsense holy mission to right some drastic wrong to yourself, with statements like:
The cottage rule forces crappy powers to stay the way the are so that those 2 or 3 people that actually enjoy them can keep the rest of us suffering. |
Hmmm.
No, I can't take you the slightest bit seriously, and shan't. I question your understanding and grasp of it, and you've said and done *nothing* to change my mind on your lack of comprehension.
Edit:
And in fact another post of yours quite frankly proves it.
I apologize for not clarifying - you have a good guess but are still wrong. That post does nothing whatsoever for the powers I am thinking about. Let's talk about all the targetted phase shift powers, let's talk about poison trap in /Poison, let's talk about Time Bomb, let's talk about... I think you get the idea. |
Now, if you'd *like* to have a discussion on them, I'll be more than happy to proceed with you. In fact, some of the powers you mention in your list there *have* already been touched on (such as making the various phase powers toggles, or letting PVE get the PVP "Phase can affect phase" ability... none of which changes the basic purpose of the power, IE, none of which violate the cottage rule.) Time Bomb? Placed nuke. It can be adjusted to be user controlled, or changed to be like the Omega Maneuver - shorter duration, a taunt to draw enemies to it, etc. - which, again, does not change its foundational purpose.
Repulsion Bomb - At a whopping 40% chance for mag 2 stun, this power isn't a reliable crowd control, even on minions, it's damage is subpar, and it's recharge is long even for a targetted AoE.The only useful feature of this power is it's knockdown, and, again, in my opinion - that isn't enough of a redeeming quality to make it worth a power slot. It could be saved with some severe number tweaks.
|
You can't change a power across the board without looking at ALL archetypes it is available for. And besides, it's a helluva lot better than it used to be. Remember when it was a power you cast on your ally that knocked everything away from him? I can't think of a better way to kill an Invuln tank.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I just love it when someone cannot understand that disagreeing does not mean mis-understanding.
Personally, I completely understand both side of the cottage rule argument and I still think the cottage rule should be abolished.
Yes, it will upset some players, but so does every change.
Yes, it will cause some forum rage, but so does every change.
In some cases, the cottage rule really needs to go because big mistakes were made, IMO, and nothing short of removing powers will fix it.
Disagreeing with the developers clinging to it does not mean I do understand why they do, even if I don't make a post with circles and arrows and diagrams.
"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45
I don't have strong feelings for or against the cottage rule, but those against it here make some good points.
As for the arguments that defend it... As often, I can't read most of them.
It is interesting how different the forums get once you ignore just a select few yesmen. Signal-to-noise, signal-to-noise... These boards should really implement a 2 or 3 posts per user per thread limit.
It's like having a house and making changes to it. You don't tear it down because you want a different color - you apply different paint. You tear down or add walls, sometimes even another room or story. You rewire. You add network cabling. But the foundation of that house stays the same.
You don't tear it down to dirt unless there's something so fundamentally wrong with the house there's no other way to fix it. Some of the repairs might be extensive, yes - but the foundation's still there. |
The point is you don’t set an arbitrary rule that says you cant repair something that is broken. It does not matter what the rule says or why it supposedly says anything. If the Devs don’t want to do something to a power or a set, then they take the responsibility for the decision. Cottage Rule is a form of Dev passing the buck, and it's a ridiculous form. It's not like it's a fricken law of nature.
It's also confusing. Would taking the Stalker's AS out of the level 6 slot, placing it in the level 1 slot and moving the rest of the powers up in slot position, violate the Cottage Rule. This should have been done before Villains was released. Not having this immediately available is no different then not allowing MMs to have pets until level 6. It was asinine that this was not immediately fixed, and here it's 6+ years later and it's still not fixed. Is that because of the "Cottage Rule"?
I just love it when someone cannot understand that disagreeing does not mean mis-understanding.
Personally, I completely understand both side of the cottage rule argument and I still think the cottage rule should be abolished. Yes, it will upset some players, but so does every change. Yes, it will cause some forum rage, but so does every change. In some cases, the cottage rule really needs to go because big mistakes were made, IMO, and nothing short of removing powers will fix it. |
If you do actually understand both sides of the issue, which powers are such big mistakes that they NEED to be removed?
Disagreeing with the developers clinging to it |
does not mean I do understand why they do |
*headtilt* ... ... hang on a minute... Did you not just say you understood both sides of the issue?
even if I don't make a post with circles and arrows and diagrams. |
So let's start over.
Can you, if possible, give us a list of powers that are so awful, such big mistakes, that the only possible way to fix those mistakes is to REMOVE said powers?
So far throughout this thread every power that somebody has claimed "needs" to be removed has fallen into two categories:
- A: shown to either be an excellent utility power
- B: can be adjusted within the cottage rules
I have seen houses jacked up, and the foundation torn out and replaced. It would have been ridiculous to say that the foundation was not going to be replaced because there was a renter living in the house.
The point is you dont set an arbitrary rule that says you cant repair something that is broken. It does not matter what the rule says or why it supposedly says anything. If the Devs dont want to do something to a power or a set, then they take the responsibility for the decision. Cottage Rule is a form of Dev passing the buck, and it's a ridiculous form. It's not like it's a fricken law of nature. It's also confusing. Would taking the Stalker's AS out of the level 6 slot, placing it in the level 1 slot and moving the rest of the powers up in slot position, violate the Cottage Rule. This should have been done before Villains was released. Not having this immediately available is no different then not allowing MMs to have pets until level 6. It was asinine that this was not immediately fixed, and here it's 6+ years later and it's still not fixed. Is that because of the "Cottage Rule"? |
And Stalkers should in no way get AS at level 1. It's completely unnecessary at that level, and would leave them sitting around for most of a fight against three minions, let alone the fact that without another attack, if AS got interrupted, they wouldn't be able to attack at all at level 1. AS is where it is precisely to NOT make it broken. That's not a problem with the power.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
IMO Assassin Strike should have -Regen and possibly also -Healing. I don't know if that violates the cottage rules but IMO it shouldn't. I have always felt that Stalkers should be a go-to archetype for taking down named single targets.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
I have seen houses jacked up, and the foundation torn out and replaced. It would have been ridiculous to say that the foundation was not going to be replaced because there was a renter living in the house.
The point is you don’t set an arbitrary rule that says you cant repair something that is broken. |
There is nothing in the Cottage rule that says the devs cannot repair broken powers.
It does not matter what the rule says or why it supposedly says anything. |
If the Devs do not want to do something to a power or a set, then they take the responsibility for the decision. |
Cottage Rule is a form of Dev passing the buck |
You need to explain here why the Cottage Rule is passing the buck.
Were you not around when the developers tried changing out powers... you know... "crappy, sucky powers that nobody liked" type of thing with wholesale deletion?
Are you aware that their attempts to delete and replace powers are why all the Patron / Ancillary powerpools are now FIVE choices instead of four choices?
Fact is, the player-base revolted.
and it's a ridiculous form. It's not like it's a fricken law of nature. |
What does a law of nature have to do with a video game?
I mean, City of Heroes isn't exactly an Orange sitting on a tree?
It's also confusing. Would taking the Stalker's AS out of the level 6 slot, placing it in the level 1 slot and moving the rest of the powers up in slot position, violate the Cottage Rule. This should have been done before Villains was released. Not having this immediately available |
Did you seriously, without joking, just say that the developers should have put an attack:
- with a really long interrupt time
- with a really long recharge time
- does mediocre to no damage outside of /hide
- has to be used from /hide for maximum damage
I'm sorry, you just completely ruined what-ever credibility you thought you had. I can't take you seriously after that statement.
The simple fact is this: By placing the Assassin's Attack at level 6 all stalkers are forced to accept at least one... ONE attack outside of the Assassin's attack. Why is that such a big deal?
Tell me you don't remember the days of seeing builds like ... this one... running around.
Now imagine if I was a new player who did that with Assassin's Attack as my primary power choice.
is no different then not allowing MMs to have pets until level 6. |
Masterminds get pets at level 1.
Wow.
Just. Wow.
*edit*
Before I get a "oh but it used to be like that" type of response... I went over to Paragonwiki and checked the history on the Mastermind page, specifically the 2005 post by Man with the Plan: http://paragonwiki.com/w/index.php?t...nd&oldid=82746
A Mastermind is a leader of pets. Their primary ability is to summon a small army of one type of pet to do their dirty work. There are generally three pet powers in each power set, each of which summons more powerful pets than the last. These pet powers increase the number of pets that can be summoned as you gain levels. The maximum number of pets is three basic, two advanced, and one ultimate pet. lvl 1: first pet power |
*edit*
Second edit. The thought occurred to me that maybe the poster I just spent this post ripping apart was somehow trying to compare the obtention of Mastermind's pet to the obtention of a Stalker's Assassin's Attack. If that was the poster's intent... well. I don't think it changes anything else typed here.
It was asinine |
1. See foolish.
Okay. You got this badly backwards.
I'm sorry, but, you don't know what you are talking about here, and I'm going to be blunt.
Maybe I can put this terms you can understand.
U B3 T3H asinine 1 H3R3 M473.
that this was not immediately fixed, and here it's 6+ years later and it's still not fixed. Is that because of the "Cottage Rule"? |
For starters, you clearly do not know what you are talking about with Masterminds. You didn't even BOTHER to log into the game and check to see if what you were typing was even accurate.
Given that one of your primary examples was based on... I have no idea what... it does not leave me convinced that I can explain to you why stalkers can get 3 other damaging attacks before the Assassin's Attack.
*edit*
Okay, accepting for a second that your original intent was to say that Stalkers should have gotten their signature attack at the same time Mastermind's get their signature pet ... this is... well. Just as senseless.
Maybe I can try and break this down very simply.
The developers intended design is that all players will have at least one single quick recharging attack in their power-sets... no matter how the player designs their archtype.
This ensures that on some level a player will be able to participate in combat.
If the developers did what you wanted, it would be possible to create a stalker that would have nothing but the assassin's attack... and would be completely useless except when hidden and using that attack.
Mastermind's get a semi-pass on this with their pets. It is possible to take a Mastermind to level 50 without taking any of the three native attacks. However, this is why the first tier of Mastermind pets are combat pets. The minion pets still fill the combat role of giving the Mastermind something to attack with.
On some level both the developers and the players have to accept that Mastermind's are a bit more complex than other archtypes, and thus have different requirements to play. This design acceptence is one of the reasons Mastermind's are being placed behind a pay-wall for CoH: Freedom.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
You know a lot of those "Stinker" Powers could probably just be improved on instead.
For example, if a lot of these Intangability attacks did decent damage also, they would be a lot more popular. And so on.
Look at Cobra Strike .. it wasnt all that useful as just a 75% T3 stun .. but add full attack damage to it - and it is now awesome.
The point is you don’t set an arbitrary rule that says you cant repair something that is broken
|
HOwever, if some people had their way here, it would be done so arbitrarily - "I don't like this power, we'll turn it completely into something else!" that there would be no point, no logic, no order to any of the sets or changes. And if you want to know what happens when they do that - again, look at what happened when they *tried* to replace so-called "unpopular" powers in the Patron pools.
Also,
(a) No, moving a power does not violate the cottage rule. It does not change what that power does. Tanks had this done with Taunt once already, and
(b) you need to get your facts straight. Masterminds have ALWAYS been able to summon their first tier pet at level 1, unless they choose an attack instead. ALWAYS.
And (c) if you *really* think Assassin's Strike - a long, interruptable attack - should be at level 1, you really need to rethink things. No, that should not have been put at level 1, and I say this as someone who plays multiple stalkers. AS at level 1 would make stalkers even LESS popular, thanks to no armor, no backup attacks, no *anything* to help either combat or survivability.
They really can't buff the damage too much. Sure, Defenders don't get much out of it, but Controllers on the other hand get some decent AoE out of it when Containment damage is applied. If you buff the damage of the power, it could quickly end up being overpowered when Controllers get their hands on it.
You can't change a power across the board without looking at ALL archetypes it is available for. And besides, it's a helluva lot better than it used to be. Remember when it was a power you cast on your ally that knocked everything away from him? I can't think of a better way to kill an Invuln tank. |
Couldnt they instead make it so a particular damage buffed power doesnt get effected by Containment?
They do it with Scrapper's Crit and certain powers.
Adding an effect, such as -regen or -healing, probably wouldn't go against the "cottage rule". An example of this is Burn where they added in a fear effect, and then eventually removed it in the latest iteration.
|
Which (and this isn't directed at you) has been stated multiple times in this and other threads, but which keeps getting conveniently ignored by some people - that a power can be changed, sometimes drastically, without contravening the cottage rule - without changing the powers *basic purpose.*
In some cases, the cottage rule really needs to go because big mistakes were made, IMO, and nothing short of removing powers will fix it.
|
So, if you know of these cases, feel free to list them, with justifications. I'll bet they can all be made "acceptable" without violating said rule. I can think of perhaps one power, total, that could be removed wholesale in one instance because it's so out of place to me.
Just my 2 cents: I have no problem with the cottage rule. The only place I can see it being violated is with Khalds but even in that case it's an extreme situation and would go alog with other massive changes to the AT that will probably never happen. But on the whole it's a very good guideline to follow for a powers dev and one of the few ideas I liked of castle's.
EDIT: just for clarification, the example I'm thinking of would be for replacing group energy flight for something similar to arctic fog or something functionally like that. Bit I'd also couple that with giving both Khalds full access to their respective pools in their inherent so a pb would gain air sup and group fly in their inherent and replacing the power in the secondary with something else. The same goes for ws's ad starless step. Which Im pretty sure violates cottage but doesn't at the same time. There are some other things I could list that Im pretty sure would violate cottage in regards to Khalds bit have a) already been posts in the threada over there and B) I don't wanna do due to smart phone forum posting.
Because only an idiot would jump into changes they weren't fully prepared for the ramifications of. You ease into them, research, and reassure the changes are what you want first, and then commit so you don't have to be wrong. |
I don't agree with jay on his cottage rule stance but that exert the above quote quoted was pretty spot on.
The problem with this point is that the most vocal advocates tend to come from the Ah W4N7 4 74NK M4G3 N0A! line of advocacy. |
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
I just love it when someone cannot understand that disagreeing does not mean mis-understanding.
Personally, I completely understand both side of the cottage rule argument and I still think the cottage rule should be abolished. Yes, it will upset some players, but so does every change. Yes, it will cause some forum rage, but so does every change. In some cases, the cottage rule really needs to go because big mistakes were made, IMO, and nothing short of removing powers will fix it. Disagreeing with the developers clinging to it does not mean I do understand why they do, even if I don't make a post with circles and arrows and diagrams. |
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Yeah I think Bill is misunderstanding us, if anything. He sure got on defense as quick as possible, didn't he?
|
Please tell us which powers are so broken to need removing from the game.
Then we'll show you how they are either 1) not actually broken or 2) able to be fixed without violating the cottage rule that you don't understand.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Yeah I think Bill is misunderstanding us, if anything. He sure got on defense as quick as possible, didn't he?
|
And I've still yet to see you give an example of a power that is so broken it couldn't be fixed within the constraints of the cottage rule.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Yeah I think Bill is misunderstanding us, if anything. He sure got on defense as quick as possible, didn't he?
|
I note you have no reply to the points made, nor an example of a power so broken the only way to fix it is to replace it instead of making changes within the cottage rule.
As I posted in reply to MajorPrankster:
I have yet to see anyone arguing that the cottage rule should not be followed actually bring up an example where, yes, that is truly the only way to rectify a situation. So, if you know of these cases, feel free to list them, with justifications. I'll bet they can all be made "acceptable" without violating said rule. I can think of perhaps one power, total, that could be removed wholesale in one instance because it's so out of place to me. |
But, of course, it seems - like so much in this thread - you've chosen to ignore that.
Here. Simple format.
Power:
Set:
AT(s) affected:
What is wrong with the power:
Why an adjustment cannot fix it, so it needs replacing:
What my fix would be:
Bull Manure.
To be clear Jay, you and every other player that wants to remove the cottage rule so you can run about making your Bloody Tank Mages and have the absolutely most perfect character ever with no flaws... . |
To me, playing a toon that survives EVERYTHING would be horribad boring...unless you were a farmer of course...but when you are farming you are just defeating the same enemy type over,and over, and over, again which really is not "Playing."
Being perfect in this game, to me, is a flaw
Lisa-Needs her lunch
So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try
***Dennis DeYoung
I don't think Memphis Bill called you wrongly on this.
The Cottage rule can be summed up very simply with one question:
Does your modification remove an enhancement type?
If you answered: Yes
Then you have broken the cottage rule.
If you answered: No
Then you haven't broken the cottage rule.
Now, I'm going to be very blunt here Jay. You need to go read this thread: http://boards.cityofheroes.com/showthread.php?t=264829
To be clear Jay, you and every other player that wants to remove the cottage rule so you can run about making your Bloody Tank Mages and have the absolutely most perfect character ever with no flaws...
Need to go find a different Game. We won't let you pull that stunt with our game.
I think you get the idea.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom