Anyone else wish IOs never happened?
While they're nice on their own, it definitely created a culture of have/have-not that wasn't present in the game beforehand, and I've been criticized and even passed-over for events due to having sub-optimal builds. I currently have a Fire/Kin 'Troller that I'm trying to Incarnate out, and I've received tells that I "should really work on my slotting first" since he's only using SOs and common IOs.
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The only reason I could say I wish that the IO system wasn't introduced was because old style hami raids were one of the funnest social events in the game, that were made almost obsolete by the IO system, since the need/want for HO's wasn't nearly as great.
Regarding game play, I love the IO system. I have created far more builds with IOs then I could dream of playing, soft capped, rech intensive, hp/recov, all sorts of things that only could have been with IOs.
I don't know if I've ever looked at someone's build to see if/what IOs theyve slotted for. Ever since I've started playing I will look at a player's build to see what powers they have to decide how I'm gonna play, what kind of tank is there, do I back off on my scrapper to let him absorb agro, is there another large AoE character/ should i focus on single target, is there a scrapper on the team that I should keep targeted and make sure I power push his targets throughout the missions? (I only ever did this to SG friends, or cocky arrogant bastards that seemed elitist)
I've never felt better then anybody because of an IO build or felt insignificant to anyone because of their IO build, I honestly think the Incarnate system makes a larger gap in overall performance then the IO system since that is a necessity for specific content.
Active 50s:
Zero Defex: DP/MM//Mace Blaster
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Running my Kin/EA gloriously
Come on I21!!!
Sure, the devs are supposed to listen to their customers, mister business 101 out there. And if I decide to start suggesting that the devs change the game from being about superheroes and supervillains to being about clowns that is my right as well, and technically Paragon Studios is supposed to pay attention to me. But I hope strongly that they assume a meth-head somehow managed to hack into my forum account and make paper airplanes out of my posts, because I hope they recognize stupid when they see it. I assume they will recognize futile just as accurately.
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Nope, I never wish for that. IOs make characters unique. In each powerset, there are always some powers that are always better than others so it requires characters that take the same powersets to be almost similar. With IOs, each powerset can alter what their character is. For example Crab Soldiers, I can make my Crab Soldier into a Ranged Fighter with lots of AoE and defense, Melee Fighter with pets, a pseudo-Mastermind that is more durable, or some other variation.
The first step in being sane is to admit that you are insane.
I think an issue to consider with resistance vs defence in IO sets is just exactly how much resistance you think they should give. Right now you can soft cap from basically 0 defence with IO sets only.
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Edit: Let me be clear. I'd love to see you produce a build like this. Then, I'd love to see you generalize it to the easy inference from what you posted that lots of people are able to do this with arbitrary powersets. Remember: you said IO sets only.
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
This is a pipe dream.
Edit: Let me be clear. I'd love to see you produce a build like this. Then, I'd love to see you generalize it to the easy inference from what you posted that lots of people are able to do this with arbitrary powersets. Remember: you said IO sets only. |
Besides nit picking would you comment on the actual fundamentals of what I said?
I think adding +Resist would be a mistake. In order for the game to be challenging, the game has to provide stress moments where player decision is meaningful. With high defense, and even capped defense, there is still a chance that powerful foes can get lucky and hit you twice in a row to provide that stress moment. Defense is spikey, and that forces players to react to changes in damage due to luck.
Resistance, on the other hand, provides predictable and steady damage reduction. It is much easier to play a character with high resistance and much harder for the game to provide those stress moments. For these reasons I think gaining Resistance has to be harder than gaining defense. In addition, at this point the devs have provided most powerful enemy groups with powers and debuff that counter soft capped defense. It would be much harder to do the same for high resistance characters. As for +DMG, as long as there are sets and archetypes with damage dilution this mechanic won't work since it's effectiveness varies so wildly in the hands of various archetypes and sets. |
I really don't think it would hurt to have a +3% Resists linked to a few sets, maybe one that have a unique in them and the resist bonus is needed to be 6 slotted to obtain?
Maybe make it a bit more than 3%, I dont know really But you get the idea.
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No I cant say that I miss the old days. IOs and the market have made it possible for my characters to be much stronger and much richer. Yeah I remember the old days .. in fact at one point I went to an old server I used to play on to take advantage of a free transfer period. Some of those old characters had been dorment for a year or more and when I checked the slotting I was shocked to find thirty levels I was still slotting with training origin enhancers because back before salvage and recipe drops and the market that was all a lot of us could afford. NOW.. at level 22 every slot on any build I have has nothing but the highest possible single origin and around 37 level I switch from SOs to IO to maximize my powers.
Ive been around long enough to recall when having a million in inf was rare and now I have three billionaires and several more closing in on that amount.
As for teaming.. they are still out there and I personally love to join pugs and run radios, tips, etc.. and now we can even add the SSA content to that list.
I know there are players out there that do almost nothing but speed run through one tf after another or even live in the AE doing farms but thats what they want and they are welcome to it. I still solo, still join teams and do the TF and Trials as well. There are a lot more otions on how to play now and I see that as a good thing.
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I think I would have quit playing CoH if I hadn't started min/maxing some of my builds with IO's. (Also switching servers made the game more enjoyable...) That in turn, led to me building more toons. Building a perma-dom Dominator, or building some quirky builds, and giving it a shot with dipping my toes into PvP. By getting more out the toons I built, I got more out of the game.
I used to run on just SOs, but then I took an arrow in the knee.
Now I run on IOs and all those arrows miss me because of my softcap Back to adventuring for me! \o/
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I'd have quit the game a while ago without IOs - what I wish never happened was Incarnate stuff past the Alpha slot. Nothing makes you feel as insignificant as having an IOed-to-the-gills toon go try to solo a spawn, only to have someone one-shot the entire spawn before you get there with their Judgement.
I know I can get one too, and I know that I don't have to team with a bunch of other incarnates. But it's still annoying. |
I think that's more a 'problem' with uneven teams, where you have lowbs tagging along with top end characters - that's unavoidable unless you want to break up the sidekick system, which would be a horrible idea. If you don't want to feel underpowered on a team, stick to teaming with other characters that are on your level, don't lobby to bring down other peoples characters to your level.
Speaking to the original subject of this thread - I LOVE IO's. They add complexity and depth to the character creation process, which really is the strength of this game. If they went back to the 'good old day' when there weren't any IO's, this game would die a very quick death.
Are IO's too powerful? Absolutely not. The endgame content for characters who are fully IO'd up is clearly challenging. Regular content can be made challenging by upping the difficulty, or simply picking enemy groups that tend to offer a challenge to just about any build. If there are still a few players that feel unchallenged, the devs could up the difficulty option to plus 5, 6, 7 etc., and if anyone still cried 'too easy', it would be pretty easy to call BS. Another thing I'd like to see is allowing Incarnate characters to start taskforces by themselves or with less than the minimum team size. But in reality, most of the people who cry too easy, are simply growing bored with the game and picking a reason to justify that feeling. Want a challenge uber gamer? Go try and solo keyes or the UG, that should keep you busy for a while.
Is defense too powerful? Absolutely not. For one, you have to build for it, often making sacrifices to do so, and truly beneficial defense only comes together late, and in most cases, end game. By then, you're playing the incarnate content which has plenty of defense busting mechanics in it. On top of that, defense busting mechanics were introduced in tip missions. Even before all of that, several enemy groups had abilities that crippled defense. There is plenty of content available that not only tests defense reliant toons, but flat out cripples them.
Could IO's use more options? Absolutely. As I've said, IO's were, and more importantly, are a great boon for this game. They should release new ones more often, and they should offer bonuses we don't already have access to, in order to offer even more build options. I'd like to see better bonuses for damage and resistance. And I wouldn't worry about offering 'too much' resistance bonuses, because like defense, resistance 'kryptonite' can be added to the game, just like they did with defense, not to mention, some of which already exists.
I understand that some people like to be 'challenged', but if you can't find a challenge in this game, at pretty much any level, you're doing it wrong. I don't see anyone breezing through an underground trial, and the ones that usually go smoothly are teams of 16 or more pimped out toons run by pretty experienced players. If most of the game was that level of challenging, bases would need to be changed to hospitals and the game would have to be renamed City of Sidekicks. I don't think I'm alone in saying that I want my fully IO'D/incarnate end game toon to feel powerful, and not be visiting the hospital every five minutes in most of the games content.
I love the benefits of IOs as much as the next guy, and I use them on all my characters. However, they sure do make a lot of powers and ATs feel broken or obsolete.
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So I don't feel that my characters are broken or obsolete. However, people who lack the ability to design powerful characters will feel otherwise.
I don't mind IOs as much as I mind Incarnates - hence why I didn't get one single Alpha slot on my toons.
I do understand your point though - I also dislike seeing 80% of the 50s soft capped for defense. Some sets lost its identity or uniqueness due to IOs.
On the other hand, this game is also a business. And the only reason why CoX (or any other MMO with this many years of existance) still exists is because of the tendency of making the game easier and more noob-friendly. If it still took a casual player 2-3 months to get to L50, the game would be long gone. If we were still in the SOs era, the game would be long gone. If we didn't have the Incarnates and Freedom, the game wouldn't have half the population it has now. And, let's face it, most people who try Freedom will eventually try at least 1 month VIP. Tching-ching.
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Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]
If IOs never happened this game would have never been fun for me, IOs are a huge chunk of the fun imo.
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In my hypothetical perfect MMO all characters could achieve the maximum level of power and ability through casual play. Only skill would set players apart. There would be no high-priced uber loot and nothing that required hours of grinding away at specific tasks. We actually did have that system for a while, before Hami-O's came along. But that's not to say everything was perfectly balanced in the pre-Hami world either. In that hypothetical perfect game, all the customization available from IOs would be built in to the powers and would not require crafting or trading.
However, in the game was actually have to work with, I do like the IO system. I like the level of customization it provides, and I don't think that the uber loot is too extremely damaging to balance. Certainly not as bad as Hami-O's used to be. The style of gameplay has changed, and not always in ways I like, but I don't blame the IO system for all of that.
I can say without a doubt if IOs never happened I would have left this game a LOOOOOONG time ago> Heck I'm still waiting for the devs to wake up and realize they need to add 1 or 2 sets to Targeted AoE. Preferably sets with decent recharge this time.
Who do I have to *&^% around here to get more Targeted AoE recipes added?
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Arc ID: 413575
I wouldn't mind seeing 10-20% resistance being readily obtainable vs a few different types of damage types through sets. I wouldn't like to see 40%+ just being given out freely. This 'small' amount of 10-20% would let tanks like Willpower and Brutes such as Inv hit the cap. Making it mutually exclusive to the defence sets, as a substitute instead of compliment, would go a long way to keeping balance.
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I like this basic idea, but I might dial it back a bit and say that one should be able to get 20-25% resistance to popular damage types like S/L, F/C, or Energy, *OR* 10-15% to types like Neg, Toxic, or Psi, but not 10-20% across the board. Just to keep things interesting.
Thus you could more easily plug a hole to say Toxic/Psi, or ramp up your resistance to big damage types like S/L and C/F, but being totally invulnerable to everything would still be hard.
Also: status resistance: why are those values so low as well? I'd like to have the option to slot (in a meaningful way) for that please.
P. P. S. Also, powers that do both damage and control seem to have few options. My Fortunata had a tough time slotting Domination (Hold+Damage). There are hold IO sets, and Damage IO sets, and nothing like Targeted To-Hit Debuffs for that set. I had to frankenslot.
I'd like to see a Hold set that also enhanced Damage. I think a lot of controllers would like that one.
P. P. S. Also, powers that do both damage and control seem to have few options. My Fortunata had a tough time slotting Domination (Hold+Damage). There are hold IO sets, and Damage IO sets, and nothing like Targeted To-Hit Debuffs for that set. I had to frankenslot.
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For example, all sets enhance recharge and endurance. Many sets used in powers that usually require toHit rolls enhance accuracy. Sniper sets enhance interrupt (a very narrow example). But other operational aspects of powers are usually the only thing the sets enhance. Damage, Healing, Defense, Resistance, Hold Duration...
The only example IO set category I can think of that provides cross functional enhancement like this is slows. It always struck me as incredibly weird that Slow sets provided damage enhancement, and made me wonder if the designer of that set had a thing for Ice Blast.
(I frequently frankenslot Dominate with Acc/Mez and Dam/Mez HOs, with a few pieces of a ranged set like Thunderstrike.)
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
I love the benefits of IOs as much as the next guy, and I use them on all my characters. However, they sure do make a lot of powers and ATs feel broken or obsolete. Part of me wishes that the invention system was only ever crafting temp powers. I love using craftable temps on my characters, and would love it even more if there were more options. Keep in mind, I'm in no way advocating that IOs be removed or anything like that. They've been around far too long to go back now. I was just wondering if anyone else ever longed for the good old days when teams ran around more often because it meant something more than "those people I need to start the TF".
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To be sure, there was a lengthy period after ED where toons felt pretty mediocre
compared to pre-ED days.
That said, Inventions allowed us to go back to feeling like we had truly powerful
characters once again.
Additionally, multi-aspect IOs that never expire actually allow toons to build-in
a more consistent performance level where you can enhance more than just
the core attributes, and effectively do so earlier in the toon's career.
By that, I mean that if you graphed SO's performance, you'd see a sawtooth
effect from slotting a set of +3s that gradually decline to 0 (or even -1) before
jumping back up when the next batch of +3's get slotted.
With IO's, once slotted, performance is smooth and consistent from then on,
and I definitely don't miss the 5-level replacement cycle we used to have (even
though I know other players are still content with that approach).
Finally, the third consequence of IO's - the Markets (WW/BM), have also been
a huge benefit in two key ways - first, by giving me access to IO's I'd otherwise
typically not have access to (tf/trial pool drops for a solo player, for instance),
and secondly, by providing a mechanism that allows me to earn enough inf to kit
out any/all of my toons easier than at any other time in the game's history.
I surely didn't enjoy the transition period from ED to IOs, but I wouldn't want
to go back to pre-IO days.
Regards,
4
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For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
If IOs hadn't come a long... I'm sure I'd be playing another game by now.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
I love the benefits of IOs as much as the next guy, and I use them on all my characters. However, they sure do make a lot of powers and ATs feel broken or obsolete. Part of me wishes that the invention system was only ever crafting temp powers. I love using craftable temps on my characters, and would love it even more if there were more options. Keep in mind, I'm in no way advocating that IOs be removed or anything like that. They've been around far too long to go back now. I was just wondering if anyone else ever longed for the good old days when teams ran around more often because it meant something more than "those people I need to start the TF".
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I only IO certain characters that I really like. It's tedious but it makes me feel good that some of my characters grow into something that are much stronger than a regular Hero or Villain.
Like some of you have said, I wish the dev could balance set bonuses more. I still don't know why they add that useless "Debt Protection" there. Debt is so not important now. That's one waste of spot in Aegis!
I am also waiting for more purple sets for Fear and other stuff.
As for not having enough teams to run around...well, I think players are just really spread out now. You have people who mostly only grind incarnates and those that only do sewer runs. There's not enough people in-between especially on the red side. But I don't always need a large team. I find that sometimes a large team is more annoying than a small organized team. The only down side is that certain TFs require more people.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
From what's been discussed, the intention is that they will be able to be traded on the Auction House, to compensate for the random delivery system of the "Super Packs". There has been some vocal negative feedback to the Super Pack concept, so it's possible things may change, but they seem likely to proceed as something planned for some time now.
I don't think it's a good idea, personally, for reasons that aren't game/AT balance-related. |
"Champion (the Community Server... or GTFO) is like a small town where everyone knows each other's names, for better or worse." -kojirodensetsu.
"If all you have is a hammer, everything looks like a nail." - Maslow's Hammer
I used to run on just SOs, but then I took an arrow in the knee.
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Anyways...
IOs are fantastic. It allows blasters to really stay alive a lot longer.
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P. P. S. Also, powers that do both damage and control seem to have few options. My Fortunata had a tough time slotting Domination (Hold+Damage). There are hold IO sets, and Damage IO sets, and nothing like Targeted To-Hit Debuffs for that set. I had to frankenslot.
I'd like to see a Hold set that also enhanced Damage. I think a lot of controllers would like that one. |
I can't imagine the state the game would be in without IOs being introduced. Well, I can, I just don't think I really like the image it conjures. Without IOs, what are we left with? TOs, DOs, SOs, and HOs. So up until level 50, your pretty much looking at SO builds. With the introduction of ED way back when, the number of truly "viable" combinations for slotting using non-IOs is limited, to say the least. Once you have the HOs you want, what is there to spend inf on? Nothing...ever. Also remember, without IOs, there would not have been a market, so acquiring those HOs you would be looking for would mean taking the time to find players to trade/buy/sell with or running Hami raids repeatedly until you got what you were looking for.
That's precisely how this game was prior to the introduction of the invention system. You got to 50, you got your enhancements, and after that, you just started racking up cash until you hit the cap. By the time CoV came out, there were tons of people on the hero side, who were already at the inf cap. The release of Issue 6 and CoV didn't really do much to change that. The only thing introduced as a "money sink" was the ability to convert inf into prestige for building SG bases. So okay, you had several SGs immediately have fully stocked bases on the Blue Side, and there were STILL a ton of people who were at, or near, the infamy cap.
Truth be known, I think they should come out with new IO sets once or twice a year. By doing this, they would rotate what's "hot" in both recipes and salvage. Doing this would make it more of a "constant" sink instead of a situation where "okay, I finally got this guy purpled out, now I can just accumulate cash."
- Garielle