Summer Event Preview Live!!1


Agent White

 

Posted

Quote:
Originally Posted by Tater Todd View Post
There also needs to be a way to have this Global ins all powers Damage or not...If so there's going to be a lot of new toons cooking in my mids cauldron.

Claws
Kinetic Melee
Peacebringer
Storm Defender/Corr
Bonfire
Repel from Kinetics would be worth taking

ect!
Oh yeah, its a total gamechanger* for many powers. IMHO

*That is if you prefer KD to KB.

I can see this IO selling for lots.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

 

Posted

Quote:
Originally Posted by Zwillinger View Post
Negative Ghost Writer. Harbiter Awk confirmed they're not catalyzable.

I just made a new word.

Boom.
Catalytic is not going to be happy about that.

Quote:
Originally Posted by Zombie Man View Post
I have a feeling I'll be posting this regularly for the next few months. .....
Catalysis, noun - the process of speeding up or causing a reaction, accent on second syllable

Catalyst, noun - the thing causing the reaction, accent on first syllable

Catalyze (catalyzing, catalyzed), verb - to cause catalysis to happen, accent on first syllable

Catalytic, adj. - pertaining to catalysis, accent on first syllable.
Say no to: Catalytizing, catalystizing, catalyzation, and catalytization. They are not the right forms.


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Posted

Quote:
Originally Posted by minimalist_NA View Post
Well, let's compare.

The "few" powersets that lose effectiveness when critters are scattered around:

1. All melee ATs.
2. Anyone using targeted enemy-group-based buffs/debuffs (Fulcrum Shift, Heat Loss)
3. Anyone using location-targeted AoE effects (Tar Patch, Shadow Field)
4. Anyone using AoE effects in general, for that matter
5. Anyone with short-range ST ranged attacks in regular rotation suddenly finding their targets knocked out of range.

Powersets that benefit from having targets scattered all over creation:

1.

...
Most powersets also lose effectiveness from dying. Willpower, Dark Armor, and Fiery Aura are notable rare exceptions. Why does the game allow players to die?


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Posted

Quote:
Originally Posted by Arcanaville View Post
Most powersets also lose effectiveness from dying. Willpower, Dark Armor, and Fiery Aura are notable rare exceptions. Why does the game allow players to die?
Hear! Hear! Arcanaville supports player immortality! Neidan powersets for everybody!


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Most powersets also lose effectiveness from dying. Willpower, Dark Armor, and Fiery Aura are notable rare exceptions. Why does the game allow players to die?
I see what you did there.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

Posted

Quote:
Originally Posted by Tenzhi View Post
Hear! Hear! Arcanaville supports player immortality! Neidan powersets for everybody!
I'm all for it, but technically I should have said the game allows characters to die. It also allows players to die as well, but even fewer players are effective after death as characters are.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Most powersets also lose effectiveness from dying. Willpower, Dark Armor, and Fiery Aura are notable rare exceptions. Why does the game allow players to die?
What powers have dying as a secondary effect?


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by EvilGeko View Post
What powers have dying as a secondary effect?
Self Destruct.

And indirectly: potentially anything with a crash.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Tenzhi View Post
Self Destruct.
Correct, a fun power that comes as part of a costume pack offers a non-debt death. Is that death sold as an advantage? Is it not implied that the secondary effect isn't necessarily a good thing?

Knockback is sold as some kind of advantage, when it is almost always a detriment. The analogy Arcanaville sets up is inapposite. The game allows players to die to represent failure. I'm not sure, but it seems that Arcanaville is saying that knockback is in the game to represent failure.

If that's what she meant, I agree and am glad we are finally getting a way to correct that mistake.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by EvilGeko View Post
What powers have dying as a secondary effect?
You haven't played a blaster in a while have you?


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

Quote:
Originally Posted by EvilGeko View Post
What powers have dying as a secondary effect?
A few do, but I don't see how the source of the effect is relevant. More directly, many things in the game have as their *primary* intended effect an attempt to kill the player.

Some people don't like scatter but I'll bet even more don't like dying. And yet the game explicitly tries to kill you, while it does not explicitly force you to scatter enemies nearly as often. I should not have to state the obvious, that just because players don't like a thing that does not mean the game would be better without that thing, and therefore any attempt to argue the justification of a game element by appealing to the percentage of players that explicitly enjoy that game element is, or at least should be, worth exactly nothing in and of itself to a game designer.


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Posted

Quote:
Originally Posted by EvilGeko View Post
Knockback is sold as some kind of advantage, when it is almost always a detriment. The analogy Arcanaville sets up is inapposite. The game allows players to die to represent failure. I'm not sure, but it seems that Arcanaville is saying that knockback is in the game to represent failure.

If that's what she meant, I agree and am glad we are finally getting a way to correct that mistake.
All good game designs - all of them - offer choices to the players that do not have obvious optimal solutions**. Choice with obvious optimal solutions are not real choices, at least none a legitimate game designer should take credit for. The most obvious way to provide non-trivial choices to players is to atomically bundle different things that cannot be identically optimized. Basically, that's the heart of advantage/disadvantage game design that no one alive has found a way to improve on, and I think is very likely to be mathematically impossible for any game that values player choices explicitly within its design.

Knockback is one of those rare effects in City of Heroes that is tactically neutral: it can have advantages or disadvantages depending on how it is deployed and depending on the skill of the player, and depending on the particular situation it is used in. Eliminating or greatly curtailing that aspect of knockback would be a case where the devs elected to take one of the few mechanically correct things in the original design of the game and nullifying it for no game design benefit. If the only game design benefit is "players would rather not see scatter" I reiterate that more players do not want to die, and accepting one preference without accepting the stronger one and altering the design of the game around it is not something I would be proud to put on my resume.


** Anything that doesn't offer such choices might be good, but its not a game


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Posted

Quote:
The conversion (Knockback to Knockdown) happens 100% of the time; if the power you slot this in does not have Knockback in it then it adds a proc to do Knockdown.
Beautiful.

Both this IO, and the inevitable reaction from the haters and forum goers pretending to do whatever suboptimal strategy for the sake of looking different and "cool".

Just beautiful.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
All good game designs - all of them - offer choices to the players that do not have obvious optimal solutions**. Choice with obvious optimal solutions are not real choices, at least none a legitimate game designer should take credit for. The most obvious way to provide non-trivial choices to players is to atomically bundle different things that cannot be identically optimized. Basically, that's the heart of advantage/disadvantage game design that no one alive has found a way to improve on, and I think is very likely to be mathematically impossible for any game that values player choices explicitly within its design.
Ice Blast and Fire Blast have secondary effects that cannot be identically optimized. Ice Blast's slows and -recharge is valuable in places where Fire's DoT damage isn't. At times both are useful. Never, in my experience, have either been a detriment. I can't say the same for Knockback. In my opinion, Knockback is not an example of a good tradeoff of advantages/disadvantages. It's mostly disadvantage. Which means it's an obviously poor choice.

Quote:
Knockback is one of those rare effects in City of Heroes that is tactically neutral: it can have advantages or disadvantages depending on how it is deployed and depending on the skill of the player, and depending on the particular situation it is used in.
The advantages of Knockback are not worth the disadvantages. That's not an opinion. Knockdown offers almost all of the same advantages with none of the skill required. In general, I agree with your premise. I think whenever a power or effect requires greater skill to leverage than average it should offer greater advantages. But that's not what Knockback is. It's almost the opposite. It offers inferior advantages to similar effects while at the same time requiring specific scenarios and skills to shine. That's broken.

Quote:
Eliminating or greatly curtailing that aspect of knockback would be a case where the devs elected to take one of the few mechanically correct things in the original design of the game and nullifying it for no game design benefit.
Well, I disagree that it's mechanically correct. I think that's absurd. Over the years folks have offered what I thought would make KB mechanically correct and that is additional damage when KB applies. KB then provides a benefit for its higher skill requirement. Now it offers nothing. The game design benefit I see is that players who care can now eliminate the detrimental aspects of knock effects while retaining their benefits.

Further, I think it's incorrect to say it's being 'nullified'. A toggle that turned KB off at no cost would be nullifying it. What is being done is providing a reward that allows those who wish to nullify the detrimental aspect of knock. That's no different than putting an endurance siphon IO in Dark Regen. That eliminates the downside of that power's endurance cost. That's what IOs do, they allow you to be more than you are at base. But you have to earn or purchase them. How is this different?

Quote:
If the only game design benefit is "players would rather not see scatter" I reiterate that more players do not want to die, and accepting one preference without accepting the stronger one and altering the design of the game around it is not something I would be proud to put on my resume.
Players right now have tools to eliminate scatter from their game. I can choose never to make an Energy Blaster, kick any I see from my teams or quit teams where I'm not the leader. I can fully escape knockback in this game. All this IO does is allow me to play certain sets and still escape this pernicious effect.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by EvilGeko View Post
this pernicious effect.
Welp.

Personally I plan to take full advantage of this proc, hopefully to such effect that the devs notice how broken it is to be able to keep things permanently controlled while also doing farmy-damage to them.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
Welp.

Personally I plan to take full advantage of this proc, hopefully to such effect that the devs notice how broken it is to be able to keep things permanently controlled while also doing farmy-damage to them.
Yeah, I think I'll go with this stance, too on that IO. Go ahead, abuse it. See what happens. Maybe nothing does, maybe it turns out that the IO is too powerful in some powers, maybe even to the point of breaking something. I kind of hope it does, really. Not quite sure what power it'd be that would get that awesome from this, although I have a kindling of an idea.

There is an issue with knockback, but this thread isn't the one to deal with that. There's way too much joy of getting break the game in this thread to have any kind of constructive debate on knockback here.


Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"

 

Posted

Quote:
Originally Posted by EvilGeko View Post
The advantages of Knockback are not worth the disadvantages. That's not an opinion.
Its a statement of fact, and its false.


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Posted

Quote:
Originally Posted by McNum View Post
Yeah, I think I'll go with this stance, too on that IO. Go ahead, abuse it. See what happens. Maybe nothing does, maybe it turns out that the IO is too powerful in some powers, maybe even to the point of breaking something. I kind of hope it does, really. Not quite sure what power it'd be that would get that awesome from this, although I have a kindling of an idea.

There is an issue with knockback, but this thread isn't the one to deal with that. There's way too much joy of getting break the game in this thread to have any kind of constructive debate on knockback here.

there is only one IO made that was too powerful for the powers it was slotted in. Instead of fixing the IO, the devs removed the entire IO type from being slotted into the powers that use it a specific way.

Key game show music....

That IO was Triumphant Insult : Chance to Disorient. That one IO changed changed taunt auras to no longer accept IO sets. It is by far the most powerful IO ever made.


YMMV---IMO
Ice Ember

 

Posted

What are discussing again? The fact that there shouldn't be a way to turn KB into KD? Or the impact this IO will have on the game in general? Or the Slippery slope or the possible future of the Devs scrapping Kb? All of the above?



 

Posted

Quote:
Originally Posted by Tater Todd View Post
What are discussing again? The fact that there shouldn't be a way to turn KB into KD? Or the impact this IO will have on the game in general? Or the Slippery slope or the possible future of the Devs scrapping Kb? All of the above?
The inevitable change of knockback to knockin and how it's a horrible choice that will split the community and shatter this game.


 

Posted

Quote:
Originally Posted by Android_5Point9 View Post
The inevitable change of knockback to knockin and how it's a horrible choice that will split the community and shatter this game.
LOL

Oh you are serious?


Quote:
Originally Posted by Paladiamors View Post
I love you, I Burnt the Toast!

 

Posted

Quote:
Originally Posted by McNum View Post
There is an issue with knockback, but this thread isn't the one to deal with that.
So you have said before....in this thread.


Quote:
Originally Posted by Paladiamors View Post
I love you, I Burnt the Toast!

 

Posted

Quote:
Originally Posted by Ice_Ember View Post
there is only one IO made that was too powerful for the powers it was slotted in. Instead of fixing the IO, the devs removed the entire IO type from being slotted into the powers that use it a specific way.

Key game show music....

That IO was Triumphant Insult : Chance to Disorient. That one IO changed changed taunt auras to no longer accept IO sets. It is by far the most powerful IO ever made.
Yeah, I kind of see this set getting disallowed in quite a few powers, too. Like most placeable powers. Honestly, this thing needed a proper full beta pass before going Live.


Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Its a statement of fact, and its false.
Prove it. Prove how your infallible knowledge counters the collective wisdom of the playerbase.

EDIT: Let me take a stab at the counter-point. KB's advantage is that it removes an NPC from combat for a certain amount of time and it allows a player to position NPCs into hazards (like lava...oh wait, or over ledges, etc.) The disadvantages of KB is that it interferes with a large number of powers that rely on NPCs staying in a tight cluster. An abridged list of those powers include:

BLASTERS:

Fireball; Fire Storm; Inferno; Ice Storm; Blizzard; Rain of Arrows

CONTROLLERS:

Shadow Field, Quicksand, Volcanic Gasses, Conductive Aura, Static Field, Ice Slick, Spectral Terror, Carrion Creepers, Poison Trap, Venomous Gas

DEFENDERS:

Sleet (Freezing Rain), Tar Patch, Repulsion Bomb, Choking Cloud, EM Pulse, Disruption Field, Liquefy

TANKERS:

Taunt Auras (all); PBAoEs (all)

SCRAPPERS:

See Tankers above. Also see powers that are not taunts but PBAoE buff/debuffs


I would go on, but I need to get to KB's other disadvantages. Unless a player has a ranged attack, KB requires that the player close the gap to melee in order to defeat the knocked entity. That takes away time that could be used in killing. KB also can encourage some NPCs to switch to ranged attacks. Where you're dealing with AoE knockback this can make combat even more dangerous because now the NPCs are spread out and can't be easily dispatched, but can still attack the player. This hurts both melee and ranged characters to some degree.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

There are often times I'm fighting foes that have either few ranged attacks or weak ranged attacks. Most of these have some heavy damage melee attacks. Their AI seems to prefer closing to melee range.

When I knock them down they get back up and are quickly in range to use their heaviest hitting melee attacks. When I knock them back they get back up and either use a weaker ranged attack or take the time to run back into melee range to use their heavier attacks.

That's an advantage to knock back that even an elementary school student can understand.

The only disadvantage in that situation for knock back is if the foes are knocked through a geometry hole so that I cannot target them or attack them. And for that you blame the geometry holes, not knock back.

EDIT: Math not needed for that situation.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.