The CO Community & You
Ah, I see. You're saying that, since CO has a tiny limited selection of elemental powers, that means I should rethink my Elec/Invuln Brute as a Blaster, and rethink my Grav/Elec/Mu Dominator as a Blaster (with exactly the same powers as the former brute), and my Dual Blade/Electric Scrapper as a blaster, any other concepts I've ever had for electricity-using characters as a Blaster, and then all my problems will go away?
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CO is missing a lot of ****. We know. But you also have to think outside CoH ATs as well. For instance, your Dual Blade/Electric Scrapper, you could easily remake him with
Dual Blade attacks + sparkstorm (PBAOE) + electric sheath + whatever else you wanted to pick up
Same with the Invulnerability Brute, except switch out Dual Blades for Might.
The only thing not recreated would be your grav dom, and its not because you would have to make it a "blaster", but simply because CO doesn't have grav abilities yet. (unless you want to play the Force powers as grav. but I dont think you would go for that)
"Blaster" is not an archtype in CO. Wait, it kind of is for Silver players, but then again why would anyone choose to level on the restricted archtypes? It would be like playing CoH without enhancements
There is no energy melee set...
yet.
There are some tokens that were recently added, like the expanded laser sword attacks that get buffed by electric form, but not a full set.
You'd also be limited offensively, since all electric form does is buff Electric, Sonic, and Particle-type attacks, while punches and kicks are all Crushing damage.
So, basically, it'd just be a pretty visual with no actual effect. |
So if what you really want is an electric-themed character who can mix it up in melee, I don't think the damage-type discrepancy should be a deal-breaker. Pump up STR, offense, and crit and go to town with your glowy-fighty guy.
Not saying it's a great solution, just that you can make an electric-melee concept work in a pinch. Every game is bound to have conceptual limitations. CO is about six thousand light years ahead of DCUO in that respect, for what it's worth.
It wasn't Jack's call, it was Roper's and Roper did a public mea culpa right after the patch hit, but said it was necessary for the game and would be staying. Jack was the idea guy for CO, but other people implemented the systems and did the balance passes. The confusion comes from Jack's willingness to place himself in front of the crap that gets flung at his developers.
This is a VERY, VERY good thing for a boss to do. I've worked for bosses who routinely throw their workers under the bus. And it sucks. That said, I think he has a tendency to speak off the cuff (or with an incomplete knowledge of the situation) which gets him into trouble, but WTH. |
Still, I'd think that a massive launch-day balance pass isn't purely a mechanical decision; it's also a significant PR decision. So I can imagine the higher ups over at Cryptic at least having been consulted on the matter. I don't for a moment think that Jack was elbow-deep in the numbers; I do think it's possible that he had a looong talk with Roper and crew about just how urgently the game needed to be rebalanced.
The timing is interesting, is all. It's suggestive of a development studio that was desperate to avoid having to drop the balance hammer after players got well and truly accustomed to the game's working a certain way.
"Blaster" is not an archtype in CO. Wait, it kind of is for Silver players, but then again why would anyone choose to level on the restricted archtypes? It would be like playing CoH without enhancements
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*shrug*
Maybe I'll feel different after I apply that 60 day timecard I picked up on Amazon for eight bucks.
But I don't see the game getting hugely more entertaining for me- I'm not a person who generally appreciates a massive range of power options or perceives character construction as a major game draw. It'll still be WoW in tights whether I'm playing as The Inferno or some other, more involved template.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
"Blaster" is not an archetype in CO. Wait, it kind of is for Silver players, but then again why would anyone choose to level on the restricted archetypes? It would be like playing CoH without enhancements
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If COH does go under, then I'll eventually sub for CO. For now, though, I'm enjoying my archer and my radiant hero .
Greetings are who are doomed.
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
Yeah, to this day I find that decision mystifying. I mean, I understand the fear that you'll release the game with vastly overpowered players, and I understand the reasoning that big-time balance adjustments should happen sooner rather than later (all else being equal), because you don't want your playerbase to become accustomed to one thing and then hit them over the head with the other.
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Not specifically to pick on whoever said that (I forget) because our devs have said some inexplicable things regarding the game's design as well, but there's no way that's true. Either its false and the developer who said it knew it was false, or its false and the developer who said it thinks its true. I'm not sure which possibility is worse.
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No, no, no. DCUO gives us the official word: A superman concept must be a fugly ice-golem looking dude!
(And, btw, although it may be true that you can't add electric damage to melee attacks, you could use electric form in melee range. That'd approximate the aesthetic of an electric-themed melee character. The only problem is that electric form is an offensive passive, so you'd be limited defensively.) |
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What was said at the time was that they had a massive spreadsheet that allowed them to adjust the balance for the game globally, by changing a few variables that would rebalance all the powers and gear everywhere, so that's why the launch nerf was so widespread: a global rebalancing decision made lots of changes all over the place to rebalance the game.
Not specifically to pick on whoever said that (I forget) because our devs have said some inexplicable things regarding the game's design as well, but there's no way that's true. Either its false and the developer who said it knew it was false, or its false and the developer who said it thinks its true. I'm not sure which possibility is worse. |
Do you think ... Maybe the quote's author is the same 8-year-old prodigy responsible for the automated muting system?
Yeah, never bothered with them because the whole thing was poorly conceived from the get-go.
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I still have a few unused power replacers in my characters' inventories.
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For another thing, a lot of City of Heroes' melee sets made almost no sense to me. I've gone over how silly I found the concept of "punching with darkness" and so on.
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To a large extent, City of Heroes has trained us - trained ME - to look at super powers and costumes only a certain way. |
At the end of the day, that's all it really is here. Ultimately, damage is damage. Giving it a type is just fluff.
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The sets were designed to have unique mechanics and behaviors to differentiate between them(even though I personally feel they never did enough in this regard, that's probably more engine limitations than anything else).
What many people are suggesting in this scenario is the Champions equivalent of playing a Street Justice character, Using a Combat Aura, and putting an energy damage proc in the tier 1. And then maybe taking an electric mastery epic.
I think you can understand that is nothing like the concept of "Electric Melee" when you compare it to an actual Electric melee set.
It's not even a pale imitation. It's a cow with a horn stapled to it's head and "Unicorn" painted on the side.
Think of it this way. The last time I played Champions a good bit of advice I was given about Power selection was to pick three or four "Bread and butter" attacks. The first two being your energy builder and the starter power, the third most likely some manner of AoE and the fourth being a "facilitation" power that helped you do what you needed to do, Like a Lunge or Pull power for melee characters. Then, of course, you pick your passive, your energy unlock, a heal, and that's about it. The rest was for "Flavor" or "concept".
What people hoping to have more "special melee"(and also control or support, this is getting lost in the conversation) need in this situation is for the "Bread and butter" powers to be the "Special melee" options. Having "Normal" Martial Arts punches and kicks, as the bread and butter, and electric blast attacks as "the flavor" is a different thing entirely from "electric melee" It's the Champions Equivalent of an Electric Blast/Martial Combat blaster. Again, not the same
Originally Posted by Sam Tow
For another thing, a lot of City of Heroes' melee sets made almost no sense to me. I've gone over how silly I found the concept of "punching with darkness" and so on. Mind you, I'm not dissing people who like it. I have numerous characters who do just that. But in a big way, I picked those characters because I wanted the element on a character who had status protection, not because I wanted melee. In fact, Inna herself, who is now an Energy/Will Brute, used to be an Energy/Energy Blaster. The thing is... I've tried to do it, and I can't visualize how someone would punch with energy in a way that doesn't involve shooting energy.
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Interestingly, this is pretty much exactly my problem with Champions. Basically you're thinking "Why would someone use their energy blast powers to punch?" based on the assumption that there's only one type of energy power: blasting.
This is not the case, simply because it's fictional and obeys the rules set by the fiction. There are no types of energy powers until the fiction says so. And they only behave in the way that the fiction say they do. It's not "energy blast powers used to punch" It's "Energy Punch" that's the beginning and end of the power concept. Until it is stated otherwise, that is it. Just "energy punch"
What you think you are looking at is:
A man, with a gun strapped to his waist, choosing to fight hand to hand with all his enemies and never use his gun.
To which you respond:
"Why doesn't he use his gun?"
What you are actually looking at is:
An unarmed man fighting unarmed.
To which you respond:
"Why doesn't he use his gun?"(that he doesn't have)
Originally Posted by MrPlayskool
There is no energy melee set...
yet. There are some tokens that were recently added, like the expanded laser sword attacks that get buffed by electric form, but not a full set. |
What's interesting is, while Archetypes was an absolutely terrible way for the game to go free, it seems to have caused a shift in the thought process of the Devs.
Because Archetypes are designed with the intent to emulate popular fictional characters, it sometimes comes up that there is no "proper" power to express certain concepts intrinsic to the Character type. For instance The Fist and The Master would suit pretty much the same concept, but the need to display a difference in fighting style creates the differently animated but almost completely identical powers they have. It's pretty much just a Martial Arts Scrapper and a Street Justice Scrapper.
Another example is the Night Avenger Archetype. Which adds a few powers to both the fighting claws set and the Gadgeteering set in order to better flesh out the concept.
There also doesn't seem to be much of a balance consideration in regards to how many powers can be in a set, which is good, as it means more can just be added. It's likely that these concepts ("elemental melee/control/buff) will find their way in, eventually.
I've found that the biggest gap between Champions and City (excluding my personal opinion about both) is just one of content. Champions has power options that City of Heroes doesn't have, and City of Heroes has power options Champions doesn't have. As Both games release new power concepts, the gap changes.
When it launched, Champions had Dual Pistols Powers, and City of heroes didn't. City of Heroes closed that gap with the Dual Pistols Set. Champions allowed people to use dual pistols and martial arts together, and City of Heroes closed that gap with...... aw man...
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When it launched, Champions had Dual Pistols Powers, and City of heroes didn't. City of Heroes closed that gap with the Dual Pistols Set. Champions allowed people to use dual pistols and martial arts together, and City of Heroes closed that gap with...... aw man... |
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Wow, this thread has really evolved into some interesting discussions! I just wanted to say thank you to the original poster for the welcome and the information about Champions Online. The sad event of us facing the loss of our game we care about so much has really brought out the best in a lot of people (and the worst in a few, but we won't talk about that). Your invitation is very heartwarming, and it's easy to tell you understand how we're feeling right now. I appreciate that more than you'll ever know.
I've spent some time with a new toon (L25) and an old one (my only 40) ...
And I can't honestly say I like CO all that much.
And I think it boils down to two things: I like marketeering / crafting in CoH; I like the chattiness of CoH's community while teaming.
I think the problem you're having is that you're sort of imposing your own, inaccurate interpretation on a very literal power concept that doesn't have much room for interpretation.
Interestingly, this is pretty much exactly my problem with Champions. Basically you're thinking "Why would someone use their energy blast powers to punch?" based on the assumption that there's only one type of energy power: blasting. This is not the case, simply because it's fictional and obeys the rules set by the fiction. There are no types of energy powers until the fiction says so. And they only behave in the way that the fiction say they do. It's not "energy blast powers used to punch" It's "Energy Punch" that's the beginning and end of the power concept. Until it is stated otherwise, that is it. Just "energy punch" What you think you are looking at is: A man, with a gun strapped to his waist, choosing to fight hand to hand with all his enemies and never use his gun. To which you respond: "Why doesn't he use his gun?" What you are actually looking at is: An unarmed man fighting unarmed. To which you respond: "Why doesn't he use his gun?"(that he doesn't have) |
The problem I have with this is that once I start writing free-hand fiction for my characters that have, say, Dark Melee, I run into a brick wall immediately. "Well, what does that mean?" Well, you could say it's just like punching, only your hands smoke evil, but that's visually very unimpressive, not to mention practically not terribly different from just punching people. There's a huge disconnect between what you SAY a character is doing and what you can SHOW a character doing in such a way that it makes a lick of sense visually.
You can say your character is a martial artist who uses kinetic energy attacks and I wouldn't argue with you for a second. However, when you put that character next to a martial artists who just happens to have magical glowing gloves that make him punch harder, you'll end up seeing the exact same thing. Once that's the case, I'm perfectly fine with giving just one Martial Arts set and handling the difference with hand auras. Which I have, actually, in City of Heroes itself.
I'm not saying Champions does it right, mind you. "Stone" powers there are tank powers, so they involve armours and punches, but no serious control powers like turning people to stone, liquefying the ground, raising dust storms and so forth. Similarly, stuff like "Celestial" powers are support-centric, offering you only a VERY small pool of attacks and a comparatively large pool of buff, heal and resurrect powers. That game has far too many sets pegged as doing only one single thing when they could do much more than that.
However, I don't need redundant powers that look the same but have a different hand effect. I don't need ten versions of Air Superiority with fire, energy, ice and other effects. One Air Superiority is fine if I can give it all of these effects. Damage types do matter, but most Champions PvE enemies don't have much in the way of damage resistance anyway, so you don't have to worry about cutting robots or burning fire enemies.
Basically, my problem is that you can't always SHOW everything you can SAY, and "punching with darkness" is exactly in that spot for me. In fact, that's exactly what Dragon Ball Z suffered from - everyone was supposed to have these different, unique, special techniques that only they could pull off, but at the end of the day, everyone was throwing seemingly the same fireballs and delivering seemingly the same knee and elbow strikes, with the only difference coming from how the gawking support characters would describe them. Sure, Son Goku's aura was red because his Kaio-Ken technique was red and Vegeta's aura was blue because... He was wearing blue tights, but again - that's a superficial difference.
What I'm saying is I'll never argue with how you explain something, but I might argue about exactly how specific that something's representation needs to be. I just wish Champions' animations didn't suck so hard.
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.
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Five out of eight Dark Melee attacks don't even involve physical contact. You literally do not even touch the enemy at any point, except maybe by accident if they're positioned wrong, during the animations of Dark Consumption, Soul Drain, Touch of Fear, Midnight Grasp, and Siphon Life. (And one of the remaining three is clearly not a normal maneuver.) If it's supposed to look like something other than normal punching plus darkness, I'd say it succeeded. (Although I too have found that particular set to be exceptionally narrow, conceptually speaking.)
Five out of seven Electric Melee animations are more about interacting with the electricity than with the enemy. Kinetic Melee looks like it might be a dance routine, but definitely not something you'd do in a fight. Fiery Melee contains three weapon attacks, one breath attack, two "hold this for a sec" pushes, and only one power that resembles a punch.
If you removed all the special effects, a character using Electric, Kinetic, Fiery, or Dark Melee would look nothing like anyone using remotely sensible fighting techniques. And taking any kind of remotely sensible fighting technique and adding any hand FX you can conceive of would not get you something that looks like Electric, Dark, or Kinetic Melee.
If you removed all the special effects, a character using Electric, Kinetic, Fiery, or Dark Melee would look nothing like anyone using remotely sensible fighting techniques. And taking any kind of remotely sensible fighting technique and adding any hand FX you can conceive of would not get you something that looks like Electric, Dark, or Kinetic Melee.
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You're talking about extremely old sets that all use the same animations. It's utterly alien to me how you can say Electric Melee is more about "interacting with electricity" when it has Air Superiority, two punches, a palm thrust, a jumping double axe handle and pretty much only a couple non-contact attacks, those being Lightning Rod and Jacob's Ladder. And again, the "non-punching" attacks ARE represented in Champions.
It's the punching attacks that are missing. If you're perfectly capable of imagining that Dark Melee never punches... Why is not having punches in a dark set a problem, then? That's exactly my point - I couldn't imagine my energy user punching people as her main mode of offence, so I went with ranged attacks. I would have done the same in City of Heroes if Blasters didn't suck. In fact, Inna was a level 50 Energy/Energy/Force Blaster before I rerolled her as an Energy/Will Brute.
Again, if you don't see Dark Melee as punching with darkness, why is it important to replicate punching animations with darkness in another game? Wouldn't that be your opportunity to pick something that corresponds to what you actually see?
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.
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Palm thrusts like Incinerate and Chain Induction? No, I don't think those would be particularly sensible attacks, without the elemental FX. I know there can be sensible palm attacks, but to me those don't look like them.
As regards Electric Melee: it has Charged Brawl and Havoc Punch as punchy things go, then it has Jacob's Ladder, Lightning Rod, and Thunder Clap that don't strike the target at all, Chain Induction which is a quick touch the target to transmit charge, and Thunder Strike which is far too slow and goofy to look like a plausible maneuver (at least, IMO).
But anyway, I kinda wandered off-topic with this and back to CoH only, rather than as it relates to CO. I personally haven't felt particularly restrained by the absence of elemental melee powers in CO, but I'd probably use them if they were there.
You completely misread the problem I'm having. To me, elemental melee powers (aside from elemental weapons, obviously) are things you can describe in words, but which TO ME make no sense in actual practice. City of Heroes may be visual, but it still suffers from a lot of the limitations of "verbal combat" like what D&D has. You can say you did a lot of things and you can craft systems around them that have them make sense, yet end up with things that just don't work when put into a movie or a cartoon.
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I'm not saying Champions does it right, mind you. "Stone" powers there are tank powers, so they involve armours and punches, but no serious control powers like turning people to stone, liquefying the ground, raising dust storms and so forth. Similarly, stuff like "Celestial" powers are support-centric, offering you only a VERY small pool of attacks and a comparatively large pool of buff, heal and resurrect powers. That game has far too many sets pegged as doing only one single thing when they could do much more than that. |
Celestial actually has two powers that heal and do damage, and two pure damage powers, which makes it a bit less "tiny". It has fewer pure heals than it does damage-dealing powers.
There are also powers that do some of the control effects you've listed. Earth has quicksand, for example. What this game does not have is purely dedicated control to the degree that controllers have.
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This is a VERY, VERY good thing for a boss to do. I've worked for bosses who routinely throw their workers under the bus. And it sucks.
That said, I think he has a tendency to speak off the cuff (or with an incomplete knowledge of the situation) which gets him into trouble, but WTH.