Biospark

Legend
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  1. I think the biggest thing that hurt the game as far as subscriber base (If there was anything at all) was GDN and ED. Those were pretty harsh pills for most avid players to swallow. Thats around the time I left to try other games, but NOT the reason I left.

    Certainly Endurance woes existed before these events AND after them, but I highly doubt a significant percentage of the original player base left due to that aspect of the game.

    And NOW, with the addition of IOs and all that they can do to help out, Endurance issues only exist for players prior to Stamina and not even for all of them. Some AT/Combos are worse off than some, but no one can Honestly say that the game is not fun because of this.

    Seriously people, I enjoy the game just as much today as I did that day 6 years ago, when shooting Energy blasts at a Villain can knock him halfway across a room, possibly slamming him against a wall. You could say I enjoy it more since we have "rag-doll" physics now as well. If I have to sit still once in awhile to rest, so be it.

    Think about where we are compared to games like EQ for instance. You want to talk about "resting" ! Endurance constraints exist for a reason, whether we agree with them or not, yet CoX has in it the most extensive tools to alter that constraint than any other game I have played. If this constraint is too distracting to your enjoyment of the game, there are plenty of other choices out there. Some games are just going to be popular for a smaller, select, and discerning fanbase.

    For me City of Heroes is THAT game !
    They will have to majorly screw it up in order to send me packing.
  2. Welcome to the world of Defenders !

    It is truly an enjoyable team support character, and speaking as someone who has played support roles in many other MMOs, I always get a good feeling after a successful team, knowing that my contribution was a major part of the success. Damage isnt the only thing that matters on a team

    I especially enjoy groups where everyone congratulates every other AT in the team except the Defender(s). Puts a huge smile on my face knowing that my contribution is subtle and hard to quantify.

    You will find the forums pretty helpful when you have questions, but you should be prepared to take criticism well, since there are more ways to play your Defender than you may be used to on other ATs.

    Congrats for seeing how fun this AT can be.
  3. Although I don't have particular ideas regarding how to "improve" AV fights, the idea of AVs scaling up in power based on team-size appeals to me. One of the big draws to this game as opposed to other MMOs is that you don't need a particular team mix OR a maximum team size. Got 8 people online, group up and go. Only can find 5 people, hey, still good to go. Want to solo, go for it. Team Size is not a limiting factor. Try to do a Heroic dungeon in WoW with only 4 people. Good Luck, unless you are so far above the level of the Dungeon that the rewards are not even worth the time spent.

    Additionally, I would be opposed to anything which caused team make-up to be MORE important than it currently is. Being as how my main is a support character, you might figure that this would appeal to me and make my Hero more "in-demand", but I really like how the game is flexible in team make-up. Anyone that has played the original "Everquest" knows what it was like waiting around in the Nexus trying to recruit an Enchanter, or a Cleric. No Thanks! Definitely do not want that.
  4. Biospark

    New Powers

    Quote:
    Originally Posted by blueruckus View Post
    You can also take Trick Arrow without taking Archery as the 'offensive' powerset. The same argument could be made that a bow is an offensive tool. So how could you take the 'support' powerset of a bow without taking the offensive one?

    I always went along with their (devs) explanation of why Shield Melee would not be allowed because they don't want to 'lock' you in to one powerset combo. However, once AR and DP were introduced for Defender/Corruptors, their explanation no longer made sense to me.

    Shield Melee/Invincibility would be ridiculous, but Trick Arrow/Assault Rifle (or Dual Pistols) is okay? Hmm...
    I can see your argument here and don't have an opinion either way on Shield Melee.
    Personally I would never create and play one of those combinations you mentioned.

    Trick Arrow - Dual Pistols ????
    I suppose there could be a role-play concept, but If I was packin around pistols with unlimited ammo, why the heck would I need a bow? Its just not a combination I would play.

    Having more powersets is a good idea, but what would be more cool to me would be to simply change shield charge into Shield throw. Having a Ranged Attack in a Melee set is not unusual and would eliminate the teleport effect which kinda bothers me. You have to suspend reality if your character is a "Natural" and if not, you have to ask yourself whether taking Teleport as a travel would make more sense. The "woes" of roleplay

    The powerset I REALLY want to see is a Staff Melee set. In the last MMO I played, I was a Warden with a 2-handed staff. The whirling animations and martial artistry was very entertaining. What was even more fun was that I was a primary support class, but was able to stand toe-to-toe and beat things up.
    Would love to see fancy Staff-swinging in this game
  5. Fire/Rad Corruptor sounds positively EVIL.

    You get good ST, good AoE, and the nice AV hunting debuffs.

    Dont take my word for it since I don't do AV soloing, but I like the potential of that combination. Probably would need to consider hover to keep big hitters off you.
  6. I dont see anything particularly wrong with your build.

    Global recharge is great. Slotting on your empathy powers is good.

    Absorb pain is not something I use on my Empath, but thats a personal choice.
    You could consider Vengeance at 49 instead and be able to slot one more LotG.

    Overall, If I made an Emp/DP I would probably do a few things different, but your build has nothing that stands out to me as needing to fix.
  7. Thanks for the suggestions I will look into these Villain options.

    You can see how this illustrates my point that character concepts have to make concessions. Since this system is not free-form, you are better off working from a combination and then building a concept that doesnt sacrifice the best "stuff" in a powerset.
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    Mind/Energy Dominator, Concealment pool. And if you want to be heroic, just wait for GR.
    Hadn't considered Villains really. How much would that combination give up by going minimal on the Mind powers (lets say Confuse, Terrify, Mass Confuse) ?

    I can see it being similar to not taking the Illusion pets.

    Lack of Total Domination could be leveraged by good slotting and use of Terrify, but how much would I miss Sleep or Dominate? Can the Assault powers mitigate without them ?

    For the record, I have Tried Dark-Energy, Illusion-Rad, Illusion-FF, Mind-FF, Mind-Rad and a couple Grav trollers as well.
  9. The counterpoints expressed here by Memphis_Bill really crystalize perhaps the reason the inherent powers we have are so... uhm, small.

    I have to conceed the point that Origin related powers would create issues for role-play.

    However, my feeling that just about every character I make that is role-play focused has to make "concessions" because the whole system is inherently "limited". Every MMO, in fact cannot hold a candle to the imaginations of the player base, so making any character will involve cutting corners.

    This is not a very good example, but its one of my own in-game troubles that I still don't have a decent solution for. I want to play a Magician that controls Light and Darkness.
    He wants limited mind control thru his Illusions, as well as light blasts and Invisibility, but NO PETS. There are alot of options to attempt this character concept, but they involve choices that leave off some of the best powers in a powerset for concept. (( Challenge issued : How to build a pet-less Illusionist))

    Very good discussion in this thread. Thanks everyone
  10. Biospark

    Mutant Pack ??

    Yeah, I have no doubt that running animations are alot of work.

    But we also know the Devs use a pretty simple meter on whether to do something; that being "Is it Fun ?". I would even be one of the nay-sayers on running animations if they had not already added ninja-run.

    So, having a Beast-like character able to run on all fours is just super-cool.
    The standstill animation could be a crouch (which we also have currently as an emote).

    Its all good to me
  11. Quote:
    Originally Posted by DrMike2000 View Post
    Temp powers are a separate drop pool from normal recipe drops.
    Its possible to get a temp power recipe and a normal recipe off the smae opponent. So the only way that temp powers can reduce your recipe acquisition is by filling up your recipe tray too quickly on a fast moving team.
    Thanks Dr.Mike,

    for clarifying this for me. I suspected as much. probably even read it in the patch notes, but old age is making me lose one marble each time a new one is inserted.
  12. Quote:
    Originally Posted by Memphis_Bill View Post

    Having Origin mean something now would be like having which starting zone/contact you picked suddenly change your options. Would you be annoyed if you were locked out of something that actually affects your character because you picked Atlas instead of Galaxy to start a character six years ago? Or because you chose to start with Kalinda instead of Burke? (Yes, in Praetoria, from what we know, there are going to be some other options, but that information by contrast will be given *from the beginning.*)
    Hello Memphis,

    I think that I get what your saying now.

    There was a suggestion thread recently where I suggested being able to change your origin at the tailor as part of the upcoming mutant pack. We can already change our size and body-type, along with just about everything else.

    What if we could alter our origin ? Would that solve the problem ?

    .
  13. In reference to Temp powers, does anyone know if they are seperate from standard recipe drops. I have noticed the amount of temp power drops are considerable, but cannot tell if the regular recipes have been impacted (aka reduced). This is my main concern, since I like the idea of temp powers, but not if it makes regular recipes harder to get.

    On the idea of a Gadget Powerset, I would definitely like to see something like this available for melee characters. Whether it were to be a primary power pool, or improvement to an existing ancillary, or a whole new powerset doesnt matter. It would just be nice to see it.
  14. Biospark

    Mutant Pack ??

    I would be happy with more head, claw, feet options.
    Also really like the idea of alternate skin and face options.

    Could we get a cat-like run option ? Maybe a Hoppy-toad run option as well.

    Rolling curled up in a ball like a salamander ?

    Lots of running animations I probably havent thought of
  15. Quote:
    Originally Posted by Stingman View Post
    I vote for an alien origin!
    hehe
  16. Quote:
    Originally Posted by Leo_G View Post
    Eh, personally, I think the artist that did the current monster heads was told "Hey, we need some beasty monster heads." Not knowing what else to make, he went with the classic ugly scary movie monster look. It was probably after he made a few did his superiors say "Make something recognizable" and came up with the wolf head variant that most use (it looks like it was done the best so probably was the last made).

    He probably didn't know an 'animal head' was what people would want. It's not like he couldn't do it...just look at a picture of a pig or bird and copy it.
    I suspect its a little more technical than that. The artist/modeler was probably given the task of creating the heads within certain geometric constraints with the idea that head options would be added and not be floating or buried inside the head construct.

    It would be very cool to have more options though. More costume choices is ALWAYS good.
  17. Re: Responses

    Samuel and Memphis,

    I understand your points and really appreciate the feedback. Also I apologize for my comments regarding magic characters, this should have been worded differently.
    The whole point of the thread is to discuss ideas like these, but without being offended, so if I accidentily offended anyone, it was not my intent.

    One thing that I may have failed to indicate is that the system would be free and not change any of your existing powers and enhancement slots, unless you devoted slots to the sub-set powers. Much the same as Kheldians can go all-human and skip the forms, the origins could be completely optional.
    Also, I would expect that existing characters would gain all the benefit of the origins. It wouldn't be something only for brand new characters.

    Another thing that Lisar brought up is that every origin could be allowed to choose from up to 3 of the 5 choices, which increases your flexibility considerably. So if you Natural character didnt want to take "guns" or "blades", they could choose a more passive option like "Tech" and gain the benefit of being able to memorize temp powers.

    Finally, my suggestions are just one idea. I am sure there are other more generic choices that would be appealing. The fact that the game is fine as is, to me, doesnt mean we should not have more "cool stuff" added. In fact, every MMO needs to continually add to it's game or risk players taking their $15 somewhere else.
  18. Quote:
    Originally Posted by LISAR View Post
    While I like the idea in principle I see some overlap which could be annoying.

    I think this is nicely covered in our DO overlap and would like to see the same applied tot his concept. So a Tech Origin super can use to use either the Technology, Natural, or Science bonus while a Natural super would be able to pick Natural, Technology or Magic and so on and so forth.
    Yeah, I thought about overlap as well. The important thing would be that a character would have to choose one path and could only change with a respec.
    I had also considered that the science origin would get a choice of using either Mutation, Natural or Tech as their special origin progression. Magic would be the only one in-accessible to them.
  19. Going forward with CoX, one of my thoughts was to bring the character origins more into the lime-light in some way. The inherent attacks are an interesting idea, and I even use them with new characters (for a brief time). But I would like to see Origins explored more.

    Here are some thoughts on how to bring the Origin of a character into their overall powersets. Feel free to suggest other ideas that could help the Devs with future additions to the game.

    TECHNOLOGY: Well my first thought was that Techs are inventors and the temporary powers would be a great way to distingush them from other origins, unfortunately everyone can create these currently. So....perhaps allowing Tech origin characters to memorize these recipes would work.

    NATURAL: I envision these characters as being able to use all manner of hand-held mundane gear. Perhaps several mini-powersets could be created (ala Kheldian forms), which would give each character a small power sub-set to utilize. You would only be able to choose one of these sub-sets and the powers would be lower-tier strength.
    Examples:
    BLADES : (fully customizable) would allow the use of a weapon in one hand and powers would be sufficient to create a meaningful attack chain using the item.
    GUNS : (customizable, 1-handed) again to allow a 3-4 power ranged attack chain.
    GADGETS : Assorted powers which could offer single target powers like immobilize, sleep etc..
    Each mini-powerset would contain NO AOE powers and all powers would be at Tier 1,2 or 3 maximum strength so they do not step on the toes of other Full Powersets.

    MAGIC: Every character that I recall reading about had sentient devices or pets/companions assisting them, and many folks love pets as an in-game feature.
    How about giving an array of usable pets that can either function as
    combat, buff or defbuff/control for the Hero/Villain.
    A combat pet would not be stronger than a single fire imp, while buff/debuff pets would have basic defense and one special power, but would otherwise not attack.
    The pets could be themed and customizable as follows; You would first choose your pet skin; Wolf, Drake, Imp, Snake, Cat etc...
    Then you would choose your pets focus; Combat, Defensive
    Then you give your pet his ONE power; Attack for combat pets, Buff, Debuff or Control for a defensive pet.

    MUTATION: One Idea that I had was to enable a mutant to specialize ONE power every 10 levels starting at 20th. What they could do is choose an enhancement type for the power and have it applied at SO strength. It would not have a slot like other enhancements, so would not allow more than 6 IOs in the power, but would generically increase the ACC, DMG, Recharge, Endurance etc... of the power. This boost "could" be seperate from ED, but if that were too powerful, would simply allow 4 powers to be enhanced outside of the normal slotting process. This idea is meant to simulate that Mutant powers evolve over time.

    SCIENCE: This origin is a difficult one. Hopefully others will have some ideas that are better than mine. What I did think was to have Science be a "potpouri" and have a dozen or more single powers added to a special science power pool. The themes would be a broad span of lower tier powers such that you could pick ONE power to supplement the character.
    Then as a secondary benefit, Science characters could choose a single "generic" improvement that would be a global effect at approximately DO strength (Maybe lower). So if they wanted to be more accurate they choose ACC, more DMG, recharge etc...

    I look forward to any revisions, additions or alternate concepts reagrding character origin.
    Please be gentle on the flaming. These are just ideas that are open to discussion.

    Bio
  20. Quote:
    Originally Posted by Ultimo_ View Post
    What I mean is that the game just falls short of replicating what we see in the comic books.

    Consider Batman, one of the most significant, iconic characters in comic book history. He's been copied many times over the years, generating characters like Moon Knight, Nightwing and so on. City of Heroes simply can't emulate him or his adventures.

    Everything is about beating up bad guys, and not the type we see in the comics. Batman adventures tend to include some intrigue and mystery. CoH doesn't bring in any of this.

    Actually, here's another great example, one that's actually in the game.

    A building is on fire. How CoH deals with this is very different from what we'd see in a comic book.

    In the comics, the hero will rush into the burning buildng, dodging burning rafters, sudden sinkholes and walls of flame to rescue the child trapped within. Outside, his teammates are trying to combat the actual fire, rescuing people from the upper story windows.

    In City of Heroes, we beat up an army of bad guys, then we beat up the fire. Then we beat up more bad guys.

    In the comics, we see car chases, death traps, secret IDs, and all sorts of other stuff that CoH is just missing or falling short of.

    In the comics, Spidermand spends most of his time fighting Electro, not an army of nameless, faceless goons, only to find Electro is 40 times as powerful as Spidey is.


    As I say, though, the game doesn't fail, it's pretty good, for what it does do. I'd just like to see them fill in some of the gaps. If DC Online has the kinds of things that make it a Comic Book MMO instead of an MMO with comic book flavouring, then CoH may be in trouble.
    Thanks for spelling out more what you meant Ultimo.

    In a general sense I agree with these things that you have mentioned, but what I might suggest is to take each of these ideas as a seperate item and work on suggestions in each seperate area to improve the game.

    For example, you wish to clone a particular Hero. Think about powers/powersets that would be balanced within the existing game and try engender support for additions rather than changes.

    Fire fighting suggestions and ideas for new events to add more suspense and intrigue as opposed to "beat up all villains till mission complete sounds" I am all for these new kinds of missions and events, so definitely think up some and make suggestions. Probably alot of other folks around here want to see more complicated missions. I kinda see Mission Architect as the platform to effect these kinds of things. All the developers need to do is keep thinking up new "wrinkles" for missions and eventually it will be closer to what you are seeking.

    As far as Arch Villains go, again there are and will be endless suggestions on how these kinds of Villains are handled. The upcomming Doppleganger feature could hopefully fill the void you are seeking. Keep in mind that the "other" game has Nemesis that you can design yourself, so Paragon has to be uniquely different so as not to be accused of directly copying that feature.

    I have played MMOs now for 10 years and in the beginning I would take a concept in my head and go into the game and try to create it with the existing tools. This can and has led to disappointment. You should continue to play the game in a way that you find enjoyment from, but you don't have a choice in what "tools" are available. Whatever has been coded "so far" is the extent of what you can do. The good news is that after 6 years of playing, the "options" are so much greater that the game is a vastly superior experience than at launch. Seriously, could you make a "Thor" clone at launch? Not really. but with weapon customization and the addition of Electric Aura he is much more doable. Thats just one example. Just think what it will look like in 6 more years.
  21. Quote:
    Originally Posted by Dirges View Post
    I am not sure adding more protection is what a tanker needs on their inherent. Overall, they are the sturdiest AT, and their biggest weakness is soloing speed. Maybe something that increases damage while solo, and when teamed it gives either a damage buff, or damage debuff to attacks depending on team make up. So the more portecting allies you have (defenders, controller, and tankers) they do more damage, and a damage debuff for offensive teammates.
    Two things that I would add.

    Solo speed on Tankers seems just fine to me. Having recently taken a WP/Fire to 50,
    It was safe, smooth and relatively easy. Took less than 2 months completely solo as well.
    Tankers sacrifice damage for their incredible hitpoints and better defenses than ANY other AT. More damage doesnt seem likely, since they would then be the best melee AT at that point (Already are the best in my mind, but thats just IMHO).

    Tenzhi's idea creates an unique solution for the inherent which not only helps solo (which is something that Gauntlet probably needs) AND shores up their defense in the low levels a little, which is also something they could use. How many Tankers can do their jobs well at lower levels ? With a good team around you its ok, but pre-SO Tanks are quite squishy.
    Having a 5% chance to avoid a minion, 10% versus Lts and higher would be pretty solid.
    It would help out the weaker defensive sets like Fire, Dark, and Electric, while not overpowering top-end sets. It would even ease the pain of lower level defense sets.

    Edit: Upon reviewing these numbers 10% may be a little too high, but 5% would not be outrageous.
  22. Biospark

    Mutant Pack ??

    Quote:
    Originally Posted by Mad_Cow_Milk View Post
    I have been saying this in other threads, so I thought I'd add it here as well.

    I have a serious gut feeling that we are going to see some more monstrous glove slots, coupled with a No-Effects claw power optoin so you can attack with your costume claws, rather than metal protrusions.
    Claws for non-claw characters. Sounds like a good idea.

    That also makes me wonder if we will get an animalistic run option as well.

    Hehe, how many folks out there are just itching to make Thundercats ?
  23. Quote:
    Originally Posted by Tenzhi View Post
    You could give them a defensive inherent similar to criticals which gave them a small chance to be UNAFFECTED by any given attack.
    Very Interesting thought ! I like it

    Tankers may not have a very spectacular Inherent, but I have yet to play an AT that can survive as much on SOs that any Tanker can. They live up to their name and about the only thing they could use is a little something that works for them solo. They deserve the same treatment that Defenders got; which is some kind of effect that functions while solo.
  24. Quote:
    Originally Posted by Ultimo_ View Post
    Actually, this touches on one of my biggest complaints about the game. There's just not enough "comic book" in this comic book game. At this point I don't see how it can change in any significant way without a radical overhaul, so I wouldn't hold my breath for that. However, if I see a way the game might be tweaked to improve the comic book experience, I'll usually mention it. You never know what's possible until you try.
    Ok I guess that I will be the first to say it, since I am confused by this comment.

    How do you define a better "Comic Book Experience" ?

    I am not trolling you here Ultimo, Just uncertain what you meant by this ?
  25. Quote:
    Originally Posted by Ignatz View Post
    As an aside.......My most successful Magic decks have been my Black discard deck, and my Red/Blue land destruction deck. I haven't played in years, but this brings back some fond memories of opponents groaning in agony.

    Counter-Burn for the WIN !

    My own personal favorite is a counter+burn+drake+shivan that I played for months.
    You know your deck is good when people moan every time you bust it out.

    Oh NOES! Not that one !