DMystic

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  1. Quote:
    Originally Posted by Steampunkette View Post
    Then City of Villains, a paid expansion, shouldn't count, either.

    Which means every piece of content, ever, is made for heroes!

    -Rachel-
    Except that CoH and CoV were merged into one game. As of Good vs Evil edition and the NCSoft takeover anyone that has a CoH account also has a CoV account and vice versa. for CoH and CoV you can't have one without the other, this is not the case with GR.
  2. Quote:
    Originally Posted by The_Coming_Storm View Post
    i17... Posi revamp PLUS they put old Posi in Ouro as a slap to the face. Also when was hollows revamp?
    I don't consider revamping an entirely new thing.

    Faultline revamp added content to a zone that had almost nothing in it.So it counts as an addition

    Hollows revamp changed mission placement and spawn points. IIRC the Hollows revamp was something War Witch had done on a lunch break or something similar.Nothing really changed except some QoL stuff which I don't consider content for this argument.

    Posi revamp certainly chagned thigns around, however the Devs have always stated that Posi was meant to be 2 parts. Now it is.

    You also seem to have forgotten about Silver Mantis being palced out in the open. Considering very few people have ever done the SM or even knew about it I'd say that's somewhat comparable.

    It's certainly even with the Hollows revamp at any rate.

    Quote:
    Originally Posted by Megajoule
    IMO, Praetoria is pretty much all villain content. You just get to choose your particular flavor. It's not a place for heroes.
    Praetoria as a paid expansion shouldn't factor into this discussion.
  3. Mega you d\said

    Quote:
    If an issue were to heavily favor one side or the other, a significant portion of players would be alienated
    This has happened several times already.

    i6 Favored Villains (duh COV release patch)
    i7 favored villains(villain 40-50 content)
    i8 favored heroes (faultline revamp)
    i9 favored neither (inventions)
    i10 favored heroes (RWz, yes villains can participate but the content largely ignores prior villain content, thus it doesn't particularly feel like a villain update)
    i11 theoretically this was neutral, however due to the larger amount of hero content already in the game it could be argued that heroes get more from ouro than villains.
    i12 cimerora's story is blatantly hero oriented,heroes had 3 arcs from the midnighters whereas villaind had 2 +Darrin Wade so while the content additions are even the nature of Cim has abias towards heroes.
    i13 iirc introduced the 2 contacts in cim, the additional Midnighter contact and the SoA. I'd say the 2 cim contacts are even but the additional midnighter had 3 hero arcs and 1 villain arc(that could have been a hero arc with some changes) I guess the Soa evens this out abit but the arcs are so bad people have stopepd caring about them.
    i14 completely even
    i15 even (nod to vilalins for getting a better SF, but that was largely due to the work put in by the players during test.)
    i16 even
    i17 seems fairly even to me.

    and now we have i18 and GR

    as part of i18/GR Tina McIntyre and Maria Jenkins saw an update to thier arcs. I didn't see the automated villainy arc getting a doppleganger for the end fight. I wonder why?

    So you spoke about alienating the players well Villains largely feel alienated.

    You also talked about putting content where the majority of palyers are, yes that's good business sense however it's also a catch 22. More heroes than villains, so heroes get more content, vilalins get frustrated and bored and either move to hero side or leave, thus there are more heroes than villains so heroes get more content and it repeats.

    CoV has been out for 5 or 6 years now and it still needs to catch up to heroes in some areas, whereas heroes have consistently been catching up to villains in the areas that they needed to.
  4. After running some tip missions and fighting my doppleganger, I immediately thought of Technician Naylors arc.

    What's more is if Tina Macintyre and Maria Jenkins can get updates to their story arcs I don't see why Naylors can't have the end fight it was always meant to.
  5. I'm hoping this will work out well.

    I don't think I want Fox making the Deadpool movie, so anything that can force Fox to loose the marvel property rights they have is a good thing in my book.

    Yes I want a Deadpool movie, but I think I'd rather it be done by Marvel than Fox.
  6. While I would like to see the older hero tf's get updated, it's more important to me that villains get SF's for those areas where they don't have them.
  7. In general I agree that Gm's could use some sprucing. Not sure what a good increase would be althoug hI do like the chance for a random recipe.

    As for the A-Merit idea. No. it's a bad idea for two reasons
    first- one A merit is equivalent to 50 reward merits and 20M Inf, which is ridiculously high for a GM

    second- A-Merits are a reward for some that stays true to either the Hero or Villain alignments.As a zone event, GM's that do get taken down will very likely be taken down by mixed alignments. Since Vigilante's and Rogues can't use A MErits it's a bad idea to include them as a reward for content Vigilante's and Rogues will be participating in.
  8. In regards to the RWZ and Villains....
    Between Issue 7 and Issue 10 there was about a year long gap if not more.

    Why is this important? Because Issue 7 introduced Grandville and the contact Ambassador Kuhr'rekt. Kuhr'rekt is a Restructurist Diplomat visiting the isles to negotiate with Recluse. He also has villains do some jobs for him.

    By the time RWZ was released I'm fairly certain most Villains had worked with Kuhr'rekt. So if the Restructurists are negotiating with Recluse, and the Traditionalists are negotiating with Vanguard(who represents the U.N., of which the Rogue Isles are a member) why do Villains care? If the Restructurists win Recluse has a deal with them and the Isles will be fine. If the Traditionalists win the U.N. negotiates a peace treaty which would apply to the Isles. So regardless of the outcome of the war the Isles will be fine. So again why do Villains care?
  9. Quote:
    Originally Posted by The_Coming_Storm View Post
    We were promised that the devs would not be using their resources to change those long blueside arcs, yet they stabbed us in the back yet again.

    I don't think this was ever promised anywhere.
    As for Maria And Tina getting tweaked that makes sense considering the update to the Praetorian story line.
  10. And come Tuesday anyone will be able to run that stuff.

    Believe me I want new Villain content.
    That's why I had started making my disparity list. And throughout the issues the content spread has been improving.

    Could Villains use more than heroes? absolutely.
    IS this the right time to pester the devs about it? At the moment no.
    A couple of weeks from now? definitely.
  11. Over the years I've compiled a fairly long document about the content disparity between sides starting with issue 6.

    Quote:
    Issue 6 and 7 were not purely CoV content.

    Issue 6- added 3 zones to heroes and 1 new enemy faction
    Bloody Bay, Sirens Call, and Warburg where heroes could fight Arachnos enemies for the first time.

    Issue 7- added 2 new Zones
    Recluse's Victory and Grandville. It should be noted that Grandville contains a large portion of the Villain content.

    Issue 8- was mostly Hero content as I don't think Vet rewards can really be marketed as Content. Yes Vet rewards are nice but are they really content?

    Issue 9- was mostly even

    Issue 10- while the content released is available to both sides the mission text is heavily slanted towards the mindset of a hero. The power players in I10 (Rikti and Nemesis) have almost no presence on the red side and often times the content runs counter to already existing things on the Red Side.

    Some examples which may contain SPOILERS
    Towards the end of Levantera's arc we learn the Rikti are actually Humanoids modified by an alien race. Many Villains already knew this from working with Timothy Raymond who's a 30-34 contact (in other words before we can even enter the RWZ there's a good chance Villains will know the truth about Rikti.)

    In the Welcome to Vanguard mission we're told to rescue Longbow PoWs. Now I don't know about you but my Villain would never do such a thing no matter how much is at stake because of all the trouble Longbow caused me. But we're told "I don't care about your past with them your saving those PoWs" This is basically an F-U to Red Side players.

    Additionally in Serpent Drummers Arc one of the missions is to be a bodyguard for the Traditionalist Peace Treaty. Excuse me but I was a retainer for Ambassador Kuhr'Rekt last I checked he was a Restructurist. Which reminds me if the Traditionalists are negotiating with Vanguard(which is a UN supported organization, and last I checked the UN acknowledges Recluse as the ruler of the Rogue Isles) and Recluse is secretly negotiating with the Restructurists why are the Isles being bombed?

    End I10 SPOILERS

    its things like this that make people say that I10 wasn't really for villains. It was designed for Heroes and villains were allowed to play along.

    Issue 11- is probably the most even issue, although my main gets little use from Flashback since I've done most of the story arcs anyway. My only issue with Ouroboros is the Lazarus TF. There is very little reason given for a villain to want to overthrow the 5th. Yes there is content but very little of it gives villains consideration.

    Issue12- is slightly worse than 11 was IMO. Although I do enjoy the content, and it is good content, very little motivation is given for why a villain would care about Cimerora. However Darrin Wade’s arc is very good and I wish more contacts were written the way Darrin was. I‘ve leveled a VEAT to 30, and the arcs aren’t that interesting.

    Issue 13- is a bit disappointing Villains were given 3 new arcs the two from Arlia are alright and it is nice to have something to do in Cimerora that doesn’t involve saving people I care nothing about. The other one Dead Mans Deck was certainly fun although I think with different zones involved and an altered ending it could easily be a hero arc.
    Heros were given 5 new arcs. 2 from Daedalus, and 3 from Mercedes Sheldon. As I haven’t run these yet I can't say anything about the quality.

    Issue 14- Mission Architect-completely even here.

    Issue 15- there’s very little for me to complain about here. However I think overall the Hero TF might be easier and I believe it has a better Merit reward for no really justifiable reason.

    Issue 16- Power Customization- even for both sides.

    Issue 17- I believe this issue is fairly even, although I haven’t finished the Villain arcs, and didn’t get the chance to run the Hero ones.

    Now I don't consider the changes to Posi in this becuase it's always been stated that Posi was meant to be 2 parts. While I understand some new stuff was added I think overall the content is the same.
  12. Damn it that 100M bid for Virtue just broke my price point.
  13. Typically there would be 2 Arachnoids in the room. So you can count them as being devs maybe. or perhaps former devs that delved a bit too deep into recluses work.
  14. This is definitely fun. I also have full confidence that my animation pick is safe.
  15. Ok here we go

    One of my favorite vids.

    8-bit trip

    EDIT: forgot to say which category, this is for Music Videos in case you couldn't tell.
  16. I would say Master of Runs. But with how buff's and debuffs work.

    So a Mo Run that isn't almost entirely Buff/Debuffers.
  17. Dang it. I was going to use a rick roll for my music pick.
  18. More damage on the fast attacks could help in that situation.

    if the tier 1-3 attacks animate fast and hit somewhat hard then you'll have plenty of time to eliminate a few enemies while the team plows in.

    Generally in a team situation AS largely becomes insignificant because of the restrictions on it's use. Although depending on difficulty the boss(or higher) in a spawn becomes a good choice to use AS on.


    Theoretically the Demoralize effect on AS should enable you to survive retaliation from the mob while the rest of the team moves in.
  19. From a conceptualization point

    Ice melts. No evidence of the murder weapon and any fingerprints get washed away when the ice melts.

    Plus the cold in the room...yeah that's the cold chill of death waiting to strike.
  20. Are we going to be drafting the categories in a specific order or in whatever order we want with the category specified in the pick?
  21. That's because people are worried about the AT with GR coming out.

    Stalkers have been alright because realistically they're only competition was against Brutes.

    Now with GR they'll be competing against Tankers and Scrappers.

    As it is currently Stalkers just barely deal more damage than a Scrapper and that's only in the ideal situation where they have the full 33% chance to crit.

    So they don't noticeably deal more damage than a Scrapper, but obviously are less survivable.

    For Stalkers I would suggest 2 things

    Increase Stalker Damage Mod to 1.125. This would have them doing the same base damage as a Scrapper, then with Stalker Crit properties and AS factored in Stalkers will clearly do more damage than a Scrapper. This shouldn't effect the attractiveness of a Scrapper though because of the survivability difference.

    Second I would like to see Stalker Build up be increased from the 80% damage buff to a 100% damage buff (Same as Blaster's and Scrappers)
  22. and now for Scourge

    when Scourge triggers the enemy will continue to take damage from the attack until they are reduced to 0 hp.
  23. Quote:
    Originally Posted by McBoo View Post
    Okay, I'll play.... Containment has a percentage chance to instantly defeat an enemy.

    75% for minions
    50% for lieutenenants
    25% for bosses
    15% chance to ignore mez protection of AVs and GMs


    >
    no no no

    Containment has a percent chance for making the duration of the effect permanent

    75%Underlings
    50%Minions
    25% Lieutenants
    15% Bosses
    5% AV's
    1% GMs

    because they've been contained.
  24. I had forgotten about the Scaling Crit for Stalkers. I also remembered some other things so yeah they actually could have rage increase crit chance.

    Regardless of that though, the quick and easy way to get SS ported is to replace rage with build up.

    But I think I would like to see the crit chance changes made should the set get ported and have development time devoted to it.