Dispari

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  1. Aww, I thought this was going to be the James Cameron Avatar! Darn footnotes.
  2. Quote:
    Originally Posted by Umbral View Post
    Because. A. Single. Power. Was. Changed.
    Not ENTIRELY true. TF was also given a lower mag stun.

    But I don't see why this matters anyway. There are other sets that accomplish what they do based on one or two powers. Reducing the effectiveness of that power would quite obviously reduce the effectiveness of the set.

    Don't you think SS would be affected if Foot Stomp was reduced to an 8 foot radius? It's the only AoE in the set so it would have a serious impact on the set as a whole, "because a single power was changed." Don't you think the overall feel or use of Dark Melee would be changed if Siphon Life no longer healed? What would happen if Rain of Arrows was replaced with a standard nuke with a 360 recharge, if Fulcrum Shift only gave half its boost, if Shield Charge was single target, Flashfire became mag 2, or Decoys could be killed by regular foes? Do you think any and all changes to those powers are welcome because it's "just one power" in a set?

    Quote:
    Read what you are saying rather than complaining that I'm not reading. I am reading what you're saying, and and what you're saying is that the change to a single power on a long recharge (20 seconds is a long base recharge for an attack, no matter how you attempt to obfuscate it) somehow fundamentally altered the way in which the entire set operated (it didn't, unless the entire operation of the set was built around ET's borkedness).
    In a way, EM was reliant on ET. EM has poor mitigation and poor AoE. All it had going for it was high ST damage (to some degree, at the expense of taking more damage yourself). If its capability to deal ST damage is reduced, no matter the method, that means the set was altered in a negative way that reduced the overall effect of the set.

    EM's ST damage wasn't "built around ET" so much as built around all of the ST attacks in the set flowing together to make a fluid attack chain that deals high damage. The longer the cast time is, the slower the chain is, and the less effective the entire set is. How effective just Bone Smasher or just Energy Transfer are doesn't matter because you can't build an attack chain out of just Bone Smasher. And once you factor in ET's slower cast time, it alters the whole attack chain and the entire set is weaker than it used to be.

    Quote:
    That's like insisting that changing Frozen Aura so that it actually did damage fundamentally altered the way the entire set operated.
    No, because that's a strict improvement to the power. You can't say increasing the cast time of a power by 167% is the same thing as adding damage to an otherwise useless power. Or that it could in any way be an improvement to the set, if nothing else is offered as compensation. It'd be more like making Foot Stomp's cast time 5.6 seconds and claiming that doesn't alter the set in any meaningful way.
  3. Dispari

    Invasion!

    I've gotten to deal with GMs twice.

    Once on a speed ITF where we hilariously didn't complete the third mission somehow. After all objectives were completed, the mission wasn't. Needless to say that slowed down our speedrun. Took a good 20 minutes to get a GM to respond. We could've restarted in that time, but eh. The GM didn't actually show up, but they did complete the mission for us.

    Other time we had a team doing missions in the Hollows, and we had a badguy stuck in the ceiling. A GM showed up as a police drone and teleported him out of the ceiling so we could defeat him. He just asked some basic questions about what caused the bug and then left.
  4. For most situations, a team doesn't need -DEF. In most teams past 22, against most enemy types, people should be hitting at or near 95%.

    Therefore, if you're looking for some sort of huge -DEF power for the purpose of piercing enemies with really high DEF, I would suggest something that autohits. -DEF powers can be a sort of catch 22, and I know I've frustrated myself trying to hit an enemy so that I can debuff their evasion so that I can hit them.
  5. Quote:
    Originally Posted by Eric Nelson View Post
    However, that's not allowed on a co-op team without being bounced from the team (same for using Ouroboros).
    Yes it is. Pocket D, RWZ, and Cim are co-op zones. As long as you hit ONLY those zones, you won't get tossed from a team.
  6. Quote:
    Originally Posted by Siolfir View Post
    AoE damage == taunt && AoE damage > Taunt.

    Taunting things doesn't make them stop attacking, it just makes them attack you. A Tanker's AoE makes them attack them, and Footstomp will hit twice as many targets in a larger AoE to make things attack you. On top of that, damage is considered in threat, which means how much damage your teammates have to do to pull them off of you.

    Barring highly unlikely scenarios or a complete failure in managing endurance on your build (since Taunt is free), Footstomp will always get you more aggro than Taunt. And it will help kill things on top of that.
    Taunt is ranged, Foot Stomp is where you are. If you're WP or Shield, and it's dangerous to move because you could start losing the attention of baddies due to a weak taunt aura, Taunt allows you to grab the attention of enemies farther away. Taunt lets you get the attention of enemies who are attacking your friends without having to move. You can pull them around corners. Or keep aggro on an AV without entering melee.

    Taunt does -range, which allows you to force enemies to come in nearer and be tended to by your taunt auras. Or just call them into Foot Stomp radius.

    Taunt has half the recharge of Foot Stomp.

    Taunt autohits.

    I'd rather use Foot Stomp personally, but there are reasons you'd want to use Taunt over Foot Stomp. You can't just make a broad statement that Foot Stomp is better than Taunt.
  7. Quote:
    Originally Posted by KayJMM View Post
    Just think about it...

    What Inspires a hero to raise again from a defeat must be very different than what inspires a villain...

    Different motivations... different inspirations...
    This is a pretty flimsy excuse. What inspires one CHARACTER could be vastly different from another. NOBODY should be able to trade inspirations if this is the case. Do you think Peter Parker's desire to attone for his past mistakes would inspire Batman to keep fighting? Do you think Hulk's anger would make it easier for Cyclops to hit harder?

    In fact, during Halloween we had thousands of heroes and villains being inspired by doors. And if all else fails, I can just go to a store and buy inspiration (too bad artists and inventors never had that option eh?). So I don't think we should give it much consideration.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    Aside from the neon lights of Jackpot, where in CoV do you see a break from the black/grey/brown colour scheme, occasionally appended with red for the "evil" red and black scheme?
    What, seriously? First off:

    Jackpot has a lot of color. So do Fortune's Wheel and the Golden Giza. Wheel has all the colorful tents, and has a small forest nearby. Giza is brightly colored and the place is built as a giant golden pyramid. Inside there are a lot of lights and slot machines. There's a large green forest in the Primeva in Nerva. Speaking of Nerva, drop by Crimson Cove sometime to see green, yellow, and purple buildings. Sharkhead is a big industrial sector, but swing by the docks to see a lot of colorful things being loaded/unloaded onto boats. Cap's university has a cheerful courtyard, and the inside is undoubtedly vibrant. Go behind the university for a large green forest and yellow bulldozers. Aeon city is attractive, being more white than gray. Mercy has a casino, and billboards, and some bright buildings.

    Secondly, where are you getting that CoH is so much more colorful and creative than CoV? You want to tell me where I can go in Atlas, Galaxy, King's Row, Skyway City, Steel Canyon, Talos Island, Independence Port, Brickstown, and Peregrene Island that isn't just gray or brown? Where should I go in Boomtown, Dark Astoria, Crey's Folly, Terra Volta, Croatoa, or the Hollows that's any less gloomy and monochrome than CoV? In fact, because CoV has the black/red sections of Arachnos bases, it probably has more color than CoH which is almost purely gray in all zones, with some brown in a few places.

    Real life is black, gray, and brown. I don't know what you're expecting. Green cement? Pink dirt? The designers can get creative with it sometimes, but you can't push the envelope too far too often. Cimerora adds a lot of green and gold, but it's not something you can do all the time. In fact, the most colorful zones are the ones that both factions share; Cimerora, Ouroboros, and to a lesser extent the Warzone.

    The only genuine complaint I have with CoV is that it's always night or overcast and can be hard to get a screenshot in as a result. If CoV zones weren't always dark, you could put them in CoH and nobody would blink.
  9. Quote:
    Originally Posted by JChaos View Post
    Grrrr... Really? That irks me.
    Me too, since I've wanted to give out boosters to friends before. Or vice versa. Money exchanges are the best way, using PayPal.
  10. You can't. You'll have to give the other person your credit card info, or have them give you their account info. Either way someone is gambling. You can't currently gift stuff like that, unfortunately.
  11. Some food and a few pieces of clothing.
    $10 gift card to movie theatre.
    A book from my step-sis.
    A new mouse (which I need to exchange for the right model)
    A 6-month subscription to CoH.
  12. I suggest Brute + Corruptor. Brutes alone can pack a punch and can take damage. I have a few Brutes that can solo +2/x8. Add a Corruptor and your possibilities open up a lot, the Brute can take a bunch of damage, and benefits from buffs/debuffs. The Corruptor will also do pretty decent damage and benefit from the Brute handling aggro. So you get great damage, buff/debuff, tanking, and aggro management handled with just two people.
  13. Quote:
    Originally Posted by BBQ_Pork View Post
    Yes, seems like it should be what it should be defaulted to NOT show.
    Or at least, when the /search finds that it must drop names off to truncate, drop teamed folks off first, especially non-leaders.
    Ideally I'd like to see leaders notated somehow (a star would do), along with a note about how many people are on the team they're on. That way we could cut down on mass-tells to whole teams that are already full asking if there's room. And it would just be easier if someone was on a team of 3, and you had a team of 3, if you could easily tell that and just be able to ask them if you want to merge. Plus the GW-style team merge capability wouldn't hurt either...
  14. Quote:
    Originally Posted by Slashman View Post
    Does Champions content even scale for teams like CoX? I thought most of it was non-instanced. If that's the case, then teaming would tend to be more trivial.
    I don't know about scaling, but I know there's no bonus exp (like there is in CoH) benefit to teaming. And there's only really one support set (and guess what, it's pretty much all heals). And the support set doubles as an attack set so even if you take it you can still solo just fine. So there's no exp reason, or need-help reason, or character build reason to team.

    Quote:
    Teaming in COV is just as much fun for me as teaming in COH. The difference is that your team tactics can be a bit less rigid. My bots/ff mastermind can just as easily apply his bubbles to teammates as to his minions and my thugs/poison mastermind doesn't just debuff the enemy for the sake of his pets...the whole team benefits from his efforts. Corruptors still perform a similar function to defenders and dominators can still effectively control groups.
    I think CoV has better archetypes. They are all built with damage in mind, while most of the CoH ones have specific roles and only do damage as an afterthought. However, we have 10 basic ATs and not all of them can be built that way before you start to see a lot of overlap. And some of the concepts just don't work out to very good practical classes.

    I don't think it's so much that the CoV classes are damage-oriented. I think it's more that they can adapt to team roles better. A Tanker really only tanks. Can do damage, but not enough that you'd want to go out of your way to recruit a Tanker if you need a damage dealer. But the "other thing" you do doesn't have to be damage. Controllers for instance can do a lot of team-oriented and helpful things, but aren't that great on damage, but are still powerful and useful ATs that are very useful to a team.

    So really, I think ATs that have a broader role and can do two things or more are the best ones.
  15. Quote:
    Originally Posted by Mr_Hellcat View Post
    Knock it off. All of you.

    join the conversation.

    bligatry smileys since it's GG
    Most contradictory post ever.

    All of you, get back on topic and quit insulting people.

    Plus, Hellcat sux.
  16. Quote:
    Originally Posted by DuceyKins View Post
    In response to the said RPing mime I have created a Clown toon and my wife and friends have created a band of midget toons. I believe the old saying is, "If you can't beat em, join em".. Now all we need is a /emote jump out of small car thanks for the laughs though everyone.
    I'm glad you've taken your trolling from in-game straight to the forums. Who needs to learn lessons anyway?
  17. Quote:
    Originally Posted by Slashman View Post
    I think my biggest fear with GR is that there will mostly be a mass exodus over to blue, and red(with nothing being done to make the underlying villain game more compelling), will kind of get pushed aside even more.
    I never understand this. I can't wait to make some of my blueside toons come redside. What does CoH have that's so much better than CoV?

    More task forces? Which are all "defeat all Clockwork/Council" 15 times in a row? Repetition to the moon? Some of which take 3-8 hours to complete?

    More zones? More than half of which aren't ever visited or useful in any sort of way? And are annoying to navigate or even get to?

    More story arcs? Which have 10x as many FedEx and hunt missions, which send you to one of the 90 unused zones for no particular reason (hey go hunt rikti monkeys in the abandoned sewer)?

    Accolades which overall require more AVs, GMs, hunts, and TFs to earn?

    Easier content? As if the game wasn't easy enough already?

    I'll take my redside content please! And really, why would everyone just migrate to blue when they could all be rogues and vigilantes? <>
  18. Quote:
    Originally Posted by Organica View Post
    Heh, that's true. I'm at work, I only remember that my tanks are always at 90% S/L resist and my scrapper is capped at 75%. I tend to forget exactly how I got there, without being able to log into the game or check my build.
    Curious how your Scrapper has 75%. My Brute is sitting at just over 70%, and that's with all the Invuln powers plus Tough.
  19. Quote:
    Originally Posted by Lightslinger View Post
    Wasn't something about "universal slots" mentioned in the marketing survey? I'd taken it as level 50s would do something to unlock enhancement slots that enhance the overall character as opposed to a single power.
    This probably. I'm thinking maybe like boost to your base stats. Because in some cases a boost to stats after the fact would be weak or even pointless (in the case of HP for Blasters or Stalkers).

    I don't know what all they could boost and still be sane though. HP/end likely would be fine. Damage and accuracy... probably. Regen... maybe. DEF/RES... doubtful.
  20. Usually what I do is give them the benefit of the doubt and let them have to the end of the mission. I'll usually ask what's up if they're still for a while though. After the mission ends, if they "conveniently" come back, I watch and they get booted if they do it again. If they don't come back in, I let them know to message me if they come back, boot, and give them to the end of the next mission before refilling.

    Honestly though, is this a question or a vent? Do you really expect many people to agree with booting people at a moment's notice, or did you just want to call someone out?
  21. By the way, what email address do they usually send info like invites from? I need to whitelist it.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    There will be 3 waves: Friends and family, 60+ month veterans, and accounts active during the aforementioned timespan. Then it will go into open beta.
    There may be as many as 5 before open. You forgot HeroCon attendees and preorders. Though it's possible they'll combine some of those.

    Quote:
    Can't wait for the "OMG THE GAME IS DEAD!!!" threads to start up, posted by people who don't know how the beta works for Going Rogue and not realizing that everyone is on the test server.
    Don't forget all the people in closed beta who aren't usually in it complaining that the game is far too buggy and the devs are worthless. Just like our full-open beta.