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Quote:Fixed as underlined.News Flash!
EvilGeko! A proponent of a *less* comic-booky City of Heroes! He wants to make all MMOs as interchangeable as possible! And he's an Everquest II fanboi! Burn him!
I've never claimed to be looking for a comic book simulator. I'm looking for a game I find fun. But even if I were, KB is not as prevalent in the comics as it is in the game. -
Quote:Alright, that's fair. Point taken. I can't argue with that.Though I'm someone who's not a fan of KB, I'm going to disagree with you.
I can't use KD or KU to knock foes into places I want them, such as into patch powers, next to allies with AoE damage effects in play, or next to allies who benefit from adjacent foes. This is something I commonly do on teams in particular, but I do it even solo on a rare few characters (Psi/Dark Defender comes to mind - get back in that Tar Patch, you runner!)
I'm on board with the idea that the mitigation of most KB powers is not meaningfully better than KD or KU, and that KD and KU lack the overhead of having to chase down a knocked foe (or at least knock him in a direction that's useful). But knocking things around does occasionally have actual utility. I wouldn't ever build for that utility, and find KD or KU more "hands off" by far, but I've used that utility enough to know your absolute declaration isn't true.
But that's pretty darn far from the vehemence with which people defend KB. -
Quote:No. KB is NEVER more useful than KD or KU. Period.I know it was an oversight on your part, but you forgot to add "for me" in that statement.
First, Knockup is just a Knockback target at a 90 degree angle per Castle. But that 90 degree angle means the mob is still right there for the killing.
Knockdown results in the mob being able to get back into the fight slightly quicker (depending on if KB is slotted or not), but if the mob is still alive, then it's better that the mob still be in range.
Now with a ranged AT, the mob might still be in range, but with a Blaster or Dominator they lose the use of their melee attacks, which tend to hit harder. Or, like a meleer they have to close the distance they just knocked the mob back. In any event they would be better having the mob stay where they are. But even using a ranged attack, you're no worse off than with KB. And you get all the benefits of the mobs staying in range of AoEs. -
Quote:I'll own up to that gladly. That's the game that we play. It's fun.I'll own up once the anti-KB side owns up to wanting a dumbed down AI game where all you have to do is click attacks and then run to the next target as oppose to actually needing to *think* or *plan*. Sure, KB doesn't provide that but it certainly mixes things up a bit and for a game, that's a *good thing*.
I spend hours planning out a build, working the numbers, working the market to get the build. Then I want to take that build and mow down mobs. I don't want to think. I did my thinking on the front end.
I don't want to waste time. I just want to obliterate mobs. Faster the better. -
Quote:On one team, I was getting annoyed because of AoE KB Scatter. But then I was playing my Fire/SD Scrapper. So I said screw it and started going WAY ahead of the team.But then, if your style completely deprives someone else of theirs, can you not find a middle-ground compromise? Perhaps ask them if you can get off an alpha before pushing the enemies around? Even if it's not the most efficient, efficient doesn't equal fun.
Didn't die, I was just clearing spawns by myself. A Brute decided this was a good idea and started taking on their own spawns. Neither of us died, but the team wasn't as safe because we weren't there to pull some aggro (there was a tanker) and a couple of deaths happened in the main group.
Folks wanted us to stay together. I chose not be a jerk in that instance and complain about KB. I stuck with the team. It was a PITA. If it wasn't a TF I probably would have dropped. It's situations like this one that makes me feel that pro-KB players are the more unreasonable. I don't see much middle ground being given up by the pro-KB folks.
KB looks cool. It is SOMETIMES useful, but in no case is it more useful that KD or KU. I don't see why people can't just own up to that. KD, KU are effective. They are efficient. They are helpful. They do not have any downsides. All I would like for the game is a choice. If folks love KB, great, but I would just love a way to excise it from my characters and groups.
If that makes me a [naughty word for male sexual organ] then so be it. -
Quote:Walk up to a spawn. Fear, Immobilize, Hold or Sleep them. Kill them. Rinse and repeat.I'd like to see how Immobilize, Fear, Hold, or Sleep will draw enemies closer together. And Taunt only works if the enemy is in melee mode, has no ranged attacks, or you run around a corner from them.
Arcana wants to change the spawning rules to prevent that, but then like I said, the mobs would just have overlapping spawns. Or she would have to lower the spawn density to adjust for that. Both changes that are so completely unwarranted (not to mention being done in service of adding annoying scatter to the game) that I'm going to go out on a limb and say they aren't likely to happen. -
Quote:Which would then have spawns overlapping each other on some maps, leaving them clumped together anyway in large teams. So maybe I don't get the whole 16, but I get 8 of this spawn and 3-4 of the other.If I was going to add scattering effects to the AI, I wouldn't leave such an exploitable hole in the process. The critter spawning code would be adjusted to mesh with the AI movement code so that they did not spawn completely within the footprint of most AoEs.
That's assuming anyone still wanted to play the game if they mobs were running all over the place. As I stated in another KB post, scatter is annoying. KB is annoying. I don't care if it's good mitigation (it's not), it's a PITA. -
Quote:Safest team I've been on was one where my Regen was at the resistance cap and soft-capped to defense and at capped damage. Oh...and blessedly no KB to be found.Safest team I've ever been on was a team of 4 Stormies releasing everything they had. Hurricane, Tornado, Freezing Rain, Lightning Storm... the critters couldn't stand long enough to fire off a shot, much less kill any of us
Quote:And if they were smart enough to scatter themselves, Knockback and Repel would be the only way to clump them together! -
Any Scrapper and a */Rad, */Kin or */Cold Controller.
Nothing will stop that duo other than Hamidon or the Rikti ship raids. -
Quote:I think your reasoning is sound here, but the reward for Hamidon needs a buff. Personally, I would do so by giving HOs themselves attributes that are different than purples but still very good.I don't think having Hamidon raids drop purples is reasonable. There's a huge jump in power between HOs and purples, because HOs don't grant set bonuses, and the set bonuses are the reason the overwhelming majority of people who want purples want them. The only time someone would not think purples were a big deal compared to HOs is that they wouldn't benefit meaningfully from the bonuses people look to purples for, such as +recharge.
I don't disagree that HOs languish in a very niche place that causes very few people to seek them out (which in turn is making the ones with consistent demand very expensive). I do think this could use improvement. I don't think purples are the fix for that. (Indeed, it would make it worse - who would choose an HO over a purple?) I am not fond of the idea that purples need to be "easy" or even just "easier" to obtain. There is a category of gamer who likes to have hard to obtain things to chase after, and I think purples are for them. I say leave that be.
I would rescind the ancient nerf to HOs that lowered their 1.5x bonus (i.e. 1.5 x what an equivalent SO gives) to 1.0. I would also allow HOs to keep their bonus at all levels. Finally, I would allow some level of choice over HOs. Probably via making the drop from Hami some kind of token that you trade in for the HO you want.
The reason for the nerf to HOs (that the raid was considered too easy) relates to a raid that no longer exists. And it also doesn't take into account ED or Inventions which would minimize the impact of such a change. -
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Quote:Delusions?!In my absolutely non-professional medical opinion, "scrapperlock" can be viewed as an illness. It is dangerous and highly contagious. The most noticeable symptom is of course the behavioral trend to attack the largest group of anything that poses a threat. Other common symptoms include impatience, hyperactivity, and disregard for self as well as teammates. In the most extreme cases, those with scrapperlock can go deaf and mute. All of these symptoms stem from the same root cause, which is the delusions of immortality that scrapperlock creates.
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That would be a reason to abandon typed defenses altogether. That wouldn't be the worst idea in the world, but it's probably too late for that.
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Quote:Like Force Fields, conceptually Energy Aura is supposed to represent deflection of enemy attacks from the character. This is why it's typed rather than positional defense (which is conceptually dodging in most instances).I really wish I knew what the developers at the time were thinking when they constructed the set from a thematic stance. Granted this set came out before most of the current developers had the reins - thus was birthed quite verily in the realm of the game's dark ages (mind you this was around the same year Enhancement Diversification came out - something which took over a year and a half to resolve with IOs).
The developers abandoned this distinction with Shields, btw, probably because the playerbase hates typed defense.
My take is that the playerbase doesn't give this set enough credit. Especially after the buff, this set can really shine. You can quite easily soft-cap Sm, Le, En and get very high on the rest with a bit of work. This doesn't feel functionally much different than my Shield or SR who are soft-capped to all positions. And with an in-set heal and endurance recovery tools, it's actually quite strong. -
Quote:Please show your work, because I can't see:Hmm... Empathy...
Capped Regen, Recovery, 25% defense, heck, lets throw in leadership, 30% defense, blaster level damage (though, no build up) crashless-nukes, oh yeah, and +170% recharge, all of this perma with SOs by just taking Hasten.
Nah, that wouldn't be over powered.
How you get perma capped regen/recovery. It's going to be up a lot, but not perma as far as I can see.
How you get Blaster level damage?
And you're going to be casting quite a bit for all this whereas a meleer can get to this and have a stronger attack chain. And not get one-shotted by AVs because of flimsy HP.
EDIT: And I know you were responding to Doc, but the OP specifically excepted buffs like Adrenalin Boost, Hoarfrost, etc. that do not have the recharge to be on the whole team at once. -
Still seems like a fair deal to me. FF Defenders get super defense, can give others super defense. Crappy offense.
Whereas my Fire/Shield has super defense, can give others decent defense. Frightening offense (for the NPCs)! -
Yes please. But please have a Blackberry app to go along with the iphone app.
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Quote:But it does make sense...in a game. That's what you're ignoring. We can't divorce the fantasy from the mechanics. Your position is pedantic. Games have rules. Some zones are PvE but shared space for heroes and villains. They are that way because many of us find it fun to share the same space with the other side.Yes. Quite true. I don't think I ever denied that, did I? And once again you ignore the fact that just because some things already don't make sense, that doesn't mean it's okay for more things not to make sense.
You don't like that? That's cool. But to argue that it doesn't make sense is flatly wrong. It makes plenty of sense in the context of a MMO. -
Quote:So you're ticked at NCSoft for charging money for content, so you're going to give NCSoft more money for content?lol if i was jealous i would just buy it... The $15 monthly fee is supposed to cover extra content, if not may I ask what exactly I am paying for? So I'll go play another MMO, I've been meaning to try Aion anyways.
Hopefully there are a couple more people like me, and this ends up costing them money in the long run. But, I doubt it. -
Hero and villain are in the back corner of Rikti War Zone or Cimerora. No one around to see. Why can't they fight each other then?
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Quote:Still BULL! Same reasoning could be extended to say that we should be able to attack ANY target. Heroes and villains can't fight each other? Why can't villains fight each other? You can't even use the "Heroes wouldn't have any reason to fight each other excuse."That doesn't actually indicate that it makes sense for them to do so. I forget precisely which flavor of rhetorical crap that is - possibly the false conflation of causation and correlation? Whichever, that other games do it - indeed, that this game does it in a couple of places - is irrelevant. It's still annoyingly nonsensical. Either it requires a cumbersome handwave ("Pocket D is neutral ground, and for some reason just the DJ saying that is enough to keep the peace") or simply a game mechanic enforcing behavior that the characters would otherwise not exhibit.
Player character Villains can't beat each other up in the Rogue Isles because it's a game rule. It's a PvE space.
Try to quote all the debate maxims that you want. Your argument is irrelevant. We already have to make allowances for the fact that players can't fight each other. Better to just say you don't like the idea than to try and justify it with a weak argument that reflects nothing more than your own prejudices about how the game should work. -
Good idea in theory OP! But I think it needs to be added to the Teleport Pool or even made a separate power entirely.
Hmm.... We do have the Mutant Booster pack coming up... -
Quote:I really do love me some Queen of Maths, when she's making sense!Actually, if the content was designed to support it being able to at least occasionally cross sides is something that I think opens a lot of opportunities for tying the two sides of the game together.
I wouldn't be opposed, say, to making a CoV-side mission "burn down building in Steel Canyon" that literally sent you to a hero-side Steel Canyon instance and had you initiate one of SC's building arson events (which then the heros would have to react to). That sort of thing is something that I think there are lots of opportunities to do that would be considered overall improvements to CoX gameplay.