EvilGeko

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  1. Quote:
    Originally Posted by Captain_Photon View Post
    Not particularly, no. Player heroes and villains being unable to fight each other in City Zones is nonsensical, and worldwide open PvP is unacceptable.
    BULL!

    It's a game. Games have rules. Heroes and Villains can't fight each other in three zones right now. It's probably going to be more than than if I understand how Praetoria is going to work.

    Many games allow good and evil characters to exist in the same PvE space. This is a good idea and should be how they implement GR.
  2. Quote:
    Originally Posted by LostHalo View Post
    I'm not a big fan of legislating stupidity, which is what you're advocating here. And KB is not the problem in your hyperbolic hypothetical, a stupid player is. Assuming said player didn't outright kill the targets. Otherwise, the Scrappers are a waste of space if the Blaster can do it without them so easily.
    By contrast, I'm a big proponent of legislating for health and safety reasons. Taking this back into the CoX context, are you saying that it's OK for the Scrapper in this context to not get to use their powers because the Blaster could kill them?

    So if the DM is the team leader and kicks the Blaster immediately after this spawn dies, because as you say the Blaster makes him superfluous (thus eliminating his fun), you would have no quarrel with that?

    Quote:
    There are far more wallflowers than there are leaders, this has always been the case. You don't really need to give the wallflowers more incentive to avoid teaming by giving arbitrary controls to some star that can change possession instantly.
    I don't think wallflowers avoid teaming. They avoid LEADING. On Justice, I have a lot of fun when I make teams. I put on my cheesy salesman shtick and basically spam the global channels until people join. It's the EvilGeko's form of terrorism!

    But I always wind up with a team. So I don't think this discourages teaming at all. At least no more than the flags you can already set on TFs.

    Quote:
    Entirely different reason for it.
    Not at all. The PvP flag is there to MANDATE that players play a certain way. In this case, that they not be allowed to use their travel powers. This meets the EXACT condition that Arcanaville says the devs should not allow. It allows the organizer to unilaterally decide what powers your character is ALLOWED to use. And the person can have whatever reasons he or she chooses for using that flag.

    As I've said, what's really at issue is that people feel that the use of such a "anti-KB" flag is illegitimate, but then it can't be in a game which allows PvP organizer to shut off powers and allows team leaders to debuff players and shut off enhancements.

    Quote:
    You're still legislating stupidity. It's a slippery slope argument but such a thing would lead to anti-immobilize flag demands. I know I would head such a cause because bad Controllers are significantly more annoying than bad sources of KB...because they at least actually kill their targets.
    Again, as I've said, I have no quarrel with such a flag. I stand here prepared to allow team leaders a great deal of control over their teams. My suspicion is that team leaders would exercise a great deal of restraint in the general case, although the anti-KB flag might be the most popular of them all.

    Quote:
    Continuing the tumble downhill...let's ban immobilize in general, it's less efficient than any other mez and it's much more capable of being abused and annoying in general!
    Ban it for the whole game? Hell no? Allow a team leader to ban immobilize (hell all control effects if he or she wants)? Sure. I'll get behind that. It's just a play option. No one would be forced to play in such a team.
  3. Quote:
    Originally Posted by IanTheM1 View Post
    I'm forced to question how often this even happens. While yes, I have had enemies knocked out of my own PBAoE effects in the past, that actually affecting the power's function is relatively uncommon due to how power activation works.

    Of course, I'd also probably take the far more pragmatic approach and wait to use Soul Drain because I knew the AoE knockback was coming. Especially since if the knockback is used even half-intelligently, the mobs might very well clump better.
    But then, doesn't that ask another player to subjugate their fun (using Soul Drain) to another player (the KB player)? And doesn't that undercut the argument that KB isn't at least mildly deleterious to other players?
  4. Quote:
    Originally Posted by StratoNexus View Post
    I am going to re-phrase what you said, just so you can re-evaluate your own bias (a bias I share).

    I like (or am often forced) to lead teams and frequently am a team leader. I wish team leaders had more control over the actions and powers of the teammates they are leading.
    Interestingly, when you phrase it like that, I'm even more convinced it's just. Team leaders do a somewhat thankless job, especially when recruiting for TFs that take a goodly amount of time.

    Giving that person some ability to control the experience of the team in a way superior to the other players just doesn't seem unfair.
  5. [QUOTE=Arcanaville;2391478]

    Quote:
    Originally Posted by Arcanaville View Post
    Those effects affect every player on the team in a very indiscriminate way. While you can argue that a no-KB flag affects everyone in the same way, I don't buy it.
    I wouldn't argue that, because you're right it's a very discriminating debuff. However, KB effects themselves don't affect all allies equally. Take two Scrappers, one DM, one BS. The Broadsword Scrapper hits BU. Get his or her buff and is good. The DM clusters up a nice group of mobs for Soul Drain and then right before hitting the button, the Energy Blaster scatters them to the four winds. DM wastes both an AoE attack and gets no buff.


    Quote:
    I could argue under the same logic that a flag that removed the damage from defender secondary attacks also affects everyone, its just that not everyone actually possesses those attacks. And if the motivation turned out to be that I thought defenders should buff/debuff more, defenders using ranged attacks annoyed me, that would turn the flag from highly suspect to highly offensive.
    Well, that would seem a bit more offensive on its face, but you know what, to hell with it, I'll argue for it. Why? Because the defender can still hit "Quit Team" and play with someone else.

    Quote:
    The issue is not a question of "wanting a certain experience in the game." Its a question of whether the game should give you the ability to achieve that at the expense of *removing* capabilities from other players. The boundary is not arbitrary. The principle is a non-subjective principle that each player controls their own characters, and that right is absolute until it directly affects someone else's control over their characters. My scattering targets does not affect your control over your character. Therefore your only recourse is to ask me to change my behavior voluntarily. You have no right - and as a developer I would give you no capability - to override my absolute final authority over the control over my character. The teleport flag is an example where someone's control over their character intersects with someone else's control over their character.
    But, this doesn't do that. You always, always have the ability to quit a team and play with people who agree with your playstyle. Teams are social constructs, and I can see much merit in allowing a team leader a great amount of control of team dynamics. Why?

    Well, forming teams in my MMO experience is not something that many people want to do. I know from experience that if I want a particular TF done, I often have to build it myself. So I think that giving team leaders a greater control of their experience could be a fair tradeoff.

    Quote:
    If you want to play socratic games with this, then the most interesting playground would be this: rather than making a KB team switch, suppose Castle were to make an ally debuffing power that reduced KB strength to zero (-100%). Would you consider such a power a griefing power if it was used without permission, or a player's prerogative to "buff" any ally in any way they wanted to, barring being kicked from the team?
    I'll give you a better example. In teams I run, you do not get to refuse buffs unless you can prove you don't need them to survive. My Cold Defender gets tons of request not to buff them and I try to work it out with the player, but bottom line I want the team to succeed and they can play elsewhere if they don't appreciate a buff.

    Quote:
    The game currently does not consider drive-by speed boost buffing to be "griefing" even if the player didn't ask for the buff, so technically speaking there can't be a prohibition on "buffing" a player's KB strength to zero.
    So long as its a team based power, giving the player the ability to cancel the "buff" by quitting. No I don't have a problem with it.

    Quote:
    But if that's the case, what's to stop Castle from making a "buff" heal strength to zero power, a buff movement speed to zero power, or a buff recovery to zero power?
    Can't you already set that flag in PvP matches?

    Quote:
    Where precisely do you draw the line on which of these powers is obviously a griefing power when used without permission, and which are not? And by "griefing" in this context I mean sufficiently abhorrent so as to make the power itself something to specifically remove from the game.
    I draw no line in the group context. I'm perfectly willing to see a group power that says "Disable all powers other than Brawl" so long as people can quit to avoid it. Now such a power probably wouldn't be very popular so it's probably not a good idea, but a "Anti-KB" flag would probably be quite popular and so it's at least defensible.

    Quote:
    I believe someone that thinks its perfectly acceptable to allow one player to disable someone else's KB should have an answer to this question. My own answer to this thought experiment is that, although its not perfectly ideal, the only rule that doesn't leave such matters to mob rule is to presume objectively that powers which increase strength are presumed to be allowed, while those that decrease strength generally are not, except when that decrease is a compensating control for another buff (i.e. increase density). Under this rule, the mob doesn't get to decide by majority rule that the numerical sense for KB "buffing" should be reversed, because the game design itself is predicated on the assumption that buffs increase KB strength.
    Well, from an efficiency standpoint (as you eloquently pointed out) KD is superior to KB. So this meets your requirement no?
  6. Quote:
    Originally Posted by Arcanaville View Post
    I don't consider it the same argument, because there's a huge difference between tolerating another player's behavior, and controlling it. If someone were to advocate adding a "set EvilGeko's health to zero" power to the game, and someone else were to advocate not adding such a power, those two positions are not equal and neutral. And the claim that anyone that doesn't like the effects of that power can simply choose not to play with anyone who uses it so there's no possible harm involved is also equally unlikely to be a valid game design point.
    Well, you're correct, but I don't think that analogy is apt. Setting my HP to zero has several problems that the "Anti-KB" flag does not. First, it's not clear who, other than you or Memphis Bill would find such a flag fun. Second, this wouldn't simply eliminate one effect from my powers, this would shut off the game for me. So yes, they aren't equal positions. The person arguing against that position is arguing not to eliminate a customer where the pro argument is arguing for a change that has no definable benefit to them.

    Quote:
    The question is one of whether the designers want to promote tolerance for gameplay options or not. Adding features that allow some players to control the gameplay of others may be a "less drastic" option than kicking them, but it also lowers the barrier to exercising control, and implicitly acknowledges it as acceptable. Obviously the devs believe its perfectly fine for me to decide how other players behave on my team, beacuse they are giving me tools to do so.
    As I was thinking through this, can't team leaders set some really draconian options on Task Forces? I seem to remember there being a flag where you can debuff the team. It seems to me that such a flag does something very similar to the "Anti-KB" flag. And it put's a great amount of power in the hands of the team leader.

    If such a flag can be defended on the basis of "Well if you don't want to play the TF under that debuff you can quit," then I don't see this as that far away from that. It appears that the difference is one of motive. The motive of the Anti-KB team leader is seen as illegitimate and thus rejected. But in both cases, it's a question of wanting to have a certain experience in game.

    Quote:
    If I were a game designer, that's a line I would not ordinarily cross. It would not be the kind of game I would want to make, unless the surrounding social elements of the game were consistent with that sort of decision (I could conceive of a game designed around organized warfare where a core gameplay element was organizing around pseudo-military command structures similar to but more rigorous than the corporations of Eve. Under those circumstances, providing players with tools to control subordinates might be consistent with the intended social feel of the game).
    But this doesn't cross that line. You aren't ever going to be required to play a certain way. Just like with super-sidekicking, I'm not required to play in a team that lowers my level 50 to level 7. Or in an Arena match, where my travel powers are shut off. Or, as stated, on a TF where my temp powers are shut off.

    Giving this CHOICE doesn't FORCE anyone to play on a team where the choice has been exercised.

    It does seem to me that the real concern is the popularity such a flag might hold. Now, I don't have any way to measure that, and I could agree that if such a flag were so popular that people who loved KB couldn't find teams that would tolerate it that might be a bad thing. But then, that would give you an opportunity to argue for the KB that you think the game should have and we do love when the Queen O' Maths gets all designery on us!
  7. Quote:
    Originally Posted by Arcanaville View Post
    It would probably work in the sense of converting that power into having the same effect that powers we normally call "KD" powers have. Keeping in mind that there is no such thing as "KD" - KD is really just low magnitude KB - so anything with knockback protection can convert "KD" into having no effect. That would have to be explained carefully to players who are presented with the choice to slot such an enhancement.
    Well, that's what I thought. Thanks.

    Quote:
    Regardless of how you do it, I think you'd be in uncharted territory that required a lot of testing to confirm the correct behavior, which makes this not a simple addition to the game, even if it was desirable.
    I thought that too. I'm not sure if it's worth it or not, but I sure would like to see it.
  8. Quote:
    Originally Posted by Dechs Kaison View Post
    Where this all relates to your suggestion is that increasing the damage modifiers for human form might make nova useless as the "ranged DPS" role that it is supposed to play. I would put forth the suggestion that the human melee modifier be increased greatly and the ranged modifier only slightly, if at all, so that the nova still surpasses it in ranged damage.
    My only quarrel with your idea is that Peacebringers only have two ST and one AoE melee attacks in human form. And both attacks are on a decent recharge.

    I think Bill is on the right track, but I also think that PBs should have VEAT modifiers to their defenses as well.
  9. EvilGeko

    The forgotten

    Quote:
    Originally Posted by Zombie Man View Post
    (Although, seeing the MA tool in use, I'm getting less and less inclined to give the Devs a bye on the whole 'revamping old TFs is too much work' excuse.)
    This. It's time to fix those TFs. Seriously, if they have a more powerful MA tool, then just pull out the old TF and replace it with a new one.
  10. Quote:
    Originally Posted by Arcanaville View Post
    I meant its not a strong enough precident to offer any guidence, which I'm assuming you were implying it was.
    You shouldn't assume.


    Quote:
    Perhaps, but I'm well aware of that. In this case, if such rules were put in at the beginning of time, there would be nothing to compare to for the great many people to complain about. The notion that players have a right to demand clustered critters they can incinerate simultaneously with area of effect powers because its fun appears to be something fairly unique to CoH. To a large degree Cryptic seems to have learned their lesson in Champions Online, as AoEs tend to often have much stronger limits than in CoX. My guess is that if Castle could go back in time and change the AoE rules for City of Heroes, he would not allow high-order AoE without some compensating control. Knock is (in my opinion; I don't know Castle's opinion on this specific matter) a reasonable compensating control.
    And other MMOs I can think of offer much more freedom to allow players to use their AoE in efficient ways. I don't play Champions so I don't have any experience there, but from what I've heard and read, I wouldn't consider anything in that game as persuasive authority.


    Quote:
    Quote:
    After all, is that what all you pro-KB folks are arguing? That you find KB fun, and you shouldn't have to conform your playstyle to other's desires? Well, that's exactly what you're asking people that don't like KB to do. Conform their playstyle to you. To ignore the things that they might find fun in the game so that you have more fun. You're making a value judgment that your playstyle is somehow more "valid" and it's just as unreasonable.
    My argument has been the same one for five years now. And that is the people advocating removal or control of KB are the first movers here. I'm under no obligation to justify anything. Its the people that want to suppress KB that have the obligation to attempt to show that their gameplay desires supercede all other players. And they don't. If the game was constructed without KB, I would not argue that I had the right to impose KB on the entire playerbase just because I think it would be fun. But so long as it exists I will treat all requests to neutralize it as a form of playstyle policing, no different than players that demand all defenders take heals.
    Well, people have "Kick" which works pretty well right now. What people are arguing is that they would like to have a less drastic means. I don't necessarily think it's needed, but that doesn't make the argument unreasonable.

    And no, you don't have to justify anything. Still doesn't change my point. Even the OP's idea, as flawed as it was, wouldn't harm anyone. If you don't want to play in a team where the team leader has set such a flag, then you can quit and play with people who enjoy KB. That you see it as "policing" demonstrates what I'm saying. That you don't want people to enjoy their game if it hurts or changes the way that YOU enjoy the game. It's the same argument, on in reverse.


    Quote:
    Unfortunately in the current game there's no way to do that.**
    You're probably the only one who will answer me so let me ask you this. Why couldn't all KB powers have two effects:

    1) .67 KB not modifiable by buffs or enhancements
    2) Whatever other KB mag they have now

    Then you create a "Anti-KB" IO that multiplies the KB value by 0. The KB gets eliminated, leaving only the .67 KD effect.

    Would that not work? (That is an actual question, not a rhetorical device)

    Quote:
    And if we were making CoH back in 2003 from scratch there would be no need for that if KB was designed correctly in the first place. Or rather if the AI was designed correctly in the first place, because the reason KB is useful to most comic book heroes is because its involuntary movement: you're moving your foe in a way and to a location other than where they generally want to go. But in CoH, critters don't make intelligent movement decisions and thus there is often little or no advantage to moving them from the spot they are already on. If critters took cover, separated in the face of AoEs, and tried to flank players then knockback would make more sense.
    Agreed.

    Quote:
    Also, high-order AoE mez can override the benefits of knockback. But high-order AoE mez is just as unbalancing in CoH as high-order AoE damage. Ironically, its AoE effects that make it too dangerous to allow players to fight many things at once: if AoE effects were moderated or neutralized, it would have been much less necessary to impose aggro limits, and players that wanted to "feel super" by engaging many targets at once would have greater options than they do now.
    Agreed.


    Quote:
    Its all about making the right tradeoffs, and every game decision implements a tradeoff somewhere. These are all interconnected design decisions, and I don't agree that my version of them would make a "less fun" game overall, just because they pay closer attention up-front to what those interconnected tradeoffs actually are.
    Maybe it wouldn't. I'll invest in your game (seriously), it would be worth seeing what you come up with.
  11. In general, I don't find purples to be worth the money because so many of my characters use rare sets with substantial amounts of +defense bonuses. That those rare sets tend to be 1/10th to 1/4th the price is a happy bonus.

    The exceptions are my controllers who get really good bonuses for comparative bargains.

    As for Thirty-Seven's argument, I do find it funny when people so aggressively oppose powergaming. Seems to me that petty jealously plays a not small part there. Because honestly, if you REALLY don't care about purples, then you wouldn't even bother to have posted in this thread. Because the OP isn't talking about Inventions v. no inventions. He's discussing purples compared to other IO sets (as demonstrated by his reference to +def).
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    Let's look at that last line:



    as opposed to the OP:


    Not quite the same.
    Agreed Bill, but then you're wrong (as I must disagree somewhere with you in every post ) because I already said that I don't think the OP's idea is a good one. I tend not to repeat points in these threads unless necessary (like now).
  13. Quote:
    Originally Posted by Sailboat View Post
    Well, there's the minor point that the Devs put knockback in the game. And it's in comics books, big-time. And movies. And every tabletop superhero game I've ever played. And in real life, when enough energy is involved.

    So, other than in City of Heroes, comics, movies, superhero games in general, and real life, your position holds true.
    The devs put a lot of things into the game. For example, Arcanaville has railed against the extreme amounts of to-hit in the game for years. The devs put that in the game too. And I can think of multiple examples in comics, movies, etc. of people being near perfect shots. But that, thankfully, has to give way at times to gameplay necessity to make the game fun.

    Likewise, there's nothing unreasonable about anyone suggesting that they don't find KB fun. Just because the devs put it in the game doesn't mean that they couldn't take it out.

    And I question whether it's really that prevalent in comics, the movies, et. al. It's there of course, but nowhere near as common as it is in this game. Sure, extremely strong foes can knock foes around, but it's usually used to demonstrate their power and not something that occurs on every blow. Take for example, Cyclops. His blast are kinetic energy. And they're very powerful. But they don't cause KB every time he uses them. Hell, I just looked at a few X-men and there were multiple times where he didn't KB a foe once in a single issue.

    So your point, facially sound, doesn't really change the point. Actually proves my point. That the Pro-KB crowd is every bit as unreasonable as the anti-KB crowd. I'm pro-choice. Play however, you like, but let's give people the opportunity to "nerf" (as the pro-KB people call it) their KB to KD.
  14. Quote:
    Originally Posted by Arcanaville View Post
    Its not a strong precedent: that option is there because recall can be used as a griefing tactic. Its telling that the devs have still refused to put a "prompt for buff" switch comparable to the prompt for teleport switch.
    Good thing I didn't use that adjective then.

    Quote:
    Frankly, if it was up to me, I would sooner eliminate all *non-KB* options than all the KB powers. In fact, knowing what I know now, in retrospect I would make all AoE damage deal knockback, and all powers above a certain DPA threshold deal mandatory knockback. That would be a deliberate shot across the bow of the efficiency police, and it would simultaneously resolve the problem with AoE balance in this game.
    Well that would make sense, but like many things you've wanted for the game that make perfect sense from a balance standpoint, it wouldn't be fun for a great many people.

    Taking efficiency out of the equation, KB just gets on my nerves sometimes. Especially AoE KB. I have characters, like my PB, who have AoE KB and really I just don't like playing the character sometimes because of it. Even if the KB was twice the damage it would still be annoying.

    I find the pro-KB camp to be just as unreasonable as the anti-KB camp. The presumption, stated more than once by people in this thread, is that the only reason folks might not like KB is because of efficiency reasons. I don't think that's reasonable or fair. Personally, I get annoyed at KB sometimes, because I'll be playing my DM brute, pop off a Soul Drain and get the buff of one because of KB. Does this tick me off enough to want to kick someone? No. But it's not fun to have your powers be interfered with by someone else.

    After all, is that what all you pro-KB folks are arguing? That you find KB fun, and you shouldn't have to conform your playstyle to other's desires? Well, that's exactly what you're asking people that don't like KB to do. Conform their playstyle to you. To ignore the things that they might find fun in the game so that you have more fun. You're making a value judgment that your playstyle is somehow more "valid" and it's just as unreasonable.

    Personally, I'm all for choice. Give people a way to convert KB into KD and then you're done.
  15. I'm just in this to get paid.

    Dr. Mechano is a nut, but most of those mad scientist nerds are. But he recognizes the folly of Cole and his resistance so while we may not be on the same "side", we're not enemies either.

    Long Live ME!
  16. EvilGeko

    No "More"

    Quote:
    Originally Posted by Golden Girl View Post
    I think those two would kinda go together - and I'm not sure it'd be that popular
    Not necessarily. But I wouldn't have a problem with open PvP so long as it was flagged.

    For example, let say that in Paragon there were little old ladies who were targetable. If a villain robbed them, then they would be flagged for PvP.

    Conversely, in say the Rogue Isles, perhaps you could protect some person from the oppressive Arachnos government, thus flagging yourself.
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    I'm obviously not new to them but the reasons I tend to hear (playstyle conflicts aside) can generally be summed up as either incorrect assumptions ("Epic = godmode,") or trying to play them as something they're not. You wouldn't typically try to play a tank as a blaster - but people will complain that the Kheld isn't "as good of a blaster as a real blaster" or "as good of a tank as a real tank." To which my reaction tends to be, "well, duh. They're Kheldians, not (insert AT here.)"
    I disagree.

    First to the Epic = Godmode thing. I don't think that's what people are looking for. I think people simply expect something special from an epic AT. Warshades do it (certainly at high levels), VEATs are all over it. Peacebringers actually have the right powers for it. But they're just so damn slow.

    And this gets into the second point. Kheldians don't have a role. It's not that they can take on another ATs role...they can't really. They simply don't have a role. They are an additional teammate who MAY be able to do decent damage. With Peacebringers this is really problematic because they often don't have the options a Warshades does to at least bring that damage. If the right ATs are around they can do fine.
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    The following are why I've deleted my PB twice. Once at 50, again at 30.

    Bug: Tray swapping causing all powers to grey out when bouncing between forms.
    Annoyance: PB powers persistent sound effect (that high pitched whine)
    Design: Passives not functioning in forms
    Design: Long animation time when shifting to forms
    Design: Nova gives up too much mitigation for damage buff; Dwarf gives up too much damage for mitigation buff; human gives up too much damage and mitigation for what it's left with
    Design: Buildup from human form useless in forms due to long shift animations
    Design: Buildup doesn't buff Photon Seekers
    Design: Photon Seekers still mostly useless outside of point blank pbaoe usage where they do shine nicely
    Design: Dwarf form acting as a breakfree fails when a mez lands during animation
    Design: All forms have weak continuous attack chains unless massive amounts of global recharge is added to build. In order to get a functional attack chain without that you must do the shapeshift dance which grossly lowers your DPS due to long shifting animation times or spam gleaming bolt between attacks if attempting human only build
    Design: Average PB performance falls below average WS performance while max WS performance is vastly higher than max PB performance.

    For me, peacebringers are not fun. They are annoying. I no longer care if they are changed. I've added them to the list of ATs that I just won't bother with. No biggee. Other folks like them. Cool.
    Pretty much this. Everything Bill said. I too find Warshades to be vastly superior, both in tri-form and going human form only.
  19. EvilGeko

    No "More"

    Things I would still like to see:

    1) Merged Markets

    2) Shared resources per account (inf, enhancers, etc.)

    3) Completion of Powerset Proliferation

    4) An ability to convert KB effects to KD if you choose

    5) Revamped standard contacts (both CoH/CoV

    6) Ethos not causing ANY restriction on a characters ability to visit Paragon, the Rogue Isles or Praetoria

    7) Rikti Homeworld zones

    8) More of a reason to PvP

    There's a lot I think this game could still do.
  20. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    I currently run Inc-FS-GFS-FS on my fm/sd. Couldn't play him without GFS, and I don't like scorch.
    What's the recharge needed on that?

    I have FS, Cremate, Incinerate, and GFS on my Fire/SD and taking down AVs and such is boring it's taking so long.
  21. Quote:
    Originally Posted by Tabik View Post
    Any game dynamic that places control over my power's effects to another player is a dynamic I'm against, regardless of who that player is.
    There's already a precedent for it though. Teleport effects can be turned off on the recipient's end.
  22. Quote:
    Originally Posted by Gekkoh View Post
    Could dev add Team Switch about Knock Back ?
    Like team leader can choose Knock back allowed or not.
    When KB not allowed, all KB power effect to KU or KD.
    Well, and I'm going to get into trouble for saying this, but you already have the option of eliminating KB from your teams. It's called "Kick". Or if you're not the team leader "Leave team." It's not a nice thing to do and it can give you bad PUG karma, but if you feel strongly about knockback, just don't invite or team with people who use copious amounts of KB.
  23. Anyone else not get theirs on time?
  24. EvilGeko

    PermaPets

    Quote:
    Originally Posted by Hero2 View Post
    So is the reason my fluffy and sentinel vanish after 4 and 1 minutes respectively, afaik, that I am a defender? The equivalent pets in controller last until killed/zoned?
    No.

    Fluffy and sentinel have durations set for those powers in the context of their sets. In other words, the devs balance sets, not so much individual powers. Now the fact that electric is still allowed to under-perform is shocking, but there you go.
  25. Quote:
    Originally Posted by DMystic View Post
    I'm ok with the idea but only If villains can get a full double merits from their hot SF or maybe even triple.

    Because in a game world crime should pay.
    I've been thinking about this, and I think that instead of standard TFs giving double, it might behoove the devs to slot in Ouro TFs for villains that DO give 2x or even 2.5x merits since they don't have as many as heroes, nor TFs that give so many merits.