-
Posts
4227 -
Joined
-
Quote:ED isn't necessary period. If you give people [X] number of slots, then you should let them put whatever they want in those slots. If you want "three max" then you don't allow powers to be enhanced beyond three slots.Enhancement Diversification, Inventions, and Wentworth's from the first issue.
ED wouldn't have been such a big deal if people didn't know what they were missing, and one of the biggest criticisms of this game, from what I saw, was that the game had no functioning economy. I feel like that should have been the main priority, as it's one of the best ways to unobtrusively attract a new demographic. -
Enhancers would work much differently than they do now if I were designing the game. Meta enhancers like recharge/endurance wouldn't exist. Powers would be designed with an acceptable uptime with or without enhancement. Powers would cost what they're supposed to cost and that would be it. Meta powers like Hasten and Conserve Power would still exist, but they would not be perma. With those out of the way, I would have lowered the number of enhancement slots each power can have. Enhancement Diversification would not be necessary under this scheme.
Inventions would have been in the game from day one. All characters would have access to meaningful ranged and melee attacks. I do not believe that the current melee v. ranged dichotomy is healthy for the game.
The survivability curve would be much different. Tankers would probably only be able to self-buff to where Scrappers can now. Scrappers would be less than that. Squishies would be able to build some meaningful, but lesser defense.
Most of the mechanical features: PvP, crafting, flashback, etc. would have been in the game earlier. -
Quote:I agree with that to a point, but I look again to the X-men which have created legitimate new stars in Wolverine, Deadpool, Cable, Gambit, Rogue. Only Wolverine (and perhaps Rogue) have really hit the broader public consciousness with the X-movies, but the others have had their own books and series and the most recent of them: Cable and Deadpool were created in the 90s.For years now there hasn't been any new innovations in superheroes at ALL! In the early years of Marvel the compagny would try and test new characters and concepts on a regular basis. Some would work... Some would fail drastically. Marvel hasn't done that for ages. Instead they go for yet another spinn-off from a already well-selling known character.
This means they only rehash!
DC does it a bit better... but the old crew will never really leave.
Ofcourse others can be a Batman... But the public will never accept another. New flash (person connected to the Speed Force) is easy... new Green Lanterns are even easier. More people in teh Superman family too. As Kara and al-El are natural aliens that can obviously procreate with humans they will give at least part of their Kryptonean genes and powers to their children.
And the legion of others that are immortal or long lived!? They will be there. If you read ' The Guardians of the Galaxy' series by Marvel comics you get a good idea. Dr. Strange is long lived and can hope to reach 500 years. Thor can easily reach 1000 years. Wonder Woman will be immortal (at least as long as she stays under Aphrodites protection). Wonder Man/Hollywood is an energy being and immortal. The Vision is a Synthesoid and can be reused or still there. Iron Man already had successors. But can also go the Batman Inc. route.
But it all ends up on the same... The Comapnies aren't interested in taking a chance with new characters and loose money... not when they can draw upon money making characters. So the original ones will be made more modern/updated and will always be there.
So I think there's a space for new characters, but we comics buyers have to actually read the books. For example, there was this fun series called Runaways that Marvel supported for a couple of years. Decent book, all unique characters. Gone now, because we readers would rather read four version of Wolverine each month!
-
If there could be only one it would be my Fire/Shield Scrapper.
-
I think the X-books are pretty good for rotating in a new crop every now and then. Sure the old staples are still around, but the original five X-men basically went away for awhile to make way for Wolverine, Storm, et. al.
The New Mutants came around a few years later, later Generation X, the New X-men, and more.
One of the reasons I like these books is that Marvel doesn't fall back into Cyclops, Jean, Iceman, Beast and Angel. Of the Marvel books that started in the 60s, these books undergo constant reinvention and new characters are constantly joining the fold. -
-
Quote:Why not just play them?After all, the story arc to get the slot is easy enough to complete.
*auto-complete elite boss mission* *wait three days* *auto-complete elite boss mission* *wait three days* *auto-complete elite boss mission*
(Granted I'll have to wait three more days before I finish testing that. So far, I beat Trapdoor and auto-completed the Honoree fight.) -
Quote:DUDE!Well, as two of you figured out already, I went ahead and posted a quiz that is, in theory, a little easier. The answers aren't that hard, but the challenge is mentally getting them in order before the allotted time is up. If you're feeling up to it, give it a shot. Here it is:
You forgot Warshades! -
Quote:When I want to do a Task Force, no matter the AT I'm on, I'll lead and recruit, so I'm not just blowing smoke.Can anyone make a convincing argument why a team should take a staker over a brute or scrapper at this point?
I take the first 7 people who want to come. For anything. I think badges are stupid, so I don't care how many times people die. I want people to be having fun, because people tend to play better that way, so I tell people to bring what they want. I've been on TFs with 2-3 Stalkers since GR moved so many red-siders to blue. So long as they're killing something, I don't care that a Scrapper or Brute could do it 10-20% faster.
I'm a min-maxer. And I know this for sure. This game is too frikken easy to be wasting time worrying about these small swings in performance when building teams. And that said, the only reason for the disparity IMO is: 1) Stalkers who try to rely on AS; 2) the general lack of AoE in the AT. The first is correctable. -

I don't even know why I'm still subbed. I guess it's that they keep adding stuff I like and it's easy to just log in and play for a few minutes. -
Quote:It was better before Shield Charge was brought down to earth, but my FM/SD Scrapper doesn't worry too much about the few hits that get through. The bastids don't live that long!To be fair, the scrap will be hit just as often as the tank would, about 10% of the time. The difference would be the tank's extra HP and greater resists soaking the hits with less worry.
For farming, i agree, go with the scrap. The tank won't be slow, especially compared to a lot of tanks, but the scrap will be faster.
-
Quote:This. The three live examples of the Turbine model of F2P have turned out well. Two of those games while dealing with aging games were not unsuccessful like the most recent champion of online F2PCity will go F2P. Bet your lungs on it.
We're already halfway there with "booster packs". The other games aren't going this way because they're dying. They're going this way because it works.
.
I don't know if CoH is considering going F2P or not, but it's not something that can be ruled out because the game is doing OK. -
Like I say every time this comes up. Controllers/doms don't need full control, but the basic stances: aggressive, defensive, passive should be allowed.
-
-
Quote:MemphisBill keyed me into what I'm arguing against. It's Defender drama. I truly didn't understand what you folks were talking about before he made that comment about healers. And while I've never understood healer drama either (I spent years arguing against the myth of the kicked non-healer), I understand enough now to know that I need to get out of the way!Yes it does, it gives them ammo to say "You can turn it off so do so!", then kick them from the team. I see an en/en blast, I know he has KB. Or new players will come and they will be told some far out line that "KB is not popular so you better not use it." and go on believing that KB is a problem since that is how they have played since they started.
This on/off business will have more issues then what it solves.
So I will flee the field of battle today, you guys win!
-
Quote:People can kick KB users now. Providing a choice doesn't really change the status quo.I think Leo summed it up - and part of my arguing is from being put in a very similar position with Defenders (and Controllers) and being told to "heal" (or getting kicked when, say, my TA showed up, or I *dared* actually attack something.)
As for the rest, I do think we've argued the point enough. I don't think the devs will do anything to change it, but I thought that about MoG too, so I thought I would provide the idea. -
I leveled my Night Widow and that's my primary build. My Widow's Fort build is used for special purposes when the control/psi is needed.
-
I just wanted to say one more thing on this. I am not anti-KB. At all. My Ice/Energy Blaster has a full KB set in Power Thrust. My Peacebringer has Radiant Strike with almost a full set. I take all those "explosive" AoE that do KB. I rolled a Claws/WP Stalker solely because it had Shockwave and I use the power constantly.
I like KB a lot. But liking Knockback does not blind me to the fact that it has problems, nor to the fact that many folks have problems with it.
I would just like a choice. Sometimes to use KB willy nilly, sometimes to carefully control it on my own. Sometimes to turn it off. -
Quote:Now replace whatever power you were using in that situation with any power in Fire Blast. Would you have had to do anything other than fire it off? KB powers need to be planned around, because they INTERFERE with other powers that rely on the mobs location.
Inv/Soul Drain/quills? Aim at the *near* side of the mob. Mob is KB'd to the other side of the tank/brute, at worst. No loss to you.
LR/SC? Are you opening or closing with it? Opening, wait for the tank/brute/scrapper to charge in. Pick target on near side. Start firing. Closing, who's to say MY damage *won't* kill them?
Ice storm - See first statement. Find mob trying to get out from near side of storm, fire so they're knocked back into it.
Wow, look at that, your very situations and... no loss on your part. Unless you'd like to complain that my Kheld's damage killed a mob you could have used Soul Drain on? Or that my killing that mob lowered your defenses?
Can that be used to your benefit, sure at times. That doesn't invalidate the general case. These are all exceptions that prove the rule.
Think of it in math terms. The Kheldian story arcs are boring piles of repetitive council mashing. I.e. they are a net negative. The SoA arcs are at least in the positive territory if only just.Quote:And I question the sanity of anyone who says the SOA have a better storyline for an Epic using the reasoning that it basically *doesn't exist.*
How do you see being able, but not forced to, turn off KB as a nerf?Quote:Or do you just want to nerf specific sets? -
Quote:Well, maybe the developers thought that underlined one was a bit more important.Agreed. It's a blue moon topic. It comes up once in a while, the most vocal of us jump in to argue, then it dies down. Just like "healers", "SB PLZ", "kicked for not having X", "X is overpowered", "X is underpowered" and "Stamina is required" threads. None of it has ever been shown to represent anything more than a few peoples' opinions or completely uncorroborated and ultimately irrelevant stories, and none of it really matters. We do it anyway because it's the debate itself that's enjoyable, regardless of what we're debating.
-
I'm not anti-KB. I'm pro-choice. Similar to the more famous version of pro-choice, I think that choice gives the sets that revolve around KB more options other than "Don't do it."
And like the more famous "pro-" group, many of you folks tend to demonize the opposition and make them out to be evil. I find both "pro-" groups to be counter-productive more times than not.
Actually, it will be a choice much more than you think. What I think most likely is that teams will be fine with KB most of the time. There are some encounters where KB will be more helpful than others and some where it will be downright dangerous. With a toggle, the player can dial it down and back at will.Quote:Honestly, I'm not opposed to more choices as a pro-KB player. But how often do you think that choice will actually be a choice? Currently, if KB is present, those anti-KB just have to deal, quit/kick or communicate. If we get the choice of turning KB off, that'll probably change to order team to turn off KB and quit/kick. So this 'option', more often than not, won't be an option and it takes away the need to communicate in a multi-player online game.
No, it's a fact. That KB interferes with a large number of powers is a fact. It's a verifiable statement. You knock something out of AAO aura, you have lowered the damage of the shield user in question. That's not my opinion.Quote:This is false. And it *is* false because it was stated to be fact. As an opinion, I simply disagree.
What is my opinion, but it's more of an inference based on the above fact, is that situations like this, cause the general lack of popularity for KB heavy sets.
But what if I need the extra to-hit that Invincibility and Soul Drain (I can't tell you how many times, this has happened to my brute) provides. Or the damage that Against All Odds or Soul Drain provides. What if the mob could have been dead (100% mitigation) if it weren't knocked out of my Lightning Rod or Shield Charge or Quills or Ice Storm, etc.Quote:And when the extra mitigation is waved around, it's countered with the 'but the extra mitigation isn't always needed' to which I say 'then who gives a flip if they're knocked out of a buff aura range!? you don't need the extra mitigation that little extra percent gives anyway!'
That really would be a nerf to KB users.Quote:A better way to accommodate both sides? Make more enemies that are resistant to KB (could definitely use more 'Always Flying' foes). So those that don't want to worry about it can target those. Could also make foes that are extra vulnerable when KB (somehow) so KB on those are welcome. This expands the game rather than catering to one style of play (the AoE herders which don't need anymore help than they already have).
As to the last underlined. This is what I'm talking about. You're stating here in no uncertain terms that the people who enjoy nuking spawns don't matter. -
Quote:Yes, it would. No offense, but I question the tactical skill of anyone who prefers Kheldians to SoA.And removing the effect would NOT be for "the good of the team."

How is a choice a nerf? Because people won't feel bad anymore for having to accommodate your playchoices?Quote:Besides, where do we stop this? Do we now nerf (as that's what it would be) Illusion as well?
You're hysterical. I offer a choice. You may choose to equate that with a nerf if you wish, but I shall not waste time countering an argument stated in false terms.Quote:Robots MMs? How about removing the repel from Hurricane completely, as that can scatter mobs? Oh, and lower the mag on it on ice patch, as it can fling some mobs away (most notably Clockwork.) How about Force Bolt - it's not really a damage power, it's entire raison d'etre is to knock things back, and it would look damn silly to have this big bolt hit and just kind of "wiff" someone to the ground. (Don't forget to do it to everyone with the Nemesis Staff, too.) Psychic Thrust? Sorry, being a Tier1 secondary on my /MM blasters, I WANT that knocking things back, not down, so they're not in melee range if I'm held/immob'd.
Just how far down this path do you want to go? How many sets do you want to nerf so YOU don't have to "deal with" knockback? -
Quote:This has been happening for years already. It's why I've been on groups who pass by on Peacebringers and hardly ever see Energy Blasters at all. Perhaps that's all we can expect at this point.If you don't like the KB in Energy Blast, or Peacebringers, pick another powerset or archetype.
If you don't like grouping with people who use these powers, group with someone else.
But there is another way, that doesn't include changing anyone's playstyle. If the devs have the vision to embrace it. -
Quote:Not likely. What's more likely to happen is that once people can control KB, team leaders will feel much more empowered. Right now, if KB was causing problems, I wouldn't blame the player. It's not their fault. I don't expect people to waste the time learning how to control something that's supposed to be helping them. But after this, I can now ask them to remove the effect for the good of the team.And makes more problems than it is worth. You would have people complaining for players to turn off their KB and they won't.
You would STILL have posts about players that don't want KB and want it removed so that they don't run into players that won't turn off their KB.
What is likely is that some pro-KB folks will come to the boards and complain that teams won't let them use KB.
Agreed, so do you acknowledge then that KB is actually a detriment? Because taking what you said to its logical conclusion, this explains why Energy Blast, which is a perfectly fine set otherwise, doesn't have anywhere near the popularity of a set like Fire Blast.Quote:And KD is overpowered in that it doesn't move the mobs out of the way of attacks. So now you have a mob control in place and can still use AOE damage without moving.
IF a player chooses not to learn how to use KB, why is that a problem? I honestly don't understand. Are you saying that sets like Energy Blast are balanced around having to learn to use a potentially problematic secondary effect? Because if so, Energy Blast needs something to compensate it for being saddled with KB, no?Quote:Plus players could possibly never learn how to use KB correctly because they were told to turn it off when they started either the game or a new toon with KB powers for the first time.
