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Posts
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Quote:Costumes; Inventions; temp powers; content; character slots.I wonder how many current subs CoH would loose if there were a F2P version... guess it would depend on how much one could do in a F2P version. Don't make it appealing enough, and few people will use it. Make it too appealing, Paragon Studios could be cutting themselves off at the knees.
Personally, I think NCSoft could make a killing. The key would be making many of the things we take for granted ala carte. And giving subscriptions perks that make people want to upgrade. -
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Quote:The Villain Epic ATs are, IMO, extremely well designed and have very few downsides. They are there though and they are different for each branch:Quick question: I tried Warshades and Peacebringers many times, never really developed a liking for them. Are Spiders/Crabs equally annoying, as the villain VEAT? What is the 'downside' to playing a Villain VEAT? (Or technically, a VEAT - Villain VEAT is repetitive.) Do VEATs populate your missions with nemeses, the way Kheldians bring in Quantum thingys into missions?
Serious answers please, no "The downside is how unbelievably awesome they are!" replies.
Thanks.
Bane Spiders - The squishiest of the lot. Banes have significantly less mez protection than the other three (at most 6 MAG protection - no KB protection) and less mitigation. Their armor upgrade is very good, better than the Crabs, but the Crab gets the yummy Fortification and Serum.
Banes ranged ST and AoE potential in their attack set (as opposed to the huntsman set which they can dip into) is very poor. Taking some Huntsman powers helps a lot, but it also forces redraw.
Banes have very good melee damage and make a credible Stalker.
Crab Spiders - Very nice. The only downsides I would suggest that Crabs have is that their ST damage at ranged is limited unless, like the Banes, you take the gun attacks. However, redraw isn't as much of a problem. Also you get Gloom as an PPP so that takes care of the problem too.
Crabs have no KB protection, but that hole is easily filled. Crabs have less defense than the other VEATs but they have substantially more resistance.
Crabs are the sole VEATs to have a heal with their Dull Pain clone which also helps with the HP problem that all VEATs have to some extent. It's very difficult to say that Crabs have ANY downsides really.
Night Widows and Fortunatas - Like Crabs, very strong characters these girls (I do not acknowledge male widows!
) They're only downsides IMO are the lack of a heal and low HP. Otherwise they are awesome.
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I agree they should be sold. But probably only for 2-3 Alignment merits. I think given their actual value to most characters doesn't warrant a price equal to purples. They are much more akin to rare recipes.
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Quote:I believe the OP is talking about the Alignment stores, not the normal merit stores.The only recipes unavailable for purchase with regular merits are purples and PvPs. (and costume pieces, respecs and temps)
The only recipes unavailable for purchase with A Merits is non (maybe temps)
I fail to see the problem. And if you fail to see the recipes, maybe your doing it wrong? try adjusting the level slider of the vendor till its in that recipes range... -
Quote:In this game, being a ranged based AT is penalty enough.I wasn't a fan of Protean mainly because he was pretty much another AV/EB in the long line of AV/EBs that pretty much say "screw you melee!" For once, I'd like to see an AV/EB that penalizes people for being at range rather than penalizes people for being in melee (an option that melee toons don't really have the ability to take without crippling their damage output; ranged abilities are just as useful in melee as they are at range).
I like these kind of fights. Fight club fights need a bit of variety. -
Quote:This. I've never understood why we can outlevel content.Or just do what would be most intuitive and eliminate outleveling entirely since it serves no purpose and only pisses off content fans.
Replace it with text that warns the user that mobs may be under their level, or auto-exemplaring.
"Oh sorry Mr. Hero, I know somebody kidnapped the Mayor, but you're too powerful and wouldn't be challenged by saving him, so don't worry about it."
/fail
Give missions a maximum level and let people decide if they want to take lower exp or not. -
Quote:Except for the defense to all positions they're giving each other and the Rad (and I believe his/her imps, but can't recall if it works on pets or not).each additional one only brings his own abilities to the party. Each Fire/Rad not only brings his abilities but also brings buffs/debuffs to increase the abilities of all of his teammates.
The buffs/debuffs given by the rad are extremely important, but controllers have to move VERY far before they start doing the damage a Scrapper does unbuffed. Buffed, as the two Fire/Shields will be, its amazing to watch.
I'm not sure why you all assume I have no experience in these matters. I've played on plenty of buffer overrun teams both as a contributing buffer and as a buffed DPS. Fire/Shield/Fire is not exactly like your common Scrapper. The level of AoE damage is really off the charts. In the configuration I've proposed you would have those two Scrappers two shotting spawns of mobs.
It would be much quicker than a team of all Fire/Rads, and nearly as flashy. -
Quote:Yes. I have both a high level Fire/Rad Controller and a Fire/Shield Scrapper.Just curious, have you any hands-on experience with fire/rad teams? Stacking all of AM + Assault + Enervating Field enhances Fire Controls impressive damage massively. Survivability is more than sufficient given -dmg from EF and heals.
This is not advice for OP, I'm in the "run what sounds good to you" camp. It's just to counter that Fire/Rad trollers will have more than enough damage and survivability and will take down mobs much faster than 2 scrappers + troller.
In the combination, I've selected, you can have two softcapped tanks throwing absolutely frightening levels of AoE. More than three controllers can do alone. -
Hey all. Ultra Mode and the new crop of games coming out have given me the upgrade itch. Prior to this, I've always bought a pre-assembled PC, but I've never been happy and felt I'd given up on something important.
I've always wanted to build my own PC. I've installed RAM and graphics cards and components, but never put the whole thing together. I'm an AMD/ATI fan so I bought (I think) all the required components.
Does anyone know of any good sites that can help a newbie PC builder figure out how not to break anything? -
EvilGeko's PvP wishlist:
- Cross-server Arena matching
- Gladiator merits - WOOT another token, this time solely for PvP rewards. Awarded for participating in Arena battles and completing zone PvP games.
- More PvP inventions
- Ability to flag yourself for open PvP based on Alignment (i.e. Vigilantes can fight Villains/Rogues in RI; Rogues can fight Heroes/Vigilantes in Paragon if all opponents flagged)
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I think it should be left alone. There should be some reason to roll in Primal.
However, I have little doubt this will be changed. -
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Make Assassin's Strike a freebie inherent power;
Return the AoEs back to all Stalker sets where they are in the Scrapper equivalents.
Stalkers were given their constant chance to crit because they need to Scrap when they can't hit and run. They need AoEs for the same reason. This game's content isn't designed for a ST specialist AT. -
Fire/Shield/Pyre Scrapper
Fire/Shield/Pyre Scrapper
Fire/Rad/Fire Controller
This trio can by itself handle the majority of endgame TFs and take down any GM. Normal missions set as high as +4/x8 will be cake. -
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Quote:I have a 50 Ill/FF Controller and a 50 Cold/Ice Defender. I would be fine if my 4 minute defense buffs were say 10 minutes and cost 2.5x the amount of endurance. That would make them about 20 end a cast unslotted. I don't mind buffing at all, but most buffs are a BIT too short for my tastes. I actually enjoy it sometimes over constant killing. (Hence why I have two 50 bubblers)FF, Sonic, Emp, Cold, etc... I play them all, and have most at significant levels if they aren't 50 already.
Yes, they would nerf them. Longer duration = higher end cost and/or lower values. The reapplication of those buffs is part of the 'balance.'
Apply them where they're actually needed (not everyone needs every buff. Yes, even on a MM. Pets can be replaced. Worry about the players.) If you find the process to not be fun, don't roll something that buffs in that manner.
I think this would make both characters more enjoyable to play without a need to nerf the effectiveness of the buffs. It would also alleviate the "pay for buffs" problem that is one of the base reasons for the short timers on buffs. -
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As a debuff, it's likely to be significantly weaker than Aim/BU. Probably a bit better than Surveillance if it's in a primary. So like 15-20% -res/defense.
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Quote:Except he wasn't talking about mechanics. He was saying what HE the NPC character was told. It wasn't an instruction to YOU the player, it was a description of something going on in the story.Antonio Nash is an NPC that interacts with players and as part of the game design can be used as a tool to provide both player information and character information. It's up to the player to have the common sense to differentiate between the two.
AT is not simply a game convention. -
Quote:I just started a new character in Atlas and walked up to Antonio Nash. This is what he said,How does a "roleplayer" know that a character is a "stalker" or not?
That would have been my response.
Your AT is not simply a game convention is it part of the LORE.Quote:Originally Posted by Antonio NashGreetings, Test Sonic Guy, I have been briefed about your abilities as a Defender. We have much to do. Let us begin. -
Quote:Right. Death is a penalty. It's a marker that, "Hey hero/villain you didn't win."Death is also not desirable. Its there specifically because its not desirable.
It's interesting to me that every MMO out there with death penalties, including this one have made their penalties less severe over time. But the existence of death as a penalty, provides a good reason for making recover downtime as minimal as possible.
Death provides a time penalty in the form of experience debt (or eating rested exp) and possibly travel time back to the point of defeat. What's the difference there? You can play away the penalty. The assumption always has to be that the core activity of the game is fun so working off debt should likewise be entertaining. That plus the fact that the penalties for death have been lowered make death a reasonable penalty for defeat.
But recover downtime puts you in a situation where you have to STOP playing the game. You can go back for inspirations, perhaps, but that's often going to be longer than it takes for your health to recharge naturally.
Thanks for all the negative responses. Truly. I hate making suggestions that die immediately.
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Quote:No, it's not my responsibility to provide statistical evidence that I have no access too. It's my responsibility to explain why I believe my suggestion is sound and for the devs to compare that to their proprietary statistical evidence and decide if my idea is sound.When someone is asking for a major change in the core resource management paradigm, which could have extensive repercussions, the onus is on them to demonstrate conclusively why the change is necessary. Not just desirable, not just 'a good idea', but necessary. This has not been done.
It is not the responsibility of those who do not see that change necessary to defend it. All they have to do is point out flaws in the logic stating that the change is needed.
This BS argument has been brought up in the various other arguments I've made over the years and it still makes no sense.
