EvilGeko

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  1. PBAoE KB = Evil, wrong, Castle should hold his head in abject shame for allowing it to continue to exist outside of final nukes.

    Solar Flare should have never made it out of beta with KB. Turn that power into KD and there would be rejoicing in the streets. Also, while not required, taking the KB off the melee attacks would be a good step. After those two steps, I'd be willing to deal. Until then, I'll just slowly crawl my PB to 50 because I hate playing her because of all the KB.
  2. The SoA inherent is "being frikken awesome". Conditioning is something came up with in beta so people wouldn't complain about not having an inherent.
  3. Well done sir. However, you will be taken seriously by more than one person. Don't let the joke go on too long lest ye be accused of trolling.
  4. Quote:
    Originally Posted by Amy_Amp View Post
    I find trying to craft a common IO with common salvage that for some reason is going for 50K on the market as annoying so I avoid it like the plague. Yes, I can do missions to where I get the proper salvage, but then I could have just bought an SO and been done with it. Don't get me started about needing that common salvage for 10 IOs...
    50K is the "buy it now" price.

    There's an easier way. Even at that price, you only have to pay 50K once. And then you wind up with an enhancer you never have to worry about again. I think objectively, you would spend less time on the IO. You'll definitely spend less money.
  5. EvilGeko

    Counter Regen

    Quote:
    Originally Posted by Angelic_EU View Post
    Which power(s), or set bonus, does -regen?

    In fact, how best to fight a /regen foe in PvE and PvP?

    Thanks
    In PvP, -recharge is much more important to fighting a Regen player. Regens are tough because of their click heals, not regeneration.
  6. I'm mostly all over the map but I don't have any characters who don't use at least common IOs. There's just no point IMO. I do have a main who has the crafting badges though so making IOs from 15+ is pretty cheap.
  7. Quote:
    Originally Posted by Gulver View Post
    Compared to the forums of some games... This is nothing.
    Even taken in isolation, we're a pretty content bunch. What passes for trolls here would be pillars of the community on other game boards. For folks who haven't dipped their toes in the water of other MMOs, be thankful. In so many ways this game is the best.
  8. EvilGeko

    Jack Emmert?

    Quote:
    Originally Posted by Arcanaville View Post
    Probably the most tragic failing Jack had, at least in my opinion, was that almost everything he wanted wasn't bad in theory, it was that what he wanted required the game to change in other ways he didn't want. In other words, Jack was incompatible with Jack.

    ...

    This happened again and again, with critter balance, with respecification, with enhancements, with practically everything that had a game mechanical connection. Jack needs an editor, and CO suggests to me he hasn't found one yet (the judgment is still out for me on STO: I don't actually "feel" Jack's influence in the mechanics of that game yet).
    IMO, Jack just needs somebody that he trusts implicitly to call him on his BS. Somebody that's as smart as he is (or at least as smart as he thinks he is! ) who can tell him when what he wants is incompatible with what he's doing.
  9. EvilGeko

    Jack Emmert?

    Quote:
    Originally Posted by Samuel_Tow View Post
    I wasn't blaming this on "you," I guessed why he said it. I never claimed there was no reason to appease people, just that that seems to have been his intent. He said a lot of things to appease a lot of people over the years, and most of those things backfired on him.

    And, really, does it matter WHO he was trying to appease? Point is, players expressed concern, he posted to alleviate it, only it turned out really badly for the guy.
    Do I really need to put the smilies in the post to make it clear I'm not mad?

    Fine then!
  10. EvilGeko

    Jack Emmert?

    Quote:
    Originally Posted by Samuel_Tow View Post
    The GDN was I5, I believe, and ED was I6. There really was no time left to release ED, because they couldn't afford to launch CoV and then have to slap ED on it AFTER people had already settled in.

    I believe what he actually said was that they would no longer be tweaking powers, to appease the "regen nerf" crowd, and in this he was right, and has been largely right since. The GDN coupled with ED has ensured that almost to a fault, no power has been drastically reduced in effectiveness since. Before that, powers were changed a LOT, cutting values, redoing aspects and so forth. After ED, the adjustments ended. And look at how things are now - outside of the sweeping changes to Blasters, Stalkers and Dominators that largely aimed to improve them (and mostly did), we haven't had any powers really "nerfed."

    In fact, look back on things. When's the last time any of you heard that something was "nerfed" in the game? Being that I mostly play this game, at one point I was seeing this word every day, but now it's practically out of my vocabulary to the point that I'm back to putting it in quotes. That ought to tell you he meant what he said. It's just that he had a mouth full of mush...

    But again, I mostly mind Jack not for the things that he's done, but for the things he held back. At one point he had me convinced that I would never get exactly what I wanted out of this game because it wasn't being made for me, it was being made for someone else. That no matter what they add, there will always be some evil catch that would ruin the fun of it. I don't feel that way these days. In fact, right now I feel as though the game is being made for me, personally. And that's all I can really ask for.
    Don't blame that on us. The Regen folk were largely exhausted after the I3 and I4 fights. It was the Controllers (who lost their AoE Controls and Multiple pets); the other Melees (who took massive hits on their toggles); and defense buffers (who took massive hits on their buffs) who were after the devs.
  11. EvilGeko

    Jack Emmert?

    Quote:
    Originally Posted by Texas Justice View Post
    A simple example. Mind you, this was all before the Real Numbers were introduced to the game.

    Nerf's for Regen were proposed (on top of those that had already happened) and a video was posted proving WHY those nerfs were necessary. Several experienced and knowledgeable Regen players claimed that the what we were shown in the video was not possible in the Live game. Several less knowledgeable players joined in, but we'll leave their comments aside. Jack insisted that the video was accurate. The players continued to argue against the nerfs and posted what numbers we could glean from the game at the time to prove that the video wasn't accurate.

    It was finally revealed that the video test took place on an internal server that ... OOPS ... was on a different revision of game code than what was on Live. Jack's response was basically as follows (paraphrased heavily, but the the general tone is there):

    Oh well, it doesn't matter that the video is inaccurate and our conclusions based on it are inaccurate, we are still making these changes to Regen. Deal with it or leave. It's my game, I'll be the one to determine what is and isn't a fun play style.

    And contrary to what Dr. Mechano posted above, Cryptic still had long time employees after NCSoft bought the CoH IP. Some of them had worked on CoH early in the game's development but were no longer involved with the game as they had moved on to other projects. The one that I recall the easiest would be Shannon (poz) Posniewski, the current Director of Game Programming at Cryptic. Also still with the company in leadership positions are Craig Zinkievich and Bruce Rogers. I believe there were others that stayed with Cryptic that had experience both with CoH as well as other games (some that were cancelled, some that were ... redirected), they just weren't actively working on the day-to-day business of CoH.
    Specifically, the video showed a Regen scrapper surviving against +7 mobs and one-two shotting them.

    Only problem was that the code on that server treated those +7s as even con mobs. Thus it was not only not overpowered for a Scrapper to be able to survive and demolish those mobs, it was the intention.

    Nerf went live anyway. Oh and the very next update was GDN which nerfed Regen more. And where Statesman said there would be no more major changes to "powers". Apparently he did not interpret ED as a change to "powers".

    Earlier than that though was the thing that started off the whole "Nerf Regen" bandwagon (that and Arcanaville's admitted behind the scenes campaign to nerf Regen ) The Tanker players were whining about how Regen was taking their role on Hami raids (not like it was Regen player's fault that the devs designed their raid poorly) and Statesman in one post or another said that he had "concerns" about Regen. Everyone read that as "NERF INCOMING!!!11!!!" So to allay our concerns States said:

    Quote:
    Originally Posted by Statesman

    Concern = Small Tweak.

    Don't worry Regen Scrappers
    Next update made Integration (our mez protection) and Instant Healing (At the time our primary form of mitigation) mutually exclusive.

    What followed was epic.
  12. EvilGeko

    Jack Emmert?

    Jack wasn't a bad guy. He was very passionate about the game and was always willing to talk to players. He even owned up to some things that must have been mistakes of other devs.

    So all that said. Jack didn't listen. Like many of the people here have stated, he had his own vision and he just didn't understand that many of us did not share that vision. I think because Jack was lauded so much when CoH launched that he felt vindicated by the people that told him that City of Heroes wouldn't work. So when the players were telling him things that he disagreed with, I think he felt that here was another case where he should follow his own counsel.

    That would have been OK, except that Jack didn't realize how, in so many ways, actual mistakes on their part led to CoH being the success that it is. When the game launched you were able to make obnoxiously powerful characters. People liked that. When the game launched, it was a very fun for min/maxers and people who liked to pour over the effectiveness of their characters. Jack didn't understand that. He didn't understand the mindset of people who liked pouring over spreadsheets and tweaking their characters. He actively opposed it for most of 2005. It's one of the stated reasons for ED (to narrow and tame min-maxing).

    Now, years later, I have nothing but fond memories of Jack and his crazy antics. But at the time, I thought he was the main impediment to this game going forward. That that seems to have been correct just makes me happy things turned out for Cryptic like they did.
  13. Quote:
    Originally Posted by Texarkana View Post
    My question and concern is, with Paragon Studio's licensing the Cryptic engine, what happens if Cryptic flames out? Does CoX have a fixed number of years for the license? What happens if Cryptic resells the engine to another company? Can CoX become collateral damage as a result of Cryptic's own distribution and marketing mistakes, or even their desperation or spite?
    Pure speculation, but I wouldn't worry about this. NCSoft, would probably have licensed the use of the engine for City of Heroes in perpetuity for just this reason.
  14. Quote:
    Originally Posted by Umbral View Post

    Of course, this is ignoring my view that Scrappers should never get Super Strength. In comic books, you don't see Scrapper characters running around ripping through buildings. They might have superhuman strength, but they use that strength with precision rather than outright brute force. With the exception of Dual Blades (which I am sure Tanks and Brutes only got because they wanted to give the new set to as many ATs as possible), Tankers have brute force based powersets. The same applies to Brutes with the additional exception of Claws. Scrappers have more graceful/precision based sets, and Super Strength belongs on Scrappers about as much as Stone Armor and Stone Melee do.
    Questions:

    1) Tankers rip through buildings in this game?

    2) Comic books have Scrappers?

    3) Since Brutes got Claws and Super Reflexes and Dual Blades, why can't Scrappers get some parity and get some of the 'brute force' sets?
  15. IMO if they reduce SS in any way, it should port over to Tankers and Brutes. If the set is overpowered with Scrapper mods, then it's overpowered period. The original power mechanics dev obviously didn't trust his own system.

    Scrappers get not only lower defensive modifiers than Tankers, they also get lower caps than Tankers or Brutes. There needs to be a tradeoff to that and it should be that with like powersets they do more damage.
  16. Quote:
    Originally Posted by Vitality View Post
    What makes Super Strength so..."overpowered"...for scrappers?

    Is it Rage?
    Is it Footstomp?
    Is it Knockout Blow?
    Yes. However, these three likewise make it overpowered for Tankers and Brutes. To wit:

    Rage is a constant damage/to-hit buff with a relatively mild crash. On a Scrapper the damage buff would be even better (as build up is).

    Footstomp is an extremely powerful AoE with a great recharge, great radius, great control and great damage. It makes SS one of the best AoE sets ALL BY ITSELF.

    Knockout Blow does an obscene level of damage with a guaranteed hold. Yes, it has a long recharge, but the Popeye punch is a monster.
  17. Quote:
    Originally Posted by black_barrier View Post
    In the arena, the chance to roll should be static and it should occur at the end of a match. If the drop rate is 1:60, it should be upped to say 1:20, and then rolls should occur against each of the characters on the winning team.

    making this apply in matches 6v6 or larger + 10 mins or longer might make it harder to farm unless you're gagora.
    Perhaps make the chance for roll higher the more people and longer the match? Encourage team matches. Only concern I would have is that there needs to be a better matching system so people not in leagues can just get fights.

    Everquest 2, the other game I played, just added their Battlegrounds and I can just queue up for a match and when there's enough folks to start I get ported in to fight. Allows groups and raids to queue up together and is cross server.

    I wish we had something like that to go along with the new objective based PvP games.
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    Quick and dirty response:
    100 base damage
    With enhancements and fury that becomes 100*(1+.95+1.5) = 345
    With single stacked rage added in, we go 100*(1+.95+1.5+.8) = 425 BUT 1/13th of the time it does 0 damage. 425*(12/13) = 392.308
    With double stacked raged, we go 100*(1+.95+1.5+1.6) = 505 BUT there's 2 crashes to deal with so 505*(11/13) = 427 damage

    To rewrite them:
    100 base
    345 enhs, fury
    392 enhs, fury, rage
    427 enhs, fury, rage*2

    Let's say that attack takes 2 seconds to animate
    50 DPS
    172.5 DPS
    196 DPS
    213 DPS
    Taking the exact same attack on a Scrapper (who of course can't have SS ) and using Bill's methodology because I'm far to lazy to come up with my own.

    100 damage for a Brute becomes 150 on a Scrapper base (100*[1.125/.75]). No Fury, of course.

    With enhancements: 150*(1+.95) = 292.5
    With enhancement + Rage: 150*(1+.95+1)= 442.5*(12/13) = 408.46
    With enhancement + double rage: 150*(1+.95+2)=592.5*(11/13) = 501.34

    To rewrite them:
    150 base
    292.5 enhs
    408.46 enhs, rage
    501.34 enhs, rage*2

    Using Bill's DPS calc (which assumes no recharge I'm guessing)

    75 DPS
    146.25 DPS
    204.23 DPS
    250.67 DPS

    SUPER-STRENGTH FOR SCRAPPERS IN 2010!!!
  19. Quote:
    Originally Posted by Catwhoorg View Post
    Which is simply replacing the random chance with a merit type increment. Still ties to victories (with a minor nod to an arena defeat), and the same issues the current system has.
    Yes, but (and reading my post it wasn't presented well) in the arena, I was suggesting that whoever wins the match gets three tokens. Not by kills. That's my bad for not being more clear. Then, yes it's still based on kills somewhat, but in a match of people with similar skill the winner comes out better, even if the match had low kill counts. The open zone thing is a nod to those that like that style.

    You still need to have some kind of anti-farming measure, because folks can choose their opponents in Arena matches. If there was some kind of auto-match system where you just queued up for a match and took whoever the game gave you, you might not need such a system.
  20. I'm going with the evil/good version of your character.

    Wondering how that's going to work with villains more than heroes.
  21. Quote:
    Originally Posted by Catwhoorg View Post
    No matter what caveats are put in tying the PVP IOs to player defeats runs into that same obstacle, higher skill match-ups tend to be lower kill counts.

    Outside of a PVP defeat, what other options are there for having PVP drop something ?

    Sirens Call Style Bounty (which is basically Defeats) ? Time in zone ? An arena win ?
    Tokens

    Kill = 3 in arena match; 1 in open zone
    Defeats = 1 in arena match; 0 in open zone

    With restrictions on farming same player.

    Have random PvP IO rolls go for [X] where X = the amount of effort the devs think should go into a PvP IO roll.
  22. Quote:
    Originally Posted by UnicyclePeon View Post
    FF,

    Why do all the builds I see skip Fire Sword and take Scorch instead? Is Scorch better? I kinda wanted the sword for concept. Also, while I like your build and I like the presence of Physical Perfection, I don't really like the fact that Grant Cover is missing. Isnt it key to having some Defense Debuff Resistance?

    Thanks for the effort, I'll study it. I see some things in your build I'll likely use.

    Lewis
    It's easier to build a chain with Scorch. But I still take Fire Sword for concept. And having soloed 20+ AVs (including ornery ones like Ghost Widow), I don't mind doing a bit less DPS.

    If you look around there's some decent DPS chains people have worked out with the swords in the build.

    I just use: Incinerate, Fire Sword, Cremate, GFS. Works fine for me.
  23. Quote:
    Originally Posted by UnicyclePeon View Post
    All,

    Is anyone else kinda frustrated by Shield Defense? It is just too good to not take it. I have always wanted a Fire/SR scrapper since Fire Melee came out, but I never got around to it. Now, I keep looking at the Fire/SD option and drooling. Its kinda pissing me off. I made an Elec/SR and loved him, until I made a SD/Elec tank. Now, it makes me wish I'd made an Elec/SD scrapper. Also, I have a DM/WP that was always supposed to be DM/SR and so I'm tempted to re-make her, but I keep looking at DM/SD. AoE on a Dark Melee scrapper? Inconceivable!

    Shield Defense is really getting me down. I love SR for concept but SD keeps making me wring my hands.

    BAH!

    Lewis
    Fire/Shield is love. Why ask for anything else?
  24. Quote:
    Originally Posted by NightshadeLegree View Post
    The Posi TF revamp is interesting. I'd like to take that as a sign that more of the older blueside content is going to get the redo it needs.

    All told it looks pretty good for what I imagine a lot of people were expecting to be a filler issue.
    Positron may not herald much. It was absolutely the worst introduction to Task Forces one could imagine. That it took six years to fix is surprising to me. I know the devs like to look forward, but this TF was painful.
  25. Another Epic Load of WIN!!!

    Love this dev team.