GuyPerfect

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  1. Quote:
    Originally Posted by Arcanaville View Post
    What this means is that Build Up provides two real benefits to blasters. First, it provides an offensive benefit that on average will allow the blaster to kill a few more things, which translates to some average offensive damage buff. Second, it provides the means to eliminate damage earlier rather than later, and as a consequence mitigate damage. It provides offensive damage mitigation.
    You remind me of those statisticians who draw the strangest conclusions by defining terms in careless ways, like the ones that say the bedroom is the deadliest room in the house (deaths per room) or that airplane travel is safer than car travel (deaths per year). It's easy to define a term, run some numbers, then draw the wrong conclusion or express the wrong idea...

    Look at the following list and identify which ones you deem to be "defensive" in nature:
    • Increasing one's damage resistance
    • Putting the enemy to sleep
    • Healing damage dealt to oneself
    • Phasing the enemy
    • Increasing one's hit points
    • Debuffing enemy ToHit
    According to my understanding of defensiveness (meaning to protect, as noted in any dictionary), you can define "defensive" in this game as "protects from enemy attack." Damage resistance does this. Defense as a game mechanic (avoiding or deflecting attacks) does this. Increased hit points does this. On the other hand, controlling enemies with mez does not do this. Debuffing enemy recharge does not do this. Preventing enemies from attacking--including defeating them before they can fight back--does not do this. These are all offensive tactics, as they aggressively affect the enemy and not oneself.

    Your definition of "defensive" seems to be "higher percent HP retained over time," in which case defeating enemies more quickly certainly fits the bill along with a hodepodge of other two-fold strategies and maneuvers.

    Your assertion is that that defeating enemies more quickly (thusly sustaining less damage during an encounter) qualifies as defensive activity. While I agree that deader enemies results in greater survivability than not-as-dead enemies, I do not regard a boost in damage to be defensive because it's aggressive and affects the enemy; not protective and affects self or allies. You said it yourself: it's offensive damage mitigation... that is to say, NOT defensive damage mitigation.
  2. Quote:
    Originally Posted by DarkCurrent View Post
    But again, it'll depend more on your secondary.
    I'm building something just to screw around and enjoy playing the game with character concept, and I've always been a fan of the ice, so Icy Assault is my secondary. I'm skipping Jack Frost for preference reasons, and I'll be taking Ice Slick, Glacier and Flash Freeze. Like I mentioned, Frostbite will only be taken to slot Immobilize IOs for a Cold Resist bonus.

    The character's only 22 so far, so I don't have a good sampling of what all the powersets are capable of, and Ice Sword Circle and Ice Slick have yet to be grabbed. I expect melee range will become much more useful after those two powers come into play.
  3. Er... Are you saying that since killing things more quickly reduces the amount of incoming damage, Build Up is a defensive power? It may very well increase survivability per activation for that reason, but in no way shape or form is gaining the ability to blast bigger holes in your enemy's face to be considered defensive.
  4. Yup, sure does help. I didn't consider its effects with Arctic Air, since I'm skipping that power personally. Ice Control now looks more like an "A or B" kind of powerset instead of a set with a wonky power.
  5. Quote:
    Originally Posted by Silverado View Post
    Every AT can do that with one combination or another, probably faster and safer, and in the case of defenders and tankers, without the assitance of an inherent.
    One word: ???

    It's like the people who say "hitting homeruns out of the park is easy" when they've never even held a baseball bat. I would highly suggest you observe some high-level Warshades before suggesting that they are not fast or safe and cannot play without their inherent power.
  6. You can use Infernal's Praetorian demons up to level 50 if you want, I believe. They're very similar to the Circle of Thorns enemies.
  7. I won't be taking Frostbite in my build for a number of reasons, but I'm trying to imagine a scenario where the power would be preferred. Is there something I'm overlooking or is the power contradictory to other powers in the Ice Control set?
    • Initially, I thought it'd be a good idea because Flash Freeze would be upset by Ice Slick. I have an Ice Melee Tanker and every time I use Frozen Aura, things fall down on the Ice Patch and wake up anyway. On the other hand, Frozen Aura has the same damage as Foot Stomp (and is Cold instead of Smashing), so I keep the power handy. But Flash Freeze doesn't do much damage worth writing home about...
    • Then I realized that Ice Slick doesn't recharge as quickly as Ice Patch, and would require some considerable recharge buff to be perma'd. I won't be able to keep things tripping around on the Dominator like I could with the Tanker. When I use Ice Slick, it will have to have some tactical application as I can't just keep putting it down whenever it suits my fancy. This makes the prospect of Flash Freeze a bit more desirable.
    • Someone pointed out that Frostbite has -Knockback, which would render Ice Slick ineffective and canceling out one control power with another isn't something I'm too fond of.
    • Lastly, Frostbite has a 0.9X accuracy attribute for some gosh-condemned reason. In practice before slotting more yellows than should have been necessary, the hit-to-miss ratio with the power was almost a negative number...
    Now, I have a friend who did take Frostbite instead of Flash Freeze, because he frequently played on teams. His typical teammates did so much AoE damage that Flash Freeze would have been nearly worthless, so he went with Frostbite, as it's at least more helpful in a team situation.

    I play mostly solo, and even on a team a temporarily-incapacitated enemy isn't a bad thing, so I like the idea of Flash Freeze. As long as I don't disturb my targets, it's like an AoE hold without the blasted 4-minute recharge. And besides, with Glacier, I get a real AoE hold anyway. I'm sold on the power, and will spec out of Frostbite from a combat perspective.

    I will be taking Frostbite at a later level, but only to three-slot it with Debilitative Action for +2.5% resistance to Cold... but that's more for character concept than anything practical.

    Other than the "my teammates will wake up Flash Frozen enemies" argument, is there any particular advantage to using Frostbite in any situation?
  8. Quote:
    Spelling, punctuation and grammar!
    Incidentally, you've correctly omitted the serial comma in the thread title. The word "and" acts as a delimiter and an additional comma would have been obnoxiously redundant. (-:


    Quote:
    Originally Posted by Soul Train View Post
    It's a reference to what goes INTO baloney. All the 'garbage' bits that would be otherwise inedible. So, saying something is 'baloney' is essentially saying it is a melange of castoff crap. Same expression as "a load of tripe".
    What about "horse feathers," then?
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    You mask this as courtesy, but use it as a cudgel to beat me over the head in an attempt to claim the moral high ground while simultaneously still dismissing my point as "just opinion," neatly forgetting that that's all anyone whose name isn't red has on these forums, specifically on issues not numerically representable in any practical format.
    I assure you that I am no weasel, and that I'm never one to use seemingly-polite language to deliver some auxiliary put-down. You question my motive, which is curious and, for all intents and purposes, unfounded. I generally avoid petty bickering on forums in favor of more productive things, but in this situation, something of the sort seems strangely appropriate. I won't hesitate to draw the attention of those whose names are red, if you catch my drift, so let's get this train wreck rolling...


    Quote:
    Originally Posted by Samuel_Tow View Post
    Opinion is all I have to offer, and if all you're interested in discussing is explaining how my opinion is wrong and I should be ashamed to have it, share it and defend it, then by all means continue. I won't stop you since, quite frankly, I'm tired of defending my right to hold an opinion and not instantly "agree to disagree" whenever an opposing opinion is stated, like we're on some kind of show and tell. Even though I am put into a position where I have to defend my opinion every frikkin' time AND pegged as intolerant and egocentric just because I refuse to drop it.
    Opinion is rarely the issue, as subjectivity is not something that can be quantified. Rather, my concern is your general attitude: one that traps itself behind a wall of its own self-righteousness and one that victimizes itself in light of criticism.

    Perhaps I just never paid that much attention, but lately, you seem to be someone who expresses disappointment when the world you find yourself in lacks congruity with the idyllic one inside your head. You write up ellaborate and somewhat poetic posts about the way the world ought to work, then react with shock and bewilderment should someone make an observation to the contrary. If this puts you in a position where you are forced to defend your views, then you have only yourself to blame for that.

    "Why must a Defender specialize in a non-combat role and be unable to solo at an acceptable rate?" you ask... "Defenders can solo just fine," someone replies, then you reiterate your initial point as though the person who replied simply didn't know what he was talking about. And here we are on page 7 with your most recent post doing the exact same thing:

    Quote:
    Originally Posted by Samuel_Tow View Post
    Game design to account of and encourage teaming is fine, but yet again, this doesn't have to be done at the cost of discouraging solo play.
    At face value, this looks like a point, but when questioned about it referring to City of Heroes, you suggest that this is either a nebulous concept of game design or that your personal perception of "solo play" dictates--and indeed, even attempts to quantify--why or why not the question is even applicable. I suppose in City of Samuel, where the baseline measurement of acceptable solo play is that of the Brute, the Defender underperforms and is therefore not suitable for a player class.

    Is it appropriate to belittle the perceptions of others based on your own preferences or observations? Are Defenders truly bad for soloing? Are the Rogue Isles truly void of life and color? Does Guy Perfect truly find joy in antagonizing people?

    You may find that adjusting the way you regard your observations will yield a much better harvest of constructive responses than what you're doing now.


    Quote:
    Originally Posted by Samuel_Tow View Post
    Next time you try to offer perspective, try to do it in a less cynical, condescending way, and you might end up eliciting a better response.
    That's what I do for those whom I expect to make an attempt to understand my argument and are open to the idea that their own considerations may have room for improvement. For the rest, I generally state something profound and wait for them to figure out what it means.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    You know what I see here? A blue roof, and then that's it. I did go back after reading your description, and I did spot the two yellow shipping containers, but the rest of the picture is depressing.
    If you had to have me tell you that there was yellow in the picture, then you're obviously only looking for things that support your argument and are ignoring everything else. Even reckless protesters do that, as do lawyers. You're nitpicking at hues, though color-wise the three images are nearly identical. There's nothing about the first two that's remarkably different from the third.

    When I look at the third image, I see artistic architecture that's leaps and bounds above the rectangular prisms from the first two. There's a decorative lawn in front--notably green in color--with maze-like hedges and fountains of--get this--blue water. In the background, you can see the rusty orange pipe from Aeon's PTS, which immerses the area in the game lore; much in contrast of the woefully-repetitive copy/paste city layouts that came before it.

    It is also well-lit and easy to navigate.

    This thread has become a veritable showcase of Samuel Tow's opinion and how one must not contest Samuel Tow's opinion. I share this perspective not as an insult, but as a courtesy that these discussions might go more smoothly in the future. On the topic of game classes that specialize in non-combat roles to the point of being inadequate in combat by themselves, know that a commercial setup like this needs to make certain considerations so that everyone--including those with differing preferences from yourself--will be able to enjoy what it has to offer.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    Yes, there is ONE SINGLE AREA in all of CoV that has some colour. What about everything else? The post you replied to talked about "brightly-colored, well-lit environments," as in plural - more than one environment.
    You mean City of Heroes? Sure, let's take a look at something other than grey and brown for some demonstrative contrast...


    First, let's look at Peregrine Island with its lush, green trees and inspired architecture:




    And then Founders' Falls, the vibrant, easy-to-navigate part of the game:




    Quote:
    Originally Posted by Samuel_Tow View Post
    Aside from the neon lights of Jackpot, where in CoV do you see a break from the black/grey/brown colour scheme, occasionally appended with red for the "evil" red and black scheme?
    All over the place, actually. Like this one, with green, blue AND yellow all within the same three-mile radius!




    Quote:
    Originally Posted by Samuel_Tow View Post
    All of City of Villains is one gigantic slum. There are specific exceptions - pretty much Aeon City and Jackpot - but the bulk of it is just black/grey/brow slums strewn with trash, suffering neglect, destruction and poverty and overridden with crime.
    Let's take a brief look at some of the more attractive tourist destinations in Paragon City:
    • Faultline
    • Dark Astoria
    • Crey's Folly
    • Kings Row
    • Eden
    • Boomtown
    Clearly, City of Heroes is much more clean-cut and free of poverty and destruction than City of Villains. While on the other hand, I can think of like three places in Villains with trash, poverty or slums in general: The lower half of Mercy Island, the Scrapyarders' housings in Sharkhead, and the South Ward in Grandville.
  12. Thought about it, but I wanted to run the "vibrant colors" point from Jackpot into the ground. It's the prettiest area in the whole game (either side), in my opinion.

    Though I digress. Newbie Villains getting scared away from the entire game because of the northern half of Mercy Island has nothing to do with the subject that this thread started with. Back on topic!
  13. Quote:
    Originally Posted by Katie V View Post
    City of Heroes (or at least those zones where players spend their time) tends towards brightly-colored, well-lit environments that permit easy navigation. City of Villains, on the other hand, comes from the "Real is Brown" school of game design, with city layouts straight out of the middle ages.


    Quote:
    Originally Posted by Katie V View Post
    I haven't gotten very far in City of Villains [...]
    You don't say?
  14. Quote:
    Originally Posted by Slashman View Post
    What villains could use is a tactical element to the game that divides zones up into sections that they can take over.
    What would they call such a setup? "Recluse's Victory"?
  15. Don't bother. If you fail to login to one closed beta, your account is removed from consideration in future closed betas.
  16. GuyPerfect

    Merry Christmas!

    Quote:
    Originally Posted by Nightphall View Post
    Gah, I had forgotten that I posted something similar in another thread. But I do not think it can be said enough.
    Sounds like you've said it twice too many times already.
  17. What if you're fighting a Red Cap and a Fir Bolg comes along and damages it? Which reward graph do you get?
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm against classes that, upon choosing them, prevent you from having decent/appropriate/enough/whatever ability to fight your own battles, alone and by yourself.

    [...]

    I was looking at this from the aspect of new game design, offering ALL players significant combat skills if they choose to take them.
    I think a better approach would be to remove the "experience point" altogether and transfer character development into the realm of "playing" rather than "achieving." Applied to City of Heroes, this would be like being able to pick new powers after you've completed whatever story arcs; NOT after defeating a certain number of enemies.

    To be frank, MMOs don't need to be about fighting. If your argument is that a game doesn't need to fit into some long-established mode of operation, then why pidgeon-hole games into fighting scenarios in the first place?
  19. Quote:
    Originally Posted by je_saist View Post
    NCSoft's been pretty good since the Tabula Rasa and Auto Assault debacles about not over-selling a product.
    You got that right. When's the last time you saw a CoH advetisement?
  20. Might I remind you that Dual Pistols was also only on MMs.

    *Takes his not-quite-an-argument trophy home with all the others he's won over the years*
  21. Poison and Empathy were once the only two powersets that were distinctly heroic or villainous, and they introduced Pain Domination as a villainous counterpart for Empathy. I think when they port Poison to heroes, it'll be something more focused on "Potions" rather than actually infecting your enemies with deadly chemicals.

    As for side-switching and Going Rogue, we'll be seeing Empathy villains and Poison heroes; there's no way around that. But there's actually precedence for this: Warshades. According to Kheldian lore, Nictus altered themselves by cannibalizing their fellow Kheldians and absorbing their life energy, and the Warshades had a change of heart and are now fighting for the good guys. So whenever you roll a Warshade--which is a Hero, by the way--you're fighting crime using the stolen life force of one of your previous friends and/or family members. But since you switched sides, it's okay!

    Also, I have a moral obligation to say this: "Faction" is dead. "Alignment" is the new supreme ruler.
  22. GuyPerfect

    New Archetypes?

    Quote:
    Originally Posted by BrandX View Post
    I don't think it would require IOs to function well.
    Every time a powerset comes out that requires IOs to work well, Castle gets chewed on by crazed anteaters. Since I'm fairly certain Castle does not enjoy being chewed on by crazed anteaters, I can rest assured that any new classes will work perfectly fine without the Invention system.


    Quote:
    Originally Posted by BrandX View Post
    It would however require mez protection in the inherent I believe. Decent (possibly Crab lvl) mez protection. That way you're toggles aren't dropping all the time.
    The only way an enemy can make your toggles drop these days is if they drain your endurance. They don't deactivate when mezzed anymore.

    Since we're thinking about mez protection, let me throw this one out there: Do melee characters really need mez protection? They're like ranged characters (who don't get mez protection), except closer. I think mez is paired more closely with defensive sets than with melee classes, so we could probably see a new melee-centric archetype without mez protection.

    Then again, ranged fighters can drag enemies to their location rather than jumping into the middle of the fray, so perhaps mez protection is more closely linked to melee than I thought...

    Ever since they changed toggles to NOT drop while mezzed, I've been having a lot of fun with my Peacebringer, who does like to stay in melee range.
  23. GuyPerfect

    New Archetypes?

    Quote:
    Originally Posted by beyeajus74018 View Post
    Cool idea. I'm all about a melee/buff too. melee kins would be sweet.
    For a melee/buff class, as well as Masterminds, I'm gonna have to say no to Fulcrum Shift. If Kinetics still sounds good after that, all the power to ya!
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    All ATs can solo. Not all can do so well enough and, crucially, not all can do so at an even REMOTELY comparable basis.
    This is in direct contrast to my personal experience with each of the archetypes. I base my evaluations on builds slotted with Single Origin Enhancements and without Health or Stamina, and I'm still of the opinion that all combinations of powersets for all archetypes (Defender included) are perfectly suited for solo play.

    Defenders deal less damage per attack, yes, but all that means is that they don't solo as quickly as, say, Arachnos Soldiers. But I've never seen an Arachnos Soldier nullify an aggro cap's worth of enemies by making them unable to use any of their attacks. I've never seen an Arachnos Soldier drain an Arch-villain of all its Endurance. I've never seen an Arachnos Soldier take on a Giant Monster and win. I have seen Defenders do each of these things. I don't believe that the argument of "more damage equals more power" is applicable in this situation.

    If everyone had equal aptitude for dispatching their enemies (and thusly soloing the game content at comparable levels), then the only noteworthy difference between classes would be that secondary specialty. I strongly disagree with your suggestion that this would make the game more interesting. I'd much rather have a healer here, a tank there, and a damage dealer over there than have City of Warshades.

    The original design considerations for City of Heroes may very well have been the three-fold axiom of online team play, but that vision has obviously changed since then and there are more options available for those who don't want to be forced into those roles. It all comes down to a matter of preference; there is no flaw in allowing people to choose their preferences.
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    Basically, I'm not against teaming, teamwork, or even so much forced-teaming content (escape clauses withheld for irrelevance), but it irks me when class choice inherently either locks you out of a lot of content, or at least hampers your ability to play it. As I've been saying for years, there are better ways to encourage teaming than to just slash off people's ability to solo.
    Question... If you dislike being unable to solo, then why would you play a class that's not capable of soloing? Like the Defender powersets? Roll a Corruptor. Like the Tanker powersets? Roll a Brute. No one's forcing you to justify the existance of this thread.

    For what it's worth, I'd like to see a suggestion for an un-soloable combination of powersets, regarless of which archetype it ends up being. In this game, I'm confident no one can find one.