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I really like the idea, but I'm not sure how possible it is. The inability to target enemies is a result of a Placate effect, which has to be applied to you from an outside source. I don't know if it's possible to produce that same effect in reverse.
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Quote:Except this wouldn't strictly be a QoL issue. It's a serious economy/balance issue.Then despite what positron has said, I'd say this would be a nice QOL feature and it should be considered.
As for when he said it, if it wasn't post IOs, it was likely close enough before they were released that he knew of their looming existence. I honestly can't say for sure though, since my memory of the I7-I9 period has grown hazy. -
I'm in full support of this. Especially due to the general lagginess of the market UI and the various glitches that pop up in it.
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Quote:Anything that improves the ability to make concept characters is a good thing, IMO.Are there RP reasons around this? Sure, but there's just as many against, really.
I'm not really clear on what RP oppositions there could be.
Of course, I'm still a little nervous about making everything a global unlock. Giving out special recipes for earning the appropriate badge/kill count for the weapon which can then be transferred to another character has always been a favorite alternative of mine. -
The ability to keep 10 enhancements with a respec has been called "generous" by Positron. As it stands, enhancements are meant to be semi-permanent, and the need to craft new ones is likely seen as a viable influence sink.
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Quote:Thanks for proving you haven't been keeping up with the thread. I pointed out this very point a few posts ago, and so I offered a secondary argument:Time after time someone has asked why the full set costs what they do in response to a heavy, and yet has anyone asked why such a limited one off pet costs 250 merits by itself? Why? To advance agendas, of course (Which is why it is conveniently listed as the set, rather than specific purchases. Maybe children fall for such tricks. Or politicians, they're essentially children, anyhow). We'll likely (or probably have) see a thread in the future asking why the heavy costs 250 merits due to its limited nature. It'll no doubt be argued with the assumption that you can only use it once, but a single costume piece is unlocked forever.
Please explain what logic there is in a hat (not even a full helmet) costing the same amount of accrued reputation as a giant robot. Considering the Vanguard willingly gives out disposable robots wearing more armor than is actually in the Vanguard costume set...
Moreover, I take offense to your tone. My "agenda" isn't nefarious, nor is it whining. And, maybe if the RWZ was the only end-game zone available, you might have a point about negative consequences of reducing a pointless grind, but since there's other content out there to experience, the prices are too damned high. I don't feel like spending all of my playtime in the War Zone.
And, to repeat this, since the point keeps getting lost: The thrust of these threads have always been to lower the prices. Not to give out the costumes for free, or as a booby prize. We're perfectly willing to work towards a goal, but the scale of that goal as it currently stands is absurd for those unwilling or incapable of doing Ship Raids. Not to mention those of us who would like to start a Vanguard character from level 1. -
Incorrect. They did increase the rewards for the Trial. But everyone stopped doing them because actually putting effort into earning XP seems to be hard to grasp for some folks.
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Quote:Because there's absolutely no harm in making it easier for everyone to get. And because, as previously mentioned time and time again, there are plenty of good reasons why people can't or won't do Ship Raids.Plenty of people have had no problems getting the set. They don't have a problem with the set up as it stands. Why should it be changed when it's been perfectly workable for absolutely everyone else?
I guess the Devs should revoke the XP curve smoothing they did. After all, I never had a problem getting to level 20 in a timely fashion, and neither did anyone I know. Why change what's perfectly workable? -
Quote:There's a good point: You know about the AE. That's nigh-infinite content, plenty of it built for level 50s and challenging to boot. Do those.And although there was a mention of "end game content"; there was no elaboration on it, and I'm sure you've heard the old saw "it's not the destination; it's the journey." I can understand your desire to play your 50 at 50, but I have a 50 who I love to death, and play him at whatever level and whenever; he's still my favorite. Different strokes, but I doubt that making all TF's workable for lvl50s at lvl50 is even a thought at this point. Especially since before the advent of AE and such, there are more people who play and stay at lower levels due to Altism than there are 50's, even now.
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Quote:I generally don't even have trouble on Brutes with longer animation times. But it also heavily depends on several other factors. It's a lot harder to do at earlier levels before you get all of your attacks, for instance.Not when you take attacks that animate in under 1.5 seconds. Incoming damage just lets me get fury faster. Stun all you want. Just let me swing at things. You can even open up with flash/cages if you want. I can maintain fury fine without being attacked.
(Why yes, I was teasing this line of argument out just to prove the opposite. Aint I a sneaky one.)
Quote:KB used well is great. I'm not anti-knockback. I'm anti-stupid. -
Quote:I don't appreciate you impinging on my Dominator's playstyle.It's not too hard to wait 5 seconds to let the brute pack things in nicely before lockdown.
And since I was talking about hard controls anyway...an entire stunned mob that isn't fighting back is going to cut into your Fury quite significantly. -
Quote:Seeing as how we're talking about Willpower, it doesn't slow down the killing in that regard.That's cool, but it's dodging the point. Because knocking things out of auras slows down the killing, which interferes with a Brute's playstyle. But since that point is irrefutable, you ignore it.
But if you insist, I'll make the same point again: Clearly we must remove AoE controls from Dominators. Mezzed groups don't attacks, hurting my precious Brute's Fury, which slows down the killing.
Also, only one Brute per team. And Tankerminds get shot into the sun. -
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Quote:I think my entire disagreement with you can be summed up with this:but that still doesn't address the fact that KB scatter has now deprived the Brute of their play style, which is exactly what several proponents of KB in this thread have been saying "No KB" does to them.
My Brute's playstyle is to kill things. Then kill more things. Until everything is dead.
Knockback powers don't grey out my attacks, so all is good. -
Quote:I'll simply disagree in regards to that first point.The 8 other powers are there to help you make the most of being in the center of a fight.
KB scatter removes that fight.
Either way, I'm still not seeing the problem. Mobs on their butts are mobs that aren't doing damage. Momentary survivability goes up. In most cases, they'll be swiftly dealt with regardless. That said, sustained survivability may be affected, but that also heavily depends on what KB power, how many enemies, and other very specific conditions.
In other words, remove the fight, remove the need for defensive toggles. This is bad because?
Quote:That's not what I said. I'll just ask you to read that part of the discussion again.
Otherwise, it sounds like you're far too deadset on maximizing RttC's bonus (and your Fury) even if it's not strictly necessary. But then this just loops back around to "showboating melee AT runs the show" argument that I'm very much trying not to accuse you of.
Quote:I don't play Dual Blades, you're confusing me with 2 other posters.
Quote:As long as the mobs get locked down after the Brute takes the alpha and has himself surrounded, it's generally not a problem - because the mobs are still close enough to allow for the Brute's attacks to generate/maintain Fury.
My question was in direct response to the idea that KB/scatter makes it harder to build Fury. In my experience, being forced to close the tiniest bit of distance while "chasing" mobs is nothing (especially with Swift) compared to getting almost zero Fury from a mob that doesn't attack at all, or even worse, when another Brute is already grabbing all the attention.
So, to get down to my point: Do Dominators also impinge on Brutes' intended playstyle? Do competing Brutes? And do you think that the 5~ seconds or less spent closing into melee distance on the occasional enemy is actually more hurtful to Fury?
Quote:The problem with KB scatter is that the mobs are no longer in range of melee attacks. They're no longer near each other, nor are they near the Brute, to fuel or be targets for any number of powers that require mobs to be close to the Brute/Melee.'
I suppose the bigger question is where you folks run into "scatter" in the first place. Considering that the large majority of KB is directional, and that the large majority of environments in CoX amount to "a hallway," I'm very unsure of how these horror stories about mobs being strewn to the farthest corners of the map even happen.
Except with Solar Flare is involved. Ugh. Solar Flare. -
Quote:That's what I was getting at. I'm somewhat more amenable (though maybe not entirely so) to something like Chinatown because it exists in a clear, evocative way. I'm just foggy on the specifics of an Italian-themed area. Perhaps I'm just ignorant of places like Little Italy, but doesn't it pretty much boil down to a cityscape...with lots of Italian restaurants?Also, on the note of places where single ethnic groups tend to gather, Ian, have you ever been to places like Little Tokyo or China town? The reason that happens is because immigrants will look for people who feel familiar, especially when founded in older times when racism kind of forced those people together in those places.
Not to mention my concerns with it being mostly a haven constructed for the Family. The devs have actually gone out of their way to try and distance the Family from being a strictly Italian organization. -
Quote:The Vanguard set isn't the hardest to get, it's just the most tedious. Seeing as how you can only get the Red Cap daggers from one holiday-based mission, they're rare, but killing 333 Red Caps of any kind is actually pretty straight-forward.As of now, the Vanguard kit isn't the hardest thing to get, no (I think that honour goes to the Tommy Gun and Red Cap knives redside. No, farming the missions with a friend/alt who has Redcaps DOESN'T count. Not everyone can do that.)
And the Tommy Gun should theoretically be easier to get now that they made the Untouchable badge easier to get...but as far as I know the relationship between different Family bosses and the two different kill badges is still tangled and buggy.
Not that I disagree, mind. -
Quote:On the whole, I dislike ideas for zones that revolve around a single ethnic group, especially since it just leads to stereotypes. (What exactly makes a zone "Italian"?) Plus the general nonsensicalness of scale. I could get behind, say, a Chinatown area since it's something that actually exists, but as an entire zone?you know I've been requesting for an Asian zone for such a long time now.. I really have, but also seeing that Paragon Island is at Rhoad Island, why not have an Italian zone as well. Kinda like a place where the Family or any other mob type people come from a point of origin as it where..
Family already get three really good bases of operation in CoX. Indy Port, Striga Isle, and Port Oakes. The real problem is that they get almost no time in the spotlight blueside, and they get a single easily-missed arc redside which is equally focused on the Mooks. -
Quote:For someone who cares about crafting, more storage space is a godsend. For someone who doesn't, it's 5 more salvage drops I can wait before I have to futz with my inventory again or go sell stuff. Pragmatically speaking, that's has far wider appeal than say, a costume set.I never meant to give the impression that I was unappreciative of the reward, but merely wondered why it wasn't something with broader appeal like the suggestion above.
And while I do like the Trainer TP idea, its application as a PL helper does give me pause. Not to mention its probable use as yet another shortcut power. I suppose those concerns are mitigated somewhat by the high vet level. -
Well, to be clear, this year's Winter Event is already set up and ready to go. (In fact I find it highly likely that it'll be starting this week.)
That said, I would love to see the return of the Steal Presents/Rescue Presents missions that we had one year. -
Quote:The problem is that MMs already are damage oriented. It's just that the overwhelming majority of their damage comes from their pets. And I don't see that changing any time soon due to the complete meltdown that would likely hit the MM player community if Castle reduced henchman damage just to buff the largely-skipped blasts.I remember how Castle said that Doms needed to be more damage oriented. I think MMs do too. When I play a mastermind I want to be like Brutal Legends where my character can kick *** too.
Of course, if I had the opportunity, I'd love to revamp MMs entirely and try to bring them closer to their original design goal. And the best part is that it would largely have nothing to do with the henchmen themselves.
As for something more on topic...the only MM weapon change I'd still love to see is splitting each of the sets of three blasts into their own sub-pool and letting you mix and match, allowing things like Dual Pistols/Bots or Assault Rifle/Thugs. -
Quote:I'm not sure how much you really mean this, but honestly I've grown tired of this argument. Willpower has 8 other powers, and while the rez isn't doing you any favors while you're still alive, the rest certainly are.Enemies being out of range of RttC are not providing regen. This is how Willpower survives.
If a few enemies being knocked out of RttC is all it takes to faceplant you, apparently nigh-instantly, then it sounds like you're fighting enemies which are too difficult for you (and your team) to handle.
Quote:Most brutes don't take taunt. And RttC has the weakest taunt of all taunt auras falling in well under 2s (1.5 offhand I think).
Quote:We're back to the earlier points.
Running around trying to hit mobs that have been scattered all over the place makes this both frustrating and pointless. You won't maintain fury in this situation.
You're not leaving the Brute/Melee much option to play their character as intended here, and it sounds more like the Brute/Melee should have to rework their playstyle to one that is both ineffective and frustrating to accomodate KB users.
Not needing mitigation because the mobs are scattered isn't really something a brute is happy about.
Should the Brute really just accomodate the KB user, ignoring their Fury bar (and thus damage capability) , their keystone power in their secondary, their aggro control abilities and any PBAoEs they have?
That sounds about as unfun as any activity can be in this game. -
Attempting to hamfistedly recycle old content by tweaking a few things and then shipping it off is not what I'd call "new content".
You also really need to take a look at things like the ITF and Reichsman TF(s). Content in CoX has been steadily progressing towards more challenging, strategy-based encounters. -
To the opponents of lowering the costume prices:
Please explain the logic of having a set of aesthetic items cost far more than a single gameplay perk. (And before it can be countered that I'm comparing a set of items to individual ones - the clear intention of having a Vanguard set is so that you can wear the full uniform. But hey, if you want to justify how a Vanguard Hat is equivalent to a Vanguard Heavy, be my guest.)
Going by the prices as they're set now, the Vanguard costume set is apparently soooooo special, it's worth over 2 Salvage Storage Increases (+10 capacity). Or, if you prefer, over 4 Vanguard Heavy summons.
And, another idea that came to me: It would also be nice if instead of giving you the Vanguard Gloves, Serpent Drummer instead gave you the full Vanguard bodysuit (Chest + Pants texture). From there, you can put the Gloves on the table, and make the Chest Detail buy only unlock the chest plates. It just seems to me that far more people could make use of the undersuit than the unwieldy gloves.
Also,
Quote:Vanguard Merits are still level-locked at 35. It's one of my contentions with Issue 16, since they specifically went out of their way to lock them down. And even if they weren't, I'd also find your point a bit absurd anyway, since the raid is biased towards optimized, high-level builds.It's especially stupid since absolutely everyone can get in on the RWZ raids thanks to the devs removing the level restrictions on zones.