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Okay, there are two ways to do this. This first is to define a list of macros, and then use a rolling keybind to powexec the slots the macros are in. This is by far the most robust, as it allows you to edit the macros in your tray instead of having to exit to edit the keybind file. The drawback is, you have to take up a bunch of tray slots for it.
What I like to do, for example, is define a set of 10 macros in my tray 5. These are my Taunt macros, they say something, then Taunt. I then have a keybind that uses a bindfile to activate powexec_tray 5 <#> and then load the next bindfile with the next slot number.
If you REALLY want a rolling macro, though, there is a way to do it, and it takes advantage of a bug. This bug may not be present in later patches, so I'll warn you it might not always work. But for now, it works, and I use it a lot.
You can use a bindfile to create a macro. The secret is to put a $$ command at the beginning of the line to "capture" the bind command. The rest of the line will be executed as if you typed it in on the command line.
Say you create a text file that looks like this:
$$goto_tray 5
$$macroslot 0 Taunt1 "say Come get some!$$powexec_name Taunt"
$$macroslot 1 Taunt2 "say Get ready for a beating!$$powexec_name Taunt"
$$goto_tray 1
When you load this bindfile, with bind_load_file, instead of binding keys, it will execute the commands, going to tray 5 and dropping two Macros into the first two slots. This is just an example, but it shows how I often define my taunt macros for my characters. It demonstrates the idea, though. The $$ at the start separates the bind (which is blank) from the remaining commands. This will output some error messages, but you can ignore them, and I think there was a guide around here somewhere which showed you can put a bind there of some kind to keep the error message from coming out. I'll see if I can find it.
Anyway, to actually make this macro "rolling", you would actually have to load the bindfile in the execution of the macro itself. For instance, this is the macro I use to activate Domination. It uses two files, and activates Domination and does a costume change with the first press, and changes back to the original costume when I press it again. (I press it the second time manually when Domination ends)
file #1: dommacro1.txt
$$macroslot 9 Dom "cc 1$$powexec_name Domination$$bind_load_file dommacro2.txt"
file #2: dommacro2.txt
$$macroslot 9 Dom "cc 0$$bind_load_file dommacro1.txt"
You would then bind_load_file dommacro1.txt to create the macro. The first click on the macro would change to the second costume, activate Domination, and then reload the macro with the second definition. The second click on the macro changes back to the first costume, and reloads the first definition.
In this case, I didn't use goto_tray because I have this macro in my main tray. I'm also not 100% sure about the numbering order, the last slot may be 0 and not 9. Experiment with it to see what works. I do know that powexec_tray does not work on the last slot in any tray, you have to goto_tray and use powexec_slot to activate it. But you can ignore that as long as you don't use the last slot in the rolling keybind solution I posted above.
This really can't use for botting since each click of the macro can only redefine the macro once. You have to keep clicking for it to keep "rolling", just like with a keybind. However, as long as the bug continues to exist, this should continue to work.
I am actually hoping the devs give us a "macro_load_file" and "macro_save_file", as it is annoying this is a one way transfer. You can use a bind file to define a bunch of macros, but they have to be written in the text file and cannot be saved again if edited. As I use a LOT of macros, it can be difficult to keep a copy of them saved so I can restore them if something happens to them. And again, this could not be used for botting any more than bind_load_file can. -
I took Swift, Hasten, Hurdle and Stamina.
Only one of my Masterminds ever took Fitness.
I honestly suspect this is common for MMs, although it wouldn't be for the other ATs.
And I haven't respec'ed the MM that currently has Fitness, and haven't decided what I will do with her yet. Probably Howling Twilight is top of the list, as I can't remember if I ever took it. I think I took it late, after she got her Dark Servant. (I say it's the Dark Servant that does the rezzing, not her) -
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Quote:Yeah, I think I would argue against this, too. What I like to say is that your balance between offense and defense is based on the balance of offensive POWERS against defensive POWERS. If you have a power and don't slot it to its more efficient level, then you are not making full use of that power. You might as well just one slot it and use it situationally, or if that's not possible, pick some other power that you can.So while Tankers do not do Scrapper or Brute level damage, severe underslotting of attacks and overslotting of defense/resistance toggles isn't something I would recommend either (not that you do this, I don't think I've seen any of your personal builds).
If you have a balance between attacks and defenses, you're balanced, if you have more attacks than defenses then you're more offensive, if you have more defenses than attacks you're defensive. If you just take a bunch of attacks and defenses and slot only the defenses that's not really specialization to me, it's, well, skipping your Secondary. I don't recommend that with either Tankers or Defenders.
I kinda doubt anyone here does that though.
Quote:A friend of mine in game has a similar build philosophy as you, he much prefers specialist ATs and heavily specializing them in that particular strength.
It usually takes a team behind her, and it's a very specialized build, it depends on Invicibility, and a huge crowd around her. It falls apart when attacks start getting through the holes in Invulnerability's armor. But it works when I need it to work, which is in emergencies when something's happened to the other tank, or we can't find one. I find that fun, even though I've taken a Ferrarri, and tried to make it go offroad like a Humvee. -
Quote:Plus, the other extreme, the "Dark Knight" or berzerker type, he has capabilities the brick doesn't have. He can be stealthy or fast, able to take initiative faster than the brick. He may have lower defenses, but have a more feral fighting style that gives him feat bonuses. Or, he may have the precision and speed to keep up with and hit agile foes that the brick can't hold down. The encounter can be tailored to the weaknesses of the brick in order to give the "scrapper" the advantage. (And vice versa)The point is, in a pen and paper game, there are plenty of things a "brick," or as I would call him, a fighter, cannot do. This is the balance.
In CoH you have no such option. The Scrapper takes all these options of stealth, initiative and agility and just turns it into raw damage. The Critical is supposed to represent that, but not to the extent of the Stalker, so it just becomes an overall higher damage base.
As for designing a Tanker around dealing damage, well, while I can understand the PoV that you are trying to make the Tanker do something it's not intended to do, at the same time, as has been mentioned the damage of a Tanker is not that bad. NO MELEER in general has bad damage. Meleers HAVE to be good at damage, because they have to survive in melee, taking greater damage from their foes. This is one reason why Blasters and Defenders can be so frustrating, ranged damage just simply doesn't compete with melee damage. Blasters often have to become Blappers to be damage dealers, and Defenders rarely have the capability at all, unless stacked in force multiplier teams.
When it comes to damage dealing, the Tanker is comfortably middle of the road, Defenders, Masterminds, and Controllers all do less damage, and Dominators used to do less without Domination. I would argue that a Corruptor's damage potential is just about the same as a Tanker's, solo. The Tanker is certainly not going to contribute a lot of damage to a team, but the point of boosting a Tanker's damage is to make it easier to solo. On a team, you don't NEED damage.
And really, it's not like it's useful to be sitting there spending your Endurance whiffing at your foes and just taunting them. The damage you deal to the foes you taunt contributes to the team, even if it isn't the highest damage on the team. It's not like you can't have two builds now, one built for offense and one for defense, and tailor them to the size and makeup of the team. Specialization is fine, but it's usually more efficient to strike a balance between offense and defense. -
Quote:I wasn't sure. Two handed animations CAN be used with Shield, though, for instance Heavy Mallet I'm pretty sure is two handed, and it uses a different animation with Shield. So the issue is not that Katana is two handed, it is that it is lefthanded.Headsplitter is one handed like the rest of the set. I agree with your assessment, though - just pointing that out.
Which I'm sure is part of some SINISTER Nemesis plot. -
Quote:Which is why I suggested a "mini-respec" that would basically only bring up the Enhancement slotting screen. No change to your powers, no rearranging trays afterwards, you just skip to the function you're actually using the respec for.And purchasable respecs don't help much, since they still represent the same annoyance level of doing a respec, and they only remove the WW cut and the crafting cost.
Alternately, it could be some sort of unlock mechanism which would enable you to move around a subset or all of the currently slotted Enhancements. Newly slotted Enhancements would be "permanent" until you purchased another unlock, though. -
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That may just as much be due to the exemplaring being lowered to 45 instead of 50. Previously, you wouldn't have been able to use the Incarnate options in the arcs that unlocked them. Now, apparently, you can, if you're over 45.
Putting it another way, there are a lot more ways to use the options that originally envisioned. Although I'm not sure of that or how long it will last. -
Quote:One purpose of making Enhancements semi-permanent is that provides an influence sink. There is no MMO out there that just allows you to remove equipment and trade it freely with no consequence. The problem with recycling IOs is that it removes the demand for any more IOs. Once enough IOs exist in the game for them simply to be shuffled around by players as they are needed, the demand for new ones will dry up.Holding just ten is fine by me, too much would clutter up the game. How do you feel about being able to pull out enhancements at 50 straight from the enhancement screen? Just drag them into the "holding" bar, whats done with it after at user discretion.
Yes, you spend money and effort on your IOs, but that's where the value of the respec it takes to pull them out comes from. Not only are the IOs valuable, because it takes effort to remove them from a build where they are in use, but it makes the respecs a tradable commodity as well, because they can be traded in for the value of the previously slotted IOs.
Maybe it would be more useful if you could remove 20 or 30 Enhancements per respec, but IMO the issue is more one of convenience and usability of the interface. Using a respect to remove IOs is a problem not because the limit on the number of IOs, but the amount of time that is taken and potential for disruption to your build if you make a mistake. -
To sum up: This isn't a Inherent Fitness or an Incarnate issue, this is a "respec'ing is annoying as hell" issue. Which I can agree with, although for me it's more about restoring my trays and trying to somehow maintain my macros.
(Particularly with a bug that, when you delete certain temp powers, causes the first slot in the tray to be deleted instead of the slot clicked. Hint, hint, hint, devs)
I'd still go with a "partial respec" that you could buy at the Market maybe, or as a recipe, which allows you to unlock 10 or 20 Enhancements so you can drag them back to the tray instead of the trash. Or even move them around from power to power, or even slot to slot in the same power. (I'm mentioned before that I'm obsessive compulsive, and like to have my Enhancements in a strict order in a power. First Acc, then End, then Dam, etc...) -
'Tis true, Nova don't need slots, but Dwarf should definately be slotted for Res. Really, the whole point of Dwarf is to be more resiliant than human form, and the Human Form shields can be slotted, plus you've got Eclipse.
To err is human, but y'know, go fix that.
Personally, I liked slotting Nova for EndMod, myself, but with Stamina on the forms now that's no longer as big a deal to help recover End. The tohit bonus isn't that great, but as a mule for IOs...
(It's honestly too bad that damage boost in Nova form can't be slotted. Now that would bring the Nova in line with the Dwarf in terms of slotting cost!)
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I find a Fly Speed in both Hover and Swift makes hovering plenty fast.
You'd have to push to hit the cap with it, since it's the same cap as Fly. And Fly does hit it a lot easier. (Two Fly Speeds are enough, maybe even one...) -
The issue is not that the Katana is used two handed, it is that when it is NOT held two handed, it is held in the left hand. So it is held in the same hand as the Shield would be. Broadsword's two handed animations (I think Headsplitter is two handed) can be replaced with a one handed one for the Sheild, because it's held in the right hand.
Dual Blades Katanas are able to have one in each hand because the animations are designed specifically around that. And IIRC, you cannot combine Dual Blades with Sheild. Because of course both your hands are full.
The only way it would work is if you could hold the Katana in the right hand if you had a Shield, and my understanding is that won't work, because the Left Hand stance is separate from the Right Hand and Dual Wield ones. Having a shield can't change you from Left Hand stance to Right Hand stance. -
Quote:I KNOW, RIGHT!?I don't see them stopping development on the entire rest of the game, which will still follow the current rules for difficulty and accessibility.
Sorry, couldn't resist. No, I meant that as well. I want to see both end game content, and the low level, exemplarable stuff that you DON'T see in "that other MMO". The fact that Incarnate powers don't exemplar, I think, is intended to keep those two aspects of the game in balance.
And it reflect the logic, really, behind introducing a whole new start area and low level content, concurrent with a whole new end game system. This is an old, mature game with a mature player base, but we are (hopefully) attracting new players as well. Plus providing new "Epic Archetypes"-like experiences for the Veterans. -
Yeah, the thing is, even unslotted, Stamina really gives a huge boost to recovery. 25%. That essentially means that if you have four attacks that you use all the time, and you have them slotted so they keep your Endurance exactly constant, you can add a fifth one and you won't lose any more Endurance. That's 25% more damage. And that's with no slots.
Of course, that's a massive oversimplification of the issue, but it still helps demonstrate what's going on, I think. It wasn't just having to pick Stamina, or choose to do without it, it was being unable to pick it until level 20. Having it from level 2 cannot help but make a huge difference, no matter what you think about the later performance.
Not to mention that it also makes up for being unable to slot Temp Powers, much as the low level Accuracy bonus helps with not being able to slot Accuracy, in the early levels. It makes things like Sands of Mu and the Origin Powers much more useful, although it's taken away one of the benefits of dropping Brawl's End cost. -
Quote:I have to agree with this. I don't think it likely that I will have very many characters become Incarnates. I don't have a lot of 50s to start with. I don't consider levelling to 50 a goal for me, so content that STARTS at 50 isn't much of a goal for me either. This is not the same as when the level cap was raised from 40 to 50, I didn't have any 40s at that time either, and never intended to make levelling a character to 40 a goal, either. But some of my characters have made it to 40, and since the system lets them level past that, they have.However, being an end game progression system, it is *not* beholden to the normal difficulty rules. It does not guarantee that all aspects of it are soloable. It does not guarantee that "average" builds will find it accessible. Its intended to be something you both build to access, and then continue to progress in to open up accessibility.
Incarnates, though, I consider a different animal. IMHO it's what the Epic Archetypes SHOULD have been. I never figured I would ever level a Kheldian, either. When I got my 50, I went, "That's cool", started a Peacebringer and Warshade and tried them out. When the level to unlock them was lowered to 20, I went, "That's cool, too", because I could see no reason I couldn't have been playing those Kheldians from, well, the first year I was playing this game. They were cool, but not something for me to "do past 50". Especially since the character I used to unlock them was STILL 50, and still had nothing to do...
My first thought was that when you created a Kheldian, it would be like your 50 starting over again at level 1. And that's kind of what the Incarnate system is. Except, instead of levelling, you are doing end game content. And instead of running missions for XP, you are running missions for Incarnate Slots and Components.
I hate to use the "r" word around here, but it's pretty obvious to me that the Incarnate system is raid content. And raid content means some things. It means players that have all reached the end game, and are ready to work together to achieve somewhat different types of rewards. It's not as open or casual friendly as the regular content, but that's okay with me, because you have to get to 50 just to start it. I'd rather just start over with a new SoA or Kheldian (or one of the other ATs, just mentioning the Epics because they're still new) if I just want to fool around.
I do think it's a bit of a shame that the devs put work into content I'll never see, particularly if lots of other folks feel the same way. I will probably try some of the arcs on my 50's just to try and support them in it. But I'd like the devs to do some things for me, too, that maybe some of those other players who want the raid content would think was a waste of time. And I'll feel better about getting some of that if they get their content as well. I don't really want the devs to design the whole game for me. -
I'll duck into the base more often than not, but I will also frequently do a respect right in front of the Trainer, so I can be ready to switch builds, or gain a level if I just earned one before I decided to do the respec.
I don't like standing somewhere were someone can bump into me, but otherwise I just make sure it's unlikely there will be any threats coming around. If I'm in a conversation with someone in a channel or my SG I'll usually also let them know I'll be out of communication for a while, but that's pretty rare.
Quote:I didn't notice that, but yes, it's about time that got fixed.BTW. I am THRILLED that thugs don't commit suicide anymore when dismissed. That is just SO cool. -
Two players hitting foes with knockback attacks at the same time. Watch 'em fly!
The character creator. That could be a game in itself. (It was at one time, but they had to take it away, probably because they couldn't monitor what you created with it and make sure it didn't violate copyright)
Wings. Geez, devs, you took two whole issues to get out capes because "we won't do it unless we get it right", and then you added this gorgeous animation. Animated tails get an honorable mention, mainly because I noticed Minx's tail is now animating as well, when I went to train in Skyway last night. -
It does make you wonder what they were thinking when the other animations clearly have changed their emanation point.
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Quote:I have to agree. I said this before, but I'll repeat it just to support your point. Just taking Stamina at all has as much impact as having it and then three slotting it. It has as dramatic an effect as it does when 3 slotted because its base effect is so great.In fact, I got Stamina for free, dropped a yellow End Mod SO in it and the character was transformed from having to rest every other fight and always running the risk of sucking wind to pretty much never having to rest at all unless I forgot endurance existed and just charged on regardless.
I experienced the same thing when I just added Stamina to a character for no reason other than I had the opportunity. I had plenty of characters without Stamina, and some 3 slotted. I really felt that just picking up the power, not slotting it, would not have a dramatic effect, but it did. -
On the concept behind Fitness, I used to regard it as the characters that were not "physically fit", who did not either spend time on training or naturally have greater reserves of physical stamina than the norm, would not take Fitness. Now, I regard it as those characters will not SLOT Fitness. It's the same concept, just not taken to the same extreme. I wish there were more slotting options, so I could just take the base value of a given Fitness power without having to leave the slot empty, but I will accept that I have the option of Fitness=1, Fitness=2 and Fitness=3 as the levels of my options.
The problem to me, is that I would expect a conceptual choice, like "my character is not the pinnacle of human fitness" to not effect my character. I would hope that I would either have other options that are just as valuable, or the choice would make only a minor difference. Stamina clearly did not do that, it had a major effect on a character that took it and still does. Health was nearly the same. There were other options, yes, there was "lrn2play", but most of those options required sacrifices that Stamina did not entail.
Thus you ended up with, "Those who are fit", and "those who are not fit" instead of "Those who are fit" and "those who are not AS fit". Simply taking Stamina, period, has as much effect on a character as three slotting it once you took it. This was far too dramatic a difference to justify having "a character that is completely unfit and out of shape". By the act of simply being a hero, whether at the peak of fitness or not, a hero (or villain) is going to be more fit than the norm. You can justify any hero having SOME level of fitness. So I can't really argue against taking the power itself out of the realm of concept, any more than I can argue removing Brawl or Rest. because they should be part of concept. I wouldn't have argued for it, either, but now it's a done deal.
As for the OP's original question, I would say so far I have only run into one character that I have made a dramatic change to. Genie Gold, my Ill/Rad Controller, I had originally taken Stealth so I could pick up Phase Shift, as the ability to phase is part of her concept, even if the gameplay interpretation doesn't go as far as the concept. As I had freed up some powers by respec'ing out of Fitness (in all honesty, I didn't realize I had even taken Fitness, and hadn't even gotten to Stamina even though she's 33) I was able to "waste" a slot on Invisibility instead, and then take Superior Invisibility. I took a power I will never use, (unless I exemplar down, I did give myself that much) which is unlikely to be something I will do on any other character, and probably would not have done it on her had Fitness not become Inherent. -
Quote:Yes, that appears to be it. Vigilantes now get unique Tips in the Rogue Isles, instead of sharing them with Villains and Rogues, and vice versa for Rogues in Paragon City.They get unique tips with a Hero/Villain only option that heroes running tips in Paragon don't get? Is that it?
That's what I assume it means, based on that I'm not getting Hero tips in Paragon City on my Rogue. If I do pick up any, then I guess that would just add that they're new missions in addition to the old one. They aren't really "designed specifically" for them, though, except that they have text and a mission goal that is more in keeping with a Vigilante turning to villainy, or a Rogue that is trying to clear his name.
For instance, one mission I did last night, my Rogue came across a photo Manticore took of her robbing a bank. Clearly his message was, "I know you're just a villain like all the others, you aren't fooling me with this reforming bit." I had to prove to him I actually was trying to reform, although I did end up getting some cash out of it anyway. -
I have automatic keybinds set up on most of my characters to have them throw out in character comments, and for Tankers and other meleers it's tied to their taunt. I even have some alternate binds specifically for calling back runners. The most memorable of these come from two characters, an Inv/SS Tanker, Blue Diamond, and my Claws/Inv android Scrapper, Rachel.
Blue Diamond, although he's built to have as much offense as possible, has your typical Tanker mindset. Loud, brash, obnoxious, he's got to be the center of attention. To him, black is black and white is white, and he is the good guy, and any bad guy is going to meet the business end of his fist.
Some of his normal taunts:
"Hello, stupid! Time to go to JAIL!"
"Fist, meet bad guy. Bad guy, this is fist."
"You just won an all expense paid flight on Blue Diamond airways. Courtesy of MY FIST!"
"Come on, punk, give me your best shot. I'll even let ya have the first punch."
"Buddy, that don't even hurt."
Taunts for runners:
"That's right, punk! You better run! Run home to mommy!"
"GET BACK HERE!"
"Whatsa matter? Don't ya want me to beat on ya some more?"
Rachel, or R4-CHL, is as I mentioned an android. She is from the 26th century, along with her creator, Alan Midnight. Although she is a Scrapper, her concept is that she's intended to tank, she draws aggro, and holds down other AIs while Alan breaks into computer systems. As such, she is programmed with a very provocative, flirtateous personality, designed to hold the attention of the teenaged boys who are the most common hackers she and Alan go up against in their time. As such, I have two sets of taunts for her, one for male opponents, and one for females.
Her taunts for male foes: (And remember, this is a girl who pops out foot long CLAWS and slices into the men she is saying this to...)
"Oo, look at all the big, bad men against helpless little me!"
"Hey, <villain name>, come and get me!"
"All right, little boys, playtime is over..."
"Oh, you're all so big and strong! I'm so frightened!"
Her taunts for female foes:
"Now, now. No one expects you to be a good fighter."
"That color does NOT look good on you."
Against robots, she usually "hacks into" them, but occasionally she will throw out a pun like, "Hey, <villian name>, you want to take a byte out of my software?"
Against runners:
"What's the matter? Are you afraid of a helpless little girl?"
"Come back! Don't you want to play with me?"
As you might guess, this character always gets a lot of laughs from teammates when I play her with my SG. Recently, I decided to create a villain version as an Arachnos Widow. She is a sort of alternate reality version of Rachel, while she has the same appearance and personality, as a slightly less advanced AI she's not quite as good at acting the part. So instead of the desired effect, she comes off creepy:
"Oh, you are all not weak primitive flesh creatures. I am so frightened by you."
"Hey, meat creatures! Do you not think my body is attractive?"
"You, <villain name>! I am calling you by name in order to entice you."
I think that last really drives home the point that while she's trying to do the same thing as the "good" Rachel, she just doesn't get it.