Johnny_Butane

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  1. Quote:
    Originally Posted by Caemgen View Post
    You weren't cool enough so you got crap... Now when you decide others aren't cool enough you give them crap.
    I got crap for being who I am.
    As opposed to trying to pretend to be something I'm not (and make money off of it).

    If I had been trying to convince the jocks I was a football star in order to score with cheerleaders when I couldn't play for crap, then the situation would be comparable.


    Quote:
    Anyway, I'm sure you have justifications and reasons why your bullying
    So, all I've said is I don't care for Day's work and I think her gamer image is manufactured and that constitutes bullying now?

    I don't ever recall stuffing her or anyone else into a locker for not being gamer enough.


    @Hyperstrike
    Quote:
    She was actively ignoring pages from her handlers and fully engaged in the game
    Man, my handlers never page me when I'm appearing as a guest at cons. Do yours when you do? If they did I'd probably just leave the phone in my Lamborghini.



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  2. Quote:
    Originally Posted by Caemgen View Post
    There is just something so absurdly funny about geeks being so judgemental...
    Maybe it's the fact that people who aren't geeks and gamers have co-opted the culture to make money. Stuff like "Gamer Fuel" Mountain Dew and models who wouldn't know Samus from B.J. Blazkowicz who pose for skanky photos licking controllers. ****ing Usher performing at E3.

    When I was in high school, my friends and I used to have people trying to kick the sh out of us every day because we played computer games. We were harassed constantly. When using the internet was a social stigma, we were the outcasts but we took our lumps and called ourselves geeks as a point of pride.

    Now that gaming is "cool", when actors or rappers go on about how huge gamers they are for playing Halo a couple of times or having run a raid in WoW, I can understand real geeks and gamers who who cringe at that. Like I said before, most are as legitimate as Vanilla Ice's street cred.

    IMO, being a gamer is like Woodstock; if everyone who claimed they were there had been there, they would have needed 10 fields. If everyone who claimed they are obsessive gamers was one, high school computer labs from the 80's and 90's would have been overflowing with people elbow to elbow and today there wouldn't been a free slot on any game server anywhere.



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  3. Quote:
    Originally Posted by Matuse View Post
    You mean except for her extremely well documented WoW obsession?
    Which is part of her image. That's why it is, as you put it, so "well documented". Has she played WoW? Probably, but casually. Not "obsessively". I'd be surprised if she had a character over 40 that wasn't PLed or someone played for her.

    Quote:
    And I'm sure that the Dragon Age live movie she did in no way originated by having played it herself.
    No, it originated when her agent worked out a deal with Bioware for her to do some promotional work for the game.

    In parallel universe where Bethesda's phone wasn't busy that day, she starred in an Elder Scrolls web series instead and tells everyone at the cons how much she plays Skyrim (and pronounces it 'scrim').




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  4. Personally, I find Day massively overrated. Of the things she's been in that I like, Dr. Horrible as an example, I find her easily the weakest part of them.

    She strikes me as very phoney. She has cultivated an image as a 'gamer girl' but she's not, she's an actress. Those are two passions that demand so much time and devotion that they're almost mutually exclusive: you're not staying up to 4am to download a new release as soon as it unlocks if you're also on a shooting schedule and making appearances.

    Having Mario Bros when you were 10 and playing Angry Birds on your phone between shoots does not entitle you to call yourself a gamer. That makes you as much of a gamer as Vanilla Ice is "from the streets". She makes her money being a poseur for a lifestyle and culture she's not really a part of and I just shake my head at those who buy into it and clap for more. As a gamer who has put in the work and knows actual girl gamers, she definitely does not have g-word privileges as far as I'm concerned.



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  5. So if Brutes get nerfed and Tankers are left the same slow, plodding, redundant aggro monkey they are (because lets face it, Tankers in no way a threat to Scrapper superiority), Scrappers look all the better for it.

    That's all I hear Claws saying when he argues for Brute nerfs instead of improving Tankers.



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  6. You're not the first:

    http://boards.cityofheroes.com/showthread.php?t=289355

    I definitely want to see a set like this get made.



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  7. Quote:
    Originally Posted by Grae Knight View Post
    So I hear tankers are getting buffed.
    Actually, people are just taking for granted that they are.

    The only thing the devs said was that Tankers would be the next AT "looked at".
    That doesn't necessarily mean they're looking at them to buff or improve them.

    Considering the AT's track record, I wouldn't be surprised if some mechanic they cook up doesn't find it's way to Scrappers or a brand new AT instead, a la Fury.


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  8. Quote:
    Originally Posted by Arcanaville View Post
    I think the larger problem with Tankers is that there are too many melee archetypes all crowded into a small functional box, particularly Scrappers, Brutes, and Tankers.
    This I don't disagree with.

    Quote:
    And given both what I think would best benefit the archetypes in general and what the current dev team seems to think in terms of how they approach balancing, I would try to carve out a unique playstyle option for tankers that neither Brutes nor Scrappers can really leverage, even if performance-wise they are similar (with the same powersets and the same melee archetype structure, they are always going to be).
    You'll need to clarify what you mean by "performance-wise they are similar". Do you mean currently you think Tankers, Brutes and Scrappers are similar performance-wise or do you suggesting that the unique playstyle they'd carve out would give them similar performance?

    The former, I assure you many players would disagree with, myself vehemently, and the latter I don't think will happen with the suggestions you make further down.


    Quote:
    I'd do something so that in effect Tankers could run their defenses mostly without significant endurance cost, whether that be through an endurance discount inherent or bonus recovery or lowered power costs or whatever. I'd also add a little more so their effective DPE was higher: comparable to scrapper and brute DPE in absolute terms.
    My interest in this is exactly zero. All of my Tankers have their endurance problems solved by the mid 30s, except for a few of the more extreme sets and combos, which seems completely fair and acceptable to me.

    If ALL Scrappers, Brutes and Tankers were currently facing dire endurance woes that seriously hindered their ability to fight, then I could maybe get behind a suggestion like this. But that's not the situation. The situation is that they're not, that blue inspirations exist and that there are already powers like Consume, Conserve Power and Energize and you're doing me no great service by making them more 'skippable' and less meaningful by handing out end discounts to everyone that I don't think are even needed.

    It also comes back to what the devs said in the coffee talk about "fun". I have a hard time seeing anyone playing a Tank and going "Oh man! I'm discounting so much end right now! Woot!" If people wont play Tankers because the perception is that they're slow, boring, and low damage now, then slow, boring, low damage with a full blue bar isn't going to sell them on the AT.

    Quote:
    for each attack the tanker uses he buffs his surrounding team mates with absorb shields. What's more, the strength of the shield rises the closer to the tanker you are.
    Which is similar to what I suggested earlier with Taunt granting the Tanker and people close to them some Absorb. Again, I say, I'd get behind stuff like this provided a 145% increase to the Tanker damage cap is also part of the deal.


    Ultimately, as long as the damage cap gets fixed, I don't really mind what Tankers get, but, I would think it needs to be flashy and add some pizzazz to the AT. Something that makes people think Tankers are badass (and I'd be hard pressed to call ineffectual decoys/turtles, even ones with boundless endurance, badass). I'd also have to insist that whatever Tankers get is a boon to Tankers, as opposed to a boon to everyone else; ie, everyone BUT the Tanker are the ones really benefiting. Otherwise it's like the d-bag who gives you a "present" of donating a dollar to a charity in your name for your birthday gift.


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  9. [QUOTE=Arcanaville;4285397]The moment you start talking about the point at which tankers and brutes are living consistently at their defensive caps, you've just cut your own legs out from under you, because the devs interpret that situation as outside the normal range of game balance.

    So +0x1 Radios are now outside the normal range of game balance?


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  10. Quote:
    Originally Posted by Darth_Khasei View Post
    I think they are just saying that to make a small segment of people feel better.

    At the time they made /MM they nerfed PSW and were very clear they had "ZERO" problems nerfing "any" power they felt was out of line. I don't then buy the theory being bantered about, that they were somehow afraid to nerf DP because it would make people mad when they made more mad when they nerfed PSW and they did not seem to care who was mad about that at all.

    Until I see a dev say "Yes I feel DP is OP'ed" I just cannot buy into the larger theory.
    You say 'they' as if it has always been the same people. People come, people go. A similar call that was made by someone once may not be made by whoever is in charge years later. Different philosophies, different POVs.

    As was said even during that coffee talk: the devs currently don't want a DPS meter in game, but they know some people in the office would dig it. Years from now, one of those people could be in charge and overturn that decision. Energy Melee is a perfect example. Last time it was looked at, it was nerfed hard. Now the current guard is excitedly talking about improving it.

    In other words, things change.



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  11. Quote:
    Originally Posted by Aett_Thorn View Post
    As much as this would cause a huge amount of complaints, that does seem like it would be the more logical choice.
    Something like this came up during the coffee talk. I think, I'm not sure, it was regarding /Mental for Blasters and how Drain Psyche was already 'a little too good' and that's why Mental didn't get anything for the upcoming Blaster changes.

    The sentiment that seemed to be expressed for things like that was they understand exactly that we know something's OP, but that their current stance is that since it's been that way for so long, it's not worth nerfing and causing a disruption and complaints. In other words, they're not above bumping other things up a little, but they're not currently out to cut down any tall poppies.



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  12. Quote:
    Originally Posted by Captain_Aegis View Post
    A trade-off inherent wouldn't impact this, however.

    I agree with you that the Tanker damage cap should be raised to a fairer trade-off between Tankers and Brutes (450%, correct?),
    445% from the current 300%, from my rough calculation, which could obviously be flawed. That, along with Bruising, would put Tanker single target damage at the cap to 90% of what a Brute would do at the cap. AoE damage would still lag behind, because Bruising really doesn't affect it, but considering Bruising has other advantages (buffing teammates/pets) that's an acceptable trade off in my opinion.

    Quote:
    however, the only way that Tanker damage would be raised would be by introducing a balancing penalty.
    In that case I wouldn't object to what you're proposing.

    I wouldn't object to it, but I'm not sure I'd ever use it.
    Why would I as long as red inspirations don't enforce a survivability penalty?



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  13. Quote:
    Originally Posted by Captain_Aegis View Post
    One thing I will say, though, is that any increase in damage would have to be balanced by a reduction in survivability.

    No, it doesn't because Brutes.

    It's as simple as that.

    Brutes have the same resistance caps as Tankers and just 10% shy the same Max HP caps. Fury doesn't suddenly shut off and their damage buff cap suddenly shrink when a Brute gets his survivability above a certain point. Brutes don't have to sacrifice or trade off so why should Tankers?



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  14. Quote:
    Originally Posted by LordLockeRA View Post
    Tankers are a tough fix because the problem is that their role in the game is vanishing, especially in Incarnate content. In normal teams control and debuffs generally make a dedicated aggro-grabber overkill outside maybe the initial positioning of scattered mobs, while the abundance of buffing available in incarnate content means that scrappers and brutes can generally do most of our job (the rest of which even WE generally have trouble doing thanks to auto-hit, no-resist etc etc.)
    This I mostly agree with, but even positioning mobs becomes trivial in the typical steamroll that happens nowadays.


    Quote:
    Or if not that, why not increase the Tank's role as control. Increase the proc rate or provide a chance of additional magnitude on mez-inducing tanker attacks, or maybe add a new inherent power where the tanker applies a Mag-4 immobilize to someone he hits thre or more times in a row with an attack- 'pound that guy into the ground' as it were. Or provide damage reduction to all other targets on any AoE attack who's main target is the tanker-letting the tanker protect those nearby who wander into the line of fire intended for himself.

    Here is the problem, as I see it:

    The more powerful every AT becomes, the safer they become and the less important tanking becomes. Most people agree it's better than the squishy ATs are not quite as squishy as they once were.

    The state of the game isn't a bad one for everyone else, but it's not a good one for Tankers because of the one role they were designed to do.

    Therefore they need to have their role expanded. Better than average survivability and being a distraction and the cost of having your offense crippled does not cut it anymore.

    As other ATs become safer, it becomes more and more illogical to punish Tankers with having low damage when many of those other ATs can became safe and not have to give up their superior damage. If a Scrapper and a Brute can walk into the same mission solo as a Tanker and not die, why is the Tanker penalize to do it slower? Being tougher than a Scrapper or a Brute really isn't an advantage if Scrappers and Brutes aren't dropping dead to begin with and get to dish out much better damage.

    And giving Tankers more control doesn't solve anything because much in the same way tanking has become less important, so has control. You don't need a tanker to help lock down a crowd with control if they're not a huge threat to anyone else to begin with and are being steamrolled over. And control does nothing for the Tanker when he's not on a team.

    If people want a control/defense AT or a melee damage/buff-debuff AT then they should tell the devs they want one, but Tankers are not that. Like all melee ATs, Tankers were given a defense power set and a melee damage power set. Tankers hit things and Tankers get hit. If "getting hit" isn't doing it nowadays, it's time to re-examine how they hit things. People like Brutes more than Tankers because despite the fact share a lot of similarities, Brutes are tough but they don't hit like girls. People like damage. People like feeling powerful. That's exciting. 'Slow and steady' isn't widely regarded as fun and exciting. So if they can't make Tanker combat interesting and unique from Scrappers, Stalker or Brutes without Tankers being 'Fury-less Brutes', they need to put some more serious thought into it because I'm sure there's room for four flavors of melee fighter ATs without one being stuck with the "slow-and-weak-hitting-with-superfluous-survivability" flavor.



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  15. Quote:
    Originally Posted by Rylas View Post
    I don't get it, Johnny. If you're always saying Brutes are just as survivable as tanks but get more damage, how exactly is buffing tanker damage going to set them apart from Brutes?
    How does making an AT that is already nigh unkillable even more nigh unkillable improve them in a meaningful way? Are people not playing Tankers because they die too much?

    No. So why do they need to be tougher than they are when they're already the toughest?

    And why do you think that if people aren't playing Tankers despite the fact that they're the toughest, that making them tougher will change their minds?


    Quote:
    It seems to me it would only make them more similar to them.
    If by "more similar to Brutes" you mean popular and generally regarded as fun to play and not regarded as slow and boring, which is what seems to be the most common criticism about Tankers, then I don't think that's a bad thing.

    Quote:
    Certainly buffing tanker mez protection in end-game content would do a lot for many Tankers. It's going to be something that makes a tank more unique. If other melee toons are more susceptible to Fear and Confuse than tankers, it does give an edge to the tanker AT.
    Only if things like Fear and Confuse were huge problems for every other melee AT to begin with. They're not. They're rarely seen minor annoyances at worst, one not even shared uniformly by all power sets.

    Quote:
    I'll meet you in the middle and say a higher damage cap *may* be good. But that's about it, and I don't think it needs to be a huge raise either. 400% instead of 300% perhaps. But again, this isn't doing much to make a tanker stand out in end-game performance.
    445% as opposed to the 300% it is currently.


    Quote:
    So, thinking about this a little bit, I'd suggest something more unique and more in tune with the team-support goal of the tanker and it's aggro control. And if you're correct that survival for tanks isn't needed, then perhaps this would be good.

    Boadygaurd inherent:

    Like the Mastermind mechanic, but in reverse. Make it a toggle free of endurance cost. Allow a percentage of damage being taken by up to 5 teamates in a certain range be diverted to you. The damage sent to you can be resisted or avoided according to your defense and resist numbers. Taking too much heat? Turn off the toggle.
    Too griefable. No sensible person would ever turn on the toggle.

    Counter suggestion: When a Tanker uses Taunt, he radiates a power to nearby teamates that grants them and the Tanker a small amount of Absorb. Does not stack, even from two different Tankers, but further taunting will refresh it.

    Gives Tankers a reason to take Taunt for themselves, especially in the lower levels (because survival in the lower levels isn't as assured for a Tanker) and use it even when solo.



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  16. Quote:
    Originally Posted by Rylas View Post
    Higher Res caps, HP caps and Aggro Caps would be a good start IMO.
    Higher damage resistance caps are unlikely to happen. At the existing caps, a well build Tanker can already survive pretty much anything in the game that CAN be resisted. More survivability is simply the last thing Tankers need.

    Aggro caps can't be changed depending on AT. They are a fixed value in the AI for everyone. Even if they could be, or with a workaround like invisible pseudopets, increasing aggro caps for Tankers actually makes additional Tankers less desirable for a team. The only reason to have more than one Tank now is to deal with adds and spill over. Having one Tanker that can do that themselves means there's less reason to have another.

    The Tanker HP Cap, for the same reasons as the resistance caps, is also about as high as it ever should be. The best you could hope for is some Absorb given to Tankers inherently to help mitigate unresistable damage and such. But that is something they probably still don't need because the people who aren't playing Tankers aren't playing them because they lack survivability.

    I have seen nobody, not one person, who seriously thinks that Tankers aren't tough enough. What I have seen, especially from people who don't play them, are numerous complaints and comments that Tankers are too slow, are boring and they lack damage. If one truly wants to make Tankers more popular, more fun for all players to play instead of just for the diehard niche fans of the AT, ignoring those complaints would be folly. Because everyone else isn't buying the 'extra-survivability-plus-aggro-control-at-the-cost-of-all-else' that the Tanker AT is currently selling.



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  17. Quote:
    Originally Posted by Severe View Post
    so true...and thats why we need a new inherit that doesnt break every issue and to do whatthey did with blasters.make sure some of the "lesser" ones are more up to par with the "popular ones" like the blaster updates via the snipe and non snipe powersets.

    but im willling to bet that wont happen.

    then theyll make a buncha changes and have a bunch of non tank players play it in closed beta who are only there to see a dev online. then itll go to open beta where nothing got done so it can be changed all over again and then it still wont be right cause they wasted too much time in closed beta to meet their deadline.

    If they make Tanker changes, whatever they do, I hope that it's actually for Tankers.

    Because the "Blaster changes" announced yesterday are mostly not about Blasters, but all of the ranged damage sets.

    So the "Tanker changes" better not amount to shuffling around stuff for all the melee ATs and every two-bit Assault/Manipulation set that gets some of the same melee attacks.


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  18. Quote:
    Originally Posted by Fista View Post
    If I remember Paragon's China town is either in Talos or Steel.
    Not to go off topic, but I'd love to see Talos get a revamp to include a real Chinatown. Maybe clear out some of the warehouses or generic buildings around the Science Store area.


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  19. Quote:
    Originally Posted by Golden Girl View Post
    But some things don't fit the higher level game - Skyway City is very much a street level hero kind of zone
    Being a street level hero has nothing to do with whether your level 1 or level 41. Batman is a street level hero. Daredevil is a street level hero. Both of them are on different power levels. Batman didn't leave Gotham City when he became an accomplished crime fighter, and frankly I think we could use some "street level" zones for level 50 heroes, as well as zones suited for other types of characters.

    Not everyone is a Dr. Strange (Dark Astoria) or an Avenger (RWZ) or Spartacus (Cimerora). We need zones to cater to all kinds of level 50s; street level dark crusaders, super agent spy guys, scientific challengers of the fantastic, high flying steel men of tomorrow, cosmic ring powered surfing space knights, etc.

    Sure, new zones for them are preferable. But revamping existing zones, as with Dark Astoria, is more economic and easier to pull off. If there's a superfluous zone of that kind at a lower level range, why not re-purpose it for a higher level range?


    Quote:
    and the gangs and stories there there reflect it
    Hence why we revamp it with new stories and different enemy groups.

    At present the zone only has Clockwork, The Lost and Trolls AFAIK. With the exception of the Lost, there's nothing exactly precluding those gangs from being in the high levels. For what it's worth, I think Supa Trolls should definitely be something high level heroes are in on; they're basically an army of mini-Hulks, after all. There's also not a lot tying those gangs to Skyway to begin with. So bringing in new enemy groups wouldn't be much of a loss.



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  20. My opinion, and I realize that it probably wont be shared by many, is that a lot of of "superfluous" lower level zones could stand to be revamped into level 45 to 50+ areas with corresponding content.

    Not ALL of them, but definitely good number of them.

    Why weight content more strongly towards the high levels?

    Leveling up is easier then it's ever been. We blow through zones almost faster than we can run the content, especially in the lower levels. This has been true since the leveling curve was adjusted. Unless you delete or shelve your character at 50, or abandon them before that, they will spend more of their life at that level than they will at any other level range.

    Furthermore, you're more likely to find a team willing to SK up lower level players than 50's wanting to scale down and lose their power, given the choice. It's just more logical to play at level of the highest team member. People want to be able to use the abilities they know they have.

    Also, it's just my observation, but most people who aren't 50 are generally looking to get levels to they can get to 50. They tend to want to get those levels as fast and as easily as possible, and often that's from AE or DFB/DIB. Once at 50 you can slow down and enjoy the story. There's not as much of a rush to get anywhere, aside from the Incarnate system, which for the most part keeps the people grinding for it in trials. I find I pay attention to the actual content for the sake of enjoyment a lot more when I'm on my 50. I made it a point to do the new Night Ward content, not on the characters I had in range, but on my 50s. And while it wasn't torture being exempted down, I did notice and mind.

    So, yeah, if I had my druthers, I see a slight content shift in favor of the ~50 game. I'm never at a loss to get XP when I'm leveling alts, but I'm always looking for stuff for my 50's to do.



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  21. Quote:
    Originally Posted by PrincessDarkstar View Post
    If tanks were the only things that could resist all AV's damage it would go a long way (IE: Make maybe 20% of an AV's damage unresistable and let only tanks resist that). You can still get by without a tank, but a tank makes things easier. Letting them stand in death patches or pull things like Marked for Death away from the random targets onto themselves (And then having less impact) would be nice.
    That accomplishes nothing to make Tankers more fun than they are now. Tankers can already stand up to AVs.

    At the same time you're nerfing all the other ATs so they'll take more damage against AVs.

    Tankers causing people's Brutes and Scrappers, and all other ATs, to be nerfed is sure going to make people like Tankers then. /sarcasm

    Plus, Marked for Death and death patches are the only things keeping me from nodding off playing my Tanker since there is literally no threat from anything else. If you make a Tanker able to ignore them, why have a human playing the Tanker at all? Just dual box a taunt bot. TANKERS DO NOT NEED MORE SURVIVABILITY.


    Quote:
    and tanks get some unique mechanics that people will actually want on a team.
    "Not faceplanting" is not a unique mechanic.



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  22. Quote:
    Originally Posted by Flints View Post
    I personally feel that the incarnate trials opened up a lot of problems for tankers, but that's probably to do with the sheer numbers of players and ATs, while tankers seem initally built for 8 player teams.
    Tankers were designed for a game that no longer exists.



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  23. It's not in Central America because there mention of Hamidon crossing the Mexico/US boarder on his way north before the final showdown with Cole. Also in a very early mission in the Underground you encounter a bum who comments that this land used to be a nation called America, and that everyone has forgotten what that used to stand for. There's also mention in game that Anti-Matter's reactors power the entire East Coast.

    So, Praetoria is in the US, far enough south for palm trees to grow, probably closer to the eastern US than not, and close enough to First Ward.



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  24. Johnny_Butane

    I24 hopes?

    Quote:
    Originally Posted by Arcanaville View Post

    I'm not entirely convinced yet there are any "aliens".





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