Johnny_Butane

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  1. Quote:
    Originally Posted by Turgenev View Post
    In Ramiel's Incarnate intro arc, we capture him and release him to Vanguard for rehabilitation.
    Not before he is tagged with a radio transmitter so we can study his migration habits.

    Turns out he just goes back and forth between the Wentworths in Atlas Park and the AE building.



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  2. Quote:
    Originally Posted by ElementalFury View Post
    I think what also compounds the problem is that we've had so long since a mission that really made us feel powerful, especially for heroes. Villians get their blood coral fueled rampage against 400 enemies, praetorians get their 100 depowered destroyers, heroes only get that single mission in the alpha arc where you club a few AVs in a couple of minutes. The next time we get a large invasion event I want to see something like this. (from 3:50 to 5:50)
    We're not going to get that. Ever.

    We're going to have groups of 'demigods' ganging up on man-sized L54(+8) AVs, dodging colored near-instakill patches on the ground and ultra mag holds that ignore your mez protection and unresistable damage, probably coming from a stone hurled by a civilian in a business suit.

    Forget about ramming a tank through a dropship, let alone even fighting one with less than 30 people. We're not allowed to be that cool. Remember Rikti raids? Their tiny dropships aren't even fazed by an Incarnate, so why would the Battalion be weaker?

    About the only thing similar we can expect is when Star Sapphire gets one-shotted in the back and when Atomic Skull messes around instead of doing his job in the trial.


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  3. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Even going to the RWZ, Cimerora, Pocket D, and Trials we're FORCED to do heroic acts as part of the storyline.
    Saving your own skin and making sure someone else doesn't takeover/destroy the world isn't exactly heroic.

    In the case of the ITF, it's in your best interests NOT to let the timeline get too effed up, otherwise you may stop existing. Plus, as Imperious says, it's a fine excuse to spill some blood.

    Lastly, he's indebted to you. Being owed a favor can be a very valuable thing, not to mention the Roman armor you get from the deal, which you can flip in the present for quick cash.

    I'm sorry, but I fail to find a problem in this for any of my villains and their varied motivations. It's always a fun time beating down some primitive screwheads.



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  4. Quote:
    Originally Posted by mauk2 View Post
    Welll.... I dunno.

    I just got the crap kicked outta me on my favorite invuln tank on the MoM. (Boy, wasn't THAT fun. )
    I was going to suggest you getting this proc over in the other thread. 20% to psi will help a bit.


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  5. Quote:
    Originally Posted by Scythus View Post
    Batman says you're wrong.
    I have no issue with Batman slipping on those electric brass knuckles like he did in JLU to trade punches with Parademons.

    I've used this example before:

    When non-super Captain America downs a Frost Giant with just his wits and his shield, that just shows how badass he is. Nobody questions it.

    But when you have Thor get taken out by a shot to the chest by a Luger P08, that is wrong.


    The point is, they should aim high for their content, not cater to the lowest common denominator. If you don't want your street level vigilante fighting giant robots, don't. Opt out of becoming a god and never unlock your Alpha. But FFS, don't have demigods getting beaned by sticks and stones.


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  6. Quote:
    Originally Posted by mauk2 View Post
    If this makes it live, it's quite awesome.
    I disagree.

    If anything, I proves my point about Tankers.

    "Sure, give them 20% res to everything. It's not like they're going to do anything serious, they're already nigh unkillable. They're not suddenly going to start soloing Hamidon with it."

    Look, ATOs are probably something most people will only do for their most important characters and their mains. My main Tank doesn't get killed by anything that's affected by damage resistance anyways, and besides he gets capped resistance to everything but Psi with Unstoppable already.

    The procs for Brutes, Scrappers and Stalkers help them out considerably regardless of build or power set combo, so I consider the Tanker proc the lame duck of the bunch. You're going to get a lot less out of it depending on your primary, and that's bogus IMO.

    And don't drag thematics into it. Even Controllers got a damage proc and they're not about damage either. They're even less about damage than Tankers, they don't have a damage primary or secondary.

    I see it as Tankers being told, yet again, "here's your shiny beads and $24, GTF back in your place".

    I'm not surprised because we've known about this proc since last summer, but I am sure still not impressed by it regardless of the numbers.


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  7. Quote:
    Originally Posted by Ultimus View Post
    So it can be enhanced via catalyst? And it gives 20% res all? For 10 seconds? Is it 100% chance to proc? Or is it like 100% chance for 5% res for 20 sec but stacks?
    Each iteration of it is 5% res to all. It stacks up to three times. 3x5=15%.
    Enhancing it with a Catalyst makes it 3x6.7=20.1%

    I don't think it has a 100% proc rate. I remember it whiffing a couple of times. The duration on each stack isn't listed, but I count 20 Mississippi's.

    Also, it looks like it's currently bugged. The standard version of the proc doesn't proc at all, ever. It works if you upgrade it to Superior though.



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  8. Quote:
    Originally Posted by Ultimus View Post
    How does the proc work? Does it make ALL of your attacks trigger it or just that one?
    Just that attack, which IMO is a little unfair because the Brute (and AFAIK Scrapper) one is global and not tied to the attack it's slotted in. The Stalker one, AFAIK, is tied to the attack though.

    Personally, I tried it in Punch and then switched out to Haymaker for testing purposes.

    It was not not hard to maintain stacked to max in either when attacking single targets.

    It's a bit of a pain to juggle both it and Bruising if you have them on two different attacks, but mine is a special case because I can't slot the ATO/proc into Jab without a build revamp.


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  9. Quote:
    Originally Posted by Blue_Centurion View Post
    There is no other AT that is relatively similar to Tanks other than Brutes. Scrappers are the next nearest thing. Are you saying if Brutes and Scrappers did not exist you would be advocating nerfing Doms because they controlk crowds bettter than tanks and do more damage?

    My specific point is that the thread is about how to improve Tanks. Not how if you nerf AT X it will make Tanks seem better.

    So, the thread is about how... ah nvm I'm not posting here anymore.
    Many are very vocal about their blatant hatred of Tankers. I don't see the same kind of outcry rallying against the proposed Stalker buffs. Only Tankers elicit the turnout of the same dozen or so players who show up to shout down any proposed improvements.

    They've done so for years, even when Bruising was about to be added. They were dead set against anything like Bruising if it was proposed by a player, but the game didn't fall apart when Bruising was added. This suggests their fingers are not as much on the pulse of the devs and the opinions of the true majority of players as they may think.

    I think the complaints that lead to Bruising are just as valid (and in some cases are the same) as the complaints fueling this thread and the targeted feedback thread. If the developers do indeed feel there are issues they can address and proceed to do so, I look forward to the haters being proven wrong. Again.


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  10. Quote:
    Originally Posted by Caulderone View Post
    The new proc in the Tanker ATIO set will net you 5-15% Resist to All quite easily.
    5-15%?

    Try upgrading it to Superior with an Enhancement Catalyst for a 20% max.


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  11. Quote:
    Originally Posted by Samuel_Tow View Post
    That's what I wanna' do!
    Well you can't.
    Rocks fall on everyones heads then you choke on spores.
    The end.


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  12. Quote:
    Originally Posted by Premonitions View Post
    Bruce will never, ever be taken out by a rock to the head and have it stick. He's got something that's as good as Kryptonian-level resistance to damage; he's got plot armor. His batarangs will never miss their mark when it counts. He'll never get seriously tagged by a lucky bullet. Every tactic he pulls out of his butt will always work. He'll always shake off the mind control or poison or whatever. He's seldom wrong about anything and it's a blue moon he's ever caught with his pants down.

    It's a common complaint that Superman is too powerful and nothing poses a danger to him. That applies to Batsauce as well. When his writing is at its worst, he's got a plan for whatever you throw at him and it will always work, even when it shouldn't. Bat Shark Repellant.


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  13. What's important to note is these are not new complaints.

    They've been rolling in ever since Apex, so it's not like the devs haven't had a chance to learn from the feedback.

    In Apex they had Battle Maiden teleport in and ride her axe down from orbit, crashing into the Earth and making a crater that levels Blyde Square. She easily dispatches the heroes there. That's godlike. That's epic.

    When we strike back in Tin Mage, we sneak in through the back door in Neutropolis sewers and fight mooks. Then we struggle against an angry cat girl and a half-wit. We cause no damage and our arrival has no impact, literally or figuratively. That is decidedly not epic or godlike.

    People made excuses for the devs then as well. "We're just on our Alpha slot, we're not demigods yet." "This is just the first two TFs, wait until the trials."

    Well now we're far into the trials and halfway up the Incarnate tree and things haven't gotten better. They've gotten worse. We're getting beaned by ****ing rocks and fighting moldy robots and we're drowning in cheating mechanics.

    It's time the developers made good on their promises on Incarnate content and time people stopped making excuses when they don't.



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  14. Quote:
    Originally Posted by EvilGeko View Post
    We don't have a hero guarding Alexis who could put her into a force field or other protection despite the Phalanx having a Force Field Controller on staff.
    Not to mention what must be thousands of Longbow operatives with that power set. Or Synapse who could zip her away from danger before anyone could blink. Or have Manticore call up Dark Watcher and his teleporting expertise; he's got no love for Statesman, but he's still a hero.


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  15. Hey, why don't we just turn these Praetorian citizens and rocks on the Battalion. Have the Seers tell them how lousy they are and then they get beaned by rocks and drop. Coming Storm solved!

    Do people even realize how ridiculous that rationalization sounds?

    I'm getting tired of people making excuses for poor writing and bad design.

    This is why we keep getting handed crap. Because people keep making excuses for the devs having mundanes armed with rocks killing demigods. Nothing is too outrageous to defend when you're a fanboy.

    The content in question is poorly designed for characters who are said to have the power of the gods. Period. That's a problem because Incarnate trials are designed for Incarnates, NOT for low level street vigilantes who by all rights should turn off their XP and stay in Kings Row. Getting beaned by a civilian hurled rock is not godlike, no matter what excuse you want to make for the developers.

    The developers promised universe shaking cosmic challenges. These trials are NOT THAT. There's nothing cosmic about facing the same crap we once dealt with in the Outbreak tutorial; sticks and stones.

    Instead of moving into a new sphere and operating on grander cosmic scale, we were handed a tower defense mini game about killing escaping mental patients. And this is half way through the Incarnate system. Even if they do wheel in the vaguely threatening Battalion tomorrow, that doesn't remove the mundane rocks, moldy War Walkers and all the other symptoms of the poorly thought out design the game suffers from.


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  16. Quote:
    Originally Posted by Nalrok_AthZim View Post
    No. For once redside is getting some love and you have no right to get your undies in a wad over it.
    Red side has gotten plenty of love for the past ten issues or so.

    Let's take a stroll back in time, shall we?

    Issue 21
    Galaxy City destroyed. The heroes were all derp derp while Recluse knew it was coming and even prevented the heroes from knowing about it.


    Issue 20
    BAF: geared towards villains. Killing mental patients isn't heroic. We must be killing them because they are explicitly not able to be controlled or contained.

    Mortimer Kal Strike Force: Gives villains a perma-temp power and a Notice of the Well.
    Heroes Sutter TF version gives them jack squat.


    Issue 19
    Vincent Ross' arc has you being powered up and taking on an army of heroes.
    The counterpart hero arc clearly had less work put into it, no temp power and a recycled Faultline villain brought back to show heroes failed at bringing him to justice in the first place.


    Issue 18
    Fort Trident and the Crucible added. The villain's Crucible is a populated, cool looking map full of Easter eggs and in jokes where villains are praised by the NPCs. Trident is a stark Longbow base where heroes get to watch the Freedom Phalanx quarrel.
    Winner: Villains


    Issue 17
    Villains get the clone epic with MacArthur and Silmon, arguably some of the best solo content in the game to that point.

    Heroes get threatened and dissed by Agent Nance and his army of ninjas. Until the rewrite where he became a passive aggressive sycophant. Again, the villain arcs introduced are arguably much superior to the counterpart hero arcs.


    Issue 15
    Reichsman TF: Villains get a cinematic in their TF and heroes get to clean up the villains' mess. Villains get to channel the power of the Inner Circle while heroes get a drawn out beat down on a sack of HP and a bunch of NPCs who logically have no place showing up to help Reichsy.


    Issue 13
    Cimmeroan arcs. Again, the arc is about villains going out an doing stuff while heroes are almost purely reactionary and are just there to clean up the mess. Villains get GW in a thong and heroes get Daedalus.


    Issue 12
    VEATs versus squids.
    'NUFF SAID



    Yeah, villains get no love, except that they've gotten the better deal whenever there's been comparable blue side content or feature added for the past 10 issues. Villains get the better arcs, they get better stories, they get more rewards and heroes get useless glowing lobsters.



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  17. Keeping score is pointless because we know the heroes lose already.

    A Phalanx member dies, and even if they come back, even before the arc ends, there has been terrible damage inflicted on the Phalanx that can not be reversed.

    Even if you only view your character a hero in the slightest, the death of Alexis is a pointless waste of life and the ignominious end to someone who was Miss. Liberty for decades. Sister Psyche has been savagely attacked, and even if she recovers physically, those scars will remain and Aurora likely has massive guilt for the part she unwillingly played in it. Any trust the Phalanx had for Manticore is gone, and he no longer trusts them either.

    The villains literally have and had nothing at stake to lose.
    They don't. This isn't even their plan to have fail, it's Wade's. Even if Wade double crosses them and they have to turn around and help save the world, that's no big tragedy for them. If anything it gets them street cred in the Isles for smacking down a 'god'.

    Worst case scenario for villains is they break even.

    Heroes have already suffered heavy losses and injuries. Even if they stop Wade and Rularuu, it's hardly a win worth trumpeting.



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  18. Quote:
    Originally Posted by Scirion View Post
    1) The game is not balanced around IO's/Incarnates, it's balanced around SO's.

    I think we can all agree on that. I'm pretty sure that's been said by the devs at some point or something. But honestly, it doesn't really matter at this point.
    You're right, it doesn't matter. It would be stupid and irresponsible to ignore the effects of IOs because they have become a common sight. But the Brute pep squad insists we and the devs do so.

    Quote:
    On to point three, "any Brute can tank 95% of the content in the game". Sure they can. (only being a tiny bit sarcastic here) A Brute can tank (for example) Reichsman just fine. But what happens when you add in another four level 54 AV's, two of which do Psi damage?
    95% of the game ISN'T REICHSMAN.
    Nor is it trials.

    95% of the game includes soloing on +0X1
    95% of the game includes braindead radio missions.
    95% of the game includes street sweeping green con enemies for that matter.

    In all of those situations, Tankers having survivability over Brutes or Scrappers is superfluous. There is a much much smaller percentage of situations in the entire game that it is not. Maybe it's not 5%, but it's a heck of a lot less than the damage gap and the damage potential gap between Brutes and Tankers. And, that percentage only gets smaller the more IOs, buffs and Incarnate abilities Brutes and Scrappers are permitted that improve their toughness.

    Also, something you and others forget: Not all survivability is derived from your build numbers. The Tanker primary and Brute secondary aren't the only thing that keeps them upright.

    They get a TON of mitigation from their attacks. Namely, killing things before they can hurt you and various secondary effects on the attacks. For example, a Brute Foot Stomp mitigates damage BETTER than a Tanker Foot Stomp. They both knock the enemies on their butts just as good as the other, but the Brute inflicts more damage and has a greater chance of killing them. Usually, Tankers don't have the edge here because the numbers are the same, or they favor the Brute because the Brute is outputting more of the ultimate form of mitigation; dead enemies can't hurt you.

    The truth is, this pushes the actual survivability of Brutes closer to Tankers than looking at their defense, HP and resistance numbers would suggest.


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  19. Quoting Tim "Black Scorpion" Sweeney, from this developer diary last November:

    http://massively.joystiq.com/2010/11...ging-the-gods/

    Quote:
    We're specifically designing content that tasks our Incarnate-level players with challenges only they can stand up to. The real universe-shaking stuff. Some of our best work has gone into designing these encounters and the trials and tribulations they will put your characters through.
    Your best "universe-shaking stuff" is mundanes armed with stones, un-targetable invincible guard towers, escaped mental patients and moldy War Walkers with bloated regeneration?

    Yeah, you could do better.
    Can you?



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  20. Quote:
    Originally Posted by Techbot Alpha View Post
    Maybe they're hitting us in the knee...?

    I used to be an Incarnate like you, but then I took a rock in the knee.



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  21. Quote:
    Originally Posted by New_Dark_Age View Post
    I call nonsense. I have been playing on Freedom religiously for the last month and I team with 4 times as many Brutes and Scrappers than I do Tanks. Farming/Zones/TFs all content.

    The player base has caught on. IOs make it more logical to make a Brute. Tanks can use a buff.
    IOs and the Incarnate system "don't count" when it comes to AT issues.
    That's the excuse Brute boosters have been regurgitating for years.
    It's bogus shield they hide behind so they can keep being utterly broken.

    It ignores the fact of what happens when you balance damage against survivability, but allow Brutes and Scrappers, who have the survivability bar pretty high to begin with compared to other ATs, to gain more survivability via IOs and Incarnates without any required decrease in damage. You lower the risk of danger they're in, but they keep their damage edge.

    Damage versus survivability is a dumb axis to balance on anyways. More survivability only becomes useful to a point. Once you can take the damage from whatever you're fighting, more than that is redundant. Comparatively, increasing damage is always useful, and doesn't become redundant until you can one shot anything and everything (GMs, Hamidon, you name it).

    That is a point unlikely for any character to ever reach.
    But being tough enough to handle like, 95% of the game's content, and see no drawback from not being as tough as a Tanker, is a point much more easy to get to, and one Brutes and Scrappers often do get to, and will continue to get to more easily the more Incarnate abilities, IOs, team buffs and temp powers are added to the game.
    That should NOT be ignored, regardless of if the game is or is not 'balanced around IOs'.


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  22. Quote:
    Originally Posted by Samuel_Tow View Post
    Whoever is designing the Incarnate content needs to step back and take a good, long look at what Incarnates have become, then question if this really is where we want to go. Because from where I'm standing, by far the worst thing the story could do to us once we've become "godlike" is make everyone else ten times as godlike and have us get killed by very powerful rats... Pretty much.
    This is more of the same problem that's plagued the game from day one. There's no sense of power progression, the devs insist making the mundane threatening to high level superheroes and common sense is tossed out.

    At level 25 I can stand in front of an anti-aircraft turret and shrug it off, but guys with swords can still cut me up.

    At level 50, they pit us against non-powered humans with guns and blue cowboy hats. Getting hit by someone with superhuman strength that's powerful enough to shake the earth by stomping their foot should turn them into a fine red mist with one punch, but we can't even knock them over half of the time.

    An Incarnate 'demigod' gets taken out by a rock thrown by some clod.

    And so on, and so on.
    That is BULL****

    The developers are unwilling to design suitable, cosmic scale threats for Incarnates, so they resort to cheating mechanics, uber-powerful guard towers, War Walkers with bloated HP and regeneration and irate grandmas throwing stones. And then they feed us baloney like Director 11 and I'm absolutely sick of it.

    Listen, if Praetoria wants to win the war, just take whatever non-targetable, invincible, invisible weapon they have on the guard towers at the BAF, mount it on treads and roll it into Atlas Park.

    I'm sorry, but the promise of Incarnates was to deliver us content worthy of demigods, but it's more of the same mentality that sends me against blue cowboys, but this time with added cheating mechanics and dodging of colorful puddles.


    That's what I thought the whole point of making us Incarnate demigods, so we would be operating on a grander scale, but I guess the point was a drawn out, pointless 'war' with irate Praetorian citizen/sheep beaning us to death with rocks and having us run from BAF guard towers instead of smashing them to atoms with awesome might.



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  23. Quote:
    Originally Posted by Rieze View Post
    5. Why is Infernia the contact for part 7? (In RWZ at the top to steps leading to Dark Watcher)
    Is it confirmed that's what she's there for?

    She doesn't give the typical "you must own this episode or be VIP to run it" speech the other contacts did before their arcs launched.

    If she is indeed the next SSA contact, the 'why' could be that Vanguard has gotten wind this is connected with Darrin Wade and by extension, Rularuu. Vanguard handles all external threats to Earth, Shadow Shard presumably included. It's not a stretch to think Infernia joined Vanguard and they assigned her to something not Rikti related, considering what she's been through.


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  24. Quote:
    Originally Posted by Tenzhi View Post
    One thing that I've begun to wonder, is if the events in this SSA will be culminating in the release of this Mot entity everyone has been talking about which will coincide with the revamp of Dark Astoria.
    Since he 'died' once before, that could have attracted Mot's attention. Biting it the second time could have opened the door.

    Either way, I'm more interested in what Recluse plans to do.
    Remember that episode of Batman: TAS where a small time hood got a rep for 'killing' Batman, and it just made him a target for the Joker? I could see the same thing happening to whoever is the one to do in States.

    Plus this changes the balance of power, unless Recluse gets taken out similarly. This very much should cause a push by every two-bit villain group looking to gain some ground while things are in upheaval. It could explain how the Tsoo return with a vengeance after being absent from the game since, what, the mid 20s levels?

    Plus, sign me up for the few who hope Statesman does make an eventual return. Like his creator or not, he's the face of the game.

    As an additional thought, with Hero 1 in Vanguard custody, a cure supposedly being worked on, could his return be imminent to fill the void for a powerhouse hero?
    That assumes he wants to stick around Paragon City. I personally, wouldn't mind helping him out overseas and get a taste for what London is like in the CoH universe. Considering we only have gotten to see one city and a small cluster of islands, it's high time the rest of the world was explored.


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  25. Quote:
    Originally Posted by Techbot Alpha View Post
    Choice > Pigeonholing
    To create an analogy:

    MLB Online. "The Worlds Most Popular Online Baseball Game".

    It's not pigeonholing to want the rules of baseball accurate and the popular teams represented in your baseball MMO before the developers add a full hotdog stand business sim to the game.

    Yes, hotdogs are sold at baseball games. No, baseball isn't about selling hotdogs.

    And asking for several new brands of hotdogs to be added to the game on the 'MLB Online' forums should get you laughed out on your butt. The fact that it doesn't and that the title has been co-opted by business sim players and the developers have pushed aside the baseball fans in favor of them, speaks volumes to the failure of "MLB Online" as a baseball game.



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