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Posts
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The Rikti Restructurist vs. Traditionalist rift. There are a lot of storylines that deal with the fact that the Traditionalists are trying to make peace with humanity and the Restructurists are getting increasingly militant, but it's never fully wrapped up.
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I had a cousin whose first word was 'hat.' Even after he'd learned to speak a bit more, he'd still refer to anybody wearing a hat as just Hat, including his father.
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And here I thought this was my own personal secret.
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"We will fight to the death for our right to wear monocles and use coal-powered power armor!"
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You leave my big splash pages alone! Transmetropolitan used them sparingly, but every time it did, they made me go hell yeah.
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I'm sore thanks to deciding to raise my lateral pulldown, squat, and overhead press weights all in one go yesterday. (The upside to this is feeling awesome about pulling it off.) And I need to take out the trash, pay the rent, and get groceries when I get home. Only my recent acquisition of the entire Led Zeppelin discography comforts me. Also the fact that I will once again have Greek yogurt and cashews after I get groceries.
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1. Do you believe there is an issue with the respective effectiveness of resistance vs. that of defense?
Yes, primarily on characters lacking no innate mezz protection. By letting you dodge the mezzes, defense can function as both damage avoidance and ~95% mezz protection, which is huge for a squishy, especially solo.
On melee characters, the difference is far smaller. I don't fully agree with the argument that defense pays for its innate advantages by all the -def and +ToHit enemies get--Resistance-based sets get no defense debuff resistance, so they're still significantly impacted by it. My /Elec Brute had trouble with Longbow even before the -res grenades, thanks to being constantly at sub-zero defense.
2. Do you believe there is an issue with the lack of effective hard limit on the amount of available defense for each AT?
I do believe Resistance and Defense should be equal here--if it's fair for everybody to get 95% damage mitigation from defense, they should be able to do the same with resistance.
3. Do you believe that there is an issue with the lack of inherent protection to secondary effects within the damage resistance mechanic?
Yes. See #1. A huge part of going for defense on my squishies is avoiding mezzes. If resistance IO bonuses were available in twice the amount as defense bonuses, I still wouldn't go for them on characters without mezz protection that I intended to solo a lot.
4. Do you believe there is and issue with the amount of available resistance bonuses that can be stacked vs. the amount of available defense bonuses?
Yes.
5. Do you believe it would be worthwhile to stack resistance bonuses instead of defense bonuses, if the amount of available bonuses were currently comparable?
On characters with some other form of mezz protection, yes. Otherwise, see my answer to #3.
6. Do you believe that a change should be made to make the efficiency of resistance and defense more comparable?
No. While they have some disparities, I think it's too late in the game to make major changes to either system.
7. Do you believe that if a change were made, that defense should be brought more toward resistance or vice versa?
Resistance brought toward defense. -
One thing I'd add is that Lingering Radiation doesn't currently appear to be debuffing run speed. I've tested this in-game a few times over the last week, and it pans out--I hit some -4 Family, Council troops, and Scrapyarders with it, and none of them were slowed down, when my slotting should have been flooring their run speed. So, the slow enhancements from Pacing of the Turtle won't have any effect that I know of. The power's been broken for almost three months now at least, so it might be worth holding off from slotting any slows in it.
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Quote:Also just using the porter to go to Pocket D, if you have the Good vs. Evil pack.If you wanted to, you could walk all the way from Atlas to Croatoa and then Steel to unlock the extra costume slot and customize it without dying. It's very easy.
But the closest tailors to Atlas are in the RWZ. One zone over, you never leave the base, you are completely safe. -
Trick-or-Treaters never come to my apartment complex. Plus, Electric Six was playing in my area, and that's one band I'd walk through gunfire to see live. So, I spent the evening doing that. Half the audience was in costume, and I accepted candy from a stranger who was dressed as Satan.
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Dude, for my health, it has to never, ever happen. Remember that whole quote from me about how debt doesn't matter? I doubt the ones who are getting set on fire and shot to generate that debt feel the same way.
I play Stalkers. Stalkers, you guys. -
Normally I'd (reluctantly) agree, but with Halloween near, another thing to consider is keeping an eye out for in-game Halloween parties to attend. They're usually fun, since people can put together some nifty 'costumes' with the character creator, and give a bit easier structure to work a character into conversation, in my opinion.
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Catgirls are... sort of a running joke/meme/thoroughly-beaten dead horse on Virtue. At one point forever ago, there was a rather substantial fraction of catgirls among the population, and complaints about catgirls became commonplace. They continue to this day, despite the fact that they're currently like 3% of characters from what I've seen.
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I usually like some of the background left in the dark. Explaining everything just kills some of the mystery and usually feels forced--the one that immediately jumps to mind for me here is Bioshock, where the recordings you could find sort of drifted back and forth between 'interesting' and 'why do all these people have their personal memoirs scattered across bathrooms, hallways, and ballrooms?' You almost never get the full story in reality, especially not in the thick of events, so it just feels contrived when it neatly lays itself out for me in a game.
There's a fine line between giving just enough information to let the player's imagination run with things and giving them enough information to ruin the mystery, though, and I suspect it varies widely from person to person. -
This'd be about the one way to do F2P without me largely leaving the game out of annoyance. So I approve!
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Please, they're ordered by descending level, alphabetically for characters of the same level.
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Quote:-ToHit and Defense are essentially the same thing, except -ToHit can be resisted. If you're already softcapped, -ToHit won't change anything.Iirc, getting to the defense cap means even conned minions have only 5% chance to hit, but the lieutenents, bosses, elite bosses and AV´s, the 5% is affected by a modifier. I think that AV´s get 12% chance to hit a softcapped player.
If I can get my WP tank soft-capped to S/L/E/NE (which I can), and can also put a 7.5% debuff on the AV´s chance of hitting.... it´ll mean their ability to hit is reduced to the base 5% and give me a big boost to survivability.
Edit: In more detail, here are the attack mechanics. The part you care about here is the HitChance formula:
HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) )
The reason softcapping works is that BaseHitChance for almost everything in the game is 50%. Clamp just says "If this number is above 95% or below 5%, pull it back in that range." So, if you have 45% defense (softcap), 50% - 45% = 5%, the lowest basic hit chance you can get. Notice that ToHitMods, which is where -ToHit is added, is in the same area as DefMods. If you have 0% defense, but put -45% ToHit on the enemy, it has the same result as being softcapped.
But, accuracy is applied after that. Archvillains have a 50% accuracy bonus, so they multiply that by 1.5, so the lowest you can push most AVs' accuracy is 7.5%. No matter how much defense or -ToHit you apply, it'll always bottom out at 7.5% versus a normal AV. The one place extra helps is if the enemy has any sort of ToHit buff or hits you with a defense debuff. -
Quote:And while this is an aside, there are types of media where this is essentially false. I'm particularly talking about games, video and especially tabletop. If you want to play them with people, there needs to be a certain critical amount of people who enjoy it enough to play with you. If a new version or remake of a game comes out, it can split the fanbase and directly reduce the likelihood of you getting to play the version of the game that you enjoy.This bothers me, and it pervades a lot of media. Don't touch this franchise, because I liked the original.
People, this is important: No one planted a kill switch in your product that makes it stop working simply because a different version is out there.
That said, my personal opinion is sort of a hybrid of Local_Man and Nethergoat's. Most remakes are blatant grabs for money... but some of them are legitimate attempts to redo the original better, whether by having a bigger budget, better technology, or just plain better writers. Unless it obviously falls into the 'blatant grab for money' category, I tend to view remakes with cautious optimism. -
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Usually. I'll sit in the costume creator for hours until I find one I'm happy with, and if I don't find one, I'll just delay making the character. The only time I have to seriously overhaul costumes after I make the character is when I make what I intend to be a throwaway character that I delete by level 10, only to get hooked on them. I don't pay much attention to initial costume then.
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Quote:Pretty much this. Remember when another certain game was being made and the guy in charge kept giving interviews where he went "Oh yeah, City of Heroes. It was okay, but our MMO is going to be the logical next step and be way better in every way"? The other MMO existing didn't particularly hurt my enjoyment of this MMO, but I still wanted to sock him in the face.I think what rubs most people the wrong way about it is when the people involved with the new version try to imply (or flat-out claim) that theirs is vastly superior to the original and do everything in their power to throw the original version under the bus in favor of their new product. No one's ever content to say something like "we think the old one is great and in no way is ours better or worse than what came before". No one wants to accept that the two versions could stand equally - everyone wants to take sides and try to trash the one they don't like.
A smaller reason is public opinion toward the thing in question. Say they made a new version of Dr. Strangelove that was a low-brow slapstick comedy full of butt jokes, and it became the one that Joe Schmoe came to associate with the name more. I'd get tired pretty quick of telling people, "Dr. Strangelove is my favorite movie. No. No. Not that one... yes, yes, I've heard the line from it about the guy with the really big butt. No, really. I like the other Dr. Strangelove. Yeah, there was one. It was made in the sixties. No, it was kind of different." Obviously a bit of an extreme example, but you get the idea. (It's similar to the one valid reason I've seen to dislike it when things become popular. I'm sure I'm not the only anime fan who's gotten tired of explaining that not all of us write Naruto slashfiction and, in fact, some of us hate Naruto and watch series that are really quite good.) -
Ohhh, now I think I know which thing we're talking about. I'm not a fan of the thing in question, and I also don't like it when things become adjective-y. Really, I know that becoming adjective-y is supposed to be a very good move for the owners of the thing, but it kills my enjoyment. I really hope it doesn't become the dominant strategy in the thing-producing industry.
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Quote:This'd be pretty cool. Like the buff/debuff set equivalent of Willpower.A battle strategy buff/debuff set: the first purely 'natural' buff/debuff, this would be about team buffs/enemy debuffs based on military-ish tactics. This would be a great pairing for gun-toting defenders/corruptors, as well as mercenary masterminds. Could be handy for any 'non-super' buff/debuff AT's that don't want to rely on gadgets/shields, or any 'leader' themed characters.