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Posts
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Quote:If you were going to make one character and only one character to do everything you could possibly want to do in the game (Farm, SF/TF, missions, etc)
What archtype and powersets would you choose and why?
I would go with an Elec armor tanker and then Kin Melee
Why.. Elec armor is very tough verses normal content as you can high resistances verses s/l e and psi damage as well as moderate resists to Neg, Fire, and Ice. Much of the TF content hero side especially in the lower levels deals with s/l and e foes. Capping your energy resistance very early in your career is a huge boon of elec armor. Elec armor actually gets stronger in the later game... you'll laugh at malta sappers trying to drain you, be able to engage rularuu fairly easily, and carnies won't be much of a threat to you.
Elec does have a hole to toxic damage.. but unlike other sets Elec armor can plug its own hole using its tier 9 power which will also end up capping all but psi resistances. It makes for a very powerful set overall and one of my favorites.
Why Kin Melee... Kin does -damage which stacks nicely with the high resistances of elec armor. The combo goes as well together as Super Reflexes and Dark does. It also offers a nice mix of single target, aoe and ranged attacks and has a good damage boosting mechanic that I like better then build up, but not as much as rage. I just love the -damage aspect though and you really notice when you are focusing on a single target, and you have burst helping you with your aoe targets.
Why a Tanker and not a Brute? I'm a turtle sort of player so I like the higher base resistances that tankers offers verses the damage potential that a brute offers.
Teaming: I like Elec/Kin for teaming because no matter what sort of buffs and debuffs you add to elec armor it just gets better. The only thing you will have capped is elec resistance.. so you have room to be enhanced via a sonic or thermals... you have good end recover but its typically done via bursts of recovery and reduction of end costs rather then typically boosting the end recovery rate itself. +def and -acc powers are very useful and will greatly improve your durability. +recharge is nice for energize and powersink to bring them up faster. -damage stacks well with resistances and your kin melee effects. You are really good solo but get so much better teaming that its crazy good.
Final thoughts: I really like my elec/kin and soon to be artic epic tanker so far and would highly recommend it if you were only going for a single character to play as its just a good all around character and tanks are just really fun to play. I'd say that elec armor is one of the best all around sets in the game and you won't go wrong with choosing it.
Excellent answer, sounds interesting enough to build one and try it out -
Getting the same message. Has there been any word from NCSoft about this? I haven't found anything yet, but my search fu is weak.
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I am actually going to have to go with the 'can't really tell much difference' at the high ends of the builds. Both my SS/INV and my SS/WP were very expensive builds and both are virtually indestructible. That said, my WP brute is soft capped, and my inv's def for Melee is at around 43, with his s/l being around 54 or so when surrounded. When I took them to cim to experiment, I found that when I put them on the Wall and went to make dinner or watch a movie, the WP would faceplant, the INV would not. Cascade failure would kill the WP every time, the INV would never really notice. Neither of these two have a single purple enh in them.
In missions however, the INV doesn't seem to fare as well as the WP. It may just be my perception, but I like the WP for running missions. -
Quote:I think you've discovered the downside of calling empaths healers. Empaths can heal, yes. But the further outside of that box you get, the more fun it is to play.
So you don't like playing healers? Fine. How does playing a bufftankdebuffblasthealer sound? Where you can walk into a room, most of your team has the equivalent of Instant Healing and Siphon Power and bubbles on, your self-heal recharges in 3 seconds flat, most of the enemies' recharge is floored, and you have the good version of Will Domination and a good cone blast and an O.K. targeted AoE? (Oh, and you can heal others a little, too?)
Good, you'll love Emp/Psi.
I actually got into total team support with this toon for the first time in a long time. It was fun. So much of this game is about making a toon as utterly self sufficient and independent as possible, I have overlooked this entire style for a long time. It's been easier for me to GET teams than it's been in a long time recently, and I am seriously loving it. I want to try something more control oriented next I think. Heh, actually I'll probably just keep playing her. -
Quote:All of my characters have a different concept and must be played differently. I min/max to a concept, I change my concerns, I focus on my roles by different amounts, which is why all my toons get played. No matter how things seem leveling to 50 I know, that most of the characters play hours will be after 50, respec after respec and some bright ideas I finally get an eureka moment that makes my character a joy to play and different from all the rest. For years I was lost on my Sonic/Sonic, who could of been the first to 50 of her kind euro side but I stopped 2 bars away, but long by now even she's finally arrived with her own niche that fits her concept. Its only recently and by no small means, through incarnates that my Peacebringer will not only all the best flexibilities of one, the rate on offer is enjoyable.
You know, I might have to take another look at Khelds. With Incarnate powers shoring them up, they might a lot fun. As far as my def goes, I think my playstyle has changed quite a lot since I made that first toon. Hell, the whole game has changed. I think I'm going to make a few defenders with different sets here and there. I kind of want to bring back this old sonic/kin I had laying around for years. -
This is one of those sentimental love letter posts.
The first character I ever made for CoH was an empath/psi defender. I made her because the workcenter on the ship I was on (in the Navy back then) had migrated from EQ to CoH and our normal Cleric/Priest players were sick to death of playing the healing classes.
So, figuring "how hard can it be" I made an Empath with the Psi secondary (trust me, I had no idea what I was in for with /Psi). LOL After most of them left with ED, the stragglers that didn't want to play another fantasy mmo, least of all one designed by Blizzard, stayed on. Since they were gone, I put my emp/psi in cold storage, remembering how much I absolutely despised playing her. That feeling put me off defenders for five years. Once CoV came out and I discovered Corruptors and my favorite AT for a long time to come. Somewhere, though, in the back of my head, that little emp/psi sat there begging me for another chance. I ignored her.
Recently, with the news of the upcoming free to play status of CoH, I've been looking over all of my old toons. I was surprised at how representative of their eras in the game they were. My first villain was a Mind/NRG dominator that's still around today. There are toons in there that represent the issues their powersets were introduced, where rules changed, etc. Somewhere in that list was Aeorna, my first toon, the emp/psi that put me off defenders forever. So, looking over the list of project toons and 'era' toons I have had lying around for years, I resolved to get them to fifty and slotted before the game went f2p, since I don't know what will happen after that.
Today, after five years in limbo and seven years since birth, Aeorna Hateborn, my first toon hit fifty and was slotted out. I had her at 32 for five years and played her through her final levels in PI and the RWZ. I have to say I had no idea how much fun playing an emp can be. The /psi powerset.... well, we'll leave that alone for now, but playing as an empath on tip teams, on TFs, on the one Rikti raid I was able to find, she was incredibly fun.
I had no idea what I'd been missing out on. It was a great feeling, being everywhere. I have heard (and even said) that you don't NEED a healer in this game, the EMP set it kind of superfluous. That may actually be true. I didn't care, she was a hell of a lot of fun anyway. It was very different than my normal CoX experience, and it was like playing a different game. I enjoyed every second of it, and now that she's finally set I think I'm going to be playing her a LOT. -
Have to take them out and test drive them, but some of these look promising, and as usual, an equal number of WTFs this supposed to be? We'll see how they do. I'm assuming that this is going to come with a total overhaul of the IO's currently in place, of course, or what's the point?
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You might want to reconsider playing a regen scrapper if your experience was more than a few years ago. The set isn't what it used to be. You might want to look at Willpower as an alternative, it has similar elements and is less costly to make viable.
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OP, unfortunately, your friends are correct on this one. There really isn't much hope for you old scrapper. Just tinkering in Mids I was able to build one that had a recharge of almost 200%, but would end up costing about 15b inf to build. Not terribly viable, and not worth the expense. Sadly, in keeping with their long tradition, the dev team's knee jerk reactions have invalidated this powerset completely. I know you have a certain degree of emotional attachment to the toon, and there are always some holdouts that claim a broken or worthless AT or powerset still has value (read Kheldian), but in reality you would be far better served to make a WP scrapper. They can reach the def cap without really sacrificing anything the set is good at, and are more survivable in pretty much every case I can think of.
I wish I had better news, but the only real regen scrappers you see these days are older dogs that remember how much better balanced and more fun it was in the old days. That, and people that can't let them go. The first scrapper I ever made was a claws regen, like everyone else, and I'll post his build here for you to take a look at, this was a good long time ago, and I pretty much mothballed him as non viable compared to other toons I built at less expense with better results. He was also a thematic toon, and there were elements of him I didn't want to lose, despite how they negatively impacted his totals. With a set this poorly designed, there's only so much you can do.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Joseph Canwulf II: Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(7), Mrcl-Rcvry+(7), RgnTis-Regen+(9)
Level 2: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx(15), S'fstPrt-ResDam/Def+(50)
Level 6: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 8: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(19), P'Shift-EndMod/Acc(21)
Level 10: Spin -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-Acc/Dmg/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Rchg(25), Oblit-Dmg(25)
Level 12: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/EndRdx(29)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31), LkGmblr-Def/EndRdx(31)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(33)
Level 18: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), Rec'dRet-ToHit/Rchg(36), Rec'dRet-ToHit(36)
Level 20: Resilience -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37), RctvArm-ResDam/EndRdx(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(42)
Level 24: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 26: Fly -- Flight-I(A)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(31), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-EndRdx/Rchg(42)
Level 30: Eviscerate -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Rchg(43), Oblit-Dmg(45)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
Level 35: Tactics -- EndRdx-I(A), Rec'dRet-ToHit(39), Rec'dRet-ToHit/Rchg(45)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 41: Petrifying Gaze -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/Hold(46)
Level 44: Night Fall -- Ragnrk-Acc/Dmg/Rchg(A)
Level 47: Tenebrous Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(50), Enf'dOp-EndRdx/Immob(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A)
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 34.6% Defense(Smashing)
- 34.6% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 26.8% Defense(Melee)
- 4.88% Defense(Ranged)
- 3% Defense(AoE)
- 3% Enhancement(Immobilize)
- 12% Enhancement(Heal)
- 66.3% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 5% FlySpeed
- 175.7 HP (13.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 14.9%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 6.6%
- 2% (0.03 End/sec) Recovery
- 54% (3.01 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 1.88% Resistance(Negative)
- 5% RunSpeed
Set Bonuses:
Kinetic Combat
(Swipe)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Fast Healing)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Strike)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Reconstruction)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Reconstruction)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Slash)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Quick Recovery)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
(Spin)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Dull Pain)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Combat Jumping)- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Integration)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Follow Up)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Follow Up)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Resilience)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Air Superiority)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Instant Healing)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Eviscerate)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Maneuvers)- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Tactics)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Moment of Glory)- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Petrifying Gaze)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Tenebrous Tentacles)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Vengeance)- 7.5% Enhancement(RechargeTime)
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Quote:*headdesks*
DO YOU EVEN READ!?
I've specifically determined what I mean by effort.
YES. Any particular challenge is going to be harder than teaming against that particular challenge.* So beating that hellion boss is harder solo than teaming. This is already baked into what I mean by "effort".
I said that given the same failure-chance and time spent on the actual task it takes more effort to team because you have to actually get a team first (the difficulty of this varies, but it's a factor).
So stop bringing up all sorts of stuff that's entirely besides the point. Take two identical tasks (let's say, sit for 30 minutes in a room and then a reward-box spawns, only one version of this task requires a team, and the other does not) the challenge is the same (100% chance of success assuming you don't get bored) the time is the same (just 30 minutes of waiting) given these parameters the team-task is going to require more effort because you have to actually get a team to do it, while the solo-character can just go in and start waiting immediately
DO. YOU. UNDERSTAND? Or do I have to say the same thing I've said two-dozen times AGAIN. Are you goint to keep up bringing up arguments that are completely irrelevant?
Any team-based vs. solo task has to take into account (in addition to the synergistic effects of teams, etc. etc.) the effort it takes to actually form a team. (or look one up)
The rest of your post just has absolutely NOTHING to do with what I'm talking about at all. I'm just saying that if there's going to be a solo path (WHICH I THINK THERE SHOULD BE, AND BY THE WAY, ADDING ONE WOULD NOT BE PENALIZING SOLOERS BECAUSE PRETTY MUCH ANY SOLO PATH WOULD BE BETTER THAN THE SISYPHEAN TASK THEY HAVE AHEAD OF THEM RIGHT NOW, SO IT WOULD BE MAKING IT EASIER AND NOT PENALIZING THEM) it's going to have to require an equal amount of effort as the trial path. However they choose to distribute that effort. (repetitiveness, challenge, etc. etc.)
Ideally the solo-path should require exactly as much time from the moment you decided to start collecting incarnate stuff as the trial path. Including the time it takes to form teams and such.
* the scaling system *somewhat* changes this, but it's still true for any given challenge.
Yeah.. time for you to step away from the keyboard, probably... Being condescending and deliberately obtuse on top of belittling and belligerent isn't going to accomplish anything. It's pretty obvious that your viewpoint is understood, just not agreed with. There are so many flaws in the thinking here that if you hadn't blown yourself out of the water with the CAPSLOCK in the first sentence of accusation flinging, the rest of the post would have taken care of it for you.
On to other things.
I have to agree with Sam and Co here. There is no rational or objective reason that there isn't a solo path to the Incarnate rewards aside from 'it just hasn't been implemented yet'. I could believe it will take a good deal of time and effort to design and field an entire arc for each reward, since you have to incorporate a different or differently scaling reward system for it. Doling out the merit rewards in the same shameful and miserly fashion that vanguard merits was mishandled isn't really an option either, since that just leads to forcing the player to participate in the raidlocked content all over again. We need to find a way to remind the existing playerbase as well as the developers that a great deal of their players are mostly casual soloers, and since that is the market they've been dealing with for seven years, it's probably not wise to alienate them at this late stage in the game's development.
It would also be worth reiterating that the people calling for a viable alternate path to this paid for content are not your enemy. They are not trying to take anything from you, they are not going to set fire to your house at night because you enjoy grinding and this new design philosophy the development team has embraced. -
Because, you know, the problem COULDN'T be that the game is stale, the TF's boring and done to death, the storyline so shredded and the theme so lackluster that going through the motions with the outdated mechanics, clumsy graphics and nonsensical disconnected plotline. It HAS to be with the PLAYERS! They're to blame! Just look at them! Doing the weekly task force as though it were a.. well... TASK!
Just awful. We should ban those people. How DARE they be tired of the same stuff over and over and over. They should be grateful at the opportunity to GRIND THEMSELVES TO A NUB in order to get to our new and shiny raidgated locked advancement that there is no more reasonable way to access or enjoy. They should be fawning all over the worthy players that endure.. err... suffer through.. err... embrace our new visionary playing style to curry their favor so that they too might be permitted to join one of our new League teams and grind...err...suffer...err.. embrace our new visionary playstyle!
Seriously.
Okay. All joking cynicism aside, I do understand both the perspectives here, I just don't really agree with them. I have read all the tired supporting arguments folks have come up with for championing this foray into an outdated and reversive game mechanic, and I've read the other side of that fence's vocal dislike of the same. I understand that there are people that love to grind, and that there are people that need more to it. It's kind of the same old farm vs notfarm argument with a different cookiewidget.
I personally LOVE AE farming, since I can write my own missions that no one else has to like and I can farm it to my heart's content. The difference is, with this new Ultragrind Boredom Enhancing Incarnate Locked Progression Final Solution I am not permitted to progress my characters anymore. Having the ONLY means of progressing the character locked behind that contrived and arbitrary nonsense puts me solidly in the latter camp. I am THRILLED to allow everyone to enjoy the game however they like, and have often said as much in any number of threads. I will never agree with trying to force your entire playerbase to play this way.. AND ONLY THIS WAY... or you can never progress again EVER.
That mode of thinking is so wrong in so many ways I don't really have the heart to get into them. It makes me wonder just exactly how out of touch must our development team or their backers really be. With every other major MMO on the market today making an active effort to move AWAY from that raidbased locked progression model, why in bob's name are our developers trying to hamfist the game INTO IT? -
Quote:Yeah, it was always a huge red mark against the development team the way the utterly failed with Redside. Leaving it hanging like that for all these years, never expanding the plotline, never really... anything. I know there are apologists and fanatics around that will leap to the defense of those decisions, but really the 'people don't like playing bad characters' perspective is really, really off. At least to me. Like some others have mentioned, it seems like the basis of redside was pretty clever, and cool for a starting point, but they failed to ever move it along... at all.. in any way... ever.... And now redside may as well be shut down so there is less load on the servers. On the other hand, the additions and changes to blueside have been remarkable!Since people can make red side ATs blue side from the get go via i21, then the influx of people will be going blue side. With being on one side and yet able to visit the other side, the only real interest in red side is unlocking patrons, or doing content that's specifically geared towards villains. Red side is what it has always been, an expansion pack versus a full blown game merged with CoH. Red side was built to be "good enough" and then left as is instead of making it an actual equal to blue side. See also PvP and bases for similar tactics. Give red side an equal number of TFs and then we'll talk. The fact that I would have to look up when red side had a STF added where blue side wasn't getting a new TF to match pretty much proves my point.
Oh wait... not a fan of Incarnate content... at all... Unfortunately, no other game offers me a playable metahuman character scheme in a manner that is acceptable, so until Marvel's MMO finishes here in the next year or two, I'm still stuck here. F2P can't come soon enough
Wow, this post turned out a lot more negatively that I really intended it to, but after years, and years of waiting for redside to be brought up to speed and then finally accepted that the devs really do intend to just let it twist in the wind forever, and the hell with the people that bought the game for it, didn't leave me with a good feeling.
Now I have all this raid oriented lockedstep forced advancement that the apologists are pretending isn't a painfully obvious gimmick and it's making me more and more negative the more I think about it. There needs to be another reasonable way too progress with that. This 'OMGRAIDZORD' craze their murdering the game's canon and seven years of operating procedure with is an excellent indication that what the developers want, these other players want, and what I want, are not at all compatible. I don't want to raid. Ever. I am on deployment in 'Ghan. I don't have internet reliable enough to have eight billion other people on the screen with me for one, and I started playing this game BECAUSE it didn't have locked rewards hidden behind giant timesink raids for two. -
OP: I find your assessment is correct, unfortunately.
Equally unfortunately, you're not going to find much help on these boards. WHile there are a ton of builds in the kheld forum, they are almost exclusively in the billions and billions of inf range. Even then, they still don't perform as well as any other AT with similar investment. Of course, this point will be argued with, but it seems to be the hard, fast rule for most of the players I've interacted with in game. I'm sure this point will also be argued with.
The only advice I can give is to accept the AT's inherent flaws. (insufficient damage, insufficient defense, lack of mes protection, insufficient hp, etc) And play it as a handicap AT. That's the only way I could play it. You cannot try to think of a kheld in the context of other AT's. They simply aren't designed that well.
The only thing you're going to find here is a kind of piggish and elitist assertion that because the AT is underperforming and you didn't provide some kind of arcane data to that effect, then the problem must be with you. If you can't accept the AT as the flawed abortion that it is, delete it and make a more satisfying toon. I.E., ANY other AT. -
Quote:Snaptooth encourages farming in the same sense that mito respawns encourage farming. For that matter, saying a defeat badge encourages farming is like saying yellow lights encourage speeding, because they force you to go really really fast to beat the red.
I'm not really arguing, or guessing. I'm just describing. People keep claiming to be perplexed about the devs' behavior when it comes to farming and exploitive behavior. When that happens, I provide the same explanation I've been giving for years. Beyond that, if you think I'm wrong, I'm not in a position to prove it to you. I can say the odds of public debate changing the devs' mind about what is and is not an exploit, or whether to act to correct them or not, has an extremely low probability of success.
And therein lies one of the principal reasons for this games slow degeneration. Because we continue to focus on the insignificant instead of addressing the issues that would greatly improve this game, we continue our slow spiral back to life support. GR gave us a pretty good boost, but it's time to shift forward and think about this time next year.
As you say, evidently nothing the playerbase says or does makes an impact, even when they depart in massive numbers. Like G.W., our devs are huge fans of 'staying the course', even when the course leads to cancellation. Now, of course I'm not saying that this issue shouldn't be handled immediately, of course it should, nor am I saying that DOOM will befall the game if the farms are killed once again. I am saying that this should not be the top issue on the list. It's fascinating that we have all these people on the forums eagerly decrying their fellow players as 'cheaters' and 'exploiters' and they have their knickers in a bunch over farming, but we can't get them to show in equal numbers for trying to get the game improved or upgraded. WHY? Really. Why.
After rereading all the posts I could find over the last farming escapade, the answer was simple and depressing. There are a thousand and one little logic traps the forum apologists create to support their perspective, but what it comes down to is very simple. Selfish greed. They don't want people having things that they have previously held the market on. Literally. There isn't much more to it than that. They don't want people gaining easily what they have slogged through the awful, awful 'content' and grind for with minimal effort. That, while sad, is understandable. I personally hate the game before 32 and haven't played it in years until recently. My assessment of that experience was.. not positive. I have great respect for people that are able to curb their expectations and accept a lesser effort as 'enough'. I seem to lack that quality myself.
There is, of course, the old "team" argument, where no one wants to see a fifty with no idea what they're doing, but let's face it. This game doesn't HAVE many new players, and gets them so seldom that it is actually a pleasure to me to educate them when they ask for help. I don't personally mind, as I don't team anymore, but I do understand that small point.
Which brings me once again to the main point. That this thread has drawn out far more people than most do, and for nothing more than fingerpointing and namecalling, instead of offering constructive direction for where the entire playerbase would love to see the game go. Because, as you pointed out Arcanaville, no matter what we say, how often or loud we say it, the things that need to improve clearly won't, and the things that don't matter will continue to keep our interest. -
Quote:I would say "Yes", conditionally 'yes', if they're wise, 'yes', I would venture they have no CLUE what that phrase means anymore, so 'no', I would say exploiting the market system and using it to break the back of every other player that shares the game environment with you should be in there somewhere, punishable by permaban, "not relevant', if there were players not playing by these 'rules' you speak of, I'd imagine the game code would have been corrupted enough to break it by now. If you mean the other subscribers making use of a short lived flaw in the game's programming to get a little ahead and put some things in the game environment back on track as these people that don't play by your 'rules', then I would say it's entirely up to them how they choose to feel.Psychic Guardian, are you really suggesting that participating in a leveling treadmill or exploit "with a goal in mind" differentiates a player from a cheater?
Major_Control, are you suggesting that rule-breaking behavior should no longer be considered cheating once there is a wide consensus among those players who chose to participate in such behaviors?
You're both of the opinion that abusing exploits isn't and shouldn't be considered cheating. Do you think the devs would agree with your perception of the issue? And does this mean you disagree (with Paragon Studios and NCSoft) about the importance of the risk/reward ratio that has taken them years to achieve and balance? Also, what do you think SHOULD be considered cheating?
You both seem to think exploit abusers (I'll respectfully avoid the term "cheaters" as you requested) should be left alone by "Purity Police", a derogatory term that applies to some players at least. When you use that term, are you also referring to Paragon Studios? Also, do you believe using such terminology is the best, most mature way to present your arguments to Paragon Studios?
Major_Control, you suggested implementing a farming label for mission arcs in AE that are intended to be used as leveling treadmills or exploit abuses. The overall tone of both yours and Psychic Guardian's posts implies that exploit abusers actually feel VICTIMIZED by subscribers who play by the rules and avoid abusing exploits (this is where the term "Purity Police" comes in). This is interesting, because I doubt many of us would have suspected that. But let me turn that around: do you think people who play by the rules may feel similarly victimized by players who DON'T play by the rules and enjoy abusing exploits?
I personally have grown tired of slogging through the exhausted and pale 'content' and have no interest in leveling a character to fifty through the course of normal play. The game simply isn't that interesting any more and the dearth of content has nailed that coffin long since shut.
I would venture that this game DOES provide an unheard of level 'tinkering' possibilities that make it a fascinating and fun experience, once which has continued to hold my interest for years after the game itself proved stale and tiresome. I don't choose to feel any particular way about the people insisting that I'm "not playing right", or "not doing it by the rules", because I don't particularly care how they feel about it. I'm doing what keeps me interested enough in this game to keep playing it and paying my monthly subs. What they choose to feel is entirely their own concern. -
Absolutely. In the short term, it refreshes the market when things get a little out of hand, as well as creating a surplus of items that carry it for up to a year afterwards.
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Quote:No, no,Deleting this thread would take some incredibly stupid reasoning and logic.
not the thread, just my posts. Evidently I am past the point of patience where I can express myself in a non inflammatory manner anymore. When I post it usually lasts about an hour. I'm tired of the forum community not drawing due attention to the issues that require it and instead turning this board into a masturbatory self aggrandizing newbhate fest that drives new players away in droves. -
<---countdown to deletion beginning at 1439pm
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Quote:That's funny cause if my four year old gets told to stop doing something and he does it the next day he's well aware of why he is in trouble (I like to ask first to make sure he's aware).
We got told from release not to abuse AE or bad things will happen to us why are we all in shock and awe when weeks later we are doing it and we get our hands smacked?
If anyone gets banned or rerolled over this it'll be the 2nd time we've sene it...we should not be surprised at all. If anything we should be expecting it by now.
Lisar's statement here amuses me somewhat, enough to post about it, anyway.
"We got told from release not to abuse AE or bad things will happen to us why are we all in shock and awe when weeks later we are doing it and we get our hands smacked?"
Because they have only themselves to blame. This game is constructed on a philosophy of "late blooming sets" and "slowly unraveling plotlines" and "higher level hazard zones" that promise much but demand too much as well, or return nothing, as in the case of the Shadow Shard and other enormous wastes of funding and programmer time.
In my experience, farms are the only thing that has kept me playing this game, mostly because I can't stand how feeble, uninteresting, and painful low level play is. There is no other mechanic than "beat on stuff". No real crafting, no real environment to interact with...nothing. For it's era, that was fun, but any more there needs to be more to it, much more.
What's interesting is that this is the ONLY MMO I get this impression from. It's not fun at levels below 32. At all. In fact, I haven't (until this last week, ironically) played a character at those levels as a general rule. It's frustrating, not engaging, boring, and work. I play this game to entertain myself. Not to have a third job.
Back years and years ago when this game was new and the MMO industry was much younger, we were much more forgiving of a game's shortcomings. This has gotten to be true less and less as we have watched technology just steamroll right past this game and a few others that were very popular in their time.
Farming offers me a way to circumnavigate the laughably bad "plot" and ignore the grind grind grind of newspaper/radio missions, which are a poor substitute for real content. Since this game's developers and programmers refuse to offer ANYTHING in the way of real content, I don't see the issue with me finding a way to make the game enjoyable enough to keep paying for my accounts and keep generating revenue for it to continue to fail me. And the vocal few screaming about how "the marketz are being rooned!", I can say only that the tools exist for them to redress this issue in the same manner everyone else does. Get your commons with tickets, it takes ten minutes to have hundreds of them. Otherwise, welcome to the other side of the fence, where people are going to belittle and harass you for not playing the game their way. I've been dealing with it for years as I waited for real content to be added and it never was. Here and there I got an hours worth of task force every year or two, and a zone no one ever uses or two, but other than that, pretty much nil since launch. And GR, an expansion I paid for that offers really... nothing of interest or value aside from a vague promise of "more to come" that I've been choking on for years. More to come.. when? And will it be something other than the same tired rehashed and then rehashed again Freedom Phalanx characters that I've grown to hate with unmatched intensity? If the hamfisted Incarnate storyline is any indication, it's not something I'm overly eager about in any case.
What's ironic is that with DC Online marketing to a lower IQ bracket, the NCSoft folks should be taking a very, very close look at the niche of people that won't under any circumstance be looking into that diseased abortion. Right now, the base community of CoH seems to be RPers, people that love the costume creator too much to leave, and a small hard core group of PvPers that against all odds (and common sense, it seems) have found the dedication to make this game work for them. Instead of puking out ridiculously poor "content" (as with the Alpha Strike 'plotline') they would be wise to consider updating the graphcs in a meaningful fashion instead of a hopelessly overcomplex retooling utra mode that didn't really improve much. I mean really, its been seven years and I STILL DON'T HAVE FINGERS. I have fleshy meat mittens. Not that difficult to figure out.
So, instead of wasting time and effort pointing out the excesses of the playerbase and this latest farming craze , which would pass on it's own most likely, soon enough, resources need to instead be allocated to figuring out what needs to be focused on, the players that have stayed for years and years, despite this game's many, many flaws. The BASE BUILDERS. THE ROLEPLAYERS. I'm not talking about the creepy catgirl ERP nonsense,the actual roleplayers that are and have always been the backbone of this game's community, behind the vast majority of community events and interaction.
Instead of complaining about the farmers, fix the reasons it is vitally necessary for them to farm. Fix the prestige gulf. The cost of base building is absolutely, unforgivably stupid. It needs to be addressed, and would take very little real time or effort to do so, and yet for years it has remained in limbo.
This, like many other things in this game, is what drives people to farm for prestige, farm for influence (since the developers thought putting a cap on how much could be charged for an item was a no-go as was suggested when the market was born), farm for tickets for salvage since the low level game is a nightmare to play for many of us. Address these issues before chopping out the means of resolving them.
Or don't and limp along slowly dying off as more and more people get fed up and move on to better games. Oh, of course, I forgot, this game has MILLIONS of subscribers, and more joining every day, it's population is HUGE and still growing!
Closing, I suppose this had turned into one of those pissed off rants that annoy when I read them from other people, but reading this entire thread has just irritate me to no end. This game has much, much bigger problems we've continued to pretend not to notice than the players trying to make the game something interesting enough to stay logged into.
/end sarcastic overview and analysis
<---The above is written after reading this entire thread and getting tired of the CoH Forum Apologists trying to pin the imbalances and their usage on the players instead of the development team, who very likely instigated this whole thing to begin with in order generate enough interest and higher level characters to actually USE the alpha strike expansion. -
Thanks a lot for the clarification, all, I have always been a little bugged by that. Never was sure what the deal was.
I appreciate it. -
I don't know if there's a fix for this, my search fu is evidently teh sukh. But I change my password every week, and I'm constantly getting "This Account is Already Logged In". Is there a way to fix this?
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Quote:Corruptors are beyond good.
Blasters are fine except they are damage with small amounts of control. A Corruptor has both. Any */Dark corruptor is game changing.
A */Kin can multiply his damage using Fulcrum shift and with transference he can:
Fulcrum shift
Nuke
Pop a blue and use transference and be completely full of end again.
There is no comparison of a blaster versus a Corruptor in any case I can think of the corruptor can multiply his and his teams damage and do so more safely. Going Rogue will allow you to see this if you haven't already thru mixed team Trials.
The above statement ends this argument satisfactorily. As a blaster player with quite a variety under my belt, I was skeptical about corruptors for good long while. Now it is unlikely I will waste my time with a blaster again. My Fire/Dark and AR/KIN corruptors are unstoppable juggernauts that steamroll just about anything I put them up against. Blasters, (for which I was a long advocate and later apologist) do not compare and cannot compete.