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I'd just like the dialogue to reflect your alignment.
Actually, I'd like all the classic storylines to be updated. -
Quote:*in a loud voice that is quickly ignored*
"And traps!!!"
Thing is, /traps can, in theory put out more -resisance, more -def, and much more -regen then rad and dark. It can also put out even amounts of -tohit (if you cound the +def as a -tohit value as they affect the same equation in the same way)
Yeah, the set up time is a bummer, and theres a ramp up time (takes about a minute for 2 acid mortars, which will match what a /rad or /dark can do with 1 or two powers, but after 2 minutes, assuming you have the recharge, 3 acid mortars are more powerful then the /rad or /dark debuffs that do the same thing) but the -regen is enough to make things just stop regenerating at all, even with the AVs resistance AND the purple patch (-1000% regen is awesome like that, especially when it stacks with other poison traps)
Oh, I have a Thugs/Traps MM in Paragon right now. I like traps, but the set up is what makes it down from the other two.
I've had the discussion that Dark and Rad should have been the model for Defender primaries before off-boards and that Emp and FF should have been the model for Controller secondaries.
If Defenders had a lot less "can't target self" stuff, they wouldn't have as much trouble soloing or with mediocre offenses since a debuff centric set reduces the impact of that...actually just posted a suggestion that is impossible to happen regarding that.... -
....one problem defenders have is that they're very spread out in ability and they overlap a lot with controllers.
Scrappers and Tankers had similar if more pronounced problems.
I've had this conversation a couple of times with my brothers...
Controllers should have been Control/Buff while Defenders should have been Debuff/Ranged
Dark and Rad should have been the model for the Defender primaries
Emp and FF should have been the model for the Controller secondaries
Some buff is fine, Dark has some buffing in the form of Shadowfall as well as some healing (though it's heal is primarily useful as debuff). Rad has lots of buff and debuff.
What REALLY kills the weaker Defender sets is the "can't target self" stuff. That's FINE for a secondary set, and Empathy and Force Field are awesome for Controllers...but boring for Defenders...
For example, for a more active primary set that got rid of or minimized "can't target self" stuff, leave the single target heal, replace the Absorb Pain with a heavy single target debuff (call it making the enemy feel sympathy for your side). Replace one of the uber-buffs with an AM-like aura buff (therefore usable by the player) and the other a toggle-poison debuff. Empathy has lots open for using it as a debuff such as paralyzing an enemy with sorrow to reduce their damage out put or speed. Leaving in Resurrect and Heal Other still makes it more team-oriented in specific, but it is now fairly useful solo
Leave the controller version as it is
Likewise FF, change the bubbles into quick recharge enemy debuffs, maybe 1 minute-2 minute durations. Keep the "I don't want to play right now" power (PDS) and the group bubbles, keep the repulsion field and the force blast and the egg, all those are usable solo, but make the two bubbles into either ST debuffs or toggle debuffs
Leave the controller version as it is
Also, a Defender with Empathy and Force Field is stuck with mediocre offenses because they're being buffed but the enemies are not being debuffed. Dark defenders would do about 30% more damage than other defenders due to Tar Pit, Rad defenders about 55% more damage due to AM and Enervation, as Rad well as hitting about 30% more often due to RI (before enhancement).
Dark, Rad, Kin and other damage-boosters are the reason that defender offenses stay mediocre, because those sets make the mediocre offenses more effective and tolerable. If the defender had much better offenses, then those sets would be verging on overpowered...as a result the more "can't target self" oriented sets are limited to the mediocre offenses that are at the level they are to prevent the more debuff oriented sets from being overbalanced.
by raising the other defender sets to be more debuff oriented, the offenses become at the very least tolerable...also, it more unifies the AT so that a better inherent can be had than the current vigilance -
Quote:Indeed, Rad and Dark really are the best Defender sets.For the longest time people didn't know Dark had any -Regen at all. Hell, a lot of Dark Miasma players didn't realize it. But for some reason tons more people knew a Rad did. If, for some reason, you needed to spam as much -regen as meta-humanly possible, Rad was the better choice, because the base recharge time on LR is a lot lower than that on HT, but even in the old days I never saw people need much more than one, maybe two applications of either power to take down an AV. By the time we got harder AVs, Dark's capabilities were better recognized.
Also, Rad was always a good powerset, and Dark was not always a good powerset. I think it was saddled with the stigma of being a not good powerset long after that changed. It's happened to a lot of other "problem" powersets over the years. -
Quote:You stated that ITF required specific builds. You further implied that the required build was dark miasma, stating that you had never been successful at ITF with a dark miasma on the team.Forums don't convey emotion, so you'd rather assume offence rather than that I might just be a ***** that likes to argue and clamps onto issues without letting go because I actually find the act of tenacity enjoyable and stimulating.
Commendable, perhaps, that you'd rather assume "mere" offence, but it's not the truth.
This is based on anecdotal evidence rather than hard data.
Several people commented that their ITF experience was very different and provided examples as to how they have completed ITF without the use of Dark Miasma (I think I'm the only one that used a dark defender as one of their examples).
This response does not counter your statement that you yourself have never been successful without dark. This implies that ITF does not need specific builds, counter to your comment.
You respond asking if anybody has stories of doing ITF with MMs, saying that it seems "don't be a Mastermind" is a standard operating procedure for ITF.
Two people respond, one of whom points to a /dark mastermind and the other of whom referencing a bots/traps and a ninja/- mastermind.
You ignored the second person and instead focus on the MM who was /dark saying that this doesn't count and just proves that dark is needed. However, the second post may have been made at approximately the same time you were reading and responding, so this may have been an honest mistake.
Several people then post comments that they have never had trouble with ITF and masterminds. At least one makes a comment that the only problem they've had with ITF is when they have bad players or bad leaders on a team.
You translate this into "learn to play."
Someone, I assume Golden Girl, offers to take you on an ITF. Your response is that you don't do PuGs because it risks "meeting people like you". The implication is that Golden Girl is not someone who you want to meet, therefore the further implication is that there is something wrong with Golden Girl. This is fairly offensive considering she was offering to take extra time in order to run you through an ITF using strategies that work for her.
You also state that you can do ITF just fine as long as you have your Dark Miasma. This is counter to the complaint you started with. If you are comfortable with the fact that you need Dark Miasma to do the ITF well, that is fine, that is clearly the playstyle that favors you. However, if you were comfortable with that, then it is unlikely you would be complaining about it.
Nobody has said you can't do ITF with your Dark Miasma.
Nobody has said you aren't a good Dark Miasma.
The subject was not on the use or skill with using Dark. The subject was whether or not ITF needed dark to be completed or whether a mastermind would ruin ITF.
Your basic statements boiled down to:
"I can't do ITF without Dark."
"I can't do ITF with MMs."
The responses boiled down to:
"I can do it."
"I can do it." =/= "Learn to play."
I hear about people able to spec their scrappers up to solo AVs and GMs. I'm not sure how to do that. When I hear about someone speccing their scrapper up to such levels, it does not mean that I have to "learn to play" just because I can't do the same thing. It just means that there's another level of play that I can look to, though it probably requires more money than I have the patience to get.
In addition, you mention you don't use PuGs, that means you use a static team or at least a pool of familiar people. That means you have people that have, over a long period of time developed specific strategies and preferred playstyles.
I am in a similar situation, I play with the same four to five people every week at different times, though all of us have multiple characters. I've tanked (two characters), scrapped and fended on ITF. However, I do get used to having the same playstyles to fall back on and I don't respond well to change. Which is why I've fallen away from tank (a position I'm only better than average at) for positions I am better at: scrapper, defender, controller.
We found MoITF easy (heck, we almost got it on accident), MoKTF took us two tries, we're scouting MoLGTF right now and we've taken a frigging year, getting closer to two years, trying for MoSTF and we've done EVERY mission with no deaths probably something like 9 out 10 times...just not all in one try, something stupid seems to happen in the space of missions 3 and 5.
It would probably be easier if we could do it in the way we approach other TFs, one or two missions a session, save it for next week, but we often have to bring in other people to reach minimum numbers and one of the missions requires that we do the next immediately afterwards or else it will be impossible due to a temp power going away.
personally, I'm thinking my lack of adaptability has come from my tendency to not PuG for the last two-three years, while my other teammates do occasionally.
In any case, people have been very polite and not said anything about what you can or cannot do. The only one who has brought up what you can or cannot do is you. The rest of us have only talked about what we ourselves have witnessed.
and, again:
"I can do something you can't." does not mean "You're worthless." -
Quote:You know, this amuses me greatly because I used to be able to get unwanted invites to go away by simply saying I'm a dark defender.Ya know, i do find /dark to be a little overhyped, but i guess thats for another thread.
/traps still doesnt get the respect it deserves
"Can you help us team? We need a defender."
"I'm a dark defender."
"Oh, never mind."
I wonder when dark finally got recognized -
Quote:Huh, my static team has done ITF and MITF a couple of times with no real problems,This is so far away from my personal experience that I really have to wonder if we're even playing the same game. I find neither the ITF nor the LRSF to be easily achieved by just knowing the right strategy. I find both to require combinations of luck and copious use of debuffs to be successful. And, at least in my experience, they require very specific groupings to succeed.
I'll add the caveat that I have never possessed nor used (and probably never will possess or use) Warbug Nukes, Shivan summons, or Vanguard Heavies. Such powers aren't really in my characters' themes, and what is required to get them is not really fun for me, so I don't see the point.
That said, I have never completed an ITF unless I was playing one of my characters with Dark Miasma. Having me running Dark on the team made Rommie trivial - my other runs, with my WP Tanker and my Traps Mastermind, were complete failures, with multiple party wipes. The Mastermind was the worse - her mere presence on the team seemed to have doomed the attempt from the start, as the summoning Nictus counts Mastermind pets as full players and summons extra blooms accordingly. Without Dark to lock down the to-hit of those blooms (and bolster the negative resistance of the party, I'm guessing), it was game over almost before it started. "Don't bring your Mastermind" isn't a 'trick' I'm willing to learn to succeed.
The LRSF isn't quite as bad - one failed attempt out of three runs, that caused largely by us being underlevelled an unable to cope with level 54 AVs while we were all pegged at level 48 (the rest of the TF scaled down, but the Phalanx did not.) The other two runs, however, hinged upon brining a specific build, however (a Mind Dominator); the first was only successful because of that Mind Dominator. The second was successful because I brought one of my Dark Miasma characters (along with other debuffers on the team, including the Mind Dom we brought for the original failed plan who nonetheless managed to keep a few of the Phalanx pinned down, if not all of them, while we took the rest).
My Dark Miasma characters are not even my top builds, those I've invested the most time, influence, and care into building. The fact that, from my experience, Dark Miasma seems to be a requirement for the so-called "end game" content (STF, LGTF, ITF, LRSF, KTF and BSF being what we had before i19) does not jive with the pleasure and flexibility that has been a hallmark of the rest of the game that is purported to be built on (and in practice generally lives up to) the idea that any character contributes enough to get through any challenge. This seems to be slowly becoming less and less the case, and it is troubling.
It's not there yet, but if fights like Battle Maiden and Director 11 become the norm, it will get there - and unfortunately, there is a ravine between here and there, and we're fresh out of bridges.
the make up of the MITF team was:
stone/ice tank (me)
fire/emp controller
kin/elec defender
spine/regen scrapper
AR/Dev blaster
Rad/Rad Defender
there may have been a warshade, but I think my younger brother was swallowed up by Pharmacy school by then
one of the other groups:
Invuln/energy Tank (me)
/Dark Armor scrapper (forget primary)
Warshade
Trick/Arch defender
may have been some fillers, forget
another group:
Dark/Invuln scrapper
Fire/Fire Blaster
Dark/Elec defender (me)
and pretty sure we had some occasional friends for that, but forget who
I've also PuGed it with a Dark/Regen
heck, recently, my brother and a friend duoed the TF with a Fire/Ice Tank and an Earth/Rad Controller They've duoed most of the TFs, I act as filler for them sometimes, usually leaving that character in reserve just in case they decide they want some help...usually a second Earth/Rad
I will admit that Dark Miasma generally reduces opponents to sick puppies, it just about the king/queen of damage prevention, one of the two best all around Defender sets you can have (Rad being the other), but the overall effectiveness it has doesn't make it a requirement. -
well, the team I was part of generally has a number of pre-set plans for various situations because we've played with each other 2-3 times a week for 4 or 5 years...basically just name the routine, set up and go
fast charge, slow charge, loud pull, quiet pull, fast pull, fight from range, etc, etc
and we've got our specifics now such as ring around the rosy for ghost widow
we're a bit slower than most people, faster than my family team used to be....my family team used to spend around five-ten minutes locating spawns and planning the assault on each room, which would then take about 10 seconds for the larger rooms
just "we just charged into the room" sounds better than "we talked about it for about a minute, settled on a strategy and then just charged into the room" -
Quote:Fallout I get, we tend to be of the type that if someone died then someone screwed up (often someone other than the person who died)He then asked me if I had Fallout and Lingering Radiation in my build???
but Lingering Radiation is a good power...it debuffs speed, recharge and regeneration (mostly that's only for AVs and monsters, admittedly)
Though I guess your problem was more that he was asking for very specific power builds -
I'll have to try to take on Trapdoor again, I guess, so far faced him twice
once, my character Blood Rose solo, killed him after about five minutes, if that, Dark/Regen
once, also with Blood Rose but teamed, started to hunt clones while team fought him and he was dead before I could find the second one
in both cases we charged right into the room -
gotten most of it, but:
1- more room on bios, possibly as a veteran award
2- ability to switch builds away from trainer, even if only once per hour
3- non-humanoid enemies like four-legged animals
4- for all the base content to get an appearance and story revamp from level 1 onward
5- for the devs to make use of some of that vast wasted space in various maps by placing more potential spawn points in each room
6- the use of more patrols and fewer stationary spawns
7- a ranged attack power pool (then again, the APPs eventually took up something like what the Power Pools should have been to start)
8- each power pool to get a fifth power
9- smarter AI
10- the board to stop complaining anytime something gets harder -
...find the most outrageously over-priced on the market recipes you have...
post them for 10 influence....
make other people aware that you do this so they're more likely to bid lower in order to get a deal
do this often...
convince other people to do this
hopefully watch prices get to something reasonable -
Quote:The content they had was quite fun. I liked the Big Trouble Little China string of missions and the events that occurred in that part of town. Canada was fun, as was the ghost town.Uh, not exactly. The defensive passives in particular were not rebalanced because of a vocal minority of players complaining the game was too easy. Someone went spreadsheet-crazy at the last second, something I thought they would have learned their lesson not to do from City of Heroes. They did that here, with Super Reflexes one day before launch. They then made the same mistake in CO, but with every defensive power in existence simultaneously. Progress.
And they did it completely wrong. I still have the notes to prove it. But that wasn't what hurt CO. What hurt CO was the massive content gaps and horrific assumptions about playable content the devs seem to have made throughout the entire game. Once again, something I thought they would have learned their lesson not to do from City of Heroes. Except instead of the intermittent gaps that existed in CoH at launch, there was just plain content cliffs in CO. Once again: progress.
It was all over by then. Long before that, Jack checked out of CO to oversee STO, just as he checked out of STO to oversee the next thing. But more importantly, if you think either of them had any significant impact on the details of CO's implementation or design, well you must not have been in the CO beta. Or for that matter, understand how MMOs are developed. Or, for that matter, know anything at all about Jack Emmert. No one who's had even one conversation or PM exchange with Jack would make that mistake. Jack is not, how to put this, a details-oriented games designer.
Trust me, it does. I have a knack for remembering such things. You said you thought Champions Online would benefit from the fact that based on exchanges you had with Jack, he agreed with your assessment of tankers.
That's neither here nor there, because even if that quote isn't recorded anywhere, I'm absolutely certain it wouldn't be hard to find multiple quotes of you saying CO was going to fix the ills of this game by allowing people to feel "super." I'll let you in on a little secret: I was in the beta from almost the beginning, including when you were making those statements. And wishing I had a way to convey just what a train-wreck the CO development cycle was without breaking NDA.
Except I don't know anyone faster. I've been in over a dozen MMO betas since first starting to play this one, and I'm familiar with more MMOs on top of that. I haven't seen the MMO dev team that can execute anything significant on a time scale of weeks rather than months, or launch anything on a time scale of months rather than a year or more.
I'll say this for Cryptic: CO and STO were cranked out very fast as industry standards go. Which only means they took two years. And still launched with not enough content to fill a thimble between the two games combined.
Is this team fast? Honestly, no, not really. And I'm on record as saying if Paragon Studios was a high school student, it would flunk basic algebra. But you know there's three superhero MMOs out there, and I've seen them all very closely, and I'm inclined to say that about all three. Having said that, I think this dev team does pretty well with what they have given the competition. It never happens as fast as I would like, but I think they have the right idea.
So many things players said this game needs I've seen one of the other two do, to their detriment. Cryptic did me a great favor by doing so much of what other players have said over the years CoX needed to do, and demonstrated it either wasn't unambiguously a good idea, or patently a bad one (which is not to say all of their ideas were bad: some were actually very good).
However, Arcanaville is right about the gaps. The first year or so of CoH had gaps in the late teens and twenties when there were no missions or content to do for a soloer and the only way to get xp was in street sweeping, which was incredibly boring, however, the gaps in question only lasted a short time.
In CO, however, you hit mission gaps pretty much a day after getting past your last gap.
It was aggravating in the extreme. Especially since, by the time it went live, I had done most of the 1-20 missions and had no more taste for redoing them. -
I just like to switch characters and for a long time to me 50 was end-of-character, ergo, to be avoided as long as possible
tactics (pre XP off option) included deliberately dying
in addition, Blood Rose (my oldest character) earned every souvenir available in the original 10-40 and then 40-50 content about one or two years before Ouroboros ever came out...Ouroboros let me do the stuff I had outleveled before it ever came out
IOs gave me another way to advance her after she hit 50...and now so has the incarnate system -
oh, my first non-melee fifty hit a week or two ago
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I have never understood the urge to rush to the point at which there is no longer any advancement to be done
granted, we're at a point now where hitting 50 is no longer the end of the character, but still...why get to fifty fast? -
Quote:I was already slotting in the manner optimum to post ED when ED hit, so I never really understood what the problem was...and I've played since launchMy first 50 - energy/energy blaster - was created in late 2005 just before ED was instituted. She was still using TOs, I believe, when I6 launched. I always have felt it was a Shame I never really got to experience pre-ED conditions.
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I managed to avoid level 50 for the first three years I played the game. I finally gave in when my family team reached 50 sometime in 2007 or 2008.
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Quote:that camp has always been in the game "We're superheroes, we shouldn't have trouble with these guys."No, the challenge has not been fine. Maybe for you it has, but obviously not for others.
What's so bad about adding more challenging end game content? It's not like they're ignoring everything else, just look at Going Rogue. As far as I know, one of the biggest complaints about this game throughout the MMO community is the lack of end game content. Again, why is it so bad to try and address this issue?
Removing stuff from the game and gimping yourself just to try to make the game harder gets old. Enhancements are a big part of the game I enjoy, but just to find a challenge I can't use them? I don't understand why you think our characters should get stronger, but not enemies along with us? Sounds like you won't be happy until you're able to stand still and one shot everything in the game with Brawl. -
Quote:actually, I was a tank player for a good five years or so...recently lost my feel for the class...I know I'm going off topic here, but I do remember a tank player bashing Dual Blades. The bashing was something along the lines of calling it useless or a waste of dev resources due to it being unpopular among tankers. I'm not sure if it was Johnny or another tank player, but I wish I had saved that post somewhere. I've never leaned towards generalizing players but I may have to make an exception for tank players.
my older brother is just SOOO much better than me at it...seen footage of him tanking the old infinite-spawn demon gate in the Infernal mission, along with facing Infernal for the space of a dull pain followed by unstoppable when dull pain ended and another dull pain when unstoppable ended....somewhere around 6 to 10 minutes back when people thought Invuln was weak -
Quote:you know, I only show up on the boards for a week or two before fading to lurking again and forgetting its existence for the most part for the next two months or so before getting bored and coming backI think most of us would prefer if you left. We're fine with the content. You're not. You're with the outliers. If you don't want to fund it, don't. If it's really such a problem, bail out and find another game to criticize ad infinitum.
it really says something that I recognize a name as a troublemaker...Johnny Butane in example -
Quote:no, munchkins don't generally have an interest in other people's playing skills...they simply complain if something is hard and the reward isn't high enoughI thought Johnny used the term correctly when he talked about people wanting to be leet and purpling out their characters while telling the rest of us how to play. "Learn to play" seems to be an undercurrent of munchkin attitude, and that has been displayed in spades. Heck, it's in the snarky titles of these threads.
the defining characteristic of a munchkin isn't "learn to play" it's more "low risk, high reward...and whine if not true"
the guy that wants to teach people to play is generally referred to as "l33t" or "leet", burrowing from internet talk
power-gamers simply enjoy the aspect of getting the most power out of the least cost, munchkins are generally power-gamers by definition, but power-gamers are not munchkins by definition
wargamers enjoy the strategic and tactical challenges more than the building aspect, but are generally skilled at it
min-maxer is a subset of power-gamer that works best in a high-mechanic, low RP setting such as an MMO
generalists and concept characters are generally more powerful and overall effective than min-maxers in a tabletop RP setting where the controlling computer is a human brain which is capable of reasoning through scenarios that weren't pre-planned or thought (for example, in all those 5th Column missions where all we're doing is eliminating the base personnel, why not destroy those air-recyclers you run across and then cave in the entrance, that'll do it)...though playing a successful concept character requires a good understanding of the mechanics of the rules in any case or else you'll find yourself gimped regardless -
I have to apologize here, I had and have a multi-arch storyline planned of which I've only gotten two archs out of...granted those are getting 4 stars, but life has interfered with getting to the third arc
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Quote:the sad thing is that it's used wrongSide question: When the crap did the term 'munchkin' spring up in this game? I didn't think I'd ever hear a more inane term than 'nub' but clearly I was wrong.
he's calling the people that want more challenge "Munchkins" when tabletop gaming slang has always used the term to describe people that want all the power and loot they can get with minimal challenge
in fact, judging by his arguments, he's closer to a munchkin than anybody else on this thread so far -
Quote:They're game design premises designed to appeal to the casual gamer who doesn't want to have to think too hard about there stats and so that you don't need to work too hard to make a design that works even if it doesn't work perfectly or even particularly well from the perspective of more "serious" players
I agree, because I think the premises "anyone can solo" and "teams don't need particular construction" are bad game design.
CoH is very much a casual gamer's MMO