Mirai

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  1. [ QUOTE ]
    Why are there so many outcries to have the hardest difficulty in the game more easy?

    If your soloing and you get an AV mission, just lower the difficulty to Unyeilding...I'm having the hardest time trying to understand how people keep forgetting that there are difficulty settings in this game

    [/ QUOTE ]

    Note that all the posts prior to Grinnz' resurrection post were made back when there were no difficulty settings. AVs didn't downgrade to elite bosses back then.

    Back in those days, I planned to get to 40 and retire. The missions in the 40s were pretty much designed as forced teaming. Thankfully Statesman later changed the policies to make the higher levels more solo friendly.
  2. JLove loses sexy points for making the female Widow boots a clunky heel rather than a stiletto. Bad JLove. Bad.

    The new patterns are nice though.

    The Roman styles are worthless, as far as I'm concerned, since they're tucked into the back of a TF. No sexy points there.
  3. Global Name: @Mirai

    Alts on Champion:

    CoH:
    Yukihime - Ice/Ice/Cold Blaster
    Ruby Flame - Fire/Fire/Pyre Tanker
    Midori Mink - Claws/Regen Scrapper
    Enerjazz - Inv/Energy Tanker

    CoV:
    Kenko - Ninja/Regen Stalker
    Sibrin - Mind/Energy Dominator
    Copper Dynamo - Electric/Energy Brute
  4. ZOMG! Real numbers in character creation! From the sound of it, I'll enjoy this feature immensely. I don't like searching the internet for scraps of information on powers, so I occasionally skip powers that, for all I know, might be very useful to me.

    And the ability to grab all parts of a costume set at once will be very convenient too. I normally don't use a full set, but it will be easier to start with everything and remove what I don't like rather than search for parts of the combination to see what works.
  5. Blaster: Psychic Blast, Mental Manipulation
    Sounds like fun. I'll have to consider creating a new blaster.

    Controller: Plant Control, Thermal Radiation
    No good for me. Weak smashing damage in the primary, and a lot of powers I can't use solo in the secondary. I can see other players enjoying this, but I'll pass.

    Defender: Cold Domination, Ice Blast
    I'm not interested in creating any more defenders, but these sound like great powerset choices to add.

    Scrapper: Fiery Melee, Fiery Aura
    Wow, that's big. There aren't too many enemies that resist fire damage, and the Fire/Fire combination can put out some awesome amounts of damage. I already have a Fire/Fire brute and tanker though, so I'll probably pass on this, at least for now. Maybe after my Fire/Fire tanker hits 50.

    Tanker: Dark Armor, Dark Melee
    Dark Melee should be a great set for tankers, thanks to things like Soul Drain and Dark Consumption. Dark Armor sounds like it will be a late bloomer. The damage aura and mez auras will be good for tankers, but it will take a long time develop and to get endurance balanced. Very nice at high levels, rough at low levels. Neither powerset is enough to get me to start up a new tanker though.

    Brute: Battleaxe, War Mace, Super Reflexes
    I don't like lethal sets on the villain side, since there's even more lethal resistance to worry about on the villain side than on the hero side. I have a rough time with Super Reflexes for scrappers, so a brute version doesn't interest me, especially since brutes don't get Katana or Broadsword (for the extra defense). War Mace is almost interesting but Stone Melee and Super Strength are substantially better for my purposes, so I'll pass on it unless it gets some good upgrades.

    Corruptor: Electric Blast, Storm Summoning
    Hmm. I suppose some players will like Storm for corruptors. I'm not fond of it though. Electric Blast sounds like it will be a bit weak for corruptors. Pass.

    Dominator: Earth Control, Electric Assault
    I never took Earth Control for controllers, because of the wimpy damage. But it should be an awesome set for dominators, who get the bulk of their damage from their secondaries. I'll have to seriously consider making a new dominator. I'm not sure about Electric Assault. I'll have to see the list of powers.

    Mastermind: Storm Summoning
    Interesting. I'll have to think about this one. The problems I normally have with this set might go away with a mastermind. I wonder how a Merc/Storm would work out?

    Stalker: Electric Melee, Electric Armor
    An AE-oriented primary and a resistance-based secondary with no self-heal (for an AT with low hit points). These don't sound like great choices, but then again there probably aren't any good choices to add anyway. The whole AT needs to be fixed so my Energy/Regen doesn't seem like the only viable choice for me. I'll pass on these new sets.
  6. Based on this intriguing information, I think it's safe to say that... I'll never visit the Gamezone site again.
  7. [ QUOTE ]
    Nice to see them in Paragon! Now stick them in Striga, too!

    [/ QUOTE ]

    I'd like to see them in door missions. ANY door missions. I've never seen them in door missions at all, unless you count Barracuda.
  8. This pretty much sounds like what I expected. I don't plan to create any new heroes any time soon, but my existing heroes will now have an incentive to go back and do the Hollows arcs in Flashback mode. I normally skipped those arcs specifically because of the hazard-zone-size spawn groups, which made soloing the hunting missions a major pain. (This is the same reason I avoid most of the Striga arcs.)

    So thanks for all the hard work, War Witch!
  9. [ QUOTE ]
    Unless the repeatable missions are for the higher end of The Hollows (low to mid teens) and send you to the far corner of the map (away from the Atlas gate), I have to agree with Doc Scorpion. The Hollows' regular contacts of Wincott, Julius the Troll et al will be ditched in favor of running endless repeatable missions for the quick and easy payoff.


    [/ QUOTE ]

    But players can already do that with Radio mission in King's Row, Steel and Skyway. That is, if they realize they don't have to stay in the Hollows until level 15...

    Some players will go for the easy route, as they do now, but others will still want to hang out with Frostfire, Atta and the rest.

    If the Hollows spawn groups become reasonable, I might just head in there to check things out. Normally I avoid the Hollows with my lower level characters.
  10. [ QUOTE ]
    This is something that I think a lot of us old timers forget: it used to be so much harder way back when. We really did have to be determined to play this game. Even though CoH is much easier to play than most other MMOs, that's not really true of the early levels.

    [/ QUOTE ]

    This is somewhat true. We had to face bosses in missions early on, prior to level 10. And Bone Daddies had Shadow Maul. It's something that gets easier with experience, but it was a bit rough for newer players. An annoyingly high percentage of missions were front loaded with nastiness.

    For a long time the Hollows was a real trap. If you didn't follow the standard contacts in the 5-15 range and just stayed in the Hollows, you could find yourself with no active contacts at all after finishing up the Hollows stuff. Nowadays there are multiple ways to get back to standard contacts. This didn't affect me, since I was well familiar with the earlier levels by the time the Hollows came along, but I heard a lot of horror stories.

    There was no respec trial available until Issue 2, and no freespec until Issue 3.

    Still, even though I'm a casual player with no quest for an adrenaline rush, I was able to get used to the system fairly quickly. I was more frustrated with the lack of numbers and accurate descriptions in the powers than anything else. It's easy to find mission locations in this game. Trying to find missions often led me to a lot of frustration in other games.
  11. This sounds like an improvement. So... a team won't be able to softload missions then get together for the reward at the end. Meanwhile, team attrition won't be punished.

    I'd still like the minimum sizes of the TFs to be adjusted to the actual difficulty of the TF rather than level range on the hero side. But I suppose that issue has dropped to low or zero priority now.
  12. [ QUOTE ]
    Also, bugs are not the only reason changes get reverted on test server. See the last Assassin Strike change.

    [/ QUOTE ]

    We weren't talking about reverting something on the test server. We were talking about reverting something on the live server and leaving it on the test server for more testing (and there's no need to do that).
  13. [ QUOTE ]
    I don't think the issue is about bugs in this case. This is more of a QoL change then a bug change...so the questions should reflect how it changes the Quality of Life instead of if there are any bugs in it.

    [/ QUOTE ]

    Well, if MonkeyB wants to roll back the change for more testing, then it's a bug issue. If it's a quality of life issue, then the change can be tried out much more thoroughly on the live servers, and any adjustments can be applied later.
  14. [ QUOTE ]
    And the testing is going oh so well, seeing some of these posts in this thread. TFs being abandoned, casual players opting to just not do them anymore, people with special need cases, feeling like they can't start up or participate due to their possible afkness. Oh yeah I can see how this testing is going so well.

    [/ QUOTE ]

    You haven't mentioned any bugs.
  15. [ QUOTE ]
    The only fair way to test this change is to roll it back and let us test it on the test server.

    [/ QUOTE ]

    It has already been on the live server long enough for the playerbase to spot any important bugs.

    Apparently the change is working as intended, which is what testing is meant to determine. We can always complain about how the change affects our play style, but the devs are not obligated to respond to such complaints. Different people have different issues, and you can't please everybody.

    Personally, this change doesn't affect me at all, so I'm not complaining.
  16. [ QUOTE ]
    Ok, sorry if this has already been answered but when do they become available after purchasing them?

    [/ QUOTE ]

    Once you purchase the package and upgrade your account, you should have access to them immediately. (I did.)
  17. [ QUOTE ]
    That said, I have no problem doing this if you guys don't. Just let me know what missions you want on Ouroboros and I will do my best to get them there.

    [/ QUOTE ]

    Well, I'll throw one out. There's a short sequence of missions in the 30-35 range, featuring the Circle of Thorns, given by Peter Stemitz or Allison King. The Circle plans to sever the souls from the bodies of everyone in Founders' Falls!

    Mission:
    Defeat all villains in area
    -> Defeat lead mystic and his coven
    -> Stop Circle's soul severing rite

    I'd like to see that mission sequence in Ouroboros.
  18. [ QUOTE ]
    It IS however, their fault if they selectively choose who gets in. I still do not believe the EULA covers that.


    [/ QUOTE ]

    They don't selectively choose who gets in. They only selectively choose which servers you can't get access to. You can still get in and play on other servers, like everybody else. Only you are restricting your play to one server.
  19. [ QUOTE ]
    [ QUOTE ]
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    I wouldn't have a problem if the rewards were solely for the risk of PvP, but they have the NPCs that must be dealt with as well, so does that make them PvP or PvE rewards?

    [/ QUOTE ]


    The rewards are PvP because PvP is the risk that is taken for getting them. The NPCs are the means by which the devs decided the rewards would be obtained.

    [/ QUOTE ]
    Okay, now ask yourself if this philosophy helps or hurts PVP playerbase-growth.

    [/ QUOTE ]

    I think it gives players who are interested in PvP an extra reason to go into the PvP zones, rather than sticking to arenas. They have additional things to do when they can't find other players in the zones. So that's a help.
  20. [ QUOTE ]
    [ QUOTE ]

    I don't like PvP, so I don't go into the PvP zones at all. I consider any rewards in the zones (badges, Shivans, nukes, etc) to be PvP-oriented rewards. They don't require PvP, but they may very well result in PvP.

    [/ QUOTE ]

    I wouldn't have a problem if the rewards were solely for the risk of PvP, but they have the NPCs that must be dealt with as well, so does that make them PvP or PvE rewards?

    [/ QUOTE ]

    They are both PvE and PvP rewards. That's why I prefer to think of them as PvP-oriented rewards. To get the rewards, you have to be willing to put up with a PvP environment, even if you manage to gain the rewards without being attacked.
  21. [ QUOTE ]
    Except for the fact that "the way the zone is built" also includes non-PVP PVE content. So you might understand why some non-PVP players might think they could still enter, even with the warning.

    [/ QUOTE ]

    The warning is pretty clear. Certainly some of the PvE rewards (like Shivans) are very tempting, but they come with the understanding that they are in a PvP environment. Players who don't like PvP can certainly go in to get those rewards, but they don't have grounds for complaint if they are attacked by other players on the way.

    I don't like PvP, so I don't go into the PvP zones at all. I consider any rewards in the zones (badges, Shivans, nukes, etc) to be PvP-oriented rewards. They don't require PvP, but they may very well result in PvP.
  22. Yay, no more lemming-induced Freedom crashes during double XP weekends. Sounds good to me, but I don't play on Virtue or Freedom, so I don't have to worry about getting locked out.

    In the unlikely event of a lockout, players can still play on other servers, while people playing under a lock don't have to worry much about crashes. I think that's a good solution.

    As for people who refuse to play on other servers, well, I'm afraid I don't have much sympathy if a lockout somehow manages to happen.
  23. I'm not really planning on anything special. I'll avoid playing my lowest level stalker, because I want to fit in all the missions. I'm not so picky with my other low level characters.

    I'll probably play my level 39 mastermind a bit more than usual, doing Flashback missions to get closer to 40. I don't want to turn it in to a grind though. I still have half a level to go.
  24. [ QUOTE ]
    shadow shards it is anotehr demention

    [/ QUOTE ]

    Somehow I think this is an appropriate spelling.

    There are some missions in the Shadow Shard for villains. They're pretty much restricted to a single island though. I'm not sure opening up the Shard to villains as a zone would make it any more appealing than it is to heroes. Even if you add in some new story arcs, enough people are going to be turned off by the movement problems that the story arc activity would probably dry up quickly.

    Personally, I enjoy the Shard, but all of my characters can fly.
  25. [ QUOTE ]
    And here we go with the same old tired [censored] yet again. Sky repeats the failed circular logic. Mirai denounces a point that hasn't been made.

    Nobody wants to see Heroes get shafted. But a 60/40 balance, or a 75/25 balance, still gives heroes plenty new to do and helps fill the obvious, glaring gaps in CoV.


    [/ QUOTE ]

    I addressed your point exactly. You think the devs should put a greater balance on CoV. I noted that the devs intend an even split on new development, and expressed my satisfaction of the devs' stated intent.