Oedipus_Tex

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  1. Quote:
    Originally Posted by Sailboat View Post
    It's worth noting that real-life katanas are sometimes dual-wielded but NEVER used with a shield.

    Pretty sure that's true of Martial Arts in general too, but there you go.

    I think the most ridiculous toon possible would be one with the "huge" body type and an enormous manhole cover doing Eagle's Claw. Especially if it had those enormous "robot" legs from the Monstrous category.
  2. Quote:
    Originally Posted by Airhammer View Post
    In all honesty I like Ice quite a bit the way it it. It is a low damage set, but not all controller sets need to be for damage. Depending on the secondary you choose, you can create IMO one of the most powerful sets for completely shutting down a mob and I have done it quite a few times over the years on my Ice/Storm and now on my Ice/Cold.

    I agree about the low damage. It's the endurance from Arctic Air that really hurts me. Although I wouldn't object to Jack getting the Animate Stone treatment and earning himself a Taunt power and better armor, because Ice could certainly justify having a need for it, with its dependency on soft control and -Recharge (which only has meaning if enemies actually take a swing).
  3. Just tried these on my Force Field Defender and while I didn't succeed (mainly because of endurance issues) I can confirm that both Repulsion Field and Force Bubble will push what's his name into the lava. Unfortunately, the game remembered I'm a Force Field Defender and I never could generate a flow of DPS-to-endurance that let me deal anything close to enough damage to kill him. He could not, however, really hit me.
  4. Quote:
    Originally Posted by Griff Mender View Post
    (Please note I have no numbers to back this up and im sure your toon is better but gosh I miss seeing mind control around...)

    My main is around! Mind Control has its ups and downs, but I love it.

    So do the Council:




    Ridiculously overpowered Malta ambushes too:




    Of course I kind of like Ice Control too, though he usually teams (missing the shot of me soloing +0x8 Carnies though):



    [Glacier may not be all that different than other AoE holds but it's probably one of the best looking powers in the game, IMO. It also screams to teammates, "Enemies are out of commission!" louder than any other AoE power I can think of.]
  5. I love Ice Control, but I can't help but wonder about its performance compared to other control sets as we continue to see more enemies with AoEs and melee auras. It seems to be designed to be a melee-oriented set, with a unique power in Arctic Air. It is also possibly the lowest damage set in the game, and the only control set founded almost completely on soft control. Many of its power conflict with each other and with the powers of other Controllers.

    I feel like the cost of Arctic Air is too high and its Recharge a little too long. It looks like it was balanced using the same formula used for Hot Feet, and I'm not sure if that's appropriate for a set that has endure such long fights. The issue is the extreme risk Arctic Air (and Ice Control in general) entails in order to be leveraged. It is extremely vulnerable to de-toggles, and its cost means armor powers like Tough, Manuevers, and Weave, which would help protect you from getting hit, are impractical.

    What I wish is that Arctic Air could have its endurance cost cut (to make it possible to run additional armors, which you will need more than many other Controllers) and be reclassified as an "armor" power, so that it suppresses-on-mezz instead of fully detoggling. If that's not possible, cutting the Recharge time from 15 to 8 seconds would be a huge boon. I also think the Sleep power needs to be revisted. Right now it's on a 90 second Recharge--twice as long as similar powers in other sets. I think it would be MUCH more appropriate to the set if the sleep duration decreased greatly, and the recharge were decreased to 30-45 seconds, OR the power's barely-there damage component upped to T1.5-blast level to at least give Ice Control a way to occasionally defeat enemies.

    For IOs, Ice Slick should be slottable for damage procs like Earthquake is. At the least, Knockback IOs (which Earthquake does take).I also wonder whether Ice Slick should have a debuff of some kind besides -RunSpeed (-Damage? -Range?) to make up for the fact that Ice Control, which is inherently a team-dependent set, often gets stuck contributing little with one of its best powers because it gets cancelled by other Controllers setting up Containment.

    Just my thoughts. What are yours?
  6. Ok I take back what I said about elite bosses. These particular ones are not that bad. What changed my mind? Check out these screenshots:


    The approach after eliminating the first set of portals:




    Versus Boss 1 (forgot his name already, he pretty much stayed held the whole fight):




    Versus Honoree (required lots of kiting, as you can see from the pic):




    I used very few inspirations. Mainly, 2 purples, and some blues.

    The reason I'm glowing green like that?

    This is an Ice/Radiation Controller!

    Someone lost this with a Bots/Traps? I find that surprising. Lots of techniques that don't typically work seem to function well on these bosses. No spawn-of-Satan purple triangles, knockback doesnt totally suck, possible to stack a hold without being a Dominator. Im sure having Indomitable Will helped me a lot, but Bots/Traps should have mezz protection too.

    Good job devs. I actually like it, and I've always been a vocal critic of these encounters.
  7. Quote:
    Originally Posted by Slashman View Post
    Lots of people made the point(myself included) when GR was announced, that allowing flow from one side to the next would not fix the problems inherent with red side.

    Badly written content(in terms of the player's role), and having an art style that tends to depress(other folks...I never really got bothered by it) are the two main things that are easily pointed out as to what is wrong with red side.

    I personally thought that what it lacked, more than anything, was a unique system for villains to use to measure their progress as villains(not a morality bar).

    There was never anything for a villain to call his/her own. You couldn't own your own personal island of villainy. You couldn't eventually carve out a chunk of the isles to rule over(instanced or not). There was nothing there that made you stand out from the heroes except that your powers worked differently. They squarely banked on PVP to push people into the Rogue Isles and it tanked.

    If redside had some unique and interesting player mechanics to mess around with and truly let you shape your villain into what you envisioned, I'd be willing to guess that it would be more popular.

    As it stands, there is now absolutely no reason to play there. Your brute is more than welcome in Paragon. As is your Stalker(lol), Mastermind, Dominator etc.

    I agree with everything you said here. It also still makes me twitch that the main benefit of "going rogue" is being able to access other zones.

    The way I wish it were set up is you could go to any zone you want, but a hero entering red side or a villain entering blue went to a "PVP" instance of the map in question. On the PVP map, players would have the opportunity to participate in "heists." If you get captured, you go to a standard jail/arachnos base for a set period of time (~3 minutes) close to a main area, where rival faction players get to see who's been recently arrested/detained... a kind of "walk of shame."

    I also wish villains could build criminal empires, but I'm not sure what this would entail. I definitely think stepping away from the mission-based system and toward something more dynamic would be a huge boon for villains though. I have no idea what that system should look like, and its unfortunate it wasn't done for City of Villains.
  8. Quote:
    Originally Posted by _Brick_ View Post
    Not exactly "amazing" nor needed for 3 minions with a brute or scrapper. And hopefully, they didn't blow them down a hallway just to get to the corner.....for everyone's amazement.

    Didn't appreciate the OPs idea that somehow if you didn't use gale, you are somehow an idiot. Especially when I could have pinned those three minions with hurricane (in the same storm set) AND debuffed them.

    Gale would be like 1 million times better if it did what it's description says and was knockdown instead of back. Might even elevate Storm up to Cold levels.
  9. Quote:
    Originally Posted by all_hell View Post
    Perhaps, but a number of people have run it w/o problem, myself included.
    So where do we balance things?

    I finished it too, 4 times.

    Not because Elite Bosses are balanced though.

    Not a bad mission in terms of its design, but boss battles in this game, and the potion-popping-masquerading-as-strategy they involve, still give me heartburn.
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    Well, go to hell with your go to hell with the no drop thing.

    Seriously, do you not understand that some aspect of the game has to be challenging? Or perhaps, require you to think ahead?

    For some reason when we get to talking about "thinking ahead" it's so often in the context of a brute-force battle of the inspirations, as "strategies" for dealing with this fight attest.

    IMO the inspiration system has seriously damaged this game in the sense that it has inserted itself as mandatory. Because the developers know we have access to unlimited inspirations, encounters are then designed to counter them, and the whole "thinking ahead" thing devolves into a potion popping contest a la Diablo. Reeling in inspirations, followed by rebalancing AVs so that they are less all-or-nothing, would be a huge boon to this game and it's overall balance. Says the loud mouth who is me.
  11. Quote:
    Originally Posted by Doctor_Gemini View Post
    Personally, I don't think there is any way to stabilize the two sides without completely scrapping the Rogue Isles and doing away with the whole "Arachnos stooge" concept. When you're a villain, surrounded by villains, in a land run by villains, there's not much point to being a villain.
    Agreed. Especially when the pedestrians run screaming from level 1 Infected, but wave hello to level 50 Incarnate Masterminds and her army of walking dead.

    I played to 50 on Red side exactly once. It was because, for concept reasons, Oedipus Tex is a Dual Pistols/Dark Corruptor. I did this when Pistols first came out, so that meant being stuck on Red side. I still cannot tell the Red side zones apart. I literally cannot tell the difference between Port Oakes and... give the name of some other Red zones? The only two that I recall in any sort of detail are Mercy Island (which I HATE beyond reason--like, this zone should be the warning to all designers of new MMOs on how not to design a lowbie area--but which might be better now that you can warp around from copter to copter) and Grandville (which is actually kind of cool looking, and would be x10 so if the same themes weren't on constant repeat in the other zones).

    In Paragon, I can immediately tell the difference between Atlas Park, Steel Canyon, Talos Island, Brickstown, and Founder's Falls. They may not be the best looking zones in MMO-dom, but they at least feel a little different from each other. And the color scheme is not all-gloom-all-the-time. There is variation.

    I had no market participation to speak of during my stay on Red side. I did get one purple drop, sold it for like 750 million infamy, and never used the markets beyond that (not enough of them were for sale for me to buy anything anyway.) Two days after GR came out I got the heck out of the Isles and haven't looked back. My main Controller meanwhile went Vigilante for a while, discovered he was gimping himself by missing out on Hero Merits, and switched back. That leaves exactly one of my characters on the Red side. For concept reasons I hate to switch, but I may anyway, since finding teams has been very frustrating compared to my blue side characters.

    All of that is a longwinded way to say that Red's problems, at least in my mind, are no longer the markets but almost entirely a hazard of the player base being split into rival factions, with one side being immensely more thematically popular than the other.
  12. BTW to those still struggling with Trapdoor, the trick I used to solo is to pull him, then run or jump to the bottom with your toes at the edge of the lava. Ideally, set it up so the catwalk blocks his ability to shoot you from the platform. He will jump down and try to shoot you from the lava. If you can, Immobilize him there. If not, a knockback (especially a ranged one) can keep him from trying to melee you. The lava will deplete his HP very quickly.

    For the fight with the other AVs, I think you can make some of the ambushes appear ahead of time if you go to the end room BEFORE grabbing the glowie. Kill them, go back to the glowie, then go back to the room. If you have ranged attacks, you should be able to pull the first group of portals without aggroing the AVs. Then try to pull each AV back one at a time. Most builds can do it eventually with luck. A few low damage Controllers may be stuck though (I seriously wonder whether my Ice Controllers could pull it off from example because they don't put out a lot of DPS and their pet dies easily).
  13. These elite bosses are business as usual. Characters with the "right" sets will blow them away (and probably come to the boards to post about how easy it was) and others will struggle. The only thing I noticed that was different was two of them lacked knockback protection.

    I found the missions overall pretty good. But my god does the AV/elite boss system in this game need an overhaul. It's probably the worst feature in the game. I can't think of a video game I've played in the past 20 years with less fulfilling boss fights actually, which is too bad because the rest of the battles in CoH are pretty good. On a team, half the time the boss is dead before I even realize there's one there.

    EDIT: The Trapdoor fight was actually pretty good. And I didn't mind the fight with the two elite bosses. The set up was all there, but the actual mechanics of fighting an elite boss are still a turn off.
  14. Get both and swap the bonuses out depending on the team you're on and what you need at the time.
  15. Quote:
    Originally Posted by Arcanaville View Post
    I give the short version answer to that question in the paragraph immediately following the one you quote, where I am very specific in saying the problem isn't the influence flow per se, but what it would be symptomatic of, which is essentially an abandonment of the red side markets of sellers. If that is the case, then the merge was practically meaningless: it just means rich red side players have more stuff to occasionally buy. But it also means villain-side market participation is effectively below a meaningful level. And that means even after the merge, the market isn't beneficially serving the villain side to the same degree as it is the hero side. In fact, its essentially not serving its original purpose at all.

    I'm sure someone will come along soon to say "so what" so I'll anticipate that by saying: this would only be meaningful to game designers, and people who think on time scales longer than a month. The fact that there are potentially many ways to breathe liquidity life back into the markets that would primarily benefit hero side but may not be strong enough to have any effect on the red side is intellectually troubling to me. It means what you could have solved with a light tap in the right direction may now require a sledgehammer. And I hate sledgehammer solutions.

    I just don't understand what a "red side player" is. I can see how that used to be a useful category, but now it doesn't seem like it is. Maybe I'm not typical about this (but highly doubt it) but my money and enhancements are free flowing between all of my characters, red, blue, rogue or vigilante. If my hero acquires something it's as a good as my villain having acquired it. It's as if all of my characters are in a super group together, trading IOs among each other.
  16. Quote:
    Originally Posted by Arcanaville View Post
    The one thing I was worried about, and still have no answer to, is whether net influence is flowing *to* the red side or *out* of the red side. If the markets are functioning correctly after the merge, net inf should be flowing into the red side at the moment. If net inf is flowing out of the red side, it points to potential long term problems which we wouldn't be able to see clearly yet.

    I'm notoriously slow witted, but can you explain why that would matter? With the ability to interchange influence and infamy, and email money within an account, the only transactions that seem important to me are player to player. Red v Blue cash flow seems as relevant to me now as Steel Canyon v Atlas Park. What am I missing?
  17. Kinda tired of hearing that people who come to the boards to gloat about their bug abuse are being victimized. If you benefited from this bug and didn't know it it's one thing. If you benefited from it, then came to the boards to taunt the developers... well let's just say I think of you like the guy who peed in the lobby of the Ritz to protest the price of room service after winning a free holiday in a contest he didn't qualify for.

    Further, we are not talking about a "farm." Nothing in this thread has anything to do with farming in general, and attempts to portray it otherwise are misleading. What we are talking about is an extreme case of bug abuse--intentionally breaking the XP system by manipulating values in the AE a way that causes it to award hundreds of times (using Arcana's info) as much XP as it should for one-shotting Underlings. To hear some people tell it, they deserve a medal for pulling one over on the devs. How ridiculous.

    Our relationship with the game developers is not adversarial. They are not our enemies. Nor are they some kind of angry, cheapskate god that leaves us starving for experience, forced to scrounge for every illicit scrap of it we can spirit away from them.

    A number of people have asked what the harm in abusing exploits for maximum personal gain. The answer to that is it changes the entire focus of the game. It changes because this "game" is actually a "place" that happens to have a set of rules, some of which are hardcoded and others of which are social. It does effect a game when the social rules change.

    Finally, we cannot ensure that there will never be bugs again. Anyone who insists on that hasn't worked in software development a day in their life. If you're going to abuse this bug at least have the dignity to take 50% of the blame, or you just sound like the lady who sued McDonald's for making her kids fat.
  18. Trick Arrow could definitely use a lift.
  19. If you can live with the eye beams in Radiation I bet that would look really awesome on a fairy character. You even have Exploding Fairy Dust and Mushroom powers.
  20. Quote:
    Originally Posted by Robot View Post
    May I ask what the difference is between legitimate farming and an exploit? I don't read the forums much, so I'm not exactly sure if we're talking about the same thing. I'm talking about AE missions that are made to just kill enemies, make $$$, and don't offer any storyline like the "traditional" missions in the game.

    The exploit being discussed is a situation were you can deliberately configure parameters on an AE mission so that a particular enemy that is normally Underling level delivers many times the XP it should. The one time I experienced it, out of curiosity, my lvl 1 character gained 4 levels on the first pull.
  21. Anyone caught exploiting bugs in the future ought to be forced to read this thread (and take a quiz on it to prove they didn't skim) in order to be let back into the game.


    Q22) What is the "something like that" a "dev-adoring defend-Paragon-Studios-to-the-last fanboi" can't be expected to understand?

    Q47) As presented in this thread, which came first, the chicken farm or the egg farm?

    Q90) In 500 words or a sarcastic picture or less, "should players whine when the devs get around to derailing the reward train"?

    Q109) What IS the magic word?
  22. I agree that Jack Frost is a comparitively disappointing pet, especially next to Earth Control. I almost feel like the two pets got accidentally swapped. Ice Control would benefit tremendously from a pet that could hold aggro and take a bit more punishment. The set already has so many built in tradeoffs that a straight up bump to Animate Stone levels would not be unbalanced at all. But that's how it goes. When they bumped Stoney up in power they didn't change Jack Frost. I don't know the history on that one but it is too bad.
  23. Someone beat me to it, but a semi-standard way to handle this is to create tokens with an exchange rate equivalent to a set amount of money (say, 1 billion) or a second denomination of money (in the same way there are different kinds of bills). Could be a lot of work though.
  24. I do have to say, btw, that one thing that surprises me about the game is the requirement that they do a whole new build to change enemy stats. I don't know if that's standard of graphical MMOs or not, but I always assumed all creature stats would be maintained separate from the user client and could be fixed by rolling out "behind the scenes" changes, which would roll in either immediately or at the next server reset.
  25. And a lot of this would be more relevant if we were talking about a "farm" and not a set of conditions where you can manipulate the system into making a Rikti monkey give boss level experience.