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As for the whole cottage rule discussion, I'll use a quote from Arcanaville:
Quote:...the devs don't technically follow anything called "the cottage rule." The cottage rule is a term made up by the players, and it persists because its catchy. As used by the devs, it means only one thing: the devs will not replace Build Up with a power that summons a cottage instead of what it does now. Anyone who wants to rescind that rule literally wants build up to summon a cottage instead of what it does not.
The cottage rule example was intended to be an exemplar for a whole list of design rules the devs obey. I actually posted them almost a year before Castle's cottage post but people keep forgetting them because they are less catchy. Within the context of the cottage rule, *some of* the design rules the devs follow that are the basis for the cottage rule pronouncement are:
1. A power will not lose a primary function without a critical balance reason for that change that can only be solved by eliminating that feature.
2. A power will not alter its gameplay mechanics without a significant balance requirement that can only be solved by altering its mechanics. For the most part, this refers to the power being a click, toggle, passive, or location targeted power.
3. A power will not change its availability within a powerset without a significant balance requirement that can only be solved by such a change in powerset structure. In other words, powers won't change tier.
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Before someone like Arcanaville shows up, there isn't "A cottage rule" per se.
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Funny enough, my wife avoids this problem by slotting lvl 15 Generic IO's after she gets to level 12, then upgrading them when she has time/inclination. Her IOs never go red. (And no, she doesn't stay with the lvl 15 IOs till shes 25+. She usually tries to upgrade every 5 levels or so, using her main to craft them.)
I, on the other hand, wouldn't be opposed to this idea. -
Quote:Supposedly that was "fixed" today. See Patch Notes.They are bugged and stay at the level of the character that got it.
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More like you can see the car in the window, but they haven't unlocked the garage door to let it out into the street. It should be unlocked sometime early Pacific Coast Time.
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Quote:So what?
If there are still people interested in doing this, then why not continue to use the thread that was originally created for it instead of making a new one? Who gives a rat's behind if it has been months since the last post?
Example A: http://boards.cityofheroes.com/showp...&postcount=257
Example B: http://boards.cityofheroes.com/showp...2&postcount=37
Example C: http://boards.cityofheroes.com/showp...0&postcount=15 -
Did you factor in bruising into the equation?
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Quote:If you hadn't seen, used, or noticed them; both the Dev digest and the Community Digest sub areas in the Development forum will list any recent Redname posts. It's a great way to avoid having to sift through a bunch of threads to see what they've been saying.Thanks a million the devs are all over this. I am so thrilled to see that. I hope it all works out...
What i did learn is that there are certain people to follow on the boards.
Thanks for the great info once again. -
As the right hand man of Warboss, I'd expect you to say something like this.
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I think I just figured it out.
I now believe that there is a council of Evil out there, with Warboss is their leader. His Lieutenants being LSK and Callie Sunshine, and his right hand man; Papa Slade. I'm not sure how Desi Nova fits in, but they seem to be an independent operator that's been fooled by the Warboss' Hirelings Iniquitous Machinations (I've heard rumors they call it WHIM for short). It all makes sense now.
I think LSK is attempting to take over WHIM from Warboss; which is why they're both attempting to out each other as the "mastermind" behind the non-existent "Rangle Plots™." And me, stuck in the middle of this nefarious scheming. -
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Quote:Scrapping the previous poll and starting a new one with the top choices and water blast sounds like a cool (see what I did there
) idea to me. It's being released at a perfect time to be included in superteam.
My guess is because Water Blast is coming out next week, any other new sets probably won't be released for a while. Possibly after I24, but I'm really just guessing here.
Not to be a wet blanket about restarting the poll to include Water Blast...
Wait, what was I going to say? Never mind, carry on. -
In the long run I still believe that if/when the developers ever look at Tankers anything that modifies their damage potential will be something that benefits the team as a whole, not just the tanks. Even though I'm not opposed to a "double-hit" style mechanic being used on bruised targets, or something similar, I just think they'll use that approach. It would keep in step with what they introduced with bruising.
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How about this?
Code:defense -----middle--------offense------really offensive (at least some scrappers think so ) tank---------brute---------scrapper------stalkers
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Quote:I agree with the damage cap increase, on a scale, it should look like this
Code:defense -----middle--------offense tank---------brute---------scrapper
Other than that, changes that need to be made,
Higher taunt mag for willpower.
Remove/greatly raise the aggro cap for tanks, let a tank learn how much they can handle and learn to taunt accordingly.
Swap Resist physical damage and tough hide in invulnerability for tanks. (This is really just a pet peeve of mine, they need to be switched but for reasons I'm not going into here)
Graphical Updates to attacks to make them "feel" more powerful at least.
Psst... You forgot Stalkers... -
As I've mentioned before, I think the Build Workshop Forum divides focus. Instead of looking and/or asking in the specific AT forum you now have two areas to peruse. On top of that, if you feel you can help a specific AT, like Defenders, you have to "rummage" through the thread to find Defender questions. (Just like an accountant rummaging through a box of unsorted receipts. ) Of course they could always create sub-forums and sort the builds by specific ATs... but then we're right back to where the forums were before the Build Workshop was created.
The addition of the Build Forum has also created some confusion in those seeking requests. Quite often people have mentioned, in their posts, of being unsure if the AT forums or the Build Workshop were "the right place to ask for help". I can see why.
In the meantime, I'm waiting to see who will be starting the third Developer's "Build Challenge" in the continuing attempt to draw attention here. (and how soon we will be seeing that thread.) -
Granite armor is great, once you get it.
I suggest you search the tank forums for previous Stone Armor threads. There are also a few Stone/Stone threads where you can find builds. Find something you like and play with it in Mids Hero Planner (www.cohplanner.com) to see what works for you. Export it here and we'll take a look at what you've got and make suggestions on where it can be improved, or how we'd do it differently.
Although they're not recent guides, read up on Stone Armor in the tank guides section. There are still valid ideas there; especially for overcoming some of the de-buffs (run speed, recharge, and damage) that you get while in Granite Armor. -
While there are some exceptions to the following:
- The best Typed defense set bonuses can usually be found in 3-4 enhancement slots.
- The best Positional defense set bonuses can usually be found in 5-6 enhancement slots.
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I'll paraphrase what I said earlier in the thread.
- Remove the movement penalties from Rooted by making it a clone of Grounded.
- Make a new Earthen Armor set from scratch, as any major changes to the Stone Armor set will upset most Stone Armor users who have found away to work with the current penalties. I don't know if the hue and cry will be as loud as the originally announced changes to the Epic pools, but I'm sure it will be as vehement.
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Quote:If it can be leveraged without becoming OP, maybe. It would, outside of Hybrid, give tanks a unique mechanic. Barring the usual " standard code rant", the idea doesn't pop up an red flags in my mind at the moment.Howzabout: Any Tanker that attacks a Bruised target (including the one that Bruised it) has additional [Doublehit]-style damage added to their attacks on that target.
This allows a benefit of Bruising to "stack" (but not multiply) with additional Tankers and without becoming an out of control multiplier for them the rest or the team. -
Personally, if the Developers look at Tankers and make changes, these are things I wouldn't be surprised to see:
Mind you, I wouldn't be upset if they did raise Tanker damage caps, or upped the Damage Mods. I just don't believe that this would be their approach at the moment.- Damage cap stays the same. To help with Tank damage potential they either leverage bruising further, or add some minor de-buff to their attacks, that will stack from other Tankers.
- Something akin to SoA's Conditioning is added, but not at the same effectiveness. This wouldn't change the DPE at lower levels, but would make it less painful for Tanks early on.
- If they can't figure out a way to fix the gauntlet bug (see sig), I could also see them adding a minor damage, or DoT to make up for gauntlet screwing with tank to-hit rolls. Maybe adding the aforementioned de-buff/bruising to gauntlet.