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Posts
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Since the Eden Trial was created by War Witch, I wonder if anyone's told her that this trial has a serious "don't bother trying to play this" bug in it still ...
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It's still depressing to think that revamping the Shadow Shard Zones to be co-op is "too big" of an undertaking to be considered (short of making them the focus of an Issue release). The Shadow Shard has some of the most beautiful locations in the entire game, and is a region just begging for further development ... and yet, it has been almost entirely untouched since Issue 2 (aside from a few bug fixes here and there, and easier travel options). I just think it's a terrible shame that probably only a minority of players even know that these zones exist, let alone what's in them (or indeed, why anyone would want to go there).
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Quote:Let's just say that most people are going to be more comfortable classifying Psionic Powers as being either Mutant or Natural in origin, rather than Magic or Tech. A case can be made for Psionics being the result of a Science origin too, but that's rarer (and usually involves Countess Crey for some reason).There's no way to manifest psychic abilities through inherent magical power?
For my INF, I'm thinking that the reason why there is Arcane Salvage at all being dropped in Praetoria can simply be chalked up to "this stuff is vendor bait/trash" to the mobs who are dropping it. By that I don't mean that it's useless to the PLAYERS ... just that it's useless to the mobs. "Un(der)powered" Luck Charms are just cheap plastic rings you get from gumball machines and forgot you had one in your pocket kinds of things. If you think in terms of "what has value?" to Praetorian Society, as opposed to what has value to your character(!), you'd quickly see that the Tech Salvage actually has worth ... while the Arcane Salvage is seen as either useless junk (that doesn't work) or as curiosities or "not so" modern art. I know that sounds backwards *to us* because we use the Arcane Salvage in-game for all kinds of stuff ... but then, most of Praetoria's population isn't Super ... and therefore would neither know, nor care to know, about Arcane Salvage (and what it might be used for). -
Quote:I believe that was Back Alley Brawler saying that about the dirt puffs from the Sprint Powers. The problem was that Sprint was originally designed to make the dirt puffs while moving, and there wasn't any thought about what that would look like in the air when flying. BABs managed to invert the problem and make it so that the dirt puffs from Sprint weren't being activated by the power but were instead being activated by the environment when the Sprint power was toggled on. That way it was the ground that would produce the puffs, rather than your character (in codespeak), and you wind up with a situation where you get puffs of dirt only when you're running on the ground and not when flying in the air.The oily footprints left behind as part of that cog aura.
This bodes well for some additional auras that leave trails in one's wake: blazing foot prints, verdant growth, ice and snow, etc. I remember Noble Savage (or was it another dev) commenting that stuff like this would require new tech as it shouldn't leave a trail mid air if you were jumping or flying. Looks like they worked that one out!
So BABs just "offloaded" the problem from the power, moved it into the environmental controls, and solved it. Looks like this new aura uses the same methodology to produce oily footprints. -
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Either Virtue or Freedumb should be fine for this project. The populations on those servers are large enough that even a gimped build can coast along in teams that never see the inside of AE.
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Quote:Thank you for that Arcanaville. I have never yet once seen the first three lines of dialogue in this cutscene. NOT ONCE. At best, I get to see the -vermin- line scrolling off. At worst, Nightstar and Siege are are just standing there yakking.Mother Mayhem: I am just -so- pleased with the success of this project, and as you know, if Mother is pleased, you know that our dear Emperor is pleased as well.
Mother Mayhem: Our little runaways have had -so- much to tell me, so many -interesting- things. They've proven their devotion to their Mother with this information.
Mother Mayhem: They have even told me where to find the other children who've run away, so they can be returned to their Mother's loving embrace.
Mother Mayhem: Those little -rats- in the Resistance won't be able to hurt Mother's children now, after all the hard work our little dears have done. Now... be good and tell Mother, when will we be ready to deliver our next little -present- to those -vermin-?!
Nightstar: We have been closely observing the subjects, and we estimate that they will be ready within the next day, Praetor Tilman.
Siege: We have developed a plan for the release of the subjects that we believe you will appreciate, Praetor.
Siege: Tomorrow evening, the B.A.F. will suffer an 'attack' by the Resistance and Primal forces. In the attack, the facility's security will be shut down and the subjects will escape.
Nightstar: When this happens, we can immediately begin to sway the public's opinion in our favor, as we will have means of controlling the subjects.
Nightstar: Some of the subjects will go berserk at our command. We will easily locate them, and we will have an opportunity to stop them and save the day.
Siege: Thus, the Resistance and the Primals will be blamed for releasing terrorists into the city. We, however, will gain the grace of the populace for taking control of the situation.
Siege: Better still, some subjects will remain sleeper agents, missed in the chaos. They will be free to infiltrate the Resistance and turn them to our side from within.
Mother Mayhem: Wonderful. See that you send all of your precious work to Mother's archives.
Mother Mayhem: There are just -so- many things we have planned! My children will soon see just how much -love- their Mother has for them.
Mother Mayhem: I will leave the next phase in your capable hands. I know that your love for Mother means that -you- -will- -not- -fail- -me-!
I have so many logs of trials I can build an Incarnate cabin.
FEEDBACK FOR DEVS:
If you're going to remake this cutscene in any way, let me be the first to say that it would be a lot more ... interesting ... to have it done as intercutting between Praetorian Mother Mayhem (and *ahem* ... Friends) and a mission briefing to the League done in the Briefing Theater in the Primal Vanguard Base (room opposite from the Target Dummies). This would then give you the *conflicting* perspectives on what is actually happening here.
Mayhem (and ... Friends) would need to have their dialogue lines cut back quite a bit, since some of the exposition would be transferred to the Primal Mission Briefing in Vanguard counterpart scene (complete with picture shots of BAF up on the big screens). Something like this, perhaps ...
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Location: Primal Vanguard Base Briefing Room (Interior)
NPCs: Sister Psyche
PCs: Dopplegangers of everyone in the League (emote) sitting in the seats
Sister Psyche (telepathically): Thank you everyone for volunteering for this mission against the Behavioral Adjustment Facility in Praetoria.
Sister Psyche (telepathically, but emoting disgust): As you already know ... Mother Mayhem ... has been conducting ... human experimentation ... there, in an effort to compromise the Resistance against Emperor Cole.
Location: Praetorian BAF (interior)
NPCs: Mother Mayhem, Nightstar and Siege
Mother Mayhem (telepathically): I am just -so- pleased with the success of this project, my dears. Our little runaways have had -so- much to tell me, so many -interesting- things.
Mother Mayhem (telepathically): They have even told me where to find the other children who've run away, so they can be returned to their Mother's -loving- embrace.
Location: Primal Vanguard Base Briefing Room (Interior)
Sister Psyche (telepathically): We have learned that by tomorrow the subjects of Mother Mayhem's mindwashing technique will be released, and upon rejoining the Resistance will become sleeper agents unbeknownst to anyone, including themselves.
Sister Psyche (telepathically, emoting emphasis): This MUST be prevented.
Location: Praetorian BAF (Interior)
Siege (speaking): We anticipate that the B.A.F. will soon suffer an 'attack' by either the Resistance or Primal forces. During this attack, our security systems will be temporarily disabled, allowing our test subjects to escape in the chaos and confusion.
Nightstar (speaking): Our attackers will, naturally, be blamed for releasing dangerous Resistance terrorists into the city. We will, of course, try to prevent this so as to protect the populace from this threat to our loyal citizens.
Location: Primal Vanguard Base Briefing Room (Interior)
Sister Psyche (telepathically, emoting determination): It is imperative that we strike, now, before their plans reach fruition.
Location: Praetorian BAF (Interior)
Mother Mayhem (telepathically): Wonderful. Our formerly lost children will soon see just how much -love- their Mother has for them.
Mother Mayhem (telepathically): I will leave the next phase in your capable hands. I know that your love for Mother means that -you- -will- -not- -fail- -me-!
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Note that that the original cutscene comprises 14 lines of dialogue, and my alternative here is composed of only 10 lines ... making for a (slightly) shorter cutscene. Also note that the Vanguard Interior could easily be done as a second (completely inaccessible) underground location, just like the BAF Interior, and would only need a "copy" of as much of the Vanguard Base Interior as is visible within the camera angles chosen for the cutscene. The dopplegangers of the players could have "assigned seating" based on their League Team #, and could each be given a (somewhat) randomized Sit emote so they all look like "free willed individuals" rather than a choreographed collection of mind controlled people. -
I made a *slight* adjustment to my QWE/ASD mapping which isn't all that different, but which made all kinds of things easier for me.
Rather than use Q/W/E as ... Strafe Left / Move Forward / Strafe Right ... and ASD as Turn Left / Move Backward / Turn Right ... I instead shifted all of those functions 1 key to the right on my keyboard.
Instead I use W/E/R for Strafe Left / Move Forward / Strafe Right ... and use S/D/F as Turn Left / Move Backward / Turn Right.
By using WER/SDF instead of QWE/ASD, I made it easier for the fingers of my left hand to reach any key from ~ through 6, and from Esc through F5, easier to perform without needing to look down from screen to confirm finger positioning. Muscle memory works fine for anything "near" to the Forward key (which orients me around all left handed operations).
For my Kheldians, I expand this keymapping to include T/Y/G for my Form keybinds.
T = Nova Form
Y = Human Form
G = Dwarf Form
This gives me easy left index finger access to being able to shapeshift without needing to glance down at the keyboard to confirm finger placement. I also use the T and Y keys as binds on my Masterminds for their Train/Equip powers, programmed to deselect target as part of the bind ... allowing a double tap of the T or Y keys (as appropriate) to automatically select the nearest pet in view as the target of my Train/Equip powers, thereby sidestepping the need to manually deselect/select a target pet.
My one regret with binding movement to WER/SDF is that the SG Base Editor has the R key bound to an override that rotates the selected object, rather than moving my character around. This can be ... annoying ... when I forget about it and reflexively press R to move myself and instead mess up the placement of something I'm editing because it rotates. This also means I can only Strafe Left but not Right while editing, which results in some whacky maneuvers so as to make three left turns equal a right. -
Easily fixed by slotting the Karma KB Protection IO into the default slot in Hide.
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Try fighting anything level 44 and lower before you respec.
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You know, I actually hadn't thought of that angle ... where using the Entry Portal to exit to chosen non-hazardous zone (as if you were at a Tram or Ferry or Flyer) would actually HELP players who are Rogues or Vigilantes in ways that no other travel option could (because they're all Red/Blue locked). It would also help go a good bit of the way towards making SGs and Bases more Red/Blue agnostic.
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Quote:Trick question ... should they be able to?For example, a PB can't reasonably do a scrapper RWZ challenge or solo a pylon
If that's the "benchmark minimum performance threshold" you're going to set, you first need to answer (and explain) why it's a reasonable one to expect. My reading of your post indicates that you have not explained why this benchmark expectation is in any way reasonable.
I play a Quad-form Peacebringer. My build is optimized towards regular/steady AoE Damage Over Time using quickly recharging powers. I don't use any of the long recharge "spike damage" powers at all in my build, preferring instead powers I can use multiple times per spawn group. With the exception of Dwarf powers, my build is also decidedly heavy on ranged AoE in Human/Light and Nova forms, giving me "lawnmower" applicability in teams.
Given the AoE heavy orientation of my build, I would consider it decidedly SUB-optimal for any sort of single target "scrapper" styled benchmarking challenge. It would therefore be unreasonable, in my estimation to hold up *my* build for my Peacebringer to any sort of "benchmarking test" designed for Scrappers involving pure single target damage per second throughput onto a single target.
"Universe, is infinite! I am finite. You are finite. This, this is wrong tool. Never use this."
- Zathraas -
TL;DR version:
Geko, when he was coding up Kheldians for Issue 3 did a botch job of it and penalized Kheldians just about every way he could. Since then, pretty much nothing has changed in 6.5 years.
And the person you want to pester about this sort of thing is Black Scorpion. He's taken over Powers from Castle. -
Quote:Are the (3rd round) Pocket D and USTREAM meet and greet going to be happening concurrently ... meaning we have to "pick" which one we want to attend?NA Training Room - 4:00 p.m. - 7:00 p.m. Pacific Time (7pm-10pm Eastern Time), Thursday, April 28, 2011*
- 4:00 p.m. - 5:00 p.m. Pacific Time (7:00 p.m. - 8:00 p.m. Eastern Time) - Nate "Second Measure" Birkholz and Matt "Positron" Miller
- 5:00 p.m. - 6:00 p.m. Pacific Time (8:00 p.m. - 9:00 p.m. Eastern Time) - Tim "Black Scorpion" Sweeney, Chris "Baryonyx" Behrens and Jeff "Arbiter Hawk" Hamilton
- 6:00 p.m. - 7:00 p.m. Pacific Time (9:00 p.m. - 10:00 p.m. Eastern Time) - Daryl "Arbiter Oates" Hall Sean "Dr. Aeon" McCann and John "Protean" Hegner.
Come and join us on the Paragon Studios USTREAM channel between 6:00 p.m. Pacific Time (9:00 p.m. Eastern Time / 2:00 a.m. BST / 3:00 CEST) and 7:30 p.m. Pacific Time (10:30 p.m. Eastern Time / 3:30 a.m. BST / 4:30 CEST) ! Chat in a live video environment with with the Paragon Studios Community team, Matt "Positron" Miller, Nate "Second Measure" Birkholz and Gilbert "El Topo" Martinez! You will be able to join hundreds of other players to ask your questions live via Ustream or via Twitter (@coh_ocr) and get a feel of how City of Heroes got to the top thanks to the team of dedicated and passionate people at Paragon Studios! - 4:00 p.m. - 5:00 p.m. Pacific Time (7:00 p.m. - 8:00 p.m. Eastern Time) - Nate "Second Measure" Birkholz and Matt "Positron" Miller
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Quote:Yes ... but there are some things you just can't do simply because you're not a Warshade. Warshades are SERIOUSLY empowered by their ... necromancy ... which is what makes them MFing Warshades to begin with.Question: Can I build a Tri-Form PB similar to Iscariot/Dechs Kaison? Binds and such? Obviously how I slot would change and my playstyle...
"What's Mine is Mine and what's Your's is Mine Too" is not exactly the motto of the Peacebringer. -
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The thing that amazes me is that we even NEED teleport pads+beacons for zones which already have Base Portal Entrances. I mean ... seriously! Why can't we just use the Blue Pillar in the Entry Room to go to any zone (red or blue side) which has a Base Portal in it and spawn at the Base Portal in that zone ... just like using the Trams and Ferries and Flyers?
Inside your base, when you click on the Entry Portal, you'd simply get a list of zones (red or blue side) which have Base Portals in them. You'd only need Teleporter Pads and Beacons then for the Hazard Zones which DON'T have a Base Portal in them.
Limiting the "necessary" beacons to just Hazard Zones like that would convert the Blue Side Beacons list to:- Boomtown
- Crey's Folly
- Dark Astoria
- Eden
- Perez Park
- Striga Island
- Terra Volta
- The Hollows
Redside would be even easier to deal with. Since there's a Base Portal in EVERY Red Zone, and no Hazard Zones on Redside, villain bases wouldn't even "need" a single Telepad at all ... until Paragon Studios decides to release some Hazard Zones for Redside.
This is just one of those "simplify, simplify, simplify..." ideas I've had kicking around in the back of my head for quite some time now. I mean ... we've "merged" all the Trams and Ferries and Flyers together to make zone travel so (trivially) easy now, that you almost have to wonder why Base Travel has been overlooked in that process...? -
Quote:*cough*This is going out on a limb, but if you can bear with me for a moment, both sets also perform admirably in situations where you'd find your target cap saturated with minions and lieutenants for extended periods. Who knows if they'll ever add anything like that to the game though, right?
Barracuda Strike Force
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There's over 50 powers in the game that Debuff Defense.
Heck, there are entire POWERSETS devoted to Debuffing Defense (Assault Rifle, Peacebringers, Broadsword AND Katana ... just to name a few)!
Resistance Debuffs?
There's maybe all of a dozen powers (or so) that Debuff Resistance. And Resistances inherently resist Resistance Debuffing ... which is why "cascading Resistance failure" is something of a non-sequitur.
Which is *really weird* since there are more protection schemes that rely on Resistance than rely on Defense by Powerset ... and yet it is always Defense, with its extremely delicate "balance" (ie. softcapped) without which Defense crumbles like a house of cards with NOTHING to fall back on that has counters for it handed out like candy at a commercial promotion gig.
Suffice to say, Defense based powersets have more than their fair share of Kryptonite in this game ... and the Devs keep adding more and more to that list all the time.
I mean, you'd think that Broadsword and maybe Axe would be RESISTANCE Debuffing powersets, designed to defeat protective armor(s) (such as Invulnerability, for example) ... but no ... that would run afoul of the Cottage Rule. -
Important consideration, before thinking a "working" Reactive Interface will solve everything (and launder your clothes, and make your children behave!).
As we already know, there's a "cap" as to how many times any given Interface can be active on a $target. Conveniently enough, this means that diversification of Interface choices yields greater collective results than everyone going after the exact same thing (Reactive, in the context of this thread of conversation).
My point is that if a set of MM Pets applies the Interface Slot at full strength (and there's no reason to think they wouldn't) ... then it's going to be very easy for MMs to be hitting that "Interface Effects Cap" all on their own, and quite possibly without needing to resort to any attacks in their own Primary powers. 6 Pets = 6 Players, as far as Interface is concerned, is what I'm driving at here (or indeed, 7, if the MM is also dishing out damage). And while that *sounds* great as far as being able to "Interface Cap" almost from the get-go on a single target (since unlike every other AT, a MM can attack through their Pets in parallel, not just in sequence) ... it's also almost certainly going to mean a lost potential return on investment too.
I'm talking about stepping on other people's toes (so to speak), as well as your own. If the Interface Cap is at 5 ... and I have a hard time imagining it being set any higher than that ... the Interface slot can rapidly become an "all or nothing" proposition for a MM, if they're "using the same brand" as anyone (and everyone) else. So although a MM could apply Interface Effects faster than anyone else, and quite possibly maintain them more easily than any other AT ... if other people are slotted for the exact same thing then there's going to a rather significant "wastage" of Interface slotting, simply due to exceeding the "cap" so reliably.
All I'm really saying here is that if Reactive Interface works "just as well" for Pets as it does for Players, we may actually see something quite counter-intuitive ... an entire (set of) choice(s) for Interface that are far more powerful when soloing, than when in a group (let alone a League).
Think about it ... -
Simple enough question.
Is there an Interface slotting that (actually) works with MM Pets? As in, the Pets deploy the Interface effect(s) themselves.
I think it's been made plenty clear that Reactive "doesn't work" on Pets (except on the first mission of Mender Ramiel, notably enough). Do any of the others work (at all)? -
Quote:I'll disagree with this notion for Ninja/FF. All you have to do is 6-slot Force Bolt, your Tier 1 FF power, with Kinetic Crash. You now have a MAG 40(!) Knockback that recharges *quickly* to "drop kick" anything and everything into helpful terrain. I was using it at level 10 on the Valentine missions on Arachnos Lab maps to prevent humongous gobs of damage from Bosses. I'd just aim for the walls and *PUNT* and they'd get stuck in the geometry and never recover from their KB animation (meaning, they never got to do any damage ever again!). All I had to do was maintain "suppression fire" on them using my massive (unslotted for sets yet) KB power, and my little teams of PC were far safer (and had less downtime) than they otherwise might have.Outside of that, the lack of tool to manage mobs will make boring to play. You will end up like a buff bot for a NPC.
Force Bolt can be a mighty offensive power ... even for a Tier 1 ... so long as you use it (correctly).