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The short form forces a condensation which IMHO greatly helps people stay on-message and not wander through an expository wasteland.
A short form actually favors writing skill, while at the same time limiting the damage poor writing can do.
Also, it's a comic-book game -- comic-books are the ultimate short, easy-to-digest, direct medium. If it was War and Peace, the MMO, I'd back a much longer bio space in a heartbeat.
BUT, that said,
I don't think there's anything wrong with more bio space if there were some means of keeping the short bio space more accessible and relevant. So if we KEPT the short bio space but had a LINK to more pages that people could fill out, but you'd only see them by drilling down another level deliberately, that wouldn't bother me too much. -
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Quote:Interestingly enough, this is an important enough principle that the Hero System rulebook for the pen-and-paper Champions game also has something similar. With the exception of a very few special moving maneuvers, any attack ends your action, even if you have leftover action and tons of leftover movement. My players used to try to argue with this rule or finesse it, but it's a basic principle of the combat system. Higher base "speed" (number of actions in a turn) and higher base movement can already give you enormous advantages, but in almost every case, making an attack exposes you to the possibility of retaliation for a short time before you can get back under cover or out of range.Jousting = Kiting = Hit-and-run. They're essentially the same tactic, possibly with small variations. In the end, it's a tactics which minimizes risk by utilizing superior movement. The developers decided they didn't want that. Now, enemies have a chance to hit back before you get out of range.
Of course, your other superpowers can make that exposure trivial.
I told my players to think of it exactly like a "frame" in a comic book. In this frame, you're hitting him in the face, and you're not zooming away until a later frame. -
Yeah, I soloed a few battles and saw no significant change, so for a few days I won 5-6 battles each night, but I never did convert SC to my faction's control, or even come close. I know I was only one character, but I was IOed-out at least. When it's that hard, it's pretty discouraging.
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I had a friend who built a Lord of the Jungle-type character around Jump Kick.
He slotted up and used Jump Kick as much as possible, on a barechested toon with a kilt for a loincloth. JK actually looked pretty good in that context. He'd mix in a little bit of howling and chest-beating too. If we'd had vine-swinging as a travel power, he might still be playing that toon. :P -
Quote:This post was given 108 points of negative rep. I just can't figure out why. It's not even off-topic, and I don't call anyone a nitwit.Was there a drop in purple prices this week? I was only monitoring Ragnaroks, but I'd under-bid on a spread of them and been sitting there, not quite getting them, for weeks. Prior to the 2xp weekend, I re-bid to just under the going rate. Right after the weekend I snapped up two of the pieces, but was surprised to see that the going rate had dropped 50 million on each (and filled up the "last 5" sales at that new low price, so it's wasn't a single low sale). I got a third set piece two days later, although the price on it didn't drop significantly.
Wasn't expecting them to drop in price. I guess I'm technically no worse off then if the price had stayed roughly steady and I'd bid what I did, but I do hate to feel like I overpaid by 50 million apiece AFTER waiting for weeks (the worst of both worlds!) :P -
Quote:The Iron Eagles were inspired by on Diablo 2's "Hardcore" mode, where death permanently grayed out the character and made the entire character unplayable (and equipment lost). It's not really debt that bothers us -- it's defeat.How do you guys take Patrol XP into account? Do you delete only upon real debt or anything you should gain debt if you had no patrol xp?
The rules we play by are similarly hardcore -- any defeat, even if it's not your fault, equals "death" and results in the character leaving the group (you can theoretically play the character on your own time as if he/she had never been killed, of course, but not as an Eagle. Many players just delete their Eagles when they die.) This includes things like if you zone into an outdoor zone during a Zombie invasion, or you have someone's higher-level ambush spawn on top of you, and other such awful things. Unfair deaths (particularly lag-induced fatalities) were a staple of Diablo 2 hardcore as well, and it bred a certain bitter pride into us.
Yes, it's crazy and can be heartbreaking.
It also adds some excitement to COH. In a world where death usually just means clicking one inspiration and taking a knee, the Iron Eagles will sometimes get your blood going a little faster. Also, when was the last time you heard anyone say "Fall back!" as enemies pressed in on the team? When was the last time you really, really appreciated a defensive buff? -
Every once in a while I retcon rp reasons for the names of the sets I choose.
For example, my retro blaxploitation Scrapper uses platform go-go boots for her Martial Arts kicks. These are her trademark lead-filled platforms and they're (in my imagination) as famous as Thor's hammer or Captain America's shield. When IOs became available, I slotted multiple Mako's Bite sets for the large damage bonus they give, and retconned that they were sharkskin boots. She also uses Touch of Death (complete with the negative energy proc) in her Boxing to have a literal Fist of Death strike. Although this has no effect on the game at all, it amused me once in particular, when a Nemesis soldier who was already wounded mouthed off about how Nemesis was invincible and my Scrapper was doomed. The Scrapper then went through the animation for Practiced Brawler, held her right hand cocked for a second, then Boxing animated and she struck underhand, doing damage, a critical, and the negative energy proc, killing him.
Similarly, I decided a Steadfast Protection +3% defense IO was an amulet of protection one character got from her father.
Obviously this only has limited applications. It's pretty silly for everyone on a random PUG to discover they each have an amulet their dads gave them. -
It's certainly the case that the market forum, like all the other forums, occasionally features posts that seem to have no basis whatsoever in the reality of the game as I play it, or what I read elsewhere. I mean completely bizarre assertions, like they're playing a different game or something.
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Quote:Slow animation isn't much penalty if you'd be killing time waiting for AoEs to recharge anyway. Using the smaller melee attacks as fillers is close to just "killing time" if you're in a dense crowd, anyway.Thanks Sailboat,
My current build has Combustion and FSC and the original plan was to take both of these and then Fireball once I get there. Combustion and FSC work very well for AoE, my only thoughts about dropping combustion are its slow animation and the fact that with enough recharge FSC would be plenty of AoE with a much faster animation.
Is that significantly weaker ?
The proposed build took both Incinerate AND GreaterFS to cap the 3.75% bonus from Kinetic combat. If I were to drop one of these to get combustion back, which should I keep; Incinerate or GreaterFS ?
You at 60 months yet? You could drop Air Superiority and keep Fly, if so. :P
You would lose one set bonus worth of S/L defense though. I'll have to look again later, almost time to leave here. But I want to add -- go ahead and six-slot Taunt with Mocking Beratement, those last set bonuses are nice. Steal one slot for that from Rise to the Challenege (to-hit debuff is largely wasted in it) and maybe the other from Fire Blast or Char (not sure what those are giving you for set bonuses). -
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I'm still trying to wrap my head around
and not taking Combustion. I know it's slow-animating, but against many foes it's a lot faster than burning them each down single-target, and it gives you something useful -- well, devastating -- to do while Fireball and FSC are recharging. Plus, if you want to be effective at exemplared levels, it's available much earlier than the other two.
In general, AoEs are more effective if you can stack several of them into a chain. Even an iffy one will increase the effectiveness of other AoEs, and reducing or eliminating the "downtime" when I am unable to use another AoE is how I would normally define of an AoE "machine" -- one that keeps relentlessly cranking out the damage! -
Uh...I see a lot of Scrappers who take alphas, sometimes more than is good for them.
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Quote:Do you really care how that Tanker is holding aggro, as long as he is? If I locked down every enemy's attention and you never even got attacked, let alone hit, would you still reject me if I used means other than Taunt?Now the discussion is turning in an interesting direction. The reason I started this thread was I was mildly perturbed that some Tankers seemed to be wanting to play Brutes, and I needed a Tanker with taunt.
Here it is pointed out that soon Brutes will be going blue. How will tanks adjust? When I play a blaster I really would prefer to run with a tank that taunts. But I would prefer to run with a brute rather than a tank if no taunt was involved. -
Quote:Ok, but it might work for a 33 or 35 stopping point.While this sounds good I am not sure it will work out - FSC and Shield Charge come so late (28 and 26) that you won't be able to slot them up properly if you stop at L30 - you will have 4 spare slots (L27 and 29) to split between the two powers which is not enough to get decent slotting, so they will not only be at tanker values they will be under-enhanced. Plus, I suspect that even with the tanker numbers Shield defense is going to be a lot less hardy than willpower or regen at that level.
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Was there a drop in purple prices this week? I was only monitoring Ragnaroks, but I'd under-bid on a spread of them and been sitting there, not quite getting them, for weeks. Prior to the 2xp weekend, I re-bid to just under the going rate. Right after the weekend I snapped up two of the pieces, but was surprised to see that the going rate had dropped 50 million on each (and filled up the "last 5" sales at that new low price, so it's wasn't a single low sale). I got a third set piece two days later, although the price on it didn't drop significantly.
Wasn't expecting them to drop in price. I guess I'm technically no worse off then if the price had stayed roughly steady and I'd bid what I did, but I do hate to feel like I overpaid by 50 million apiece AFTER waiting for weeks (the worst of both worlds!) :P -
Well, Tankers get Shield Charge before 30.
How about a Shield/Fire Tanker? You'd be able to have SC and Fire Sword Circle and Combustion slotted up, right? And the sturdier Tanker values for standing in big crowds might help since you won't have the slots from 50 to beef up a Scrapper.
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My level 17 Stone/SS (using yellowed DOs) found himself on a Peregrine Island team, SSKed to 49 and facing...+5 Mu.
Yeah, we went up against 54s for a bit.
I actually lasted a while since I didn't strip the aggro off the other Tankers. But that came to an end, along with our desire to fight +5s, so we reset the diff and ran a few radios.
'Twas fun, looking forward to the Guardianside version next week! -
Does Chain Induction still not give exp for the damage it does? I totally forget whether that's been addressed, but I see it used in a lot of posted builds now.
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Once I get serious about a character, I frankenslot, which results in giving every attack as much end eduction as possible without compromising on the key attributes (and in some powers where end cost is huge, it is a key attribute itself, for example, Dark Regeneration).
So I generally find that I don't have to worry about which attacks to put end red into since they're all crammed full of it. -
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I'm close to on the fence on this one. I understand being tired of hearing the reflexive cries of "SB plz!" and I can see how that could make it hard to want to use the power at all. And I hate to tell people how to play.
Superheroes in the comic books are a little like nation-states -- there's a strong tradition of sovereignty; they expect not to have their internal affairs meddled in.I've seen team-ups where a bossy hero like Reed Richards, Captain America, or Batman tells other superheroes how to use their powers and the heroes getting the lecture almost always express frustration or defiance, even when they go along.
If it were me, I'd have tried to emphasize "we need any help we can get" and "we're going to have to pull out all the stops for this" when asking for the speed boost. Maybe she would respond to a need better than a suggestion (which could be perceived as an order). I wouldn't have exactly begged, but just tried to play up the "tone" of being in a desperate fight and everybody needing to dig deep.
I hate to kick a player, and it's even worse at the end of a TF. I feel like I have to have a good reason or it borders on griefing.
That said, I can't find it in myself to fault you for this kick. Apparently numerous other players (maybe all? can't tell) had already asked you to kick her; at some point the feelings of those players have to be given some weight, too. When she threatened to quit, that meant that pretty much everyone but you had suggested it. That left you as the only vote for keeping her, so to speak. It's not inarguable grounds for a kick but it's not weak grounds either. -
Bump Looks like it's Tuesday, March 9 -- that means Justice if I am reading this correctly?