Sardan

Legend
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  1. None of my brutes have taunt because I play them as offensive powerhouses. All of my tanks have taunt because I consider their primary job to be aggro management.

    When GR hits I'll transfer a brute or two over to blueside but I still won't take taunt. In a team I'm happy to take aggro by leaping into a spawn first but I will continue to play my brutes as super scrappers. It's just a mindset thing for me more than anything.
  2. Quote:
    Originally Posted by Master-Blade View Post
    Edit:
    I just tested, and it seems to blink all 3, but uses only the last one in the command set. I guess there is a very slight activation time for each inspiration, and the second command interrupts the first. That means it uses a single inspiration of the smallest size when you press the button. I like it!
    The reason this works is that macros that chain together multiple commands execute the commands in sequence in right to left order but as soon as one successfully executes it stops. I use this technique for toggle-heavy characters. You bind a whole bunch of toggleon commands to a single key. You then start tapping that key repeatedly. It turns on your toggles starting with the rightmost one in the list because once that's on it'll skip it the next time you tap the key. Soooo handy.

    EDIT: Interestingly it doesn't follow the same logic with toggleoff commands. Just tapping my toggle off key turns all my toggles off with one key tap.
  3. Quote:
    Originally Posted by Arcanaville View Post
    Ok, I've got some free time now. I'm ready to rule you all. Kneel before Cole.
    Hey, works for me as long as he makes the trains run on time.
  4. Quote:
    Originally Posted by EU_Damz View Post
    Yay *throws arms into air*
    I find it reprehensible that you keep a pile of body parts stockpiled just so that you can throw them confetti-like into the air to celebrate. What are you, some kind of Vahz operative? Sick.
  5. Quote:
    Originally Posted by Lightslinger View Post
    Tyrant looks amazing. That costume, the armor, the colors, everything about it is very, very well designed. In contrast, Statesman looks like a bad version of a Captain America cosplay. Seriously, most of the Freedom Phalanx needs a redesign NAO.
    I had the same reaction when I first saw the concept art for Praetorea in the theatrical trailer (at the 1 minute mark). If the actual zone ends up looking like the art in that trailer, Paragon City will look like a slum in comparison.
  6. Quote:
    Originally Posted by BlueBattler View Post
    You know, when you read the background, he's starting to get a bit more shades of grey in his persona...

    Since the first bits of information we've received on GR, I've had the thought come to my mind more than once:

    What if Tyrant is right?

    "Free will" always sound like a thing worth fighting for to those of us who live in afluent societies, but ask a starving mother in some a wartorn country where she can't provide food or safe water for her children to drink what she'd be willing to give up to make their lives a better place and I suspect the answer might be quite different ...

    Kind of makes me wonder who will be the real heroes in GR ...
    It was interesting to listen to the audio of the devs when they were in character as Praetorean citizens at Herocon. They made the point that there are LOTS of admirable aspects of Praetorea, and that Cole's mistrust/fear of Primal Earth is quite justifiable. His world has no dodgy nuke states like North Korea or Pakistan.

    I really love when bad guys do what they do out of what they perceive as good motives rather than just being total nutjobs. I don't know how many of you read the web comic Girl Genius (I know Castle does!), but one of the great characters in there is the fascistic ruler of Europe, who is very much like Cole in that he is ruthless because he believes it's necessary for the greater good.
  7. They just updated the GR site (woo!) with background on Tyrant.
  8. Quote:
    Originally Posted by Catwhoorg View Post
    It was more a tease of GG than realistic comment.
    Oh. Heh.
  9. Quote:
    Originally Posted by JLove View Post
    Oh don’t forget me. I have been promoted to official water balloon haver. In the tradition of Rip Taylor the flamboyant king of confetti, I will be forcibly distributing fun around the office at precise moments of optimal vulnerability. Tear filled sacks of hilarity are surly to ensue. Also with my new position I gleefully received a box of red hammers. I don’t really know what they are for, I think they supposed to help me type more betterrer or for turning off the lights when I leave late.

    Shhhhh…. They also moved me next to Back Ally Butler, and he’s working on making sure the dark corners of the internet are still working, time for me to go to work.
    This guy is just the right level of demented. Cracks me up every time.
  10. Quote:
    Originally Posted by Obscure Blade View Post
    We've been specifically told by BaB to not take that survey as a guide to what's coming, anyway.
    Haha, yeah, that's why now I always put in disclaimers whenever I bring up the survey and Universal Enhancement Slots. That was my post BaBs was responding to and quoting there.
  11. Quote:
    Originally Posted by Catwhoorg View Post
    The resistance guy's beard looks like it is animated, moving hair is coming!
    Moving hair would be good. But wouldn't moving hair be more complex than a moving cape, if it were to look at all realistic? Yes, it's smaller but presumably it'd have a lot of flex points. And here's what BaBs posted on adding capes:

    Quote:
    Originally Posted by BackAlleyBrawler View Post
    I actually tested this before the break. Using similar NPC models with different number of cape FX systems. Here are the results:
    • 100 NPCs - 0 capes = 48% loss in frame rate
    • 100 NPCs - 1 cape = 75% loss in frame rate
    • 100 NPCs - 3 capes = 92% loss in frame rate
    So yes, there is a reason that we don't want players loading themselves down with multiple cape systems.
    So either it's way simpler and less taxing on the graphic system to implement moving hair than I'm supposing, or expecting moving hair is unrealistic.
  12. Quote:
    Originally Posted by Bionic_Flea View Post
    I'm hoping its a revamp to the shadow shard to make it co-op, cleaned up task forces, and a new raid against Rularuu!!!
    I expect you're going to be 100% disappointed. In the Q&A part of one of the Herocon panel discussions, the devs were very specifically asked about a Shard revamp. The devs made it very clear in the Herocon panel discussion that since it's almost as much work to completely revamp an old zone as to create a new one, they'd much rather create a new one. It's a little frustrating that they seem to never discuss things like shortening the Shard TFs without embedding that in the context of completely redoing the whole zone. What they seem to have firmly in their minds is that either the Shard remains completely untouched or gets a Faultline-like revamp. Nothing in between.

    So unless War Witch takes things in a very new direction (and given that they've been working GR for over a year it'd have a disastrous schedule impact to do a 90 degree turn), I don't expect any changes to the Shard at all for GR.
  13. Wait, Europe isn't part of America? I always figured it was a small liberal enclave like Massachusetts. Or maybe a big and mostly empty state like Canada.

    But at least they all speak English, right? Or do they speak European?

    So confused....
  14. Quote:
    Originally Posted by Castle View Post
    You've got some tough decisions ahead of you. Hopefully, you'll enjoy the new stuff enough to make those decisions worth it to you. That is our goal, at least.
    I'll be happy if the new end game is so incredibly fun and, yes, time consuming that it makes us agonize over how we're going to run all our 50s through it all. To me, that's the very definition of "win". It took me 5 years to get all these 50s. If it takes me more years to get them all maxed out and the process is just as fun and rewarding as it was getting to 50, then that's a great "problem" to be burdened with!
  15. A thousand thanks, War Witch. This is EXACTLY what players like me and Perfect_Pain and many others have been asking for. Not a full reveal, just start doling out little goodies for us to oooh and aahhh over, and obsessively discuss here in the forums.

    If you good folks could deliver something equivalent to this 2-4 times a month, the player base will be kept buzzing and excited.
  16. Quote:
    Originally Posted by Mental_Giant View Post
    What Chad said, and I'll go further and say any existing lvl 50 will be able to do the End Game content.

    This isn't WoW. Players don't need to "gear up" every time a new TF or zone comes out. End Game content just means interesting stuff for lvl 50s to do, it doesn't mean "ZOMG unless ur purpled out you can't even try End Game N00b Mish #1".
    First, let me say I know that ultimately debating about an end game that we literally know nothing about is pointless. But hey, it's entertaining so here I go!

    The traditional definition of level 50 content in this game is "stuff that any level 50 can do". We know that anything an IO'd team can do, an SO'd team of competent players can also do. Set bonuses or elite purple IOs are not required.

    But given that Positron specifically said at Comicon that a key part of GR will be a way to make 50s more powerful, I think that will necessarily create an entirely new class of content. Here's why:

    We know from the old '08 marketing survey that Universal Enhancement Slots were summarized as a way to give your character the equivalent strength/effectiveness of a hypothetical level 60, but without raising the level cap. Now August '08 was a long time ago, and they may have a completely different mechanism in mind for GR, but the key part is to realize the design philosophy behind using a phrase like "hypothetical level 60." That means they intend for the new mechanism to convey seriously meaningful buffs, not trivial buffs that would be impossible for a player to notice in action.

    That leads inescapably to the idea of there being new, harder, content that is aimed squarely at players climbing the UES slotting ladder, plus new end game content specifically designed for fully "leveled up" characters.

    We don't expect level 40 characters to be able to do anything a level 50 can do. If there is truly meaningful character empowerment/progression as part of GR, I wouldn't expect someone who hasn't begun that process to be able to do the same tasks a fully geared up character could. To put it another way, if GR moved the level cap to 60, people wouldn't say stuff like "I shouldn't be required to level up to 60. My existing 50s should be able to tackle all the new content." Well, GR is adding a new way to progress characters, albeit without bumping the level cap.

    But before people doomcry, having a new harder level of content doesn't automatically turn the COH endgame into a WOW-clone. In CoH you can earn the finest loot from soloing, either directly or with merits or purchased from the market. I would expect that this philosophy will be part of COHs new end game too. Yes there will surely be TFs and probably raids, but it would be shocking to me if pure solo characters couldn't get the same rewards by merits or the market. Posi knows the concept of large scale raids as a mandatory means of character progression is antithetical to CoH's gameplay. There's no way he'll design a system where a soloer or small team can't get to the new cap, however that's ultimately defined.

    EDIT:
    What would be in keeping with current COH design philosophy is if there's an "easy mode" way to slot up the UES's that's equivalent to SOs. That'd be the bare minimum you'd need to tackle all the new end game content. Then there'd be the next level that was nicer but not hugely so, equivalent to getting IO set bonuses. Then finally there will be an elite level of slotting that only the most hardcore players bother to go after, equivalent to purples. That'd put you at the top of the pyramid of character effectiveness but there wouldn't be any content designed to require this level of uber gear.
  17. Quote:
    Originally Posted by Vega View Post
    You have to admit that both were interesting the first time through. They are just not really worth repeating.
    Sure, any TF is interesting the first time because it's novel. Which is completely beside the point I was making. There are some TFs that players enjoy 100x more than others. My hope was that the devs are studying that to really understand why, and use those lessons in crafting new TFs. They shouldn't be aiming at new TFs that are interesting but not worth repeating; they should be aiming for replayability.

    One factor for me, besides avoiding the boredom of "the big bag o' hit points" is time. Part of what makes the LGTF and ITF so fun is that they can be done in under 2 hours by the average team. The ITF is clearly only part of a larger story. I'd love it if they came out with a sequel roughly the same size that advanced the story. That way you could go through an epic story in bite-sized chunks.
  18. Quote:
    Originally Posted by Fury Flechette View Post
    2. No more big bag of hitpoints as the big challenge. I really don't want to see a repeat of the Khan TF in any form. The tricks are lame because they (at least on the villain side) dictate or rather strongly influence AT choices and the final challenge really boils down to how much debuff you have. I hope they take the Khan TF and the Baracuda TF as examples of what *NOT* to do.
    AMEN! I really hope they have long meetings and talk through why people flock to some TFs and avoid others. The game had a great track record with newly added TFs until it came to Kahn.
  19. I'm looking forward to the new end game stuff. I have a bunch of 50s and the thought of new progression for them is tremendously exciting. With the vast majority of my characters, what keeps me engaged is the treadmill of leveling up. Once they're 50 I rarely play them.

    Hopefully the new end game will come with new TFs that are just as fun as the ITF and LGTF. Presumably those will be too easy once characters get all the new end game power-ups.
  20. Sardan

    The Television

    Quote:
    Originally Posted by Father Xmas View Post
    Haven't gotten a character up to 45-50 in CoV to get the Television as a contact.
    Holy crap, you've gotta do it. BEST. CONTACT. EVER. Just make sure to not let a team rush you. Every interaction with TV gives you a wall of text, but honestly it's well worth reading.

    Oh, and gratz on your new position, Television!
  21. Quote:
    Originally Posted by Zombie Man View Post
    CoV had over 80 people working on it. GR has over 60.
    Ah that's a tidbit I'd been missing. I knew that Paragon Studios has been steadily ramping up staff and I assumed that they were at or above the staff level that created COV.
  22. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    Brutes are insanely addictive, I've got 8 at 50 with no intentions of stopping. My new one is a Claw/Elec and having a SMASHtastic time.
    Heh, my favorite brute is named Mister Smashtastic
  23. Sardan

    Fire/Dark

    Quote:
    Originally Posted by Eiko-chan View Post
    My Fire/Dark does just fine without Blaze or -tohit in Fearsome Stare.
    *sputter*

    Fire without Blaze?

    No.
  24. Quote:
    Originally Posted by peterpeter View Post
    Take a drink each time you see the word "content".
    Ever seen this video before? When I read the interview, I pictured that video, but with Steve Balmer shouting "Content, content, content, content!" instead.