-
Posts
1530 -
Joined
-
It's all a plot by Jack Emmert, who as we all know hates players and has a Svengali-like ability to convince others to spend millions on projects whose ultimate goal is to be un-fun.
-
-
My main problem with the Rep Meter is that "rep" can basically mean anything. We get users with high rep who get it because they're pretty consistently funny, and other users with high rep who get it because they're number crunchers or constantly answering questions in the Player Questions forum. I'd love to see Rep reworked and broken out into 2 rankings, one that's just kind of an "I give you props" rating, and the other for helpfulness/informativeness.
<rant>
And now, because I can't resist, a mini-rant about real life rep: something is just wrong with our culture when a vapid, self-centered moron like Paris Hilton is world famous, whereas a man like Norman Borlaug who is credited with saving over a billion lives and should be one of the most famous people in history, is relatively obscure. If it was in my power I'd deduct 1 million rep from Paris and give it to Norman.
(By the way, watch the video at the bottom of that linked page. If you don't have time to watch the whole thing, just watch the last 60 seconds. The buildup to the last 3 seconds is priceless.)
</rant> -
As F_W mentioned, none of us know for sure, but I'd guess that just like with power proliferation we're going to see customization being used a lot over time. For example in this first release they're (apparently) not allowing customization of pool powers; but since the graphics for Hasten and Super Speed are among the most oft-requested to be able to tone down, I'd bet money that we'll see those customizable in the future. Similarly I'm sure we'll see more alternate animations over time. None of these are simple or quick, so I'm sure much of it will simply depend on how much bandwidth BaBs has given the other stuff he'll have to do with each release.
Also, some customization simply isn't possible right now. BaBs recently posted that you won't be able to customize Granite armor because that's essentially an entire NPC skeleton and costume being toggled on. So that'll require programming resources, and who knows if/when that'll happen. -
The main benefit to going over the softcap is if you run into defense debuffs. If you're over the cap, you can take a couple of hits from swords in the ITF and still be safely above the cap. In practice with my Ice tank, that never really mattered, probably due to strong debuff resists. I wouldn't make it a priority to go over the softcap.
-
Same here. I was in the habit for a while of getting a lot of tickets then doing a ton of bronze recipe rolls. If I clicked fast on the button to get a bronze roll, about half the time the game would crash.
-
-
The icon for tailors should be a little tiny animated gif of Sexy Jay. The merit vendor icon should be an ascii art version of Synapse; I know they only have about a 16x16 grid to work with for the images, but you can do a lot with them new carbon nanotube pixels.
-
Here's my current build. The empty slots are for the Gladiator's Armor unique and a Gladiator's Armor Def IO for the 2.5% EndRec bonus. The build uses no purples, but is far from cheap due to the Gladiator's Armor IO, the LotGs, etc. There's nothing that makes this a "farming build", it's just a strong build overall. It's over the def soft cap to all; I've seen other strong builds that sacrifice AoE for other bonuses, which is a reasonable way to go. It could be made stronger with purples, but at current prices, lotsa luck with that.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sofa King Brutal: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(29)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(9), S'fstPrt-ResDam/Def+(9), Empty(11), Empty(11)
Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Rchg+(7), LkGmblr-Def/EndRdx(13)
Level 4: True Grit -- RgnTis-Regen+(A), Mrcl-Heal(15), Mrcl-Rcvry+(15), Numna-Heal(19), Numna-Regen/Rcvry+(27), Mrcl-Heal/EndRdx(48)
Level 6: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(29), Mako-Acc/EndRdx/Rchg(50)
Level 8: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(36)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 12: Active Defense -- HO:Membr(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19)
Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(37), P'Shift-EndMod/Acc(37), P'Shift-End%(40)
Level 22: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(37), GSFC-Build%(50)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Against All Odds -- EndRdx-I(A)
Level 28: Boxing -- Dmg-I(A)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(36)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), M'Strk-Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(46)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), LkGmblr-Rchg+(48), Zephyr-ResKB(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
------------
Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 14.3% Defense(Ranged)
- 13.3% Defense(AoE)
- 41% Enhancement(Accuracy)
- 70% Enhancement(RechargeTime)
- 10% FlySpeed
- 174.3 HP (11.6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 9.35%
- MezResist(Stun) 4.4%
- 10% (0.17 End/sec) Recovery
- 54% (3.38 HP/sec) Regeneration
- 4.41% Resistance(Fire)
- 4.41% Resistance(Cold)
- 15% RunSpeed
-
-
Quote:That's true. Anything truly different can't be done purely via Castle's spreadsheets. But there's precedent. Before Dual Blades' combos there was Domination. That too had to have required new coding. So while this suggestion requires programming resources, it's not unprecedented. Short of cloning Domination (which I don't like because I think different AT's should have unique flavors) this is the only balanced mechanism I could think of that would satisfy that desire to say "I'm done holding back!"That's a valid point. I don't know enough about how the power system works to say how much work such a mechanic would take, but you would definately need some interface code and graphic work done to display a meter or some such to show how much you've charged a power. That means implementing the mechanic goes beyond just the bounds of Castle. The more people that have to be involved(and thus taken away from working on something else), the less likely a feature like this is to happen in my opinion.
-
Quote:This is normal for them. I'm reasonably sure they've been working longer than a year on Going Rogue. They're working on new end game stuff and ways to make level 50 characters more powerful (per video from Comicon) that they can't talk about either. I believe one of the devs mentioned that the AE system took "only" 8 months, and he was totally impressed at how fast that was. There's always new stuff in the pipeline they can't talk about.The devs had to keep their mouths shut for a year? And longer? My extreme sympathies to you. Whenever I've bought a surprise gift for my wife that I knew she would flip over once she got it, it would be all I could do to keep a straight face. Actually keeping the secret required a physical effort on my part.
No one gets paid enough for that. Wow. -
-
Quote:My mistake.I did not say that at all.
I said the original driving concept behind Fury when it was being designed for Tankers, that Tankers hold back for conscientious reasons, was a good concept and one core to comic tanks and could still be used to design a mechanic around.
I do not think the Fury mechanic is correct for Tankers then, or now.
Quote:That sounds very similar to the system they're using for a number of powers in CO.
Quote:I think the idea has merit in itself, but that being said, I think that it is too much a departure from the current playstyle in CoX to gain enough popularity with the devs or most players to make it happen.
My understanding from the thread above was that you wanted to be able to do more damage on demand, to stop "holding back." I was looking for a new mechanism that wasn't a direct port of an existing one like Fury or Domination. The concept of a per-power charge-up meter is seems perfect to me (of course since it's my suggestion of course it'd seem perfect to me!).
Still, given that it's a central part of CO's attack mechanics, debating its merits probably falls into the "how many angels can dance on the head of a pin" category, which I think is a shame. -
Quote:I think I win the contest as "most neutral" or maybe "most invisible." Despite regularly posting on the forums, I have no rep at all yet.Well, I guess that would work too... Then I could win the "most neutral" contest....
"The One"
Obviously I need to make my posts more like P_Ps..... QQ -
Quote:I regularly team with a few SS/Shield Brutes on the ITF and none of us bothered to take One With the Shield. It's not useless but once you have capped defenses, usually judicious insp management can take its place.Question - How often do people really use One With the Shield with capped defenses and a fixed 6 min recharge?
Quote:Any benefit to trying to work in Aid Self on a capped defense build? I know my self heal comes in handy on mu SS/FA brute. -
Quote:That guy is a real life superhero. His top speed is almost 190 MPH. Here's some video of him zooming around, looking for evildoers.I love these suggestions.
I also loved these suggestions the couple of thousand other times I've seen them come up over the years too.
At least you included a cool picture with your post...
Oh, and with regard to my requests not being new, that reminds me: it's just about time for my regular request for improvements to the Search window! -
Quote:I agree that had Brutes not been created, the Fury mechanic would've been perfect for Tankers. But they have been, and it'd be good to keep their particular flavor unique to them.
Starsman said in another thread:
Quote:Now, many state that tankers, if based of this comic counterpart, should do high damage. But every time we see these guys, they dont go out ripping heads off. Superman can theoretically liquefy most foes with a single finger swipe, but he still holds back and just hits them hard enough to not break anything, sometimes he does it so softly he needs to do it again.
Technically, tankers work just like that right now. Only thing is, when Superman decides he is really going to let it all out against one foe, he really goes out at it. He will pick his target, usually a very tough foe, and just go wild, mostly because the foe can take it, off course.
In a thread in the Suggestions forum I proposed a new mechanic that uses the concept of a "charge up" meter that has been used in fighting games for years. The idea is you could just click an attack and it would fire normally or you could hold down your mouse button or keyboard key for a couple of seconds so that a meter on screen would fully "charge up". At that point the attack would do significantly more damage, at the cost of the longer activation time and more End. I was surprised that the suggestion got no comments at all. But this would be a nice fit for Tankers. It'd allow you to switch to "heavy hitter" mode on demand (like the Superman example above), without penalizing you in normal fights by saddling you with a set comprised entirely of long recharge, high End cost attacks.
The mechanism could be available on all attacks in a powerset or only to select attacks. The charge meter would be immune to +Recharge buffs, so a few stacked Speed Boosts wouldn't turn a tank into the new farming FotM. The point is it would allow change on demand from a fast fluid medium damage attack chain to a series of slower but devastating attacks. It would have a different feel entirely from Fury, just as Fury's extra damage has a totally different feel from Scrapper crits. -
Quote:Heh. I didn't have the site bookmarked and was trying to get the link quickly. So I did the Google search and just copied the URL in Google's result list rather than actually clicking the link and copying the site's real URL. I'll try to remember to do it right it in the future.Out of curiosity, why did you include the Google search which you used to find the cohplanner.com site? Just something I noticed
-
Quote:EDIT: my first answer was "No" but to elaborate, if CO's free-form power selection is successful obviously it does prove the viability of the concept. If it's unsuccessful, it doesn't invalidate the concept. A common mistake is to assume that the failure of a product is due to a bad product concept but in reality it can be a bad implementation, or bad price point, or bad market timing, or poor marketing, etc.So does this mean that Champions Online is the next big experiment to see if free-form power selection can work?
Look at portable MP3 players. There were portable devices before the iPod. There was a la carte music purchasing before iTunes. But none of these were a commercial success before Apple got involved. Or to look at another Apple product, remember the Newton? Did its failure mean that handheld computing was a bad idea?
BTW, not to derail the conversation too much, but my own take on CO is this: they have correctly realized that in terms sheer dollars spent, the PC is now just a rounding error in electronic gaming. Consoles are where it's at. CO could get trounced by COH in the PC market and yet potentially succeed wildly due to console sales.
EDIT TWO: when I say "consoles are where it's at" I mean that's where the big consumer spending is, not that I'm a personal proponent of console gaming. -
Quote:Why do foes in this game stand 10 feet away fighting back with guns that are obviously harming us little while we roast them alive? Why do enemies not immediately flee when they see us coming, then round up every comrade in their base and come at us with overwhelming force? Why don't they ever lock the doors to their bases?Tankers right now are threatening because the system gives their attacks a high threat rating. However, from a purely practical standpoint, they're the most harmless AT of them all. What does a boss or an AV stand to lose by completely ignoring a Tanker and focusing on the Blaster or the Controller? When we actually have an answer to that questions that's something other than "nothing" will I ever be able to accept that any Tanker is actually threatening.
Or to use an example from what is undeniably one of the classic games ever invented: is the King the most threatening piece on the board in a game of chess? Why does the entire game revolve around capturing that piece when it's trivially easy to prove that with the exception of pawns, every other piece is more of a threat?
In games you can't appeal to things "from a purely practical standpoint." Games choose a structure and build within that structure. This game chose ATs and it necessitates tradeoffs. Certainly if the devs ever do COH2 they can start with a clean slate and make a different framework; but they're still likely to build a framework would force you to make hard choices and not allow you to build a character that was excellent at everything.
Quote:Brutes have above-Scrapper mitigation, Tanker mitigation caps, and yet almost Scrapper damage, all things considered. That's not fair.
With Going Rogue coming, rather than buff Tank damage, the devs should just continue to proliferate powersets. That way for a given primary and secondary you can make the choice about whether they'd be a better personal fit in a Tank, Brute, Scrapper or Stalker (and if you squint a bit, Widows too). -
Quote:When one has a favorite AT, it's natural to want to push the boundaries and want to make it more capable. But like it or not, ATs are all designed with inherent tradeoffs. To fundamentally alter tanks such that they did more damage, they'd have to have a commensurate reduction in survivability at which point they'd likely end up looking a lot like Brutes.I mean, no one's obligated to be happy with the state of the tanker AT, and it's fair to be dissatisfied with the state of affairs where they're not the #1 damage AT (where Johnny Butane seems to be coming from) or don't simply have the hardest hitting attacks in the game (where Goldbrick seems to be coming from), but I think it's pretty easy to confuse what one wants with what's best for the game as a whole, and I think it's pretty hard to demonstrate that tankers are actually incapable of dealing damage.
-
Zombie_Man is being extremely understated. When he mentions his forum skins, he needs more "!!!!" and "OMG!" and
. If you already use Firefox, it's not hard to use the skins he developed. You add an add-in that enables overriding the forum's styles and use either his hero or villain skin. They recreate the old red or blue color themes and make the forums more readable and more usable in about a dozen ways.
EDIT: I was actually put off by the name "Zombie Skin" initially. Didn't want background images of rotting corpses. But that's just a reference to his forum handle. The color themes are basically improved versions of what we had in the old forums. -
Quote:Exactly. To see how comical this is, find a walking NPC civilian and hit "Follow". You'll go at their speed, but using the running animation. Funny, but not what the RP-ers want.You'd think it would be as simple as adding a hidden speed debuff to the current animation that ignores all the current buffs you have applied. That wouldn't require any animation changes really just a movement reduction that can't be nullified until you hit the run button.
But then again, you'd still appear in the run stance so that my not be ideal either. -
Mids will not pop up any obvious warnings either. You have to go to a separate window called Sets and Bonuses (I think), and any bonuses over the limit of 5 will be shown in red.
I highly recommend using Mids to plan out any build. Note that Mids can't currently do builds with some of the most recent IOs that have been added to the game, but the new developer is working hard to get those incorporated.