Seldom

Shady Shyster
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  1. Oh yeah...confusing as it is, the PvE only level 50 purple sets are not the only purple sets in the game. There are PvP purple sets as well. They have entirely different drop rules.
  2. Actually, defender players have asked for new vigilance since its introduction. The problem is, the functionality varies a lot. Blasters, no matter the powerset, are pretty similar. They shoot stuff, hit stuff, in general, make stuff fall down dead. Stalkers sneak up on stuff, slice stuff. Defenders? They CAN speed stuff up, OR shield it, OR heal it, OR weaken it, OR boost it, OR some of the above. While corruptors have the singular blasting as their similarity/common point of focus for their inherent, and controllers have the commonality of their controls, defenders' focus is on those wildly varrying support sets.

    The inherent power works well for some defenders, and works best for some of the most popular sets. It does diddly for some of the oddball ones, but the folks who play the oddball ones know what they're doing often and can make it without the aid of vigilance.

    So, how do you make vigilance help all support sets, and hopefully diversify defenders from corruptors? That's what this thread is about.
  3. Quote:
    Originally Posted by Radium View Post
    After playing some games like Far Cry, I can definitively just say one thing. Smarter AI is good when you want a challenge. Dumb AI is better when you just want a cathartic experience to unwind, which is largely what this game provides.
    This gets to a tough dividing point. When an AI kills you with an insane attack just because it has high damage stats, it's a game thing and most gamers can take in stride and do what they need to have the right stats/powers to avoid/resist/repair said damage. When an enemy defeats them not with stats but by 'out thinking' them, game players can come away with different views. Some may say "How can I figure out a strategy to beat X foe?," while others will say "I just wanted to have fun, not get creamed by a piece of hardware!" The latter may find strategizing in a game to be a chore, and may feel belittled to be out thought by code.
  4. Quote:
    Originally Posted by Rush_Bolt View Post
    Are smart NPCs in MMOs good? Yes.

    Are smart NPCs in this MMO good? Probably not at this point.

    I wouldn't mind seeing some new foes that have different acting AI though. C'mon, Castle... you know you wanna give some of 'em heal aggro.
    Makes me wonder how players would handle it. Would the 'dedicated healers' start using mitigation abilities? (I.e. controls, soft controls, blasts) Or would they just cry for the aggro magnets to do a better job and run? We may never know.
  5. Oh, and to the /EM stinks thing: Overreaction. It's what it always was: a damage mediating heaving hitting single target set. My main brute is EM/dark, and still works fine. Recent changes have slowed down the set, and made total focus need stacking to stun bosses, but it's still fine. Energy tranfer is now slow as all get out, but it's still good for doing a spike of really high damage in conjunction with buildup. Also, the energy component is still a nice bonus when fighting a lot of armored enemies.
  6. This actually kinda goes to an idea I had for the whole "signature" powers: You take a power, with its slotting, but able to take it into a sort of 'personalized' enhancing area. You then can enhance it with two types of earnable (But not from drops) enhancers that allow the power to do very new/different things. (The earning part would either be through tasks or by leveling.)

    First type:
    Effect Enhancements
    These would be the plus side. They do NOT work with other enhancements. They add new effects, and only off of the base power. So, do you want you single target blast to explode in an AoE? Or your kick attack to burn?
    Second type:
    Counter enhancements
    These counter the first value with something to counter the new effect. You could not put in place an effect without choosing your counter. You want your debuff to also deal damage. Cool. But it will have to recharge slower, use more endurance, or use a slower animation. Or maybe even hurt you!

    The more powerful/novel the effect, the stronger the counters needed. Adding simple damage might need only a light increase in endurance use. But making your punch explode in flames would need a lot of counters. Note: not all are an even one-to one.

    As you level up, you get more slots to add effects and counters to your chosen power.

    Ideas for effects/counters:

    effects:
    Add damage
    Add range (for ranged only)
    Add boost effect- to self (+damage, +health,+speed, +defense, etc.)
    Add cone/AoE
    Add duration (for boosts)
    Add status effect
    Add new damage type
    Reduce activation (select a faster animation from a list)

    Counters:
    Increase endurance use
    Increase recharge time
    Increase activation (select a slower animation from a list)
    Self +Debuff (character gets weakened some way from using the power)
    Self +damage (character is harmed by using the effect)
    Self +defeat (character dies using power)
    Reduced range (range only)

    Anywise, just a thought.
  7. Correct me if I'm wrong, but isn't there a 10-second fear duration period after they are attacked/counter attack? So if your damage aura hits them, they can attack or run, but after that they can't do anything but cower for 10 seconds, even if they are damaged again. (Provided the fear effect is still active.) Is this incorrect?
  8. Just to give a starting point, I think there are some basic points that might be covered.

    The backstory might have to be addressed, (at least in part) as many game players haven't read the comics.

    The other characters in the game could be introduced as well. Apex, obviously, as he was the sole survivor of the trio. If any visits to the spirit world, Horus (the kheldian) could be introduced. For interest's sake, Horus the deceased could as well, though he would have no recollection of War Witch.

    The story would probably be magic-centric. Obvious, but war Witch would have no idea how to deal with technology. {Aside: As Horus DID, this could be a link to meet Horus.}

    The exception to the above would be nictus, as War Witch would perhaps have a problem with them.

    Motivations:
    Limitations- War witch is part spirit, so she might need others to do physical stuff. This was brought up earlier.

    Temper- war witch was a bit scrappy, so her temper might be a motivation as well.

    Loss- she's dead. Would she be tempted to use magical means to return from the dead? What would the repercussions be of doing so? Would she be tempted to compromise her stand to do so?
  9. Forgive me for saying so, but the community reps would get more attendance if they hosted events evenings or weekends. I understand this is clunky for them, as it's out of their normal work schedules, but I'd venture to say the majority of people who play this game do not do so during business hours. I'd love to attend, I would, but other duties prevail.
  10. I have a feeling that while Praetoria is the "New World," the fact that it's 1-20 makes it mainly a new starting area for those bored with the pre-existing early content. The rest of going Rogue, my guess is, is devoted to new contacts and content in CoV/CoH that have moral repercussions, and perhaps even branching stories. So new content for 1-20 in Praetoria, but sprinklings of new content for 1-50 in CoH/CoV. At least that's what I'm thinking. We shall see.
  11. The idea of a collaborative arc seems fun. To all the naysayers saying only one person gets the reward, the intro could give credit to all the contributors, so users could look up what else the volunteers had done.

    On to the point of the story. I do see the similarity of theme between War Witch and Ghost Widow. Unfortunately, Ghost Widow is bound to Arachnos, so anything she did would be seen by that organization, and if it were self-serving, would be reigned in. This would lead it to being perhaps all too similar to the patron story.

    Other possible ideas:

    The Orenbegans are spirits that possess flesh. War witch would possibly be more aware/prepared to face them if they tried anything, and her one foot in the spirit world might mean she'd know before anyone else.

    Her link with Apex: he's still just a normal, living hero, but I'd imagine she'd have a tender spot for him. As such, any plot against him or trouble too deep she might want to get him out of. Add the fact she's a bit out of things, she'd need help intervening.

    Cabal inside knowledge: her knowledge of cabal magic might mean when the witches of Croatoa tried something, she would be able to see the patterns and know what they might be trying to do. To actually do something about it, she'd need the living to physically interfere.
  12. Quote:
    Originally Posted by Golden Girl View Post
    That's the way I think it might work out - except that I think it won't involve an invasion - I think it's more likely you'll be sent as an agent/spy to scout out Primal Earth for a future invasion.
    Hm. Perhaps Cole will 'invade' via rogue isles. He would probably fear statesman (himself) more than recluse, as he already killed his version of recluse. (Proving him a non-threat.) The two strike a deal, Recluse gives quarter to Cole's recruits. The world would thinks it's villain shenanigans as usual, only Recluse and Cole would be the wiser.
  13. Quote:
    Originally Posted by Gulver View Post
    2pm PST?

    What time is that in non-crazymoonpeople time?
    3 mountain,
    4 central,
    5 eastern.

    It falls during standard business hours in all.
  14. Quote:
    Originally Posted by TroyHickman View Post
    Well, I did at my sister's wedding.

    But, of course, they expect that of the groom...
    So Hickman, how's West Virginia?
  15. Yeah, I have to say- there are very few power combos, if any, that can actually allow you to get all of your primary and secondary, as many pools prove too useful to pass up. To tell you the truth, those that do stick to their archetype abilities completely will play very differently than those that use pol powers.

    This isn't including slotting choices, as those change a lot too. Don't underplay this here...there's difference between a fire/fire blaster whose attacks hold targets, and one who gets hit only a tenth of the time, or one who can fire their attacks twice as fast.

    Add in custom colors/effects, you can get a whole new vibe as well.

    There is a lot of diversity to be found as is. I guess my question is, what are you looking for?
  16. Quote:
    Originally Posted by JDub View Post
    So from the previews, videos, and bios they've released so far....I'm thinking Tyrant and his army from the alternate world will actively be attacking our world. I wonder if it will be like Rikti invasions as far as how the war is carried out. I also wonder if any zones will be redone to look as though they are the frontline of a war.
    Hm. This might make sense for the whole "Praetoria is 20 and under" thing. You prove yourself powerful enough, Cole ships you off to the fronts to fight the enemy. (primal earth heroes) This makes the primal side stamp you with the 'villain' tag, as you are an 'aggressor.' The resistance tries to stop Cole's forces, (again, waiting for you to prove yourself) something primal earth's heroes can get behind, dubbing the resistance as good guys.
  17. Quote:
    Originally Posted by Scootertwo View Post


    Clearly the NPC pictured here is this guy


    from HeroCon
    Yeah, this is what I assumed as well. They just look way too similar.
  18. To those dissing the art department for not delivering, or not delivering in a way they want, I'd like to chime in.

    I'm not familiar with the business practices of Paragon Studios, but in general, artists do NOT get to decide what they get to work on when they're on staff. Nor do coders, animators...the production end is usually following management's directives. Someone said earlier that they didn't like Jay not going back to fix NPC's. You really think an artist can say "Enemy X in the game needs a look- time for me to change it!?"

    Let's be clear on how art usually works in a studio. Management decides direction: the Art department follows that, making several creative directions. Management gives the okay on what they like, says what they want tweaked, then the Art department creates the Art to fit with the implementation. In the case of this game, the art department has to make things that work within the game engine. If the game engine can't do it, the art department cannot implement it. If the art department wants to do something new/different, they have to talk to management, and management's call is the last word.

    Personally, I just took the first image as a NPC image to show off the look of the upcoming expansion pack. Some folks got their hopes up, but guys, c'mon, if they don't say something like "Here are some costumes you can hope to unlock," assuming the picture is of a costume is jumping a step ahead. Hoping it is? Cool. Yeah, right there with you. Saying it will be? Eh, let's not make assumptions.


  19. Note under cage:
    Code:
    Do not feed the monkeys !
                                           Superadyne


    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  20. I think if anything ninja run has given a bit more concept room. Before, for the practical reasons of getting around, I needed to break away from my character's supposed abilities at times. "He's a highly trained warrior, with great combat training that can...jump over half the map? Run at breakneck speeds? Afford the technology of jetboots/jetpacks/teleportation units?"

    Yes, the stance can look odd if left on. Yes, it's technically not within human bounds. But it works well for the "I'm really fit, and running as fast as I can" thing. Heck, it works for more than just natural stuff. Many characters have abilities that include fire/ice/stone/etc. that are totally unnatural, yet have nothing in them that includes superspeed/flying/superleaping/teleporting. As such, it makes sense for them to get around by simply running as fast as they can, jumping over what's in their way.
  21. Quote:
    Originally Posted by Umbral View Post
    That's entirely debatable on multiple accounts. Because end drain requires the target to have no endurance (or so very little endurance that they might as well not have any) and to remain at that endurance total, you're going to get one of two things when attempting to sap a group: pitiful damage because you're having to slot virtually everything with end mod or enemies attack a lot more often than you'd prefer.

    End drain isn't an effective or reliable method of mitigation because enemies need so very friggin' little endurance that you're going to be spending way too much effort to achieve a benefit that is, at most, mediocre and effective only on the weakest of foes.
    Well, I was talking more towards my experience on a kin/electric, which makes me disagree with you entirely. The little guy can keep every team member topped off with +recharge/recovery/speed, cap everyone's damage, and sap 99% of the game's enemies without much trouble. (Amongst the 'weakest foes' kept powerless for their entire fights: Adamastor, babbage,eochi, every boss,every elite boss I've met, any pre-40ish AV's.) Two go-to powers (transfusion/transference) are great refills and sap foes. Use those on a target, all it needs is a quick short circuit and they're left wheezing. Throw in fulcrum shift, and the little stuff keels over sapped, the big stuff can't retaliate for its last remaining life, and your team can cream stuff too. Win/win.
  22. I'm with the OP: I've invested a lot of time and finances in my account, my Champion characters, and my villain/super groups. It would be nice to have a page or two to try new things, especially with the option to play archetypes under new factions. I'll be a bit fermished if the next update does not include this possibility. Pretty please, Devs?
  23. Quote:
    Originally Posted by KaliMagdalene View Post
    Game changing for what? Any combination of 8 defenders, controllers, or corruptors will utterly trivialize anything they set out to do right now. This is a red herring.
    A red herring that's in the game, and must be considered. What if any stalker had a power that let them take ANY enemy down by 14.5% in one hit, but the hit would need an hour's recharge? You KNOW it would be considered what an 8 man stalker team could do.

    Unfortunately, your red herring displays exactly what a defender's true power is: they are a force multiplier. And it's this power that they seems set to balance their damage potential against. Why does a defender's assault give 18% damage? Because they give damage, rather than having it up front. Why do kinetics' siphon power/fulcrum shift give a full 25%? Same thing. Start low, boost high. Radiation's enervating field? A full 30% -res. You can't boost damage without throwing these number off.

    Edit: but sorry, I'm getting off topic. We were talking defender inherent powers, not base modifiers. All the same, let's not mix vigilance with orange numbers. It's just not likely.
  24. Quote:
    Originally Posted by konshu View Post
    In addition to solo play, people might also consider how it would work out if a team had more than one def on the team. Also what would happen if you had a team of 8 defs.
    This was actually what I meant by my comment about min/maxed defender teams. If it slightly improves the performance of solo defenders, an 8-member rad/ team will make it game-changing.
  25. To be clear, I have no problem with min/maxing or teams that are made to play to a specific strength. The reason I might have brought those situations up is that they are a balancing consideration. If something works well for a casual player, who isn't aware of the ramifications of different strategies and builds, it can work ten times better for someone playing to get the very most out of what they do well.

    The devs have to take both sides of the coin into the picture.

    Hence, actually, why my earlier suggestion came to mind. The direct fiddling with support or damage can have wildly different repricusions for builds...it makes more sense for develpers to look in different directions, especially when they are happyish with current support/damage values. Where else are they lacking? The ability to have endurance when an ally is in need isn't just it, we've agreed on this. It's a viable altenrative that helps a defender's usefulness without complicating their stance in the company of fellow support archetypes that's being hashed out. I'd just prefer it not be something nerf-worthy, but still useful and different enough to further differentiate my defending from my corrupting.