-
Posts
4 -
Joined
-
-Please visit website for any questions and to know whether this is the right group for you.
Name: Radhark Mordartha
Currently Recruiting: We are currently accepting of any players who DON'T prefer power-leveling, scheduled missions, or extremely strict communication rules amongst members. A casual and friendly group.
RP Level: Non-RP, though we are fine with those who don't mind speaking in RP to non-RP players.
Theme/Concept: Casual and friendly. Filled with players who don't rush. We also have a villain philosophy for those who wish to have a theme (located in website).
Activity: So far, very few unique members. We JUST opened doors for everyone.
Requirements for Membership: No requirements other than: Be respectful. And while we don't power-level, rush, stat-crunch, or etc - we won't prevent you from joining if you do: we'd just recommend that you join groups that you feel most comfortable in.
Leadership: Lord Cadeyrn & His
In-Game Contact: @LC
Out-of-Game Contact: cadeyrnvillainy@gmail.com
URL: *Casualvillainy.bravelog.com*
Coalition:None yet.
Other Details: We're extremely casual, but we are also not very tolerant of rude players that agitate other players. Be respectful. All other information can be found on our website. -
Quote:That's not much of an ability to differentiate between heroes and villains if those barely affect PVP matches. And even in missions they're hardly effective.If you want a "side specific" ability, well, you already have one. Run your morality missions.
To me, a hero or villain can easily be told apart from one another not just from the costume but how they fight... once we start having villains act like heroes, it'll get rather confusing.
Quote:Except, of course, theme. Or wanting to run specific arcs. Or just "I feel like it."
Specific arcs is what Going Rogue's for (and all others are accomplished in Ouroboros).
"I feel like it" is something I personally (so it doesn't hold much weight) have against... hero side and villain side pits us against one another - having someone casually switch sides tends to ruin fights for me.
Someone switching to hero side when the heroes are being beaten in a PVP zone may balance things, but it just completely loses the satisfaction from hero or villain side absolutely winning a match for a day.
That's my opinion, so it's not much.
Quote:The whole "Everyone will just be heroic" is as ridiculous a statement as "Free server transfers? Everyone will move to Freedom." Yeah. Didn't happen any of the times they offered those. Hell, people moved *OFF* of Freedoom.
/rant: Also, a better substitution for this argument isn't "Free server transfers??" it would be "Enhancement Inventions?!"... the argument that enhancement inventions would make origin-specific enhancements obsolete for most players: Which it did - but at least you worked for it. This argument's similar to that: There are more benefits to being a hero than being a villain once you take away the power restrictions. ...us villains have... like... 2 co-op zones (not counting vanguard), compare that to how many danger zones heroes have.
Our powers, story arcs, and patrons is what made it special despite themes.
In hero side, everyone's powers were meant to compliment one another, which was nice since they have all those great co-op areas. Mix that with how many missions and accolade powers you have on that end (as far as I've seen villains have less accolade powers, though I may be wrong), and you'll have the heroes having so much shinies, with us villains having nothing but confusion as to why we even have strike forces on weekdays.
As long as I've played City of, the villains always had less. Heroes had organized areas, easy to understand enemies and rules, tons of great co-op zones and missions for exp, their patrons, and people who loved teaming. Villains had our story arcs, patrons, and powers.
That whole thing of allowing us to choose whatever Patron power we want despite the Patron make them less special, Ouroboros had gotten rid of specific story arcs making each villain unique in experience and accolades, and Going Rogue had gotten rid of the power restrictions (and I can argue that I don't like how much unnecessarily easier things have gotten since they fused the transportation services together, but that's off-topic). But the thing that made them still great: Is that we still had to work for them.
Not everyone switched, not everyone did every story arc, and not everyone got a Patron power.
As far as I can tell, this completely rids of the power restrictions... no more need of having to earn the chance of using villain (solo-friendly) powers on hero-side (team-friendly), or vice versa. Just instant boom, you have it. What'll make villains stick to being with villains other than theme once you remove that? Not everyone sticks with themes, some just go for benefits, and hero-side has the most to benefit from this. ...if we go against theme, us villains get a Defender (finally someone who can buff allies without some sort of obvious weakness)... which just feels wrong and awkward to me.
Actually, now that I think about it, this argument is closer to "Ninja Run?!"... the argument that having Ninja Run as an inherent power would make many players not desperately want to sacrifice one of their powers for a travel power in the early levels. And it's true: Many don't even bother with travel powers before lvl 20 nowadays ever since they just dropped a few bucks for that Martial Arts Booster pack. This is similar as it's "inherent"... they won't have to work hard to get a villainous or heroic benefit. They'll just have it.
I dunno, maybe if they just confirm that Mastermind, Defender, Corrupter, and Dominator aren't available for free players I'll be happier about this change. Because in all honesty, those are classes I see that make heroes heroic and villains villainous. And I seriously hope that Arachnos/Kheldian classes won't be free for players./endrant
______
In general, this feels like it's moving closer to Champion's Online...
Where everyone has access to every power (if they're subscibed). PVP matches have an overflooding of too many people with "winning powersets" so variety starts getting killed off there...
I liked how much CoH/CoV was split in powers and alliances. But Ouroboros made it impossible to be specific to your arc, Going Rogue made it impossible to be restricted from several benefits each side have, and now this just blurs it even more. Specialization feels like it's dying off with these upgrades.
There might be more to it than I know of, but right now it just seems like there's less by adding more.
__________________________________
Not really. I like side-switching. Those who switch through the Going Rogue method get to keep their inherent abilities from the hero/villain side they originally started on. It won't remove it.
But at least they'd have to work for it.
What I want is there to be a REASON to switch sides. If we can choose to have the heroic powerset as a villain from the beginning, what's the point of starting off as a hero then switching over? Thematic is fine reasoning, but if that were the case, they would've just started as a villain with hero powers instead of bothering to switch. -
So of what little I know of the upcoming Freedom update, there's going to be a new starting mission that's similar to the tutorial, but in here you get to choose which side (hero/villain) you want them to be... so basically that's saying that everyone has the same access to every class?
This isn't too much of a new thing, as you'll see people switch from villain to rogue to hero, or hero to vigilante to villain. But the thing was: You had to work hard to switch over. I mean, even if you were a Praetorian you still had to go through several missions before you could get your typically villainous class onto the hero side.
/Start Rant (you don't have to read this):
Now people get to start off as however they wish? This... is problematic theme-wise.
We already see a gigantic amount of players on the blue-side. Giving the heroes access to villain classes without having to work to switch over seems a bit much when our classes are basically all that we villains had going for us.
And back when PVP in the smaller servers were still kicking greatly - the villains often were beaten by the teaming heroes. But a lone hero would easily be cut down by a solo villain. And a group of heroes would be repelled by a group of teaming villains, but it was just hard to encourage villains to work together. All in all this experience was VERY TRUE to the idea of villains and heroes...
But now... Mastermind Heroes?? Dominator Heroes?? Defender Villains?? Shouldn't those be kept to a minimum (they're the minority in comics)? Having them to work hard to switch sides was pretty good for a formula, but now this will just make the balance ridiculous thematically.
/End Rant
So I thought... how about making the class inherent skills to be only available to your morality?
As in, you get no inherent abilities for your class until you switch sides.
Example:
Controlling classes would be generic controlling classes with all their power choices, but once they switch over to Hero they earn their Containment inherent ability, or once they switch over to Villain they earn their Domination inherent ability?
Or perhaps specify these inherent skills even further?
As in, you get your inherent abilities from the beginning, but it'll be far more specialized once you switch sides.
Example:
Tankers and Brutes will still get to keep their inherent abilities Gauntlet and Fury in the beginning, but once they switch to hero or villain side their abilities become far more specialized. Gauntlet in villain side will offer a small percentage to Fear effects, and Fury will not fill as quickly in hero side but will increase as teammates are hurt.
And maybe have either of these changes affect you when switching to Rogue or Vigilante?
____________________________________
I'm merely suggesting these because the differences between villains and heroes are starting to blur far beyond just an idea of specialization.
I want my hero to feel like a hero amongst a community of heroes, and a villain to feel like a villain amongst a community of villains.
This also gives us more purpose when sticking to being a vigilante or rogue, in my honest opinion. When we want to feel like a hero amongst villains, we go rogue. When we want to feel like a villain amongst heroes, we go vigilante.
To blur these changes and making us all basically be the same to one another will give us little to no purpose to choose a banner of heroics or villainy (most will go for heroics since they have more players). -
So I was wondering, would the idea of other power styles interest people?
We've already got things like the prestige runs and special ones like ninja run. Though I'm not too keen on ninja run (as it removes the need for most travel powers early on for most players), I do like the special running powers that just give your runs and flights nice little effects...
But what about for other powers?
Resting Poses
We may all like to kneel down when it comes to resting, and some people in later levels don't even rest at all, but think about it... say you have a magic-based hero/villain and the way they rest is through meditation? Or say you're a science origin hero/villain and the way you rest is through some sort of healing device emote? And etc.
This shouldn't really add any other bonus, it's just a thing to add a little extra touch to your hero/villain.
Run Styles
Ninja Run may be a run style, but it can't be used with things like superspeed (at least not that I'm aware of). How about we allow different forms of running? Let's say you have a robot character and you want them to run Terminator-style. Or how about one where your character takes long strides?
This shouldn't really add any other bonus, it's just a thing to add a little extra touch to your hero/villain.
Flight Styles
Similar to Run Styles.
Teleport Styles
Similar to Run Styles.
Summon Styles
While there are a few additions to the power sets for the tailor (different colors, different weapons, and different ways of attacking), what about for those like Masterminds and Controllers? ...while we have all heard the argument of wanting "customizable costumes for pets" that may be giving too much to us Masterminds when we already have so much going for us. What if instead of that suggestion, we just have different forms of summoning our henchmen? Instead of lobbing power into the ground to summon zombies, our hero/villain reads from a book to summon? Instead of using a walkie talkie to summon our soldiers, we talk into a headset? And etc.
Color Change for Power Pools
We all can change the colors for our primary and secondary attacks, but what about power pools? Surely we all don't want yellow to be our color for superspeed? Or green for our healing devices? Allowing more customization can really make your hero/villain stand out.
Stealth Styles
This is last on the list as it seems a bit more like C-Store kind of upgrading: Specialized stealth styles. If you're a tech stealther, for example, how about seeing yourself surrounded by some sort of tech-cloak of either virtual grids or binary? If you're a natural stealther, how about having no aura in your stealth effects? Etc.