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Posts
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And never know when they would run into famous-celebrities...
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OMG OMG OMG! ACE AND GARY!
You get SO many cool points for that! -
Hey Graver, do you mind if I crop it and put it in my avatar? That'll get me 100/100 in the Rate Your Avatar thread for sure. And making fun of TA is--well--fun.
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Does anybody have a link to the first and original Dev post about Bodyguard? I think it was Geko who posted it, but my search-fu is pretty non-existent, and I can't find it.
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Dark Blue Demon is my Dark/Dark Defender. He's somber and serious, and occasionally righteously angry. He's mildly zen and has a "don't mess with me" aura about him.
And I always post late....I'll wait. -
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COH
1. MarDun
2. Vamprisse
3. Seera Illumia
4. Dark Blue Demon
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There! I fixed it for ya! -
Do those numbers apply to the damage a player deals to an NPC? Or player damage resistance?
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Just turn all your settings all the way up. And set resolution to the native resolution of the display if its an LCD. If its a CRT, just go as high as possible.
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Fixed link in my post above--just wanted you to know. 'Cause I really wanna be drawn.
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Dark Blue Demon would love to be in on this. He's a Dark Miasma/Dark Blast/Psi Mastery Defender who is always serious and somber, and occasionally righteously angry. He's sort of zen, and exudes a "don't mess with me" aura.
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This change concerns me. It feels like they're rebalancing Hamidon to match the difficulty of the Villain Recluse SF, but Hamidon raids have inherent drawbacks that the Recluse SF does not. To quote a post (one of mine) from the Recluse SF thread:
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Hamidon Raids have the following problems:
<ul type="square"> [*]Requires the gathering of 70+ Heroes (including several Illusion Controllers, many healers, and a dozen or so Radiation Defenders) to have a chance at taking Hamidon.
[*]So many players in one zone causes crippling lag which makes managing and conducting a raid difficult, particularly if many players are disconnected.
[*]Due to the lag and monotonous activity, raids are often boring, unchallenging, and frustrating. Many players opt to log in only near the end of the raid, attack Hamidon once, and gain the HO without contributing. This makes raids even more difficult to start, as many players won't gather to clear mitos or GMs, only attack Hamidon.
[*]Hamidon Raids are extremely susceptible to griefing, due to the Hive's open nature and the abundance of GMs easily pulled to Hamidon's valley. Recently, on Victory, griefers spawned a Kronos Titan which decimated the raiders during the Hold phase and caused the Raid to fail. Any GM would have done as well.
[*]Additionally, Hamidon is impossible to farm. After he is defeated, he doesn't reappear for a number of hours, and I doubt if you could find a group of 70+ players to do Hamidon twice in a day (if he resets in time).[/list]
The Recluse SF may indeed be difficult and require a greater time investment than a Hamidon raid, but it doesn't suffer from any of the problems of a Hamidon raid.
<ul type="square">[*]It requires only 8 Villains, not 70, making organization a non-issue.
[*]8 players will not cause extreme lag.
[*]8 +4 AVs is not boring or unchallenging. Frustrating? Probably.
[*]Griefing just doesn't really happen in such small settings. Most attention- need audiences larger than 8 people to really get off. Also, any griefer can simply be kicked by the team leader.
[*]Even though the Recluse SG (currently) takes a while to complete, it can still be farmed.[/list]
I also agree with many previous posters who suggest that the Recluse SF will gradually require a smaller and smaller time investment. As strategies are developed and more players attempt it, it will be turned into a science, just as Hami raids have been.
In the end, I think the Recluse SF and Hamidon Raids will be balanced, and I personally wish a Hero version of the SF would be created. Hamidon Raids are agony to me, and I don't do them anymore because they're so difficult to make successful, not to mention being 2-3 hours of lagged boredom.
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In summary, I just don't believe Hamidon needs buffing, because it already presents unique challenges of its own. Its true that many servers do them often (and successfully) nonetheless, but changes like these could completely stop Hamidon raids, not just slow them down. -
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I doubt we have the free time in the schedule anytime soon, and even at that it would be fairly low priority.
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I understand that content and features take precedence to the BRB, but in terms of community relations, the BRB would generate more goodwill towards the Dev team than any features or content you add. We'd feel loved. -
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BRB = MOB - attacks - knockback resist + 100% dam resist
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That still means that only people with Knockback powers would move the ball, and it wouldn't have the physics aspects that you'd want, since it has to follow knockback rules rather than particle movement rules. It would not 'bounce' properly off of objects.
All of that said, it *could* be done, but I doubt we have the free time in the schedule anytime soon, and even at that it would be fairly low priority. My guess is you'll see it around the same time as the Giant Tape Worm.
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There had always been a glimmer of hope, up until now. I always thought that, somehow, the BRB would be implemented. But no.... I'm a broken man.
*sobs uncontrollably* -
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Quickly mez the ball it is the only way to victory! Send Fluffy to FEAR the ball!
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To my immense dissatisfaction, Fluffy doesn't fear.
He'd be gigantically overpowered if he had Fearsome Stare. But I'd love him. And I'd hug him. A lot.
BRB FTW! -
Hurricane's -ACC is even stronger. Its base is around 35%, enhanceable to around 58%. That'll floor an even-con minion.
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I must be slow because I just found this now. I think I may prove I'm slow by asking a dumb question.
The sheet has the column for -tohit mod but isn't RI a -acc and DN a -tohit power? I've read that ACC and to-hit are separate pieces of the puzzle so I assumed that the powers worked differently. The sheet only has entries for +DEF and -tohit so either DN and RI do the same thing and the planner I'm looking at is wrong, or I'm not sure how to show the different modifiers using the sheet.
Side note - where are you getting 18% for DN? The planner I'm using shows 35%.
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Mr. Quizzles can correct me if I'm wrong, but I'm fairly sure that all powers which call themselves -ACC debuffs are actually -TOHIT. I'm pretty sure its just something the Devs did to avoid confusion and jargon. Lots of new (and not so new) players don't know what tohit is, but they can probably figure out what an accuracy debuff is.
As for Darkest Night, it was thought for quite a while that its base debuff was 35%, but _Castle_ confirmed that it was 18%. The 36% you see in his post and in many planners is the enhanced to-hit debuff of the power (before the schedule change, that is--now its not even that powerful).
The link for _Castle's_ quote is right here. For some reason, every time I try to put a link in, it puts all the code in.
http://boards.cityofheroes.com/showflat.php?Cat=&Board=archetypes&Number= 4546320&Forum=All_Forums&Words="Darkest%20 Night"&Searchpage=0&Limit=25&Main=4512 499&Search=true&where=bodysub&Name=134 522&daterange=1&newerval=150&newertype =w&olderval=&oldertype=&bodyprev=#Post 4546320 -
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Not many hero archetypes can, either. A scrapper has a chance, so does a blaster, but neither is guaranteed. Also, can a Tank defeat a Brute? Tanker damage is weak, and they don't have the benefit of Fury.
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Uh, until they patch it, BRUTES don't even have the benefit of fury.
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That's tragic, but it doesn't really have anything to do with my question. -
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Well Just got done doing some pvping with my Villain-lvl 40 dominator-and man....talk about pretty pointless for villains at this time. Essentially the heroes camped every pill box and the villain base the entire time--I'd wager it took less than 5 minutes for the heroes to win, over and over again. Now I understand that on the individual servers there won't be quite this big of an Imbalance of populations. But still I could see a large oranized supergroup completely owning the zone and wracking in unfathomable amounts of prestige and even XP from fighting the signature villains over and over again that this could be exploitable. All in all a great idea, but hopefully Villains will get a buff to make it at least a competitive zone.
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The only reason the Villains have been getting PWND in Recluse's Victory is sheer numbers. For some reason, the ratio of Heroes to Villains is about 5:1. The lack of Villain PPPs (as of yet) plays a small role, but once all you Villains level up to 50 and the numbers even out, there's no reason why one side should have an advantage.
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Oh really. Then explain why a Brute can not realistically expect to defeat a tanker. PVP in this game is ridiculously stupidly unbalanced, IMO
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Not many hero archetypes can, either. A scrapper has a chance, so does a blaster, but neither is guaranteed. Also, can a Tank defeat a Brute? Tanker damage is weak, and they don't have the benefit of Fury. -
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Well Just got done doing some pvping with my Villain-lvl 40 dominator-and man....talk about pretty pointless for villains at this time. Essentially the heroes camped every pill box and the villain base the entire time--I'd wager it took less than 5 minutes for the heroes to win, over and over again. Now I understand that on the individual servers there won't be quite this big of an Imbalance of populations. But still I could see a large oranized supergroup completely owning the zone and wracking in unfathomable amounts of prestige and even XP from fighting the signature villains over and over again that this could be exploitable. All in all a great idea, but hopefully Villains will get a buff to make it at least a competitive zone.
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The only reason the Villains have been getting PWND in Recluse's Victory is sheer numbers. For some reason, the ratio of Heroes to Villains is about 5:1. The lack of Villain PPPs (as of yet) plays a small role, but once all you Villains level up to 50 and the numbers even out, there's no reason why one side should have an advantage. -
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The Robot Heavies seem to (sometimes) have a mind of their own? I had one last night and it proceeded to trudge across the zone (towards what I don't know) and I was giving it commands to 1) Stay, 2) Follow and 3) attack my target.
It seemed to ignore all of those commands. Perhaps some indication of what the heavy is up to might be needed. Such as, going to point bravo, or attacking $target.
They still look cool even though mine was dumb as a stump.
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This happened to my Heavy as well. He ran (painfully slowly) to the literal other end of the zone, right into a nest of villains, and died. He would follow my commands momentarily and would then continue to run about in random directions.
Once he respawned and I recaptured him, though, he worked fine, and was lots of fun. He didn't make that much difference with so many heroes in the zone, but once the hype wears off and fewer people are in the zone, the Heavies will become important. And they're cool. But they can't be TPd.
The only thing I don't like about them is that once you're "Captured" them, you can keep them as long as you want, precluding anybody else from using them. I think they need a set duration on them--say they respawn after two "Dimensional Reversions." -
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When Issue4 first hit Test Server, Hurricane in the Arena had no repel whatsoever. I'm guessing it was zone specific, not sure if that could extend to the other PvP zones as well or not. Personally, I'd rather see that PvP-specific solution instead of the current one that affects PvE. Granted, that probably won't satisfy the PvP enthusiasts, and I imagine PvP Stormers outnumber PvE Stormers... but its a thought ...
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It is entirely possible to change power values based on PVP or PVE. In response to a Defender Issues Post, _Castle_ stated:
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* PvP: Darkest Night is debuffing 50% of base damage, as opposed to the 37.5% it debuffs in PvE.
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Yep. Handy, no? In other words, by design.
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Somehow, Darkest Night was changed so that its base -DAM debuff value depended on whether you were in PVP or PVE. The same should be possible for other powers. I imagine that they're reluctant to do this extensively because it is difficult to inform players that their powers will function differently in PvE and PvP. Forumgoers will know of the change and be happier that PVP changes don't affect PVE, but the large majority of the player base won't know why the effectiveness of their powers changes from PVP to PVE.
I'd still prefer that the Devs keep separate values for PVP and PVE and add a small addendum to the power description of all powers whose effectiveness varies, saying "This effect is stronger/weaker against villains/heroes." I don't see any problem with this solution, and given that the Devs have changed power values between PVP and PVE at least once (Darkest Night) without informing anybody, I don't think they should have a problem with it either.
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Any chance you'll get the updated spreadsheet hosted, MrQuizzles? Or perhaps a revised graph similar to the one you produced before?
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It is a general improvement for all ToHit debuffs.
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Great! Now I think you should add a dynamic graph creator to THE SHEET. Pretty please?