SpittingTrashcan

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  1. Ah, but as the OP makes clear, some people don't even want certain buffs from their own teammates. So that's three settings for each buff in the game: accept, team only, decline. So that's three possible values, times every single ally buff in the game, times every account in the game - oh, but we want to make this setting per-character? Okay, so multiply that by however many alts, and gee whiz suddenly that's a lot of extra information to insert into the database. Now, if they have a sane database engine, it might only be moderately delicate and time consuming to insert those extra values. But that may not necessarily be the case...

    Anyway, the short version is that any person who casually proposes a technical solution to this issue is only making Castle's headache worse.
  2. Oh, the new players will quickly learn to resent and envy our shiny veteran badges no matter how many horror stories we tell of the olden days. At least they probably won't be AE babies - I'll bet you dollars to doughnuts there won't be an AE building in Praetoria.

    I'm'a roll me some alts in Praetoria anyway, and I'll be happy to put some newbies on the right track while I'm there.
  3. Quote:
    Originally Posted by Sapphic_Neko View Post
    Non flying animations on wings.
    [_($)_] <-- the dollar I would buy this for.
  4. Both options can cause something to happen against your will. The division is over which thing is more undesirable, and is being debated strictly between people who consider either effect (or, in some cases, both effects) notably obnoxious. There are two ways to win: either go to the additional trouble of making everyone able to set things up just as they like (and contemplate the possibility that this will be demanded for every ally buff ability), or categorize both groups as the sort of customers who are excessively difficult to please.

    (Full disclosure: I don't consider either effect notably obnoxious and am frankly astounded by the level of distemper on display.)
  5. Quote:
    Originally Posted by je_saist View Post
    What actually amazes me is how few players actually grasp the higher level mechanics of the blaster's set, that it's about getting away from the melee fight and back into blasting range.
    This is frequently unnecessary and can significantly reduce your effectiveness, depending on build and circumstance.

    One thing is certainly true: trying to make a blanket statement about Blaster secondaries is more or less futile. All Blasters can deal damage at range; what else they can do is determined in large part by their secondary (and how it synergizes with their primary), and varies considerably.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    Deal damage? Devices can't.
    Oh yes it can! In fact, Devices is one of the few secondaries that actually does what you apparently want a secondary to do: help a Blaster solo by keeping enemies at range. And as I already mentioned, it has the single highest damage spike in the game by a wide margin - if you prepare. Which you have all the time in the world for, if you are soloing.

    Quote:
    Originally Posted by Samuel_Tow View Post
    But again - what does a Blaster need with a damage aura? Are you seriously and honestly telling me that you would dive into melee range of a whole large spawn (large enough to make it worth the cost) and STAND THERE while they take swings at you? Can you honestly survive that without softcapping defence or whatever it is the ebil marketeers do with Inventions?
    1. Yes I can. On a team. With buffs or debuffs from a Defender, and a Tank pulling the spawn together. Specialists do better on teams, especially if you build with that scenario in mind.
    2. Damage auras actually deal enough damage to break even in terms of DPE on just one target. Check the numbers sometime - it's quite amazing.
    3. Power Sink + Static Field is excellent mitigation.

    If soloability is an important consideration, maybe a specialist AT designed to shine on a synergistic team is not for you.
  7. Quote:
    Originally Posted by Decorum View Post
    Yeah, but that applies to pretty much everybody, doesn't it?
    Not so much actually. It's true that everyone contributes damage, survivability, and force multiplication to various degrees, and any team that has enough survivability to keep alive and enough damage to defeat enemies is going to do all right. However, Blasters, Tankers, and Defenders are the archetypes that specifically have damage, survivability, and force multiplication respectively as their specialty, such that they have a significant lead over any other AT in that specialty, and a notable deficit in the other two categories.* Because of their specialization, they have a distinct edge when working on a team that covers their deficits and allows them to get the most out of their specialty. This is the elephant in the room whenever their deficits are being discussed: they're weak alone and strong on teams by design.

    Fortunately, for those who feel that the deficits are not worth the specialization, there are 5 ATs that have a more even blend of abilities, and 2 ATs that can do everything all by themselves.

    * Although I'm well aware that this is increasingly untrue as players, assisted by developers, continue to push the ends toward the middle and vice versa.
  8. Quote:
    Originally Posted by Decorum View Post
    Or if you look at it a different way, blaster secondaries like that are there to help you out when THE FOES come into melee with YOU.
    Or if you look at it a different different way, the full potential of a Blaster is realized in collaboration with teammates who cover the gaps in their portfolio, just like Tankers and Defenders, the other specialist ATs. All of whom are still capable of soloing, and all of whom do great things for teams.

    Also, /Dev has the single most powerful damage spike in the game - with enough preparation.
  9. Like to beat on a big bag of hitpoints for half an hour? I have found your new favorite mission.
  10. Quote:
    Originally Posted by Dr_Mechano View Post
    Sadly due to the rooting of all attack powers, kiting a boss is a no-no.
    Unless you mean something very different from what I think you do, it's entirely possible to attack on the move. Not that you need to, since non-pool Taunt and Provoke both have a 75% range debuff. The real problem with this kind of split-the-group tactic in CoH is aggro linking, and even then splitting the four patrons is a common tactic in the STF.
  11. I think that Romulus at the end of the ITF is an excellent example of a more strategic AV. He can be handled in several ways, and poses a different kind of threat depending on what you bring to the table, because while he himself is a fairly standard AV his three support Nicti complicate things considerably. I'd like to see more encounters which have multiple paths to resolution, where the path you take depends on the team you bring. To that end, it's not only OK but encouraged that AVs should break some rules. AVs do not need an enormous amount of HP, but for designing strategic encounters it's important that they have enough HP or other defenses that their unique mechanics are difficult to circumvent just by burning them down quickly. "Invincible until conditions are satisfied" is one way to require a strategy, but as Romulus shows it's not the only way.

    What about an AV that circumvents taunt mechanics in some way? The Thorn Tree does this by virtue of being untargetable until certain conditions are met, but if I recall correctly there are apparently plenty of unexplored options available in the threat algorithm. Healing powers or buffs could generate threat. Mezzes or debuffs could. Taunt could have its threat multiplier ignored. Heck, a team of AV enemies could include a character who has Taunt, turning the tank-and-spank methodology back on the team. Or an AV could periodically reset its aggro queue (with some visual effect), so the next person who hits it gets nailed. Or it could have one attack that it reserves for support characters - rather than one that kills outright, what if it grants a debuff aura or reduces buff effectiveness or just knocks the target way the heck back? What if the AV places an effect on the prime aggro target such that anyone who heals him is damaged for the same amount? Or a power that it uses to reverse effects, so that attacks become heals, heals deal damage, mezzes grant resistance, buffs become debuffs, and vice versa?

    Lots of possibilities.
  12. You'd think that the developers would know by now that unless explicitly instructed otherwise, players will try to use any place they can put things as storage...
  13. On review, I must retract the opinion that a hero must act villainously in order to carry out Daedalus's mission. They can also just be astonishingly naive.

    Or "naive", in the sense of "I'll give them a chance to comply with my unrealistic expectations, and then when they respond in the likely manner, I will feel justified in doing what I planned to do anyway." But then we're back to villainous.

    We've drifted pretty far off the intended topic, though - for which I must take some blame. There have been some pretty good examples brought up: bopping Sally, the mess in Croatoa, marking a Malta operative for death. It's true that Terra is taken to a laboratory, purportedly to research a cure for her condition, but that project does not seem to be coming along particularly quickly. Notably, the same courtesy is not extended to poor Joe Boxer - whose brain is still alive and intact inside that Titan. Until you kill it, presumably, because it's never mentioned again. Never mind that the Revenant Hero Project and Eternal Nemesis amply demonstrate that disembodied brains can go on to lead rich fulfilling lives.

    We can rebuild him. We have the technolog- whoops, never mind.

    Another thought. Generally, heroes are assumed to have the option of nonlethally subduing enemies, then transporting them to the prison hospital. However, Warhulks and Tarantula Mistresses clearly have a living person embedded in them - and they explode, so thoroughly that they leave nothing behind but shrapnel. Well then. Arguably their fault for rampaging around with what is apparently a significant quantity of explosive material strapped to them, but still a bit grim...

    Edited to add: Oh hey how did I overlook this one. Also from Crimson: provoke a gang war between the Knives of Artemis and the Carnival of Shadows. Even if you scrupulously stick to principle in your direct interactions with either group, I'm pretty sure the Knives don't take prisoners - and worse yet, the Carnival does. Congratulations, you've condemned any number of Carnies (who are not always volunteers - recall Madeleine Casey) to assassination, and any number of Knives to psychic enslavement and eventual consumption.

    HEROES!
  14. Quote:
    Originally Posted by SlyGuyMcFly View Post
    After a couple of days of markeering I'm inclined to agree. It is, overall better than the old one, and rather more intuitive. If they fix that handful very irritating "quirks", I dare say that it will be vastly superior to the old one in pretty much every way.
    It should come as no great surprise that I'm inclined to disagree, but I'd like to know which aspects of the new interface you consider more intuitive. I find it rather less so, but I am biased by experience with the prior interface - though, as best I can recollect, I was never surprised by the old interface's behavior.

    Edited to add: Don't worry about being drawn into an argument on this, at least by me. I don't argue with opinions I solicit.
  15. Quote:
    Originally Posted by Golden Girl View Post
    But I openly walked in the front entrance, and the first thing they did was shoot at me - plus, I don't wear armor, and my head is uncovered, so they could hear me perfectly well - I was like "hi, I was wondering if I could bor..." and then they just opened fire - what was I supposed to do?
    Given that the last dozen times you've shown up unannounced on Crey property ended in a giant brawl, it might have been good to call ahead first. Admittedly, Crey's response to trespassers is fairly extreme, but not beyond the pale for facilities where secret research is going on or where hazardous materials are stored.

    After all, you know who else likes to waltz into Crey warehouses and "borrow" things (that they never give back or pay for)? Villains.
  16. Quote:
    Originally Posted by Golden Girl View Post
    Doesn't it work if they just recast it on you?
    Yes - when Mystic Fortune recharges, in 60 seconds. As deals go, it is not big, but nor is it invisibly small.
  17. Brief general reply.

    All reward systems most encourage what they best reward. The developers have the means to control exactly what is rewarded, and how much; they need to decide what behavior they want to encourage, and then reward exactly that (and not some approximation or derivative thereof).
  18. SpittingTrashcan

    Ghost Widow!

    I like subtle trolls.

    My personal favorite Ghost Widow moment is in the mission where you defend Grandville from a beach assault by the Nemesis Army. She is standing on a cliff overlooking the beach, casually holding a Nemesis soldier in midair with her Soul Storm while her Night Widows pick his brain.
  19. SpittingTrashcan

    Ghost Widow!

    Quote:
    Originally Posted by Aura_Familia View Post
    Actually I found the response pretty amusing and on point, since, I would assume by now everyone knows that GR is only levels 1-20. Some how I don't think it'll solve the "villains being treated like lackey issue", since there really isn't any new content in the Rogue Isles.

    Just saying.
    I agree that Going Rogue's new content will probably not address the 20-50 villain experience. I disagree that GG does not wish us to believe that she genuinely believes that switching to heroside is a perfectly acceptable solution to the issues with villain content. I am choosing to believe that she is presenting a deliberately aggravating persona in order to get a rise out of people, because I actually find the idea that she is a remarkably subtle and consistent prankster assuming a persona preferable to the alternative, which is that she really is who she presents herself to be.

    But now I'm far off topic. Ghost Widow surely does have a snappy costume. Especially that unique animated hair.
  20. SpittingTrashcan

    Ghost Widow!

    Quote:
    Originally Posted by Golden Girl View Post
    Well, it'll let you escape to the blue side, where contacts are your friends, and signature heroes respect you and ask for your help
    ... I'm just going to assume from here on out that you are quite simply the greatest troll who has ever lived. It's more pleasant than the alternative.

    On topic: I'm glad people like Ghost Widow. I'm glad whenever people find something to like in this game.
  21. If we're talking about actual workflow improvements, it would be ideal to be able to select a group of recipes and generate a shopping list in the upper right hand pane containing each salvage item needed to craft all the recipes in the group, with the amount to buy equal to the number needed less the number in inventory. Also: switch between looking at the recipe and the corresponding crafted item in one action. The main difference between these recommendations and the changes that were made is that my recommendations are based on things that I actually do at the market.
  22. Quote:
    Originally Posted by Panzerwaffen View Post
    I'm not sure what you're getting at with Fortitude.
    What I'm getting at with Fortitude is that its non-trivial recharge time means that it is not merely tiresome but actually impossible to apply it continuously to your entire team, and that it is balanced around that impossibility. The developers have shown in Fortitude what a buff that is intended to be used selectively would look like - it has a long recharge, which forces a decision on who should get it and when. SB does not force that decision through its design; it's just annoying. Balancing around limited availability is a reasonable mechanic: it's used for Fortitude and a number of other high-value single target buffs. Balancing around annoyance is just a bad idea: when a game forces a decision between having fun yourself and letting other people have fun, that's a recipe for disaster.
  23. Quote:
    Originally Posted by Golden Girl View Post
    Crey are a criminal organization - impounding their tech is ok.
    There exist corporations right now which have been implicated beyond any reasonable doubt in criminal acts. You may be within convenient distance of several of their offices. As an experiment, you could try impounding some of their computers. For added verisimilitude, bring along a rifle and shoot anyone who gets in your way. If you get in any trouble, just explain that you're a hero and that you need those computers to fight crime.

    Let me know how that turns out.

    (Yes, this scenario relies on a context in which armed vigilantes do not commonly patrol the streets for added shock value - but even then, there is a bright line that the game usually draws between trespassing to investigate evidence of a crime, and assaulting to steal what you want, regardless of how good or bad the people you are stealing from are. This mission is notable in being an exception to that rule.)
  24. Quote:
    Originally Posted by Aisynia View Post
    Regarding Cimerora, please remember that Imperious, Daedalus, Airlia and the other Cimerorans are not strictly good or evil.

    Their causes, even Airlia's, are generally just, but they come from a different time, and they aren't afraid of getting their hands dirty in ways modern heroes would be uncomfortable with. Please remember that when doing those arcs >.<
    This is an entirely reasonable explanation for why Daedalus's plan is "steal stuff". It is not a very good explanation for why your character blithely goes along with it, despite being somewhat more acquainted with the laws and mores of the modern era. Entirely independently of whether breaking into Crey property is in itself an immoral act by whatever standard you may choose to apply, the thought of the criminal and civil trials that Crey will gleefully put a blatant trespasser through should give your character some pause. If you think Crey's Paragon Protectors are dangerous, you haven't seen their rabid attack lawyers...