-
Posts
1263 -
Joined
-
your pretty much correct pre cov some hero ATs had inherents but they weren't really a feature if i remember correctly scrappers have always had crits and tanks always had some for of punch voke
-
to be honst i dont really care if villians get more TFs or not my point was that those percived gaps arent empity and theres easily plenty to do in those percived gaps
heroes got ther STF largly because the LRSF was causing a inbalance as it was relitivly easy for villians to get HOs but dificult for heroes had that not been the case i doubt there would have been such a rush to get the STF.
on the grounds of inbalance i wouldnt be suprised that if at some point we see the shard opened up to villians at that point i recon the existing TFs will be made co-op or the'll add in villian counter TFs
It also wouldnt suprise me to see a villian version if crotoa (sp) populated with redcaps and co. this to would probably get some kind of TF
then theres DA thers a zone ripe for a revamping if ever there was one and i can see it becoming some kind of co-op zone with some form of TF/SF.
I will agree with Techbot_Alpha villians dose feel small to small in fact i feel but on the other hand i think heroes is to big thats why i recon the'll cull some of the heroes zones making them co-op or duel zones. -
/signed
Just stick a few auto doc's/contacts in the hospital to sell them easy as pie and hardly game braking. -
hehe me to
tho i tend to stick it at the number one spot in the chart
-
[ QUOTE ]
As for the Mess's inv/energy, yikes. You really don't have much to hold aggro there. I think the only thing you can do is slot Whirling Hands for taunt, recharge and accuracy.
[/ QUOTE ]
If only that was the case i have to builds my original build has whirly hands with a mixture of taunt IOs and acc in it as whirly is only in there to grab agro (energy's not known for its AoE death) i did have my single target attacks slotted for damage but have also put taunt enhancements in the fast recharging ones.
my second build is largely slotted for damage with whirling hands getting 2x acc 1x end 2x dmg 1x taunt
on both builds i have started to slot taunt with the perfect zinger set
i see very little difference in there aggro grabbing performance to the point that I'm in the process of striping out the IOs from my second build to use in other alts
I think the problem may lie in the taunt target cap and its radius of effect several times on 8 man teams where there have been large spawns I've noticed that the taunt can very often overlap into a second mob meaning that its pretty easy to end up having to manage multiple groups especially if your in AOE heavy teams as the same thing can happen with team mates AOE powers. -
It comes up from time to time in my opinion the defender and tank inherents are broke in the same way as the blaster inherent was.
While really there was nothing wrong with the blasters inherent and it could have been left as is the dev's decided to go back and give it another pass.
I personally would like to see the same happen with defenders and tanks. -
[ QUOTE ]
To a certain extent this is as much the failing of the Blaster as it is the Taunt effect. In my experience it's a common delusion that Taunt is an absolute effect. This results in Blasters throwing the kitchen sink at a mob and then being suprised when they suddenly get a close up view to the local flooring.
Some blasters need to learn how to start off with less conspicuous attacks and build up to unleashing their big hitters. Even Defiance, in its current form, supports this strategy.
[/ QUOTE ]
While yes to a certain extent yes i suppose it is partially the blasters fault the fact that the blaster can override the aggro generated by CoHs meat shield AT just proves to me that tanks no longer do what they were supposed to do.
on thinking about it i'm reminded of something one of the devs once posted (could have been bab but I'm not sure) tanks were originally viewed as the heavy hitters where scrappers were the keep on fighting brigade so basically scrappers scrapped and could do it for long periods of time while tankers delivered a massive spike of damage.
While to a degree this is still true some tanks can still deliver that spike of damage the line between that and a scrappers constant damage has become very blurred most scrappers can now deliver a constant high lvl of damage far surpassing what a tank can bring at the cost of slightly lower defensive values. and with the proliferation of power sets the line between the to is becoming more and more blurred till the point i believe where a tank will be forgotten in favor of a scrapper (or even a brute if the switching sides system go's ahead)
So i would love to see tanks completely overhauled making them a true force with a team instead of a glorified shield. -
Me to i have much the same problem with my invul/energy run in taunt + whirling hands so the mobs on me, fire blaster opens up, dead fire blaster even with more taunts some always peal of and attack the poor blaster.
-
yep as long as you don't want to pimped out builds strait of the bat you can pretty easily afford to slot up to builds
personally i find it easier to slot to builds from the start as well just seems easier than getting to the 30s and then attempting it but that's probably just me. -
yea probably tho as the GM would be in a MA mission i would doubt it would give the merit reward any ways.
-
I wasn't suggesting that tankers loose there gauntlet power in fact it would be pretty necessary for my suggestion to work properly.
What i was suggesting was that for every opponent taunted to the tank (via taunt or gauntlet) the tank would receive a damage boost
So the tank inherent would sacrifice nothing for teaming and would in fact be more useful as they would cause more damage.
while solo the taunt damage boost would give the tank some more damage making it less of a slog.
Also they could perhaps up the tanker damage cap as it seems very low. -
[ QUOTE ]
[ QUOTE ]
I'd be surprised (and delighted) if they let you create more than one "big boss" per map to be honest.
[/ QUOTE ]
I think one of the reports from someone who saw it ar Hero Con said something about being attacked by a number of clockwork kings.
[/ QUOTE ]
Yup it was on the US board and linked here i believe the mission was team plus clockwork king pet Vs a 5 or 6 clockwork kings.
here we go the US forum post that talks about it
the relivent bit being
[ QUOTE ]
Enemies and allies can be pretty much anything you can already fight somewhere in the game. At the time of Herocon, even Giant Monsters were available for use in Architect missions. I inferred that Giant Monsters may change before launch however. One member of the panel commented that the day before they had fought against 6 AV Clockwork Kings with another one helping them in an Architect mission!
[/ QUOTE ] -
Got to agree the defender inherent is rubbish it serves no useful purpose. The same go's for the tank inherent its not just as bad as at least the tank can function on teams but solo its pointless.
I think the rolls of the hero ATs are changing its no good to just be a team er any more as there's no guarantee that you'll get a team and even if you do what you would traditionally bring to a team may not be required.
As to a fix im not sure the issue has crossed my mind in the past and the best i could come up with were the following
Defender.
keep the basic idea as is but expand it have the power look at the health of the team as a hole so that the defenders stats are included within the calculation so that even solo the defender will benefit.
do away with the endurance discount and instead have the power apply +heal +def +def +secondery effect +dmg to the defender these effects would grow as the teams health dropped
also give the defender +regen +recovery aura which would kick in as the teams health began to drop.
Its not great and still rewards the the defender for doing badly but at least boosts all aspects (i think) of a defenders primary powers and even gives them a damage boost allowing them to fight back. you could also give them a self sacrifice power where the defender could "sacrifice" there life to res a ally the sacrifice could also trigger a vengeance type effect.
Tanks.
a tanks major problem solo seems to be a lack of damage a basic boss fight can last for a huge chunk of time but its not a epic fight its just a very boring slugging match.
If possible i would like to see tanks receive a damage boost for every foe taunted by them receiving a big boost for the first foe taunted and then a smaller boost for additional taunted targets this way it would still encourage the tank to taunt and make use of the punch voke power and so keeping aggro from the team but also boost there damage. the damage boost would even carry over to solo play where the tank would still get good use out of its punch voke power. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Sounds good to me cant wait to have a play about with it.
also just read thru
http://www.cityofheroes.com/news/par...n_journals.htm
I would guess that the thing that has Requiem all hot and bothered is the Kheldian eating beings that twilightson mentions when you talk to him.
Which dose kind of scuppers my theory that the creatures he was talking about were nictus tho i suppose they still could be.
[/ QUOTE ]
We're sorry but the page you are looking for cannot be found. It is possible you typed the address incorrectly, or that the page no longer exists. Here are some additional steps you can take...
* Make sure you entered the correct web address.
* Get your bearings on the City of Heroes home page.
[/ QUOTE ]
Stick an l at the end of it. It's a .html page, not a .htm
http://www.cityofheroes.com/news/par..._journals.html
[/ QUOTE ]
Hmmm it appears i cant use cut and paste sorry -
Sounds good to me cant wait to have a play about with it.
also just read thru
http://www.cityofheroes.com/news/par...n_journals.htm
I would guess that the thing that has Requiem all hot and bothered is the Kheldian eating beings that twilightson mentions when you talk to him.
Which dose kind of scuppers my theory that the creatures he was talking about were nictus tho i suppose they still could be. -
[ QUOTE ]
[ QUOTE ]
if the story doesn't matter i fail to see the point SFs are all about story they exist to tell a coherent story from beginning to end in a specific order unlike missions which can be started and then forgotten and then picked up later on. if you like SFs are like comic book one shots.
[/ QUOTE ]
No, they exist for YOU for that reason, for me they are there to kill lots of stuff,ending in a big fight you dont get in a normal mission, get a merit or recipe and then log off.
[ QUOTE ]
writing a off shoot is all well and good but a off shoot of what? lets for argument sake pick the arachnoid's we get a SF that delves deeper into there history where they come from what causes them ext ext we give it the hole works custom maps some special mob types a custom AV or 2 and a special destroy the queen AV at the end. so that's half a issues worth of work right there maybe even more your gonna be pulling resources from multiple departments to crate this so you mite as well theam the entire issue round it.
[/ QUOTE ]
Excellent time and money well spent, if they can spend an issue on a [censored] up pvp revamp or another on the mission architect that not everyone is interested in, they can spend one on villain SF's.
[ QUOTE ]
you here that sound?
[/ QUOTE ]
No mate thats you hearing things, issues have always favoured one side or the other, get over it.
[/ QUOTE ]
Um i think you'll find no they've not
I7 largely villain based and technically CoVs first issue
I8 very hero centric but in reality added hero versions of the villain stuff received in i7
i9 pretty much even with the exception of the STF heroes only and the villain version of hammi
i10 lots of co-op stuff in here
i11 Ouroboros so once again content for both factions
i12 midnighters and cimoria so pretty balance villains also got VEATs and heroes got a minor zone redo on the hollows
i13 again pretty balance with stuff for heroes and villains
so since villains went live we've had 7 updates the majority of which have been pretty equal and not favoured one side or the other it would probably be better if the were one sidded and did heroes one update and villains the next but it would just lead to moaning -
[ QUOTE ]
Thats a really, reall poor answer.
Now that CoX is one game anyway, the WHOLE playerbase has access to them. Its not a case of 'Only people who bought CoV can do them'. EVERYONE has the option of doing them.
Besides, am I the only one getting sick of all the co-op stuff here? This is becoming City of Neutral WITHOUT a going rogue feature. While I agree its good to have some co-op stuff to add variety, and the RWZ was a great example IMO, Cimerora, although good, makes much less sense. Alright, Heroes want to save the people and Villains would happily loot Rommies stuff anyway...but still.
More Factions specific stuff is fine, it gives people more reason to try out all the sides.
[/ QUOTE ]
I like co-op stuff and would actually like to be able to lvl up a toon doing co-op stuff only but that's probably just me.
As to faction specific stuff i wouldn't say no but i don't think well see SFs any time i recon we will see more faction specific mission tho especially ones being given in co-op zones in much the same way as the new com arks that were added last issue. -
[ QUOTE ]
[ QUOTE ]
If its a case of a player spotting a hole in the game then personally i feel it would be better for them to point it out things like "give us more TFs because we have less than heroes" mean nothing really where something like
I would like to suggest the following TF
-insert TF details here-
is far more likely to receive some kind of response from the player base and is far more likely i would imagine to be passed on by GR to the Devs (or who ever he passes stuff to)
[/ QUOTE ]
What makes you think that? Do you think any of the SF/TF's up till now have been player inspired?
Better to keep it simple, ie, please can we have another SF.
[/ QUOTE ]
Nope they've been dev driven added as part of the progressing story line and that's all well get asking can we get a new SF isn't going to get us one because the Devs have there's planed out already
But maybe suggesting something mite get them interested and they mite add something (yes i know a lot of mites in there but that go's for most suggestions) -
[ QUOTE ]
Mate listen, iv got to the stage where i dont care if theres a story or not, id just like a couple of new SF's, if you dont thats fine, im happy for you.
If they couldnt be written into the general plot of things, then write an off shoot story for them, at the end of the day, id just like 1 or 2 more villain SF's, thats it, its not complicated.
[/ QUOTE ]
if the story doesn't matter i fail to see the point SFs are all about story they exist to tell a coherent story from beginning to end in a specific order unlike missions which can be started and then forgotten and then picked up later on. if you like SFs are like comic book one shots.
writing a off shoot is all well and good but a off shoot of what? lets for argument sake pick the arachnoid's we get a SF that delves deeper into there history where they come from what causes them ext ext we give it the hole works custom maps some special mob types a custom AV or 2 and a special destroy the queen AV at the end. so that's half a issues worth of work right there maybe even more your gonna be pulling resources from multiple departments to crate this so you mite as well theam the entire issue round it.
you here that sound?
that's all the hero players hammering there picket boards together to demand there own special issue i can see it now "the devs hate heroes" "I'm leaving" "the devs suck" i can guarantee this would happen because it happened when villains got its 40 - 50 content. so the dev's do the next most sensible thing they make the majority of content open to both heroes and villains so every one is once again happy but wait there not because once again the heroes have x more task forces than villains -
If its a case of a player spotting a hole in the game then personally i feel it would be better for them to point it out things like "give us more TFs because we have less than heroes" mean nothing really where something like
I would like to suggest the following TF
-insert TF details here-
is far more likely to receive some kind of response from the player base and is far more likely i would imagine to be passed on by GR to the Devs (or who ever he passes stuff to) -
[ QUOTE ]
[ QUOTE ]
I think you may very well be a lost cause then Londoner there is basically no difference between a TF and Mission Arc other than the fact your not locked into a mission arc normally.
Yes TFs have some special things like Romy and his buffing nictus but dose that really add loads of replay ability?
As to MA doing nothing for you how can you say that and complain about replay-ability MA gives the potential for unlimited missions and im sure there's going to be some real gems amongst them
[/ QUOTE ]
The big difference is that in a TF/SF you get rewards. You get merits. Merits from storyarcs are negligible. As a villain you should have more ways to do these then the same old same old.As a villain you should be able to get merits from tf's at every level as well. Just as heroes can. I don't think that is such an outrageous request.
[/ QUOTE ]
But you can get merits at every lvl as a villian granted 2 of teh task forces are co-op but there still task forces open to villians
also i once again direct you to the oraborus where you can do mission arcs as TF and if its purely merits your after may i suggest "Von Grun's Redemption" at 7 missions long (one being a talk to) and a EB its as good as most TF and you can do it as many time in a row as you want and get 12 merits every time.
Mix in a ITF or LGTF and thats most peoples gaming time taken up pretty easily
I'm just really struggling to understand this consuming need for more villain SFs yes they would be nice but i would hardly say its a necessity.
I would far more like to see them add a 25-35 co-op zone -
Don't feel bad ToyRobotTerror i have a elec/elec and i was convinced that it wasn't auto hit
I should play my /elec more me thinks. -
[ QUOTE ]
[ QUOTE ]
On another point what would you like these new TFs to cover TFs villain side tend to delve deeper into the back story of the game tying up unanswered questions and what not I'm hard pushed at the moment to think of any massively gaping holes in the CoV back story that aren't already covered.
[/ QUOTE ]
I dont give a toss what they cover to be honest,i would just like to see some developer developed content, maybe its time some added back story got written.
[/ QUOTE ]
back story to what? as i said there very few gaping holes in the back story those that do exist more than likely exist for specific reason in the case of nemesis its no doubt to add to the "nemesis did it" "its a nemesis plot" type paranoia that runs through the CoH history nemesis is the great manipulator knowing what made him this way could lessen that impression and spoil the entire character it would certainly put a end to all the player speculation which would be a shame.
Then there's the shevians we know very little about them other than there the heralds of the coming storm who or what that storm is we don't know yet but i believe posi has stated that i15 will be the next major story point and move the hole thing forward. -
[ QUOTE ]
Villains need more Sf thats a fact!!
[/ QUOTE ]
Why is it a fact?
heroes having more TFs than villains having SFs dose not = give villains more
[ QUOTE ]
Player made content will only work if the player is given the chance to build from scratch new enemy groups with new powers, new areas for the missions to be in.
[/ QUOTE ]
That would be the worst thing to happen as it stands all the current factions fit into the history of the game where would these player created factions fit in
[ QUOTE ]
The devs need to start using there heads and get doing what there paid for coming up with NEW CONTENT!!!
[/ QUOTE ]
which they have done for the last 13 issues and are doing for i14
you may not like it but MA is content
[ QUOTE ]
And a lvl 45 villan SF would be a good start.
[/ QUOTE ]
what you mean like Lord Recluse's Strike Force lvl 45 to 50?
or of course there's the ITF and the LGTF even tho they can be done co-op you don't have to do them co-op there's nothing stopping you getting a like minded group of villains together and doing them villain only