macskull

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  1. macskull

    New Cape Mission

    I disliked the "go talk to these people in three different zones all the way at the end of those zones" when I first ran the cape mission, and I still dislike them now. Then you add in an extra mission (which is a defeat-all), and it ends up taking even longer to complete. Oh well, I tried it out just because it was new, but it's slower than it was even before - I remember now why I never bother getting capes or auras on my characters.
  2. macskull

    Worst Mobs Ever.

    The only "difficult" NPC group in this game is Vanguard. They only appear in a few arcs, yet you don't exactly see people jumping over each other to run those arcs - they're equipped with a large variety of powers designed to nullify pretty much anything, and they can give even the strongest Tankers problems sometimes (plus they have some nasty, persistent debuffs, which require purchasing temp powers to remove). Every other group - high-level CoT, Carnies, Malta - is easily countered by intelligent playing and good inspiration management.
  3. Not really, no. The only exception might be a Mind Dom or Controller, because even though SR has free psi defense in PvP, it's not much (for example, my Rad/Psi uses Dominate on Nin Stalkers all the time in RV, because it's the only attack I can reliably land on them when they're not debuffed).
  4. Quote:
    Originally Posted by B_Witched View Post
    really? you should pay more attention to how they pve people cry about how taskforces are too hard, accolades are too hard to get. I remember when they changed the stf so the avs were un-mezable. You should have seen the nerd rage.

    I like the GR idea but I think we should flip the suggestion. Logic tells us that they are not going to make changes that inherantly will not make them money. Here is what I propose.

    GR is an additional purchase, like COV was at launch an supposidly a whole new world accessable to heroes and villians. If Praetorian Earth includes pvp zones (lets hope) why not have I12 ish rules there? That would be a huge selling point to attract the old pvpers who left. I don't think it would be hard to do as we can get pretty close to i12 in arena with toggles. They could market the expansion with "NEW PVP MECHANICS"..trust me I know a lot of people who would come back to this game and pay 14.99 a month again if they had an option like that. They could limit it to the GR world only. That would boost sales to current subscribers as well. I know I would buy GR if that were included. I am sure a lot of subscribers are going to buy it regardless but if you want to capture your lost revenue, give them a reason to buy and continue to pay.
    I'm pretty sure they can give us checkboxes for everything except:

    1. Mez system
    2. Damage balancing
    3. Unresisted damage and debuffs

    Unfortunately, without those three things you're never going to get even close to the old system. I suppose an argument could be made for damage balancing being a "good" thing (since it doesn't fundamentally change how damage works, it just changes which powers and powersets are best), but the new mez system severely hampers powersets based on offensive toggles (hello, Rad and Storm) and the lack of unresisted damage (hello, Blasters) and unresisted debuffs (hello, Defenders) means that even if you got rid of DR and free base resists, if you brought a lineup similar to an I12 sonic team (2 Emps, 2 Sonics, 2 Rads, 2 Blasters, and no Kins since travel suppression is an all-or-nothing deal these days) everyone would have capped resists and the only useful damage type would be Psi since you couldn't meaningfully chew through those resists. Just look at the ladder matches people tried to run before we got a "no heal decay" option - getting kills against a team with a competent Emp was difficult unless you employed one or two very specific tactics, and that's pretty one-dimensional.

    Ideally I'd like to see PvP base resists removed completely, so Sonic and Therm shields would still be useful under DR. I don't see them removing DR completely from the game, so they can't balance around the assumption that everyone will play with DR off. These days if you want unresisted damage, you either AS someone or you slot procs in your attacks. I don't think it would be too bad if they added the 10% (or even 5%) unresisted damage back to Blaster attacks, and put unresisted damage on Scourge and crits again, but I'm really starting to think campaigning for meaningful changes will ultimately be a lost cause, because whatever changes they have planned for GR probably won't be what we're asking for. The only thing I can think of that suggests otherwise is knowing how absolutely ****** base raids would be under the current rules, so either they're going to change PvP with the nuances of base raids in mind, or they're going to change base raids to "work well" with the new system (guess which seems more likely?).

    Quote:
    Originally Posted by _Hush_ View Post
    What about a dedicated pvp server?
    Talked to Sunstorm about that a while back - he said it's very unlikely simply because setting up a new server is time-consuming and expensive, and re-purposing one of the existing live servers for PvP wouldn't go over well with the players on that server. I still think they could just repurpose training room 2 (keep the character copy tool so people can dupe IOs and copy characters at will, but keep it on the same build as the live servers so players don't have to worry about losing access during betas), or add a very limited third server. However, I wouldn't hold my breath - the best we can ask for at this point that wouldn't require a new server would be cross-server arena and zones.
  5. A well-built character should be able to reliably hit an SR (outside of Elude, generally) during the Aim or Build Up window, assuming you slot Aim/BU for tohit, have ample accuracy slotting, and some +acc global bonuses.
  6. Quote:
    Originally Posted by Archani View Post
    1. Is there a way to tell which spells apply a DoT? Some descriptions are pretty vague. Specifically, I'm wondering which Fire spells. Is there some database I don't know about that has some detailed descriptions of powers?

    2. I'm considering picking up Presence for the two Fears but I'm not sure of exactly how that works. Does fear break on damage? Do they share a recharge timer or anything I should know?

    3. I'm looking at some sort of combat movement speed increase. I've noticed that there are a few moves that have slots for SpeedRunning... specifically, Sprint, Swift and Super Speed. Do they give the same bonus per slot of SpeedRunning or do they have varying effects?
    1. Not really, but DoTs in general have very limited use in this game. Notable uses are interrupting certain powers like snipes and Aid Self, or keeping Stalkers out of hide, but none of the DoTs you'd find a common Fire Blast PvP build would last long enough to have a meaningful impact on your opponent. Snowstorm, however, will interrupt most powers (but won't keep a Stalker out of hide since it's not a damaging power).

    2. Presence is a really really bad pool. Especially with the way mezzes work in PvP, there are very few builds that can take advantage of that pool in PvP, and a Fire/Cold isn't one of them. More likely than not the power pools you'll want will be Fitness, Speed, Leaping, and something else of your choice (Leadership if you take Leviathan Mastery, or Concealment for Phase Shift if you take Mace Mastery).

    3. For the majority of combat in arena and zone these days, slotting up Super Jump and Super Speed, and running them in conjunction with one another, will be more than adequate. Many players take Hurdle from the Fitness pool (as a gateway to Stamina, mostly) but giving that power anything more than the base slot is usually a waste.
  7. Quote:
    Originally Posted by Aett_Thorn View Post
    I'm sorry, but you don't get to tell others what a challenge is for them. When you say that there's no such thing as "challenge" in the PvE game, you alienate exactly the people that you're trying to convince. Some of us like the challenge level the PvE game offers, and like the PvE game here because it doesn't require the things that WoW does. I like that I don't need certain gear to complete a task. I like that I can form a team of less-than-optimal builds, and still come out on top.

    That is not a problem for me. That's exactly why I like the game.
    And nothing would change if content was added that you never did, but it would retain subscriptions of players who were looking for a challenge that is above what you consider to be a "challenge."



    Quote:
    That was me that said it, and I stand by it. If you intentionally make the game to easy by your choices, you have the choice to not do that. It doesn't require anything other than switching your build, really, which is free, except for the cost of enhancements in it. And if you're downgrading, you should have enough money for it anyways.

    If you know how to make a challenge, and get the fights that you're looking for (the longer, more drawn-out, might win, might lose ones), but choose not to do that, it's not the Dev's fault. If you choose not to do that, because you feel like you're gimping yourself, even though it gets you just what you want, then you're weighing risks versus reward for yourself. You have the right to come out of that comparison with whatever view you have, but the Devs have to make a choice on which side they want to aim towards. So far, they've aimed towards creating content for the majority first.
    Essentially here, you're saying you can either have a challenge, or you can have a really good build, but that the two are mutually exclusive. That directly goes against the concept of character advancement - what's the point in even having the IOs there in the first place if I have to take them out of my character to be "challenged?" Lord knows there's sure as heck not much to do in this game once you hit 50, and the invention system provides yet another thing, but you're saying I shouldn't bother with it because it makes the game too easy. Yeah, that makes sense... Is it too much to ask to have both a challenge and a really good build? Not really.
  8. Yeah, I wouldn't recommend using a Tank for farming to anyone, ever. A Scrapper will be putting out more damage and will be just as survivable in most situations (especially when you're talking about Shields, since softcap is softcap no matter which way you slice it).
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Actually that one makes some sense in game. The city is trying to rebuild Faultline so I could see them giving Crey some sort of incentive to build one there in order to try and increase traffic to local businesses in the area (do an AE mission then relax with a Drenched Donut!).
    Amusingly, there is often a small squad of PPD outside the Faultline MA building, and once or twice I've heard one say something along the lines of "Isn't it odd how we haven't made any progress on rebuilding, but they just put up this giant building?"

    Quote:
    Originally Posted by Luminara View Post
    That's what the players led the developers to believe they wanted. Trams, arenas, markets, universities, Ouroboros destinations, PvP zone connections, you name it, players have complained about not having one in every zone.

    The developers aren't blameless, though. They're the ones who decided to take this whole "chicken in every pot, car in every garage" concept and go completely overboard with it, like the new Halloween event occurring in multiple zones simultaneously, often while the Zombie Apocalypse event was underway, and increase the spawn rates of GMs to the point of having Scrapyarder spawning as frequently as every half hour and having three Luscas or Paladins in the world at the same time. And, of course, putting an AE building in every zone.

    No-one learned their lesson. Not the players, not the developers. When Going Rogue is released, I give it a week before someone demands to know why they can't get to Praetoria from <insert zone>, and the developers will capitulate by adding ten more zone connections to Praetoria in the next update.

    Amusing aside: a couple of weeks ago, I was bouncing past an AE building and happened to catch sight of a couple of PPD cops looking at it. The dialog... "Those punks." Obviously an oversight from when a building with graffiti was in that location and the PPD spawn wasn't removed with the building, but it was still funny.

    Personally, I'd like to see the Rikti win one, by destroying most of the AE buildings, markets and universities, and some of the trams/ferries/black helicopters. One AE building on each side and one in Pocket D, one market on each side, one university on each side and one in Pocket D, one Arena on each side and one in Pocket D, and sever any zone interconnections that aren't absolutely necessary (we don't need eleven different ways to get to a zone. seriously, we don't). That would concentrate the players in the locations they are interested in, rather than spread all over the entire game world, and put them with other players who share similar interests. And the zone events need to be limited to one zone at any given time. Yes, there would be issues, but those issues can and should be addressed in some way other than "screw it, just put one in every zone!".
    Giving players more options isn't a bad idea until you overdo it. Villains only had one university location, and people complained because they didn't want to run to Cap (or their SG base, or get the Field Crafter accolade) to craft stuff, so the abandoned labs were added. The Black Market was added to Port Oakes for convenience purposes (amusingly, PO already had a Black Market, though it was a single contact and wasn't shown on the map, and he's still there even though PO has a "proper" market now). It's an issue of convenience and time savings - getting between Mercy and Cap is a pain because you either have to take the ferry through Port Oakes (which requires you to run all the way across Cap, assuming you're at the "center" of the zone where the trainer, MA building, university, and market are) or take the helicopter, which again requires you to cross the zone. Likewise, Nerva is a spread-out zone, with most of the QoL locations in the southern part and several mission doors in the northern part.

    Giving the players more options isn't a bad thing, but I agree that having an MA building in every zone wasn't necessarily a good idea - it doesn't help that the building itself isn't very good-looking, and it's huge to boot. Only city zones that don't have one are Croatoa (removed because it looked terrible compared to the rest of the zone's design) and Grandville (presumably because there was nowhere to fit one). While having fewer locations for amenities means players can congregate in one place, having more players in close proximity also means more work on peoples' computers. It gives the illusion of population and social connectivity, but in a game heavily based around instances and global chat channels, those amenities are little more than places to go because you have to.
  10. There's no such thing as a "challenge" in the PvE game, really. Either you do things, or you don't, there's not much a team of competent players with non-gimped builds can't do. That's one of the problems with this game - short of the Hami raid and maybe an STF or RSF with certain team compositions, things in this game are either win or lose, with very little middle ground (you know, the kind of fights that are drawn out and to-the-wire, or something that requires large amounts of expertise, communication, and/or gear, a la WoW's endgame raids).

    However, someone upthread suggested that if someone isn't feeling challenged by anything while they're on their fully IO'd build, they should strip out the IOs and then try. The problem with this idea is that it requires you to take the time and effort you spent on becoming the best you can possibly be, throw it out the window, and then (relatively speaking) gimp yourself in order to be "challenged." That isn't a challenge, that's just lowering yourself a few pegs to put yourself at everyone else's level and is more boring than challenging. There should be high-end content that coordinated teams with high-end builds (or lots of buff stacking, as they can be interchangeable and complimentary at times) do have difficulty with, and that content just doesn't exist right now.

    You ask "who do we make more content for?" I answer "everyone." Yes, it's time-consuming, but catering to as many types of players as possible means you will retain more of those players, and who knows - maybe even gain new ones. There's already a plethora of content for "casual" players, a few contacts' worth of stuff for the "hardcore" players wouldn't hurt anything.
  11. On my Warshade and my Peacebringer, tray 4 is my Dwarf form powers (I use binds to bring trays 3 and 4 into tray 1's spot when I'm in Nova and Dwarf, respectively). On my other characters, it's either not used or it's where I stick click accolades or vet powers like the base transporter.
  12. macskull

    Switch Server!

    Between Elf Stalker's epic failure to communicate in any language known to man, and another poster complaining about PvPers bringing their best PvP characters to a PvP event, this thread delivers.
  13. Quote:
    Originally Posted by positive101 View Post
    I was with you until you said you understood travel suppression, and your reasoning behind it. I would've sped fly up instead of slowing everything else down, but hey I guess that'd require having a brain.
    They couldn't speed up flight because of how the power works - the flight cap is slower than the SS or SJ caps simply because the system can't handle it being faster. Thing about travel powers is they're all equally viable for out-of-combat movement, but for in-combat movement you just can't beat SJ+SS because of all the powers available to players. It was like that before the changes, it's still like that.
  14. SR isn't all that good, to be honest. An SR Scrapper would probably be better than a Brute due to the Scrapper's higher base damage, but other than that SR as a set has literally nothing going for it in the post-I13 PvP scene.
  15. Quote:
    Originally Posted by Aura_Familia View Post
    Ummm no it's not. This is per the devs.

    They tried it once and found many bugs that allowed them not to implement it.

    And who says new challenging content has to be built around SOs?
    You mean the all the nasty bugs and glaring imbalances that were pointed out while I13 was still in beta, and persist over a year later because the devs are "happy with the changes?" Yeah, those didn't stop I13 from happening.

    Quote:
    Originally Posted by Aura_Familia View Post
    Troll attempt is troll worthy:

    From this thread:

    http://boards.cityofheroes.com/showt...75#post2437575

    Multiple people have lost credibility as far as I'm concerned.

    Carry on.
    Congratulations, you figured us out. However, I'm able to laugh at you for being a complete moron - no one I know that plays this game is still "hurt" over I13. Every sensible player I know has realized that while the changes suck, a lot, they're not going to get pulled out unless there's some divine intervention, and the only thing we can do is campaign for things to get fixed and balanced from what we have. The idea that people would cling to the old system so much yet still stay subbed for over a year to a game they didn't want to play is ludicrous at best. Some PvPers that didn't like the changes quit right away. Some stopped PvPing. Some stuck around, and while they didn't like the changes, realized it was better than most of the other games around, and kept playing. Me? I'm here because of the people, not because of the game.

    Thanks for taking the time to participate in this wonderful social experiment (and lol @ thinking I care what someone I've never met, played with, nor particularly cared about thinks about my "forum cred").

    EDIT: I think DR would be a fine system in and of itself, as long as it didn't come along with the bad additions like free base resistances that make DR complete garbage in PvP. SO'd builds would experience little to no effect, and you'd have to make variations in your IO builds so not to run up against DR softcaps on certain aspects, and you couldn't pack multiple kinds of the same buffs on your team - basically, DR is ED for buffs. While I agree it would cause a drop in subscriptions, particularly from the powergaming crowd, it would be interesting to see what might happen.
  16. Quote:
    Originally Posted by Lemur Lad View Post
    And I don't see how it's fair to rebalance when you haven't demonstrated that things are unbalanced in the first place.

    Thing is, I/we don't HAVE DR for PvP. It's not like it's sitting there ready to roll and they just haven't implemented it. You're making a big assumption that they'd be able to do it.

    Here, tell me this. Have you tried to fight NPCs in a PvP zone since DR got put in? Do you have a concept of how the NPCs haven't been touched yet, and that ALL NPCs would have to be rebuilt to account for DR? Any idea how much work that would entail?

    Please stop making it sound like implementing DR is some kind of magic bullet.
    That's part of the beauty of it - fighting NPCs in a PvP zone is significantly more risky than the same NPCs in a PvE zone. They didn't rebalance the NPCs in PvP zones to account for the new rules - why should they? They'd be back at square one. It's the imbalance that makes it challenging. All the changes would do is normalize things so performance between ATs and powersets is roughly equal and no one has a huge advantage over anyone else just because they invested more time or have better enhancements. And yes, the tech is there to apply the PvP ruleset to every PvE zone - currently the PvP rules work by checking what zone your character is in, and all they'd have to do would be add the PvE zones to that list.

    I chuckle every time I read this thread because it's full of PvEers who are so desperately trying to defend the way the system works that they're pulling out the big guns and using solid logic (I'm not being sarcastic here) to explain why the changes would be a terrible idea. The funny thing here is that the PvP population tried to do the same exact thing when I13 landed, but the devs decided to go through with it anyways, and the only thing stopping them from doing the same thing to PvE is the fact that they really would kill the game. Just look at what happened to the PvP population after I13 - many PvPers left, organized high-end PvP simply died, and those who have been trying to push for changes for the better have been seemingly ignored. Don't get me wrong - I hated the I13 changes then, I hate them now, and I wouldn't want to see them applied to PvE. One of the reasons I can even stand to PvE in this game is because it's the closest I can get to pre-I13 PvP. Just know that if, for whatever reason, the devs actually did decide to dump some of the PvP rules onto PvE, no amount of dislike, logical explanation, or people quitting would be able to stop it.

    The reason PvP was changed in the first place is because people were too used to PvE, where they could be buffed to the gills and herd up groups of dumb AI-controlled NPCs and AoE them to death with almost no risk to themselves. That didn't work in PvP, so rather than actually trying to figure out what did work, they just whined and asked for everyone else to be brought down to their level.
  17. Quote:
    Originally Posted by Tokyo View Post
    It helped to balance and make PvP more interesting.
    You're joking, I assume?
  18. Yeah, there are no badges required for in-game advancement that directly require you to PvP (Born in Battle required the Lanista badge before I16 but gladiator matches are more like Pokemon than PvP). Every PvP-related badge required for an accolade can be done without ever PvPing.
  19. Quote:
    Originally Posted by Fury Flechette View Post
    As sarcastic as the OP's suggestion is, if you look at the state of the game, the PvE game *IS* too easy. High end builds can trivialize any PvE content in this game. Players are soloing hard taskforces, multiple AVs and GMs.

    I honestly wouldn't be surprised if they do another round of "balancing" in preparation for GR. This isn't me calling for another round of global nerfs. Personally, I'd hate it. But I wouldn't be surprised if they contemplated it.

    DR has already been beta tested in PvP. At some point, it makes sense to unify the rulesets. Making damage equivalent to animation time is probably a conceptual rule they should've implemented long ago. Same with things like heal decay, which forces players to come up with something other than heal spamming. The plethora of +def IO set bonuses is rather broken too, and DR would neatly solve that problem.

    The backstory for GR (like CoV before it) provides another opportunity to capitalize on PvP. I don't think that they'll leave PvP in the state they have it in, but I think it would be naive to think that some of the balancing they've already done in PvP won't eventually make their way to the PvE side of the game.
    Exactly - it's not fair that someone who's invested in their character can solo a hard TF, or an AV or GM. Why should they have the advantage over a player who is just learning the ropes? It would be much better if everyone was on an even footing to begin with, and if that was done by bringing down the high end instead of bringing up the lower end. Just make it so that it's impossible to solo those TFs, or AVs/GMs, and then no one will complain, right? Right?
  20. During the I13 beta, many players who never PvP'd took a look at the changes, decided they liked them, and without ever going to test the changes, began deriding the existing PvPers who called it like it was. When those PvPers suggested the same changes apply to PvE because it was too easy, those same PvEers threw an absolute fit. Surprise, surprise.
  21. Funny thing about that thread is everyone who's taking it seriously is throwing the exact reasons not to implement the changes as PvPers did during the I13 beta.
  22. Quote:
    Originally Posted by Mirage_Mage View Post
    I really hope they fix the bug with Kinetics granting unsupressed movement, it is unfair the PvPers get such prompt bug fixes but us PvEers have to put up with buggy kinetics powers.
    Agreed here, it's silly how Kins allow people to bypass travel suppression, allowing them to kite groups of NPCs with no risk to themselves. In fact, wasn't that why they added travel suppression in the first place? Doesn't make sense for certain powers to bypass something that was put in place for balance restrictions...

    Oh, and giving squishies free resistance to everything means the Sonics and Therms wouldn't have to come to the forums complaining about having to re-shield everyone every 4 minutes!
  23. If you're not bidding on the level 50 piece, you're quite a bit less likely to find them at any price, especially if you're redside.
  24. The HD4650 chip in that laptop is right around what are apparently the minimum requirements to run ultra mode, though it should be noted we don't have exact recommended specs yet. If you can find something at that price point with a 48xx series card (4850, 4870, 4890) you'd probably have a bit more wiggle room.
  25. Quote:
    Originally Posted by Another_Fan View Post
    The market is a mini game, pvp is a mini game. Mac is saying that because he is good at the market mini game he should gain an advantage in the pvp minigame. I am saying thats like saying "I am good at chess so I should start with a king when playing checkers"
    I'm not saying that at all - I'm saying that because I am putting more time and effort into getting my characters ready for PvP and practicing playing them in PvP, regardless of what I'm doing (accolading, IOing, messing around with friends in the arena, or whatever else), I should have an advantage. If I don't have an advantage after all that, why should I bother in the first place? If there's zero incentive to improve, why bother? Using the market to buy the IOs I want for my characters is only part of that (interesting point to note: I haven't engaged in any serious market PvP in probably 18 months, and yet I've managed to amass a large amount of inf and enhancements simply by selling what drops and storing what I can use). Checkers and chess aren't related except they use the same board and have pieces with two different colors. Apples and oranges are related because they're both fruit, therefore if I like apples I should like oranges.

    The market's a mini-game. Badging and accolading are mini-games. PvP isn't a mini-game in the same way PvE isn't a mini-game.

    Quote:
    Here is an even simpler way to look at it. I play chess alot. In chess when there is a big difference in skill between the players, the more skilled player will take a handicap of a pawn to keep the game fun. In our pvp the unskilled player gets the handicap. Is it a giant fricking surprise people don't play ?
    There is no handicap in PvP (well, there wasn't before I13, but now the entire system is one giant handicap). There's "baseline" and there's "above baseline." You come up against someone that's not as good as you, and you want to play down to their level, that's fine - but know that you won't be helping them improve because you won't be giving them a meaningful challenge, and you won't be doing yourself any favors in the process. One of the problems with the entire I13 system is that it forced the changes upon everyone at all levels of play - high-end team or 1v1 arena was forced to get dumbed down as well, even though the players participating in that were perfectly capable of using the system that existed at that time. Here's something from Sirlin's "Play to Win" article:
    Quote:
    Thomas Osaki dominated the game of Street Fighter in Northern California. His reputation for "playing to win" was quite extreme. They say he never really engaged in "casual play," but rather always played his hardest, as if every game had something on the line or was a serious tournament. They say he played this way regardless of his opponent, even if his opponent was a 9 year-old girl with no skill at the game. He would "stutter step, throw" her like all the rest (a particularly "cheap" tactic). Did he have no compassion at all? Was he just a jerk? I like to think of Thomas (or his legend, in case it happens not to be true) not as mean player, but as an inspiring player. He set a bar of excellence. In his path of self-improvement, he was not willing to compromise, to embrace mediocrity, or to give less than his all at any time. His peers had the extraordinary opportunity to experience brilliant play whenever he was near, not just at rare moments in a tournament.

    And what of the 9 year-old girl? Perhaps she had no business playing in the first place. From Thomas's view, getting her off the machine allowed him to face the opponents he "should" be facing anyway.
    At any rate, I'm going to step away from this discussion now, as we've managed to deviate pretty far off the original point, and I don't wish to intrude on AF's amazing insight into how the game and even the world around us works.