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ranagrande

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Posts posted by ranagrande

  1. Even worse than that time I made a character who could only do damage with toggles!

     

    I wanted a fun/painful new project in this game, so I looked through a bunch of other challenges people had posted and amalgamated them.  I am now doing all of the redside and blueside content at level, stopping experience frequently along the way, on a petless pool power-only mastermind that isn't allowed to buy anything.

     

    I have currently completed the first (and easiest) step of this journey, everything up to level 4.

     

    I have keenly felt the lack of P2W powers, especially athlethic/beast/ninja run and a jump pack when dealing with vertical challenges.  This was more of an issue on redside, but also a notable factor in one hero mission, in everyone's favorite layer cake cave.

     

    There was only one mission I really struggled with so far, the one where you have to rescue Arachnos prisoners from Longbow.  I could not handle fighting more than one of the Longbow guys at a time, and often if I ran away after defeating one it would have already respawned by the time I got back, preventing the captives from ever being freed.  Eventually another villain showed up to do the same mission and I was able to mooch off their kills to complete it.  The counterpart blueside mission to defeat Arachnos Commanders was almost trivially easy.  I'm not sure if that's because the mission really is that much easier, or because I was rocking three DFB buffs by then, or both.

     

    I've got a Thugs/Traps MM.  The only power I'll ever have from my secondary is caltrops.  I've been impressed by just how useful that power can be as a survival tool.  I am also a little worried that it will become much less relevant as I get more pool powers and become more melee-oriented.

     

    Next stop, level 7!

    • Like 1
  2. I think the comparison with the DFB badges was particularly appropriate.  Yes, people are reasonable when they don't get it.  That's not the point.  The point is that people go for it in the first place.  The presence of a reward has altered the way people play the game.  The same thing will happen here.

     

    "But it's only once per day!"  It's once per day per person.  On any given team, there's a strong likelihood that someone hasn't gotten their PA yet.  And we'll almost always accommodate that person, because the CoH playerbase is overwhelmingly composed of nice people (this is a good thing), and no one wants to prevent someone else from getting a reward.

     

    If this goes live, I expect the Role Diversity bonus will become the new standard for PUGs within a short amount of time.  Recruiting will become a bit more confusing and time-consuming, teams will become a bit more homogenized, and people will learn that there is, in fact, a "right" way to play, and a very small part of what makes this game so great will be lost.

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  3. 1 hour ago, arcane said:

    Diverse by Archetype does not mean diverse by role. Don’t confuse the two. For example a squad of 1 Tanker, 1 Scrapper, 1 Blaster, 4 Corruptors, and 1 Defender. 5 AT’s, yes. But zero crowd control AT’s. Not that diverse by role.

    That's a perfectly good team though.  Having crowd control is nice, but it is not strictly necessary.  None of these roles are.

     

    One of my favorite things about group content in this game is that you often get lopsided teams and have to find ways to adapt to get the job done.  It's always possible in the end, and in my opinion, is more fun than always having the perfect team composition with perfect answers.

     

    I was on three teams yesterday.  None of them would have qualified for this bonus.  Two of them lacked control, and one lacked melee damage (according to the list here; there were two brutes).  All three runs were successful.

     

    "Role Diversity" is unnecessary and should not be encouraged in this manner.  It doesn't take long to go from encouraged to required.

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  4. 6 minutes ago, Crimsanotic said:

     

    Please tell me how one makes a stalker good at being control or support.

    EATs count as those things to further emphasize their role to be on teams and to encourage people to play them more often and to make it easier for them to "fill" a role missing in a team comp.

    I'm not sure which part you're arguing for or against. If the reward isn't a big deal, then why forget it if it costs you nothing to earn it?

    I said you could build a stalker to do it; I never said they'd be good at it.  As for how, power pools are the obvious go to, with Leadership and Medicine for support and Presence for control, along with various options from their primary, secondary, epic/patron pools, procs, and/or incarnate powers.  It may not sound like much, but depending on power selections there absolutely will be characters who do less from ATs that are considered control and support.

     

    Many ATs are better at filling multiple roles than EATs are.  EATs are not special in this regard.

     

    It's a conditional reward.  It introduces the possibility of FOMO.  It's a system that imposes extra labels and rules in a game that I feel is better off without them.

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  5. 15 minutes ago, Crimsanotic said:

    Even in a game like FFXIV, where randomly queuing up for content requires certain roles to be filled before putting the players in the instance, people still do runs of both easy and difficult content with non-standard parties just for the fun of it.

    A lot of the doomsaying in this thread hinges on a hypothetical alternate timeline. Most of the arguments against it are "the reward is not a big deal, but it COULD be to someone else!"

    Also, people saying that some ATs fit multiple roles, which is true in some cases. But what about stalker? Can someone legitimately and seriously convince me stalker is anything other than melee damage? It seems unfair to list controller, for example, as ranged damage, support, and crowd control in that instance.

     

    I think a lot of the people here are both overestimating CoH's complexity and underestimating the variety classes have in other MMOs.

    You could make a stalker to be control or support, but most people don't, so a generic classification probably shouldn't consider them as such.  But why would it be unfair?  The EATs are already counted as three things, so why not the controller, if the controller is as versatile.  Then again, they could choose to ignore their primary after level one, so why even force a generic classification of control?

     

    As for the part about doomsaying... if the reward is no big deal, then we should forget this whole thing, because it's no big deal anyway.  On the contrary, if the reward is a big deal, than doomsaying is valid and we should forget this whole thing.

  6. It all just seems so arbitrary and unnecessary.  None of these roles are required for general content in this game.  I've done teams of all defenders, all masterminds, all tankers.  They usually steamroll things, often working much better than a conventional team that would qualify for this diversity bonus.

     

    The role assignments are also a big issue for me, like a mastermind being support while controllers and corruptors are not.  You said you wanted each AT to only count for one role, but why?  Why pigeonhole ATs that are clearly much more versatile?  That would work in a game like WoW  where class and spec clearly defines the abilities the character will have, but we have so much freedom in builds that by endgame, anyone can do anything if they really focus on it.

     

    Anyway, I'm against it, and I think it should be scrapped.

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  7. 3 hours ago, Cobalt Arachne said:

    If the consensus here is that this change will be a negative for the game, we can simply remove the free bonus and drop this feature.

    The sense I'm getting from reading feedback is that many feel like any attempts to influence the nature of team assembly is antithetical to the nature of City of Heroes.
     

    Honestly, this is what I would vote for.

  8. 6 minutes ago, Lunar Ronin said:

     

    The only reason you "need" specific ATs for hard modes is if you care about getting the rewards as quickly as humanly possible.  Hard modes can be done with any AT just fine.  All you need is some balance.  Been there, done that.  But too many of the Homecoming player base have convinced themselves otherwise.

    That being the case, why would this change anything?  At best you might have teams bring a dominator or controller.  More likely, they'll stick with the list you mentioned because a faster clear is more valuable than the reward.

     

    But it absolutely will cause delay and confusion at lower levels.

     

    Problems and solutions for regular and hardmode TFs/SFs should not be lumped together.  They're too different.

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  9. Yeah, CoH screenshots automatically remove the UI and there seems to be no way to change it.

     

    The really odd thing is that the image copied to the clipboard does still have it.  So if I want the UI, I'll open the default screenshot in Paint and paste the other one over it.

  10. 19 hours ago, smnolimits43 said:

    I was thinking of making a couple of characters.  Lion 0, could possibly be BS/Inv.  Cheetara, i think her name is could be Staff/SR.  Panthro, unfortunately would be Nunchucks/SR, and the other guy, can't remember his name has a whip, which we don't have as a set yet.  

    We do have a set for whips!  Tygra could be a petless demons/ mastermind.

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