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Greycat

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Posts posted by Greycat

  1. 30 minutes ago, parabola said:

    You may not play those builds but you have clearly come across them and it seems to have affected your teaming experience as you have chosen to solo instead.

    ... no. Don't take the wrong conclusion from that.

     

    There's no "instead" for me. I team when I feel like teaming. I solo when I don't. If I'm finding myself awake at 2 AM, I'll generally ignore teams and do my thing. If I feel like soloing, I'll solo. If a task force comes out that sounds interesting, I'll hop on.

     

    There's not an instead or or there. I can and will gripe about some content being trivialized, yes - just look at my posting history. I think dropping the "rule of 5" down to a "rule of 3" for set bonuses (and throwing LOTG in with the rest of the recharge) would be a huge, yet unpopular, help for the game. But it won't *stop* me from teaming. The only thing that determines if I'm teaming or not at any particular time (since it's perfectly easy to post "level eleventyseven blastronker running missions, 7 spots" in LFG) is if I feel like doing so.

    • Like 2
  2. 2 hours ago, parabola said:

    This right here is where there is a huge difference in perception driving the two sides of this argument. People who view the game as primarily a solo game with an option for teaming are of course not going to be all that concerned about balance issues affecting teaming. They just want to be able to 'solo all the things'. But those of us who see CoH as an mmo first and foremost and who view teaming as the bedrock of the game (or at least feel it should be), tend to be those expressing concerns about how the team experience is being affected by powercreep.

     

    And don't misunderstand me, I play at odd times and really value being able to solo well in this game, but as far as I'm concerned soloing absolutely shouldn't be the balancing point. If the soloability of my characters takes a hit in a balance pass so be it, in my opinion the game would be healthier as a result. No one is suggesting that soloing is removed as an option, just that if people can solo at maximum difficulty it doesn't leave much room for teaming.

    Er... as someone who quite happily solos, no, I do not want to be able to "solo all the things." I understand there are things I should not be able to solo on a basic build (I'm not going to take my on-SOs earth/rad at 25 and solo GMs.) I'm fine with that. And I *also* end up concerned with power creep.

     

    If my soloability takes a hit, my attitude is not going to be "so be it."  So please don't assume that I, or people like me, have the attitude you described in your post.

     

    MMO does not stand for "Must-team Mulitplayer Only." And just because people *can* make high-end builds that can solo everything does not mean that everyone, or even most people, will, or that it will suddenly make people not want to team. People team to get help with content or run multiplayer-designed content (task/strike forces, trials, etc,) this is true. But they also team to *be with and talk to other people.* I mean, that's kind of a big help for RP, for one...

     

    Edit: In fact, mentioning power creep, it's one of the reasons I (the "I don't make 'builds' type, that doesn't care for permadom and who doesn't tend to do multi-billion inf capped-everything builds) solo, when I do. I want to take things at my own pace, not sit there and watch as every mission is demolished in 3 minutes or less.

    • Like 3
  3. On 1/23/2021 at 2:16 PM, Apparition said:

    I'm just at the point where I legitimately cannot see a use for an all melee damage AT in the game as it stands now.

    ... there are very few characters who can or should just be looked at as "damage range." That melee damage *generally* also comes with survivability and some degree of aggro management. Melee will get a higher HP pool, armor and mez protection because they do have to *get into* melee.

     

    On 1/23/2021 at 2:16 PM, Apparition said:

    There is content in the game which requires ranged damage, which makes Scrappers and Stalkers kind of useless unless they're Claws, Kinetics Melee, or have a ranged attack from their ancillary pool.  There is no content in the game which requires melee damage. 

     

    Also can't think of anything off the top of my head which *requires* ranged damage, other than during a hami raid perhaps.

  4. 13 minutes ago, UltraAlt said:

    I didn't say take it way.

    I said you the proc to change knockdown to knockback instead knockback to knockdown.

    And as you indicated if it starts with just knockdown, then even simply adding a knockback enhancement would cause knockback.

    If you turn knockBACK (which knocks enemies down as well as moving them back some distance) to knockDOWN (which just knocks them down where they currently are, which means a lack of travel time and thus a return to being threatening sooner) , as you just described again, you are taking something away.  I then have to slot to get the current, perfectly fine functionality back. Something I would not have to do if it were *not* taken away.

     

    And you obviously do not understand knockback and how it's implemented in the game, as you would not need "a proc" to do so. Knockdown is a lower magnitude (and less useful) knockback. You would have to put in... a generic or set knockback enhancement. HOWEVER, as I just said in what I think is a fairly obvious way, making that a global requirement in order to get to *current* (knockback) functionality means *you would be taking something away,* yes.

     

    If you *have* something now, and that thing no longer exists or you must do something special or extra to get it back, it has been taken away. It's not a difficult concept.

     

    As for complaints about power descriptions? Yes, they end up not getting updated and at times are not the greatest. Updating them for accuracy would be good.

  5. 2 hours ago, UltraAlt said:

    Explain your reasoning.

     

    I'm constantly hearing people complain about knockback or telling people to use the KB to KD proc.

     

    Because knockback is fine. I don't want something I use for positioning and defense globally taken away.  Frankly I think most of the KB complaining is knee jerk reactions. Yes, some people use it poorly. They need to learn not to. The only time I'll agree that KB should universally be gone is when an NPC "ally," especially a pet, uses it, because they don't put any thought into how it's being used. All they do is "gee, I can shoot that now, I'm going to." People should put more thought into it than that, no matter what they're playing..

     

    If I'm on a team and someone tells me to slot an IO, I'll tell them where they can slot it.

    • Like 6
  6. 2 hours ago, UltraAlt said:

    I'm going to say it again - based on the way most players play City of Heroes at this point, all the knockback powers should be changed to knockdown and the Sudden Acceleration :: Knockback to Knockdown proc should be changed to a Sudden Acceleration :: Knockdown to Knockback proc

    And I'm going to say it again - *Hell No.*

    • Like 2
  7. 54 minutes ago, captainstar said:

    I was trying to kill them yesterday. But most of them are in that cemitery, and just a few was flying in some spots. It's kind of boring have to wait at least 2 or 3 nights, to kill all of them.

    Actually, if you go south of the tram, along the woods and the like, you'll find some good size spawns as well. (As well as the cabin 'behind' the tram.) North, not so much.

    • Thanks 1
  8. I dont' remember the exact location in the COH install directory, I believe it's a folder with your account (logon) name on it, but see if you have a playerslot.txt file (dont' recall if it's slot or slots.) Rename or delete it, then relaunch the game. See if it shows up. (You may not have the file at all - not a problem if it isn't there.)

    • Thanks 1
  9. 1 minute ago, Doomguide2005 said:

    What?  If you have an Aura and you want to stealth then turn off the Aura.  Not sure why you'd want to be stealthy while engaged in the classic role of a tank which is to grab and hold aggro.  If the team is stealthing to an objective you don't need to grab and hold aggro you need to actively avoid it.

    Dark Armor's stealth toggle shows this:

    Toggle: Self Stealth, +DEF(All), +Res(Immobilize), +Perception

     

    So a bit of defense, immob resist (assuming you're not running SJ and have CJ on anyway,) and the +perception helps through the game with various ghost-types that love to vanish.

  10. I'm trying to figure this out.

    OK, so currently - let's take DA, has a taunt aura, has a stealth.

    Stealth suppresses taunt from taunt aura.

    To my way of thinking, this means the tank basically gets to deliver the initial damage, instead of getting seen and fired at, but after the attacking starts, the taunt aura's working as normal - correct? Or is it causing issues with that?

    From that point on, any passing mob (under the aggro cap) or taunted mob should still be paying attention to the tank, assuming suppression hasn't kicked back in (X many seconds after last attack?)

     

    To me, that's looking like - in theory at least - the tank should still be able to do their job just fine. (Have to spend some time on my DA tanks or brutes to be sure, admittedly.) It doesn't *sound* like much of a playstyle difference to how I'd been tending to run them on live, either.

     

    So, question for Wavicle is "what are you seeing instead that's actually making it harder/a bad idea?" Just the range you're being noticed? Is the suppression not going away when attacking?

  11. 22 hours ago, Coyotedancer said:

     While that might make the nerf-herders happy, because pets of any kind would basically become useless on raids, it would also be pretty annoying. 

    ... it would pretty much make masterminds pointless to bring along. They already have a hard time on raids, unless they're just concentrating on their secondary. One Magus stomp wipes out T1s (I tend not to bother even summoning them if I'm on a raid.)

  12. 1 hour ago, MsSmart said:

    You miss understood my request, what I am asking for when you go to Powers/Combat Attributes/Debuff Resistance or somewhere around there a means to know how much endurance drain resistance you have, which is different from a recovery debuff which is your ability to regenerate endurance versus the ability of keeping say a sapper from draining you

     

     Right, which is why I put the second part in. I went to look.

  13. Oh man. Base building wish list. Granted, I haven't *really* done anything in a while, but ...

    - Smaller grid size, when it comes to raising/lowering floors and ceilings. (1/4 of what it is now, at least.)

    - Resizing and breaking up some of the old items - the SG tables stick in mind as being ludicrously big while being at the same time close to unusable as actual "tables to sit at."

    - Being able to do fences, walls, etc. similarly to, say, the way you create roads in city building games. Pick a start point, hold down the mouse, pick an end point.

    - Walls with actual windows.

    I mean, being honest, the whole base system and items could use a revamp. Floors you can raise, but that are transparent from below and/or you can't stand on while editing or trying to place objects, the "shimmer" if things overlap wrong, the (to me) general PITA-ness of extended bases, the lag when placing things for anyone else in base, the permissions system (and not having defaults for them  you can set so that ALL storage, for instance, is accessible to everyone on placement.)

     

    Default "base types" people could select when creating a base, and/or room types, for more casual base building - "I want a tech base," "I want a space station base," "Add a bedroom here," just select one from a list of that type, it adds it ready to go (and furnished, though you could of course change/delete/add things.) For those that don't *want* to base build or don't have the time/patience, some default templates for bases and rooms would be nice.

     

    Being able to save and share bases. "Hey, I created a great park" (to go along with the above) and being able to save that, share it, have others grab it and add it as a room (or whole base) of their own.

    Just being able to save base layouts would be nice.

     

     

    As far as base raiding... it was strange to try to get into when it *was* live. And there are issues with pet pathing (which really is a PITA for masterminds) where they just won't move. Base raiding with our current setup would just be a lot of work. Bases would have to be "validated," I think, or created with an option set to only be "PVP valid" so objectives can't be placed behind or outside walls, etc.

    • Like 3
  14. I want to say the tea one is teabag, actually. Because, yes, it would have to be that.

     

    Edit: Double checked. Yep. /em teabag for the cup of tea emote.

     

    Also, you ... can combine text and emotes the way you mentioned? /em wave$$local hello works.

    • Like 1
  15. I *knew* I was forgetting one. Especially after seeing this.

    11 hours ago, Yomo Kimyata said:

    I apologize for reposting this so soon:

    image.png

     

     

    ... One of my characters would like to have a word with yours.

     (My Hellion Keller's on Everlasting. Thugs/Thermal MM.)

     

    Quote

     She was a rarity in the Hellions - not only a woman (a human one, anyway) but a seer. She worked to warn her crew and guide them to mystic items of interest. One time, she looked too far. The result blinded her, physically, and yet opened her eyes to the life she was leading and where it would end. She quietly gathered some other disaffected gang members who wanted a new start and started to work against her old "friends."

     

    screenshot_210124-08-22-37.jpg

    • Like 4
  16. I think Longbow's been a popular one. I've got one as well for a group (not that active.)

    I've got my Thugs/Poison who's associated with the family, though "person in suit with hat" doesn't really scream that.

     

    Other than VEATs (which... you don't really have to go out of your way to do, after all,) I don't think I have many tied to an NPC group.

    • Like 1
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