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Greycat

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Everything posted by Greycat

  1. Also an example of the issue being the *player,* not the power. If they were being malicious, well, there's no enhancement for "don't be a ****." If they weren't, then they need to learn how to use the power properly. Edit: Hmm. What would that enhancement be. Hedup's Proctological Extraction? 🙂
  2. Yeah, yeah, I know. We used to have connection of some sort with AlienFX lighting, back in the day. Which... I never had an alienware, so I have no idea how well it worked. Now, though, it seems you can't swing a catgirl in a computer store without hitting something RGB. And - while I don't generally *care,* I've found occasion where it's actually useful to be able to customize lighting for things (warnings, control setups, that sort of thing.) We should take advantage of how widespread this is and work on integrating it into the game. Anything from simply "Red if I"m playing a villain, gold for .. .wait, people play that?... Blue for heroes," to "match my UI" to "make it aware of custom setups." Now, the main issue (other than some people just not liking RGB, which... they probably don't ahve any or have it turned off) is all the different RGB software out there. I don't know if anyone's come up with a "unified RGB control software," but I know on my system I've got an Asus MB and video card, which work together for Aura - but my Razer KB and mouse don't, as they have their own software (which, actually, kind of inspired this - as mentioned, I've found it useful in some games to customize lighting for control groups and such.) So that could be an issue. Vital? Game breaking? OP? Nah. Just a bit of fun.
  3. So you decided to completely miss the point and dip into hyperbole to be dismissive. Good to know. Yes, it like many things is a skill that takes a bit of practice and awareness. Oh my god, how terrible to point out that's the case... like multiple other things in the game, and in life itself. And yes, for this (or worse, for a Null option,) you might as *well* be removing it from the game. *Especially* for a Null option. After all, "it's only one slot" or "it's only one trip to Pocket D" for people to insist you turn off the option (and completely change how *you* play, *your* strategies, etc.) for those vocal anti-knockback, "I don't want to know if you actually know what you're doing" folks to insist on. We might as well go back to the other suggestion made at some point of having the leader decide if knockback works on the team or not. Why do I feel this is an actual possibility and not a stretch? Because with several anti-KB IOs (and the phrasing already in that people feel they "have to" slot it,) after playing characters effectively with KB since *issue 3,* I sadly can no longer say "I haven't been asked to do anything about knockback." I've had two scenarios - ITF, me on a Warshade. Leader expresses concern about KB and suggests getting IOs. I decline, because, well, I already have a build *and know how to use my KB.* During play, the leader sees... wait, look, not only am I gathering spread out groups *together* by KBing, but kbing them vertically and using other, effective KB strategies. Leader actually complements how it helped. iTrial. Group coordinates via voice. I'm on a warshade. Organizer is prompted by others in their SG "omg, a warshade, so much knockback the trial will fail!" Instead of asking about it, or suggesting (say) "Hey, could you use dwarf in this section," or *seeing what I could do* (mind you, I'd played frequently with this group prior on a different character) it was "Hey, go get a bunch of KD-KD IOs." Between that (fairly rude, frankly - "go screw over what you have going on, build-wise") and the comments, I said no and left. Which just made me wonder how many OTHERS they'd treated that way and made to feel inferior or unwanted because of a powerset, which is not only unneeded in this game but rude. Haven't bothered with their other events, either, given the attitude on display at that point. Now, imagine needing "just one IO" or not even needing a slot and how much pushier these people might get. On TOP of people not bothering to work out how to use their KB, because IOs/Null option. Yes, with these single (or no) slot solutions, you might as *well* remove it from the game - with nothing to compensate in return. Other than "Slot this and you may have the pleasure - no, the honor - of teaming with me, peasant." And yes, that's *exactly* the attitude shown ("AOE Melee > all, everything should just bow down and play for the sake of gathering things for the AOE melee!") in quite a number of posts. So, yes, I'd see a single-slot IO (or Null option) as nothing but a big middle finger to those of us who enjoy and know how to play with KB, while hampering those who could *learn* it and making them feel like second-class (at *best*) citizens and emboldening those who want to tell others how to play "or else."
  4. Heh. Overthinking it. It's right in front of you. Rosy of the Ice City of Heroes
  5. Cooperative or competitive? Because I'm not sure how a cooperative unlock for a zone would be more than a short term event... and competitive I think woul djust irritate people. (Competitive - I want to say Aion had this, and probably other games, where your side could win control/access to a zone and lock the other side out until they won it back.) You *can* say Siren's Call has this with the hero/villain control of the zone, but that affects... practically nothing (the store, that's about it, and that's not really worth fighting over.) Oh, and RV, but even that's ... eh... I'd have to chew on that a while to figure out a "cooperative zone unlock." Not just how, but what and why. I just get the feeling it'd be annoying to people who aren't on at the "right" time or "don't play enough."
  6. Oh, just go down the columns. "Skullcracker SHattershield." "Sable Regis." "Mynx minx." "Minx jinx" "Vixen Hell Lass." "Rose Cracker." (Hmm. Plant/ice or plant/cold...) ... reminds me.I had Rosy of the Ice. It's an anagram.Can you figure out what of? 🙂
  7. There's no nudity in game. Though some costumes come awfully close.
  8. As I'm recalling, Repel is a wholly different effect to KB/KD. Where something can resist KB but still be knocked down (or, more frequently seen - such as in clockwork - having no KB protection so KD turns into KB,) when Repel's resisted it just does ... nothing. Conversely, if a controller (for instance) uses an AOE immob on a bunch of enemies and they're spread out - *most* immobs also have a degree of KB resistance there. But you *can* use Repel to push them together into a nice group - it's not affected by that resistance. You'd basically need either one or two IOs (I'd assume two, frankly) or settings - one to turn off Repel, one to add KD to a non damage power.
  9. Yes and no. Yes as in it doesn't fix suicidal "helper" AIs that will fail a mission when they die. No in that +Per means they will see more things to rush off and die fighting.
  10. If I'm recalling properly from other discussions on this, wind control isn't in a playable state (as in it would need animations, more definitions, balancing, etc.)
  11. We used to have this. Get to 20 for a cape, 30 for an aura. And do the mission. Vanguard pieces? Better grind those merits. Those no longer exist in that form, but are open from level 1. And I *much* prefer it that way. In a game like this that's so *big* on customization, hiding costume pieces behind a GRIND just sucks. Granted, it's not as bad as Aion - wings *sucked* to upgrade, and there was one set of armor that you could only get one piece per character. At level 30, as I recall. So you had to get five different characters on the same side and server up to get one full set of that armor... that was just bs (and yeah. Read that and promptly ignored the set existed.) Other challenges? Sure. I like Pither. I'd love to have that "stop fir bolg from escaping" mission have a badge reward showing how many (if any) escaped. But costume type stuff, no. (And thank $deity they don't have powers or boosts tied to them here.)
  12. Orrrrrrr.... use positioning and learn how to make use of KB, which killing it by the IO does *not* allow you to do, and there's no "slot tax" at all. Yes, I know that comes off as "lrn2play," which it's not meant as. Effective knockback use *is* a learned skill, though, much like effective buffing, control, debuffing, etc. It just seems to be the one thing people would rather complain about than actually *do.* (OK, granted. People don't do the others much, either - like throwing an AOE immob on top of an ice slick repeatedly and then complaining that ice slick - or the immob - is a wasted power and has "no synergy" with the rest of ice. Yes, I have seen that one, too.) And, frankly, some melee have this sense of... entitlement, I suppose, about KB, too. I literally ran a Yin this morning - a short team, 5 people, stalker forming it, the rest of us were doms or - well, non melee. 3 mobs in - not missions, mobs, we were maybe halfway round the first map - the stalker complains about our water/storm doing knockback and quits the team. The single-target stalker. The rest of the team? Finishes the yin, just fine, pretty much shaking our head at the "omg knockback" guy. Yep, the team has knockback (stacking KD sources *will* do that, after all - I was on an Ice/ dom.) But aside from one or two instances that were just bad timing, there was really no problem keeping enemies where we needed them - or out of where we didn't want them. We used it as... *an effective tool.* Yeah, it took a little longer (about an hour) - team of four after all, mostly in the mid-late 20s, I think one early 30 - but not horribly so, and there was absolutely *nothing* that would have kept the stalker from being able to do his job either. Except his "omg I can't play on a team with knockback" without even being around long enough to get in the flow with how the rest of the team was working or even really trying to work with us. And yeah, they were effective and fun enough I'd play with any of the other three without a second's hesitation.
  13. This is generally where I'll put KB-KD enhancements in. *I* can control my knockback, generally through positioning. Tornado and its ilk can't, so that, yes, I will try to mitigate. AI isn't very... I, so it needs all the help it can get. And it's very much a power boost to Bonfire, which happens to be a damage patch as well as area denial.
  14. Interesting, but.... one I'd be wary of, personally. Yeah, the whole power creep thing. Right now you have to make tradeoffs if you want the whole set. There are several sets with a unique as a piece, as well. You'd basically be negating the cost of those sets to give the ability to give multiples with the same six piece set, when they're only designed to have one full set available.
  15. Eh, I don't know, just seeing them go grey (and then not grey, since they stay for the duration) is pretty obvious - assuming, of course, you have plenty of them. I don't know that I'd want one sitting in the tray with a timer. (Granted, I tend to be sure to have at least two columns full of them, so it's really visually obvious that they're active or not.) ... you know, I'm trying to recall offhand if they show up in the buff bar. *goes to check* Yes, they do, with the flash for the last several seconds. Now, if you wanted to make that a general option (timed buffs that you apply showing up with a timer or something that showed up there,) that might be an idea and would be more generally useful, too. "12 seconds on the EOE, 2 hours on the booster," etc.) When talking about EOEs, I don't think that's relevant, really. With other (standard) inspirations, stacking for duration would be a severe nerf. (Or irrelevant - health, end, and rez don't really have "durations.")
  16. Yeah, they're not useful, but generally if they die the mission fails, and I try to avoid that. (I'd forgotten about it in Serpent Drummer's ... second? Third? mission, actually, which was irksome, and Lady Jane is just itching to get herself killed in her rescue mission - I usually bypass her group and come back if I play that arc.)
  17. Eh, yes and no. It's easy to lose hostages/rescues even in later-implemented missions, as I recall, too. They should just "latch on" to you. The only issue I'd have with +per for them are the ones where you rescue combat... "assistants." They don't need any help seeing targets to run off and suicide in the middle of. 🙂
  18. Honestly? Yes. I don't think I responded in a way that made it look like your opinion. Just to the way "the majority" phrasing made it look.
  19. <--- just reiterating, since I probably said it somewhere. Dom player. 0 permas. 0 desire for perma. And yet I enjoy them immensely.
  20. And McDonald's has sold "over 100 billion" burgers, that doesn't make them fine dining. Or even particularly good burgers. "The majority" of players don't tend to interact with the forums. Of those that do, I do know of people who completely ignore suggestions - they'd rather just post about server events, art, that sort of thing. So honestly, saying "I see X many threads on this," probably with many of the same people in it, is not really a basis for saying "the majority" wants something.
  21. I probably wouldn't use it, but as an *option* as described, sure, why not.
  22. Nope. And I've played them since live, issue 3. Nope. Don't like KB, don't play a powerset that does KB. Issue solved. As far as "the melee team members," don't be an ass with your KB. You can direct it with your targeting and positioning. For ST? You knock it back, they don't have to chase it, you have to finish it. Bam, done.
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