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Everything posted by Greycat
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Allow "Reach for the Limit" to accept To-hit Buff sets
Greycat replied to Chance Jackson's topic in Suggestions & Feedback
I was going from the descripiton on paragonwiki, actually: Reach for the Limit You are constantly looking for vulnerabilities in your foes' stances and positioning. Whenever you attack, you have a chance to gain a moderate +ToHit and +Damage bonus for a short duration. ... which actually doesn't specify that it's an auto power. It does, however, describe it sort of like a proc (the whole chance to... thing.) Regardless, doesn't change my agreement on it taking sets. I can see some potential concern with it re: the Gaussian's proc, perhaps, but... eh. I don't think it bothers me enough to really disagree at all. -
Allow "Reach for the Limit" to accept To-hit Buff sets
Greycat replied to Chance Jackson's topic in Suggestions & Feedback
It's basically just renamed build up, as far as I can tell, which does take Tohit buffs, so... yeah. -
Teleport Pool now that /enterbasefrompasscode exists
Greycat replied to zenblack's topic in Suggestions & Feedback
So you can't actually do anything to defend your position. Oh, and a "I know how but I'm not telling (so nobody can confirm or deny)" on top of it. Good to know. By the way, I don't see it as a religion. There's no "believing" required. I do, however, know how the pool and the powers inside of it work and can make actual comparisons. Which I did. Which you *could* have chosen to reply to with your own counterarguments. But since you did not and apparently will not... *shrug* I'll take it as a "can not," since I at least gave facts, not opinions, even when it did show advantage over one of the powers (LRT.) You have yet to do so. Unproven anecdote is not fact, especially not when given with an "but I'm not telling how!" I laid all my cards on the table in regard to each power in the pool. You had a chance to engage in dialog and actually change my mind. You chose not to. -
Favorite CoX Memory Contest! Now until July 1st!
Greycat replied to GM Miss's topic in Events & Contests
There are ... many. Assuming multiple entries can be made, within reason? (As in "I can't decide between 2-3," versus "I have 150 submissions." 🙂 ) Edit: Also, do they have to be "in game" ("I remember running a Positron task force in issue 4 that took three weeks to finish") or can they also be "game related" ("I met my wife through this game?") -
Teleport Pool now that /enterbasefrompasscode exists
Greycat replied to zenblack's topic in Suggestions & Feedback
1. Again, doesn't help moving them around in zone or in a mission. 2. Your opinion that it's niche. Maybe you'd better look up opinion. 3. Again, apparently you don't know how the power works. 4. Again, apparently you don't know how the power works. So, let's give you some detail. 1. Recall Friend: Ports one individual to you from somewhere else in the zone or mission. Useful in a zone or a mission. Brings the target to exactly where you are. No travel needed, no matter how fast their travel power is. (Go ahead, I'll take the power and stand on one side of Atlas Park. You take the fastest, completely slotted travel power and get to the other side. Time it. Then I'll Recall you to the other side. Bet I'm faster.) Also useful when the target is dead for things like rezzing, and faster than going ito the hospital unless you're *right* there to rez. Useful inside of missions as well. Compare to: EBFP. Cannot be used on a teammate. Cannot reposition a teammate, for example to move from a portal dropoff point to the other side of the zone, or to bring a defeated teammate to you to rez. Conclusion: You are incorrect about EBFP reducing or replacing Recall Friend. 2. Teleport Foe: Select one enemy. Move that specific enemy (typically minion or lt) from where they are to you, without regard to intervening geometry. Can fail or be resisted. Useful in a zone or in a mission. Compare to EBFP: Cannot be used in a mission. Cannot be used on NPCs or enemy players. Conclusion: You are incorrect about EBFP reducing or replacing Teleport Foe. Screaming "It's niche!" is an opinion and utterly irrelevant to your proposition that it's reduced or replaced by EBFP. 3: Teleport: Moves you around in the zone or in a mission. Can be used to reposition inside of a mission. Can be used to reposition vertically. Compare to EBFP: Moves you to a base. Cannot be used to move around in a mission. EBFP puts you at the portal dropoff spot. Cannot move you to any other point (technically, can only move you to a base.) If I use EBFP to go to a zone, but my mission is on the other side of the zone, using EBFP again will only put me at the same point I was just at. Cannot vertically reposition. Conclusion: You are incorrect about EBFP reducing or replacing Teleport. 4. Team Teleport. Moves you and allies close to you around. Can be used in zone or mission. Can be used to move a Mastermind and pets around in a group. (Only power not replciated by warshades.) Compare to EBFP: Cannot be used in a mission to reposition. While pets can be moved to the base with you (there's the occasional "pets die on zoning" that still happens,) they also would only apear at the portal dropoff area. Teammates need to use the command on their own with the same limitations. Conclusion: You are incorrect about EBFP reducing or replacing team teleport. Note: Of them all, this is the most "niche." But "Nicheness" is irrelevant to if it's lessened or replaced. They do not serve the same function and do not have the same utility. 5. Long Range Teleport Purpose: Moves you from one zone to the another. Limited destinations. Compare to EBFP: If I want to be technically nitpicky here, EBFP ONLY moves you to a base, which you must have a passcode for, and you then rely on teleporters to get to another zone. If you pick a base that somehow only has a teleporter to Pocket D, then the usefulness of LRT is greater here... unless you need to get to Pocket D. But I'm not going to nitpick there. Conclusion: LRT's advantage here is that it is faster (only one zone load) for the locations it goes to. Where it goes, though, is more limited than the implied EBFP use of going to a transport hub base with all zones, including echo zones. LRT also requires a pool selection and two other powers from that pool, where EBFP does not. (That can be disregarded for shadow slip, where the cost is just one power that doesn't need slotting.) So, again. It competes, and competes successfully, with one power, not the pool. Solution: Increase the destinations LRT goes for. Which I have no argument with. Still has an opportunity cost of "Power pool selection and two power picks inside it." But if I'm wanting to use Teleport (I do) and/or the other powers inside, I'm already picking that pool so the "cost" to me is reduced. As far as your comment re: recall friend "they already got where they need to go either before you or so quickly that you having that power doesn't matter." - really. How do they do that when they're dead? Here's a common, probably literally every day use: MSR. Person dies. Person goes to hospital. I have never seen someone travel the distance from the hospital back to the mothership in less than 10 seconds And if you say you have... to be blunt, you're wrong. Or you've seen someone use Recall Friend on them and assumed it was their travel power. If you believe you can get across a zone that fast, I'll be happy to "race" you. Run (or jump or fly or even teleport) from one side of Atlas to the other. Time it. Then get Recalled to the starting point. Bet the recall is much faster. You're more than welcome to use EBFP too. 😉 -
Teleport Pool now that /enterbasefrompasscode exists
Greycat replied to zenblack's topic in Suggestions & Feedback
Again - It does not summon my friends to me. It does not pull enemies to me. It does not move my team around. It does not move me around the zone. You're arguing about the usefulness of *a power* in the pool, Long Range Teleport. And yet you keep saying "the Teleport pool." There are five powers in said pool. /enterbasefrompasscode does not replace or minimize four of them in any way, shape or form. It replaces or obsoletes them about as well as a banana does. If you *really do* mean "the teleport pool," and you really want to say the *entire pool* is reduced by EBFP (I'm not typing that out every time,) go ahead and explain how it's replaced or reduced - say - moving you from the hospital back to the ship if you die during a mothership raid. As far as Sorcery or Experimentation? Yay, you have travel options. Sorcery doesn't help me pull an enemy to me and guarantee he's separated from his friends, even if they aggro. (TP Foe.) Oh. By the way. You're also going to have to explain the impact on Warshades, since much of the pool is available to them either as an inherent (Teleport, Recall Friend) or as powers in their secondary (TP Foe - used *very* heavily to deal with things like Quantums - and LRT.) As far as "community outrage?" If they feel it's better to remove it, whenever they do, they will. How do I know? Do you have that "Double INF option back? Seems quite a bit of the communty felt outrage over that, yet... not back. Hell, some people are still upset over ED. That certainly hasn't been reverted. If they feel it needs to be removed, they'll remove it, moderate a few posts that come up on the forum if needed afterward, and go on with everything else they need to do. TLDR: If you mean to say EBFP replaces *One power* (Long range transport / Shadow Slip) then, fine, add the other zones to that power. Otherwise, you'll need to explain how to use it instead of the other four powers in the pool, or how it impacts them in any way. -
Wow, no bites this week. Just that odd of a palette? Me, I decided to work up some... probably ineffective camo...
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Teleport Pool now that /enterbasefrompasscode exists
Greycat replied to zenblack's topic in Suggestions & Feedback
Mm. Had to double check. That's true. Doesn't really diminish the rest of the argument though. -
Why does everyone seem to run +4/8 or nothing?
Greycat replied to JnEricsonx's topic in General Discussion
Well, "everyone" doesn't. Yeah, at higher ends, especially with Incarnated-out characters, that tends to be a thing... but there *is* the rest of the game 🙂 I've seen quite a few that do what you describe. Run at +2 and adjust. They're enjoyable. -
Who would get the most use out of the complete Fighting pool?
Greycat replied to jacehan's topic in General Discussion
Attack wise, I think I've had the most use of it on a mastermind that has melee-heavy critters. "For the heck of it" wise, I picked Kick up on a brute specifically because of where the kick looked like it landed. Really fit the character. 🙂 -
Teleport Pool now that /enterbasefrompasscode exists
Greycat replied to zenblack's topic in Suggestions & Feedback
Null existed on live. That's not a SCORE or Homecoming change. There are also advantages, such as XP, merits and temp powers, plus badges for those interested, to not using him. The alignment system is not "thrown out the window" because of Null. And until the team says otherwise, assume enterbasefrompasscode will go away, as they've said before. I'm not sure how you think this affects anything but long range teleport, though. /enterbasefrompasscode doesn't act as a travel power to anything but a base. It doesn't recall a friend or a foe to me. It doesn't teleport anyone nearby me anywhere. And it's a longer process to *get* anywhere (two zone loads, which on some systems can be quite a time investment) versus teh single one for long range teleport. You're far overstating the impact of the command on the teleport pool. -
You'vve just /jrangered the person who first /jrangered. I'm not sure if I should feel proud of that or not. 😉 That said, I'm not sure people jumping to "nobody will invite khelds" (which... again, never experienced it on live, so...) are paying attention to which cysts I'm describing in the initial post. Cysts are already "objects," essentially, and don't spawn any more than metal crates do. Which makes sense, they're not a character and don't do anything. While I wouldn't mind them popping up again, I'm looking at reactivating a very specific set of cysts in one specific story arc - with reason. Which I would say isn't uncalled for - after all, we have specific unique enemies in other arcs, and the cysts are already *there.*
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It is a PVP zone. You are warned about that on entering. It's like jumping into water after yelling "I don't want to get wet!" and complaining that you're wet afterward. Obviously Water needs to be nerfed like it's the child of two Regens, then...
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AT as a whole? No. The closest I've come is back when I was *trying* to like my bots/FF mastermind and - as I keep putting it - it nearely bored me away from the entire AT. Tried a thugs/poison and loved it. So, for me it's just some powersets or powerset combos. But, eh. Nothing wrong with things just not "clicking."
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See, there's something else here, too, though. It sounds - and this may just be from *years* of live arguments that went "PVPers PVPing in a PVP zone aren't fair!" and "Stalkers are unfair because I can't see them." Just PVPers *wanting to PVP* are described by many who "just want to get what's in the zone" as ... well, your category there of "the assholes." It's been that way since live. I mean, honestly - if someone came on the forum and said "Let me turn off the ability for people to aggro, fight and kill the Council war walker in boomtown because I want to RP that I'm building and controlling it and people keep interrupting it. They're mean, they're jerks!" what do you think the reaction would be? And yet that's pretty much what's been thrown at PVPers wanting to be able to fight and kill - and yes, that includes stalking and one-hit (if possible) defeating - other players in the *extremely limited* number of zones - none of which have anything required to compete the game, none of which even have people forced to go to them for anything - set aside to PVP in. If the game were set up like Aion (where the main quest about you getting your memory back of who you really were *forced* you to go into the main PVP zones and go to specific points where, yes, people would ambush you frequently,) then I'd have some degree of sympathy and agree there had to be some sort of flag, some sort of "fairness" or alternative. But, it doesn't. PVP zones need help, yes. And even if they were perfect, they wouldn't encourage more people to PVP en masse - that's just not what this community does, even without the whole "powers work sometimes very differently in PVP" issues. The OP's suggestions and reasoning, though...
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Email: Character Items (please! stop! the blinking!)
Greycat replied to Troo's topic in Suggestions & Feedback
What, are you a 90s Geocities page? *wonders who'll get that joke* -
Detectives/Brokers are 2 per zone needed?
Greycat replied to Chuckers's topic in Suggestions & Feedback
Both of those simply sound like "Random thing is being random" to me. 🙂 -
Um. Just generally "no." Honestly, I had criticisms - and I've made suggestions for Siren's, in particular - but most of this sounds like "Make PVPers play the way I want them to." Especially the "flag off and on" stuff, "PVPers don't play fair!" (come on, you even *said* it, so don't say it's a mischaracterization,) and... well, just everything. Leave the zone caps alone. I find it funny that you mention PVEers being "preferred targets" (while mentioning the zones being empty,) then turn around and do something that would make non-PVP-focused builds *even easier* (lvl 15 or 20 versus an *incarnated out* level 50? Really?) Oh, and - "PvPers don't want to do zone content as intended." It's a PVP ZONE. PVP IS THE CONTENT. The rest of it is just stuff to fight *around.* To create focal points to bring players into conflict. By PVPing, they are *literally doing the thing the zones are meant for.* Just a whole stack of no here. Stacks upon stacks of no.
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I'll point out that in my case, that was a response to "why it was changed" in the first place, for the most part. With current teams, even at lower level, the cap tends to be... continually refilled with new mobs, given how quickly stuff is killed. Most noted at upper levels. (Which, in the "ramp up with level range" argument, is where the 30 would be hit.) I'd say the first paragraph here is an overly simplified view of things. It's not that the XP "isn't worth it," it's that we have merit rewards (and WSTs that double them) that are worth it even more, on top of people having the same content for years now. Heck, even I'm guilty of this - why do I run the first SSA solo once a week instead of getting a team together? Because I can knock it out for 20 merits in 10 minutes or less, even on a just-at-level, lower damage character. Merits-for-time (or shards/threads) are *more* valuable. Especially at 50. Yes, people want to "feel super." Very few are up to a multi-hour TF if they can shorten it by stealthing and the like. This can be "fixed" by spreading objective NPCs through the map - but do you *really* like "rescue the hostage" and "find the bosses" missions? (How often do you hear "ok, find the chiefs/guards/whatever" versus "we'll fight our way through and find them on the way?) The second paragraph is... eh. I'm not going to call it a strawman. It's partially true - but at the same time, as much proof against the need as for. No, I don't mean "we don't need to make farming easier," I don't mind farming (even if I find it boring. I saw and ran the "low cost fire farmer" build and... yep, still not my thing.) I mean it already shows tanks controlling (and defeating, meaning that "cap" is continually getting refilled) mob sizes over 17 NPCs. Couple that with current player survivability and damage and... well, there's not really a reason to do it. Yes, I know the argument is "But my team, I need to do this to keep aggro on me and protect them," but ... the team isn't made of cardboard and is perfectly capable of protecting themselves - or they're in a situation (say, an ambush coming from behind) where the tank's aggro cap is simply irrelevant because they'll hit the team before they even see the tank. The *rest* of the team's survivability has gone up as well, after all.
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Jack's Jack Emmert, one of the original developers. Statesman? His character. He's one of the ones who left and... carried? Recreated? Cryptic, who made Champions ONline and STO. You'll see a topic about his latest move... two topics down from this as I'm posting. (Going to DCUO.) There's history. I'll just leave it at that.
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I think the "Costume UI" change I'd like most is a "Propagate power change to all costumes" button. Just so you don't *have* to go to each costume to, say, set a travel power to minimal FX.
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Heh. I'm worse with WW1 aircraft in Rise of Flight. Little too hamfisted to keep them from spinning or stalling out. FUn to try though.
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Detectives/Brokers are 2 per zone needed?
Greycat replied to Chuckers's topic in Suggestions & Feedback
It's not origin. Just doing a quick runthrough, I checked two Natural origin characters. One had Croquette in Talos, Rogers in Steel. The other had Basins in Talos and Martins in Steel. Which makes sense - you wouldn't want to burn out someone with the *same* contacts and arcs in the *same* zones just because someone really likes a specific origin. Honestly, it could be as oddly based as your name color in chat (which as I recall was determined based on character name in some fashion.) -
That *still* doesn't strike me as problematic. Plus, don't forget, I was taking the *largest* files I could find, including power customization (which is actually larger, and I doubt looks anything like what we see when it's actually in the database, even *before* considering compressing anything.) I mean, looking at the file, I see" PowerCustomization { PowerName Incarnate.Hybrid.Support_Genome_4 Power 3207861323776 Color1 97, 97, 49, 255 Color2 76, 255, 253, 255 } ... for over 3600 lines. Plus space - which with all that takes room, yeah. I really doubt the database has all that spelled out for every character (we're exporting it, after all, so *we* can read it.) The same would go with costume files - a lot of things getting exported into a file we can read that I rather doubt the game cares about or stores in the same way. Then again, you don't have to look hard to run into COH code horror stories. I fully acknowledge I could be way off and *these* are stored in an Excel 97 spreadsheet 🙂 Even so. Storage isn't exactly dear these days. Not at the sizes either of us are talking about. And yes, I know, "it'll affect performance if it's larger." True. But did we notice when we went up to 10 costumes per character? Was there a performance hit when we went from 8 characters per server to 12, to 36? Or the 1000 we have now? People do use them. Or when we added power customization? I'm just not sold on the idea it would have any real size or performance impact to worry about. Technical difficulties in adding to the UI? Sure. I'd almost expect that. But that's about it.
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See, here's the thing. That change was made so, basically, *the rest of the team had something to do.* I remember the whole "sit around, wait for the tank to herd the map back, figure out whose turn it is to nuke, go to the next map." It was *boring.* It was not good for the health of the game, frankly. If that hadn't changed, I don't think I'd have had any reason to stick around for all this time. There'd be no reason for it to be a MMO - your choice would be solo, or sit and be bored if a tank's around. And, honestly, the argument that the tank can't *control* the aggro past 17 is... false. Look, if you're playing +4x8, you're not playing "the normal game." Yes, the setting's in the game, yes, IOs and incarnates can make it trivial to survive that. But as a baseline, if you're dealing with x8, the game's assumption is that... you have 7 people with you. Even if we're not looking at multiple tanks, the rest of the team - unless they're doorsitting in AE - *can* take care of themselves. The stuff you're not controlling? is *being* controlled by the controller - maybe they're confused, maybe they're held, maybe they're flopping around on the ground from an ice slick or earthquake. Or they're getting killed by the blaster, most of whom have multiple AOEs to use. Or they're dealing with MM pets, or fighting the other melee ATs (who also have taunts and gather aggro via their own powersets.) And since you bring up judgement? You aggro a x8 group. You hit judgement. How many are left? A few LTs and bosses that are well within your aggro cap. Another group goes by? Attack. Taunt. As the group you're fighting dies, other enemies come in. Besides, it sounds like the definition of "control" of aggro here is ... limited. Most tanks have taunt, an aura that taunts, and some other form of AOE, at least. Ice? Icicles grabs their attention, the... cold aura I'm forgetting the name of keeps them from doing much even if you *don't* have their attention, and then you have whatever's in your secondary. And while you're doing that - unless you're PLing some doorsitters - your team's killing things off. Yes, you suggest a gradual increase in the cap as you level - but, to be honest, you're effectively *already* doing that as a tank (or brute) as you get more of your primary and secondary abilities. They let you juggle and control aggro without you having to do much. And yes, shortly after 50, again, you're judgementing and reducing the size of the crowds you're aggroing pretty quickly and effectively even *ignoring* your teammates' contributions anyay. So, in short, even as someone who plays tanks, has played tanks, and will play tanks... I'm just not sold on the need for an increase in the aggro cap, and my experience with it pre-reduction doesn't really incline me favorably towards it either.