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Haijinx
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Everything posted by Haijinx
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I'm curious about the wording in the patch notes for Beta on this. When it says it detoggles all jumping powers, didn't it already do that? Why the emphasis?
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It just stops you from building the Savage Melee Blood Frenzy for its duration.
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I'm interested in the general theory behind Scrapper ATOs as well.
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Is there any way to make teams less boring?
Haijinx replied to RogueWolf's topic in General Discussion
Oh there's plenty to be afraid of amongst 50 year olds too. Adult is a title far too easily bestowed I think. But the 20 somethings at least look good while they do their petty stuff. -
Being an eternal Flaming Guardian requires tireless vigilance. Its hard work dude. Good news though. No one is going to change the main game or whatever it is y'all are defending. The OPs suggestion was dead before they even typed it. But perhaps it might be worthwhile to try and glean why they wanted to.
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Oh they are definitely broken. Have a little gander at "The Tank Gods" Thread over in the Tanker Subforum. And wanting them to stay broken is exactly the same thing that drives Munchkins. And Homecoming has no choice but to keep them broken. Because they aren't the only COX game in town. Even if they wanted to overhaul the system. Not sure that they even do. And yep Paragon Studios went with an overly simplistic system. The Designers were human and they worked good enough for what they had come up with at the time. When things got out of hand they adjusted (See ED, Global Defense Nerf) But they stopped adjusting for Power Creep sometime around when IOs came out (in any real sense) Its easier to stay with what you know, and what the players know, and so on. Honestly its forgivable, since they didn't likely KNOW the system they were using was going to turn out overly simplistic. After all it worked for games like Dungeons and Dragons ... Also, I'm not trying to push anything. I think its pointless. Its not going to get changed. Nothing's getting nerfed. I just refuse to believe that rational adults can't see after all the power creep that this game is way way too easy. Even for a "Super Hero" game. Say I have cognitive dissonance, whatever. Although I expect a lot of the status quo defenders KNOW all this, but pretend like they don't to serve as Flaming Guardians standing ready on the forums to stop the off chance someone has a really good idea that might actually work or something. And I'm not going to make self nerfing teams and all that BS. That's stupid. And it does nothing to address the root problem. When I get bored, I play something else. I often prefer challenging games. Like say .. Kerbal Space Program. Which is a thousand times harder than COX. Even when using MechJeb. And that's a game with Cartoon Frogs.
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This part actually is a total strawman of my position. I have no intention of playing this game with a SO only build, or a suboptimal set of Primary/Secondaries or anything like that. I play with full scale softcapped, perma-Hasten, T4 incarnates, Seafood Ambush standing, AV stomping goodness and all the rest.
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The "fudging of the rules" is the problem. The Mechanics of the game can't absorb the level of Power Creep it was expected to absorb. And the Munchkins are totes cool with that. ===== To continue the D&D analogy, its like everyone past a certain level has a THACO of -20 and an AC of -20 (or 30 for you 3E+ kids), Oh and everyone with Status protection makes free savings throws ALL the time. And yes, touching on the Transparency sidebar. That part of the system really did just end up being a simple variant on the old D&D to hit scales. >.< (They had computers to do all the heavy lifting and they used a probability based system that some kids in Wisconsin came up with almost 50 years ago) ===== I agree, expecting everyone to give up their character builds they put together with the systems that were provided and encouraged to use is bad. And it won't really totally solve the problem anyway. You can create the same situation by just inviting more support. Or staying within 60 feet of your teammates and basking in the leadership spam and so on. It wouldn't be as commonplace, but its straightforward enough. IMO the way to solve the problem is retool the mechanics into something nuanced and complex enough to handle all the build complexity. But that's not going to happen.
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I just realized today at work this whole argument is completely pointless. For those that cut their teeth on Dungeons and Dragons in the 80's (and maybe some of you younger players) you will know the reference... We are basically arguing with the Munchkins === And yes our "DM" is catering to them, not to us.
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This is exactly it. None are avoided for the Danger. More avoided due to inconveniences. Malta because sappers Detoggling you is annoying. Carnies due to the death END drain, and the Intangible effects Arachnos because of blinds. The Shadow Shard isn't avoided because of Danger either, more the travel being annoying. Most 35+ teams are running 4+ Maneuvers and Tactics all the time. If there is something "scary" you can just stay with the group instead of forging on ahead.
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Disney Plus Steaming service wasn't running until recently though. I thought I had read that had something to do with it. I must have conflated that with the "Acquiring" lol at my age 5 or 6 years seems like yesterday.
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Don't think it was Netflix that made the call to cancel Daredevil, Jessica Jones, etc. It was Disney acquiring Marvel.
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Stargate Universe on the other hand had a very strong 1st season, that dropped a bit for the 2nd season then cancelled.
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As soon as they put you had a x chance to hit and rolled y ... etc, the system was completely transparent. After that all people had to do is turn figurative knobs until they found out how they related. Sure maybe not everyone was "in the know", but that's not the same as not being transparent. That's different than something like Anarchy Online where 20 years in people "in the know" still aren't sure exactly how defense and evades works in it entirety. Other than more is better.
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The biggest mistake they ever made in this game is making mitigation scale in a linear fashion, and then to put icing on it, make the mechanics completely transparent. So we all know how soft capping def, hard capping resist, etc works exactly. And we know what it is we would lose. Of course the best solutions to game balance involve tweaking this everyone's at 5% chance to be hit, 95% chance to hit situation. Mechanically its ridiculous. But you'll never convince anyone now. So its a pointless suggestion. The right suggestion mind you, just pointless.
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The widow claws option doesn't extend the claws on Brutes. Perhaps that would work
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The power level swap wouldn't change the overall power level though.
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Wouldn't be bad if it came earlier on tankers either. Even a swap with Resist Energies would be an improvement.
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Is there any way to make teams less boring?
Haijinx replied to RogueWolf's topic in General Discussion
Maybe we need more Avs then -
Is there any way to make teams less boring?
Haijinx replied to RogueWolf's topic in General Discussion
The Bad Guys are supposed to be Super too. -
Is there any way to make teams less boring?
Haijinx replied to RogueWolf's topic in General Discussion
All these things were not complimented by corresponding increases in the power of the opposition. With the exception of Incarnate content complimenting Incarnate powers, but that got largely blunted by the +3 level shift. ==== There is also the problem that mechanically most teams (and many solo) ride the rails of defense and accuracy. So not sure where there is room to adjust in the current framework.