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Rudra

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Everything posted by Rudra

  1. I would agree with this statement if it wasn't for the fact that most of my stunned targets flee at max movement out of the area in separate directions. Breathing space acquired? Yes. Now I have to wait for them all to come back though since I can almost never seem to find them. Edit: Don't get me wrong. I like Stun. When it works, and the mobs wander about, I love it. It's just that too frequently, they run away at max speed and depending on the map, I can't find them until they finally wander back.
  2. If it can be done, my recommendation would be as follows: 1) Targets affected by stun effects have all queued movement immediately cleared without activation. 2) Targets affected by stun effects suffer max movement reduction on any movement inputs while so affected. 3) Stun effects use a weighted command system, where standing still is prioritized followed by the slow stagger as movement options for affected targets. I think these changes would make more players more inclined to take and use stun attacks than a +2 magnitude proc for the effects. Further, these changes would work very well with the proposed +2 magnitude proc, giving added incentive to invest in it.
  3. Okay. Screenshots please. I am disinclined to find my CO file and go back in for such a screen shot. However, just picture this: Take a shark, chop off everything from just before the gills on back. Make that severed section closed off with skin and drop that on top of a human neck. As long as you are looking at it from the front, it looks okay. The moment you no longer have a head on view though? It looks like a chopped fish dropped on top of a human neck. Edit: Fine. Here you go.
  4. Except as a confused enemy, they do not trigger counter-attacks from the other mobs when they attack. Changing them to be of your faction would result in the other mobs killing that mob, most likely before that mob can really do anything helpful. I would rather the confused mobs not give players xp for the damage they do and the mobs they defeat than have confuse become a waste in that any mobs I confuse are basically immediately killed while also alerting the other mobs to my presence.
  5. You do. However, they are on set timers unlike the Demonlings and Umbral Beasts NPCs summon that go away when the summoner/creator dies. Edit: So if a "pet" will go away eventually regardless of whether anything happens to the summoning NPC, they remain even after that NPC is defeated until their timer finishes. If a pet does not go away after a set time, it goes away when the summoning NPC is defeated. That's the difference. So the Dark Servants and Phantasms are more pseudo-pets than pets.
  6. Wow, that took a while for me to puzzle out. I was trying to figure out what the proposed power set had to do with trick shooting.... I don't know the numbers part, but the set does look interesting. I disagree with @honoroit about the sleep mag though. Since Hypnotize reduces targets' recharge, movement speed, and defense all at the same time, I think the sleep effect is a bit strong. I would either drop the -DEF if the Sleep magnitude is increased, or just drop the sleep component altogether. The devs would have a better understanding of balance though.
  7. That would be the part that made no sense to me. The fact the Live devs coded powers to track their caster when created by a PC but not by a NPC. After all, actual pets created by the NPCs still track their creator and despawn upon their defeat just like they do for players, but pseudo-pets don't.
  8. Disagreeing with a suggestion isn't being toxic. It is disagreeing. And some of us gave reasons why we disagree. This has been implemented in other games to toxic effect. That is what we are saying.
  9. That's the point. When a PC dies, all pseudo-pets immediately go away. When a mob dies, none of their pseudo-pets go away. There was a reason given for that back on Live that I can't remember. I only remember that it made no sense to me.
  10. To the best of my knowledge, the nukes were not made any weaker. (Edit: Even before any of the nerfs you list were implemented, I never saw anyone able to nuke a boss and kill it unless there were multiple Blasters doing so more or less simultaneously or the boss was near dead anyway.) They had their target caps reduced. Tankers can't herd entire maps any more, and as someone who remembers when Tankers did herd entire maps and the rest of the team couldn't kill them fast enough, winding up with the team except for the Tanker dying and the team being rather upset with the tanker who would routinely still be out grabbing even more aggro, I'm very happy the target caps were implemented. Tankers don't herd entire maps any more. (Thank goodness.) They do still herd entire rooms. Hells, I've watched a friend playing a Scrapper run around herding the room for us. So the point still stands. The herding you say used to happen but doesn't any more, still happens. Just not at the excessive level it used to. And that doesn't change the fact that Blaster nukes went from something you used when you were being overwhelmed or when there was a large force around your team to instead being used as freely as that Blaster's T1/2 attacks. Actually, more frequently than in the case of several players I know. Because nukes don't have a cost to their use any more. (Power creep). Nukes can be gained and used 6 levels earlier than before. (Power creep.) Which means the incentive to keep them in reserve until actually needed or you have the support available to deal with the consequences of their use is gone. (Power creep.)
  11. Yes please!!!!!! (Especially the dragon head. Shark heads too, as long as they aren't painfully idiotic like CO's....) I've seen this somewhere before.... I can't place it, but I recall something like this. It would at least be funny in the game, so definitely!
  12. Works for me. Where do I make the ritual sacrifice to the devs? 😛 (Dry humor probably only I enjoy aside, I do actually think this is a good idea. Either have the legs point forward as described or trail behind like they're additional legs.)
  13. Did I have a Blaster when they game launched? Yes. I also had a Scrapper and a Defender. Yes, I remember Tankers running around herding things, and they would still be doing so today except that isn't the meta any more. The meta shifted from herding and controlling to just steamrolling as you go. Tankers can still run around herding things, and on some groups that don't focus on the current meta, they still do. Blasters still nuke. And in fact, since nukes are all crashless now, Blasters playing in the current meta nuke everything whether there is a large group or a moderate size group just to clear them out and move on. So because of the power creep in the game, in this case power level availability and nukes becoming crashless, Blasters now nuke everything 6 levels earlier than before and do so against everything regardless of whether an actual need exists for it or not. So not only do the things you say used to happen still happen, but they are done so now far more frequently. That's called power creep.
  14. A strictly personal review that is not subject to others being able to view and only provides data on your own character? I can live with that. Barring any arguments made that convince me it would also be a bad idea, I'm fine with players being able to review their own performance. Though what value such information would actually be is beyond my understanding.
  15. This has been brought up before. It has always proven a fairly unpopular idea. I'm against it. Edit: I should probably explain why I am against it. In the games I've played where they did this, it leads to some very toxic and elitist game play. I would rather not see that come to CoX.
  16. I'm still waiting for parity between bunnies and birds/cats. We have bunny ears, but not bunny heads. More bird head options is great, but lets not leave the poor bunnies out in the cold here.
  17. Flip side to that argument: If the best answer as to why something that already exists should be changed is "because I think it should be", that is also not a good enough reason. (Edit: Especially since the main argument against isn't "I think it should be" but is about the power creep that even those advocating for the change admits it incurs.)
  18. Correct, resistance reduces the duration, it does not prevent the effect. And there have even been calls to change those resists to protection. (Yet more power creep.) However, immobs aren't as worthless as your statement seems to imply. When things go sideways and you need to bail, being immob'ed is a good way to kill PCs. A good example is Malta. Sapper saps your END pool to 0 and a Tactical Operative immobs you, things can get ugly in a hurry. Or the nuisance factor. You're on a team, the team clears and moves on, meanwhile you're stuck waiting for the immob binding you to wear off. These situations can be dealt with by popping a Breakfree if you have one or have 3 of another to make one. If you lack any and don't have the requisite duplicates though? It gets annoying and/or frustrating fast. (At least it does for me.) Situational usefulness aside, the point of my response was to point out that Weave provides double the buff of the closest pool power buffs for defense and it also provides added functionality. Regardless of how others may view that added functionality. Two reasons why if Weave were to have no or reduced prerequisites, it would most likely be nerfed.
  19. Training to fight does. I am sorry about your experiences, but you aren't a super hero/villain. I am also unaware of whether or not you have received any dedicated hand-to-hand training, but any training I saw or underwent taught the strikes and blocks first, and you built up your defenses when you learned the practical side during the sparring after.
  20. Right. Pics or it never happened. Here's the quote.
  21. Incorrect. https://cod.uberguy.net/html/power.html?power=pool.fighting.weave&at=blaster Weave is both +DEF (All) equal to twice the second best defensive buffs in the pool powers and it grants +48.44% immobilization resistance. As such, if it was made to no longer have its prerequisites, it is very likely it would be nerfed to compensate. Earlier in the thread, it was requested it be made inherent since there was opposition to it not have its prerequisites. So even this power creep thread saw power creep.
  22. From the day the game launched, players could choose to take powers that they had no intentions of using for the sake of taking them. No one does this. Taking a power because it is thematic for the character even if it won't really be used is one thing. (Edit: For instance, I took Phase Shift on a character because it was thematic, back when the power was actually worth having. I kept it after it became useless to me because it was thematic. Building for theme is a good thing to me.) Taking a power that you will not be using that is not a prerequisite for something else just for the sake of hampering your build is something else. I enjoy looking at the options and figuring out how to get to what I want for the character through the roadblocks and hurdles of the prerequisites. Take those away, and all I have left is how to optimize the character for peak efficiency. Which is a lot less interesting. You are telling me that my only option is to only look at min-maxing and to hell with the challenge of figuring out how to get something incorporated into the build. Why would anyone just take random powers that aren't needed for some reason to access something else? Your response makes absolutely no sense to me. You are correct about us never going to agree on this however. So I'm just going to leave our discussion here. At least for now.
  23. That is the nature of power creep. A series of small changes that progressively add up. In a game already inundated with power creep. Which is why players like me are so opposed to any further power creep. I don't chase the Holy Quad. I absolutely refuse to have Hasten on any of my characters, for instance. I also have characters that take Boxing and/or Kick as part of their attack chain. There are players that take Boxing and/or Kick to use as mules. I haven't seen any such builds, but they were mentioned at least a few times on these forums. As for what others would take in lieu of Boxing or Kick? I can't speak for them. All I know is that every time this is brought up, it is specifically to make min-max characters even more optimized and over-powered for the game content. I also very much enjoy building characters. Part of the fun for me in the game is figuring out what powers are actually appropriate for the character even from their primary and secondary pools, let alone the power pools. (Alt-itis is not a curse or disease, it is an endless adventure.) I especially enjoy looking at the requirements to unlock powers my characters absolutely need for their concept and figuring out how to make all that work. And the more requirements are removed "for the sake of accessiblity", the less fun I find building my characters becomes. The changes that have been asked for, and given in... page 5?... has done a lot to damper the joy I have in making my characters. I enjoy threading the needle on my builds. I enjoy figuring out how to fit the things I need or want on the character. However, the requests have consistently been more and more to take that away. Making the character building less and less interesting, and less and less fun. With the power level availability changes, my characters can now all be front-loaded for effectiveness. Buh-bye challenge of figuring out what powers to take to build to the higher tier powers. I can be fully built for my attack chain by level 26 now. And a solid attack chain makes the need for defense/resist a lot less necessary. Or I can build my armored characters to be virtually unkillable by around level 20 now. I'm only using the T1-T3 attacks? Given that character can't be hurt, that is more than sufficient. And now here we are again, with yet another request to make building uber-characters even easier. I'm stuck sitting here wondering when the character building is going to get boring enough that I just leave the game. (Which I did consider when they made powers available earlier for the already stated reasons.) Because like everyone else, I've done all the game content repeatedly. (I haven't done any Hard Mode content yet, but I main a MM and I expect that to be an unwelcome participant. And as I have no interest in leading a team, I leave that alone.)
  24. *raises hand* So the goal isn't fun, it's improved min-maxing/character optimization. Which is full on power creep. Well, maybe power trot. In a game that is already of questionable difficulty to even casual players from all the previous power creep. You see, that is the issue I have with the request. That it is all about improved min-maxing. About freeing up power slots to load up on even more defense, resist, or damage. Nevermind how easy the game already is. Which was the driving factor in the creation of the Hard Mode content. Which with more power slots to better optimize their characters, will eventually get to the point of even that not being a challenge. Edit: And by the way, Maneuvers is +DEF (All), not +Def (Some). Edit: You might be surprised by the things you can pair up when you don't chase the Holy Quad. You may not as well. Just saying there are lots of options for character building when you don't limit yourself to the Holy Quad.
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