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DrunkFlux

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Everything posted by DrunkFlux

  1. Honestly they could get the same result as everyone having barrier if everyone would just take leadership: Maneuvers. In terms of defense anyways, it wouldn't help with resists but thats what people with resist shields are for. I don't really care for hard mode since, well, it is just a number change and its kinda silly to reduce team divsersity in a game about well, having a mix of characters to play with. At least everyone can take barrier I guess but I think people just underestimate leadership powers still.
  2. Honestly it's appreciable how you can diversify your financial income and items you sell in this game, AND it's not all tied to an easily hyper-inflatable currency. I noticed influence in CoH isn't hyper-inflating, there seems to be a lot of resilience so it's much closer to a natural rate of inflation, where even just earning influence your still earning something. Contrast to live where prices for say, purple IO's went from 20m to 100m to 500m in a ridiculous short time span. Or like STO where dilithium got so horribly devalued that everything has become completely inaccessible. Compared to CoH homecoming where there are multiple means to obtain everything you'd purchase with influence, not just exclusively influence. Not to mention some items serve as sinks the way they set everything up, like the hero packs.
  3. Sometimes converters are better, sometimes boosters are better, other times you have enhancement recipes that could be crafted and rerolled to something stronger. OR you can bank the merits and wait a little. At least people earn recipes in AE, otherwise yeah, we'd have the broken economy of live with influence meaning nothing at all.
  4. +0 often means never getting to use 90% of your abilities when your a powerful character, or getting minimal amounts of EXP and leveling to slowly for me to feel it worth my time. It's a combination of the enemies just dying to quickly yet also giving way to little experience it feels like I just don't see the level bar move, even with double exp on a non 50. Granted I don't mine 0 when it's speed running a taskforce/strike force, since then we can be done and get the merits at the end in record time. It's however just less entertaining and actually lowers performance when everything is so weak you just don't get to use anything on the enemies. It's like one punch man: Saitama certainly has technique, but nothing ever lasts long enough for him to use 'any' of it when they all go down in a single punch.
  5. I actually made my arachnos widow with carrying bad pugs in mind. There was one moment where the main tank(a brute) died and 2 other people went down. Well, my widow has vengeance and also had rebirth, I fired vengeance off on the tanks body and then immedietly rebirthed, and the team went from being slaughtered to an unstoppable force. In fact, my widow operates that way in general, bad teams become unstoppable with her. I generally enjoy PI radios even on non-50s since its a lot funner than fire farms. Fire farms your often forced into door sitting as everyone else does just that, door sit, except the fire farmer. It's often impossible to make any kind of contribution at all in any form. But PI's often let me get a feel for my attack chains/improvisations and how the character will feel once I hit 50, it's like running with a parachute strapped to my back, and hitting 50 the strings get detached and 50+1 the parachute is removed entirely. Then it's extremely satisfying to see how my damage had doubled, my hit-rolls are succeeding way, way more and enemies drop like flies :D. That never happens with a fire farm except on very, very few builds. Granted, sub-50 teams fighting +4 is dangeorus without lots of leadership stacking. And I actually find +3 to be more enjoyable at times since then it's just like fighting at 50 on a 54, it gives me a more accurate feel of how the character will perform later.
  6. I thought about this recently to, in fact even made a post about it, how even 1-2 peoples rp if especially bad can get in the way of old friendships, even ruin them. Like the unchecked god mode marty stu/mary sue who somehow gets away with it all the time somehow, even though there very rp would not allow anyone else to really get the spotlight. Or even allow no room and elevate themselves to king/godhood, no equals allowed. I cannot help but be left feeling even they are only where they are because they have a few yes men. I even had one time I did try to rp with the old friend and the god-mode prone player decided to throw up a scene to pull them away. That one person I realized got in the way just by being, practically, and even if I thought I got past my feelings somehow the same mistakes are made and i'm once again put off by it. Granted, I have a lot of new friends and a few new crowds I hang out with now on and off, and I have a lot more fun with them, in fact they actually rp more seriously and I get variety when I hang out with them. Its sad also since even they have had drama and still have some drama going on. I guess many people are having problems because they cannot handle disagreements, and some cannot even handle not being on top of everything in the entire game and hog the spotlight. Or even override the entire universe for there own world building with no room for anything else. No one can come to a middle ground. I also think some rp groups or sg's claiming to be rp aren't necessarily rpers at all. I know an SG, I won't name them necessarily, who aren't really rpers much at all, the limited rp they do is such the characters are almost extensions of there own persons. Not exactly munchkins but not quite rpers with any serious plots. Of course my perspective may have been skewed because of the first paragraph, there may have been but I had since stopped hanging out with them a long time.
  7. So I had some long thoughts, largely due to this having come up at least a few times with people, and at least one person I know is especially egregious at this(even saw it about a month ago, granted I hadn't gone to that club in a few weeks since, but they were making the same mistake still somehow even after all this time), I wanted to talk about when someone insists their world building plot to override everyone else, even on the first meet. I'm not gonna name the person in particular(they know who they are), but I still sometimes run into them. And of course, they try to over-ride everything. Like time travelers/manipulators, which honestly spring to mind first thing. The one person I know insists his character is THE time stream, time itself. Uh, wheres the room in allowing anyone else? Theres none, period to that. It's instantly off-putting to me, as I hanged out with them more and saw what that meant it was one thing that ultimately lead me to not want anything to do with them. But I also saw the same person for example make a character thats single-handedly solving a problem with the sun that over-rules vanguard. Or another toon who is just over-ruling the whole multiverse. It comes off as a god fantasy. And with no limits placed at all. To me no one should rule CoH's entire world. It just sets for no one to have any plots of there own to matter, to have any impact. Even more-so since it requires effectively reactions of the world that results in a mary sue/marty stu, or mary suetopia(whole world revolved around said players characters to the extreme). The whole reason I held back from bringing this kind of rp up was because it is thankfully rare, but it gives a very toxic vibe to me. Like keeping me from hanging ou with entire SG's when I used to enjoy hanging out with them levels of bad. Old friends no longer hanged out with to, at least a few. Granted this was a long time ago, but I still see it done sometimes when I hang out at the occasional bar/club. And I don't seem to see them with the SG I used to hang out with anywhere near as much. (Some of my not hanging out with the SG I used to is also schedule, friday nights just don't work for me anymore). I instantly cringe when I see it. Granted this goes for everyone I see if they do something like that. Time manipulators its especially easy to do that, the player I knew prone to it wasn't the only one. Of course, I sometimes just rp behind the scenes the players who do something like that, as the characters are just delusional narcissists. But it also bothers me since when hanging out at the clubs sometimes, I cannot get away from them. Should I just add them to the ignore since they never seem to really learn? Or really change after they'd been in the CoH community for years? I'm not entirely sure, since ignoring someone in say, a club environment you end up missing dialogue, or create awkward situations where someone's character says something in response to them. Some of the old friends i'd try hanging out with more but then the god-moder in question still manages to over-ride everything, so it leaves me once again not hanging out again. I post this because well, while I hang out with other groups now and other friends, and even got my own plots off the ground finally after a lot of retconning for some of my characters, I still cannot help but sometimes, sometimes wish to hang out with old friends, but cannot. Even if just catch up on things, of course it's well past that I suppose. Since then though I thankfully had been able to move on with my own plots and my own character archs after having made a lot of new friends, even ended up with new mains and stories with them. Stories that probably would never have been interesting otherwise due to entire plots being mary sue'd in an instant. Involving multiple rpers even. And I ended up involved in other people's plots again, which also felt great, more-so when my own char got to use a solution she prefered over just brute-forcing the situation. A battle she assisted with using wits rather than her own raw powers with a mark of discretion felt way more satisfying. I worked it out with the two people who 'were' in the actual fighting and I was able to let my character do something without disrupting the story/character development.
  8. He was probably a "scrub" or "Stop having fun guy", aka extremely intollerant of how other people play or other peoples builds so he immedietly assumed in anger you weren't gonna be able to do much since you weren't the "One true way" farmer. Don't let it get to you. Those kinds of players are usually to bitter and angerable to be worth having along anyways in my experience.
  9. I'd rather just the resources go towards keeping the four we have already, and improved QoL that homecoming is known for. Again, if you don't want things like the double exp, theres nothing forcing you to use them, heck theres even benefit to not using them, like more influence or getting to do more story archs before outleveling them(or turning off exp). I just dont see a point to making a server dedicated to just longer grinding and no IO's. I wouldn't be surprised if theres a private server out there that has reverted to the old super grindy ways of the earlier pre-IO days.
  10. A hard mode server on homecoming? Hmm, waste of resources if it's just taking away stuff. Could just, I dunno, not use any of that stuff. I've seen to many games do the "Hey lets just take a million things away from the player and make it grindier and call it hard mode", like fallout 4's survival mode(limited saves on a game prone to crashing, no thanks, oh yeah extremely limited inventory) and No Mans sky survival mode(increased death penalties, shorter time in hard environments and ridiculously lowered inventory space). It's never well received.
  11. That first commend is actually very dangerous, heres why. Procs are overpowered and sadly have to be nerfed, many people and the devs know this. To say that they are the benchmark for powersets for future balancing of powersets is faulty, it could lead to overbuffing sets very seriously if we were to assume procs are what to balance around. They are a TERRIBLE metric to balance around right now until a direction is establshed on what has to happen to them. Metrics to compare for procs themselves is fine, I don't think procs metrics are good for checking the balance of the sets themselves though. Thats like making scientific tests without having a control. Two, not everyone likes using tons of procs, and it should not be the "ONLY WAY TO PLAY!", not by a landslide. On the last point if you have cooldown between attacks your not doing it right :), should always have an attack ready at high end builds and should be zero time between your attacks unless your jousting/repositioning. The only thing that matters at that point is damage to activation time(higher the better) and how that effects procs. Some powers cooldown longer, yes, thats why you have faster powers for use while they are in cooldown. So in that sense, it could easily end up with higher proc rates for some sets and lower for others, when those others would otherwise perform stronger compared to other sets.
  12. Since you mentions procs and having the chart be made with procs in mind. But theres also another reason why some people would prefer a "no proc" test; besides working at different %'s of triggering across sets they also, at least IMO, don't truely reflect where a set truely is in regards to balance, not accurately anyways. I think the devs want the sets to be balanced with or without procs.
  13. Even with hardmode, tankers on original damage scales would be considered inferior brutes, because with hardmode your going to want buffers/debuffers. Resist-capped brutes mitigate as much damage as a tanker. And forcing an AT to be required in this game would be bad design, and not help that AT perform well in content where it's not hard required. With min/maxing and max-performance builds being extremely important or even required to do high difficulties, and leadership buff stacking extremely important(8 stack maneuvers is extremely powerful, and multi-stack tactics can easily overcome enemy defense increases), the tanker with a mere .75 damage modifier would still find itself even less desirable. I agree tankers are to damaging though atm, even my friend whos a hardcore tanker enthusiast agrees. At .95 with a much higher health pool + easier maxing resists makes the tanker a far superior solo AT, probably superior to all other AT's currently. As for "Proc Monkey", I kind of came up with the term considering other games and "Crit monkey" builds; high damage through critical strikes. Procs are effectively that; critical strikes, just not criticals that scale from damage buffs. Granted, I don't like using procs excessively; sure it's the meta but it will have to be nerfed/adjusted sooner or later. I usually prefer maxing defense ratings out anyways, and procs usually fall in desirability when your needing those 6 slot set bonuses for that defense. I usually only load procs into longer cooldown attacks like assassin strike or anything comparable on other melee/ranged AT's(the best compromise I can generally find, lower tier powers often have lower animation times, which means lower proc % rates anyways, and I always have high global cooldown which has no actual effect on proc rates in powers(only cooldown reduct from direct enhancement/alpha slot lowers proc % chances)).
  14. I decided to look at some of these builds, it looks like they are predominantly proc-monkey builds , many attacks with 4 damage procs in them.
  15. I brought this up with a friend, she pointed out that, it doesn't help that the proc nerf still hasn't happened yet, which probably could have solved some of the over-buffing.
  16. Except for tanker damage being slightly higher than it should be, tbh, this actually gives me confidence to try a wider variety of melee sets out.
  17. Whats funny is that, I do agree tankers are probably to good, it's hard for me to think about where they should be in damage. The trouble is, before the buff, tankers were objectively inferior to brutes; brutes had the same max damage resistances as a tanker and yet better damage. When you look at high rank IO's and also consider buffs from teammates, brutes end up on-par with tankers in terms of durability. This created a major problem; Tankers were easily, and justifiably, seen as brutes on training wheels. It was on live, considered by many experts of the game to be the weakest archtype in teams. The same problem occured with sentinels, they were effectively blasters on training wheels before the buff. Only difference is, tankers bring more utility than sentinels do, with higher agro control and, well, stronger AoE power. So nerfing the damage back to pre-homecoming may seem tempting, it could be disasterous in that, it'd just relegate the AT back to being considered the most useless archtype in the game. Not to mention i'm sure some people would probably leave over such a nerf. But tankers are certainly performing better than the other melee damage archtypes.
  18. The real risk I had taken on the last part was me and my friend could in fact have been reported for it or banned, they got others banned(though those in question were especially toxic to everyone else to). And yes, it was hugely risky of us. The move was largely successful, largely due to a lot of the rp community also having comparable feelings about them. It didn't get rid of them, they are still especially stubborn, but they tend to turn everyone on them in record time now. Largely due to how off-putting they are, or how offensive they get, and others can confirm with newer people the kind of rper they are.
  19. Only provided clarity since you misunderstood why I trolled them, your right it was a troll move. And perhaps I made a mistake sharing the username here, I normally wouldn't do something like that, in fact I hesitated in sharing the pics but once someone took what Iw as saying a little out of context, I felt I had to clarify. Whether you think me crossing the line or not is up to you. I don't truely feel that way, the god-moder was so far out of line with my friend and others we ended up feeling we had to do something :/. It's kind of like a case like how players deal with toxic players at d&d stories in reddit I guess. Would they have been banned from a report to gms? No, they(the gms) really don't care about roleplayers or drama, and anti-rp trolls tend to get away with it. Honestly my only hope was the mary sue player would learn there lesson, of course they didn't and continue making a fool of themselves, at this point I tend to ignore them.
  20. Oh certainly, I know people who think defense should not be used on tankers(at all, hp and resistance only), or heck even the very old "Healing is the only viable form of support" mentality. It's called the "Scrub mentality". Explained by this video of a guy playing titanfall 2: Reality: No one cares if you think x or y or z is the only way to play, or your better for using x over y or a less powerful y over x. It only gets annoying if your very forceful of others about it. Best you can do is learn to adapt and improve at things you enjoy or keep an open mind and try new things. And you need to be aware of when you say variety and encouraging it that your not also really just saying "I don't wanna do x I only wanna do y because it was overpowered." to. I've seen that before, where players tell themselves they are pro variety but not in reality or practice, in fact the video in the post above, the scrub mentality is very guilty of that kind of mindset.
  21. Well you kind of bring up my point or reinforce it a little, there shouldn't be only one way to play the game. My critique is on those fire farmers who spend far more time complaining here rather than adjusting and adapting to the changes to continue doing what they like to do. Everything changes over time, AE is not likely going away anytime soon if ever, in fact probably never will. If AE was to overpowered to many people would flock to it and hurt those who want to do other things like radios or task forces. You cannot do task forces without teams and when theres no one doing them, and only doing AE farms well, there you go. No one should be forced to play a way they don't like, yes, but that needs to be considered when leaving specific activities so rewarding as to effectively drown out every other activity and force players to those overpowered activities. If AE was to remain OP, there would be less and less players doing anything else, many who'd rather do other things wouldn't be able to simply from that alone. But I should also bring up that if AE was to remain as OP as it apparently was, it could slowly damage the economy. Rewards in other forms of activity being behind AE was actually a major problem on live, even at shutdown, due to hyper-inflation of the market directly hurting it. Even here, in homecoming I cannot help feel that AE farming was indirectly responsible for the removal of e-merit/merit conversion; farmers could make alts on separate accounts exclusively to be leveled for the e merits, convert those to merits and sell masses of items for immense influence gains. That could have eventually destroyed the market. Sadly, the nerf removed the value of E merits almost entirely beyond filling out the 5-7 at the most tier 4 incarnate powers and then see E merits just get ignored after, rather than doing something about veteran levels in AE, but they also don't want to make it to easy-to-get immense influence from AE like before to with the old "turn off exp at level 49" exploit. Balance changes usually are done, when done right, in consideration of everyone, rather than a hand picked few, which is actually why I feel the nerfs 'anywhere' or changes anywhere for that matter seem to be in a good direction. I keep saying, saying it again; people already found solutions to the AE changes.
  22. To complete a mission, you need to swipe a card, it has to be swiped at a very, very precise speed. Also a villain could assassinate you at any time during the process making you start over. If you are assassinated, the mission mobs respawn, but all influence and experience gained from defeating them is completely removed. (Edit: Could maybe condense this and my two other posts since they are super close together, if a GM sees this anyways, considering how close in time I made these).
  23. For missions you must first get a piece of paper that is a search warrent, to talk to the judge to get that warrent however you must fill out forms R 0451, RX8, filed your taxes, signed up badgames.-52gov, play Champions Online to level 40 and run QZone 40 times, Run through all missions of superman 64, make sure you have proof you have played through champions online and superman 64. The warrent must include plausible reason for search warrent and you need extra forms T10 and RX7, which are the same forms as R0451 and RX8.
  24. To receive training for new powers, you must pay the trainer 1 million influence for every new power, and an additional 4 million influence for every enhancement slot, additionally demand will effect prices, so more players training will increase training costs exponentially. Influence drops will be reduced to a very low minimum and will never increase per enemy levels you fight at 100 influence for bosses, 50 for lieutenants and 5 for minions. This will NEVER be adjusted for training inflation. Requests for a raise in influence gains will result in permanent suspension of hero and villain licensing and remove all influence from defeating mobs, PPD/Rogue Isles police will attempt to arrest you if you attempt to fight anything. Attempts to organize for influence increases will be met with wealthy highly slotted heroes and villains to destroy you in pvp and perma account bans.
  25. (Dunno why it's wanting to reply to my own post, didn't even hit quote on that post, but deleted the entry here anyways). I keep saying it, if people who complain about having it harder as a fire farmer would spend more time adapting to the changes and adjusting there AE farms and builds they wouldn't really have a problem. Alot of players already have solutions. It's like they adamantly believe that there way of playing is the only way to play. Like +4 PI radios dont' exist, ITF doesn't exist, ToT currently ongoing doesn't exist hami raids don't exist. And on top of fire farming being the only one true way, so to was there old build the only one true way.
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