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Puma

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Everything posted by Puma

  1. Ice Shields and Thermal shields are applied to the entire group (not even just team members but league mates) at the same time. Well...ALMOST the entire group. You can get everyone but yourself. Because...reasons. Ice Sentinels can CLEARLY create ice constructs outside of their immediate skin, since they create piercing icicles constantly around them, patches of ice one the ground, bursts of ice in the air, and can even encase a foe in ice so thick they completely held from a distance. Yet they can't seem make an ice shield for you. Life's weird, you know? So yes. When Engagers summon Gun Drone, the Kevlar Nano-burst only affects themselves- maybe it's because they have magnetic stitching that attracts it. Who knows. And when they summon a Frozen Fissure at their feet, the opening of the fissure encases only them in a layer of frost and ice. Maybe it's because they know only they would be immune to getting frostbite. When they call down an Infernal Rain they gather up the accompanying ash as a temporary protection for just themselves. Maybe there isn't enough ash for more than one person, or maybe the ash is still damned hot and putting it on someone who isn't innately immune to fire would burn the hell out of them. Who knows. It's "reasons" that make the powers work this way. The same reason a kinetic can increase the mass of everyone around them for protection, but can't seem to it to themselves, but they CAN lower their own inertia alongside everyone else and jump super far. So again, there is nothing "weird" about having powers that are limited in who they affect for reasons we don't quite understand. The game is literally filled with them. Edit: I went back and edited the initial descriptions of the HP/Absorb granting powers to reflect this line of thinking.
  2. I thought about this again, I just want to point out: Defenders, Corruptors, and Controllers ALL have access to Cold Domination, which allows them to master ice to the point of being able to cover their allies with ice shields that deflect damage, and layers of frost that absorb damage, yet for some reason in the game they can't apply these same effects to themselves. Meanwhile Tankers can cover themselves ice shields, etc. but can't do that to others. There is also Thermal for defenders, which allows them to control fire and grant firey shields around friends, give them status resistance by thawing them out, or even boost their damage and accuracy, but for some reason in the game they can't apply these effects to themselves. Fire tankers can do it to themselves but not others. Sonic users can create sound barriers for every single person around them, but for some reason not themselves. Storm defenders can control the wind to oxygenate an ally, healing them and giving them status protection, but they can't seem to figure out how to send that wind to themselves. This game has a long history of some powers working differently depending on the archetype of the user even if, in theory, they should be able to apply to others (or themselves). And as I showed, with a simple tweak of the power description you can easily explain why if you really felt like you needed to for immersion.
  3. What about an Epic Archetype, with some branching options for pets? So you always have attacks that also heal, and melee that also gives +end, but you can select from like 4 single pets that offer different minor supplements like listed above? Maybe one offers mez protection, but another offers +Rech, etc. when in the guard mode?
  4. It does only the SECONDARY EFFECTS that already exist for any given powerset, and since those powersets' damage levels are built around those secondaries, you can't just get rid of Ice's slows, or electric's -end, or sonics' -res without increasing the damage like fire has. And no, it doesn't have buffs. The only "buff" I can see is one Aim power in its primary, which is standard for blast sets, and one tier 9 AoE mez power that boosts spd and jump as an "escape" power. And I'll need you to explain "ou have the pet type covered, even if only a single upgradeable pet, which is better than MMs get since 5 of their 6 pets degrade as they level up" because Mastermind pets actually get TWO Pet increases as they level, which gives each of their pets MULTIPLE new attacks. Again, the pet in this secondary does about the kind of damage that a single tier 1 Mastermind pet does, and then has the ability to be WEAKENED in exchange for saving the player from mez when needed. Sentinels got "full armor sets, full blast sets, full mez protection, secondary damage mitigation or debuffs built into the secondaries of each attack, and buffs" by this logic. Except they really didn't. They got the standard blast sets that include the standard effects of blast power, they got the typical armor sets that give mez protection as well, and they got some added effects on some powers with their inherent that make them either more survivable or more damaging. It's about the balance of those mechanics. The same would be with this archetype. The heals offered by the single target attacks and absorb from pets would be enough that, if used effectively, can keep you alive as long as you keep attacking and don't miss too much. The secondary attacks keep your end up and give you moments to break briefly if you miss too much or recharge isn't enough to keep you attacking and healing enough. That's it.
  5. This I complete agree with, and think this is actually constructive feedback and discussion. Thank you.
  6. Here is what I actually wrote for Gun Drone: "You launch a short lived Gun Drone on the ground at your feet. This drone remains stationary, but will attack any foes within range with rapid fire projectiles. Activating this drone releases a small cloud of Kevlar nano-particles that cling to your skin, absorbing a moderate amount of incoming damage." It doesn't "set up a shield." It releases a one time cloud of nano-bots that attach to you. That doesn't help anyone but you. If you really feel like you need a detailed breakdown of the mechanics, you are wearing a specialized magnetic clothing that attracts them, and you just couldn't afford to make enough for everybody. I'll send you the schematics via mail. As for the Orb: I dunno. Maybe my body which is somehow able to generate and create energy blasts, etc. is uniquely able to ALSO be charged from them in a way yours isn't. I'm special, you know? Just like the MANY powers in this game that only affect self but, I mean, really, should be affecting others if we had any actual control over that kind of power. These are the kinds of answers, given the way powers work in this game in a MILLION creative ways, that suggest you're less interested in actually discussing this as a possibility and how it would work and more interested in point out why it can't, but without giving any real thought. I mean, no one has YET to explain to me how someone can literally COVER me in Ice sheets cold enough or flames hot enough to stop incoming bullets and hammers and swords but NOT give me frostbite or burn my hair off. It's called suspension of disbelief. This game is filled with it. But somehow your using your powers in a way that can protect you but not others is where you draw the line and must criticize. Which is fine...if that somehow is beneficial or entertaining for you. But do you remember all those years people asked for a blast/armor set and were told "you just want the best of everything"? Or when they said they wanted a kinetic mastermind and were told "You just want the best of everything and it would be easy mode"? Your complains so far seem more like that to me than genuinely though about concerns about how this archetype would function and whether that might be appealing to part of the player base.
  7. The absorb mechanic is not an armor power. Blasters have absorbs in many of their secondaries, which don't get armors. They aren't armors. Absorbs don't take armor enhancements like resist and defense sets, they take healing enhancements. It feels like you're arguing about semantics instead of genuinely trying to entertain the idea or even find a way to make it work. Which is fine, that's you're right. It's not super constructive though. For example, you made the statement "If all your primary powers grant you an armor effect, then you have taken the Sentinel AT and made it a power set instead. It doesn't matter if those armor effects expire after 30 seconds, 10 seconds, or even 5 seconds after you stop attacking. You have a free armor set built into the ranged attack set. That you can still pair with a combined support + MM-style pet in your secondary." All your primary powers don't grant you an [absorb]. Exactly 3 of the 9 grant either an absorb OR a boost to HP. So it gets, at most, TWO more than current blaster sets like Ice and Plant. As I said, absorbs aren't armors. Even if they were, though, this set still doesn't have "a free armor set." It has a blast set that offers self healing in some attacks and either some absorb or some bonus HP in a few others. So we're talking, with all pets deployed, maybe 200-300 HP of protection. You then have your other attacks to try and keep the healing going after the alpha, or until you can relay another trap. It gets no defense, no +res, etc. It may get some secondary mitigation like all powers, but that comes at the expense of raw damage, just like all sets. Unlike Sentinels, it can't withstand alphas easily, and will struggle with prolonged AV fights with heavy hits, etc. unless it starts dealing out damage via a trap immediately. Likewise it doesn't get "support" powers in its secondary; it has melee attacks, just like blasters, and has an uncontrollable pet that basically only offers a few minor or moderate attacks, or can be used as a status effect protection power (which a solo player often will need) by losing its best attacks. This comes in place of Build Up, and the control power it gets is only similar in strength to blasters, but comes at tier 9. I can't think of another Achetype in the game whose survivability is entirely dependent on them continuing to stay in the fight attacking constantly, and having played that now, I think there's real potential for fun with it here. It's a fun balance of trying to dish out damage while watching your health bar actually move up and down, which is far more interactive and exciting than the way armor sets in this game largely work, which tend to be "set and forget".
  8. Frozen Fissure: You open a fissure in the earth at your feet that spews forth freezing air blasts at your foes periodically. Opening this fissure encases you in a layer of frost and ice that absorbs a moderate amount of incoming damage. (basically imagine the animation from Volcanic Gasses, but spewing icy blasts cold into the air around it). Location based AoE, moderate cold damage over time, self +moderate base HP/absorb. Infernal Fire: Summons a rain of blazing fire around your location, burning foes and reducing their movement speed. Casting this rain encases you in a layer of solid ash, absorbing a moderate amount of damage. Location based AoE, minor fire damage over time, Self +moderate base HP/absorb. Gun Drone: You launch a short lived Gun Drone on the ground at your feet. This drone remains stationary, but will attack any foes within range with rapid fire projectiles. Activating this drone releases a small cloud of Kevlar nano-particles that cling to your skin, absorbing a moderate amount of incoming damage. Location based AoE, moderate smashing/lethal. Self +moderate Absorb Pulsing orb: You create an orb of plasma energy at your location. This orb sends out waves of energy at nearby foes in a cone in front of you, knocking them down and doing minor energy damage over time. The orb's energy also supercharges your cells, boosting your maximum HP temporarily. Location based AoE, minor energy damage, Foe Knockdown, Self +HP.
  9. Maybe, but I think If it said "the chaos from the attacks causes your enemies attacks to be less power" or something, then that would inherently mean -dmg, and if it said "less accurate" this would be -acc. but "less effective" is sort of in between. It just doesn't damage you as much. As I said, you could easily say "Casting <trap> also creates a barrier of <cold/heat/energy/nano-particles> around you, absorbing a moderate amount of damage" if that sits better with you. So dropping ice storm also casts a small layer of frost protection, a thermal trap like "Thermal Eruption" casts a layer of ash protection, a weapons cast like Gun Drone casts a layer of Kevlar nano-particle protection, etc. The great thing about this game is it plays fast and loose enough with physics you can basically explain any desired effect of a power and stay within the game's existing mechanics.
  10. Actually, you're partly right about snipes. I forgot about the changes made on this server to snipes being in/out of combat fast snipes, but the 97% now triggers increased damage when fast. As for your question about how they trigger +HP/Absorb, it's explain in the power descriptions. For example, with Ice Strorm, "The chaos from this attack cause your foes' attacks to be less effective, giving you added protection from the damage. " If this doesn't sit right with you, you could easily say "The falling ice particles also absorb some income damage, boosting your own survivability." Basically the traps absorb some of the enemy fire indirectly (not via taunt). With the +end from the secondary, it's that the thrill of battle excites you and motivates you to continue fighting tirelessly. By the way, thanks for the catch on Build Up. I swapped it in the description, and it now does +To Hit, some minor +Dmg, and offers a boost to healing.
  11. I'm curious in what way? How do you see similarities?
  12. Actually, placing an AoE immediately grants you a buff to your max HP and an absorb shield precisely for the alphas. This more than a blaster has. This archetype has less going on than a Defender, Corruptor, or controller if you think about it. Those involve balancing team buffs, self heals and debuffs or controls, and then also trying to attack. With the Engager, It's basically just entirely attack, attack, attack and that covers the self healing and buffing. Oh, it should be pointed out I think the AoEs should be dropped point blank (similar to Storm's lighting cloud, as opposed to how Sleet is placed, etc) except in powers that simply wouldn't work that way. This would maintain the fast paced attacking feel. That's how I play my blasters via macros, anyway, and it's much more efficient than having to drop them via a mouse in the heat of a battle.
  13. I have to disagree in one key aspect: this playstyle IS available for certain specific powers in some powersets in certain archetypes, but nothing like this exists for an entire archetype. And honestly, if we start throwing in IOs as a way to do things, then we might as well scrap archetypes altogether, since IOs can make any archetype a fully armored, full damage dealing, high regen and end recovering monster. I say this as someone who has played hundreds of blasters, corruptors, and defenders to incarnate level. While this playstyle is available to blasters or corruptors to some degree via IOs and specific powersets, so is tanking, frankly, but that doesn't really "feel" the same as an archetype DESIGNED to function that way.
  14. So I have been playing a game with a unique combat system that rewards you for staying out of cover by healing you as you fight. It created a frantic, incredibly fun play style. I thought what a great way that would be to implement Guardians (or Sentinels, if they weren't already here), but since that is such an old, argued topic, I came up with my own archetype built around the idea. This archetype is the kind of character in comics you'd see that thrives on battle, not mindlessly like a brute, but heroically and tactically. That guy who charges head first in, inspiring others to follow, but who has the experience and know-how to fight intelligently. Archetype: The Engager. The Engager is a master at battle, directly engaging with both their enemies and their allies to control any situation. Engagers thrive in a conflict, and the more they battle the more exhilarated they become. Engagers are at their best when they are in the fight directly, and their boldness can inspire their teammates to do the same. Natural leaders, Engagers have a loyal companion who join them in battle. Inherent: Galvanize: The Engager's battle expertise gives those around them a boost to damage and accuracy, and they've learned to use their own attacks to boost their health in various ways. *The Engager is like a brute version of a ranged character: the more action they're in, the more likely they are to survive. They rely on a mix of ranged/ melee, and placed AoE attacks, but instead of relying on either defensive buffs from teammates or resistance and defense armors themselves, they survive via "healing" themselves through their own attacks. Each -successful- single target ranged attack instantly heals them for a small portion of their hit points, while their placed AOE attack pets offer protection in the form of absorb shields and and increases in their base HP. Successful melee attacks motivate them and grant them endurance. In short, the more traps they lay and the more they're attacking, the harder they are to kill. Engagers also have one loyal companion as a key part of their secondary that offers additional attacks and buffs. Base HP: 1170.9-1306.6 (just above Corruptor/defender level at rest to Scrapper level when fighting). Damage modifier: ranged .85 (falling between a Kheld and a Dominator), Melee 1.00 (blaster level). Max damage boost is 400%, so lower than a blaster. They do get an Aim- like power in their primary. Max healing- 500%. Companions: The companions are somewhere between a controller's pet and a mastermind's tier 1-2 pet. At tier 1 they have 1 minor ranged attack, 1 moderate AoE attack, and offer a small form of protection for the player in the form of added accuracy (which increases the likelihood of successful attacks that heal). At tier 2 they offer an additional 1 high dmg attack and 1 AoE debuff or buff/minor damage attack. They are largely uncontrollable, like controller pets, but share one direct control to help the player survive like a Mastermind's. When Battlefield Coordination is active, the pet moves close to the player, and the AoE attack and Debuff are swapped for Status Effect protection and a minor heal over time effect. Basically it lets you sacrifice damage for status effect protection and healing in tough moments. **The secondary sets would be more limited in selection, at least at first, due to their diverse and unique playstyle, to make sure balancing is done correctly. Primary Powerset = Combat Tier 1: Ranged, moderate damage , Single. Self + minor hp Tier 2: Ranged, minor damage, foe immob or stun, self +minor hp Tier 3: Location based AoE pet, moderate damage over time, self +moderate base HP/absorb Tier 4: Ranged Targeted AoE, moderate damage, self +minor HP Tier 5: Locked In- Self +to hit, +DMG, +healing (5% for) Tier 6: Location based pet, single target damage over time, Self +moderate base HP/absorb Tier 7: Sniper- Extreme damage, self +absorb/ Heal over time Tier 8: Ranged, single target, superior damage, self Tier 9: Location based pet, AoE, DoT, Foe Status effect, Self +HP/Absorb. Secondary Powerset: Deployment ** Tier 1: Melee Single target minor DMG, foe status (immob or stun). Self +end Tier 2 Melee Single target Moderate DMG, Self +end Tier 3 Companion (tier 1): Various * Tier 4 Melee single target High DMG, Tier 5 Battlefield Coordination- Toggle Companion and Self +Status effect protection. Tier 6 Direct Companion: unlocks Companion tier 2 powers, various. Tier 7 melee AOE- High Damage, self +Recovery Tier 8 Inspiration - PBAoE Heal/buff depending on powerset Tier 9 Tactical Retreat- PBAoE Foe debuff (Mag 3), Self +SPD/JMP. So here is what it would look like in actual theory: Primary Powerset = Ice Combat Tier 1: Bolt of Ice- Ranged, moderate cold damage, Foe -rech. Self + minor hp Tier 2: Chillbain Ranged, minor cold damage, foe immob or stun, self +minor hp Tier 3: Frozen Fissure: You open a fissure in the earth that spews forth freezing air blasts at your foes periodically. Opening this fissure coats you in a layer of ice and frost, giving you added protection from damage. (basically imagine the animation from Volcanic Gasses, but spewing icy blasts cold into the air around it). Location based AoE, moderate cold damage over time, self +moderate absorb. Tier 4: Ice Ball: You gather moisture in the air into a heavy ball of solid ice, hurling it at your enemies. It explodes on impact, damaging nearby foes and slowing them. (imagine the animation from Repulsing Torrent, only as you whirl your hands ice gathers that you launch at foes). Ranged Targeted AoE, moderate cold damage, self +minor HP. Tier 5: Battle Focus- Self +To Hit, +DMG, Healing increase (+5 %) (Build up) Tier 6: Ice storm: You summon a bitterly cold rain of ice down around you. The ice is thick, damaging your foes, and clings to your icy skin, covering you in a layer of ice that boosts your total Hit Points. Location based AoE, minor cold damage over time, Self +base HP. Tier 7: Focused Freeze- A focused, long range shot that has high accuracy. The brief exhilaration of a successful attack lets you ignore incoming damage. If you have more than 97% to-hit, this attack becomes instant-cast. Sniper, Extreme damage, foe -spd/recharge, self +absorb Tier 8: Bitter Ice Blast. Ranged, single target, superior damage cold/smash, self +HP. Tier 9: Icy Refuge - You encompass a large area in icy shards that immediately knock all but the strongest foes down. These shards do cold and lethal damage to foes in the area, and foes have a good chance of continuing to slip and fall as they try to escape the afflicted area. Your naturally cold body also collects ice from the shards, protecting you from incoming damage. (imagine a larger Sleet patch with ice shard animations added in, that removes the -res and -def in exchange for guaranteed knockdown on initial cast and strong chance of knockdown for the duration.) Location based pet, AoE, DoT cold, Foe Status effect, Self +HP/Absorb. Secondary Powerset: Ordinance Deployment Tier 1: Stun Glove. You strike at your foe briefly with an electrically charged glove. The charge from the glove briefly stuns your target and does Melee Single target minor DMG electric/smashing, foe stun. Self +end Tier 2 Baton Strike: You hit your foe with a retractable steel baton, dealing moderate smashing damage giving a short adrenal burst to yourself. Self +end Tier 3 Companion (tier 1) Combat Drone: You release a combat drone. This drone is finely tuned to your fighting style, and its AI is designed to aid you in several ways. Tier 1 attacks: Stun Gun (Taser from Devices), Static burst (Ball lighting from Electric Blast), and +accuracy. Tier 4 Steel Toed Boots: You strike at a foe's shins with steel toed boots, doing high damage and reduced their movement and attack speeds briefly. This momentary respite lets you regain some endurance. Melee single target High DMG, foe -spd, -rch, self +end. Tier 5 Battlefield Coordination- Toggle: Companion -attacks, Self +Status effect protection, healing over time. You place your Combat Drone in Defensive coordination mode. The drone reduces its attacks and focuses on protecting you by releasing a cloud of close stimulants around you. You have strong resistance to status effects and some minor healing over time while Battlefield Coordination is active. Tier 6 Advanced Mode: You place your drone in Advanced mode, giving it greater capabilities. This unlocks Companion tier 2 powers: Laser Burst: single target Foe Heavy Damage energy, -res (10%); and Cloaking Field: AoE foe -To Hit, ally +Stealth. Tier 7 : Charged Suit: You are wearing a specialized conductive material that generates energy as you move. When needed, you release it in a burst of highly damaging force around you. Some of that stored energy is released back to you boosting your recovery. Melee AOE- High Damage energy, self +Recovery Tier 8 Inspiration - You strengthen your resolve, briefly inspiring your allies to do the same. This allows you to briefly ignore your own pain and focus more clearly, increasing your to-hit. (click PBAoE +Dmg, +HP) Tier 9 Tactical Retreat- A good warrior knows when they may be overwhelmed. When you find yourself in a dangerous situation, you release a grenade at your feet that releases toxins that you and your allies have been vaccinated against. The smoke momentarily blinds your foes, and then leaves all but the toughest foes sick momentarily. PBAoE Foe -perception, vomit, (Mag 3), Self +SPD/JMP. Some other secondary sets could include Infernal deployment with a fiery Orb or single Demon or Oni companion, Darkness Deployment with a Litch or - Haunt-like companion, Electric Deployment with a ball lightning or Gremlin-like companion, Psionic deployment with a manifestation-like companion, etc. The general idea is a corruptor/blaster playstyle that REALLY incentivizes movement and action instead of cover, downtime, or relying on buffs from others. You survive by attacking. You do less damage than a blaster overall, but more than a Corruptor because you aren't stopping to buff and heal, and with the aid of a companion. You have the benefits of sustain powers from blasters being built into the use of other powers.
  15. Robotics is the creation of Robots: technological humanoid machines. It's clearly a technologically originating powerset. Now, can a player make a "magic" origin Robotics mastermind? Sure! Get creative. Just like Martial Arts and Dual Pistols are natural and tech origins but you could still add secondaries, etc that make them another origin. And using your own logic, someone could say their character's "magical blast" is the use of mystic energy as an attack. Generally understood to be pure true magic, but not limited to it. It could be technology that allows you to focus and unleash mystic energy, or even a mutation that allows you access it without the use of spells or training. And yes...Scarlet witch is a mutant with a natural hex power access. She was then not only taught to ACTUAL sorcery and magic, because of her mutant ability to access it naturally, but we learn she was actually altered at birth by the Demon Chthon to become the Scarlet Witch due to her natural mutant ability to tap into the power. So she's a mutant, who happens to be able to become incredibly powerful as a magical wielder due to her mutation and the interference of other magical beings. So if the title of this were instead "mystic blast" you'd be in EXACTLY the same situation as you are with Robotics, Devices, Martial Arts, Assault Rifle, Dual Pistols, or street fighting, etc. You have primary AND secondary powersets, and so having any of the above does not "lock you into" any one specific origin. You could have a psionic mutant who uses their psychic ability to be a kick ass street fighter. You could have a bionic technology user who has built in dual pistols and a targeting system, or you could have a natural old human who has found access to a mysterious, hidden stash of devices including a crystal which allows him to unleash mystic waves of energy. So at most, I'd say the OP can keep the set just as it is, change the name to "mystical blast" and then all the criticism fades away. That's what I did with the mystic empowerment buff set I made for defenders/controllers/corruptors.
  16. As you pointed out, we have "devices" but also "necromancy", Dark Miasma which literally references calling souls, etc, Demon summoning, dual pistols, martial arts, and Assault Rifle. All of those are leaning toward specific origins, though a player could creatively get around it by their explanation of their origin. Mystic and Arcane are no more "directly" linked to magic than Demon summoning or Assault rifle. Maybe you're a mutant who taps into mystic energies ala Wanda Maximoff, or maybe you're a scientist who created a device that lets you control mystic universal energies. If you can have a magic wielding person with an assault rifle and claim that doesn't require a specific origin, you can have a tech based "arcane energy" blaster or a mutant "mystic empowerment" defender.
  17. I still say giving Merc MMs the "Swap Ammo" feature would completely fix Merc's major issues. It's a super easy fix and would instantly make them a much more enjoyable set.
  18. First, clearly you do care, as evidenced by your posts in this thread. Secondly... You DO realize that you're doing the exact same thing, right? You're constantly replaying the same content, over and over, for 15 years. Unless you play EVERY SINGLE CONTACT in EVERY SINGLE ZONE before you repeat, you're basically doing the exact same thing. You're playing the content you enjoy on an endless loop. Please quit acting like somehow your playstyle is the real one, and others' isn't. It isn't a very comely look. Need I remind you that the Devs created an ENTIRE END GAME that REQUIRES you farming a very small set of content in order to progress to max levels and rewards? And they offer weekly strike targets that incentivize you to re-run content for extra rewards?
  19. Is farming, like...literally beating up bad guys at a faster rate for better influence or levels?
  20. What was asked for was a change that required respecing (or even shelving in the case of plant manip) characters afterward. You were given one. Whether you think that was a justified change is a secondary issue. And as someone who has been playing the game non-stop for years I have NEVER not seen plenty of controllers running around the city. The idea that somehow they were useless is ridiculous. ESPECIALLY on task forces, where blasters controls weren't even close to being able to handle the mob sizes and AVs. Sure, you have some idiots who might think so, but I promise you the changes made to blasters didn't suddenly make them want controllers, because those teams are likely steamrolling anyway and controllers just don't help with that no matter what. You most certainly aren't, and from my extensive interaction with the Devs, I don't believe they view it that way either. This server is run by a bunch of US who volunteer, and who actually pay the bills to keep it running. It's a community effort. The owners of this actual game are long gone. Your opinion matters exactly as much as anyone else's.
  21. The changes to blasters a bit back is one that drove me to really start exploring other servers. They were completely unnecessary changes, IMO. Interestingly, they were drive by the same weird desire to make control archetypes "more useful" by the Devs that some of issue 4 content was driven by. It's a flawed approach to an overstated problem, IMO. But there's one example.
  22. This, of course, ignores that sometimes, changes are BAD changes coming from a flawed assumption or understanding. Those changes don't make things better. They make them worse.
  23. I hear what you're saying but I just need to state, on the record, how strongly I disagree with you. First, I can't name a single archetype I have played in this game (and I've played them all, including some not even available on this server) that I haven't been able to solo with. Some powersets, sure, but not a single archetype. For you to say some can't solo is just...well...wrong. I'm sorry but it demonstrably is. By the way, I have a few single pet Masterminds I'd LOVE to show you, because, while they aren't the best thing ever, they do damn well and didn't need anything designed specifically for them and their playstyle. Second, you have to understand that many people solo out of necessity, so you really need to get over this idea that people just do it because it's somehow easier. When you create content that is by design not really meant to be soloable by the general player, you are intentionally excluding the people who CAN'T reliably team because it doesn't fit their lifestyle. Your attitude toward "City of Lone Wolves" is dismissive and honestly, I think you're way off base. Third, if you feel some archetypes aren't performing as shiny on teams, the answer isn't to suddenly start making enemies and missions specifically tailored to them, especially if it makes others suffer without them. We all know how annoying it became when you still needed various specific archetypes for Barracuda once the novelty wore off. It didn't increase the playability for your players, it lowered it (until iPowers made that issue obsolete). Instead, a much better approach is what was done with Defenders. Change them to better help a team AND better solo. This is still the approach I wish you all had taken with tankers instead of just making them AoE brutes 2.0. This actually would increase the amount of people willing to play them because suddenly they CAN solo and yet, when they team, they can still contribute. There are a ton of ways to do this that I think are relatively easy if you ever want to discuss it. Especially for Controllers, Dominators, and Masterminds. No one here is saying that you should design content that every POWERSET COMBO on every archetype can solo. But like the changes to defense, you all seem to be taking some pretty big right turns that are moving the game in a direction that appears to be penalizing a lot of players, for reasons that I think boil down to a playstyle you're pushing that is both out of date with most modern games AND one CoH had and moved away from for very good reasons. You will drive people to other servers, or to just finally walk away from a 15+ year old game. Tread carefully.
  24. Can you elaborate on the "team composition" idea here? Are the devs moving in a direction where we return to needing (or at least desiring) specific types of team makeups to run future content casually? That would suddenly make a LOT of the changes being proposed make more sense. It would also concern me greatly. As does the comment that "all content is team content". That is not and never has been the design of CoH. As was pointed out, SOME content was designed specifically as team content, and if all content were expected to be team content, that would not have been necessary. CoH has always allowed soloing by default, save very clearly defined exceptions, and always should. Also, +1 to the "restricting it to level 54" is a bad move. It's actually wasting resources, putting all of this effort into testing and developing the content just to have a very small percentage of the player characters have access to it. Not even just incarnates, but T4 incarnates. If this game were being developed at a pace that could do that and develop much more, it would make more sense. But it isn't. So I'll ask...what is the perceived BENEFIT of restricting it to 54s, that outweighs the advantages of having another way for non-fully incarnated toons to progress toward their incarnate powers, and have a larger pool of players enjoy it? Maybe there is some that we just haven't though of but you have. It seems weird that at the same time we're trying to get people out of the AE to get their incarnate powers we're limiting content that they could use to get them outside of AE. I can tell you that if this drops with content restricted to t4 incarnates, you'll be motivating more people to do the AE shortcut to get there just so they can run it and see what it's like, since many are starved for new content. *shrug*
  25. The badge is for participating in the poll not testing. As for "no secret cabal influencing where HC goes...I mean technically the Devs ARE a secret cabal. We dont have elections to those positions. But again, that's just how things work. As for the polling...I don't understand. These volunteers are trying to make the server as positive and successful as they can. How would the community having a clear say in what they think that would entail be a BAD thing? Remember that things don't come to testing until a TON of work has already gone into them. At that point a Dev has committed to it, and its HARD mentally and emotionally to change course. It would make MUCH more sense if they had a roadmap that the player base had input on so they knew that at the very least, the direction they headed when they bring it to testing is one people are expecting and generally support. I work in education. I have for 20 years. Ive worked for administrators who get things in their own head, work to come up with directions on things to "make the institution better" and then spring it on the staff to hammer out after the fact, only to find their entire approach or direction was either flawed, unneeded, or would actually make the staff and students LESS happy. I've also worked with administrators who instead ask the staff and students and families AHEAD of time what the issues are, where they'd like to see change etc and then build plans based on that. And I can say that in my anecdotal experience, that is ALWAYS more successful both in creation AND in outcomes.
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