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Doc_Scorpion

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Everything posted by Doc_Scorpion

  1. The "About This Forum" post contains all manner of useful information - including the statement that players are allowed to disagree with and dislike ideas.
  2. Happens to all of us. 🙂
  3. No offense, but did you read the thread? This isn't about learning to build. This is about reducing the time and complexity of building and outfitting a character on the Beta Server.
  4. You learn that in the tutorial. Or, you take a few dirt naps and learn via the school of hard knocks. /jranger
  5. There's that... And many of "revitalization" proposals simply amount to requests for open world farming - AKA street sweeping. (Really, though it's bound to be a controversial position, I can't see that much difference between them.) However, except for extreme lowbies and the very upper end of the level range (where not-grey areas get pretty small), there's pretty much no level where you can't already street sweep in a hazard, trial, or cooperative zone. Changing Boomtown (for example) to scale with level doesn't accomplish much beyond giving the player the possibility of a change of scenery. (Not that a change of scenery isn't potentially valuable.) Otherwise, you're just doing what you can already do in other zones. Wandering thought: Setting aside the lack of a definition of what revitalization really means... How much is lack of 'vitality' and how much is perception due to the differences between Homecoming and Live? The population on Homecoming is much smaller. There's a much higher percentage of vets and a social meta that leans towards leveling (reaching 50) as fast and efficiently as possible. Even without the above, leveling in normal play is much faster - meaning we spend less time / have less need for not-City zones. Back on Freedom, even if just 1-2% of the online players were sweeping in not-City zones, that could easily be dozens of characters (if not more). On Excelsior, that means 10, maybe 15... spread out across a dozen or so potential zones to sweep in.
  6. I'm getting to the point where I miss my 50 year old eyeballs...
  7. That Hazard Zones were ghost towns was true on Live long before the Snap. And folks busily redesigning need to remember - there's tons of mission doors in all of them.
  8. IMO, to retain "Scrapperlike" behavior... Any new/changed inherent should be designed with the following considerations: = No Fury bar. The key difference between Scrappers and Brutes is that a Scrapper is "always on" (or "instant on" if you prefer). I lean mildly towards no stacking for the same reason. = Little to no direct control over use or effects. What differentiates a Scrapper from a Stalker is that a Scrapper simply is. My thoughts run closer to something like Against All Odds from the Shield Defense set. Rather than a damage boost, I'm thinking more along the lines of a Accuracy or To Hit boost... Mostly because I think of scrapperlock as being more a product of intense focus than becoming an out-of-control berserker. (The latter, rushing heedlessly from target to target equates to Fury in my head canon.)
  9. The HC Wiki is a handy reference for answering such questions: https://hcwiki.cityofheroes.dev/wiki/Main_Page
  10. And even in Open Beta, it's not guaranteed to make it to live... the first two versions of the Dark Melee changes got reverted on Open Beta. But honestly, no. Advance notice of changes leads to nothing but heartache. I spent months correcting people's belief that the SO Upgrade feature was immanent - what had been published to Open Beta was experimental. (It turned out that it did in fact make the next release, but we didn't know that at the time.)
  11. Which is kinda funny, because UO had had instant travel for years by that point.
  12. I just prefer the XP lock method because then I don't have to worry about losing enhancements, etc...
  13. The 2nd season is coming, but we have to wait until sometime in 2022.... https://fast.animenewsnetwork.com/news/2021-01-09/bofuri-i-dont-want-to-get-hurt-so-ill-max-out-my-defense-anime-season-2-to-air-in-2022/.168243
  14. The XP lock solves exactly that problem.
  15. o.0 It's one mouse click and then scroll down a small amount. That's hardly "having to dig around for it".
  16. No, I agree with you here. The problem isn't the sidekick system, it's the team leader. (And, to a certain extent, the social meta of running at the max difficulty.)
  17. Looks like I'm the only one that caught the Genshin Impact bug... Played it heavily for about two months, then it got really grindy and I gave it up.
  18. From previous experience on Beta the majority copy over their Big Builds and use them to test. Which ends up with a chicken-and-egg question... Do people do this because (as Bopper points out) it's currently a massive PITA to build a test dummy? Or do they do so because they're not interested in low level or Average Joe builds? (Some of the pushback I received for running tests with single-digit-level characters strongly suggest the latter may be the case.) The easier we can make it to test characters of all levels, the easier we can make it to build a test character, the easier it becomes to attract more people to Beta.
  19. Not superhero, but computer animation is pretty much to the point where Omaha The Cat Dancer could be done on a relatively modest budget. Which reminds me that I haven't re-read it in... way too long.
  20. Here's a list of archetype specific IO's: https://hcwiki.cityofheroes.dev/wiki/Archetype_Enhancements But I get the feeling that what you're actually looking for is this: https://hcwiki.cityofheroes.dev/wiki/Magic_Enhancement_Costs (You can scroll down to the bottom and find links for the other Origins.)
  21. The silly beliefs of power gamers aren't an issue - except to power gamers. They're aren't playing the same game was "the rest of us", who (in the main) simply don't give a fig. We PUG up and make it work.
  22. That's my third biggest pet peeve about Yin. The first is when the star waits until half the people are halfway across the map to announce they have TT. The second is when the star waits until half the people are halfway across the map to even ask if someone has TT. I know that not all stars are created equal, but is this particular QoL leadership effort that hard? That being said, I'm the "Yin is my favorite WST" camp too. It's fast, and it's fun. At +1 there's (usually) just enough challenge that you have to pay attention but not so much you ever really feel doomed. (Though this is highly dependent on team makeup and builds... Yin is easy to end up way overpowered on.) Many teams you can run as high as +2 and still keep that balance. (So long as some wise-*ss doesn't trigger the ambush in the final too early. That would be my fourth biggest pet peeve - not reading the battle before clicking the computers.) My favorite run this week, we accidentally started at +4... That first mission was a real bear. But we laughed it off, toughed it out, and the star reset the diff before the second mish. (Also agree with @UltraAlt. What is even the point of a speed Yin?)
  23. Adjusting frequency of play was the entire point of the changes.
  24. What happens to Bodyguard mode?
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