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DougGraves

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Posts posted by DougGraves

  1. The problem with controllers is that they have too much control.  And that is a result of recharge.  You get several control powers with 90 seconds, 3 minutes or longer recharge.  So in theory you cannot rely upon them every fight and have to use them sparingly.  But with just recharge IOs you have so much control by level 32 you are probably skipping most of it.  As an electric/ controller I can basically just use static field for 90% of fights on a team and ignore my other control powers.

     

    What I want with a controller is not to trade the secondary for damage and be a dominator - which also have too much control, but to lose half of my control powers and half of my buff/debuff powers and trade those for damage.

     

    The game was designed with single target damage, aoe damage, defense/resistance, control, and buff/debuff and you get 2.  But they also somehow thought players would have far fewer powers than they have.  Partly this changed with fitness becoming inherent, but also people play at high levels and not low levels.

     

    But the game would be better if you had 3, but were less good at each of them.  At least better for me.

  2. The problem I have with the AH is getting no results or incredibly varied results.  For high transaction items I can see what is being paid.  For low transaction items I get no results or 1,000 and 50,000 as the two results.  I imagine others are like me and just do not put up those recipes for auction - so while they are being found they are not being put on the market.

  3. 47 minutes ago, GM Sijin said:

    What could you replace Controller's T9 pet with that would be comparable and still fit the kit of a controller and the purpose of the T9 pets? Choices like this almost always end up being akin to "Yeah, you technically have a choice, but option X is objectively better in 90% of play."

     

    I would rather have mutually exclusive choices as well if that is an option.

     

    I think the key would be to not have them play the same role.  For control - gravity and mind have an extra single target attack so they are better for soloing.  I could see controllers having the option of control powers at higher levels or damage attacks.  This would make it so you could use different builds for soloing and teaming and really have options.  Not just whether you slot for damage procs or hold duration.

     

    I could see defense sets having a choice between a toggle and an auto power.  The toggle could provide significantly better resistance but cost endurance.  Again, if soloing you may not need the res as much as you need endurance. 

  4. I do not play a MM.  I do play with MMs.  And when I am on a team with a MM what I want from them is to tank - in particular to take the alpha.  I do not expect them to herd, but I want to see their pets rush in and take the attacks so the rest of the team can follow up.

     

    And their secondary is not trivial.  Many teams have few support characters, so a MM can add a lot to the team with some buffs and debuffs.

    • Like 1
  5. Nerfing a powerset is going to change it in ways that players will not like, so that would have to just happen.

     

    But otherwise, changing a powerset significantly will probably make some players happy and annoy others.  This is particularly true if you swap out whole powers, change power order, or make other significant changes.

     

    One option would be to leave the existing powerset as is, clone it and then change the clone.  For example there is Darkness Control which includes pets.  That powerset could be cloned to "Shadow Control" which would remove Haunt and Umbra Beast and replace them with non-pet powers.  That way those who want pets could play the old set and players who do not want pets could play the new set.

  6. I want there to be no bad choices presented.  That means balancing existing powersets and ATs, updating old content such as missions and particularly TFs.  Streamlining or doing away with TO's, DOs, and SOs - they just seem to be vendor trash now.  

     

    I want bad old zones remade into good new zone.  But I do not want more generic city zones.  We have a lot of city.  Boomtown being redone like Faultline would be a waste.  Come up with themed zones that are unique and cool - chinatown, a theme park, cyberpunk area, etc.  

  7. I don't pay much attention to politics.  I have learned recently that one of the city council members has been working with organized crime and another broke a criminal out of jail to cause destruction of public property.  I don't know who the mayor is, but I am sure they are up to no good.

     

    It seems to me that we need an election.  So who would you nominate for mayor or city council and what would their campaign slogans be?

     

    I'm going with Blue Shield for mayor "He's tough on criminals".

    • Like 1
  8. I'm probably not unique but I am "different".  My old main Tomb Fisted Kid was a dark/dark tanker.  And scrapper.  And brute.  And dark/willpower.  I tend to level a character into the 30's then delete them and start over.  I have a few names and costumes that I like, so I reuse those for a new character.  I don't have old characters, they don't last long enough to get old.

  9. 2 hours ago, jubakumbi said:

    I don't need to be told how to enjoy my free time by the restrictive rules of others, thanks.

     

    This is a computer game.  What you can do is literally encoded in the game.  So you are choosing to have your free time be controlled by the restrictive rules of others.  What you are really saying is that you like the current set of rules and do not want them changed.  That is a valid position.  But you are pretending that this is an argument about freedom versus rules when it is really a question of who determines the rules - you or someone else.

    • Like 3
  10. 5 minutes ago, oxmox said:

    Ridiculous forum post from the early days of CoH that got turned into a meme. It's even sillier than it looks at first glance because it predates IOs, so there were no rares.

    so it was prophetic

    • Like 1
  11. Powerset proliferation demands throwing weapons.  Axes should be thrown.  Maces should be thrown. 

     

    Thrown small, bouncing weapon.  Boomernangs, throwing stars, and round sharp discs should be thrown by warrior princesses could all be skinned as a small thrown attack.

     

    Shaped cartoony energy.  I shape my force power into a boxing glove, or a baseball bat, or a bowling ball and hurl that at my foe.

     

    Lasers and light.  Let the players have blindness abilities.

     

    Gas.  Chemicals that poison, blind, suffocate, heal, etc.  The attack version of Poison.

     

    Rockets and missiles.  Let the mech characters fire off single target, exploding, and whole racks of spiraling rockets.

     

     

  12. My guess is they select between multiple random paths.  There probably is a straight path but that might be one out of 16 paths.  Easier to have them choose a slightly randomized path then to have the game know how many mobs are moving at you and then selecting a different path for each.  And if they all just ran straight at you it would be easy to get them to stand in a clump and hit them with sands of mu.

  13. 2 minutes ago, Charistoph said:

    While not a genre, if you don't think the moon is a theme, then you wouldn't think the Black Forest is a theme or the Himalayas.  A lot is in the approach.

    I definitely do not think the Black Forest is a theme.  It could be the setting of Roman legions attacking the Visigoths, or hansel and gretel lost in the woods, or a WWII battle between nazis and russians, or an invasion by Martian tripods, or a cyberpunk corporate retreat.

    • Like 1
  14. Static Field recharge is very fast.  You drop it instantly on a group and it retries the sleep every second or so which means even if they are not hit immediately they will be hit soon.  This makes static field my favorite control power of any set.  Fast, reliable control of a group.  And if more foes move into the area it hits them to.  You can also drop static field from around a corner.  I slot it with a range enhancement to make it work more places.  So no alpha.

     

    But static field does generate aggro.  So if you cannot drop it from around a corner you will get attacked back and often by the toughest stuff.  Whereas synaptic overload does not generate aggro.  It just is not as reliable.  

     

    So I take both.  Where there is a corner I use static field.  Where I have to approach the spawn in the open I use synaptic overload.

    • Thanks 1
  15. I play CoX primarily as a controller, so I designed this game based on that AT.  I don't sell it, I just have it available to print and play.  It is a solo or cooperative superhero board game.   An army of villains is rushing towards city hall and you have to stop them.    https://drive.google.com/open?id=0BxMYou04FYt1QlJDbWdRWS1hRms

     

    You play 1 of 16 superheroes.  Each has a different set of powers.  Your powers can damage, block, stop, or move around the villains.  Powers are 1, 2, ,3, and 6 - that is the amount of energy required to activate the power.  Each turn you draw 6 energy cards which you use to activate your powers.  You can play multiple cards to activate a higher energy power but you cannot use a card to activate multiple powers - so efficient energy usage is key to the game.  There are also stunt cards which can be used for energy or to modify a power when you use it - if you want to block a villain but your power does not do that you can play a block stunt card to add that to the power for that use. 

     

    There are 4 villain groups: giant insects, ninjas, zombies, and robots.  Giant Insects have tough but slow villains and fast but weak villains.  Ninjas are all faster but weaker.  Zombies get slower as they take damage so you end up with a horde of slow moving zombies.  Robots have a type that powers up and shoots at you if it has a clear shot - but you can move it or its allies to take the hit for you.

     

    The game plays a bit like tower defense.  It is a circular map.  Each turn more enemies appear on the edge and the enemies move in.  They move at different speeds, so prioritizing threats is vital.  You do not appear on the board.  Instead you use your powers to affect the villains on the board.  If the villains do enough damage to city hall, you lose.  New enemies stop coming after 12 turns and if you can defeat them all, you win.

     

    The difficulty of the game is set by the villain cards you draw each turn.  You can have them be normal or surge.  When you draw a surge, twice as many villains come out that turn.  You choose how many surge cards to put in to set the difficulty for the game.  I can only win up to 6 or 7 surges in a game.

     

    This was designed to be a solo game.  It can be played cooperative, with each player taking a turn.  With 16 heroes and 4 villain groups and varying difficulty there is a lot of replay.  And even with the same hero and villains the energy card draw and stunt cards make each turn a different puzzle for how to use your cards to survive that turn and to set yourself up for upcoming turns.

    • Thanks 1
  16. 8 hours ago, parabola said:

    I'm finding myself increasingly interested in the idea of founding (or joining if something like it already exists) a supergroup dedicated to old fashioned gameplay. The rules would be simple; SO's (or common IO's) only and no incarnates.

     

    It would be cool if there were a server with IO sets and incarnate powers removed.  Leave epic power pools and everything else.  I don't think those are game breaking.

    • Like 1
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