
MsSmart
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Squishies Epic Armors grant 3 Mag Protection?
MsSmart replied to arthurh35353's topic in Suggestions & Feedback
Study my logics, my premises, how can you say it is a knee-jerk-reaction? Please show me how my arguments are irrelevant -
Squishies Epic Armors grant 3 Mag Protection?
MsSmart replied to arthurh35353's topic in Suggestions & Feedback
How are they the same?, I made clear differentiations among them that has real balance. Please show me how I made them all the same? pleae -
Squishies Epic Armors grant 3 Mag Protection?
MsSmart replied to arthurh35353's topic in Suggestions & Feedback
I support the concept, but the mag protection should be 4 When you look at a tanker solo mode, why does it need +12 mag protection? It is an awful overkill, now when in a team, that high level mag protection can make sense, but why not make them depend on the defender to boost it (clear mind, O2, etc.) So they can attain group wise protection? Why give 12 mag to a tank and not make them dependent on the defender as the defender is forced to be to dependent on a melee? (I use defender as a sample, truly all the non-melee have this forced vulnerability) In fact why would any class for solo purposes need more than MAG 4 protection? Why are we mixing solo and group needs? Should it not be all classes has to have the same survivability baseline for solo? A Tank has fabulous protections (defenses, resistances, res to debuff, status effect protection) and still manages to have moderate damage capability Contrast that to a Defender, who has essentially none of the tank's protections, their buff powers do not affect them (what class has powers that does not work on them but solely on others), and then to add insult over injury their damage is nurfed so that their damage is almost as good as a tanker. I fail to see the game balance. I am told that debuff abilities makes up for this, which is sadly a sad excuse. Lets talk Accuracy debuff: The chance to hit is the creatures base ACC + acc buffs; the acc debuff deduces from acc buff in the previous equation, so far so good, but guess what is the problem? The amount that can be deduced from the base ACC is capped to 5% (0.05), so no matter how hard you acc debuff an enemy your debuff is not going to amount to much. So debuff as a great equalizer is simply an illusion. Now there is a point of differentiation, I am all for it, but as long as it is done with an intelligent balance and not in a capricious manner. I personally do agree that all classes should be build for group operation, without the need to be dependent on another class to be successful. In the live days, no group would dare do a TF without a tank or healer/buffer. The overall inter-class dependency made putting groups together to do a TF in the live days tedious and time consuming. So how do we have class balance? First it does not have to be binary, but allow for shades of grey. So I would propose to use the class limit caps to make this differentiation logical and balanced Resistance to damage and debuff: The key is the class caps, which should be as follows: Tank: Resistance Cap 95% Brute: Resistance Cap: 85% Scraper/Sentinel/Stalker: Resistance Cap 75% All Others: Resistance Cap: 65% Defense: Tank: Defense Cap 25% Brute: Defense Cap 35% Scraper/Sentinel/Stalker: Defense Cap 45% All others: Defense Cap 55% Status Effect: Tank: MAG 12 Brute: MAG 10 Scraper/Sentinel/Stalker: MAG 8 All others: MAG 4 Note that debuff is not truly effective for example Accuracy Debuff looks good in paper but in practice it is a joke, take the to hit equation used for both mobs and players: chance to hit is Base Accuracy + ACC buffs, the total chance to hit can never be less than 5%, and the debuffing of the accuracy buff of a target can never exceed -5%. (which is what players affect). So take a base attack at 1.25 but can increase depending if the creature is a minion to AV, level differences too. and the best a player can debuff is 5% pragmatically, using the low base of 1.25 it would drop to 1.20 so we go from a 25% to be hit ) prior to defense being applied to 20%. so the difference in acc is minimal. The other area is control, contral can lock down a target and render it helpless after one or more applications, so the damagge output of controllers/dominators need to address this. Tank: Max Damage is Moderate Brute: Max Damage is High Scraper/Sentinel/Stalker: Max Damage is Very High All others: Max Damage is Superior Blaster: Max damage is Extreme Note that the blaster lacks the environmental abilities of the defender, controller and other support types. I was going to make a difference between melee and ranged damage, but the old live days where ranged really did make a difference, is not at this time true; just about all creatures I have encountered have a balance between melee and ranged attacks, some have very strong melee but there some who does have very strong ranged attacks (a melee with their great protections would not likely notice this) and lastly the ranged of the mobs attacks can be at the snipe range or often around 100 feet. So I really could not justify going through the math of figuring the difference. Once again, the damage limitations are managed through class caps. The above would provide a fair balance among the classes, and actually not be so difficult to implement since class caps are already in use; all it is required is to change what does caps are... Sue -
P2W temp powers, suggested permanence
MsSmart replied to TrueBornTyrant's topic in Suggestions & Feedback
I agree with the suggestions because it allows players to assist each other more, making the game that much friendlier. I would like to see the teleport power fold, be a new Pv2 power, because it all to often happens that a mob you got to kill (kill all mission) gets stuck on a wall and you can't kill, with fold you can "unstick it" and go on an enjoy the game. If it was available as a PV2 power it would be much more present among players. Sue -
Hi: Usually we have to install vidiotmaps a top the HC client, which at times can be quite trying for non computer literate folks. It occurs to me, why not for the next patch, just use the vidiotmaps as the standard maps used. Thank you Sue
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Its only an idea to help the badgers pursue badges when not in season, many of us doing it have personality disorders that making us wait many months is simply mean... To provide anxiety relief, I suggest to have variations of Atlas city for the various event areas, so folks, SGs can build events around these areas: 1) Valentines, get valentine tips you can do, among other things 2) Halloween (know doors, get Halloween tip missions, etc. 3) Rikti Invassions 4) Praetorian Invassion 5) Spring event 6) May event (be able to buy yearly celebration badges) 7) other events, I can't think of the moment Please post events, I am missing Sue
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Hi: I am sure when you are going for the 200 kill Pantheon spirit masks, you may have noticed that targeting the mask from its front is extremely difficult, the are to click is really tiny, but if you try from it's side, the area is quite wide. It appears to me, that the click area is off by 90 degrees, the actual front of the mask is at it's side, and the side area is at it's front. Can you all fix this so the front's clickable area is the wider area. Thank you Sue
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I really like this, sometime in the past I suggested a badge for rescuing civilians... Sue
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The general idea is being able to get missions, without the need of contacts, traveling to places etc. Yes radios can somewhat do it, but a the end you know what is at the other end of the door. Sue
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Darkness Manipulation tweaks... Lets discuss!
MsSmart replied to Snowdaze's topic in Suggestions & Feedback
This is an interesting post by far... The problem as I see it is one of balance with other ATs, why should a blaster attack be as good status effect mag level as those of a controller? I can support the notion it would help the blaster survive better if their status effect were more potent and could consistently hold minions and LTs in one shot, even controllers can't lock down bosses in one shot, so why should blasters. I have an issue as well with blaster ranges not being so great, the original excuse by the developers to deny them status effect protections, and lots of opportunities to boost defense and resistance was that they had mega damage and range. When you look at their range, they do not have the corner in this, their ranges are melee, 40', 80', and 150 snipe. Just about everything enjoys these ranges, in fact many mobs with status effect have ranges beyond 80' which does not strike me as appropriate. If you are going to help blasters survive better by having range, is that ranges have to be increased so it is a factor. First of all the blaster powers that are 40' need to be boosted to 100' and those at 80' boosted also to 100', so the blaster range as a defense can be actually significant. Since all others have a 150 base snipe, the blaster needs their snipe increased to say 180' which is especially important when fighting mobs with status effect powers that have near snipe or snipe ranges (The Rikti comes to mind) Now let's look at blaster damage, is it truly that high? I suggest, if you are an alto-o-holic like me, to benchmark performance, take a blaster, defender, scrapper, and tank and choose a mob type, say Rikti, Use a flashback to level 25 area and count how many attacks it took to defeat it which is the bottom line of dps. You may, to your horror, find the pragmatic statistics to show the blaster is not so great when realizing that a tank is essentially invulnerable, scrappers/stalkers, brutes are very very resilient and the defenders and blasters have laughable defenses and protections as a baseline. I know that there will be a few braggarts that are going to make claims of tanking defenders with blaster damage, but for argument sakes just go and collect the information and find out for yourself. Once you have the information, you can decide if the total lack of status effect protection the very limited amount of power choices available to the blaster to increase defense and resistance worth the so call damage increase a blaster have over a tanker and scrapper? Also ask yourself the question from a defender perspective, is their horrid lack of status protection, and limited chances to increase defense and resistance worth their pitiful damage? Lets try not to fall for the brainless position that blasters and defenders are supposed to be support and thus totally disposable and meant to be helpless when being attacked. Now the OP makes excellent points on how lame many of the dark powers are and really need to be made pragmatically useful, if one observes the powers their stated function is to give the blaster some sense of protection, and when used they fall short, other ways of surviving is their area effect powers to take down the mobs before they close in and lock down and murder the blaster and this powers are plagued with defects that prevents these powers from being effective. Now there is always a possibility that these viewed defects, are legacy designed characteristics to ensure challenge... Sue -
Arc with untold badges need to get fixed
MsSmart replied to MsSmart's topic in Suggestions & Feedback
Snowdaze, you have a point here, but not sure about how valid your point is currently. In the days of legacy design, the game was for profit, competing with other companies for the people's money, was trying to develop content/material that only comes with time. Think of any game when they started, they has few zones and missions, but as time passed, the selection grew by a lot. Today, there are no need for time-sinks, this game is not competing with other companies for the money, and does not have to create new content as a do or die situation. So in the spirit of removing pointless time sinks practice, look at the evidence, many of the TFs have been revamped and much of the stupid travel and repetitive missions were removed; look at our travel system (even after the change) is revolutionary and we still can travel about quite quickly, all costumes are unlocked, look at how early and easy it is to get travel powers; all of these are very good trends into making CoH the most player friendly and considerate game ever. So we get to badges, my suggestion is in line with the making the game more friendly with less time sinks. While as you aptly mentioned, there are work-around, band aid methods, they are just patches to symptoms from an old era that needs to be left behind and done away with. If you look at my suggestion, I merely look for ways to take away the need to go to the internet and read all the spoilers so you can complete the mission completely and get all the intended rewards. As I said, a bit of politeness extended to the player. Sue -
Awesome, thank you, will check it out, really would love to have a way to tell what I am missing! Thank you Sue
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Hi: If you read comic books, very often the hero will stumble on a situation while on patrol or on their way to a mission. It occurs to me, it would be exciting that players could simply try opening a door of a building, or the front of a enclosed cave, or an entrance in a ship and get a totally random mission upon entering. Think of this as a modified trick-or-treat door thing, but instead of spawning a mob it spawns a mission. I would find this exciting because in the present contact system, you know what you are up against, while in this one it luck of the draw. Missions can be made to make sense to the type of entrance, a cave would have 5th Column, Oranbenga CoT, Rikti, Knives of Artemis, Snakes, etc. A building door would have Crey, Carnival, Malta, Arachnos, etc. And according to the zone, these would also have the "local" groups as well among the mission choices but only if the team leader is of the appropriate level of the zone. What do you all think? Sue
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Make enemy spawns related to zone event level agnostic
MsSmart replied to Normal Thomas's topic in Suggestions & Feedback
Sounds good for you a level 50 in a 25 zone, but how awful it would be for a level 25 who actually has good reason to be there to be swarmed by a flock of level 50 baddies? Sue -
It would be nice to have a selection of blouses, shirts, coats, dresses (1 piece from shoulder to ankle), etc. To be made available, more crowns and stuff that can be worn with hair and not go bold when wearing them. Better selection of shorts to include tighter and shorter, more shoe options, etc. Oh yeah, Cheerleader Pom Poms :<) Thank you Sue
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As a badger, I can find lists in the internet of what badges of what type and by what alignment, which is a good start to figure what I am missing. The problem I have, is that the badges are not in alphabetical order and are placed in some strange grouping order that is not consistent to boot. Take for example the Bloody Bay exploration badges, the first 4 are grouped and placed where they would be expected to be, but alas the next 4 are elsewhere but fortunately grouped. If you have a few badges, it is not too bad, when you have several hundred; its a different story. What I am asking, is perhaps in the options menu, general tab, have a place you can check to have all badges by class in alphabetized order Thank you Sue Ps: I seen postings of web based badge trackers in which you manually have to click each and everyone which is impractical from my perspective, or sends data to a non homecoming server which I frankly do not trust.
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Is there anything automated, not too keen at clicking every single badge I gotten, at this time it is 1,482, not fun... I did saw one where it sent the data to another site, which I am not comfortable with. Sue
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Proliferation of Talons Bottom costume to Skirts/Shorts
MsSmart replied to ComputerFox's topic in Suggestions & Feedback
That does clear things up -
I been playing a Mastermind, who allegedly fights thru their pets. That sound all good, but the pets get no survival or damage benefits from IOs or the player unless in general they are within 40ft (which some melee attacks can reach), their ranged attacks are a miserable 40' and a second one at 80'. The Pv2 Vendor attacks tend to be 80' So as an improvement on MMs, can you make the IOs and player buffs that helps the pets have a range of 80', and all ranged attacks of them be 80', please? Otherwise, the game system forces the MM to go in with their pets, and lose the "protection" allegedly provided by range which is not very smart for a class devoid of status effect protection, very few opportunities to raise their defense and resistance. The concept that the pets share the damage with the MM is impractical, for they have to be in defensive mode; so much for quarterbacking, and dictating how they fight, so in practice this so called advantage is moot. In fact all ranged combat powers should be 80' with the exception of snipe. I can see an exception with Sentinels, whose range attacks should be 40 and hit as hard as a scraper, who does have reasonable status effect protections and opportunities to boost their defense and resistance. Sue
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Mmm, not that I would be eager to see the merit values change, but it could make sense that the merit award not be fixed as they are, but be based on time, as noted above TFs 1 merit per 3 minutes, so if you do a fast TF, well it was fast, but you did not get as many merits as taking your time and killing everything. This could also be compensated by adding 25% merits for each handicap experienced during the mission such as no temps, etc. This could be a way to reward low level groups, really battling, versus 8 level 50 incarnates trashing everything on site. Sue
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Hi: So the past few days I was doing the Mr. G arcs, and got a handful of badges, but later when I checked on wiki, I learned I was missing 2 badges Honorary Bro/Sis and Pyromaniac. When I did the Mr. G arcs it said nothing about Dean MacArthur, there is no mention that I should have previously completed his story Arc (me, myself, and my other selves), this is especially true if doing this via the flashback system. There is no clear instructions to go visit Dean between the 2nd and third mission of first arc, there is a cryptic caption at the beginning of the second arc that was not much a clue for getting a badge. Recommendation for this particular badge, when doing Mr. G, either do not let this arc be commenced until the Dean Macarthur Arc is done, or suspend the requirement of having the Dean MacArthur arc done in advance. Then add a mission between the second and third mission to actually go talk to Dean, this would be nice from the prospect of finding Dean since his icon is not on the map. Then on the third mission state as minimum as an option: Rescue Dean MacArthur, or add it to the mission requirements. In general badges should not have odd inter-arc requirements, beyond having previous arcs of same contact completed, to avid the issues stated above. The arcs, mission themselves need to be badge getting friendly, not ambiguous or missing it all together. For example in Pyromaniac you are supposed to set all 5 bombs before the Penelope's did their thing. It would have been polite to add in the mission description: Option: Set all 5 barrels before the two Penelope's finish their fight. I know that this could be a lot of work, especially identifying which arcs needs cleaning, perhaps a forum entry can be made for players to log them as they stumble upon them? Some for the books: The Thief of Midnight, specify that after talking to Ashley to take a side door not the main door next to her Keeper of the Coral Lore, Vincent Ross in the oro flashback never suggest to go get side support from Vince Dumbrowski or Lorenz Ansaldo, this requirement needs to be a mission proper where the player gets to talk to either of them, it also helps locating them since their icon is not on the map. Then each mission, must have the use radio to talk, and the glowie option besides the normal objectives These are a few for the books... Sue
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Proliferation of Talons Bottom costume to Skirts/Shorts
MsSmart replied to ComputerFox's topic in Suggestions & Feedback
I thought that the talon skirt was an option already Sue -
Request: Option to reject prestige sprints
MsSmart replied to Zepp's topic in Suggestions & Feedback
Frankly, I do not care for prestige sprints, they are trash powers in my opinion, now if they could be slotted with IOs like sprint, it may change my mind. Sue -
Great list of suggestions... The stealth thing is not treated with consistency, in some missions an NPC can not deal with stealth powers and follow, on others the NPC has no problem at all following a character that has stealth on and at very high levels. So it seems to me, it may not be a complex enterprise to make the game consistent, in fact I would suggest if your character has area stealth giving powers (steamy mist for instance) it also provides for the guest NPC, it only makes sense. And the door thing, seems to be a game wide issue, would be nice if once the door is open, you click and go through without having to open the door. I am not going to make guesses if it is a lot of work or not to fix, that is a dev's decision based that they actually know the code, but it is a nice QoL. Sue
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Why were the Echo zone beacons removed from bases?
MsSmart replied to Flashtoo's topic in Suggestions & Feedback
Mmm... Portal corps has no problem sending folks across time, dimensions and space, so why not make a portal corps "Gate" available to be installed in a base, and this portal provides for the Ouro, all echos, and Cimerora? These gates can be made to fit the various types of sources (magical, and technological), after all magical has its own built in justification: "it's magic" Sue