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Naraka

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Everything posted by Naraka

  1. I could see giving maybe one of those powers a rework or alternate power choice but certainly not all at once. Storm summoning is plenty strong and doesn't need extra incentive for herd and burn parties. Dark miasma is also relatively powerful on teams and solo. Gravity control already has a "herd and burn" power in Wormhole. One might make the argument for FF if only because it has some redundancy with repulsion field and force bubble. You might be able to make force bubble into a temp toggle target area collapsing field if you alter repulsion field with the same functionality as force bubble somehow while keeping it's same functionality... Like maybe give the reworked power the short range repel/kb effect while you have PFF active and the force bubble effect when you don't.
  2. If that's the case, the game has already been pretty hollowed out. With such a system, the limitation would obviously be "who had the mission available" and if you didn't unlock the contact and have slots opened for more missions, it's likely going to be whoever has that mission is the level you do the mission at. On the prospect of exemping to the mission level (as @Haijinx mentioned), doesn't Oro cover that? If not every mission is available, just make more missions available for flashback.
  3. I thought the+def was only on Tanker and Brute MA.
  4. No, "gear" in CoX is your *build* since you can't equip IOs without your powers. If you really need a win them whatever. Exchange the word "gear" with "build". If you can't somehow take the logical step that what is literally equippable armor in other games are toggled on powers on this game then the same statement is true using build. Ugly run-on sentence. If you have to add tangential or non-essential words in the middle of a statement, you can use parentheses or something... Anything but just drowning your sentence with commas. Firstly, your not proving anything with a simple anecdote. Secondly, you're attempting to push a solution for a problem you generated. That hardly addresses the points of the whole discussion. Thirdly, you dodged my question. I'll ask it rephrased: Could you accomplish that mission if your melees did not have self-capped IO builds?
  5. Farmers tend to saturate def and res, so fire farmers and s/l farms are still functional. I think you exaggerate. I often play characters who don't sit at the soft cap but somehow my characters don't become vaporized like you predict. It's simply a matter of blending mitigation methods. You can have 0 def and walk out of some fights with nary a scratch by just utilizing KB. And I find it suspect that "melees are never in a tidal wave of enemies except in farms" but "support are subject to AoEs and PBAoEs". In the 2nd case, simple range can decrease the number you're subjected to. No squishy is helpless just because a melee can only taunt some of a group. Like I said before, a support is in the market of taking fewer dice rolls whether that's by debuffing/controlling or just not getting in the thick of things while the melees have fewer tricks to attempt the same sans a few specialty build. And if your squishies do get vaporized, try playing more blasters. It takes some practice but you can do it without soft cap
  6. And the funny thing here is, if you continue along this path of thinking: if the cap wasn't as tight as it is and instead of being a 5% floor of being hit to maybe an 8% or 10% floor, the individuals likely to feel this more are the ones that sit in an ocean of foes (i.e. not support types). Sure, there are some support types that do sit in an ocean of foes but their form of mitigation often leans on misdirection (things like confuse, slows and damage debuffs, ect) which leans less on rolling dice but rather reducing the amount of dice. Not only would it affect support less, but it will increase the desire for support from those melees... At least until they devise a build that permas their T9 or get rid of its crash or some other method. Overall, I think the reason people really discuss these types of balance factors is because there's really very little space to grow, for individuals and for teams. It's why if a support set doesn't have some kind of offensive effects, the whole set suffers in the eye of the community... If the team isn't dying, the only real thing to add is killing faster.
  7. Would it have been accomplishable without IO def cap melees?
  8. Well duh. No one is claiming only IOs do it as the obvious allusion to "gear" is supposed to mean whatever mitigation the class can achieve on a permanent basis without outside assistance. I know you know what I meant (we all know that "gear" doesn't exist in CoX) so not sure why this needs to be clarified.
  9. Those games often don't have mitigation caps reached by their gear alone, tho. It's how they can add new gear later to further buff them or add more levels to continue to get more effective. Messing with our own systems using level shifts or the purple patch are extremely clunky and affect different builds/ATs disproportionally.
  10. And here i was starting to believe I was the only non-sensationalist here. Changing the To-Hit calc for higher level mobs (compared) could also aid in extending the range of levels. I always thought it would be better to have a 10-level span where the same level mobs should be a bit tougher and the mobs that go to +6 and +7 would be the max and have -2 be the min for xp and drops.
  11. Are you complaining that you are responding to a thread with an idea you don't agree with? As for the discussion at hand, even if the devs start considering reassessing IO bonuses out incarnate powers, it still goes through a phase of testing and I've seen quite a few changes not make it out of the test servers. You can complain all day and threaten to swap servers but that's hardly an interesting conversation, imo.
  12. Read the title then. Like I said before, just stick and tired of being inundated with perpetual pearl clutching and hyperbolic whining. As for your question: who knows? I'm certain you've already polled every player on the forum to come to your comprehensive conclusion but before you go STRAWMANING any further, why not pin down the *actual* hypothetical change so you can more accurately gauge the resulting backlash, hm?
  13. Well there, your either straw manning me or the argument. No one is talking about eliminating people characters. It's closer to a hypothetical about targeting a perceived issue. I understand the will to counter with a moralistic rebuttal but it makes me sick listening to people whine like that but it's literally your go-to response.
  14. I'm actually curious: how many of you are actually playing on multiple CoX servers? From what I've heard, the communities are quite divided. I just feel that appealing to multi-server argument is less benefiting your perspective and moreso dismissing the argument similar to the "well why not make your own server" arguing point.
  15. You're right... ... If all we did was stand there and let our capped defense "arrest" the bad guys.
  16. People have made suggestions for options and content but controversy gets clicks. Things that people don't disagree with get disproportionate attention than more drastic suggestions/nerfs. I could list some examples but then no one would reply or add to/fix them.
  17. The answer: we already do. The only real issue comes when trying to play content with many people. To preface the whole team with "if you have IO bonuses, you need to change build" then further policing this throughout the whole process, while possible, it's not feasible. The additional rebuttal to that is "make a SG around it and blah blah blah". That is a lot of extra work to just want to play the game with some challenge to make things interesting. So then you get players like me who just don't care and, at best, just go with the flow while falling asleep when stuff just doesn't put up a fight.
  18. Well, the obvious response to this argument is it would have the purpose, benefit and advantage of making other forms of mitigation useful and purposeful and diversify building up a character to other apexes besides min/max def, rech etc. Granted, I'm not for nerfing the softcaps but rather the means to reach softcaps. Being in a team should provide a benefit not just be a tag-along +1. To the arguments about wanting to feel super, these are what the difficulty settings are supposed to be for. Anyone can feel super, even on a crap build. The expectation to need to have the settings maxed to have that feeling, while prominent now, should not and should never have been the wagering position for the balance team and if you are deluded into believing it should, it is a very self centered position to hold. That is to say, I'm not suggesting taking anything away from anyone (the game is just how it is)but don't gaslight everyone into thinking WE are the problem when looking at this obviously busted balance and end/meta-game.
  19. I've had my laptop for 8 years (so I think, I know I got it before I enlisted) and it's been with me for 1 deployment, 2 rotations and 4 schools that lasted months at a time. For the most part, I use a desktop at home, a phone for various smaller tasks and then the laptop if I need a mobile "desktop" and I say that in quotations because even as a laptop, I prefer the comfort and luxury of a good display vs a laptop screen. I also don't like track pads so I'm using a bluetooth mouse and most of the time the keyboard is positioned uncomfortable so I avoid excess typing unless I decide to plug in a keyboard. Ultimately, though, I think utilizing multiple computers alleviates some burdens that may shorten the lifespan of a device although some devices are only going to last a certain amount of time. Usually people don't keep phone for longer than 3 years. Also, I guess you must have been unlucky. I suppose that can happen too...
  20. Considering how abundant parts can be, you can get a cheap keyboard and monitor to attach to your laptop since your problem looks mechanical and not software base. People toss out keyboards and monitor often, not because they aren't usable but rather because they have something better to replace them. If there's no one to bum one off of for free, a pawn shop or craigslist post might have some for pennies. Same with just getting a replacement laptop, you might be able to get one for cheap through family/friends or online ads, you just have to know what is a good deal and what is a rip off. Even a barely working one for $5 might have some useful parts you can use if you keep within a certain brand/model.
  21. Have you ever got that feeling people are just bored so they start conversations about little inconsequential things like the meaning behind the last episode of season 3 Rick and Morty or if a hybrid attack/control power could be swapped around for more control that is not needed?
  22. Going to come at this with more of an impartial POV as I don't really have a preference to one thought over another but with more concrete ideas, one can see pros and cons to any idea. Hard mode settings: someone mentioned scaling all mobs from lvl1-50 and to elaborate on that, one could devise faction coalitions, fusions or special units for the various factions to add depth and difficult and maybe a bit of randomness your fun. The positive is you can make new content or bolster old content with these new additions similar to the recent story arcs introduced...but for everything without always needing to write a new set of arcs. The cons, imo, is that players would want heightened control of these add-ons which I could see as being a boon but also limit incentive, making it similarly rewarding to go after easier content as is hard content. Whether you do or don't, people will view things as a casual vs hardcore regardless of if the rewards are unnecessary. You can implement any amount of difficulty and complexity but if you allow it to be fully controlable and unrewarding, it's futile. Overarching perspectives aside, I just think the foes are too dumb and the player has an answer for anything mobs have to throw at them. There's not enough wrenches to throw at a peak build or even just a solid team. Other games have mechanics that screw the player specifically because mobs are predictable. If you can't make the AI solidly good with enough tools to challenge a solid team, give them wrenches to discourage reckless play. Other games have insta-death debuffs/attacks (CoX has a few as well, but they are very good forgiving) or dispel abilities that remove your buffs or corrupting effects that turn those buffs into debuffs or attacks with much larger range/AoE to punish bad placement. Heck, CoX hardly has toggle drops for any type that relies on them. To summarize my point, you really aren't going to get far improving difficulty by just increasing level and density of spawns. And if there is no incentive to taking on such upper difficulty, propping it on top of the current difficulty defeats the point of difficulty and is ignoring the options to lower difficulty if the new "hard" is too much.
  23. I and many others can attest to not agreeing with changes but then being made anyway so that's not what happened here. Perhaps a decent point was made to not implement this particular change and people in this thread just disagreed with the rationale.
  24. Still time to make it a ranged teleport-to-target kick.
  25. There are a lot of ideas that have been tossed around, some neat, some difficult to quantify or some that are throw aways. Plenty of ammo to put on a drawing board with how to implement, with or without (or both) achievements. At for "gates", the achievement itself can be a gate and unlocking something through gameplay is how you unlock them. I don't honestly see that as a meaningfully discussion since the reward you unlock should be contextual to said "gate". Like, if we're talking about unlocking a freakshow costume party or power, is assume the gate would be linked to content regarding freakshow. If it were some kind of movement speed thing, it would probably deal with a race or combating a speedster foe under certain conditions.
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