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macskull

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Everything posted by macskull

  1. You'll notice I did not say changing the damage formula would be difficult. That part isn't hard at all and it's been done before (for PvP, and look how that one turned out). The nightmare is the follow-on rebalancing of every powerset and enemy group that would be required after such a sweeping change.
  2. The damage formula not taking animation time into account was a pretty big oversight, but that ship sailed a long time ago and rebalancing the entire game around it would be a herculean task with no real benefit. There are some powers which need animation trimming but that's being worked on already. I think "80% of all power sets being a dumpster fire" is extreme hyperbole - there are maybe a dozen sets across all ATs which are objectively bad and even that's probably a high estimate. Perhaps for those players the things they do at level 50 are the journey, and levels 1-49 are just a hurdle to be cleared to get there? I know I personally don't like whiffing, running out of endurance, or waiting on the three attacks I have to recharge.
  3. I'm not your dude, buddy.
  4. Bruh farmers don't use SS and the proposed Rage crash change would have been a buff for PvP. It ended up getting pulled because the powers guy wasn't happy with it.
  5. Custom enhancements would be cool. Also I, uh, think you added an extra letter to "code" there in your last sentence.
  6. Has to do with how enhancement converters work, and how IOs are considered "unique" enhancements by each power. I don't remember the specifics since this discussion was probably two and a half years ago at this point, but when this topic was brought up in a similar thread a dev stepped in and said "we could do it but then you'd only be able to slot one of each type per power."
  7. Points 1 and 2? Nah. Don't strongarm me into playing how you want me to play. The only reason AE XP got reduced to 50% was to take off some of the mapserver load when the game first came back - it was supposed to be a temporary change which ended up being permanent, but other servers running the same codebase as Homecoming still have normal XP in AE. (Those other servers also still have the winter super packs for 10m inf instead of 25m inf, which tells me those sorts of changes are targeted toward curbing certain behavior on HC and the powers that be are now okay with where things are at.) Point 3? Don't particularly care. Veteran levels were added while the game had a substantially smaller population which made running iTrials (and therefore getting incarnate stuff unlocked) near-impossible. Hell, you used to get Empyrean merits for every veteran level which got scaled back to its current implementation. Not having to grind out iTrials to unlock incarnate stuff is A Good Thing since it lets players play how they want. Point 4? If you'll recall, XP boosters used to work exactly as you're describing (except cost scaled by level) but were changed to their current implementation about three weeks after Homecoming was spun up. Even at 10 million inf per booster the cost was trivial - just give your lowbie some inf and the drops you get during that hour will easily make up for what you spent. EDIT: We can come up with all the things we want about ingame issues making players leave, but we are forumites/discordites and represent a small portion of the population. Realistically it's the slow pace of content updates which causes player attrition - and given the dev team is all-volunteer with other things going on in their lives, that isn't going to change. The updates we get are good, obviously, but they don't come often enough to keep players' attention. If the goal is to recruit and bring in new players, there needs to be out-of-game publicity, which the HC team is not doing for reasons known only to them.
  8. Why not a Mind Controller/Dominator? All of Mind's attacks are psionic type only and don't have positional flags so they're useful against both blue and yellow mitos and you bring along mez to help with the green mitos.
  9. You can do this with Mids already, sort of. If you click on the power in question and then the "Enhance" tab on the left side, you can switch between alternate slotting for a power.
  10. This is the correct answer. I'd rather have them non-convertible than unique per power.
  11. This is a game where I can shoot fire out of my palms, throw a ghost shark at someone, encase allies in a block of ice, or surround an opponent with toxic fungal spores. Using "theme" or "it wouldn't work this way in real life" to justify withholding buffs is just lazy. EDIT: Suppose I should point out this isn't really directed at you so much as it is venting my frustrations at the powers guy for using ridiculous arbitrary rules in deciding whether a power is balanced.
  12. Adding damage to Screech would be cool, since Sonic is one of the sets lacking a snipe and never got buffed after the quick snipe change. Honestly though cutting down the animation time on Shout would do wonders for the set.
  13. Granted, it only lasted like a month before it got shot into orbit with extreme prejudice. This game's full of examples of things which were only in the game for a very short period because they were broken - my favorite two examples are the week after I9 where players could slot stealth IOs into auto +movespeed powers which resulted in players not being able to complete escort missions, and the Energy Manipulator stun proc working on friendly targets so you could drive-by toggle drop people with Speed Boost.
  14. I feel personally attacked, but in my case... I'm just bored, man. Forum PvP is fun.
  15. This is the patch in question (June 3, 2004). It doesn't explicitly say those words, but that's what that patch is (aka the "purple patch"). The wiki article dates from late 2006, so at the very least this was in the game at that point. The only resistance to -res continues to be damage resistance. Relative level doesn't provide resistance to debuffs, it means the debuff is less effective to begin with. The "-20% equals 20% more damage" is referring to damage resistance reducing the value of -res (you still end up doing 20% more damage with a 20% -res debuff even if your target resists it slightly). Again, you can go and check City of Data on the wayback archive and you'll see none of the -res powers were flagged to ignore level differences - this is important because every single power which affects an enemy must be explicitly flagged to ignore level differences if that's how the devs want that power to behave.
  16. Resistance debuffs have taken relative level into account since the patch which added that waaaaaaay back in June 2004. The reason you can't find any patch notes for what you're searching for is because they don't exist. Even going back to the archived version of CoD from 2012, none of the player-accessible -res powers there are flagged to ignore level differences.
  17. This topic is old, but I don't know why anyone's looking for a Kin or a Rad when the best "farm support" character is a second Brute.
  18. I haven't seen a single Nature/Elec in a PvP environment, so this looks like a case of "seems like" != "reality." Nature's a good set, but it's not actually that great in small-team, 1v1, or zone stuff. The cooldowns and animation times on its best powers are too long to be useful in those environments. Nature shines in large-team matches, but even then it's far from a requirement. It's currently very possible to build a character that's completely immune to recharge and movement debuffs, even factoring in DR. I'm not 100% sure what point you are trying to make here, but control never mattered in large team stuff. Even pre-I13 the only Controllers you saw on most teams were Ill/Emps, and I think I can count on one hand the number of players who ran Dominators on the redside teams. Mez was borderline brokenly good in dueling situations under the old rules - you basically had to be super aggressive to get a kill on your opponent early and then hope your breakfrees lasted the rest of the match or you'd be playing City of Statues. Under the post-I13 ruleset, control is not particularly useful in duels and small-team stuff (short of dropping offensive toggles, which is somewhat useful depending on your opponent) while being absolutely broken in large-team stuff: drop a hold/stun on a target and then spike them, and there is literally nothing anyone can do about it.
  19. Rebirth didn't get "a live version of it," they built the set on their own using the power definitions that were in the game files (i.e., they did all the animation/VFX work, which is where the vast majority of difficulty lies). Rebirth's dev team is busy enough with their own content as-is, and getting them to develop a Homecoming-specific version (since the powers systems between Homecoming and the OuroDev-based servers are not compatible) won't happen. EDIT: The reason other dev teams aren't going to just up and merge with (or contribute toward) Homecoming isn't really a case of ruffled feathers, except maybe the Thunderspy team. The other dev teams have different design goals and philosophies that are mutually exclusive with Homecoming, and it makes no sense to duplicate effort on a different server when their attention is primarily focused on making unique things to bring players to their own server.
  20. Oh, I'm under no illusion that player numbers will magically start to go up. That ship sailed a long time ago.
  21. I would venture to say nothing the HC team does ingame will attract new players in a significant way. Even new content releases provide a temporary boost in players which lasts less than a month before the population goes back to its previous numbers. The only way new people will show up is out-of-game awareness, and in today's gaming environment that means streaming. HC really screwed the pooch with the streaming ban. Sure, that's over now, but the damage is done.
  22. I mean, I can go on the HC Wiki and in 30 seconds Wind Control won't be there anymore, if you're using that justification for it being in the game. The only reason it's on the wiki is because it was on ParagonWiki due to its powers being in the game files. All that means is the power definitions are there, to say nothing of the animations or any other artwork, and it's my understanding that creating new animations is extremely difficult and time-consuming. If I had to venture a guess I'd say it isn't on HC yet because 1) it requires tons of animation work to be at their standards and 2) it isn't a priority right now. I think I've addressed this before, but I'll put all my inf on the line right now when I say Homecoming is never going to absorb another server's dev team. The existing servers out there have wildly different design goals and visions and there's no way to reconcile all that with getting everyone under one roof, even if they did want to merge (spoiler alert: they don't).
  23. That wouldn't move farmers back to PI, that would just cause the market to implode as one of the main suppliers of IOs suddenly stopped supplying them. If you've got a system which gives inf and XP but no drops (other than marginally-useful-at-best Architect tickets) prices will go way up as everyone's competing over a much smaller resource pool. Sure, you could remove inf and XP from non-Dev Choice arcs - congrats, you've turned AE into a ghost town.
  24. Goddamn, it's been over a year already since that happened?
  25. Red side's cool and all, but having to slog through some of that content while not having the resources available to the hero ATs (especially when the two sides had separate markets) was awful. Having almost everything segregated from the very beginning kept redside from ever really being successful - once the new shiny wore off players went back to blueside where they were already established. As far as AT balancing goes, the hero ATs got constant tweaks while the game was in development even before side-switching happened, because the game was evolving around them. Adding side-switching mixed things up a bit, but we can't look at ATs designed around a game launched nearly 20 years ago and say they "were never designed nor meant to be as powerful as they are now" - the game has been continually changing over its life and eventually some things will get left behind unless they receive attention. Even before side-switching was a thing, Tankers were already considered largely unnecessary for most teams running most content. I'll address this part at least - Controllers and Dominators are really only similar in that they provide damage mitigation via crowd control. In today's game, crowd control is often unnecessary and has taken a backseat to buff/debuff and damage (which is something the dev team has been working on addressing with the sleep changes and addition of hard mode TFs). Of course Dominators out-DPS Controllers, Controllers aren't a DPS AT. Dominators really only outdo Controllers in the mitigation department when Domination is up (less than half the time if you haven't invested several hundred million into an IO build), but Controllers do have that 20% chance for additional mag on all their controls and deal double damage to mezzed targets and some incarnate bosses/mobs even without them being mezzed. If you ignore the crowd control parts of the AT, you're left with their secondaries - Controllers act as force multipliers for the entire team via buff/debuff abilities, and Dominators do DPS but they are by far the squishiest AT in that role.
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