
SwitchFade
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Does that make me the "final boss" of CoH? Groovy. The Widower! Epic A/V AwesomeMonster Incarnate! This calls for a new power set... And a new incarnate! Well of the Forums?
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You're ALL wrong. True end-game meta-content is... Forums. Oh, and costuming.
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Uh, I've respawned there and not been sniped. I'm not sure this is a permanent hard spawn sight... If he doesn't always spawn there, it could be random, perhaps it's just bad luck. Also, if you're too low level for creys, getting sniped is a reminder that it's a hazard zone... With a warning NPC in the entrance...
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Please revert the Rage change.
SwitchFade replied to MalphiteMeIRL's topic in Suggestions & Feedback
Agreed. It's simple and it's worked on live for years. No need for complicated changes which change the set's identity. And agreed again. Rage isn't part of Rad Melee, or Titan Weapons, or Spines, or some other high end melee set. If it was, then calling for nerfs to its power would be justified. But Rage is part of Super Strength, a set that's of average or less power when taken as a whole with Rage as it was. The nerf was totally unnecessary and has wrecked some builds completely while damaging others that weren't that strong to begin with. The few players who talk repeatedly about Rage being overpowered generally cherry picked a couple SS powers for an AOE AE farming build without using the set as a whole. Jab, Punch, Hand Clap, Haymaker, and Hurl (5 of the 7 attacks!) are all skipped by min/maxing farmers in favor of far superior Power Pool attacks, a sorry state of affairs. Super Strength's only good abilities are Rage (stellar, the best of its kind), Foot Stomp (also great), and Knockout Blow (good but not outstanding). The rest are easily dispensed with. Taken as a whole and used by a non AE farmer, the set performs at a middling level. If Rage only applied to Super Strength and not to Power Pools (an interesting thought, but probably not feasible to implement), no farmer would take the set since Rage and Foot Stomp are the only reasons they make it their "primary" powerset to begin with. Super. So, now let's focus on solutions. Your post just highlighted the overpowered combo of Perma double rage and foot stomp. Don't get me wrong, I don't like the def crash either. So I suppose then, since you're saying that rage was fine, foot stomp is superior, and all the other powers are junk, we should... Nerf foot stomp, and put rage back the way it was. Even though there was a very thorough analysis of SS attacks and how they compare to other sets, showing how jab and maybe punch are underpowered, but the rest of the set is comparable. I'm not advocating the def crash, but to counter point your statement about "the few players that talk repeatedly..." The players that call for the def crash to be removed seem to just want an overpowered aoe back. *Shrug* Maybe there's a middle ground? -
Requesting a non-AE server #TBL on July 1st
SwitchFade replied to pattycake's topic in Suggestions & Feedback
You do not speak for me. And, they do. So either accept is, or fall victim to hypocrisy. -
Nah. The lesson here is that there's some people who will go out of their way to be condescending and rude, without even having the grace to accept someone else acknowledging they were wrong. That they'll berate someone needlessly for no apparent reason. I tried to give you a chance, Toast, to interact in a reasonable manner. I'm sad you didn't take it. Bye! Steam, you actually did throw around numbers to validate your point. And, you're doing exactly what you accuse others of. So, toast is correct.
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Morale mechanic is awesome. Not a fan of mindlessly dumbing down the game.
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Please revert the Rage change.
SwitchFade replied to MalphiteMeIRL's topic in Suggestions & Feedback
No. -
Requesting a non-AE server #TBL on July 1st
SwitchFade replied to pattycake's topic in Suggestions & Feedback
No. People need to stop telling other people how to play. Yes. When that playstye inadvertently causes a negative impact to others. -
Requesting a non-AE server #TBL on July 1st
SwitchFade replied to pattycake's topic in Suggestions & Feedback
I can count on maybe 3 fingers the # of times I have seen AE mentioned in LFG at all...Maybe a few more times in the Help...I'll have to start counting, because honestly, its feels like 80% DFB, and 20% is TF, Radio/Newspaper, or LF Anything. Now, I love AE for PL'ing. I don't PL at all, and I don't do AE. But AE is so much better than having the pitiful spams in broadcast in every zone begging for PL'ing like we had in Live before AE farming took hold. That was the worst. And at least if you use AE for farming, you have to take some action to level up. I remember people who just wanted to get PI and sit at the entrance and literally do nothing while SK'ed to someone else tearing the place up. I would advocate for the same exp reduction that AE got, to be applied to dfb and dib -
Please revert the Rage change.
SwitchFade replied to MalphiteMeIRL's topic in Suggestions & Feedback
Hmm, perhaps: -Keep -def, make it 8% -Add -resist, 8% -add -recharge 10-15% -remove -damage BUT, they decay, 1% per second. ALSO, no stacking debuffs, so high recharge sets aren't penalized. Adjust up jab and punch damage by 12% Adjust rage down to 75% damage buff from 80% to compensate. -
Again, not arguing, because on the surface I agree with everything you've said so far...but I want to discuss some of the assumptions here 1.) Dev time to develop content: Unless SCoRE announces a major content push, I wouldn't count on new content happening anytime soon. In 6 years, SCoRE added one TF consisting of 3 missions...So in my mind, new content is pretty moot at this point from the SCoRE team (who does the development for HC). At that rate any significant changes to content won't happen in my lifetime... 2.) So if we assume #1 is true (and I said if - they could surprise us), we need to go elsewhere for content...I'm pretty sure that if players started developing content, it would be vetted and implemented...You mentioned Let's get those people to work, shall we? If such a group is really serious, then I am sure that HC/SCoRE would be really serious at looking at what they could come up with... 3.) Regarding precedence...I think we can really handle that - If we try bonus XP week and it works, then YEAH!, we might seriously want to consider that precedent, because it's valuable. If we try it and in a few months there is <5% gain in Villain population, then people can bring it up all they want and I'll be the first to say - "Look, we tried it, and it doesn't work". 4.) Back to Dev Time: Here are my thoughts on what will make the biggest difference (in order) with only small amount of dev time: Make a forum board for redside - It's really hard to plan events if you have to manage them across 5 shards, and without events, it's just going to be really hard to redside to coordinate Designate an unofficial server - Once the redsiders have a home, they can figure out what's the best server for redsiders and they can choose to consolidate there if teaming up is more important than their current server home After the above are finished, remind people who have given up on the redside, or have ignored it for now, or just haven't gotten around to it, to come back and try it, with a double XP event I think the 1st 2 bullets matter more than the 3rd. And if XP on redside only is a development hurdle, them I am sure that idea will go nowhere, and rightfully so... This should be the point in this thread where we all let every post before go, and redirect to suggestions like this. Good suggestions. So - Wednesday event called: Wicked Wednesday, repeats weekly, a 50% boost to exp rediside only. -redisde captains on wicked Wednesday: in tandem, experience redside captains are in zones, in level ranges 1-20, 21-35, 36-50, they answer questions, direct people to best and most fun content, form tf's and teams and tour people, so that these people fall in love with redside. -dev hosted redside costume contest each month on a Sunday called: ThreadZ, and info rewards for the top 5 places. -weekly strike force event: Maniacal Monday, each Monday a rediside strike force that gives double XP, or double merits. Dev choice. Some thoughts. XP boost is a tool that can help. Used wisely.
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Talk about selfish. "Hey, I know this annoys literally -everybody- else, and makes killing actually slower, but I don't care. Also it'd be fixed if we took three times as long to kill stuff by letting the tank position it against a wall or corner so my annoying powers didn't inconvenience the entirety of the team. Why won't they do that? Yeah, can't imagine why people tend to dislike Energy blasters... First of all if you are playing with a blaster that is causing your team to take 3 times longer to kill anything the problem is NOT the blasters. Secondly IF and I do mean IF on chance I use my knockback in a fashion that spreads out the mobs they are normally close enough to death that I am finishing them off before they have a chance to get up and return to the herd anyway. And guess what, even the mobs not knocked back are taking that aoe damage in the herd also. And finally, guess what pumkins, there is no knockback if you put the mob in a logical place to take advantage of the powers that are on the team you are playing on. So if you are the tanker on the team you know I am there cause apparently I am pising you off with power secondary effects that are essentially a random number roll, then politely ask to not attack the mob until you get it settled into one spot and then settle that mob into a corner or against a wall or something where there is no knockback. See THAT is something you should have control of. the Tank is herding I am killing. You play your role on the team and I will play mine. But if you are being irritated by a blasters knockback it is because you are a shitty tank not because they are a shitty blaster. Homeskillet. Most of your posts are... Pretty cringe-worthy, and beyond that, hard to read. Slow down, brother-man. First, please use just a bit of punctuation, and grammatical structure, because the meaning of your text may be misconstrued. You may not mean to be abrasive, but it sure seems that way. Second, knockback on teams is absolutely terrible, and 8/10 other modes of damage mitigation are not just superior, they are toweringly so. So much of your text is not just misguided, it's clearly wrong. From the most simple perspective, your knockback actually kills your teammates. Here's how: -willpower... Needs foes in Melee to Regen -invuln... Needs foes in Melee to tank -brutes... Need foes close to generate fury -every melee aoe set... Has a range of avg 15 feet, and if they can't kill, they take more damage -kinetic ANYTHING... Needs foes to heal and end proc, you knock them away as they cast, no one gets healed, no one gets end-->detoggled -ranged cone powers... KB throws them out of cone. Your insistence that KB is not harmful runs contrary to all facts, all evidence, all actual gameplay testing.... For 16 years. Knockback on teams is generally garbage. An experienced player will use it well and then, only then, is knockBACK ok. Lastly, my earth/storm skips Rock cages because they're visually cumbersome, and USED to invalidate earthquake, so your conclusion that skipping immob is a poor choice, is plainly wrong. Further, controllers that mad spam immob as an opening salvo ON TEAMS are as bad as you are with knockback, for the exact reasons I listed. Don't immob foes to the detriment of your team. Immob foes at the proper time. I could keep going, but I suggest you really stop and think, not only about your ideas but how you present them. As a side note, I'm not telling you not to be a knockback super-spammer, please do if you like it, I would ask you once in mission to stop (same as I would the stupid immob alpha controller) and if you repeated, I would be just as happy to kick and Perma ignore. So, we would both be happy.
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Requesting a non-AE server #TBL on July 1st
SwitchFade replied to pattycake's topic in Suggestions & Feedback
I understand your perspective, and commend you on a thoughtful contribution. All of which confirms that the option to pl is fine. The proliferation of AE that overwhelmed the game, subsumed all alternate forms of gameplay, and DID create helpless players is evident. I enjoyed trekking through the original hollows, I enjoyed original arcs and contacts missions, and I also enjoy pl and farming. So, the issue is again, not whether powerleveling should exist or not, but whether or not that should unhealthily pervert the boom of the game. The very fact this thread exists is point of fact that AE, and what it does, IS a problem. Not leveling faster, not farming, not quick progression.... AE. Now, I don't think that eliminating AE is the answer. I DO think that removing it from chat spam, and from zones below level 14 is beneficial I feel you, I get you want the option to level quickly. I do to. I also want to NOT be negatively impacted by AE. And I do have to kindly observe here, that you love the game, but don't, from what you've said about how it wasn't fun before. *Shrug* I never had a problem leveling on live, and I found that the content was diverse. But, portraying 90% of the game content by emphasizing 10% of the content (zone, zone etc) isn't really unbiased... Even on live issue 6 I could make it to 14 in one day. One. And I could make it to 20 in a weekend. I like the game now too, but AE clearly and unequivocally was detrimental to the game's ongoing sustainability. -
See the thread pith a poll up top that's labeled "For those who don't play redside - why not?". Right now that is indeed the number one answer. 48/118,317 Your sample size is WAY too small to draw meaningful conclusions. Incorrect.
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Could Regen be proliferated to tankers?
SwitchFade replied to This Is Mister Green's topic in Suggestions & Feedback
No. -
NO. Drat, mod Widower beat my vote. Drat!
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Devs Stance on PvP and Balance of the Game?
SwitchFade replied to Solarverse's topic in General Discussion
I don't recall them mentioning anything specifically about the arena when they said kiting was a concern. Only "clear" to those looking for an excuse to call the devs out on a "lie"... Incorrect. It was clear what they were doing. I repeat my above statement. *Shrug* I would point you to the live Dev archives. Not made up opinion, just point of fact. -
Devs Stance on PvP and Balance of the Game?
SwitchFade replied to Solarverse's topic in General Discussion
I don't recall them mentioning anything specifically about the arena when they said kiting was a concern. Only "clear" to those looking for an excuse to call the devs out on a "lie"... Incorrect. It was clear what they were doing. -
Erm, I heartily disagree on positrons =D Do you want it to convert to KD? Possible, but you lose the 6th slot franken, from multistrike. Keep it as kb and use it positionally, then posi and frankenslot
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Devs Stance on PvP and Balance of the Game?
SwitchFade replied to Solarverse's topic in General Discussion
This is true if you want to try for an i12 reversion kind of thing. But look at the snipe changes currently on the test server. In PvE they are going from 2.28 to 2.76 scale damage based on your to hit modifier. In PvP they are unchanged and using the standard PvP damage formula which heavily accounts for activation time to determine damage done. Understood, while some changing may be easily possible, unwinding travel suppression, GDN, ED, and other changes made because of PvP would be largely impossible, due to every other addition that built in them. A damage scale change is much more minor. -
Devs Stance on PvP and Balance of the Game?
SwitchFade replied to Solarverse's topic in General Discussion
Not necessarily. The changes that were made because of PvP, by issue 13, were essentially"baked in," and will now be problematic to change. Additionally, while it was possible to kite, if a mob survived your alpha, it automatically retaliated, and even when you look out of range, you would still then be hit by their alpha, because of how the game functions. Kiting was never viable as a means to be overpowered. As an example I mentioned, hover sniping was, and still is, kiting. Super speed kiting was only an issue in PvP. -
Requesting a non-AE server #TBL on July 1st
SwitchFade replied to pattycake's topic in Suggestions & Feedback
Hontoni gomennasai! Domoarigatogozaimasu. -
Devs Stance on PvP and Balance of the Game?
SwitchFade replied to Solarverse's topic in General Discussion
I recall many instances where devs mentioned that "kiting", especially in the arena, was of concern. Travel suppression may have been later masked as "exploitive combat kiting removal," but the clear tipping point was how it was exploited in PvP, placing ranged AT's using SS so completely dominant that they could not justify NOT changing it. To be clear, before PvP, kiting was possible, but being that it wasn't practical when trying to power level, it was of little concern. The reason for this is, as soon as I get in range, game hit check is automatic on mobs that are antagonized. So even in situations where I initiate the alpha from concealment of some kind, wipe a group of mods and move on, I would have to contend with recharge on tier 9 powers that have this damage potential. If I attack with a lower damage power, which will or wipe the group, and kite out, I will still take the alpha, because the game has initiated attack the moment any un-killed mob is antagonized. So, actually steam-rolling mobs with kiting was not possible. Second, I could always kite, with hover and snipe, so there was little reason to remove the same SS kiting in pve. Additionally, kiting is nearly pointless when trying to use multiple aoe's, as it always was, and no one did it. Travel suppression was implemented most expressly because of PvP, as it was literally game breaking. Further, they instituted many changes because of PvP. NCSoft always intended for PvP to be part of the game, and design testing for it was already underway by issue 3. Jack E. Had several disagreements with NC, this being one of them, and he was eventually shown the door. -
Yeah, I sigh at the PB tier 9. I hope it gets a buff, cuz I love my PB too! My WS and PB are thematically related, family spawn, if you will. I would love to see some of the KB in PB changed to KD, I know IO does it, and some love on the tier 9. I wonder, is this balance because PB are tanky sooner?