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SmokinIndo

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  1. If I solo with the group size set to x8, I can always get a good power rotation in with every mob. Every buff, debuff, and heal I have goes into making sure I survive and the enemy does not. Solo play is very satisfying. Playing with a team is a different story. Because I can solo mobs at x8, any additional help means that I don't need to use a full power rotation. I can get by on missing a debuff or forgetting to toggle my aura. The more people join the team, the less reliant that I and my teammates are on my abilities. It gets to a point where I don't have to use my secondary power set because nobody is taking damage and enemies are getting deleted. It makes any powerset not designed for max dps utterly trivial. There needs to be an enhanced difficulty for group play to keep the enjoyment going.
  2. The problem is that i'm the bad guy for thinking the game needs some polish, because the current player base likes things the way they are. But that's the keyword... "current". Nobody here is considering all the players who were on here at the start and have since left. The game is massively smaller than it was at launch, where there were multiple instances of city zones throughout the server. Games that have a challenging curve at endgame have long lifespans. People continue playing the same content on MMOs and ARPG because it gets progressively harder and more difficult each run. There's nothing like that in City of Heroes, and it's killing the game. My criticism isn't because I hate the game. It's because I like the game and I want to see it flourish.
  3. Why don't I just play the game with my arms tied behind my back? I'm sure that will make the game more challenging.
  4. That's because I didn't say that. I talked about removing attunement, which I think is fair balance. You already lose powers you had past the max level of whatever task force you're on. And this makes sense for balancing purposes. You're playing with level 14s who still have TOs.
  5. I'm one of the people playing, and I'm not having fun. If constructive criticism isn't your thing, then continue playing a broken game that's soon to have zero players.
  6. This is the biggest concern for me. People who are against increasing the difficulty are playing damage dealers. Anyone who plays a support class knows that support is pointless on teams. Even tanks aren't needed as most characters can cap defense with set bonuses. You don't need to hold aggro against enemies that are dead. As a /nature controller, my biggest contribution is increasing the speed something dies from .5 seconds to .4 seconds. It does a huge disservice for support players, and actually makes the class feel WEAK, as opposed making characters feel powerful.
  7. I'd start with taking away attunement. Make it so that playing on a lower level team would actually take away set bonuses. Also give task forces the option to play without IOs for a special reward. Badges or titles would be a really good incentive. Doing task forces in that challenge mode would require players to switch to a build with only SOs. Maybe an even greater challenge mode would require players to switch to a build with only TOs, for even cooler badges/titles. I'm not a game developer, but these sound like easy ideas to implement, with good incentives for the player.
  8. Not just SOs. I use normal IOs/incarnate powers to solo missions. It's a reasonable challenge, but my point is that if I can do it solo, then playing with a team is trivial.
  9. I played the LRSF with a group of people who weren't level 50 and we didn't have IOs. We actually failed. I think your comments about CoH always being easy is a gross exaggeration. It was far more challenging than what it is currently. Even if the LRSF was figured out after a week, it still required a well-built team to finish it. Granite tanks used to herd entire maps, but they needed SB to do it. Support classes were still useful. They aren't useful anymore. They're expendable, which actually makes the classes feel weak, contrary to wanting to be powerful. I also remember when teams weren't automatically sidekicked to the team leader. If you were three levels below the mission difficulty and you didn't have a mentor, you were shit out of luck.
  10. I already do this. I solo mobs at +2/x8, which gives me at least some semblance of a challenge. At least I can buff my animated stone and have it actually matter. The problem with playing with SOs is that people actually put time and energy into their builds. Asking them to throw it away is an enormous waste of effort. At least if there was a more challenging difficulty, people's builds and incarnate powers could actually count for something. It'll be hard with incarnates and IOs. Without them, you wouldn't stand a chance.
  11. I don't think is true at all, at least not before issue 9 when IOs were introduced. CoH used to be a challenging experience. Debt was extremely crippling to XP gain. You had to walk everywhere before level 14. You actually needed to invest in the fitness pool. TFs/SFs took hours to finish. The LRSF was such a rare achievement, and people wore Archvillain as a badge of honor.
  12. This is dumb. It doesn't matter if 7/8 team members have nothing but TO enhancements. If one person on the team has incarnates/set bonuses, then they're going to stomp the whole map. The rest of the team can wait by the map door. If I could find a dedicated team that to play with, who agrees to only use TO enhancements, then I'd be all for it. But this an unrealistic expectation. Far less unrealistic than someone turning their difficulty all the way down so they can give have their power fantasy.
  13. I'm sure there are lots of people that play this game for the power fantasy. That's fine. They have the option to solo everything at -1 with bosses as lieutenants and AVs as EBs. For the rest of us, I don't think I'm alone when I say that with set bonuses and incarnates, this game is easy AF.... and it's boring. The game is losing population, and I think it has to do with the fact that there's no challenge left. All this talk about buffing ATs is silly. Even the most gimped build can solo everything at +4/x8. We've got videos of people soloing iTrials. Something is fundamentally broken here. Most MMOs make leveling a brain dead slog, and save the fun and challenging content for endgame. City of Heroes has the opposite problem. Leveling is actually decently hard and rewarding, since you're usually poor, don't have IOs, and certainly don't have incarnate powers. You rely on SOs, and having them drop is an amazing feeling. But once you hit 50 and you get those late-game buffs, your character steamrolls everything. There is no option for challenging content past 50. Incarnate trials are a joke. I've never had an iTrial fail on me. Why give a fuck about challenging content? Because without it, there's no point in teaming. Mobs die so fast as a group, I can just stand by the door and nobody will notice. Controllers don't have to activate a single power, and why should you? When discussing builds for my controller, I had someone tell me "The best control is damage. They can't hurt you if they're dead." He's absolutely right. Controllers have no purpose on teams. Neither do defenders or corrupters. The only thing that matters is damage. Pure damage carries teams in this game. Everything else is irrelevant. You don't need healers, buffers/debuffers, or controllers. I would love to see a new difficulty that increases enemy levels to +8, and there needs to be incentive to play at that level. Give all new badges for defeating enemies, taking damage, healing, ect. at +8 difficulty. As far as my character "feeling" powerful, the current EZmode makes my character feel weak and insignificant on my team. I would feel way more powerful if I knew that my active healing was keeping my team from wiping, or if my holds were actually keeping the team from taking damage. Right now, I feel weak being a healer on a team that doesn't need to be healed. My Earth/Nature controller solos missions at +2/x8. That's pretty broken. Earth is the lowest-tier controller primary in terms of damage. And this is the AT that doesn't have to do anything when she's on a team, since mobs are wiped before I even lay down my control field. I don't have to spam heals, the team barely even notices when I drop Overgrowth. The only way to appreciate what I offer my team is by soloing. At least my animated stone supports my heal and buffing capability. EDIT: Some quick fixes for the difficulty. I'd start with taking away attunement. Make it so that playing on a lower level team would actually take away set bonuses. Also give task forces the option to play without IOs for a special reward. Badges or titles would be a really good incentive. Doing task forces in that challenge mode would require players to switch to a build with only SOs. Maybe an even greater challenge mode would require players to switch to a build with only TOs, for even cooler badges/titles. I'm not a game developer, but these sound like easy ideas to implement, with good incentives for the player.
  14. By default, the story arcs on redside presume that your villain is nothing more than a mook that only cares about his next score. So what if Dean MacArthur's arc gives a voice to your character or presumes info about you? That's better than doing the millionth hit for the Family and having no ambition of your own. A huge staple of comic book villainy is obtaining power and using that power to change the world. CoH understands this since arch-villains at the head of every group, like Nemesis, Dr. Vahzilok, Crey, and Requiem, are ambitious in their bid for power. Myself and others make villains to share the same space as this bunch. Here's an example of what proper villain content looks like. I find a tip that reads my character's internal monolgue. I act on my latest scheme and kidnap a powerful wizard with knowledge about the Flames of Prometheus. I blackmail him and use his knowledge of the mystic arts to take the Flames for myself. Sound familiar? That's how the Mortimer Kal arc starts. Or maybe I pillage a dying dimension for items of power, and I find a man on the verge of death, who bargains with me for his life. He agrees to serve me if I let him live, and he feeds me tips about the Praetoreans which I use to strike fear into the city. That's how Mr. G's arc starts. There's lots of ways to go about doing this. As you can tell, I'm a big fan of internal monologues, and I think they play a big part of being a proactive villain. I want to see more content follow in these footsteps
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