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Charistoph

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Everything posted by Charistoph

  1. THIS, a million times. There are comparatively few outdoor missions in the game, and they made it so that those there are most of them have really good spawn rates AND you get credit no matter how much damage you dealt. If someone swooping in and helping you deal with a hoard of baddies bothers you that much, stay inside where they can't do it. So what you and the other person(s) are advocating then is for people to do this and attempting to invalidate the OP's concerns? I think with the return of the game perhaps there is a compelling argument to be had to perhaps find a better perspective that doesn't promote people being unkind to others and then masking it with excuses/reasons of "Im helping" or "go play indoors". I do agree that with the higher exp rate we all are enjoying via these server iterations and that other changes before and now make such extreme kill stealing for the most part a smaller/non issue in terms of mechanics/leveling but in terms of how it presents itself to various players as someone else stated in a rude or similar (line cutting, perhaps) manner isn't necessarily being necessarily condemned/address except to say "deal with it if you want to be outside" which really sends a rather equally poor message. To be fair, the OP's attitude is stuck in 2004. It has been a LONG time, even in CoH's life time, where kill-stealing was a problem. Heck, even World of Warcraft has finally updated to make Kill-Stealing impossible when on the same faction (though, it DID take them a while). And if they don't want to change their attitude, then maybe they need to be less social where their feelings won't be hurt. Being solo on a mission is a rather safe place from helpful heroes and conniving villains. Another possibility is that the player was trying to test something/do something specific that your help interfered with? It probably wasn't necessarily the case in your example situation, but I have seen folks doing that(as an example seeing how many of a certain level/mob type can be handled by a certain power/combination of powers. Doing such on the streets is typically much easier than in a door mission since its more quickly/readily available. We never know but we invariably make assumptions and a judgement call(at least when intentionally being helpful). Well, there is thing called, "communication". If you are trying to test things out and someone "interferes", then let them know. I know it's an odd thing to do since [sarcasm] we were all updated with the mind-reading apps to our brain [/sarcasm], but it has proven quite successful in bridging the gap in misunderstanding.
  2. Many private servers of other games have a bias against multi-boxing. I believe it is because of resources.
  3. Homages can be difficult.
  4. So have the PCs Exemplar-down to fit the range. That might be difficult from an after-market adjustment, though.
  5. Bah, stupid initializing confusing the issue. If it is going to be Brute only, it probably should be directed to the Brute Guide forums for better answers.
  6. There are very few Powersets which require a specific Travel Power. Fire and Dark Armors like Jumping because Combat Jumping gives them protection against Knock Down. Stone Armor pretty much needs Teleportation because Rooted will leave you behind. Most of the rest of the Armors don't really have that much of a problem. Willpower and Regen don't really have those holes, so that's not as much a concern. Unless you are looking to get Hasten or Combat Jumping and don't have the expected power slots to have any combination of the 4, SS and SJ will offer the same rough utility to melee powers. You will often be moving way to fast to provide good precision in those cases with these powers. I had a Dark/Fire Brute in the NCS days, and I would often move too far with Combat Jumping in PvE fights, so I don't even want to think how bad using Super Jump would be. Where you will notice the most difference is when you're navigating to your mission entrances, especially in those areas with extreme vertical differences like Steel Canyon and Skyway City. Super Speed has to go around, unless you have another supporting power like Ninja Run, Teleport, or one of the Jumps. SS and SJ do work very well together as SS does move faster when you aren't jumping and SJ helps you get over those annoying hurdles like buildings. If you plan on doing a lot of PvP, though, Teleport, Sorcery, or Flight may be better suited to be able to catch those fly boys.
  7. Also keep in mind that you can email yourself, and attach Salvage to those emails. Oddly enough, I've been able to email myself Reward Merits to another server with this method.
  8. Awwww thanks! You got 50% of us back cause I'm here! Yeah I miss this thread a lot. I've tried to dig it up through archives of the old forums but I can't seem to find it. I found it here: https://web.archive.org/web/20120907085423/http://boards.cityofheroes.com/showthread.php?t=114961. I'm almost sad my Cartoon Melee Poolset didn't latch on for some reason. It's hard to remember all the people I chatted with. I'm just glad I remember my three favorite characters!
  9. I remade my main character just a little. When I originally created him, he used Energy Melee, because it was a fast cycling powerset. Energy Melee was then changed to be a little slower after he was higher than I wanted to reset. So, I reset him to use the faster Electrical Melee. His origin is Mutation, but that was only for his Stone Armor Primary. His Secondary was set up to be of a more Tech-oriented source (robotic hands and all), so changing it from force-field bubbles to a taser/electrical field wasn't much of a change.
  10. Heck, I'm glad I remembered MY Global Handle!
  11. I'm not sure about converting KB to KD. The best recomendations I can provide on that is to get Hover (for Defense) and be above them when you fire. They then get Knocked Back in to the ground instead of across the ground. Radiation Blast originally was Defender only, so Primary numbers didn't get defined until the Corruptors became available. Positive Gamer has streamed a Radiation/Fire Blaster on YouTube this past week, and done a few Task Force runs with him. He was quite satisfied with them. Also keep in mind that Powersets that come with an inherent debuff usually are a little lower in the numbers to offset their larger capability of reducing them. Fire does more damage because it doesn't do anything else, and it also adds a DoT to almost every attack. As for overkill, Radiation Emission isn't as focused on -DEF as Radiation Blast is, and Blast's Debuff doesn't last long enough to ever be considered completely pointless. I can tell you that your friends who didn't slot Acc will be appreciative, at least until they can get some good IO Enhancements or reach the SOs where one Enhancement is more than enough (unless you're fighting against Dark-powered opponents who drop your accuracy like Bone Daddies).
  12. Having the Rogue system in place (and Null the Gull) actually helps keep things a bit more balanced. You can take a Hero through the Villain path and explore that route. Honestly, I always felt that Villain side to have a bit more character, over all. That's probably because of what they were able to do with it, in terms of technology and making it a rubble heap, while Paragon City had to look like it was trying to keep things sane and clean.
  13. Add on to everything said, and people like playing what they've built up. Villains and Praetorians were new areas, but they weren't areas that you could take your old characters all the way through, unlike most other MMORPG expansions. It would be like only being able to play as Draenei and Blood Elves in World of Warcraft's Outland, while your old characters only accessed the Raids.
  14. It's currently on Issue 25, the issue that was going to be the next one before NCSoft closed the doors to Paragon. So, most of the developed features at Issue 24 are in the system. There's another place that has all the details, I just don'g have the link on me.
  15. Lady_Jade and her power suggestion thread...
  16. Rad is not the strongest of the Blast sets, but it does come with the ability to provide a higher hit ratio with lower Enhancement investment. Due to it's ability to reduce Defense, that means it is GREAT for team ups, allowing your teammates to hit more often and speed up progression. Only -Resistance from sets like Sonic Blast can do more for speeding up content for both yourself and a team. Radiation Emission is an amazing set with some incredible buffs and debuffs while healing. It's only downside is that somethings just die to quickly to take advantage of the debuffs, so you have to be quick at identifying the Lts and Bosses who can stand up to the damage long enough for the debuffs to actually mean anything. I don't know as much about Radiation Defense, I haven't played around with it as much, but as with all the other Defense powersets, they tend to be a bit more selfish in helping YOU survive, and do little for helping the team (aside from spending time saving your arse). Mezz protection for yourself to keep you going so the Defender/Controller/Mastermind/Corruptor doesn't have to worry about you as much, and maybe the aura (I can't remember what it does, off hand) are the only things worth thinking about on a team basis. Going from there, you need to look at the Inherent abilities and the modifiers of the Archetype in question. Corruptors and Sentinels don't hit as consistently hard as Blasters, but a little bit harder than Defenders do (good thing, too, they are Primary, after all). Sentinels have a build up mechanic that's tied to use of their first two powers of the set to kick off and never have a Snipe. Corruptors tend to Crit when their target is below half health. Secondary Powersets also tend to work worse for both of these classes than some others. Corruptor Secondaries are obviously not as good at their job as they are for Defenders, but they compare rather comparably to Controller and Mastermind numbers. Sentinel Secondaries, on the other hand are just a smidge lower on the base level than they are for Brutes and Scrappers, and they have the Health pool of a Blaster. So, of those, if I was more concerned about soloing than teamplay, I'd look at the Sentinels. If you want to be good at blasting while still providing support, go Corruptor. If you are concerned about Rad's ability to debuff, you may want to consider the Fire Secondary for the Corruptor. Remember that you can customize the power so that you are firing bright green, radioactive fire, after all.
  17. One word, Inherents. Those abilities which are chosen by Archetype can have a huge impact on the game. Could you imagine the imbalance of a Controller with an Assault Secondary, or with it as a PRIMARY?
  18. If only had I acknowledged that and clarified this was down the road wishful thinking. Oh wait... Lighten up, entertain fun ideas. It's not the worst thing to be doing on the forums. Lighten up yourself. Neither one of us were thinking about shutting this thread down, and I guess you missed the part where I put in some analysis on options. All either one of us did was acknowledge the space we all are currently at.
  19. For myself, CO didn't really feel as solid of a game. It's hard for me to define. Graphics don't mean that much to me, largely because I build to a budget so I generally have to keep things low-key. Nostalgia wasn't really it, either, because I could run both at the same time. It was how loosely fit everything felt in CO that I never felt the urge to sub it. The powersets were more robust, but they didn't provide the same impact (with the exception of the electrical powers). I guess for me CO just felt like a cheap knock-off, even if it was a more challenging game design to work with. Maybe it was because I never created characters that I wanted to play too far past creation, and it didn't scratch my altoholic itch as much as CoX did. Maybe it was because the powersets never really felt as cohesive. Note, I'm not saying that Cox had actually had all those things, objectively, it just didn't feel right. DCUO was little better, and having to find a desirable weapon set that worked with your powers also didn't help.
  20. Moving the PowerSets around shouldn't be that hard. What would be hard is adding in the inherent abilities of the Archetype in question.
  21. Agreed. Currently stability, both electronically and legally, are of the top-most concerns at this point, and should be. Modification of the system can start being planned once they can keep the servers afloat without 2000 man queues.
  22. While not some of my fondest, the conversations on PinnBadges were often, and unrepeatabely, interesting. Including one line of conversation that had references to the third Pirates of the Caribbean movie and how a certain woman ended up.
  23. Aren't Controllers now a control primary without any other offensive capability? As a base damage consideration, Control sucks outside the pets and Propel. It's only when Controllers received their ability to double the damage that they were considered to have any real damage capability. Before that, only Illusions and Gravity were considered viable because of Illusion's army and Gravity's Propel. The only reason Dominators are any good is because of their Assault set which provides the bulk of their damage capacity. Also consider that some of the Support powers are more offensively minded than others. So, 2 powersets which have almost no real damage affects would be rather boring.
  24. A Control/Defense Archetype or Defense/Control Archetype won't fly. Control as a primary without any other offensive capability would require vastly upgrading the damage or control which would make Controllers jelly, or making it a blast version of the Blaster Secondary (Blapper) of a mix of Blasts and Control which would then make the Sentinal Archetype seem pointless or vice versa. Control as a Secondary would be so weak that it would be even worse than the Primary. A Defense/Blapper Archetype would be better which mixes melee and control MIGHT work out, but I'd switch the first control power with a basic melee power and move the first control to the second tier of the set. I think that this would have been a better title of Sentinel (i.e. a guard type), but them's the breaks. Another Archetype to consider would be mixing Blapper and Pets to have a less supportive Mastermind style class, even having it be Blapper/Pets. It would slow down Pet propagation, but make for an interesting choice setups. Even a Pet/Blapper could work as well. Towards the last couple of issues, Fitness was made inherent and roughly the same time the other Pools were set up so that you could travel at Level 4. But yeah, Sentinels were never available on NCSoft's servers. (it may have been in development as part of the i25 stuff?)
  25. It's been happening on Excelsior with me, too. I went there because I was queueing on Torchbearer and wasn't queueing on Excelsior. I managed one character and then it's been nothing be DBserver logouts for the last hour when trying to take a character to a map. I've tried this on a Praetorian and brand new character.
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