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Everything posted by Redlynne
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Actually, that's incorrect (technically). What's happening with those is that IO proc is causing the $Target to cast the effect onto themself which is why it doesn't stack from PCs. If more than one of those IOs (of the same kind) proc then it causes the $Target to recast the effect onto themself, which then runs afoul of the "does not stack from same caster" rule which is why the effect "overwrites" to extend the duration rather than stacking so that you've 2x the effect for a portion of the duration. So the rule is still good. You just have to understand that for some effects it's not YOU casting the effect upon them for a debuff, but rather THEM being forced to cast the effect upon themselves(!) for the debuff ... and that the "does not stack from same caster" rule still applies. That's because Tanker Bruising (now removed) operated using the same "force them to cast the debuff on themselves" programming to enforce the effect.
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Good duo with 9yr old Water/Storm Corrupter?
Redlynne replied to MagmaticTitan's topic in General Discussion
Beast/Kinetics Mastermind. You can thank me later ... after she "saves" your dogs and cats from Bad Guys plenty of times. -
I checked the Leaderboard and @Taki got 90 positive upvotes yesterday ... and deserved every single one of them.
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I like Ninja/Time ...
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Two words ... Gravity Kinetics ... you're welcome.
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Weekly Discussion 53: How to Increase Villain Population
Redlynne replied to GM Miss's topic in General Discussion
Server Status Link You saw what I was pulling my info from. If you want to use the same source to make that determination ... have at it. My expectation is that the number of dualboxes and/or AE farms ought to be present but not necessarily a deciding factor, as far as this goes. -
I'm going to go out on a limb here and suggest Illusion/Electrical Affinity or even Illusion/Nature Affinity. I've got a Mind/Nature Affinity build that I'm in the process of updating (Mind Over Vegetables) and I've found that even with only a few Nature Affinity powers in the mix the build has a resiliency that is rather peculiar to it. I was playing on a Mortimer Kal SF with it (that had to be abandoned, but it was going good until we dropped from 5 to 4 teammates) and the buff potential of Nature Affinity to allies was making a rather noticeable contribution. The key reason for perhaps wanting to play Nature Affinity is that you can leverage the Level 35 power which is the PBAoE Hold to blend with your Illusion Hold and the damage production of your Pets. Of course, if you want pure chaos ... there's always Illusion/Storm ...
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Finally ... 👍
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So ... you just want to NERF Fire powersets so they don't do extra DoT as their special effect, but rather instead do something else? Maybe make Fire cause $Targets to run around in Terror/Fear because they're ON FIRE ...? Not to put too fine a point on it, but THAT WAS TRIED. The Players HATED IT when Fire caused Fear because it meant $Targets would run away from Burn patches, nerfing their damage throughput. This was done during the Cryptic Studios/Paragon Studios days. I remember it. If your stance is that Fire powersets shouldn't have Damage over Time as their added effect ... you're going to have to justify yourself better than "because Electric sucks!"
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Weekly Discussion 53: How to Increase Villain Population
Redlynne replied to GM Miss's topic in General Discussion
The problem with that is a premature optimization of the game that existed before City of Villains was developed. This was stated in no uncertain terms by multiple Devs as the Player Summits in 2011 and 2012. If you were making the game from scratch that is a perfectly valid thing to do. But the sad reality is that retrofitting the entire game for co-op access is apparently something the programming was designed to actively discourage allowing that to happen without an urban renewal level of reprogramming effort (that will no doubt cause all kinds of other things to break completely). It's one of those Load Bearing Boss kinds of things. -
This left me wondering how it is possible to make a Super Strength/Street Justice and Super Strength/Martial Arts ... uh ... Tanker ...?
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Weekly Discussion 53: How to Increase Villain Population
Redlynne replied to GM Miss's topic in General Discussion
That's an exaggeration. The Broker system is a solid pattern of 3 Newspaper missions enable 1 Mayhem mission after which you are introduced to a new Contact. 3+1 does not equal 5. -
Hmmm ... what's this on page C2? "Local catgirl sues previous owner for ... insufficient petting(?!?) ... and is demanding compensation for ... feelings of mental lethargy and terminal boredom(??)." Seriously, this town just gets weirder all the time.
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Weekly Discussion 53: How to Increase Villain Population
Redlynne replied to GM Miss's topic in General Discussion
On the topic of changing out the skyboxes for varying the world lighting in zones ... I kind of have to wonder if enabling any kind of minor randomization factor would be a good thing to do for all of the "normal" city and island zones. Basically, have tables of the skybox being randomly chosen to be one out of a short list of options for that specific zone. Being able to go from clear skies to cloudy skies via such a system wouldn't enable actual zonewide RAINFALL in City of Heroes/Villains (and Rikti bombing raids don't count as zone weather!) ... but it would help dispel the sense of Eternal Sameness™ to the day/night cycles we have in zones right now. Unfortunately, enabling such a feature could potentially be a rather daunting undertaking ... another one of those things that is easy to say in a post, as well as being easy to visualize in the mind's eye, while being a matter byzantine demonology to try and convince the underlying game engine programming to provide without wrecking everything. Easy to Say but Hard to Do (and all that). Still, if it could be done, it would make for a decent Quality of Life upgrade not only to the Rogue Isles but also to Paragon City and Praetoria (proper, not First Ward and Night Ward or the Shadow Shard) if rolled out more broadly than just merely implementing it for the Rogue Isles only. Some days are sunny. Other days are cloudy. And then there's the sewers ... because we're ALWAYS going to have the sewers ... -
Weekly Discussion 53: How to Increase Villain Population
Redlynne replied to GM Miss's topic in General Discussion
This is the explicit reason why at no point have I (personally) advocated for the elimination of the Null the Gull option. Instead, I look for ways to reward PCs for committing to playing Redside content as either a Villain or a Rogue AFTER the 7 day countdown for a Tip Morality Mission is completed. It doesn't "push" anyone into playing Redside, but it does reward them for sticking with it in the Level 20+ bracket (because you have to be minimum Level 20 to get Tips). That way, you avoid the "Day Trading in Villainy" option via Null the Gull for making better rewards on Redside "too accessible" so as to reserve them for people who commit to playing Redside content on a longer term basis. You want a carrot ... not a stick ... to encourage a small fraction of the people playing Blueside to decide for themselves that playing on Redside might be worth their while. You don't need to convince EVERY Blueside Player to switch (and stay switched) to Redside, and indeed you wouldn't want to bring over EVERY Blueside Player(!) ... but if you can bring over even as little as 5-10% of the Blueside population to Redside, that will make a pretty dramatic difference in the Redside population, without affecting the Blueside population all that much. -
Weekly Discussion 53: How to Increase Villain Population
Redlynne replied to GM Miss's topic in General Discussion
And here is what the server population looks like ~12 hours later in the early evening North America time, same day ... Torchbearer ... 5.65 to 1 Heroes Excelsior ... 7.22 to 1 Heroes Indomitable ... 4.95 to 1 Heroes Everlasting ... 3.60 to 1 Heroes Reunion ... 4.81 to 1 Heroes Total ... 5.22 to 1 Heroes So irony of ironies, it looks like (today) the ratio of Heroes to Villains improved on only ONE server ... Everlasting (go figure, eh?) ... while all of the other servers see greater Hero numbers than Villains. Note that if the total Heroes (2040) to Villains (391) across all servers were balanced "better" at even a 4 to 1 ratio we'd be seeing (2040+391)/4=608 Villains instead of 391 Villains across all servers, and only 1823 Heroes instead of 2040 ... using these latest numbers. That would amount to a +55.5% increase in Villain population(!) but only a -10.6% decrease in Hero population, if the overall alignment balance across all 5 servers was a 4 to 1 ratio instead of the 5.22 to 1 ratio that I'm seeing here. So when people talk about worrying that Players switching from playing Heroes to playing Villains will somehow meaningfully reduce the majority of Players continuing to play Heroes ... I honestly don't think there's a whole lot of merit to that argument. Yes there is a zero sum game of -1/+1 in absolute terms as far as that goes, but the difference in proportions is really asymmetrical. It's basically at the point where adding +1 Villain to Redside is "worth" adding +5 Heroes to Blueside, in terms of proportional impacts to the population density right now. So on that score, I'd say that "cannibalizing" as little as 5-10% of the current population of Players to switch from Blueside to Redside would be something the game as populated now can "afford" to do without impacting the community health on Blueside while dramatically improving the community health on Redside. In other words, you don't have to convince EVERYONE to play Redside, but convincing even a few people (5-10%) would make a significant difference to the Redside community. Which is another way of saying that Heroes are a dime a dozen and making another Hero won't make much difference in the overall scheme of things. But making another Villain? Oh yeah ... more Villains will DEFINITELY make a difference! 😎 -
In my experience, Super Reflexes is MUCH better realizes on a Tanker than on a Scrapper. Being able to add +Resistance proc stacking and +Absorb shielding via Tanker ATOs is way more valuable than adding +Critical or +Fury is to a Scrapper or Brute. Additionally, it's possible to (with Martial Arts in particular on a Tanker) exceed the 59% Incarnate Defense softcap, rather than needing to settle for only the 45% pre-Incarnate Defense softcap, while still being able to add a respectable amount of Resistance into the Tanker build. I haven't played Street Justice, so I wouldn't be able to speak to that specific pairing of primary/secondary, but I do know that Super Reflexes gets a lot more out of Tanker ATOs than a number of other protection schemes will.
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Weekly Discussion 53: How to Increase Villain Population
Redlynne replied to GM Miss's topic in General Discussion
Really? Okay, let's review what you actually said then. This amounts to "change the zones" which is functionally a request to redo the world geometry of the zone maps. This amounts to "change the NPCs" which is functionally a request to redo the spawn groups AND MISSIONS found within the zone maps. This amounts to "change the buildings/urban environment" which is functionally a request to redo (all of?) the art assets of the zone maps. This amounts to "not enough zones" which is functionally a request to MAKE NEW ZONES. This amounts to "rewrite every mission" which is functionally a request to do an overhaul/urban renewal of every mission (or at least the overwhelming majority of them) on Redside. Redside is not limited to the "villain" Archetypes. It is perfectly possible to start gameplay as a Blaster, Controller, Defender, Scrapper or Tanker in the Rogue Isles starting at Level 1 (I know because I've done it). Non-issue. So what do we have in what you're ACTUALLY wanting to do? Change the zones. Change the NPCs ... AND the Missions those NPCs feature in. Change the zones. Make more zones. Change the Missions. Boil that down and you have ... Change the Zones, Change the NPCs, Change the Missions and Make More Zones ... at which point you've basically taken the Rogue Isles AS IS and thrown them in the trash in favor of SOMETHING ELSE that is NOT what we have. Which is to say ... you're asking to make an almost entirely new Redside. Hence why I say what you're asking for is to throw Redside in the trash and start with a clean sheet of paper. Not to put too fine a point on it ... that's a very non-trivial ask you're making there, and I shouldn't have to point that out to you. Your turn. -
Weekly Discussion 53: How to Increase Villain Population
Redlynne replied to GM Miss's topic in General Discussion
Good question and the answer is ... NO. One of the advantages of the entire City of Heroes system is the whole "you don't have to compete for resource spawn nodes" feature of how the game is built. It's not like you need to wander around picking herbs or mining nodes or any kind of resource gathering where you have to compete with other Players for spawns. It's one of the reasons why botting in City of Heroes never took off like it did in almost every other game, because you actually have to PLAY THE GAME in order to gather resources, rather than just repeat a specific farming pattern in open world zones that can be handed off to a bot to run for you. I honestly can't think of a single instance where a Villain can do something a Hero can't do because of a lack of competition for doing that thing on Redside compared to high competition on Blueside. The reverse however is DEFINITELY true ... where a Hero can do a large number of things (like grouping for Task Forces) that a Villain will struggle much harder to do (like finding a group for a Strike Force) simply due to the population disparity. Pretty much the only instance of the lack of competition thing being true is in regards to Zone Monsters (Lusca, Adamastor, Paladin, etc.) which are featured on Blueside but which basically don't happen on Redside ... so that's out. -
That would be my guess. Client/Server desync.