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Nexys

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Posts posted by Nexys

  1. 3 minutes ago, PaxArcana said:

    A couple of those pools, I really really REALLY want.

    Fingers crossed, right?  🙂

    I am hoping for it as well.  The Force of WIll pool would be MUCH more thematic to my natural characters.  I'd say 40% my characters are Natural, 40% Magic, and 20% a mixture of Mutant, Science, and Technology.

  2. 7 minutes ago, Steampunkette said:

    Force of Will, Gadgetry, Experimentation, and Utility Belt all exist in the code as power pools with values for each of their powers... But no Animations.

     

    Right now you just stand there, gormlessly, while the power activates. Often rooting you to the spot while nothing happens and then suddenly someone gets buffed, debuffed, controlled, or hit.

     

    Unfortunately, the current Dev team is not made up primarily of artists and animators, so those sets are backburnered until the NCSoft talks finish and an art team can be acquired.

     

    That is the most concise and clear explanation I have read about the other pools.  Thank you.

    • Like 1
  3. 17 hours ago, ZeeHero said:

    Unique naming systems suck and are an obsolete relic, however I dont think it can be changed in COH.

     

    It's irrelevant if you believe it makes "more sense" for the names to be unique becuase the fact is the result of doing so means the longer the game runs and the more characters are made the less good names remain and the less concepts become doable with half decent names. thus making it objectively bad for the game.

     

    Not that it can be changed, but theres a lot of good things about the game. Unique names are definitely not one of them.

    I don't deny that you make some decent points, but I don't think you can say its "objectively" bad for the game.  Your opinion (which I may not share but do understand) is, by definition, a subjective matter.  Also, "half decent names" is a subjective judgement as well.  Don't get me wrong, I've seen some character names that make me roll my eyes, but the people who made the character might love that name.  To me, it's a bad name.  To them, it's not just "half decent," but amazing.

  4. On 8/20/2019 at 3:36 PM, Chance Jackson said:

    But there are multiple robins & captain marvels in the same continuity, supermen & spider-men from different continuities have met etc, etc

    Those are the exceptions that prove the rule, really.  If you look at the characters with the same name, it's a part of a storyline or plot point that they have the same name (alternate realities, "passing the torch," etc).  Just a casual "oh, yeah, there are like six...or, maybe, it's seven now...guys named Wolverine running around.  Oh, and three dozen woman all calling themselves Storm" doesn't happen.

  5. 53 minutes ago, Steampunkette said:

    Do you know how many Green Lanterns, Captains Marvel, and so forth there are? Hell, there were even 4 or 5 Supermen running around for a while, there. Plus all the Robins and Batmen.

     

    There's plenty of tropes in both directions and Legacy heroes to muck it up even further. 

     

    Be that as it may, there are more examples of heroes and villains with unique names than there are ones where multiple people have the same name.  And, in those cases, there is generally an in-universe reason for it.

     

    But, that said, it's really beside the point.  I just found it a bit bizarre that you would refer to people who have a different opinion than you as suffering from Stockholm Syndrome.  Did the thought really not occur to you that people may, you know, just see things differently?  There was no need to get passive aggressive and rude about it.

    • Like 1
  6. 2 minutes ago, Steampunkette said:

    By be more creative you of course mean compromise. If you can't get what you want get something that you don't hate. Maybe given enough time you'll actually learned to like the thing that you didn't hate.

     

    It's a bad system. it's a bad enough system that as soon as Cryptic got the chance to make a system allowed multiple people to have the same name they made it! 

     

    I really wish people would stop lauding and defending systems that even the people who created didn't carry forward because they were bad systems. Don't get me wrong I get "creative" with names more often than not. I've gotten used to it. That doesn't mean it's a good thing.

     

    If even Cryptic, the people who made the game in the first freaking place, will not stand by unique names why the hell should we? For now we don't have a choice. Maybe forever. But the amount of Stockholm syndrome people seem to have with this particular thing is just frightening.

     

    Someone disagreeing does not make it Stockholm Syndrome.  As I said above, I am a fan of the unique names because I feel that it fits the Superhero/Supervillain genre better.  Massively powerful beings flying through the air would get to be known and known by unique names.  I can't imagine DC putting out a comic that had "Oh, you're Superman?  The one from Metropolis, Tulsa, or Ithaca?"

    • Like 2
  7. I prefer unique names, simply because of the concept of the game.  We are heroes fighting for our city or villains fighting for our reputation and own power.  Gotham City didn't have two guys running around calling themselves The Joker or six different iterations of Poison Ivy.  I just wish we could get rid of the bizarre workarounds to the unique names.  It's frustrating when you get in to the game, create a unique character, and suddenly see it's name pop up in various places.

     

    Imagine, you create a character, get thrilled that you got the name you wanted (let's say "Blue Lightning"), and enter Paragon City.  Two days later, you run in to "Blue_Lightning" and "Blue.Lightning" and "B1ue Lightning," etc.  That has always annoyed me.

    • Like 2
  8. 4 hours ago, Skyhawke said:

    I've jokingly posted in this thread a few times (apologies for taking part in derailments), but I'll put my serious 2 influence in. After COH, Tabula Rasa and Auto Assault (which I really enjoyed), I will say that I'm still a bit wary of NCSoft. I do, however, trust the Homecoming team. 

     

    When I heard COH was back, I did my research before diving in and letting others know it was back. Some lambasted the Score team for keeping their sever a secret for years and all I could think was " Can you blame them?".  

     

    Even knowing I could just be setting myself up for imminent DOOOOOOM, I liked what I saw and came on board. Since then, I've been very impressed with what I've seen and the direction the Homecoming team is trying to take the game. 

     

    Tldr; I have faith in the Homecoming team and am perfectly willing to wait, play and see. 

    That's how I feel.  I first heard about Paragon Chat about a year or so ago, and I was beyond thrilled to be able to just get back in to Paragon City, fly around, collect badges, and see the scenery I loved.  When I heard, this past April, about Homecoming...well, I was like a little kid getting a surprise from Santa.

     

    I don't have faith in NCSoft either, but I have grown to really trust the Homecoming team.  What they have given us, whether it lasts another month, year, or decade, is a true gift.  Their openness to discuss new ideas for the game, to work on the Beta server, and to give us back the game we love puts them in high esteem in my opinion.  I hope this can last for years to come.

    • Like 3
  9. I've tried PBs and WSs a few times (both on Live and Homecoming) and never really felt any connection to the ATs.  But, between the two, I always preferred PBs.  I think I was a bit overwhelmed by the myriad of possible builds and never got past the fear of doing a "wrong" build.  This guide helps a ton!

     

    (As an added benefit, this fits my rainbow-themed "LightBender" character concept perfectly!)

  10. 54 minutes ago, Bossk_Hogg said:

    If you want a damaging character with shields, why not use the AT's that already exist? Scrappers and Sentinels are quite solo friendly. I don't get the point of trying to make a third damage/shield AT that can sort of tank. There simply isnt enough design space. 

    I want a character that has ASSAULT SETS and defense.  I've been very specific about what is on my wish list.  This has nothing, zip, zero, nada to do with what other ATs are solo-friendly.  It's about the idea, first, being floated of porting Assault sets to Sentinels.  Then, that became a discussion about Assault/Defense archetypes.  Why not play Doms if I want solo-friendly?  Because, I want defense too.  Why not play Scrappers or Brutes or Tanks if I want defense?  Because, I want Assault sets too.  You see?

  11. 41 minutes ago, Steampunkette said:

    I really hate the "Just play what we've already got that clearly doesn't do what you want!" mindset. It misses the entire point every time. Like a WoW player saying "Just play a Death Knight if you wanna be a Necromancer!" without any consideration of the narrative or role differences between the two. UGH.

     

     

    Thank you!

     

    To me, people who decry making a new AT because there's already an AT that does something similar remind me of an old man grumbling on his front porch.

     

    "Dammit, why the hell are they opening that new Mexican restaurant up the road?  We already have a good Italian place just across the street from it.  Don't they know that they BOTH serve food?  Dammit, just eat spaghetti if you are hungry.  You don't need fajitas!"

  12. 2 minutes ago, Bossk_Hogg said:

    TBH, that sounds mostly pretty terrible. For example, slows are pretty useless on a decent team. They only matter after a target has exhausted all their attacks, and by then the mob is locked down or dead. BLASTERS get AE holds on a 90 second recharge. Sentinels with Rad, Psi etc are throwing their Nukes every 30 seconds which also function as an AE hold. Soft control is dead on PVE teams. Outside of them turning slows into holds, I don't see any real utility. 

     

    Improving HOTS? Given how people feel that healing is more or less useless, I don't see a point . In incarnate stuff you're basically full health or dead. KB is already mitigated by AE immob, KB to KD enhancers,  or just not being a dumbass and scattering stuff everywhere. 

     

    Any AT that needs to jump back and forth from melee to range is going to lose out on damage while moving. You seem to have created a half-ass tank, with a needlessly busywork playstyle, that would just be eclipsed by a brute for less effort...

     

    Being good on bad teams isnt a niche worth developing IMO.  

    That is a good point for people who team a lot.  But, for a solo player (like me), it would be a great AT to play.  Think of Controllers.  They are a gigantic pain to solo with (unless you are an expert at builds), but amazing on teams.  So, if we can have ATs that are great on teams but lackluster as soloists, why can't we have great solo ATs who are lackluster on teams?  Not everything needs to be built with Incarnate-level results in mind.  We have 50 levels of things to get through before that.  Plus, at Incarnate level, the differences between ATs starts to mean less and less anyway.

  13. 16 minutes ago, Vanden said:

    You're too used to IOs if you think defense sets give "freaking perfect mitigation." Without IOs, Scrapper-level defenses won't let you take the aggro of a full team's worth of enemies without some kind of help, like active mitigation from controls or buffs from a teammate, or just a lower difficulty setting than most people want to run on. Even less so if the defenses are going to be weaker than that. Even so, melee ATs get their armors so they can survive in melee long enough to fire off their attacks. Staying at range for the most part while occasionally jumping into melee for an opportunistic AoE or melee attack is a staple Blaster playstyle, and they do it without armors for the most part. It wouldn't be something new.

    I'm not being reductionist and negative just because I see flaws in the proposal.

    I can't speak for other people's reasons for wanting either Assault sets on Sentinels or a new AT.  But, personally, I would like the "Blapper" style on a character with a dedicated defense set because, though Blasters can be very strong Blappers, I feel rather limited in my playstyle right now.  I can do melee with defense, ranged with or without defense, mixed with control (Dominators...and, to a lesser degree, Blasters).  But, if I wanted mixed melee/ranged, I can't have a defense set.  As someone who solos most of the time, and who isn't really interested in the constant tweaking on Mids or mid/maxing characters, a mixed melee/ranged character with a defense set (even if it isn't as good as the melee-only defense sets) would be a godsend.

  14. 12 minutes ago, Rathulfr said:

     

    Okay, now I see what you're driving at: you're angling for a dedicated "Blapper" AT.  They're not Scrappers, because those have no ranged attacks.  They're not Blasters, because those have no defense powers (except for Tactical Arrow, which gets Gymnastics, a.k.a. "The Other Combat Jumping").  They're not Sentinels, because those have no melee attacks.  They're not Dominators, because those have "assault" as secondary to the "control" primary.  Now I get it.

     

    +1 Instigators then.  I won't play one, because I'm not a fan of blapping.  But I can see how others might enjoy that!

     

    (edit) But will they still retain any control powers?  If not, I'm afraid they're going to get crapped on harder than Sentinels do now.

    (edit 2) Ok, I see where @Steampunkette mentions taunt for aggro management.  That's a sort of control.  But now we drive into the tanks vs. brutes conundrum... and I ain't touching that with a ten foot pole.

    (edit 3) I wish my Sentinels had some kind of taunt/aggro management capabilities.  More often than not, I'm usually tanking/off-tanking with them anyway...

     

    I can't see them having any control powers, just the "Assault" sets as primaries and "Defense" sets as secondaries.  So you could make an Energy Assult/Energy Aura character or Martial Assault/Ninjitsu character.  I just like the idea of being effective in both ranged and melee distances, even if you aren't AS effective as Scrappers or Blasters...sorta the "middle child" between the two.

    • Like 1
  15. 3 minutes ago, GM Capocollo said:

    Because it's a pain and a major endurance drain to re-summon and re-supply them.

    That's understandable.  I think it would bother me less if more MM players would park their pets somewhere out of the way when they are going to trainers or in to stores.  It's the non-combat situations, the ones when pets push you out of the way or block the doors to buildings, that really get to me.

  16. On 8/14/2019 at 1:14 AM, ZeeHero said:

    yeah pets having collision with players is a major issue. makes people not want to include MMs in mission groups.

    That is the #1 reason why I am not a fan of MMs.  It's annoying when you're trying to get to the glowie in a cave, only to be blocked by a pack of demons or trying to level up at a trainer, but a roving gang of bots push you out of the way.

     

    On another note...MM's, why you no dismiss pets when you no need them?

  17. 2 minutes ago, honoroit said:

    Love it in concept, but scaling on the assault might have to be way down versus a dom?

     

    Part of why seismic smash hits like a truck, or gloom dots to hell, is a high dom dmg multiplier coupled with  thin def res natively from powersets in the AT.

     

    Unlike controller cousins, there's no secondary supporting cc not going according to plan. 

     

    Blasters I don't know enough about to comment on. 

     

    That is a fair point, and I'd be okay with scaling the Assault set damage down a bit (similar to how the Blast sets got scaled down compared to Blasters).  My ultimate goal is to be able to play a mixed melee/ranged character that has some defense.

    • Like 1
  18. 46 minutes ago, Rathulfr said:

     

    I'm not sure how I feel about this.  I already get enough crap for actually liking and playing Sentinels (I have a half-dozen or so), because "everybody knows" that Sentinels suck at both damage and defense, and contribute nothing to a team that isn't done better by other ATs.  Sentinels are the red-headed step-child of Homecoming, and creating a melee-focused twin may instigate (see what I did there?) only more mockery and derision.  Do we really need another melee AT?  Why not just proliferate the assault sets to the existing melee ATs, instead?

     

    I'm not trying to be malicious, really: I'm all for more diversity of builds.  But given all the psychic damage I've taken (ibid) for playing Sentinels, I'm not sure I'd wish that on anyone else who dares to love Instigators.

     

    That makes sense to me.  My first choice would be to give Sentinels the chance to take the Assault sets as well as the Ranged.  An Energy Blast Sentinel would feel and play differently than an Energy Assault Sentinel.  But, if the Homecoming Powers That Be would prefer not to proliferate sets, then a new AT would be my second choice.

  19. 2 hours ago, Steampunkette said:

    I'd rather see a separate Assault/Defense Archetype created (And even suggested one in the Instigator as a new Tanky-Type character)

     

    But I'd still love to see this.

    I like that, and like the Instigator name.  It could be a nice hybrid between the Tanks/Brutes/Scrappers and the Sentinel/Blaster types.  Someone who isn't necessarily as tough as a Tank or as DPS heavy as a Blaster, but who brings the best of both worlds....almost a "loose cannon / shoot first, ask questions later" type.

  20. 2 hours ago, Mischief Manager said:

    hmm, assuming the range and target cap changes stay the same

    as sentinels i dont see a down side really.

     

    the idea has my vote +1

     

     

    ps: although now i think of it there will need to be a some kind of balance buff/nerf on how IO sets effects gameplay or the powers themselves

    I don't know enough about the IO sets and their balance.  What could become unbalanced about them?  Just curious.

  21. I am thrilled that Sentinels are in Homecoming.  I love having a ranged character with a defense set.  However, having only the Blaster/Corrupter/Defender sets proliferated over to Sentinels is, I feel, rather limiting in character concepts.  Only Dominators and Blasters (both of whom lack defense sets), can give you a strong "Blapper" feel, and because of the lack of defense sets on them, it's painfully easy to face-plant every five minutes.  Is there any chance of getting the Dominator assault sets proliferated over to Sentinels?  An Energy Assault/Energy Aura character who wades in and out of melee range would be a blast to play and would get some more player characters who are doing more than running in to the center of a spawn (like Brutes, Tanks, etc) or hovering at the outskirts (like Blasters, Defenders, etc).

     

    Now, I know that there are ways to softcap some defenses on Doms and Blasters, but most of those strategies mean you have to take certain powers like Tough and Weave.  For players, like me, who are not really good at builds or interesting in min/max stats, it becomes really limiting.

     

    Thoughts?

    • Like 2
    • Thanks 2
  22. Not all of the new costume patterns are showing up on each body part.  I made a male toon using the new Occulus pattern.  It showed on his chest, gloves, legs, and boots.  Then, made a female toon with the Malaise pattern.  It showed on her chest and legs, but was not showing as an option for gloves or boots.

     

    BTW, I love the new costume patterns.  I have several characters they will be perfect for!

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