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Vanden

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Everything posted by Vanden

  1. *doesn't want to use rare and expensive sets* *15 PvP IOs, 6 winter event IOs* Anyway, as for your build, if you put the Numina unique in Health, you get a better regen buff by then slotting a Numina Healing/Absorb and getting the Numina 2-slot bonus than you get by putting in the Regenerative Tissue unique. The Panacea proc is very weak in Dull Pain. While it will have a 90% chance to activate, the benefit it gives is very small, and you want it going off as much as possible; it's better in Health or Physical Perfection. I assume you put the Freebird: Fly Speed in Mystic Flight because you wanted the set bonus but didn't want to be transparent from the +Stealth IO? If not, that enhancement is wasted, because Mystic Flight caps flight speed unenhanced.
  2. Indeed I did! The "endredux" should all be "recharge reduction." This would provide ~97% Heal and End Mod at 5 slots, which roughly equivalent to (very slightly worse than) than four Positron Particle HydraOs or six conventional IOs. Since most of the Blaster sustain toggles aren't targeted, don't consume endurance, and don't have meaningful recharge times, I think those are the only benefits they'd get. Surely there's something more broken than that? Force of Thunder in Electricity Manipulation and Drain Psyche in Mental manipulation both recharge and have accuracy checks; Cauterizing Aura in Fire Manipulation has an accuracy check. Reaction Time in Martial Combat has a function that requires the power to be toggled off to use, and would benefit from recharge enhancement. Energize in Energy Manipulation has a 2 minute recharge, and definitely benefits from extra recharge. That set would be excellent for a lot of them.
  3. I get that with where the game is now that this is the likely outcome of such an addition; If they added "Origin-specific costume pieces" then everyone would get them. But why call them "Origin-specific costume pieces" at all if they are not limited to specific origins? I am not defending that; I think that all costume pieces should be available to every origin, AT, whatever. But this is not adding "Origin-specific costume pieces", it's adding costume pieces. Calling something a "technology helmet" or "mutant boots" wouldn't change that. If it's available to everyone then it's not an "origin-specific costume piece". The Circle of Thorns is in the game. Is it a "fool's errand" to write missions that use them as the enemy? Crey is in the game. Is it a fool's errand to write missions with them as the enemy? Then it is not a fool's errand to write stories for magic or technology heroes that use those groups as the enemy. My magic character is not a spellcaster. They are a lot closer to Juggernaut in the sense that they are just fueled by a magical source. That doesn't stop the "magic contacts" from sending him on the same missions that they send the spellcasters on. That doesn't stop the contacts in the game from sending him on the same missions that they send natural, science, technology, or mutant characters on. The power gap between Batman and Superman is a construct in the comics, not in this game. It doesn't matter what origin you gave your character or what powers you selected, the missions are the missions and if your headcanon doesn't allow for certain level-appropriate enemies to be a threat to your "Superman" then that is your problem. ============= Not going to edit what I have already wrote, but will add some things based upon recent responses: The natural story, to use a mentioned example, doesn't have to be a "gritty noir murder mystery". That story isn't about natural characters, it's about detective heroes. You keep trying to shove things into the conversation that the game itself doesn't seem to suggest. What do natural heroes do out of the gate? They fight some Council, they fight some Skulls, they talk to the Security Chief and fight some Hellions. And then when they are through with all of that, they get introduced to some contacts that seem to specialize in the Lost, so now they are dealing with that faction. Where is the "gritty noir murder mystery" that you think they have to do to stake themselves out as natural heroes? How many "gritty noir murder mysteries" are there in the game, anyway? Of course, you are not limited to your origin contact anymore, and so the natural character can end up fighting Vazhilok or Clockwork out of the gate if they would rather, but I am still looking for those "gritty noir murder mysteries" that you seem to think natural characters must be involved in. The closest I can think of on any regular basis are the Vazhilok. Not really gritty or noir, but they are definitely behind some murders. But I suggested that they use the Council for natural characters. Why neither Batman nor Superman could enjoy an arc where they are trying to stop the Council from taking over the world I will never know. I don't know how you could write the first half of this post and then turn around and write the second. Using the Circle of Thorns as an enemy group in a story does not make it a story for Magic Origin characters, it makes it a story with the Circle of Thorns. I'm not objecting to them adding new content or stories, I'm objecting to them adding those stories and trying to tie them into our characters for us. You say you have a Juggernaut type of character, empowered by magic but generally ignorant of its workings; what if they wrote a Circle of Thorns story and, seeing you have a magic origin, gave you an objective to perform some ritual, because as a Magic origin character you must know how to do it? That would completely fall flat as a way of connecting the story to your character. That's what I'm objecting to, that's the fool's errand.
  4. Let me reframe it. Let's say we introduce a new arc, available to all players. However, some of the specific content in that arc makes reference to your origin. Some of the choices are shaped by your origin. The overall flavor and tone of the arc is informed by your origin. Does it feel like you're locked out of content because it's tailored for you when you run it, and tailored for me when I do? It would likely miss the mark on a large portion of players' interpretations of their characters, and be a wasted effort.
  5. WAY overdesigned! But, out of necessity. Let me flip it a bit. Almost all of the Unique Attuned sets, except Winter sets (which just get purple numbers on their kit bonuses), cheat like this. The Universal Damage sets don't cheat as visibly because we conceptually gloss "PBAOE/Melee/AoE/Ranged" as the same attribute even though they were intentionally separated for set balance. It's far more visible if you look at e.g., the Controller ATOs, which need a wall of text just to identify what gets the bonuses. So instead of looking at this as "zomg but rulez," I'd ask -- what things actually in game, or things you can imagine in-game, does this actually break? What types of things benefit from many/all of those bonuses at once, or *could* benefit from many/all of those bonuses at once? Meanwhile, if we stripped off the bonuses -- made it just a regular Accurate Heal set, for example -- how many kits could actually use it at all? As far as the unique goes, it's basically a power effect (a Defender-themed build up) on a proc. Rather than evaluating it by number of effects, I'd ask you to evaluate it by comparison to other Unique Attuned procs en toto. Pretty much all blaster sustains would greatly benefit from being able to enhance their end recovery and heal with this set. Also, you said that "AR" was supposed to be Accuracy and End Reduction, but then you put down multiple enhancements in the set as having End reduction on top of "AR." Did you mean for one of those to be Recharge Reduction?
  6. The obvious answer to this reply is "Then don't play it". Well that's the rub. Why write a story with such a targeted audience in such a way that it alienates a large portion of that audience?
  7. This thread isn't about adding new content, it's about making character origins matter. And that, I'm against, and I like to think at this point I've made it clear why.
  8. I mean it's kind of basic logic. Making your choice or origin have consequences for content is like a textbook example of making it "meaningful." I don't if it can be explained any plainer. Regarding excluding a portion of the players, so what? The game does that all over the place. Heroes can't take missions in the Rogue Isles and vice-versa. Praetorians are stuck in Praetoria until lv20. Barring turning off exp gains, you can outlevel content in a given area that another player might have been able to do. I'm not suggesting all content be origin-locked. Having origin-specific missions only "excludes" you if you choose not to make a character of that origin, and in an alt-heavy game like CoH there's little excuse for you to not roll one up if you want that content. Further, missions are shared across teammates. If you're Science and you are teamed with a Natural, you'd be able to do their "Natural" mission with them just like you could do any other of their missions. If anything it would be an incentive to team and encourage "origin diversification" if such a thing was ever needed. Finally, CoH has a history of soothing these kinds of restrictions, like the aforementioned exp disabling. Beside an origin respec, I'm sure they could have special circumstances where you can have a kind of "all origin" task force or whatever. I mean I know creating new TFs is even more pie-in-the-sky but it's not a problem of concept, just a question of resources. Then I'm still a hard No on this suggestion. I don't see the value in producing content locked to the majority of characters, or in putting up a framework that requires putting out five times the content to equal the output of a typical content push, or in creating an environment where a writer would have to produce a type or genre of content that they aren't enthusiastic about in order to meet a quota. That last detail is sure to result in subpar writing.
  9. I feel like you're trying to apply an impossible standard to the idea and then rejecting it because it can't live up to that standard. CoH already sends your "Superman" and "Batman" on missions to clear gang members from warehouses, and then into portals into other dimensions/timelines to fight aliens. No one's head explodes. If you're deeply into your concept as a street vigilante, you just bypass the content that doesn't fit that. Adding origin-themed/oriented mission content would just be more of that. And the vast majority of players aren't so deeply into their concept that they filter missions based on some kind of setting or genre standard. Frankly I'm baffled at resistance to the idea of making some aspect of the game more interesting. I mean I expect people to say it's unworkable or possibly confusing or even flat out impossible without a a major code overhaul, but if your objection amounts to "that might make me have an opinion about my origin" I'm kind of at a loss... Your suggestion is to make origin more meaningful. How does adding mission arcs themed around origins make our choice of origin for our characters more meaningful? If you limit the content to just characters of matching alignment, all you've done is add a mechanic that excludes 4/5ths of characters from running it. If anyone can run it, that literally describes all the content already in the game. Yes, the game already sends us to fight gang bangers and dimensional invaders alike. What it doesn't do is cloak that in some kind of theme, saying "the gang bangers are for Natural and the dimensional invaders are for Science." Firstly, with all due respect: no one cares. No one cares if the gang bangers are natural, mutant or omnipotent cosmic beings. What matters is WHAT they're doing, likely pushing drugs, stealing money, fighting for turf, etc. It also doesn't matter if the dimensional invaders are Science, Natural or Mutation (*spoiler*), it matters HOW they invade. Most Street-based heroes don't have the means or connections to stop a space fleet from pushing into our dimension without contrively linking them up with an individual who just so happens to have all the tech and knowledge BUT doesn't want to get off their duff and do the job themselves. Secondly, I believe, to the OP's discredit, that the idea is to morph and combine ideas. It's not set in stone what SHOULD or HOW origins could be emphasized. I'm going to go off on a limb and say he's already conceded to YOUR points of people not being able to be held accountable for their choice of origin so some means of circumventing or bypassing that choice is likely the solution to your misgivings. Thirdly, I read someone else's post about RP and character concept and how good RPers find ways to FIT into the lore of the game while also being creative. Post here: https://forums.homecomingservers.com/index.php/topic,5323.msg42264.html#msg42264 Point in question here: To that extent, I'd argue, if you're TRYING to push boundaries with regards to origin that you then hold the entire concept of powers origins hostage, and how they interact with stories, in what fashion can we rectify THAT? That should be the question rather than "how can we not upset those individuals who might just be a minority or under the assumption their power-tripping is how their experience should be?". I'm not really sure why you're bringing up "power-tripping" roleplayers or people who intentionally roleplay characters that don't fit into the setting. I'm saying that if someone says "I'm going to write a story for all the Natural heroes, it'll be a gritty noir story about a murder mystery," that sort of story is not going to connect with a Natural character who's an alien, or a dragon, or something. Those aren't wild or out-there character concepts for a game about superheroes. I'm just saying that coming at content from the angle of "this will be the story for Natural/Magic/etc. characters" is doomed to fail.
  10. All available themes should be present in APPs, where possible.
  11. I'm a big Anime guy & I totally agree that that hero communities of MHA & even more so One Punch Man are like COH as anime so if you like mHA i suggest checking out One Punch Man as well! I have seen One Punch Man, and I like it too, but it's very tongue-in-cheek. Two of the top-ranked heroes are a guy with a baseball bat and a guy who literally never does anything but somehow gets the credit, for example, and they're up there with a girl who can crush a kaiju with her psychic powers. My Hero Academia treats its story seriously, much like CoH does.
  12. I feel like you're trying to apply an impossible standard to the idea and then rejecting it because it can't live up to that standard. CoH already sends your "Superman" and "Batman" on missions to clear gang members from warehouses, and then into portals into other dimensions/timelines to fight aliens. No one's head explodes. If you're deeply into your concept as a street vigilante, you just bypass the content that doesn't fit that. Adding origin-themed/oriented mission content would just be more of that. And the vast majority of players aren't so deeply into their concept that they filter missions based on some kind of setting or genre standard. Frankly I'm baffled at resistance to the idea of making some aspect of the game more interesting. I mean I expect people to say it's unworkable or possibly confusing or even flat out impossible without a a major code overhaul, but if your objection amounts to "that might make me have an opinion about my origin" I'm kind of at a loss... Your suggestion is to make origin more meaningful. How does adding mission arcs themed around origins make our choice of origin for our characters more meaningful? If you limit the content to just characters of matching alignment, all you've done is add a mechanic that excludes 4/5ths of characters from running it. If anyone can run it, that literally describes all the content already in the game. Yes, the game already sends us to fight gang bangers and dimensional invaders alike. What it doesn't do is cloak that in some kind of theme, saying "the gang bangers are for Natural and the dimensional invaders are for Science."
  13. Origin-based content is a fool’s errand, because there’s so many different ways origins can be played. There’s no way to write one-size-fits-all content using origins as a base. The Juggernaut and Dr. Strange are both Magic origin characters, but they couldn’t be more different otherwise. Batman and Superman are both Natural origin, but the things they deal with are on completely different scales. It’s far more sensible to do what the devs did, and just write the interesting content they could without trying to shoehorn some connection to the player character that’s likely to miss the mark.
  14. The Hollows would be a perfect place to put a Hogger-like mob so we could have some CoH equivalent of the Hogger raids in WoW.
  15. Unfortunately we don’t have an off-topic forum, so this topic has to go here. Anyway, I am by no means an anime person, but my friends kept bugging me about this show. Once I realized it was literally City of Heroes: The Anime, I was hooked pretty much immediately. All-Might definitely got a lucky blue inspiration drop in the second episode, and that super industrial area they have for one of their training grounds is Terra Volta, you can’t convince me otherwise.
  16. It depends on the procs you're talking about. Force Feedback's proc will only be able to affect you on initial cast; after that it will only affect the patch itself and the vines, neither of which can actually benefit from the effect. However, damage procs can be triggered on enemies by both the patch and the vines, so they're still useful.
  17. Shiver is on my list of powers to take on my Ice/Ice Blaster, however if I grab it at 28 I won't be able to fit in Afterburner until 47 or 49. Is it worth grabbing when it opens up, or would it be better to leave as an 11th-hour power pick?
  18. The badge for beating all 16 possible nightmares is beyond tedious when you only get 3 random nightmares in the whole trial. What's the point of making all the nightmares in phase 4 not count?
  19. Frostwork is objectively not a garbage power and I'm not sure what gives you that idea. I was expressing my loathing of the cottage rule in general. It's a poor argument for not making a power useful. Some things basically have no place in "modern" CoH. Any set with a cage power basically has one less pick as far as I'm concerned. It's never an argument for not making a power useful, it's an argument to not making a power not itself.
  20. Attunement has plenty to do with the bonuses of the enhancement by itself, it makes them go up as you level up if you slot them before 50.
  21. Because it's a decision I made on all my characters with the knowledge that it isn't relevant, and there's no way to change it. Brainstorming idea: When making origins relevant, allow origins to be respecced. This is something that we've known for a long time would be very difficult to implement.
  22. Because it's a decision I made on all my characters with the knowledge that it isn't relevant, and there's no way to change it.
  23. LOL it clearly is. Look at the numbers in the parentheses. Why show a final number calculated on that extra 5 endurance I have, which is 5% over 100 end? Your toggles cost a total of 1.48 end per second. That is 1.41% of your max endurance per second. That's what that's showing. I realize that. So, I'm gonna get my 'static' cost and see what they total, because I believe they total 1.41 end/sec. If they do, it's actually costing more end to run them based on the extra endurance. Ok, so it appears it's 1.55 end per sec which works out to be 1.48% of 105. When I had looked at this before the numbers that were added up didn't make sense. They could just show the static numbers instead. That would be easier to figure out since it's not very clear how it works. They are showing the static numbers. That's the number in parentheses.
  24. LOL it clearly is. Look at the numbers in the parentheses. Why show a final number calculated on that extra 5 endurance I have, which is 5% over 100 end? Your toggles cost a total of 1.48 end per second. That is 1.41% of your max endurance per second. That's what that's showing.
  25. It's just showing you your end costs expressed as a percentage of your max end. It's not calculating them that way.
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