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Vanden

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Posts posted by Vanden

  1. 2 hours ago, Videra said:

    I also find it funny that people think A.I.D.A is in any way suggesting to nerf the set - when bringing its base DPA up to the standards of, say, Axe or Energy Melee - would be a buff.

     

    A buff? Not so much. Super Strength's performance is balanced just fine as-is with a single-stack of Rage. Numerous tests and maths have shown this. It's capable of some big spikes of damage when double-stacking Rage, but doing so actually hurts your overall long-term DPS because you spend more time in the crash. If you remove Rage and buff the powers to compensate, you've at best left the set exactly where it was, but by homogenizing it with the other set. Can't be surprised that people wouldn't be willing to give up something that makes the set unique, in order to end up exactly where they already were, performance-wise.

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  2. 5 hours ago, A.I.D.A. said:

    But it's still a three-power set. The high-end Super Strength builds skip the other six. I find it really amusing that people in this thread are all like, "Titan Weapon doesn't let me throw rocks at people," but the boulder throw in Super Strength is so, so skippable it actually hurts to look at.

     

    Well, there are reasons to play sets besides performance.

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  3. On 3/27/2024 at 12:02 PM, Cobalt Arachne said:

    My take is that today the Dream Doctor's existence and identity is not really any more of a spoiler than Statesman's being dead.
    I'd argue there's some degree of plot points that have been well established for over a decade now... Dream Doctor hasn't been that mysterious unseen actor in a long time, he's been around and used in-game for years.

     

    I'm just wondering if there might be other Midnight Squad characters in the lore that might be able to serve as a trainer. Could be neat to give another character their debut.

  4. The various cow puns in the minotaur's power names are a continuation of a concerning trend of dumb jokey meme content making it into the actual game. When Cobalt showed off the flippers on the mini Sally pet, I remember thinking, "hah, that looks awful, what a funny joke that will get removed." The pylons in the RWZ one-shotting you during a HM LGTF even though they have nothing to do with the LGTF is apparently some people's idea of peak humor, even though randomly killing player characters seems about equal in humor value as slapping something out of someone's hand for no reason. Kinda funny in the abstract, really obnoxious in actual practice. And putting FREEEEM in the combat logs and float messages for said pylons and the updated Council's critical knockback, which ruins the joke of FREEEM being a meaningless nonsense word by giving it actual meaning. All things I thought were just there for testing purposes, all made it to the live server.

     

    Now we have all these cow puns. CoH might be a lighthearted game that's not above putting humor and levity in its content, but it's always treated its lore with a straight face. These jokes are harmless out of context, but they're completely at odds with the tone of the new content. Is this supposed to be the actual labyrinth and minotaur of legend, or is it just the extended setup for a punchline? Homecoming's received NCSoft's blessing to be the official torchbearers of City of Heroes, but this kind of flippant treatment of the content can actually be damaging to the brand. It's exactly what the phrase "inmates running the asylum" is for.

     

    I'm sure I'll get downvoted by people who don't care about this and think that therefore no one should care, but the fact is I do care. I don't think this is the kind of content that should be making it permanently into the game. Players who aren't part of the tester in-crowd will have no context for these kinds of addition and will probably come away with the impression that it's all a big joke.

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  5. 4 minutes ago, PeregrineFalcon said:

    Yeah, and people would light the forums on fire because their character concept includes Rage as is and has since 2004.

     

    Face it, anything the developers do with Rage, including nothing, is going to light the forums on fire.

     

    I have a hard time believing people would get that mad if Super Strength gets ported to Stalkers and Scrappers without Rage, but doesn't get touched on Tankers and Brutes. It's actually the best, most realistic option available; you want Rage, player a Tanker or Brute. You want no Rage, play Scrapper or Stalker. Obviously they can't make everyone happy, but that would be the next best thing.

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  6. 5 hours ago, Daniel_R said:

    The solution would involve a full balance pass prior to porting, boosting the DPS of every SS attack, maybe giving all attacks an intrinsic ToHit boost, while nerfing the Damage boost and perhaps the ToHit boost of Rage. Then, force Scrappers to take either to take Total Focus or a +DMG toggle similar to SD's Against All Odds or the Assault Hybrid power (in the case of Tankers and Brutes, give them the option to choose the Toggle or Rage). 

     

    You're almost certainly overthinking it. Super Strength has built up almost a mythology around it thanks to Rage, but it's still just math, and our devs are good at math.

    The fact is, Rage will not be included in any ports of the set. It's that simple. Then you buff the first three powers of the set somewhat; they're the only powers in the set that are actually intentionally weaker. I wrote out a proposed treatment for Super Strength ports a few years ago using this logic:

     

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  7. I can't really see this working. We have, what, 6 customizable windows that chat channels can appear on? And each window could be further divided into any number of custom tabs. A slash command would need to take parameters for what window and tab to add the channel to, and you'd have no way to ensure that every player gets the channel added to the right window for them. If it only took the one parameter like "/addchannel request", it would probably only get added to whatever chat tab is currently active for the player's client, another thing you'd have no way of predicting. In short, there's no way to idiot-proof this.

  8. The characteristic yellow glow of Super Strength is the result of light particles of a certain wavelength escaping the event horizon of the muscular singularity formed in muscle fibers and has been observed in real life in instances of real super strength, so it would not be accurate to depict Super Strength without any glow or particle effects.

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  9. 3 hours ago, Shenanigunner said:

    You can't export the default binds, of any 'profile,' at all under the new regime. Are you unaware or that or... just sort of arguing to argue, here?

     

    I'm trying to understand what the issue is. You need to be able to see what the default binds are? Is that what you're saying?

  10. 26 minutes ago, Shenanigunner said:

    How is any user to know what the binds are if they can't export them? I don't argue that there's no real reason to do it on every save, but completely removing the ability to list the defaults breaks the informational/troubleshooting loop.

     

    Why can't they export them? Does that mean something different than using the bindsave commands?

  11. 9 minutes ago, Shenanigunner said:

    With the change, the game no longer exports the complete bind set. It exports one "profile" code and any custom binds it happens to be holding. This makes what used to be a simple, open process into a cryptic one that (1) doesn't allow users to see all defined binds and (2) can overwrite an unknowing user's carefully constructed bindfile.

     

    The profile code is just a line in the bind file that says KeyProfile (Classic/Default/whatever), and saving binds to an existing file would already overwrite that file if it existed. The only thing that's changed is that it won't write binds that are default on the chosen profile. And since those binds haven't been changed, why save them?

     

    Could you describe a common, step-by-step bind customization procedure you'd normally do that worked with the old patches that doesn't work with the current?

  12. 3 minutes ago, Lazarillo said:

    I have, but to be honest, I've blocked it from my memory, I think, due to the whole, y'know, being colossally bad factor.

     

    Yes, obviously I'm completely aware of everything you've done in the game, that's why I said rerun

  13. 26 minutes ago, Lazarillo said:

    The latter does appear in a villain flashback arc, but I'm pretty sure that's it.

    That said, while it might be fun to see what the elder Liberty is up to these days (AFAIK, she's still alive and such, in-continuity, she's just retired),

     

    Someone needs to rerun SSA1 part 3!

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