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Solarverse

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Posts posted by Solarverse

  1. 6 hours ago, Clave Dark 5 said:

    Speed runs are becoming my pet peeve, after signing up for a couple of different runs of something, only to find out it's a speed run after starting.  I mean geez, does anyone even play the game anymore?

     

    Clearly I do. If you play on Excelsior, add me. I go under the same name globally. My wife and I would be happy to have you along. I seem to be forming a friendship with a few like-minded players in game, so finding others who like to run missions at a bit of a challenge (not over the top, just...at least having some risk of dying) is slowly getting easier over time.

    • Like 1
  2. 4 hours ago, Psi-bolt said:

     

    Speed runs are just another way to play the game and equally valid.  Knowing the objectives and how best to complete them quickly can be fun.  So long as the TF leader communicates the expectations, everyone should have fun playing their way.

     

    The primary issue is that one type of play style has an element of players within that play style community that infringes upon another. I don't think players who are among the "Play it normal" group has ever infringed upon a Speed Run group. The other issue is that people who do this, who go on regular runs and try to push Speed Runs, actually tell me that people who Speed Run are the majority and people like me are actually infringing upon them by not doing Task Forces Speedy, even though it is a Task Force team that I put together. It's very emboldened and very arrogant.  I was even told that I should be thanking him...yeah, with a broomstick up his rear.

  3. 3 hours ago, Without_Pause said:

    Or you could explain why you seemed to have posted a random video without context weeks later. 

     

    Ah, that. You didn't watch it? I think after watching the video anyone would understand the context. At the end of the video, they knock out the robber, the guy who knocks him out gets down face to face with him and says, "Nobody plays on Mac...nobody!" You would have to see the video. Since the OP plays on a Mac, I thought the video might give a chuckle here and there.

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  4. 2 hours ago, tidge said:

    No comments to be made on the following posts, just using them to springboard:

     

     

     

    I can never say with certainty what the "M" stands for in "KM" (in the context of ITF, Yin TF, Manticore TF, whatever):

    • "M = Many", whatever gets in the way to the objective and exit as soon as mission completes
    • "M= Maybe", Toss some AoE and run past survivors to get to the glowie/final room.
    • "M = Most", We can split up and even backtrack for XP or *gasp* stay past mission conclusion
    • "M = My targets", Imma boss, auto-target through me (only once do I recall this instruction outside of Incarnate arcs)

    I've had leaders explicitly say that they wanted to "kill most" but would have a meltdown if a spawn that wasn't in the direct line of the objective was dragged into the fighting. I have no real preference (and if I do, it will change depending on circumstances), but if the team isn't having any trouble and folks are commenting about the XP in a positive way... the more the merrier!

    I like:

    • "M = Mellow" watch how the team is doing, don't be in a hurry but don't let the missions drag painfully. (often seen on low level TFs set such that folks just can't hit enemies)

    I decided to spring off the ITF comments because (a) they were there, and (b) there are several maps where a LOT (possibly more than half) of the critters aren't engaged with.

     

     

    Kill Most to me means clear a reasonable path to the boss, but no need to go completely out of the way.

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  5. @Snarky

     

    Yeah, we don't do Speed Runs at all, we do not do Speedy or any other speed. If somebody is forming a TF I will ask them what level they are running it. Posi through Synapse, if they say anything less than +1, we decline. Pen Yin through Numina, if they say anything less than +2, we decline. We hate speed runs regardless of our character levels, even at 50. We simply cannot enjoy running missions where mobs die just by looking at them...literally. Team kills them so fast we barely get a chance to see what the team is killing...not fun to us, not even a little bit. So we avoid "Speedy" TF's like the plague, lol.
     

    When I asked the player I was heated with, "How would you like if I came in to your Speedy run and slowed it down?" after they told me I can't control how players play...they responded with, "Good luck with that." My wife and I read that and laughed, because we both know that some missions cannot progress until all players have exited the mission...if we wanted, we could join a speedy and then clear the map after everyone else exits...thus slowing down the Speedy to a crawl. However, we don't...that would be extremely rude, just as I feel speedy players trying to force our TF's along is equally rude. Glad you go with the flow, we would get along just fine, heh. I would be surprised if we have not already teamed together and just didn't realize it if you PUG at all.

     

     

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  6. So this isn't something new. This is something my wife and I have experienced several times, more than I can count and this type of behavior needs to end.

     

    There seems to be a growing number of players who will join Task Forces (that are not advertised as "Speedy" but instead advertised as +1, +2, +3 or KM's or Regulars) and then they attempt to rush to the end or force the team to Speedy through the Task Forces like they would any other Speedy Run. I run probably 5 to 6 Task Forces a day, and every single last one of them (no exaggeration) I have to explain to somebody that "Hey, this is not a Speedy run, please at least clear a path to the end rather than just run straight to the end."

    Most often players are cool with that and we continue with no further issues. Tonight was completely different.

    As most of us know, there is a bug in which if a player enters a mission before the team leader zones in to the zone of where that mission is, regardless of what you have the settings adjusted to, the mobs will default to +0. So before we even start a Task Force, we explain this bug to the team (seems hardly nobody is aware of it and doubts the authenticity of this bug) and ask that nobody enters the mission door until I (or my wife, depending on who is leading) enters the zone of that mission. Well, it never fails, there is always somebody who enters the mission door before I can zone, typically somebody who plays speedy, so they know al of the tricks to be the first to zone, and they enter the mission.

    Once I enter the mission and I see the mobs are set to Zero, I like to point out that the mobs are now +0 and I explain to them why that happened. Typically, that settles any debate on the bug because now the players have seen it happen for themselves...nobody can ever just believe you, they have to bug it out for themselves to believe it.

     

    However, tonight when this happened, it somehow devolved in to, "You can't tell me how to play, I play Speedy and you can't expect others to play the way you want them to."

     

    Unbelievable! So what if I joined a Speedy and discovered some way to slow it down and did so even though it was advertised as Speedy, then when the leader complains that I am slowing it down, my response is, "You can't tell me how to play, I play Slow and you can't expect others to play the way you want them to."

    Why is it okay to dictate to others and force them to play Speedy on a regular team that likes to play more challenging with better XP mobs, but it's not okay for the team leader to ask somebody to not force their team in to Speedy Mode?

    This whole Speedy thing is starting to spew in to regular teams and it is creating a straight up toxic environment. This ended up turning in to a very heated argument in which lead to me one starring this player and he will not be welcome back to any Task Force I start up in the future.

     

    What I do not understand is that there are countless teams out there running Speedy Runs, there is no need to join a regular run and try to force it to be Speedy, then turn around and get a bad attitude when somebody asks you to stop. I'm not sure what can be done about it, I think my wife and I are doing about the only thing that can be done about it by ensuring these players will not be welcome back. Mind you, not the players who apologize and play normal, but the ones who get attitude and get toxic over it.

    Awareness perhaps could help, not everyone wants to play their way, not everyone wants to Speedy everything to death, some players like to play at a normal pace which is why I start my own Task Forces in the first place instead of joining theirs. What is completely unbelievable is when I, the Leader of the Team, who took the time to build the team, who did not advertise as a Speedy, am being told that I am trying to control players. No, it is them who is trying to control the pace of the team by forcing that team to be Speedy. They join a regular team and try to force others to play as they want them to play. This is toxic and needs to end one way or another.

    Thoughts?

     

     

     

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  7. 5 minutes ago, Blackjoy said:

    Sounds like /Regen is not the set for you.

     

    You say that as if you somehow have a better understanding of the set or something. Let's not pretend this game is not almost 20 damn years old or anything and that most of us have a pretty damn good grasp of every last power set in this game by now...

  8. 1 hour ago, Blackjoy said:

    /Regen not thaving debuff protection isn't a "failing" of /Regen.  It's an intended consequence of the design.   A developers wants each set to have specific weaknesses that make other sets look attractive.    /Regen has minimal debuff resistance, but it treats all damage types the same.   /SR is totally ravaged by Psi/Toxic, but it avoids lots of debuffs that have to hit.  /SR also doesn't have any endurance management and is very susceptible to big hits from +1/2/3/4 AVs who plow past the passive +RES.

     

    Every set has to have an Achilles' heal. 

     

    Every set gets a resistance to debuff according to their design...and lots of it. Resistance as some has pointed out, can get 100% Resistance to Resistance Debuffs. SR gets 62.31% and with Elude running, they get another 34.6% on top of that for a grand total of 96.91% Resistance to Defense Debuffs. Regen gets a measly flat 25.95%. Add on top of this no Defense and not much of a Resist to speak of and that becomes a failure within a failed set, IMO.

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  9. On 9/19/2023 at 12:16 PM, Uun said:

    Gravity's immobilizes have never had -kb (it does have -kb in its holds). This used to be a benefit when immobilizes in other control sets couldn't be used on knockdown patches. It still can be used strategically if you have AoE kb powers in your secondary and want to push mobs together. I slot kb>kd in Propel and Wormhole and really don't miss it.

     

    Yeah, that really sucks. I can't play a Control set that doesn't have -KB in the AoE Immob, especially when one has to do with Gravity. It's a truly awesome set, but not having -KB in the immob just feels like a rip-off to me.

    • Like 1
  10. 7 minutes ago, Enchantica said:

    Yeah, regen sucks. Instant heal should still be an always on toggle.  I think it would be super funny IF Instant heal did not allow you to die.  Imagine you reach zero health fall down and whatever negative health you had would have to be regained but when you did you stand back up.  In pvp ppl would just keep stomping on your head over and over to keep you "dead". The more "Dead" you became additional animations would show you becoming more and more dismembered then the limbs slowly regenerating.  

     

    This is a Superhero MMO, not a horror movie!

    • Haha 1
  11. 41 minutes ago, Yomo Kimyata said:

     

    I think I agree with this.  Lots of people look at something that has a different playstyle and say, "This sucks, make it more like what I already know and like!"  Case in point:  Mind Controllers.

     

    As always, if you don't like something, don't play it!  But as time goes by you may be surprised that what you like may change.

     

    Not really, the problem is, we know how it used to perform and we know how it performs today. I never built it up so crazy like people are saying. I didn't six slot Integration and Instant Healing the way some folks on these boards are talking about. It still performed well. I was not unkillable, but I could sure as hell handle my own. So when I compare the set to what it was as somebody who did not min/max the set and then see how it performs today, it leaves a very bad taste in my mouth. So having said that, I disagree with the statement you have quoted and your support of it, I don't think reasonable changes could make the set very unlikeable for at least myself. The set has under-performed next to all other sets ever since it got nerfed. Here we are, 18 years later and it has never moved from the bottom tier. Some of us would just like to see that changed. It's long overdue and it has been the bottom tier for long enough.

     

    The set wasn't balanced, it was punished. It received a life sentence when the crime only required a year or less jail time. It's Time to Set Regen Free!

     

     

  12. 9 minutes ago, Psi-bolt said:

     

    Ironically, Instant Healing was so good that people actually ignored how good the rest of the set was.  IIRC, Integration used to be a 400% regen buff at launch.  That's literally the same value that Regen gets with slotting now outside of Instant Healing.  And you could slot from there.  It's just that Instant Healing being a 1000% Regen buff (enhanceable to 3000%) was loony toons broken.  

     

    As for being unkillable, it was darn near immortal, but getting Dull Pain as close to permanent as possible was essential to that.  There were absolutely enemies and mobs that could one-shot a Scrapper pre-HP accolades and Dull Pain.  Taking Tough to shave off some damage was also helpful with that.  Taking Stamina and give it and Quick Recovery SIX slots so you had enough endurance to attack was essential.  In other words, just like today, you had to add things outside of the set to make it immortal.  It required a very specific and restricting build, Stamina wasn't inherent then.  

     

    This is why I think there's no real fix that will make folks that don't like Regen happy.  As you stated, stacking Resistance/Defense is just not something that Regen will ever be able to do to the same extent that the other sets will absent a complete rework of the set.   Even if we gave Regen back toggle Instant Healing at the same numbers that it is at as a click now AND gave it 100% regeneration debuff resistance, it would still not match sets that can softcap defense, have a decent amount of resistance behind that, and has a heal (looking at you Ninjitsu, Invul, EA, etc.).

     

     

     

    For the record, I never built my Regen to those extremes back in those days. I built mine like a newb, not like somebody who was min/maxing. Just for the record, even though that's extremely irrelevant.

  13. 2 hours ago, Psi-bolt said:

     

    Have done so many times, most people think it's OK but too clicky.  I have given people tips on how to make it less so.  Usually this is when I'm playing my Brute and people are surprised that I'm not dying.   No one is saying that Regen is some godlike set that stands above all others.  As I said earlier in the thread, it's not that, and frankly even going back to Issue 1 it wasn't that.   But likewise, no one I have interacted with has said that Regen is this terrible set that has no value.

     

    Regen's issues have been debated ad nauseum in this thread, so I won't rehash.   I'll just reiterate my point.  Regen is...fine.  Not good, not bad, just fine.  It plays so much differently than other sets that I think most players would just prefer to take a set that allows you to softcap defense and steamroll.  Hell, I personally enjoy that too.  I'm a big fan of Ninjitsu and Energy Aura for that reason.  

     

    I can respect that.

  14. 1 hour ago, Blackjoy said:

    b) /Regen sucks because a small vocal minority of players are evaluating the set based on its ability to solo lvl 50 4x8 content, and acting as if that is the only standard by which to compare the secondaries.

     

    Wrong. I challenge you to ask random people in game, not your buddies if they think Regen sucks or not. I think you will find it is quite the opposite.

  15. 43 minutes ago, PoptartsNinja said:

    City of Heroes predates the Tank/Healer/DPS "Holy Trinity." CoH was basically a generation 1.5 MMO, which means it was hot on the heels of Everquest and Ultima Online; and released six months prior to World of Warcraft (which established the Tank/Healer/DPS trinity).

     

    Prior to WoW, the "Holy Trinity" was Tank/Healer/Mezzer. Issue 0 CoH conforms to this to an extent (CoV does not), which is why Blasters have Beanbag (or an equivalent) in most of their primaries and nearly every secondary starts with an immob or a knockback. The biggest exception the OG devs made to the Everquest Trinity was turning the (frankly boring) MMO 1.0 healer into a buffer/debuffer. Which were things "healers" often did but were never their primary calling. That was CoH's biggest mold break, and I still remember having a blast shortly after launch running with organized teams of 8 defenders of various types getting a feel for how powerful the buffs/debuffs really were.

     

    CoH just grew in ways the OG devs never anticipated; and had grown out of the Tank/Healer/Mezzer "Holy Trinity" before Issue 1 even came out. Heck, the original design intent for armor sets was that tankers/scrappers would run maybe one or two of their toggles at a time and switch between them depending on what they were fighting. It's why they have a recharge time, because they expected we'd be turning them on and off in combat.

     

    Fortunately, the game's core mechanics (things like character movement, responsiveness to player controls, character creation, and the core gameplay loop) were really fun and ones the devs dialed in on that they usually delivered more of the things we enjoyed. The additions they made over time (like sidekicking/exemplaring in all of its forms) to make the game more accessable were a huge boon as well. And the devs never really tried to re-establish any form of "Holy Trinity," which was to our benefit in the long run. The fact that we can engage with nearly all the content with any AT combination and make it work 99.9% of the time is a good thing. We were doing that back in Issue 0 and we're still doing it today. If, say, Stalkers weren't considered to be able to contribute materially to, say, Rikti Raids? This community would figure out a way to make a 100% Stalker Rikti Raid work. That's just what we do, and it's a blast every time.


    Anyway, TLDR: CoH was designed before the modern MMO Tank/Healer/DPS "Holy Trinity" was a thing. It never tried to conform to something that didn't exist until 6 months after its release.

     

    Asheron's Call says hello.  😉

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