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I have personally seen, most particularly on the suggestion forums, somebody make a suggestion that leans toward making the game more difficult, be met with responses similar to, "No, we like the game as is, we don't like the holy trinity game style this game once was and that idea would only bring that back." So it has been used in this way, most likely primarily on the Suggestion forums. In hind sight, had I known my use of the term was going to create such a focus on the term rather than the meaning of my post as a whole, I would not have used the term.
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We can sit and cherry pick all day long, but we both know, regardless of your cherry picking examples, that this game is 10 times easier to play today than it was pre-IO's.
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Bullshit. And let me ask you, how many levels higher were the mobs in the original Posi than your own level that you were playing as? It's as if I am trying to talk to people who's memories are only as long as their shoe size...I even gave examples as to how the game became easier. Everyone knows the game has been made easier, you seem to be the only person who denies it.
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Of course you will pick nits about it, it's about the only argument you have left. More difficult mobs promotes that order of gameplay because more difficult mobs will have serious consequences to chaotic gameplay. That is your quaternity (since we are mincing words here) you are looking for. The game being more difficult promotes player to actually play with order. There is a reason you did not see chaotic gameplay very often in the early years of this game. The game becoming easier and easier (again, like I pointed out on the very first page, not sure how you missed it) promoted chaos, since the game became so damn easy across the board, even so much as the Devs making Hollows easy. The easier the game, the more chaotically people play. This can be seen in a mission as early as Frostfire on +4. Players who are used to playing like idiots, will run in and get themselves creamed...instantly. There is a consequence to playing the game chaotically. Suddenly, watch how the players either quit the team because they died...orrrrrr....suddenly players play with some order. They wait for the Tank to gain aggro before attacking, the Controllers wait until the mobs stack before they unleash their Immobs, Debuffers apply their debuffs once Tank has aggro either by Taunt, or by Area toggles that taunt. Suddenly it becomes no longer chaos, but order. This is my point, it was my point on the very first page when I said, players who wanted the game easier has taken away from the players who enjoyed the game being a challenge. It did nothing but promote chaotic and selfish gameplay.
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Here, you wanted me to show you? All you had to do was read my damn original post. Right here...my very mention of Controllers shuts down the use of the Holy Trinity to represent only Tanks, Healers and DPS as it is used in other games. I clearly used it to represent what we have in this game and used the term to represent far more than just three classes.
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Nope, I'm not sifting through pages and pages of text to show you shit. But if you wish to have a look yourself, I'm sure you would not have to go any further than the Suggestion forums to find it.
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Oh come on, don't pretend that this term has not been used in this way for years on these very forums. I used the term as it applies to City of Heroes. We aren't play WoW here, my man. Don't do that. I used the term exactly as I have seen it used on these forums countless times. Now all of a sudden when I use it, suddenly people want to pretend that it somehow means the same as it means in other games? I'm not buying it.
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I always play Human form, never felt like I was under-performing. Now, not saying on paper I'm not, on paper I probably am, I am just saying I do not feel like I am under-performing. If the Devs want to buff them then fix that form switching, I won't complain...but what they are doing now is seriously OP, imo.
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No, whatever sounds you change will be universal. If it sounds like rain on one character, it will sound like rain on all of them unless you swap out the file with another sound bite.
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This is EXACTLY what I mean. I thought I was very clear on this, but it would seem like I was not clear enough, because you are the only person to understand what I meant. Add to that the way people played that complimented each other's class instead of everyone for themselves. Today it's as if nobody gives a damn about anyone or anything but themselves. Back in the days of the old, there were a hell of a lot more players who played in unison to each other. I can explain that but I am really hoping I won't need to, heh. But yes, this is what I mean, thank you for understanding that.
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The only reason I would kick a Defender back in those days was if I already had enough buffers/debuffers and the only thing I had left I was looking for was somebody who had the ability to heal in some type of way. Even then, I would do so with tact and kindness, not in some rude way. As far as what I think the difference is, I meant exactly as I said it. This game anyone who can heal is a Healer, but my point was is that most people in this game knows that people with heals are so much more than just people who can heal. They can buff, debuff, use their secondaries and actually do some damage...that is what I meant by it.
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Anyone who says that is obviously a noob, regardless of how long they have been playing the game. In the early days, Debuffs and Buffs were every bit as important as Heals.
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I used to love that game until the DoT nerf (long before the Cartel Market thing started and the nerf to the trees and how you could mix and match abilities from those trees) to Annihilation Sentinels came along. After that, I was gone. I played Fatman, the PvP server, so those DoTs meant a lot to me, heh.
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lol, an extremely small moment. 😜
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We must be getting old, lol.
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So is having your head flushed down a toilet. 😉
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Literally.
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I figured as much, which was why I went on to clarify. I simply was trying to use the term in the same way that I have seen others use it on these forums. I had never even heard the term until these forums, so then there is that, heh. You know me, Macskull...I am completely against anything forced in this game, I have been on the receiving end of forced changes quite a few times in this game, I understand full well how that feels, so I do not advocate for anything forced on anyway, not now, not ever. As far as raising the difficulty goes, it may still be easy for certain teams, especially teams with Kins, however, If it were me and I were in charge, I would give mobs at higher difficulty much more staying power by upping their hit points by a huge margarine. I would also adjust the xp/influence accordingly. That gives the mobs a bit of extra staying power and gives the illusion (at least) that the mobs are more difficult. At least mobs won't be dead before you can even hit them with at least...something. We don't have to make them more powerful per-say, but...we can sure make them last a lot longer. At -1 through say, +1, mobs stay the same. At +2 and above, mobs get quadruple the amount of Hit Points and their XP and Influence/Infamy reflect this. Theoretical mind you, if I were in charge. As far as minority, I'm honestly not so sure. When I advertise a Citadel at +2 and get bombarded with Tells, it sure doesn't feel like a minority. Players will often even comment things like, "Finally...a player with balls" (which is a direct quote) and other such comments. I never have an issue filling my teams. So if it is a minority, I don't suspect it is by much. It's honestly hard to say for 100% certain though since we have no way to datamine this.
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Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
Since two of those powers (both Immobilize powers) use the same SFX file, having anything that had Brass in it just became a headache to listen to during trial runs of previous versions of the Mod, since those sounds would often overlap each other due to fast recharge. So those were changed to Rondo Alla Turca by Mozart to soften the blow so-to-speak. Carmina Burana seemed to be the obvious and logical choice for a Fear power, since that composition in of itself has a dark tone with a feeling of evil lurking through the music alone, let alone the Dark tone of the lyrics. The Sprach Zarathustra Op. 30 (AKA the 2001/2010 theme) seemed logical for an AoE Hold because...well, that is the most powerful ability in any Controller's tool-set, I wanted that one to have an attention getting boom. 😉 -
Hahaha, funny funny, lol. However, I don't think anyone means "Healers" when they say "healers" but rather a character in which has powers with the capability to Heal. It's more of a Blanketed statement since we all already know that Healers can contribute to a team in so many more ways than just Heal.
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Perfect for me as well, it forces order whether people want to or not. To play with chaos ends in chaos.
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Regen on a Sent from what I keep hearing isn't that bad. I have yet to try it because I don't play Sents, but, let me ask you, in your opinion, how would Regen play if that was proliferated over to Scrappers...theoretically of course?
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Hyperbole, eh? It's all that? Sure thing, guess we will just have to agree to disagree, I stand by my statement, the set is complete shit.
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No, that is not what I want. I'm not looking for a Tank to say, "Wait here while I go herd..." most teams in those days didn't need to be told anything at all, they just knew to let the Tank gain the aggro and let the mobs come to him first before they all jumped in. It was common sense back then. The speed in which teams moved was very affective. The speed does not diminish with this type of gameplay, that is an illusion because everyone plays at +0 these days on average. When you crank up the difficulty to meet your teams max capabilities, suddenly that face rolling technique falls apart. This is where order excels far beyond the "face rolling easy mode mobs."