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Solarverse

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Everything posted by Solarverse

  1. Eviscerate is a Single Target ability after it was changed during live, which is why it does more damage than it used to. Also...I love the backflip animation, so shut it before I take my toys and go home! 😠 lol
  2. I mean, sure, I suppose. I wouldn't look at it that way but I suppose I can see why you would (that's if you are referring to my post...somebody else might have said something that went beyond what I said so maybe you are referring to theirs?) view it this way. However, I cannot agree that there was never an "old school" way to play...because there was. It was the way the vast majority of players used to play in those days. That way of playing pretty much no longer exists though because the difficulty o the game is child's play compared to what the game once was. So the old style of playing became obsolete. Honestly though, I for one am not trying to throw any dirt on anyone here. My dirt throwing days ended long ago when I finally stopped trying to prevent people from getting the game nerfed down to what it is today. My dirt was slung very hard when people were requesting IO's and Bonus Set IO's. People kept requesting ways to make the game easier for them to play, while at the same time demanding nerfs to sets that were performing well. One day, long ago...I simply gave up that effort because that battle had been lost. We can't help that we loved the way the game used to play and the way the vast majority of players played it. The game was a completely different game in those days and some of us miss it. Hope you forgive us that we bring this up from time to time, we are just old men living in the good ol days, heh. Also, welcome back! 🙂
  3. I could not have stated it better myself. I truly hope they are not planning to do anything more than revert Energy Transfer.
  4. I have been reluctant to comment on this thread for two reasons. 1: The last time I made a thread like this one it ended up the same way this one has. 2: Any suggestion at all that somebody else's play style is not a way you approve of is taken as if we are saying that you should not play any other way. It's not like that, it's just that we do not approve of it for ourselves. Play as you like...I am the last person who needs to be telling others how to play. I, like @The Philotic Knight am not a huge fan of power leveling...that's just not for me. I do however farm for influence. I do not invite others unless I know for a fact that they are seasoned vet players and that by me giving them a few levels by letting them tag along, isn't going to create a player who has no idea how to play his character. So times that I do contribute to others power leveling are far and few between, mainly because when I farm for influence, I do so pretty randomly and don't announce it to others...not even my own SG mates. However, I am one of those players who prefer to play the game and I am one of those players who miss back when the game was actually difficult and team wipes were common. Power Creep and certain maps getting rehauls have contributed to the lack of difficulty over the years, which is why I will always prefer the old school CoH. I also prefer the days when there was no cap to the aggro and back before the Devs increased the range of the collision mechanics. I did not herd in those days to power level...I did it because it was just straight up fun. However, I never herded on PuG teams, if I wanted to herd maps, I had my set maps just for that. When I played on regular teams, I played as a team and not as a show hog. Back in the days of herding, we also had this thing that most people barely even notice these days...it was called Debt. Debt in those days stacked up pretty fast to the point that it was not uncommon to go your entire gaming experience working off Debt around 50% of your level grind. I absolutely loved it. That was what caused me to create a Fire Tank to begin with, so that I could help my SG mates of those days clear some Debt. 1 run of Chimera and his Guards, herding Ninjas, would be enough to clear their Debt completely. I even named him DEBTINATOR...some of you from the Protector server may remember him up until the server moves became available, at which point all my characters had moved to Freedom. So obviously I am very old school, which means I prefer and always will prefer the old ways of CoH...all the way from the mechanics to how players play the game today in comparison to how they played back then. There was a system to how we played back then and a good majority of players used this system...happily. Now days, just mentioning the system can cause a player to tell you to shut it down, lol. The old system worked and everyone contributed equally and had a part to play. Healers were desired, controllers were desired, just as much as the debuffers and scrappers and blasters...everyone on the team was just as important as the other and everyone walked away from that mission feeling like they pulled their own weight. Healers were actually thanked for healing, bubblers were actually thanked for their bubbles...and good tanks were given praise for tanking well. Those days had a lot of respect for each other in a way that is just not there today. Maybe it's rose colored glasses, maybe it's just beer goggles, but that is how my mind remembers it. Now...now that you know where my mind is, let me end this by saying that I don't think anyone here is here to ruin your fun, or attempt to change the game in any way to fit how we would prefer it. The game will remain the same and I for one will not attempt to come in between you and how this game is today. I am sure that one day, somebody somewhere will create a new server (would sure be nice if Homecoming created such a server! Hint hint...) where the aggro limit is gone, all IO's and the IO system is gone, HO's being the max enhancement, the collision mechanics reversed to their vanilla state and ambush mobs brought back to all the missions that had them. If and when that day comes, those of us old folks and our parents can go there. Until then, like you, this is our home and we don't expect it to change for us at all. So rest assure, when we talk of the god ol days, that is not us taking a stab at you or how you play...we still love you for who you are. 😄
  5. Whatever happened to SEGS? Last I heard is that they were going to continue development using their own code because they felt there would be less of a chance that their game would be shut down since they did not use the original source code. They were also starting the game from scratch, meaning issue 1...I am assuming the way the game was back during issue 1? Doesn't matter. The point I am making is though, is that I cannot find anything from them that is even remotely updated. Does anyone know if they are still doing their thing? I for one was hoping so, would love to go back to this game's roots...those were the best of times for me. However, just because I can't find anything does not mean somebody out there has the scoop on this. Anyone?
  6. This ain't about you, @golstat2003! This is about MEEEEeeeeeEEEEEEeeeeee!!! 😜
  7. Your responses to the Aggro Cap debate is actually a lot more updated than the response that I read over a year ago. This is the first time I recall seeing your response on the subject. Mainly because once I seen what GM Widower wrote, I accepted it and half ass avoided the subject thereafter. Either way, the answer still seems a strong no, lol. If a raised aggro cap is THAT important to players, well...they have options to go play with higher caps. For me, it's not that important. It would be nice if I could tie you to a table and submit you to Chinese water torture until you gave in and allowed a higher aggro cap...but, I'm fine with it as is as well, lol.
  8. To answer the questions directed at me: Short answer, is that my best memories of this game were from the old days. Wipes were a LOT more common than they are today. So naturally, whether backed by math or not, my mind will always associate Larger Cap = More Fun, More Wipes. As illogical as that is, that's just how my mind interprets the information stored within. Also, no touch backs!
  9. @aethereal I was on a Hess team the other day on +3, I can assure if the aggro limit were increased, there would have been some team wipes instead of the occasional death. I miss team wipes. 😞
  10. I swear if I see the word cap one more time... 🤪
  11. I read it here. Unless I read it the way I wanted to read it (which I do this a lot, so very well possible) it was stated in the way I remembered it. It just wasn't stated in a thread I created but rather one I had posted in.
  12. I think the problem stems with DPS who try and beat the Tank to the next mob, or...DPS that are right up in the Tank's bum. Which typically leaves the support classes behind to do clean-up.
  13. We can't fix players, but we can fix mechanics, heh. We need a thumbs up button, heh. I would thumbs this up if we did. Trust me, it could get pretty intense, some of the most intense gaming I have ever done as any class in game since this game came out. The only more engaging and intense gaming I have done was PvP. The only time it was boring, was the "wait here" part and if the Tank was insanely good. But once the action got started, it was extremely intense.
  14. Oh, we can deal with them...but at a much slower pace and we end up getting left behind to run clean up. That is the issue with having an aggro/taunt limit that is so low the Tank can't even hold the aggro of everything that ends up getting aggroed by the team.
  15. That is the purpose of the Tank though, in every game that has one. I mean logic can't really place much of a role in a game that is built upon the total illogical. Of course in real life nobody is going to jump a Tank while leaving all his buddies alone, but that is in a logical world. Logically, nobody should have any more aggro than anyone else and Tanks should lose taunt of any and all types. However, since a Tank has Taunt and it is their role to gain the aggro, they should be able to do so to it's fullest extent. The problem with mobs attacking the squishies is what I explained earlier...that squishy most often, even on the best of teams, gets left behind to clean up the scragglers which leaves the game just as not fun as when they were sitting around waiting on tanks to herd the maps. I want to be a part of the team effort to wipe out the mobs, not be the clean up guy.
  16. Oh trust me, I know all too well. I cannot even begin to start with how many ideas I used to request that were all told impossible that we now have in game today, lol.
  17. For me personally, I play all classes pretty equally and what I find happening most is that since the Tank or Brute cannot hold more than 17 NPC's worth of aggro, the spill over ends up being cleanup after the Tank and Brute. For an example, Tank has mob on Tank, spill over comes at the Troller/Dom or any other "squishy" and when the Tank/Brute finishes their mob, they move on, leaving my Dom to clean up what's left...then it eventually turns in to a clean up while chasing the Tank around. To me that is more frustrating than the old days of "wait here while I herd the whole map" and then sitting and waiting. I would like to see the Tank actually hold the aggro of the NPC's so that I can help eliminate those NPCs rather than play clean up to the ones the Tank could not hold the aggro to.
  18. Wow...so that makes me wonder why they were able to pull it off but the Homecoming Devs believed it was impossible. Did they have to write custom code to pull it off or something?
  19. The current aggro cap is outdated though. Keep in mind, the aggro cap was placed when HO's were the best you could get on a character. IO's and set bonuses were not even a thing yet. Since then, the power creep has caused more issues than it was worth IMO, where mobs die too quickly, NPC's just stand around waiting their turn to die instead of fighting and so forth. The aggro cap before the nerf was indeed way too much and extreme. However, the nerf to the aggro cap was the extreme in the reverse. Now that power creep has set in strongly, the old aggro cap of 17 max NPC's is far outdated and a bad mechanic for today's game and should be raised by double that amount, if not triple. I think the fears of "Tanks will herd again!" is a bit of a stretch. The reason I say this is because on normal teams, Tanks herding was not that prominent as people seem to think it was. Most teams in those days that I was on, a Tank would ask the team if they are okay with it before they would do it. Most teams that had Tanks do it without checking in with the team first were usually booted from the team, which deterred Tanks in general from just herding entire maps. Yes, Tanks herding maps was a thing, but it was no where near as bad as people claim. I was there, I played the game just like everyone else. Rarely did I have to deal with a Tank scrub who was not a team player. Most Tanks that wanted to herd started their own teams and even called them herding teams. However, this is not what the players are asking for. The players are not requesting infinite NPC aggro, they are simply asking for a realistic increase in aggro that meshes well with today's current state of the game. We aren't running around with HO's anymore, we are running around with God Mode. 🙂
  20. Just for Tanks though? What the Homecoming Devs told me in another thread that I had started a while back, that there is no way to raise the aggro cap for Tanks without raising the cap for all classes.
  21. They raised Tanker aggro cap? Last I heard that was impossible.
  22. As long as you do not find them on your pillow, you're fine. 😄
  23. Life is full of little disappointments. 😄
  24. Haha, possible I guess, lol
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