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Posts
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Joined
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Halloween 2022. BadgeList.mnu
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Updated for page 4 badges. BadgeList.mnu
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New beta badges added. Please let me know if you spot any issues. Edit: License to Chill added Edit: new master badges added BadgeList.mnu
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Sinister Summoner added. Badge name is T_H2021_Black_Whip settitle ID is 2473
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Focused Feedback: Power Changes (Release Candidates)
ROBOKiTTY replied to Arcanum's topic in [Open Beta] Focused Feedback
Can we get another option to toggle power suppression? Walk is primarily used by RPers, and a useful function is that it suppresses health, stamina, and other passives that people slot performance shifter/panacea procs in. Without the suppression, green numbers will be constantly ticking in RP. Dunno if I'm the only one, but when I go afk for extended periods, I turn on walk so performance shifter/panacea spam doesn't blow up my log files. -
ROBOKiTTY started following A small program to collect badges from CoH chatlogs
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issue 27 Patch Notes for December 1st, 2020 - Winter Event!
ROBOKiTTY replied to Jimmy's topic in Patch Notes Discussion
The new badge is silently awarded. It would help log-parsing badge-checking tools to have it show a message. -
Updated for new patch. For Snowbound, badge name is Winter2020Badge, and settitle ID is 2458.
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In Loving Memory of @Neutron Decay
ROBOKiTTY replied to Alimorel's topic in Fallen but not Forgotten
Thank you Zulu for extending the invite and allowing us to be a part of this lovely celebration of life. -
Updated for the new patch. Let me know if anyone finds any issue.
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In Loving Memory of @Neutron Decay
ROBOKiTTY replied to Alimorel's topic in Fallen but not Forgotten
Neutron was a lovely person and a good friend and will be dearly missed. /em holdtorch -
Point is, removing incarnate powers from RV seems to have very little to do with the challenge or lack thereof of badging activities in RV. This is a PvP change to cater to PvPers. So any argument about the PvE consequences seems like posthoc rationalization. I'm more bringing up that PvP zones are probably used more for PvE than PvP, and this PvE-PvP tension was a consequence of various questionable decisions made by Cryptic/Paragon in the past that does not need to continue.
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I already got those badges on all the characters I care to get them on. I already have every badge in the game, so it's not about myself. It's not about being owed them on a silver platter or whatever. It's about being frustrated wading into a system so different from the PvE content people are used to. It's the reality that most non-PvPer badgers don't care for a distinction between PvP and PvE badges -- they're going to try to get them all regardless. You can try to make the journey there more or less difficult. If you wanna characterize that as a challenge and a nice added bonus, well, it's not actually challenging, more frustrating if you ask me. Like punching an AV for 20 minutes to wear down its regen is not really more challenging than the exact same fight in 10 minutes. You remember I used to run Abyss Hamidon on Virtue, which involved getting Warburg nukes regularly, back when PvPers were actually lying in wait. I am not talking about that. Shivans and nukes are from zones that never benefited from incarnate powers to begin with, so they're outside the scope of this discussion. I never mentioned having PvE versions of Bloody Bay or Warburg, either. I'm talking about RV.
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When I mentioned hunting the NPC AVs/heroes, doing so for badging purposes was implied. Ever since the devs designed PvP zones with PvE badges and PvE content, there has long been unnecessary tension between PvPers and those who want access to the content but are uninterested in PvP. When i13 came with the PvP overhaul, it also made PvE in PvP zones harder, because NPCs still followed their own rules while PCs now followed PvP rules and were, e.g., subject to diminishing returns across the board and a loss of mez protection. And sure, people could still take on the AVs/heroes. It just took more people and effort. It wasn't the end of the world, but nor were PvE badgers intended targets of the changes. Bottom line is, non-PvPers -- who are the majority of the players -- go into PvP zones really only for very specific non-PvP stuff, usually on builds unsuited for PvP, hence especially needing all the help they can get from temps and incarnate powers. Nerfing them and then shrugging it off as acceptable collateral damage just creates more unnecessary frustration. So why not spin up separate PvE instances for those zones?
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This is gonna be unfortunate for people who just want to hunt the NPC AVs and heroes. Maybe it's time for a PvE version of the zone.
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It is finished. I'll do that when I get a chance. Edit: Added. Hopefully won't cause too much confusion with the overlap with AboveTheChemist's version. Maybe I'll edit the description later to make it clearer what's different.