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PancakeGnome

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Posts posted by PancakeGnome

  1. After using my t9 geode for a while, I've noticed a pretty frequent bug where it just breaks RIGHT after you use it on the first hit. 

     

    At first I thought "maybe I just got hit really really hard and it broke through?" .... so I've been watching, and now I'm noticing it happen even on things I KNOW can't do that much damage in a hit.

     

    So something is breaking it right after using it sometimes. Maybe a bug that if I get hit in a fraction of a second after I use it it will break? Or?

     

    Anyhow, definitely not the intended behaviour. 

    • Like 1
  2. I wish you would give us some pre-made building exteriors. Just like skyscrapers, and random shop buildings and stuff. You don't have to be able to enter them (we can figure that out), but just being able to make a city scape and stuff like that would be MUUUCH easier with assets from zones to use. 

    We build outside of bases now, don't be afraid to give us big stuff.

    • Microphone 1
  3. 1 minute ago, Rudra said:

    Not really, no. City of Villains exists for several reasons. One of the reasons that got mentioned when it was launched was because of PvP. Heroes and villains fight each other (and always have in the game since CoV was launched). 

     


    Eh, that is EXTREMELY unlikely. Open PVP in an MMO at the time CoH (and CoV) was already a thing devs knew about ..... Everquest had different races, light and dark, and just didn't let people open PVP except on a special PVP server. A dev might have said that, but it was likely just covering for the "need for an expansion as a 2nd game that you can't access as a hero unless you pay for the expansion". 

     

    Quote

    Another reason was to give villains a place that felt more villainous than the bright and cheery Paragon City, with access to new factions and new areas to explore that heroes did not have.


    This is another thing MMOs already were doing and had. You can have different zones that different factions use more often than not. Villains could have been encouraged to stick towards their areas more very easily..... but, again, saying these excuses is a good way to get players onboard with buying another expansion and explaining why it can't be one game that all players can access without opening their wallets... lol

    Everything you list they could have just done, made villains start there, and just allowed cross over (or designed in a gameplay where there were guards against heroes in villain areas or something, so you COULD go there but it would be more hostile). 

    And, again, all of this was already being done in MMOs. It was already figured out. The excuse is they just didn't know how to do these things and that having a paid expansion that only those who paid get access to was the ONLY POSSIBLE WAY is just silly. 

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  4. 2 minutes ago, UltraAlt said:

     

    Characters "can" go to all zone simply by being a vigilante or a rogue.

     

    The whole point of City of Heroes is to play a superhero.

    It isn't about playing a supervillain.

     


    Lex Luther doesn't live in a different part of the city where Superman can't get to.... and if Superman goes over to Lex's building, he didn't do it by becoming a "rogue". 

    This idea that if you walk into the wrong part of town you are "actually a villain of some sort" isn't how it should work. Sure those more shady parts of the city should have different sorts of jobs / task forces / missions..... but just going there because you have a reason to shouldn't be gated behind needing to compromise your hero character.

    The ONLY REASON it works this way is because of economics. City of Villains was released as an expansion (and one not everyone had access to, you have to buy it). So they had to treat it like its own separate game. 

    But now on homecoming we can just have a single super powered game. Where YOU get to decide what kind of character you are and where you go. And again, there is no reason going into the bad part of town should require your hero to "fall from grace".

  5. How do you do, I am Dr. Nova Quark, and I'd like to share my revolutionary discoveries into battle science!!! While I achieve these results with my amazing Cybercell Technology, you may achieve similar results with enough dedication to your own craft. May my research help you in your efforts to achieve greater power as you investigate this area of SCIENCE!!

    So sit back and let us dive into what makes me..... Dr. Quark: Super genius of SCIENCE!!!!

    What you will see is enhanced by Agility Core Paragon. An incarnate ability of great power!! Enhancing endurance modification and recharge rate and defense even more than my science can do alone!!!!

    First, I am what many call a "defender", though such a label fails to grasp the full scope of my genius! For I do far more than "defend", I also offend!! And arrest! And defeat any foe that dares step in my path towards ultimate SCIENCE!!!!

    image.thumb.png.62e8070e2eff412dc17b2ee6348bd1a8.png

    The first aspect of my power is the ability to inhibit even the most dangerous of foes. Though I've learnt, through much research, that while draining the energy of foes is the primary focus.... you can not focus entirely on it!! No no, you must strive for some balance with your damage as well. 

    image.png.747d051a5b389b9300ba42f517ced254.png

    First off is Charged Bolts. Here is a quickly executed attack which can be thrown in most anywhere. Combined with a chance for toxic damage AND a boost to endurance drain.... this attack is perfect to keep things locked down.

    image.png.b04af634dafd4f4963c694d9f58e4879.png

    Next is Ball Lightning. The meat of what does damage to group of foes and can finish off the drain from Short Circuit. Though it also uses research into Synapse's Shock to increase my global recharge and natural movement speed! A critical aspect which can not be overlooked!! Along with a proc for additional damage from Bombardment.

    image.png.5778556e8564baace2d32e331fab05d8.png

    Now Short Circuit is where you get into the backbone of what can inhibit foes. The drain is enough to shut down all but the mightiest of foe!!! Especially when enhanced temporarily (as we will get into). But, like before, it is also enhanced to give global recharge and additional proc damage from Armageddon.

    image.png.247d32ad0dcf8f64290f3da7ce00e713.png

    Now, for the longest time, I did not have this ability. But I quickly found when soloing ITF that my single target damage was underwhelming. Taking Zapp corrects this problem and gives you a strong single target attack to throw into the mix. Again, enhanced with a proc from Sting of the manticore AND the proc from Apocalypse!! Turning it into a truly fearsome attack!

    image.png.7132997acfd88a658add9e497d7ccab7.png

    Voltaic Sentinel is another important ability. But you might notice that it is enhanced.... in a very special way. Overwhelming force gives it a knock down proc, Energy Manipulator gives it a stun proc, and Soulbound Allegiance gives it a build up proc!!! Turning it into not only a highly draining ally that will follow you around and keep difficult targets locked down.....BUT ALSO provide useful procs and damage!!! Truly my genius knows no bounds!!!!

    image.png.85ab5ffc2c0cebe84e85b243b58820be.png

    Here is the greatest of draining attacks you might have at your command. A thunderous blast can drain an AV over half of their energy!!! Along with an additional damage proc from Positrons blast. You can see the energy drain is top notch, the recharge is quite good, and even damage / accuracy is respectable!

    I suggest leading into groups of foes with this attack boosted. They will all be shut down instantly if you have it up.

    image.png.b9acc6344fc0dda087614d0c2fbd9621.png

    And finally, Charge Up. It's easy to believe this is just a build up....BUT IT ISN'T!! It ALSO gives an enhancement to your endurance drains!!! Not as powerful as power boost later, but still plenty useful to take!! As, remember, shutting down enemies is the primary purpose of this science!!!

    image.png.855cbaee4fe02de95bdfb42743a8a17c.png

    And double finally, POWER BOOST! Which not only increases your energy drains...but also increases your defenses and shields for others! For 15 seconds!! Allowing you to easily overcap your defenses for the alpha strike!! Originally I took this from energy mastery.... but later I switched to soul mastery for a much better effect (it recharges faster and other soul mastery powers are better in terms of resistance, even though no T9 resistance buff))

    image.thumb.png.bb11db537f05019f3b99922389e7890e.png

    So that covers the damage and the great science of shutting down foes..... but what good is simply being able to shut down foes? If they can defeat you easily?

    This is where my true genius shines!!! For you might notice my power armor, capable of defending myself against even AVs without a sweat!!! Battle tested and quite strong!! Not only for myself, but also for all of my allies!!! Truly, this combination is what takes things to the next level!!!!

    image.png.2ec0872f22ba02ee337db886beb81fb5.png

    First off is a personal force field generator, enhanced even further with passive knockback protection AND scaling damage resistance!! Along with having the defense enhanced.... so that it is strong enough to deflect even attacks in a 4 star advanced difficulty mission!! That's right, this armor can take on the most extreme of extreme challenges!!! Genius? No.... no... SUPER GENIUS!!!

    image.png.13f8b967f3ab2013499424752cd4e88a.png
    image.png.10f4de462685367faadef98d817c92a2.png

    These two shields will go far in protecting your allies when you are not nearby. Giving 25.4% defenses!!!! While also enhancing your own movement and recharge speeds!!!
    image.png.ba5a5e8d9b2d3dcf07c1b6bdec332471.png

    Now this is where we find the first element of the armors great personal defense for combat. As you can see, it has been enhanced in a quite special way... fully slotted to give just about everything you could want! Additional resistances and recharge! Along with giving your allies additional protection when you are nearby. It's the full package!!

    image.png.35154415ddf104e0182370e996736c5d.png

    Additionally, Maneuvers will enhance your shielding aura! For yourself and allies!! Together with Dispersion Bubble.... this is over 23% in defenses! To yourself AND allies!! Softcapping all of your allies defenses, had they not had so before!!

    image.png.c898e7d650ced3513f618e214ae3b4c9.png

    It took me some time to appreciate what this does. But in can truly turn the tide in more difficult battles. Protecting you against having your defenses shredded.... and helping to reduce the enhancements of foes (such as nemesis vengeance, turning a dangerous problem into a minor annoyance). Notice the enhancement to defense, this will help further protect your own defenses from being torn through so easily (as well as your allies).

    image.png.6bb12d173a70a3c02491366769b52a6e.png

    Now, so far the armors defenses are good.... but it must be enhanced a bit more to take it to the next level. To make it truly ready for battle. Here you can see it isn't really enhanced that much, only with some passive defense increases in the slotting (and it should have a 4th enhancement for PSI resist also)).

    image.png.bf6a16b7a49fb9f5d124abd8b82e2269.png

    Additionally, Weave is quite important. Since while your allies may be well protected... you are still falling behind. But you can see further enhancements to resistance here as well! 
    image.png.d0e2f2f839eca70d905bf03ab637f550.png

    This is the core of your resistance!! From Soul Mastery!! Enhancing the armor with the power of dark energy will take you to a new level!!! 

    But first... Let us talk about side powers.

    image.png.61af0bc5059afdaeefc78c04178124b7.png

    I highly recommend these basics in first aid technology. Since while you can defend yourself quite well with these sciences... you can still be worn down without a way to recover without use of inspirations. Additional aiding other can be quite useful to save fellows in emergencies. Especially when you bring them close to you to protect them with your additional shielding and science!!

    image.png.8efed70f4bb77025859c439047747fbd.png

    Next, some teleportation technology!! This will allow you to shield yourself and proceed to infiltrate missions. While also rescuing in trouble allies and bringing them under your protection. I've saved countless heroes with these, and it creates immense utility. But, moving around in missions with only teleport and a skiff is quite troublesome. Which is why many of my powers were enhanced with passive movement speed increases. Turning my normal move speed into a quite respectable rate.

    image.png.c5383f22a6394e7f44b0000f9a1080f7.png

    I also added a 3rd slotting with -res here. But it just helps increase your power to take down large groups. 

    image.png.82f8113a42ebd7706c4c54caee93bbb8.png

    Finally is Assault. Though this is very much down to preference. I just figured the additional 20% damage to the group was probably the best use, over accuracy. BUT, I could see someone taking tactics instead and slotting it with the chance for built up or something of that sort.

    image.png.10884595cb25cf3df0821d8d709cc49f.png

    Also it's worth noting how these are slotted. As you can see there is some passive healing and shielding and focus on endurance recovery, since endurance is going to be your greatest problem (though largely solved, it can still be an issue if enemies drain).

    SO! Let us talk about what the armor can do in the end!!

    image.png.03a2b78f0b28ed3ef173dfa3707ad627.png

    Behold!! The power armors defensive stats!!! Quite strong in general, and able to handle a wide range of threats. Especially enough to shut them down with energy, as you can't just face tank forever, shutting down enemies is key.

    BUT! With power boost, you can overclock your armor for 15 seconds (to take alphas)

    image.png.85f2f1da0a65d6b7d2d414f7720b0e77.png

    Making you easily jump into the middle of enemies power boosted, then follow up with a boosted Short Circuit or Thunderous Blast to completely shut down your foes!!!!!

    Additionally, you can use the melee incarnate ability to have a strong RES and Regen increase, along with Eye of the Magus to give you even more RES and DEF. Effectively covering you in almost any situation.

    So, not only do you softcap your allies....give them 20% damage buffs....AND can control / shut down large groups of enemies..... but you can also just run in first as the primary tank!!! You don't have to taunt things to tank, since once you are in there and everything is drained, no one is being attacked anymore.

    Truly this is the height of science!! The height of GENIUS!!!!

    Now go, take my research... and improve upon it!! I just pray it does not fall into the wrong hands, for it is too powerful.... far too powerful!!!!

     

    Hero Defender
    Build plan made with Mids' Reborn v3.6.6 rev. 3
    ──────────────────────────────

    • Primary powerset: Force Field
    • Secondary powerset: Electrical Blast
    • Pool powerset (#1): Teleportation
    • Pool powerset (#2): Medicine
    • Pool powerset (#3): Leadership
    • Pool powerset (#4): Fighting
    • Epic powerset: Soul Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Personal Force Field

    • A: Reactive Defenses: Scaling Resist Damage
    • 3: Reactive Defenses: Defense
    • 3: Invention: Defense Buff
    • 45: Karma: Knockback Protection

    Level 1: Charged Bolts

    • A: Gladiator's Javelin: Chance of Damage(Toxic)
    • 5: Gladiator's Javelin: Accuracy/Damage/End/Rech
    • 5: Gladiator's Javelin: Accuracy/Damage
    • 7: Invention: Endurance Modification
    • 7: Gladiator's Javelin: Damage/Recharge
    • 9: Gladiator's Javelin: Damage/Endurance/Recharge

    Level 2: Deflection Shield

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 9: Gift of the Ancients: Defense
    • 43: Gift of the Ancients: Defense/Increased Run Speed

    Level 4: Ball Lightning

    • A: Synapse's Shock: EndMod
    • 11: Synapse's Shock: Damage/Rechage
    • 15: Synapse's Shock: EndMod/Recharge
    • 17: Synapse's Shock: Damage/Accuracy/Endurance
    • 17: Synapse's Shock: Damage/Recharge/Accuracy
    • 19: Bombardment: Chance for Fire Damage

    Level 6: Insulation Shield

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 19: Gift of the Ancients: Defense
    • 43: Gift of the Ancients: Defense/Increased Run Speed

    Level 8: Teleport

    • A: Warp: Range / Increased Perception

    Level 10: Short Circuit

    • A: Synapse's Shock: Damage/Rechage
    • 21: Synapse's Shock: EndMod
    • 23: Synapse's Shock: EndMod/Recharge
    • 23: Synapse's Shock: Damage/Recharge/Accuracy
    • 27: Synapse's Shock: Damage/Accuracy/Endurance
    • 29: Armageddon: Chance for Fire Damage

    Level 12: Dispersion Bubble

    • A: Luck of the Gambler: Defense
    • 13: Luck of the Gambler: Defense/Endurance
    • 13: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 15: Luck of the Gambler: Defense/Endurance/Recharge
    • 25: Luck of the Gambler: Defense/Recharge
    • 31: Luck of the Gambler: Endurance/Recharge

    Level 14: Aid Other

    • A: Healing

    Level 16: Aid Self

    • A: Panacea: Heal
    • 29: Panacea: Heal/Recharge

    Level 18: Teleport Target

    • A: Blessing of the Zephyr: Knockback Reduction (4 points)
    • (Empty)

    Level 20: Zapp

    • A: Apocalypse: Chance of Damage(Negative)
    • 25: Apocalypse: Damage
    • 45: Apocalypse: Damage/Recharge
    • 45: Sting of the Manticore: Chance of Damage(Toxic)
    • 50: Apocalypse: Damage/Recharge/Accuracy
    • 50: Apocalypse: Recharge/Accuracy

    Level 22: Maneuvers

    • A: Luck of the Gambler: Defense
    • 48: Luck of the Gambler: Defense/Endurance/Recharge
    • 48: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 48: Luck of the Gambler: Defense/Endurance

    Level 24: Boxing

    • (Empty)

    Level 26: Damping Bubble

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 27: Luck of the Gambler: Defense/Recharge
    • 37: Luck of the Gambler: Defense/Endurance/Recharge
    • 40: Luck of the Gambler: Defense

    Level 28: Voltaic Sentinel

    • A: Soulbound Allegiance: Chance for Build Up
    • 31: Energy Manipulator: Chance to Stun
    • 31: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
    • 34: Overwhelming Force: Accuracy/Damage
    • 34: Overwhelming Force: Accuracy/Damage/Endurance
    • 34: Invention: Endurance Modification

    Level 30: Thunderous Blast

    • A: Synapse's Shock: EndMod
    • 36: Positron's Blast: Chance of Damage(Energy)
    • 36: Positron's Blast: Accuracy/Damage
    • 37: Synapse's Shock: EndMod/Recharge
    • 37: Positron's Blast: Damage/Recharge
    • 43: Positron's Blast: Accuracy/Damage/Endurance

    Level 32: Tough

    • A: Steadfast Protection: Resistance/+Def 3%
    • 33: Unbreakable Guard: Resistance/Endurance
    • 33: Gladiator's Armor: TP Protection +3% Def (All)
    • 33: Aegis: Psionic/Status Resistance

    Level 35: Dark Embrace

    • A: Unbreakable Guard: Resistance
    • 36: Unbreakable Guard: Resistance/Endurance
    • 39: Unbreakable Guard: Resistance/Endurance/RechargeTime
    • 46: Unbreakable Guard: +Max HP

    Level 38: Power Boost

    • A: Invention: Recharge Reduction
    • 39: Invention: Recharge Reduction

    Level 41: Weave

    • A: Shield Wall: Defense
    • 42: Shield Wall: Defense/Endurance/Recharge
    • 42: Shield Wall: Defense/Endurance
    • 42: Shield Wall: +Res (Teleportation), +5% Res (All)

    Level 44: Soul Drain

    • A: Fury of the Gladiator: Accuracy/Endurance/Recharge
    • 46: Fury of the Gladiator: Damage/Recharge

    Level 47: Charge Up

    • A: Invention: Recharge Reduction

    Level 49: Tactics

    • (Empty)


    ──────────────────────────────

    Inherents:

    Level 1: Vigilance


    Level 1: Brawl

    • (Empty)

    Level 1: Sprint

    • (Empty)

    Level 2: Rest

    • (Empty)

    Level 1: Swift

    • (Empty)

    Level 1: Hurdle

    • (Empty)

    Level 1: Health

    • A: Numina's Convalesence: +Regeneration/+Recovery
    • 11: Miracle: +Recovery
    • 40: Preventive Medicine: Chance for +Absorb
    • 40: Panacea: +Hit Points/Endurance

    Level 1: Stamina

    • A: Performance Shifter: EndMod
    • 21: Power Transfer: Chance to Heal Self
    • 46: Performance Shifter: Chance for +End
    • 50: Synapse's Shock: EndMod/Increased Run Speed

    Level 1: Shocked


    Level 49: Quick Form


     

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  6. I think more about increasing the power of the group than just myself. 

    Like I used to play more tanks / blasters that were individually very strong. But now I understand a single strong character isn't anywhere near the power of a decently strong character that ALSO has a big buff on their group (my main right now is a bubble defender that can softcap everyones defenses by being around, along with defenders 20% damage increase to group with assault).

    It's the same with new appreciation for debuffs and just more team minded play.

    When you get multiple people with that view in mind.... the power levels of the team shoot through the roof. 

    • Like 1
  7. 11 hours ago, GM_GooglyMoogly said:

    Once again, I am sorry to have to hide your posts.

     

    But this is a Focused Feedback Thread, not an argument about tankfenders thread.  Y'all can start such a thread or another thread to debate.

     


    Oh ya, I was just using it an example of how the "ATs are just a set role" isn't how CoH works.

    Kind of like someone arguing "mammals don't fly", and me going "you heard of bats tho?" and then you go "this isn't a conversation about bats". Hehe. 

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  8. 8 minutes ago, Marbing said:

    He wasn't doing this at all. To be clear he was pointing out how these ATs were built by the original devs.


    The original devs also had the "rule of three"... where a single character shouldn't be able to take down more than 3 even matched mobs solo. They never imagined +4/8 solo, that would have blown their minds.

  9. 25 minutes ago, Andreah said:

    The most tanky controller may not be able to tank as well as the best tanker,


    Or they just do it differently. Like an illusion controller that has a perma phantom army. Those things are the ultimate tanks, they taunt AND there are 3 of them (so can hold a higher agro cap). I've had many many groups where I summoned them to tank things like 2 AVs no problem, while the tank just couldn't survive at all. 

    That's why the game is so fun, because there are so many different ways to contribute in different scenarios. And that's why so many people have alt-itis... because we love making new characters and trying out interesting new combos and seeing what else is out there.

    Like "Hmmmm, what about a RANGED SCRAPPER?! Using claws?!" 

    Or "Hmmm, what about a controller blaster? that just mega focuses on cold and shuts down the recharge of everything while sacrificing their damage?!". 

    or... "What about a peacebringer that ignores the forms, goes 100% human and medicine pool to boost their healing up to empath levels?!". 

    or "Ok, a defender...but they maximize the knockback! Forcefields + energy blasts for perma positioning control and knockdowns. Force bomb + repulsion bolt + repulsion field.... then everything slotted to corner massive groups of mobs and keep them flopping. They can power boost their defender level knockbacks to even flop giant monsters!!!! Nova having over 45 knockback value!"

    The crazy stuff this game allows is really fun to mess with.

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  10. 46 minutes ago, Wravis said:


    "What does this AT do better than other ATs with the same or similar powersets? Do other ATs even have powersets in this category?"
     


    When you make a group with people.... you don't invite an average of what that AT's primary power pools on average perform compared to other powersets. 

    You are teaming with an individual hero with their own build and own powers that perform WILDLY different depending on how that person has built their character..... 

     

    Quote

    A defender will out-support a blaster, even though they both have blast powers. Because defenders have powersets built for support.


    No. Again, we are dealing with INDIVIDUALS, not averages. Especially for people more familiar with the game and mechanics that design interesting characters that go beyond "tanker just absorbs damage but doesn't deal any damage" type of thinking. 

     

    Quote

    Excluding your niche defender build


    There are a billion "niche" builds.... that is what City of Heroes is about. That's why the game lets you pick your powers, and has power pools, and advanced power pool and incarnate system and invention system...... 

    If this delusional "ATs are one role" type of mentality is to be pushed on new players, then just do it when they are under level 20 or something. Leave the rest of us out of it. 

    This thread has actually proven there is a HUGE problem that this sort of "archetype trinity" thinking is actually more prevalent in the community, and a lot of people are stuck thinking "a defender can't tank, lol, they are support". If anything, we need a system that rewards people for playing their ATs in different ways than they might first imagine. Because it seems like so many people are missing out on a really unique / interesting part of City of Heroes. 

    Ever since people discovered blappers and were like "wait, blasters can actually melee and survive AND do damage?!".... then people discovered tankers can actually dish out crazy damage.... and then people discovered defenders can tank and control.... and so on and so on. 

    This isn't "niche". This is city of heroes. 

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  11. 4 hours ago, gameboy1234 said:

     

    Just as an aside, if this feature gets removed, another way to add Inf and items for new players is to just dump them on players during one of the intro missions.  For example, Manticore could show up at the end of Twinshot's first arc and say "I'm rich AF, here's a Prismatic Aether."  I don't think this is valuable enough to make the arc feel mandatory but it would help out new players who will often be the one's to run that arc.

     

     


    Oh yea, prismatics as rewards for doing some less done arcs would be neat! Make it so everyone on the final mission team gets one.

    Rewarding people for playing more of the game content and engaging with the story is a lot better than trying to force them to form "holy trinity" groups. 

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  12. 8 hours ago, Koopak said:


    Even at a casual glance here we can see the TOUGHEST a Defender can become is ~34% the durability of a Tanker with the minimum max hp under similar conditions and ~18% of an hp capped Tanker.

    Okay I think that clarifies that NO a Defender is not equal to a Tanker.


    haha, that's really funny. It reminds me of when I teamed up with this tanker on my TF who was super proud of his extreme HP. Anyway, after he and the brute and rest of the team died.... I jumped into the middle of that 5th column army in the Aeon TF and solo bodied the entire thing while everyone watched with their mouths open lol. 

     

    I'm sure they thought "NO a defender is not equal to a tanker" before also.

    Is a very very very very high end tanker stronger than me? Yea! But I'm stronger than 80%+ of tankers..... Because CoH isn't about black or white. It's about different levels of capabilities rolled into a single character.

    Here, notice how this chart isn't just "how much support is your defender". Instead it's ALL OF THE CATEGORIES, and my character has different strengths in all of the categories. But the "AT's only have one role" people are completely ignoring this reality of CoH.....


    image.png.70f7769dab23e25a33b68519ed442009.png

    Like this is where I would put my defender. 

    AMAZING control, really good defense.... passable damage.... and mid level support. Basically I'm a tanker + controller that can survive long enough to completely shut down huge masses of mobs. Sticking your fingers in your ears and going "no no, your main role is support!! you are primarily support because you are defender!!" is crazy.

    I would challenge ANY controller in their ability to control. Because defender electric is THE BEST draining set in the game (and even giant monsters can get shut down permanently with drains, but it takes 2 or 3 electric users to do it).

     

    That's the thing... you are looking at "hold times" and "hp totals" and trying to extrapolate that to the entire capabilities of an AT. THAT ISN'T HOW THE GAME WORKS. 
     

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  13. 14 hours ago, Linea said:

    Yay.  However, it was going to take 2 person-years and skill sets I personally did not have.   Project scrapped.   And THAT is CoH development in a nutshell.

     


    Yea, that is the real problem with a lot of suggestions, time! Game development in general is painfullyyy slow (and always takes longer than you first think). That's why I was thinking more towards blanket buffs and going up the level limit a bit more. Something actually possible within the next decade haha.

    It's why I wish the team would get some funding and be able to afford more full time dev time... but a lot of people are super hostile to the idea of monetization in any way (rip). So it's just going to be a slow slog over the next 5-10+ years. 

     

    Quote

     I do think we could get away with +5 to +7 once we reach incarnates, but that's really the reasonable limit for general game play, and that's about where the 'Enemies buffed/Players De-buffed' settings in all the standard TFs will put you. 


    But those settings don't really give different rewards? The fun thing about bigger challenges is the game patting you on the back for it in some way.

    That's why the star rating TF was a ton of fun. Huge rewards! and pretty challenging!! I love what they did with the stars 😄

  14. 2 minutes ago, Indystruck said:

    377 x 2s being huge support is maybe sort of not really a thing, no.


    Haha, you don't think a targeted heal for 40% hp is support.... but I'm sure you probably think a rad defenders AE heal for 20% is..... 

    Ok, yea, we just have completely different ideas of how the game works. I'm talking about how things ACTUALLY work when playing the game. Who contributes what when people are ACTUALLY fighting and trying to do content..... not just the AT name....

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  15. 7 minutes ago, Indystruck said:

    Sitting back and buffing someone as a peacebringer is really just putting a power on autofire and doing nothing while you go to the bathroom because you just have glowing touch. Photon Seekers if you want to lie to yourself and put that on the pile. There's no RPG trinity system in any point of this conversation. It'd be more of a quintipartite, but, I digress.


    I did a +2 challenge star ITF yesterday with the main support / healer being a peacebringer. The very low recharge glowing touch was HUGE support (way more than my defender was doing to keep people up). I was off running control shutting down the mobs damage (as a defender)... while also doing pretty ok damage. You can't pretend that our roles were "incidental" on a 2 star advanced difficulty haha, my control was top notch in keeping a lot of pretty challenging enemies shut down.

    I don't know why you are pretending things don't work the way they work in City of Heroes..... it's great how flexible your character can be depending on what skills you take and how you build your character and where you focus your attention / actions.

    Shrugging and just pretending none of that exists though? I don't get it. Why? haha

  16. 6 minutes ago, Indystruck said:

    Hi, fellow defender soloist of +4/x8 ITF, yes, it is infact, still support.


    If you call leading teams into groups / alpha strikes while controlling large number of mobs and dealing damage as "support".... then I think the terms are meaningless. 

    I'm a tank / control as primary. My support is on the level of my damage (good, but not great) 

    Next you are going to tell me someone sitting back and buffing / healing as a peacebringer is "really damage, because peacebringer AT is damage dealers". COMPLETELY ignoring the reality of what is happening to just look at what the new player tooltip says.... lol

    This is why people are against this silly "RPG trinity system"..... because it just doesn't have anything to do with City of Heroes. 

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  17. 13 minutes ago, Indystruck said:

     

    I can use Dark Servant to absorb an alpha strike, this does not make it a tank. Scrappers can get Moonbeam, this does not make them a ranged damage archetype. So on and so forth.


    My defender can casually walk into a full group of +4 EB's and face tank the alpha strike no problems.... then proceed to solo destroy them all. Has 55 defense for alpha strike, then 40 defense after that. 75 lethal / smashing resist. And other resists sit at 20+.

    Oh, and can shut down entire groups from being able to attack like a controller for infinite amount of time, while dishing out damage. 

    Solo ran ITF task force.....

    What does my AT say I should be able to do? Uhhh -checks the new trinity chart- .... support? Yea, sure. 

  18. 1 minute ago, Laucianna said:

    Was defo fun to do myself! Not sure if I could ever beat your distance though!


    Your distance is what truly unlocked the possibilities!! My first attempt was too short to get the glitching. But you discovered the camera glitches and then... I had to see what else was there! Speed vibration!!! 

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  19. What started as a random curiosity of "how big are base zones?" .... turned into a journey INTO THE UNKNOWN!!! Luckily, I'm Synaptic Spark!!! The fastest woman alive!!!

     

    It turns out the bases "infinite water" ground plate is about 2 miles in each direction. Most zones in the game are roughly that big. Though I'm guessing independence port is more like 4 miles long?

    Well.... after I found the edge of the water.... surely the bases couldn't go on much bigger. They probably made them big enough to never have problems. 10 miles? 20?

    So I kept going.....

    image.png.d783fe852303e0afc5d2271fd30aa013.png

    Turns out, they go a little bit further.

    But now it was a challenge of will. Was my speed great enough to unlock the limits of space? OF TIME?!

    image.thumb.png.8de36a9264036bb4c9b2865b04ead263.png

    Eventually others heard of my race.... and I was told what might happen if I kept going into the unknown.....

    image.png.f7f819c92fe72aec84bb09c2c178110b.png

    Glitches?! But there was more!

    image.png.b93e1bd640f5d464ad6d8e5de1d688b9.png

    I had to find out!!

    So I kept running......

    image.png.dba1dd9a18edae41564fb22a2aa907d4.png

    And as I ran.... it was true.... I began to lose my connection with reality itself!!!! The camera no longer focused on me, instead it rotated around.... something else. Had I become something else?!

    Not only that, but I began to vibrate as I moved further into the void!! It was true what I had been told! GLITCHES!! 

    But....ending the world? Was it possible?

    image.gif.33249ad726fec5522991159b995d9832.gif

    image.png.8ff7581a450d85d5fb6082a697f5a673.png

    Soon I had passed 800 miles..... but what else would I find?! I had to keep running!! 

    image.thumb.png.7466f67885b9064cddfadab6b65ecc86.png


    I was a comet in the void!! One with the speeeeed!! Nyooooom!

    I had run 500 miles....and I had run 500 more.....BUT I WOULD RUN 500 FURTHER , to be the woman who fell down at your door!!

    image.png.437edf570e3e93ef5af4847d0c088725.png

    Some day, I will return to the void.... and see if it truly is possible to effect the outside world with speed.... for if anyone can do it, it is Synaptic Spark, the fastest woman alive!!

    image.gif.044b9689ee883fb2d80699782aa27606.gif

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  20. 39 minutes ago, Arcadio said:

     

     

    The corollary to most people don't care is that some people do care. "Most" people aren't going to play Arsenal Assault since "most" people don't play dominators. Is any content added for dominators added for "no reason?" Why make changes to VEATS? Why make changes for anything other than Brutes/Scrappers/Blasters/Tanks?

     

    The bonus is to give the "some" people an incentive to play ATs that are under utilized.


    Well... yea... that's why arsenal assault was kind of a strange choice for them to add to the game.... it's SOOOO niche. 

    Usually when developing you want to hit the low hanging fruit first, the stuff the the most people will use / enjoy. So something like "web control" and "web assault" would have been an obvious choice for adding a power (since all of the animations are in the game already from all the aracnos stuff). It would have been WILDLY popular.... for the same effort....

    But that is also a bit different than this situation. Since the "don't worry people won't want to use it anyway" crowd are trying to excuse the OBVIOUS downsides of trying to force a "holy trinity" mindset into CoH. The worse case scenario is people actually WANT to do the trinity bonus.... and those trying to make excuses are like "no no, it will never be that popular" as a way to ease peoples minds. 

    With a niche powerset, if it became WILDLY popular, it wouldn't be a bad thing, everyone would be happy. That isn't the case with the bonus.... there is ONLY downsides the more people use it.....

  21. 5 hours ago, Reiska said:

    Unfortunately, as some others have noted, there isn't much to actually test on Brainstorm about this change beyond the sheer fact of whether it awards correctly or not - the psychological effects of it on the playerbase at large are not ever going to be testable in a beta environment because it's simply not a useful sample.


    Scenario 1) The feature becomes one in demand and people actively try to achieve it.... causing the way City of Heroes groups form to become more toxic and arbitrarily exclusionary (despite the game not requiring this sort of "optimal group makeup" in reality). 

    Scenario 2) The feature is ignored, and was added for no reason. 

    The people arguing it's fine are basically arguing that it will be "no big deal Scenario 2", where it will just largely be ignored and won't effect how people make groups. It's very weird that the argument FOR adding a feature is "don't worry, it won't be used much and people won't care about it".

    Devs should add stuff that people want to engage with.... not random things that they hope people DON'T engage with.....

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  22. 15 hours ago, Decair said:

    Is my assessment correct, or am I missing something?

     


    Well, first off.... most people can't solo AVs (at least not unless they are very prepared). As you noticed AVs have a TON of hp and do a ton of damage and have massive regen.

    They also become immune to holds and control for a period on and off during the fight.

    So to solo them, you have to 1) Do good damage 2) have great defenses 3) shut down their regen.

    That means you need to be a very strong character with the right stuff.

    You can fill in the gaps though, with preparations and money. After you start the TF you can't really talk to p2w vendor for something like the venom daggers (for -regen). 

    But you might want to go get some summons if you really want to take down AVs. https://homecoming.wiki/wiki/Bloody_Bay like there is a quest here you can do to get a 5 charge shivan summon. 

    And there are some other summons around you can get too from places. 

    Or.... just bring a friend or two or theory craft how to get strong enough to take it down. That you were able to take its health so low was pretty good actually. It sounds like you just need a bit better defenses (fighting pool? tough / weave?) or maybe some self healing (aid self?). And then combine it with a good strategy.

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  23. On 1/22/2024 at 8:15 AM, Cobalt Arachne said:

    So let me explain the reasoning behind this free bonus:
    In most MMOs on the market, they function with the holy trinity of Tank / DPS / Healer. However, City of Heroes does not function this way, and rather has a more diverse set of roles that players take while playing on a team together.


    I don't understand why even in the explanation you admit CoH doesn't function with the "typical holy trinity".... and THEN say you want to teach new players that it's actually important in CoH and add a bonus to help them form holy trinity teams....

    It would be like saying "City of heroes you can have a wide range of powers and be anything!! No longer are you forced to be a generic knight or cleric from dungeons and dragons!!!..... anyway, that's why we are adding a bonus and tool tips to help encourage new players to be shield / sword tankers, and empathy defender."

    Is it a trick or something? Trying to get new players to think of CoH in ways that don't exist? haha

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