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Kaika

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Everything posted by Kaika

  1. Many years ago before shutdown I would have loved to see this but with so many other ways to get around it isn't' needed anymore. We already have TONS of methods of traveling around, this is the sorta thing they added the tunnel system for, adding a train/heli in zones that don't already have one requires art and zone work to add them. Remember the HC team is a entirely volunteer group with limited time and resources, I would rather see time and resources dedicated to making new stuff rather then added an unneeded train station to PI.
  2. I see no reason to change a power thats been perfectly functional, practical, and generally well liked, in a set thats also functional, practical, and generally well liked. If it ain't broke don't fix it.
  3. As someone who as played this game since 2004 and leveled "The correct way" to 50 many times, I'm of the impression that any way someone has fun playing this game is "correct" as long as it doesn't break the ToS. Be that level 1-50 with no outside help, no double XP, no teaming with 50, no outside money and the character is dead to you the moment the XP bar ticks over 50, uphill both ways, or immediately having another player power level you to 50 so you can get to "good stuff" immediately and spending 600 million tricking out a character only to go and steam roll over a posi 1. Regardless of what play-style you enjoy BOTH are just as valid ways to play the game. CoH is a massive sand box that you share with several thousand people and all of them are entitled to their own experience. Personally, if you couldn't tell from my post, these days I prefer to play my characters at 50 for the most part. I normally still level the old fashion way, but I very much enjoy the process of creating and making builds that are powerful throughout the whole game. Does this make the game easier, YES of course is does I'm playing this game as a super hero power fantasy, thats the point, I want the fantasy of being a super hero. To get back on topic one of the reasons I tend to split off from a group is so that I DON'T end up doing everything for them if I realize there is a large power discrepancy. If you have been reading this tread at all, a common thread is to communicate with your teammates. My point is, if you find high level players are ruining your fun, then say something or start your own team, lead your own group and cap it at 49, THAT'S FINE thats a valid way to play, but don't demonize a entire group of players simply approaching the game in a diffren't way then you, one they enjoy.
  4. Because it's a power pool power and anyone can take this. Most of the power pool attacks are the same way, just straight up weaker versions of other powers, with flurry being arguably the worst attack power in the game (seriously brawl is better). The idea is that they provide access to powers that you might not have access to normally, they are kinda bad by design to not risk messing with balance, On the note of suggestion, please no, Heal/range would be so incredibly niche that it would only serve to further pollute the reward pool with combos no one really wants.
  5. Honestly I don't mind them on occasion, they definitely are... unique. However I think they are far too frustrating for content designed to be repeatable.
  6. However they do it, I would just prefer to not have to run to the detective/broker every few missions, it's not a big deal, but its kinda annoying.
  7. It's very odd to me that one of the most popular activities in this game has basically gone unchanged since it's implementation. Radios and Paper missions have alot of issues that people have just kinda accepted as part of the process, that seem like they could be fix and made way better, while still not really changing the role they fill and the experience they give. As the games main source of simple endlessly repeatable missions, for a-lot of people, radios missions are one of the main ways they play this game. I'm mainly looking at these through a lens of a level 50 hero radios, but these updates could apply to all levels and both side Significantly increase the amount of enemy groups that you can find in missions. This is the single biggest issue I have with Radios, is that they represent so little of the game , with only 4 groups at 50 regularly appearing on either side. Council, Arachnos(Hero), Carnival, and Circle of Thorns, Malta(Villian). With the occasional more unique small missions that has a different group, like Malta on hero side. At level 50 there are a TON of enemy groups that could have missions added to these radios. Freakshow Malta ( Hero) Sky Raiders Family Nemesis Crey Longbow Wyvern Knives 5th Column Arachnos (Villian) Devouring earth I'm sure there are more at 50 that could also fit without being a lore stretch or requiring more then a bit of ad lib work in the mission description. Change cave missions to the tunnels map* The blue caves (or tan if you are villian side) are just awful to get, with many groups opting to skip them entirely, and groups that don't often see their party suddenly evaporate, after too many. The small and cluttered corridors get in the way of every travel power, groups are spread out making them actually easier to take out, but take more time. Pathing is an absolute mess making enemies often spend half their time running in circles, and making trying to escort a NPC in these a nightmare, and I think nothing needs to really by said about the nightmare that is the layer cake room. The OG devs stopped added these fairly halfway through the original games life span and while it makes sense to retain them in older content, I feel radios shouldn't classify as that, due to how they are presented and the role they fill. *Edit: Snarky made a rather good suggestion here, I think it's a good compromise to still have caves if you enjoy them, but have a easier way to avoid cave (or any disliked map). Having it be a hint gives a reason to actually read some of the mission descriptions. Add a intended and official way to re-roll mission If you are gonna keep abandoning missions to be able to re-roll the missions in the game, just add a "Keep listening/read" option that just re-rolls the option for you. If this is going to remain a thing it should be an intended game mechanic and something that shouldn't have to be told to you by someone tired of fighting carnies because its all the lead is getting and they don't realize they can do this. Let us run radios in every zone. At the moment running tips in PI is rather annoying due to their being like 3 instances all filled with lag due to ToT, and I suspect a reason you don't see as many red side paper missions (aside from it being red side) is because Grandville is AWFUL for this sort of thing. I can understand not allowing it in a zone like AP, but it would be nice if we could run these at any level over the zones min level in any main zone. Let us auto skip bank missions Just a QoL thing, many groups don't want to bother with bank missions, as they are sorta their own thing that plays very differently from the rest of the experience. It would be nice if a option to "Always skip Mayhem/Safegaurd missions" or something to that effect was added to Null the gull, to just prevent the need to run to the detective ever 5 missions to say "hi" if the player isn't interested. ------------------------------------------------------------ I want to add that I understand tip missions solve alot of these issues, but I feel they are a rather different thing all together. They have a more narrative focus and heavily vary goals can lead to a standstill when the group lead doesn't realize they need to talk to Maelstorm standing on the other side of the cave, invisible. It can also be fairly common to just run out of them. I think both systems have their place, but radios are just heavily in needs of updates.
  8. I tend to enjoy playing 50 toons with very expensive generalist builds built to be able to solo most of the time. If my group doesn't actively need me or I'm not the one doing the tanking, I tend to go off on my own, for the sheer sake of actually having something to do. Everyone plays on 8 man teams these days and with the games heavy emphasis on force multipliers, tends to lead to just about every since team being a absolute steam roller, to the point that if you stay as a group, alot, if not, most of the damage you deal is over killing the enemies. At this point it's just a matter of efficiency, If most of my damage is over kill with the group, then if I split off on my own, my damage is more valuable. If someone decides comes with me to offer some support all the better, assuming they can survive. Most of my characters can solo just about anything at 4x8 with varying levels of difficulty but, If I die, thats my fault, and if I see my group struggling without me (or someone ask) I return to the group. Honestly though, I'm never a fan of leaders that mandate everyone stick together (assuming its not required by the mechanics) and tend to leave those groups. Sticking together tends to be the easiest way to do thing, but in normal content, specialty at 50, isn't always the most efficient, and I often find it less fun. This doesn't mean I want to solo, if I wanted to I would, I still want to play with a team, I like having that company, the back up, and its not like I never interact with the team or anything while I'm there.
  9. I think my issue was that council were everyone's "Super chill, brain off, thoughts are forbidden" group that was easily accessible in bulk, and now while they aren't really all too difficult, they are extremely annoying. The shear bulk of galaxy is just... annoying and having them both res and heal off dead bodies almost make it feels like they are the exact opposite now. They are designed to be extremely annoying to kill instead of before where they were very easy. Add to this the Warwolf transformations which is basically another res, into another extremely bulky boss and the group is just a MASSIVE slog to fight. It almost feels like it was done as a punishment "Oh you like farming these guys because they are easy to kill, now they take a decade to kill, take that!" from the devs, I know this isn't the case (at least I hope so) but it kinda feels that way. God forbid you end up with a full galaxy group and are there all day playing wack-a-mole with bosses with like 50% res to all or something crazy. When it was first released I did really like it since the group is legitimately far more interesting to fight now, but honestly, I would REALLY be happy if they did another pass and dialed their survivabilty a notch or 5. The better variety, and harder power sets they have now are more then enough, large amounts of negative damage and To-Hit buffs can make them surprisingly scary in some situations, not enough that they are usually scary, but it can sometimes add up, which is already WAY better then their old iteration. All this stacking resistance, heals and self reses just make them incredibly annoying and a slog to fight, at this point I avoid radio missions entirely now if I'm trying to relax, especially solo. So I wouldn't want the changes reverted just... give it another pass and make them less of a annoying slog, please.
  10. These are simply different badge names for the same badge, the one in question being the final damage taken badge. All these kinda "milestone" badges have diffren't names on Preatiorians, it's one of the few benefits to starting in a Pretoria, like a unique little bonus. To put it in simpler terms, it's impossible for a Preatorian character to get Immortal just like its impossible for a Primal character to get Challenger of Gods, same badge, different name
  11. Hehe don't underestimate stalkers, the AT is actually in a really solid place right now. IMO Stalkers are kinda like Keldians, either you are wondering how they managed to find their way out of AP/mercy or you are taking notes on all the new interesting shapes that bad guys can be folded into, with little in between.
  12. 100% disagree, games easy enough, let it bare it's fangs the few times it does, if it's a problem you can always corner pull. We shouldn't nerf the game simply because people no longer feel the need to ever develop a game sense to check if charging blindly forward is a good idea or not. There are plenty of tools and strategies available to handle this situation and if players don't utilize them, thats on them. On the note of full ghost spawn, no they are cool, always have been, I do agree though, CoT should get a ghost boss.
  13. I don't know why people are comparing BS to WM or Axe, other then visual/thematic similarity the sets aren't really much alike. WM has a much bigger focus on big hits with clobber and crowd control both being insanely powerful and defining the set, with a different damage type and secondary effect. Axe after the rework isn't even comparable out side of visual similarity, it's a very unique set now. While we can certainly compare different sets, outside of theme, theirs no real reason to focus on WM and Axe over comparing to any other melee set. Katana on the Other hand is basically 1 for 1, and comes out on top in just about every power comparison, with only hack coming out on top of Sting of the wasp really, which still isn't a win since gambler cut beats it out in DPS with a extremely low 3 second base recharge, and sting of the wasp easily beats slash. As a stalker main, with how stalker play these days, I would go Ninja blade over BS any day, maybe back before the rework I could see BS having advantages but stalkers are far more scrappy now, DPA is more important, and the faster animations make it easier to build up assassin's focus quickly.
  14. This feels like there's a story here. Like this is the point where it goes from annoying to absolutely glorious, I want to to hear the full tale of this well fought victory.
  15. We did, and it got a massive rework and is now super unique, fun, and considered one of the best melee sets in the game ATM.
  16. My issue with BS really comes down to Katana is literally the same thing but better in every way 1 for 1, back in issue 0 Katana and BS were the same animations as well, with katana having slightly faster recharge and lower damage, but katana got revamped to get the much faster animations it has today, while BS kept the original ones. Unfortunately this was before the devs considered animation time as important to performance, and katanas new animations basically led it to not only being faster and more efficient, but having flat of better DPS as well. Honestly I don't think BS is super awful on it's own, it's not terrible in terms of performance, just on the lower end and out done in every way by another set. To add to that, it's remained unchanged basically forever while all the other issue 0 weapon sets have all received pretty significant reworks over the years. It's just kinda boring, while BS might not be the worst melee set in the game, I think it the most in need of a rework.
  17. Thanks for the response, I figured that was the case just wanted clarification.
  18. Quick question on this, If I am still at my computer and able to respond ect. is this still allowed or is it just entirely forbidden. I work nights and have alot of free time at work and like to stay logged in, in AP, to chat or to help out new players, while doing other things on my other screens and I often use a TF just to avoid having to jiggle my character when nothings going on, but I'm still there and responsive if someone were to ask, would this be ok? Or is that now in general not allowed?
  19. This literally is the meta, 4* speed runs run with 6-7 Corrs, I'm not sure OP actually plays the game.
  20. Oh for sure, I think the game is easy, but it's not entirely bereft of challenge or anything even at the more casual levels of play. Sometimes you do need to stop and think strategy and such, enemies can vary wildly in strengths and weaknesses so sometimes you have to think outside of the box. It's a core part of the game that when problems arise there are usually many was to tackle them. It allows for a lot of creative solutions, like in your case splitting the aggro to help manage the alpha strike and this kind of creativity is exactly what the game is made to foster. Problem solving like this working is a big part of the reason why the game is so open many play styles and skill levels. Quick Edit because I'm bad at telling when my thoughts are together: To elaborate a bit more, other MMOs, or at least the ones I played, are usually much more rigid on how to solve a problem. Even if there are theoretically many ways to go about it, the player base will often come to one or two ways to handle a given problem. On top of that there is usually alot less variety to any given encounter. It might not play out exactly the same every time, but it often is far more predictable then CoH ever is. Usually they have some way to enforce a specific group of roles on a group, with mechanics that play out roughly the same every time, and you generally have a idea of what to expect. Compared to CoH where your group comp can vary wildly, causing the same encounter to play out very differently, and on top of that EVERYTHING is layered in large chunks of RNG. Groups of Arachnos for example can be filled with fairly non threatening crab spiders or loaded to the brim with fortunatas, giving encounters alot of variance. In order for the game to function it needs alot of ways to solve problems that other MMOs just don't really need. Inspirations I'm fairly certain were the devs direct response to this, and likely the reason they remain so powerful, but there are many other ways to turn the tide. Sure there is some room for expression and creativity in other MMOs but often thats only when people mess up. When I say the game fosters creativity, this is what I mean, it gives you the freedom to be creative by offering many different routes of problem solving. People have gone from 1-50 using just brawl since there are so many ways to get by in this game if you are just a bit creative about it.
  21. I would say no, but it's a more nuanced then that In this game I see it generally as "No one knows or care what you are doing unless it directly effects them". When was the last time you were in a team with PUGs and you actually cared what anyone else was doing, how well they built, how well they are doing their chosen role. For me at least the answer is, basically never, unless what they are doing is specifically getting in the way of me doing what I want to do. Knock back and power sets like energy blast are often considered controversial but no ones really talks about people who take flurry which is arguably one of the worst power picks in the whole game, because it really only effects the person using it. The reason no one really cares really come down to one major point: City of Heroes is a very easy game, with a heavy focus on player freedom and creativity. It always has been, it always will be. Due to the freedom of creativity the game was designed to foster, it was made in a way which removes the need for the normal trinity and roles, or a heavy need to rely on other players for success. Sure the game is made with the intention that players should need to team up for harder challenges but it rarely requires specific capability to succeed, and the few times it does are usually things that can be handled by a large amount of players. Hold, heals, taunt, ect. can either be commonly found in many powersets, or can be specifically taken from power pools if you feel the need to have them. It's also much harder to notice improvement and define methods of improving, when there are effectively several hundred thousand classes in the game. Sure AT generally define role but they don't always even in melee a SS/Invun brute plays alot differently then a TW/Bio, its hard to notice when someone is playing "sub-optimally". Compared to say another game I play like FF14 where classes are static and have very well defined roles, where I can tell if a PLD is playing their character correctly at a glance normally as I have the exact same kit when I'm using it. Something other MMOs are huge on is end game content, and long term progression systems "Gearing and Raiding" effectively. While these systems do somewhat exist in CoH they are again extremely varied in how you can approach them, and don't really require a huge amount of skill or investment to succeed. If you wanted to you could level up to 50 and go full incarnate through just DFB. This means that the importance of things like Incarnate Trials is diminished compared to other MMO's raids, and its rather common for players to obtain full incarnate before even stepping into the higher end ones. On top of that, most things in this game are very mechanically simple, usually with mechanics not really progressing much in difficulty past "Don't stand in the bad", meaning that even in high end content the barrier for entry is rather low from a skill standpoint. I think this is why the community seems to be a bit abrasive to people saying things like "Regen is bad" is because there is almost never a need to on efficiency to that level. Even in the highest levels of content or 4* challenge runs/speed runs most groups seem pretty open to inclusion unless they are specifically going for the meta, or the class kinda gets in the way(Sorry MMs >.<). As long as you can meet the requirements to make their strategy function (usually just barrier which everyone can get). Everything is viable is all content at some level, and outside of extreme exceptions, everything can work. How you build and play your character is seen more as personal preference and even difficulty selection then a fault of the player playing the character. Long story short I don't think it will ever be rude to be bad at City of Heroes. Creativity and freedom of choice are far to important to this game the community. Just don't knock my mobs out of melee range (PLEASE)
  22. Yes, in general, though in different whys depending on the team comp and what I'm playing. If I'm on a tank, or I'm the beefiest person the the team I generally try to play just slightly a head of my team, moving to the next group just before they are done finishing with the last group. Usually when it's down to a boss or two the team doesn't really need someone to take hits so I find my time is better spent gathering up the next group and clearing out the fodder before the controller with itchy trigger finger on their AoE immob that's in every PUG can stop them. Even when I split off I usually keep a eye on where the team to see if they need me to come back, or to just avoid people who have play styles that don't jive well with me (basically anything that spreads enemies out >.<) most of my characters are built so they don't need support. When staying with the group, keeping a eye on your teammates can give you a lot of room to optimize, if you see blaster popping aim and build up, they are probably about to nuke the group and its best to focus your efforts on the bosses as attacking anything weaker will likely just result in overkill. If you have a kin it's best to keep track of them to maintain FS uptime. In just about any situation there is something to be gained by keeping a eye on what your teammates are doing if you are in the mood to exert the effort to do so.
  23. It would be a huge amount of work, I don't see it happening anytime soon, Kallisti wharf was partially done when the game shutdown and the zone still isn't feature complete, so I don't see another happening for a good while. If I recall though, the original devs mentioned the plan was to make Galaxy an incarnate zone, like DA, but the game shutdown before it could happen.
  24. 100% Jousting, any experienced melee player in pvp knows how to do it. Attacks are all calculated the moment they are activated, you could teleport to the edge of the zone on the startup of TF and you will get hit still. Basically you jump right before the attack activates to preserve your momentum and move during the attack. It's extremely an useful technique to master, even in PvE as you can use to to close the gap to another enemy while still attacking. It's alot easier to do with range, but the same principle applies to melee.
  25. That's kinda how it is these days anyways, you can go into BB/SC/WB at prime times, and walk to your objectives and no one will bug you, zone pvp barely hes enough population for a single zone these days. It's really just one guy in RV last I checked and he needs to dangle money in-front of people to get anyone to show up. Most actual pvp happens in arenas or during events.
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