" /> random average: June 2006 Archives

« May 2006 | Main | July 2006 »

June 28, 2006

Book, Game, Movie

There are three stacks of things on or near my desk at home. Each stack has a book, a movie, and a game in it.

1.

2.

  • Book: Dark Tower, #7
  • Movie: Wild Bunch
  • Game: Dogs in the Vineyard

3.

These stacks were not intentional groupings, but the pretty much indicate what I'm planning in the way of games to run.

June 27, 2006

Commence the whuppage

Okay, they fixed ArchVillains and Giant Monsters on CoX.

Who wants to do the last Shadow Shard TF, and when?

This weekend is very much "out" for me.

June 26, 2006

CoH Character updates

Updates to my City Of Characters. A few brief highlights:

Pummelcite
Pushed through last week and got him to 32, got Granite armor and respecced him to drop the vs.Energy armor and pick up Stone Skin and three-slotted swift. I love Granite Armor's upsides -- tanked the Kronos Titan for 30 minutes and didn't die -- don't mind the slow-down to attack rate: it keeps the endurance consumption VERY manageable; but really hate the (lack of) movement speed with that and Rooted running. Need to get better at teleporting in mid-fight and taunting alot.

Granite is a GREAT team-tanking power, and decent for oh-crap moments when soloing, but because of the lowered mobility I'm really going to have to beg teams on on to give me a few seconds to pull the bad guys in tight, cuz if they're all over the room it's really going to be tough to cover everyone.

Still, I really really like how Pumm plays and how his powers have worked out. Very good guy to play when you want some good old fashioned ass-kicking.

Kethos
Dinged 30. 2/3rds of the way to Stamina. Added like five more people to Devil's Night, which makes me really happy. Tried to run the respec trial, but the AV at the end makes the thing friggin' impossible right now.

Markov
Ran few mayhem missions, which have been surprisingly sucessful. Respecced to make him a bit more survivable, which seems to have actually worked. Dinged 23 and slotted a little more damage into his two main attacks -- MUCH happier with the damage he's doing. Shadowslip and Markov have been working really hard on tactics to increase survivability, and that seems to be working much better.

I *hate* Tsoo with Markov. Hhhhhhate. There's just no frigging mez protection on a Corruptor, and unlike HT, Tsoo missions are really hard to simply avoid in the mid-20's.

-----

And that's about it. Except for the 3rd Shard Shard TF with Hang Time on Sunday and a little running around on Markov afterwards, I wasn't online this weekend.

June 24, 2006

Another one:

[Photoshop] Rpg motivational posters

Pictures worth a thousand words

Take a movie poster, make it an RPG poster. Result: The Funny.

New Photoshop Challenge: RPGs go to the movies - RPGnet Forums

June 23, 2006

Once again: Failure = Fun?

Failure is Always An Option: Character Defeat is Player Victory Too

The biggest benefit of failure being entertaining for players, is that they can stop worrying about try to play to win, and instead concentrate on playing their characters in a way that's entertaining. This is how HeroQuest facilitates heroism - not with Hero Points there to save the character's bacon, that doesn't work a remarkable amount of the time - it's loving failure as much as victory that drives players to have their Heroes act, well, like heroes.

June 21, 2006

Ask the Blind Man

One bright day in the middle of the night,
Two dead men got up to fight,
Back to back they faced each other,
Drew their swords and shot each other.

A deaf policeman heard the noise,
And came and shot those two dead boys,
If you don't believe this story's true,
Ask the blind man; he saw it too.

I keep thinking...

"You could run a game where this would all be possible."

and

"It could be serious."

and then I get creeped out.

Happy!

Story Games Community

This forum was basically created to be a midway point between RPGNet and The Forge.

I love the friendly geeky discussion on RPGNet ("What game would be best for Firefly???"). But I don't like the constant outages, the attitude, the bickering and the screaming.

I love the directed discussion of gaming theory-as-practice and actual play, gamebuilding of The Forge, but I also want my geek friendly gaming chatter, too.

So this is basically a discussion playground for role-playing games. Here's some ground rules:
* If you really want game building advice, go to The Forge or RPGNet. Seriously, the Forge is the workshop for that shit, and I'm not going to try to recreated that community here.
* If you see something awesome at another forum or on someone's blog, post it here in the Links category. People can feel free to jump over to that area to discuss the topic there. Or, if you want to meta-discuss it here (as in "Why it's being discussed over there), that's cool too.
* No one gets banned here unless they mess with the zen.
* Actual Play: "Cool gaming moments" are fine. You don't have to build up a huge story to tell us the one or two awesome things that happened at gaming last night.
* "Praxis!" is the theory forum. But here's the thing: It's discussion specifically related to creating, marketing, publishing, selling etc games. I'll eventually put my foot down if I see too much theory not tied to practice. There's plenty of other awesome places to discuss "theory before it hits your game or the table".
* Political, religious, sexual, or other topics that don't involve a game go Elsewhere.
* Swearing, taunts and personal attacks are strictly awesome, as long as they are done in jest and don't mess with the zen here. Keep the taunts, bickering and personal attacks to a minimum: Like "Zero". Also, we're buddies with other forums and playgrounds.

I just... I dig it. A lot. If the Forge is too... whatever... try this place out. Start with the thread "Which D&D race would you shag?" Hi-LAAAR-ious.

June 19, 2006

Relationship Mapping Tool

Diagram Designer -- a sort of Visio-lite program that seems ideal for charting out relationship maps for highly-social games.

A very simple example I did in about five minutes.

Can you do the same thing in Visio? Yes you can. Is Visio a free download? No it is not.

"Kronos Sighted!"

Couldn't agree with this poster more: I'd like to take a moment to promote the current state of giant monsters.

...and then, as my team fills out to eight and yet another group starts forming, we see the health bar on Kronos budge. And then, as the fourth team fills and a fifth starts, it starts falling in a definite manner. Cheers start to rise from those skilled enough to type and attack at the same time. Down, down, down goes the health... and then, finally, the mighty droid falls!

35 heroes, half an hour from when word went out. That was the most excitement I've ever had playing CoH. I'd love to do it all over again.

Mind you, none of this applies to archvillains.

I love fighting giant monsters on CoH. LOVE it. I loved the Winterlord event not for the xp (I limited myself to one fight a day), but for the BIG GIANT MONSTER TO FIGHT! The change to GM's has been great fun, a zone-assembling event (it took three teams to take out Deathsurge in Cap au Diablo this weekend, but Dolmen was the leader of Team One), and I like that, a LOT.

AVs? Hell, I don't think the change itself is a bad one... if the AVs were built to a STANDARD, but they aren't, which makes some of them impossible to beat with an 8-person team which, at least on a task force, is all yah got.

For example: did the first Villain Strike force... rolled it... got to Infernal -- he's unbeatable.

Synapse Task Force: you can get help on Babbage... but the Clockwork King... with the AV patch in, he's not beatable right now.

Some AVs are... some aren't... no standards.

Lifecycle

Multiplayer game designer Raph Koster offers some observations on the Lifecycles of a Gamer:

In many ways, we are all heading for a Socialization Destination. Everyone gets bored of a given virtual world. They then hang out there only because it’s where their friends are. The games in these worlds are like the beer at a bar, the rides at a carnival. They are diversions, and the point for most ends up being the other people.

Something I've heard over and over: "if it weren't for the people, I'd have left this game by now."

Which is why I'm more interested in organizing regular group activities these days, I suppose: it's things like Monday Munchies and regular task forces and events that pull together all the people I really like playing with that, for whatever of a 100 different reasons, I don't get to see in game with the same regularity as in the past.

June 15, 2006

Not Impossible. Not completely.

Someone beat the Lord Recluse Strike Force.

Yeah, the one with Four level 50 heroes all standing together.
Yeah, the one with Five MORE level 51 heroes all standing in the same room.
Yeah, the one with EIGHT level 54 heroes all standing together in the same room, including every major name in the Freedom Phanlanx.

The cunning plan for taking on that final pack of the Earth's Paragon's Mightest Heroes?

Rush in and beat the living crap out of them.

Yes. That's it: Do unto them metric assloads of damage.

"Impossible" ArchVillains

So I ran into one of those 'impossible' AVs last night -- the ones that are supposed to be made more palatable with the next patch.

Now, up to this point, I was starting to think the Impossible AV thing was a bit of an Cityof urban legend. Since i7 went in, I've been on a team that took out Rudalak the Strong (4000+ hit points), and another one that took out Clamor.

Now... the main thing they're fixing with AV's is the regen rate, and I can sort of see why -- they've basically amped up the regen rates right now to about 10 or 11 times what they used to be, and said they'll dial back to about 3 times what they used to be. Fine.

But like I said... we've done a couple, and the dectupled regen rates didn't make them undoable, and one of THEM was given as an EXAMPLE of un unbeatable AV.

Last night, I ran into an AV that was TOTALLY unbeatable...

Why? It was his (Infernal from the Tarikoss SF) regen rate, yeah, but it's the same boosted rate as everyone else, and the team wasn't totally retarded, so why did it matter this time?

Hit points.

Lemme lay this out. Regen in the game doesn't work as a set number. There's no healing or regen power in the game that's written as "You will heal 52 points," or "you will regen 3 points a second"; they are all written as a percentage of your total hit points: "this power will heal everyone nearby a number of points equal to 25% of the healer's total hit points" or "you will heal 1% of your hit points every second."

That's why Dull Pain is cool: by raising your max hit points, it also raises the amount you heal from second to second.

So... why were those other AV's beatable and the guy last night impossible?

Rudalak: ~4000 hit points, with a big regen rate.
Result: Eh. That's a lot, sure, but, compared to the heroes fighting him... not A LOT. Hype (who wasn't there, but I know his stats) has around 2300 hit points himself. Rudalak has less than double that, a really good regen rate, and something like seven maxed-out level 50 characters pounding the snot out of him. Yeah. He drops.

Clamor: ~???? hit points (didn't look), with a big regen rate, but whose healing rate was, in turn, DEBUFFED by a Radiation power.
Result: We cleaned her clock. If you have a power that slows down a regen rate by half, and they have a HUGE regen rate, the debuff is, likewise, going to be HUGE. Honestly, the fight versus Clamor didn't feel any different than an "old" arch-Villain fight, which I take to mean that we (and by "we" I mean "Peep") had her debuffed down to nearly her old numbers.

Infernal: ~5300(!!!) hit points, with a big regen rate.
Result: Utterly unable to dent him. Why? Duh. He's got more hit points and, thus a BETTER regen rate than an AV who's been DESIGNED to take on a group of EIGHT level-50 characters. Sure, he's not hitting as hard as Rudalak (no 600-point Area attacks), but when your health bar never drops more than 75 points out of THOUSANDS before you tap back up to full... well, you don't need to work fast.

7 level 50's beat on Rudalak for about 10 minutes to take him down. What possible chance does a group of unmaxed character ranging from 18 to 20 have against a guy who heals faster than that and has more hit points to start with?

Zero.

So... three hours or so, messing around on a Strike Force last night, and good End of Mission XP for the missions, but in the end... no joy. The guy was simply impossible.

But the problem isn't the regen rate. I've been on teams that have demonstrated that it's not really the hit points that are the problem; it's that there appear to be no standards or guidelines for how tough an AV should be for a given level -- designers are just pulling hit point totals out of their ascii and plunking them in.

Regen rate or note, if the guy was a similar power level to OTHER level-20 AVs, we could have taken him.

As it was? No chance.

June 13, 2006

Awesome

The Cheap and Cheesy Adventure Generator

Really do like that game...

Risusiverse, the Risus Wiki.

Awesome.

June 12, 2006

Random Wiki thing

Changed around the layout on the page for my City Of Characters, to two purposes:

1. Lets my just update that page with note-like updates, instead of here.

2. Page change isn't as easy to see on all on page when reading, but is WAY easier to read in the edit screen. MUCH EASIER.

And somehow I played with Kaylee alot...

As noted here, played Kethos and Pummelcite enough over the weekend to get Keth up two levels to 29 and Pummelcite to 31.

And ran about 8 to 10 hours on a task force with Hang Time.

... and talked about another Task Force tonight with the Munchies.

--

Think I need to go golfing or something.

Was going to do Firefly on Friday night, but between how I was feeling and some other stuff, I wasn't up to GMing.

I need some regular games, or some kind of regular things that lets me see the locals more.

June 9, 2006

The only CoH-related thing that happened last weekend:

Coming out of my cage
And I've been doin' just fine
Gotta gotta be down
Because I want it all

-- The Killers, Mister Brightside

Paragon City, Brickstown (AP) Officials are, reportedly, baffled at the recent successful Ziggurat escape affected by criminals Torrance and Matthew Bright, a.k.a Lady Optimism and Mister Brightside.

"It's not that they couldn't have escaped -- they're both really smart folks," commented one anonymous guard. "But that's just it -- being a criminal mastermind isn't enough -- to get out of the Zig, you need connections on the outside, and these two didn't have any. They've done too many bad things for a hero to help them, and most of the guys in the Rogue Isles... even inside the Zig think they're really... annoying."

"Hell yeah," a passing prisoner added, "I was going to break out that night too, but when I heard those two were getting out, I figured I'd stay. A guy needs a break more than a break-out, y'know?"

Notorious in Paragon City for their upbeat attitude, steadfast smiles, and constantly climbing bodycount, the two Ph.D criminals may have failed to make many friends with Arachnos, but their escape in night proves that someone wanted them free and unleashing their own personal brand of bright-eyed mayhem.

"It's been really, really super staying here," reads the perfectly handwritten note on Torrance Bright's cot. "Thanks SO MUCH for having us, and remember what I suggested about the new window treatments and some wake-up yoga for Cell Block E. E is for Exercise!

- <3, Torrie."

It's simply difficult to imagine who.


Lady Optimism and Mister Brightside: the kind of villainy that Virtue shard deserves. Go team!

AV's, Rudalak, Munchies, and YOU

Current chatter about how difficult AVs are to beat in i7 is making me a bit nervous about the end of the Rudalak TF on Sunday...

And... as the post listed above is about the Sister Psyche TF, and I wanted to do that TF during Monday Munchies this week... yeah.

BTW, who wants to do Sister Psyche during the Monday Munchies this week? Seems like all the active folks are in the 20-25 range for it.

"Awesome, I failed."

Random Heroquest thought, prepping for the Firefly game tonight: Failure means conflict.

June 8, 2006

For tonight:

Spoileriffic: Shadow Shard Task Force Two Checklist

Respeccy

Used a few of the free respecs over my lunch break today -- mostly on my bad guys, where I had the most re-thinking to do.


Dolmen (18)
With Dolmen, the real problem is the balance between surviving combat and holding aggro -- he does the latter just fine with his current build, which in turn makes the former task REALLY difficult. Further, endurance is an issue, and will continue to be until he gets stamina at... 26th? Oy. I could get it sooner, at the expense of him being boring to play. Thank you; no.

Brutes are basically designed to be able to solo darn well -- they're facing group sizes they can handle, and automatically get all the incoming aggro to build fury -- but unless they pick up a bite-me aura or taunt, they don't contribute the same level of SMASH to a team, because they don't have enough attacks coming in at them to build fury. The downside is that if you build you brute to GET the group aggro that'll build fury, you're pulling a whole team's worth of damage, and frankly, brutes just. can't. take it. Not without help, and sometimes not even then -- most corruptors and masterminds with support abilities just don't think in terms of those abilities most of the time.

((For example: Markov is an AR/Kin. Lots of folks have to change their tactics somewhere when they get into a group versus soloing, but if a corruptor wants to support well, their role changes DRAMATICALLY. Hiding behind a brute last night, letting her take the aggro, and helping her SURVIVE it meant switching from 80-90% attacks and the rare heal, to 80% support powers and MAYBE one or two attacks in a WHOLE combat -- that's what I DID, but in my experience with my Brutes, VERY FEW corruptors switch modes like that when they're in a group -- you are ON YOUR OWN most of the time as a brute, which the Corruptors circle the fight looking for some beat-up schmuck to get Scourge going on.))

Not entirely thrilled with what I did on Dolmen's respec, since it essentially amounted to a fine-tuning of the build he already had -- things I could just as easily have fixed with the next odd-level slot allocations -- and of course I thought of what I *should* have done a few minutes after I saved the respec and moved on, but c'est la vie. Not like I ever said I was patient.

Thing is, what I SHOULD have done was drop the taunt-aura power and pick up boxing -- more fury built, more quick and low-endurance damage, and I don't have to worry about pulling too much aggro in a team setting.

Couldn't do it. Without that aura, I had no real way to protect the team, and while I'll never build a brute with taunt, I can't abandon EVERYTHING -- my tank instincts are too strong.

Also, that damage aura means a LOT fewer attacks I have to use to finish off the last couple guys in a group, so it's an endurance thing also.

That said, I probably WILL Respec and drop the damage-aura at a later time -- probably the same level I pick up Cloak of Fear. :)

Tested in Play: Not really, but like I said, I didn't really change much. Nice thing: I was able to sell off all his yellow enhancements and pick up lovely green ones for all his powers, and still had a whole 4k left over. Woo!


Markov Chain
Markov's problem is simple: too much aggro, not enough endurance -- a problem compounded by the fact that I'd like to keep stealth running, both for concept reasons and because Markov works with a Stalker most of the time, and with your partner either Hidden or placating, you do NOT need help getting aggro.

Solution: move flamethrower to later in the build to pick up a LITTLE less aggro. Moving that, plus committing the heresy of not getting Siphon Power (burn me! burn me now!) means that I could get Markov into Stamina at level 20 -- a power he didn't even HAVE in the current build -- and get anther endurance reduction into Stealth. Honestly, flamethrower looks great and has a fine area of effect, but damn it's slow and damn it's an endurance hog and it only REALLY pays for itself in big groups with large crowds... which I'm not doing right now -- I'm actually considering pushing it off a few more levels and maybe getting siphon power back at 24 -- the damage boost is meh, but the damage REDUCTION versus your target will be huge when fighting bosses and Signature Heroes -- like a 25% boost to everyone's resistance armor.

In play: I ran a quick mission with Markov after the respec and reslotting (had enough money to get into green DO's with a few SO's here (Stamina) and there (Stealth). Granted, I ALWAYS have fewer endurance issues when I solo with Markov (hell, I'd probably never hit the ground if not for bosses, where he just doesn't do enough damage), but between Stamina, the extra slot in Stealth, and no flamethrower, his endurance bar never went below half, and neither did his health. Sounds good to me. Maybe it won't help a bit -- here's hoping it will.


Kethos
Kethos was another respec where I basically just wanted to tweak his slotting more than his power selection. In this case, I have the same powers, but picked them up at much different levels -- Touch of Fear at level 8; cone attack at 24, for example -- and reallocated slots to (a) max out his armor and (b) get another slot in brawl.

What's that?

I ran some HeroStats analysis a few days back and noticed that plain ol' Brawl is very good damage for Kethos -- makes sense -- between the speed of the attack itself, the Fury Bar, and the fact that I FORCE myself to let it autofire between every one of his real attacks to keep his endurance costs manageable (he doesn't have Stamina), the damage really adds up.

The only thing that keeps it from being a leader is the fact that Brawl only hits about 75% of the time (one accuracy, fighting at invincible), while everything else hits about 94% of the time (2 accuracies). So... let's do that math: one more slot for 20% increase in damage for that attack. MmmmmmOHkay.

In play: I dunno. Haven't had a chance to run with him yet, but again, this is just a tweak to a build that, basically, works damn well.

What I was REALLY happy about? He's level 27. I sold off ALL his level 25 Single Origin enhancements at the end of the respec, got ALL level 30's, and STILL had 400k left over to bank against the next big upgrade at level 32. That right there is going to really help him out right now.


Yeah, I know this is exciting stuff (yawn), but it's where my head's at right now.

June 7, 2006

SS TF #2 : Ze Plan

Planning Stage for the Second Shadow Shard Task Force

When: Thursday evening, 6/8, 8pm Eastern til whenever. Wrap-up on Sunday, 6/11, at around 5pm eastern.
Where: Cascade Archipelago
Who:


  • Hang Testerman (BLASTer)
  • Kate Frost (conTROLLer)
  • Sam of Asgard (sharp, pointy things)
  • LeeBones (meat puppet)
  • Dave-Clone (hand-waver)
  • Amargiepha (A.F.R)
  • TeH Balnk
  • Teh Utehr Balnk

Anyone willing to help us filling Balnks (I've been on a lot of PuGs lately), comment below.

Mayhem!

From the CoV LJ community: Mayhem Missions -- YES!

Sounds like a friggin' ball -- though I'm not sure Markov may not be much good at it, but Dolmen, Kethos and .... "MB" will love it.

June 6, 2006

This explains a few things...

The officially-listed boosts given for Defense, Acc, Resist, and Damage inspirations (25, 33, and 55%, by size) are, generally, nowhere near the 'real' numbers.

Arcanaville (who figured it out and pointed it out to the Devs, who hadn't realized it:)


Although I cannot say she was the first to put it this way, it was Kali's multiple reports of lucks "not working until enough of them were used" that got me thinking that they might not have been broken, just weaker than advertised. Which caused me to run specific tests looking for the ramp up/ramp down behavior, which I was able to reproduce consistently in at least one instance.

The question I posed to pohsyb was this (paraphrased): are lucks modified by the AT scale modifiers, in such a way to reduce their strength, because they appear to me to be working at lower than their advertised numerical value.

The real numbers?

DEF
S - 12.5%
M - 25%
L - 33%

ACC
S - 7.5%
M - 18.75%
L - 37.5%

RES
S - 10%
M - 15%
L - 20%

DMG
S - 25%
M - 33%
L - 50%

CoX -- Destiny Manifest

Issue Seven releases today. Key bits of stuff from the release notes, below the cut:


Issue 7 - Destiny ManifestCombined (CoH and CoV)
Known Issues


  1. Some base configurations that were valid in Issue 6 are no longer allowed in Issue 7. If your base is invalid, you will be able to delete or move objects to make it fit the new rules.

  2. Recluse's Victory signature heroes and villains give debt when they defeat characters. This has been acting to discourage characters under level 50 from fighting them. The debt will be removed in a future patch, and the Temporal Point reward for defeating them will be increased.



    ((So if you get ganked by a SC (signature character) in that zone, no debt. Kinda cool.))

     
  3. There is a rare client crash that may occur if you minimize/restore the game.



    ((Uh oh.))

New PvP Zone - Recluse's Victory

  • A new high level PvP zone set in an alternate version of Atlas Park and open to players of Level 40+.


  • Alternative 'sally port' exits are available in both Hero and Villain bases, to help alleviate front door camping. Each base has two doors near the temporal portal on the ground floor - in the Hero base they appear as manholes, in the Villain base they appear as sewer entrances. These are connected to 5 doors inside the zone, which will be randomly chosen each time a door is used. The outside doors are not guarded, so players use them their own risk.



    ((So... it'll be a PitA to keep your team together.))

PvP Zones

  • In PvP zones, if a character is revived at the Hospital, they will respawn with 1 hit point and 1 endurance. This is to enforce a short delay on all characters before they can get back into battle.



    ((Meh.))

Powers - Players

  • Modified PvE critter accuracy. Defense powers will now work equally well against critters, regardless if they have higher accuracy. For instance, your defense powers will work equally well against a Boss or any critter up to 5 levels higher than you, as it does for an equal level minion. Previously, a more accurate critter could circumvent much of your defense, but this will no longer happen.

    • This change is designed to alleviate the disparity between Defense and Damage resistance powers (for instance, a player with super reflexes will now be more effective than before against a high level critters, a boss or Arch villain).

    • This change has no effect on a player who does not have any Defense.

    • More accurate critters may have a greater chance at the extreme low end of the To Hit scale than previously due to this change. For instance, an Archvillain's To Hit could previously be reduced (with enough Debuffs) to 5%, but will now have a 7.5% minimum.

    • This change does not affect PvP.



      ((LET'S SEE: that's a woo-hoo for... Strategist, Pummelcite, Zero, and lil' Kitara... and about a zillion FF defenders and Controllers.))

       


  • If a character is at 100% health, they cannot be reduced to 0 HP by a single application of damage. (For example, if an uninjured character with 1000 Hit Points was hit by a Blazing Bolt for 1500 Damage, the character would be dropped to 1 HP. As soon as the DoT portion of the Blazing Bolt ticked (a second later), the character would drop to 0 and be defeated. If the character was down even 1 Hit Point below maximum when the Blazing Bolt hit them, they would immediately be dropped to 0 and be defeated.)



    ((A decent attempt at avoiding a true one-shot kill.  Maybe it does nothing, but still: kudos.))

     
  • All powers which have an Endurance Drain component will now drain a percentage of a PvE target's Endurance, rather than a set number of Endurance Points. This fixes the issues created when enemies' Endurance Pools were increased.



    ((Electric and Kinetics players, rejoice: you just got better.))

     
  • Origin Specific powers will no longer be lost after level 10. 
    Characters who already lost these powers (or who never had these powers) will be granted these powers.



    ((... and Strategist can finally pull... strategically.))

     

  • All Temporary Powers will now show duration or charges in their
    info.



    ((... which is TOTALLY COOL.))

     
  • Powers that put you into a self-contained state (Rest, Phase Shift, PFF, Invisibility, etc) now display "Only Affecting Self" in the mez state text below the buff bar.



    ((Again, very cool little quality of life thing.))

     
  • Stealth and Phase Shift Powers will suppress (for self buffs or
    toggles) or cancel (for external buffs) when a player interacts with Interactive Objects, such as Plaques or Mission Objective Objects. Suppression of this type has a duration of 10 seconds.



    ((This... is gonna be interesting.  The VERY FIRST THING I'm curious about is whether or not you can swap a suppressed power for a
    non-suppressed one you weren't using... such as having Stealth up when you click a glowy, and switching on Invis when clicking on the glowy suppresses Stealth.  Hmm. Doesn't matter, I suppose, since activating the power would interrupt the glowy click.))


     
  • The Claws Power sets for both Scrappers and Stalkers have new
    animations for the powers Swipe and Strike. The animation for Slash has been replaced with the old Strike animation in order to better match the activation, recharge and damage values.



    ((Yaaaaaay.))

     

  • Reduced End costs on Claws high level powers.



    ((Yaaaaaay, part two.))

     
  • Fiery Aura/Healing Flames activation time reduced.



    ((Oh, SWEET! *Damn* that thing took an age to kick off.))

     
  • Improved the effectiveness of Kinetics/Increase Density. It should now be about 50% more effective at protecting from Knockback/Knockup and Repel.



    ((... and the duration is now 3 minutes instead of one? Hello? Bueller?))

     
  • Resistance Inspirations (the Sturdy Line) now offer 100% resistance to Teleport. This will not prevent a player from teleporting themselves, it only applies to Teleport Foe, Wormhole and related powers.



    ((Totally a PvP thing, but still cool.))

     
  • Confuse has had the delay after animation removed.



    ((Someone's gonna be happy.))

     
  • The Hyper Phase temporary power now has the same 30 second time-out that the Phase Shift power has, correcting an oversight in the original
    power design.



    ((Oh, bugger.))

     
  • Modified sprint fx to only play while running. Not Flying. Not swimming. Not jumping. Just running on the ground.


    ((Sweet. And FINALLY.))

     

Powers - PvP

  • All player powers with 'Toggle Drop' effects have lower chances for those effects to occur. The need for these effects is greatly reduced with the advent of Enhancement Diversification. No player power has a 100% chance of dropping toggles following this change.



    ((And that's about all I'm going to mention about this, but suffice
    it to say that, barring actual MEZZING powers, the chance of a randomly dropped toggle from, say, getting brawled is vanishingly slim compared to the previous numbers.))


     
  • Defense (Ranged, or AoE, as appropriate) will now apply to all Taunt powers in Player versus Player combat. This replaces the previous 50%
    chance for Taunt powers to affect a target in PvP.



    ((Ahh, so now they work if they hit, but they might not hit. Eh.  Should make the bite-me auras much better for taunting in PvP, since they're already slotted for accuracy, and I don't want to slot my Taunt for accuracy when it's only necessary in PvP.))


Powers - Critters

  • Arch Villains/Heroes and Giant Monsters have been significantly
    boosted. They should now require more people in order for them to be defeated, especially at higher levels.



    ((Which reminds me: Bear Claws has Maestro.))

Bases

  • Several new Storage items are available that allow you to store various items in your base:

    • Inspiration Receptacle: This item allows all members of the Supergroup to store Inspirations that they may not be using, but other members can use to greater benefit. A permission set in the SG Permissions allows a character to withdraw Inspirations from the Receptacle.

    • Enhancement Container: This item allows all members of the Supergroup to store Enhancements in the Supergroup's base. Members with the proper SG Permission will be able to withdraw Enhancements from the Container.

    • Salvage Bin: This item allows all members of the Supergroup to store salvage in the Supergroup's base. Members with the proper SG Permission will be able to withdraw Salvage (and just 'see' it from the base's worktables as well).



      ((Very cool.))



Tailor

  • Players with combined City of Heroes and City of Villains accounts now have access to all costume pieces (Hero and Villain) for their characters.

  • New costume pieces added.

  • Several costume pieces revamped and updated.
    ((And... we've lost Noelle.))

     

  • Fixed many geometry and clipping issues with various costume pieces.




    ((Ooh... maybe that fixes the damn lab-coat problem.))

Badges

  • Added many new badges to the game, Villains now have access to their very own Accolade badges as well, with equivalent powers to the Hero Accolades.

  • Defeat Badges now require that you or your team do 10% or more damage to the entity to receive credit for the badge. (The former system required that you deal 25% or more damage to get credit).

  • All exploration badges now give a small amount of XP when you find them (based on your level).

  • Troll Task Force badge is now given out for spending time in The Hollows.



    ((Wonder how many guys of mine already have the TTF badge and don't know it? :) ))

Quality of Life

  • Several new options have been added to the display of Buff/Debuff icons in the Status Window (beneath the HP/END/XP bars), the Group Window and the Pet Window. The options for the different windows can be
    accessed either by right-clicking on an icon in the appropriate window, or from the 'General' tab of the in-game Options:

    • Hide Auto Powers: The icons for 'automatic' powers (those that are always on) can be set to be displayed as usual or hidden.
    • Disable Blinking: Set whether the icons for powers that are near the end of their duration should start blinking or not.
    • Icon Stacking: Icons for multiple versions of the same power can
      be set to stack on top of other, to display a single icon with a number showing how many versions of the power are affecting you, or not to stack.



      ((Very cool.  I swear, quality of life enhancements to the game are often the best.))

       


  • In combat, attacks avoided due to Defense powers will now show text messages such as "Avoid!" or "Eluded!" instead of simple "Miss!"

  • A 'Do Not Allow Invites' option has been added to the Looking For Group flags.



    ((SWEET MONKEY DANCE!!!))

     
  • Several new emotes have been added to the game.
  • If you receive a tell while AFK, an automatic reply will be sent to the tell sender with your AFK message.



    ((Oh MAN -- they have SO needed that for SO long.  The funny thing is that when you're using the AFK message to tell people you're typing something IC, and you get a tell, that's what will go to the tell-person. Cool.))

UI

  • In PvP zones, if a player views the Info window of another player's character, the Powers tab will not be available.



    ((Smart.))

     
  • Added Recluse's Victory and Pocket D to map search list. 


City of Heroes
Powers - Players

  • The Slow Tables for Controllers and Defenders were reversed, with Defenders having a lower modifier than intended. Rather than correct this by switching the values, we've opted to increase Defenders Slow modifier by 25% to 125% value. This puts them on equal footing with Controllers when using Slow powers.



    ((So... good for ice and rad defenders, I guess.))

     
  • Illusion Control/Deceive has had the long pause after cast removed.




    ((Good for Psi-Clone))

     
  • Fixed Electricity Blaster power Zapp so it now has a windup f/x and sound.



    ((Oh. Nifty.  Can't wait to hear it. :) ))


Powers - PvP

  • Tanker's Inherent Power, Gauntlet, now works in PvP. Single target powers have a chance of Taunting the target hit, while Area of Effect powers have a much smaller chance of Taunting all targets in the radius.



    ((Mutter mutter. should have worked that way anyway :P   This just annoys me -- every other frelling Archetype Inherent Power works just FINE in PvP... except tanks. :P))

Tasks

  • Mary Macomber (on the Katie Hannon Task Force) no longer offers a Single Origin Enhancement with each defeat. She now provides the SO after her 10th defeat.



    ((Oh... wow. Didn't know she did that :) ))

Badges

  • The Task Force Commander badge is a new Accolade added for Heroes.


Graphics

  • Updated and improved many textures and visual effects throughout the game.


 
City of Villains
Level Cap Increased

  • Levels 41-50 are now open to Villains

  • New missions, story arcs and enemies added for high level villains.


New Zone - Grandville

  • The black heart of the Rogue Isles is a dangerous place for even the strongest villains to venture into.

New Strike Force - The Future of Freedom

  • In order to truly prove yourself the greatest of villains you must
    take on the greatest of heroes� Statesman!

  • Villains who think they are up to the ultimate challenge should
    contact Lord Recluse directly in Grandville.

  • Be warned - many have tried to challenge Statesman, and most failed without even getting close to him. Until now, none have succeeded. Only
    a group of the very strongest villains should attempt this.

Mayhem Missions

  • Mayhem missions allow villains to enter a large instanced outdoor mission map and create chaos. The eventual goal is to rob a bank - but
    there are lots of other things going on, too. Mayhem missions are set up for single players and teams. Extra mission time is awarded for destroying property and defeating police. Side missions that appear within the mission map award more extra time and other rewards.
  • The old Heists (Bank and Casino) are now available as normal
    Newspaper missions.



    ((Ahh, so where you used to get Heists you get Mayhem Missions. Sweet. :)  ))

New Power Sets

  • Mastermind Primary � Thugs
  • Brute Primary � Electric Melee
  • Brute Secondary � Electric Shields
  • Stalker Primary � Dark Melee
  • Stalker Secondary � Dark Armor

Patron Powers

  • High level villains may complete a series of missions to gain favour with one of the faction leaders of Arachnos, gaining access to a new
    power pool. A villain may only have one patron during their career, so
    choose carefully.

  • Level 40+ villains should talk to Arbiter Rein in Grandville to learn about and unlock Patron Powers.

    ((All of which are cool, and which I'm not going into.)) 


Powers - Players

  • Mastermind Bodyguards: You can set any Mastermind pet to Bodyguard by selecting the Defensive Stance and the Follow Orders. Your pets must be within Supremacy range for this function to work.

  • Bodyguard Damage Mitigation: When set to Bodyguard mode, the Mastermind and his pets share damage from any attack that the Mastermind takes damage from. Each pet takes one 'share' of the damage, and the Mastermind himself takes two 'shares'. This is in addition to any damage
    that the pets themselves might incur from Area attacks.

    • Example: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with a 100 point attack, each pet will take 20 points of the damage, and he himself will take 40 points.

    • Example 2: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with an Area Effect attack for 10 points of damage, then each pet will take 2 points of damage, and he himself will take 4 points. Pets that were also in the Area of Effect will take an additional 10 points each, as normal.


  • Decreased the recharge time for Mastermind Minion Henchmen summon powers.

  • Increased the recharge time for Mastermind Boss Henchmen summon powers.

  • Dramatically decreased the recharge time for Mastermind Second Tier Upgrade powers.

     
  • Masterminds will no longer be able to issue commands to their
    henchmen while under effects that only allow them to affect themselves - Personal Force Field, Phase Shift, and so on.



    ((HA! DAMN that frigging annoyed me when the Robotics folks did that.))

     
  • Mastermind Pets have had their movement rates increased.
  • Fixed bug where a Mastermind's pets would sometimes end up under the control of another Mastermind.
  • Reduced the Recharge of Dominator's Inherent Power, Domination, from 300 to 200.

    ((That's really cool))

  • Increased Dominator Melee damage modifier to 0.75 - this increases their melee damage by 7.1%

  • Dominator Psionic Assault Drain Psyche now accepts Accuracy
    enhancements. The power was intended to accept them originally, but they
    were left out by mistake.

     
  • Assassin Attacks are no longer interrupted by Debuffs. Damage and movement are the only interrupt mechanisms that apply.



    ((Cool.))

     
  • Stalker/Claws/Placate no longer costs Endurance to activate,
    bringing it in line with the placate power in other Stalker Power Sets.

  • Visual f/x for Brute Invulnerability powers changed. They are now darker and more villainous.


    ((Hmmm... I need to see this... I think I have a Freak Tank clone with Invul sitting out there somewhere.))

     


Powers - PvP

  • Dominators Domination inherent ability will charge much more quickly when fighting PvP targets. Each successful attack from the Assault secondary power sets adds a bonus of 8 points toward filling the Domination bar over the normal value.

Powers - Critters

  • Circle of Thorns Vines are now immune to teleportation effects.


City Zones

  • Nerva: Fixed several graphics bugs in the zone.
  • St. Martial: Fixed several graphics bugs in the zone.

Tasks

  • Fixed many typos and grammar errors in missions.
  • Fix for inaccessible elevators on some Arachnos maps.
  • Changed Naylor's 'Mini-Arc' of Shadow Shard missions to prevent them from becoming impossible to complete - made the two hostages in Mission
    2 optional, added a Boss battle that is required.

Tailor

  • Many new costume pieces are available.

June 1, 2006

Sort of a vague character recap

Started up a long list of where all my toons are and what I'd like to do with them, but it wasn't holding MY interest, so I doubt it would tickle anyone else.

Here's the short version:

Hang Time: I like the lil' story of recovering himself that he's got going on. I'd like to run some TF's with him, but aside from that, the likelihood of ever getting into Blaster Mode long enough to clear out his OWN arcs is vanishingly small.

Hype: I'd like to do the Hydra Trial with him until I figure out how. I'd like to do Katie Hannon for the sake of completeness. I'm very interested in the expansions to level 50 content in Issue 8. That's all.

Epitaph and Strategist: Mid-30 blahs. No regular play partners. Would like to run Numina with both of them. Need level 35 for both of them to do that -- perpetually 7 bars away on both of them.

Pummelcite: Might likely see level 35 before either Strat or Ep. Love playing him, and really just need someone to team with for the social aspect. Just his 30 and can go back to Croatoa to wrap up that arc. I love RPing this guy, but it's just not how things shake out for him, normally.

Kethos: My highest level villain (at level 26), Keth's been seeing a lot more gameplay lately, and I've gotten comfortable with playing him on the highest difficulty, solo. I'd like to get him in a decent light-RP Supergroup over on Virtue, but... eh. At least I know a couple folks over there to run missions with.

Markov: He's not as easy to play as Kethos, and I can in no way run him at the same difficulty, though they're close to the same level, but he's still fun. Fact is, I like melee guys alot, and I've never played a defendery-person, so Markov is a gameplay and tactical challenge that I'm still figuring out.

Dolmen: I'd like to play this guy a lot more than I get to right now. I like I could end up liking him more than Kethos, maybe. I'll never TRULY love Shadow Maul, and I adore the Stone Melee set.

Zero at the Bone: This guy could be a really really good tank. I don't NEED another tank, but by gosh, I've got one, and I like him.

Strike that.

CityOfHeroes / Task Force List to include the Villain Strike Forces and Trials, and added checkboxes for the three guys I have in range for such things.

New High-level CoV Strike Force

So the Devs put up a contest for the Test server: they give you six days to finish the new level 40+ strike force, as it exists on Test. The reward? If you're the first group to finish it, they'll give you year's subscription for free.

No one won.

Some folks tried it, and the spoileriffic results are here.

Here's a non-plot-spoiler bit that I liked:

The SF team was [subjected to] a strange cycling phase-shift on each player because of the temporal disruption. We never quite figured out the pattern or timer - people would phase in and out uncontrollably.

The mission objective was simple: Manticore, Sister Psyche, Numina, and Back Alley Brawler were standing on City Hall. Together. Defeat these 4 level 50 Heroes, while your teammates are randomly phasing in and out, and the mission is over.

It looks incredibly hard. It looks incredibly cool. It SOUNDS like the kind of epic smack-down you'd expect for a level-50 TF.

Since Someone Asked...

Basic Instructions for City of Heroes [Villains!] Demo Recording