Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Roles

60 posts / 0 new
Last post
JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
Roles

Lets have an overal discussion of the roles being represented in City of Titans.

The roles announced so far boil down to

Ranged DPS
Melee DPS
Tanking
Healing
Crowd Control
Pet Master

What are the characteristics and objectives that you think most correctly the roles? What mechanics do you feel are necessary to best achieve your stated objectives?

To quote myself from a different thread and start the topic's discussion

(When Soloing:)
DPS players should get used to losing health.
Tanks should get used to losing damage (and mobility?)
Buffers should get used to needing something to buff.
Debuffers should get used to dying quick and doing little damage
Petmasters should get used to (me screaming at them for their server load.. <-- kidding) having very low energy

That's my opinion.. I'll post my reasoning later in the thread as I'm supposed to still be at work

Crowd Control Enthusiast

GhostHack
GhostHack's picture
Offline
Last seen: 9 years 8 months ago
kickstarter
Joined: 10/28/2013 - 11:43
do you consider D/Buffers

do you consider D/Buffers "Ranged DPS" or "Crowd Control", as per your list....

Ranged DPS:
strong damage output, moderate atypical defense/support, minimal standard defense
(Ranged heroes and villains should be capable of dishing out solid damage and play "keep away" with enemies to maintain their survivability, with very little in the way of traditional "toughness".)

Melee DPS:
moderate damage output, moderate standard defense, minimal atypical defense/support
(Melee DPS should be able to deal consistent damage while enduring a decent amount of damage in return, with few tricks or tools to further mitigate damage.)

Tanking:
Low damage output, high standard defense, moderate atypical defense/support
(tanking should utilize their traditional "toughness" and support abilities to manage enemies while still providing some damage)

Crowd Control
moderate damage, minimal traditional defense, high atypical defense/support
(CCers should be able to manage enemies effectively while providing decent damage to protect themselves from damage, while lacking much, if any, traditional "toughness")

Pet masters
Character should be low damage, low traditional defense, moderate atypical defense.
Pets should vary, with pet types filling the other roles.

Terms I've used;
Atypical Defense: Debuffs and soft control abilities (as well as non-controllable pets that can "steal" aggro from the character)
Traditional "Toughness": Defense powersets, whether resistance or avoidance,

___________________________________
[i]....Fly me to the moon and let me play among the stars...[/i]

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
My assertions:

My assertions:

Tanks:
Characterized by their survivibility.
Their primary objective is threat (holding aggro).
The mechanics that are necessary for this are 1) High Threat Value 2) High Survivability
Expected Sacrifices are 1) DPS 2) Mobility/Speed 3) Heals

RDPS:
Characterized by their high damage value at range
Their Primary objective is (AoE?) Damage
The mechanics that are neccesary for this are 1) High Base Damage Value 2) Lowered Threat via damage than other sets 3) Ability to hit from distance
Expected sacrifices are 1) Damage Mitigation 2) Mobility/Speed 3) Mez Reistance

MDPS:
Charactized by their high damage value at melee range
Their primary Objective is (ST?) Damange
The mechanics that are neccesary for this are 1) High Base Damage Value 2) High Mobility/Speed (ability to close gap to target) 3) Moderate Defense (especially to attacks made from targets out of range)
Expected sacrifices are 1) Ability to hit from a distance

Buffer:
Characterized by healing allies
Primary Objective is to Boost Ally Performance
The mechanics that are neccesary for this are 1) Ally Targeting 2) Low Threat 3) Improved Revive
Expected sacrifices are 1) DPS 2) HP

Pet master:
Characterized by pet summons
Primary objective is to sustain their pets (?)
The mechanics that are necessary for this are 1) Pet Commands
Expected sacrifices are 1) Energy 2) Mobility/Speed 3) Direct Performance (Damage, Heals, Mez, etc)

Debuffer:
Characterized by crowd control
Primary objective is to lessen enemy performance
The mechanics necessary of this are 1) Crowd Control 2) Perception Control 3) Low Threat
Expected sacrifices are 1) DPS 2) Damage Mitigation

Crowd Control Enthusiast

Fireheart
Fireheart's picture
Offline
Last seen: 3 months 1 week ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
I'm sorry, but I don't feel

I'm sorry, but I don't feel you're correct about what people should 'get used to'.

Ranged DPS could have a heavy defense secondary. They're giving up melee-range DPS abilities. This Can be a form of 'Tank'.
Melee DPS trades in the higher levels of defense available to 'Tanks'.
Tanks trade in the higher DPS abilities for more 'control', 'mez', and aggro-generation.
Healers are also Buffers and De-buffers - all of these behaviors generate aggro.
De-buffers typically do lots of damage because of their De0buffs and are not 'required' to die quickly. Many Tankers have de-buffs, as well.
Pet-masters... I never had low energy. Pet-masters usually complain about not having as many useful attacks. And 'stupid' Pet AI behavior. And not being able to heal/buff/debuff as well as a 'Defender', so they have trouble supporting their pets.

I don't feel these issues are thing players should 'get used to', but rather, learn to mitigate. The very best form of 'mitigation' that I can think of, is having another player to partner with. It only takes one.

In fact, most of these 'roles' only apply in a group setting.

Be Well!
Fireheart

summer-heat
summer-heat's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 10/30/2013 - 12:48
RDPS

For every role, I would design and balance how and what they do based on a hypothetical scenario in which a wave of enemies comes forth doing multiple styles of attacks. I would expect each role to shine as described below under the hypothetical scenario where the player can say "I'm the only good player and this team sucks."

I completely agree with the earlier assessment of the roles' survivability, save for the CC. I think there should be some methods of non-defeat suppression reward for players who wish to roll and RP a pacifist hero that doesn't want to inflict pain.

RDPS
I expect ranged DPS to meet the challenge to defeat a wave of foes through using their ranged attacks while avoiding mechanics around the enemy (heavy dps auras).
MDPS
I expect melee DPS to meet the challenge to defeat a wave of foes through using their melee attacks and positioning to overcome mechanics dropped on the ground (patches thrown, dropped, etc.)
Tank
I expect the Tanking classes to meet the challenge to defeat a wave of foes while keeping others alive by using their taunts and other abilities to draw foes away from them.
CC
I expect the Crowd Controllers to meet the challenge to defeat a wave of foes by preventing the tanks and dps from being defeated too quickly through the use of CC.
Heal
I expect those that take on the role of healer to meet the challenge wave by keeping the tank and the dps alive when there is no CC around. Healing should feel like a specific application of the buffer role more than the buffer role feel like healing (the difference being for example buffer shields are time-based, can be removed by specific dispelling attacks, and healing shields had a temporary health bar/bonus)
PM
Depends how it is implemented. If a solo pet master, I expect the pet to do half as well as a buff/debuff/tank/dps role for the team, where the other half comes from the player to deal RDPS or buff/debuff
If it's a menagerie, I expect each pet to bring a portion of buff/debuff or M/R DPS, managed by the player to do a collective duo job task.
Buffer
If this turns out to be a separate role or the broader spectrum of healing, it should still fall under the expectation they can keep the tank alive even when he is outmatched. It should still enable the dps to provide high damage when it is underpowered.
Debuffer
Like crowd control, debuffer should do a similar job if not be a different part of the Crowd Control spectrum next to Mez.either way, the goal is the same: affect the enemy from impacting the team's health too much. Where the CC has disorients, knock backs, roots, holds, sleeps; the debuffer has the powerful arsenal of -regen, -recovery, -recharge, -acc, etc.

It would be nice if there were certain mission conditions based on the team makeup that would require different roles to perform to this standard to move forward or to accomplish a secondary objective or achieve a bonus objective...

[i]“The story so far: In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.” -Douglas Adams[/i]

Col. Kernel
Offline
Last seen: 7 years 3 weeks ago
Joined: 10/11/2013 - 14:08
First off, let's zoom out

First off, let's zoom out about 10,000 feet and look at this from the metagame perspective.

All of this will be, unfortunately, in CoH terms since we don't have the new terms for CoT yet.

There are 4 possible roles in an MMO.

DPS
Reduced enemy HP

Healer
Replaces friendly/ally HP

Crowd Control (CC)
Mez of all flavors, including but not limited to immob, stun, hold, sleep, confuse. BTW, Tanks fall into this category, controlling the enemy by forcing them to attack himself.

De/Buffer
Improves or disimproves recovery, regeneration, recharge, defense, damage resistance, etc, etc, etc

So the question, to me anyway, boils down to how are the 4 meta roles diversified across the character class types.

I'll follow up on this with a better breakdown of the currently known classes in a later post, have to sign off for now.

GhostHack
GhostHack's picture
Offline
Last seen: 9 years 8 months ago
kickstarter
Joined: 10/28/2013 - 11:43
well, as other threads have

well, as other threads have shown..... coh rolled healing into the buff/debuff category, all but eliminating that section of your list.

most of us seem prefer it that way, some would like it even more removed from the game.

in cox terms the 'meta categories' were more accurately:

dps
direct mitigation
indirect mitigation

where direct mitigation were things like buffs and crowd control, while indirect mitigation were things like tanking, debuffs, and pets.
(you could also call it 'hard' and 'soft' mitigation, if your feelin frisky)

and if we're really being honest.... what is dps, but a form of damage mitigation (by koing opponents before they ko you)

so really we just have various forms of damamge mitigation....if we're being 'meta'

___________________________________
[i]....Fly me to the moon and let me play among the stars...[/i]

Comicsluvr
Comicsluvr's picture
Offline
Last seen: 4 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 09/07/2013 - 03:39
Col. Kernel wrote:
Col. Kernel wrote:

First off, let's zoom out about 10,000 feet and look at this from the metagame perspective.
All of this will be, unfortunately, in CoH terms since we don't have the new terms for CoT yet.
There are 4 possible roles in an MMO.
DPS
Reduced enemy HP
Healer
Replaces friendly/ally HP
Crowd Control (CC)
Mez of all flavors, including but not limited to immob, stun, hold, sleep, confuse. BTW, Tanks fall into this category, controlling the enemy by forcing them to attack himself.
De/Buffer
Improves or disimproves recovery, regeneration, recharge, defense, damage resistance, etc, etc, etc
So the question, to me anyway, boils down to how are the 4 meta roles diversified across the character class types.
I'll follow up on this with a better breakdown of the currently known classes in a later post, have to sign off for now.

IMHO the 'Healer' fits in the 'Buffer' category because all they're really doing is buffing HP back to the starting level.

Having a special 'class' dedicated to Healing leans too close to the Holy Trinity that I would rather stay away from.

I remember when Star Wars was cool...a long, long time ago...

Col. Kernel
Offline
Last seen: 7 years 3 weeks ago
Joined: 10/11/2013 - 14:08
GhostHack wrote:
GhostHack wrote:

well, as other threads have shown..... coh rolled healing into the buff/debuff category, all but eliminating that section of your list.
most of us seem prefer it that way, some would like it even more removed from the game.
in cox terms the 'meta categories' were more accurately:
dps
direct mitigation
indirect mitigation
where direct mitigation were things like buffs and crowd control, while indirect mitigation were things like tanking, debuffs, and pets.
(you could also call it 'hard' and 'soft' mitigation, if your feelin frisky)
and if we're really being honest.... what is dps, but a form of damage mitigation (by koing opponents before they ko you)
so really we just have various forms of damamge mitigation....if we're being 'meta'

You've gone up to the 25,000 foot level, I'm trying stay at the 10,000 foot level to keep some more meaningful distinctions here. If you abstract things too much you don't have anything to analyze.

Ultimately you and Comicsluvr are correct, healing is just buffing missing HP. I separate it out for 2 reasons besides the distinction (which wouldn't mean jack w/o the following 2 reasons).

1) Every other MMO is dependent on the trinity. People expect to see healing because they have been trained to see healing.
_____A) The trinity is caused by healing being imbalanced when compared to all other forms of mitigation.

2) Healing is the worst/poorest/weakest form of damage mitigation.

@Comicsluvr
I'm not talking about any particular class/AT here. I'm talking about the roles they fill. Take a look at the CoH Empath. 3 or 4 Primary powers dedicated to healing, the rest were Buffing. Those are the roles the Emp filled.

===========================
@GhostHack
I do like your comments on DPS. I've long been of the opinion that every class is a support class. They all just support each other in different ways.

I came to visit, haven't finished my "homework" so I can turn in the assignment I promised. Back later.

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Col. Kernel wrote:
Col. Kernel wrote:

GhostHack wrote:
well, as other threads have shown..... coh rolled healing into the buff/debuff category, all but eliminating that section of your list.
most of us seem prefer it that way, some would like it even more removed from the game.
in cox terms the 'meta categories' were more accurately:
dps
direct mitigation
indirect mitigation
where direct mitigation were things like buffs and crowd control, while indirect mitigation were things like tanking, debuffs, and pets.
(you could also call it 'hard' and 'soft' mitigation, if your feelin frisky)
and if we're really being honest.... what is dps, but a form of damage mitigation (by koing opponents before they ko you)
so really we just have various forms of damamge mitigation....if we're being 'meta'

You've gone up to the 25,000 foot level, I'm trying stay at the 10,000 foot level to keep some more meaningful distinctions here. If you abstract things too much you don't have anything to analyze.
Ultimately you and Comicsluvr are correct, healing is just buffing missing HP. I separate it out for 2 reasons besides the distinction (which wouldn't mean jack w/o the following 2 reasons).
1) Every other MMO is dependent on the trinity. People expect to see healing because they have been trained to see healing.
_____A) The trinity is caused by healing being imbalanced when compared to all other forms of mitigation.
2) Healing is the worst/poorest/weakest form of damage mitigation.
@Comicsluvr
I'm not talking about any particular class/AT here. I'm talking about the roles they fill. Take a look at the CoH Empath. 3 or 4 Primary powers dedicated to healing, the rest were Buffing. Those are the roles the Emp filled.
===========================@GhostHack
I do like your comments on DPS. I've long been of the opinion that every class is a support class. They all just support each other in different ways.
I came to visit, haven't finished my "homework" so I can turn in the assignment I promised. Back later.

Ever think MMOs all trying to be like the other with the trinity is why they fail?

Gangrel
Offline
Last seen: 23 hours 29 min ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Brand X wrote:
Brand X wrote:

Ever think MMOs all trying to be like the other with the trinity is why they fail?

Being different though is no guarantee of success either though.

Actually, this is quite interesting. What makes a game successful? Is it when it meets the players expectations? The publishers expectations? The developers expectations?

Is it purely *financial* which makes it a success?

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

GhostHack
GhostHack's picture
Offline
Last seen: 9 years 8 months ago
kickstarter
Joined: 10/28/2013 - 11:43
Col. Kernel wrote:
Col. Kernel wrote:

GhostHack wrote:
well, as other threads have shown..... coh rolled healing into the buff/debuff category, all but eliminating that section of your list.
most of us seem prefer it that way, some would like it even more removed from the game.
in cox terms the 'meta categories' were more accurately:
dps
direct mitigation
indirect mitigation
where direct mitigation were things like buffs and crowd control, while indirect mitigation were things like tanking, debuffs, and pets.
(you could also call it 'hard' and 'soft' mitigation, if your feelin frisky)
and if we're really being honest.... what is dps, but a form of damage mitigation (by koing opponents before they ko you)
so really we just have various forms of damamge mitigation....if we're being 'meta'

You've gone up to the 25,000 foot level, I'm trying stay at the 10,000 foot level to keep some more meaningful distinctions here. If you abstract things too much you don't have anything to analyze.

In my own (admittedly snarky) way.. I think I was trying to express an opinion that you'd already gone "too far out"... I agree, if we abstract too much, we are left without analysis.... but to that same end, if we categorize the elements in terms that are innacurate to the game (COX) as it was, it makes things harder to analyze for the future of this game.

Quote:

Ultimately you and Comicsluvr are correct, healing is just buffing missing HP. I separate it out for 2 reasons besides the distinction (which wouldn't mean jack w/o the following 2 reasons).
1) Every other MMO is dependent on the trinity. People expect to see healing because they have been trained to see healing.

I hate the trinity. It's anti-genre, in my opinion, and in no way reflects the genre... I'd rather stay true to the setting, then to "MMOs" which are, without question, built on the model of Pen and paper, sword-and-sorcery, FANTASY games.... we've had a fun chat about it, here: http://cityoftitans.com/forum/nerf-healing

Quote:

@Comicsluvr
I'm not talking about any particular class/AT here. I'm talking about the roles they fill. Take a look at the CoH Empath. 3 or 4 Primary powers dedicated to healing, the rest were Buffing. Those are the roles the Emp filled.

well, no... it filled the buffing role... it just buffed both your physical prowess, and your HP.

Quote:

===========================@GhostHack
I do like your comments on DPS. I've long been of the opinion that every class is a support class. They all just support each other in different ways.
I came to visit, haven't finished my "homework" so I can turn in the assignment I promised. Back later.

and yes.... every class supports every other.... Healing is just a hold over from DnD, and is not reflective of the vast majority of the superhero genre. All the "healing" in CoX was buffing. there were no clerics or priests in CoX, (a character who's predominant role was to maintain the "life" of his allies) though some players chose to play that way.

___________________________________
[i]....Fly me to the moon and let me play among the stars...[/i]

Col. Kernel
Offline
Last seen: 7 years 3 weeks ago
Joined: 10/11/2013 - 14:08
I will agree that you won't

I will agree that you won't find many examples of healing in the supers genre, Wolverine being the most prominent example.

However, I will say that in order to tell a story in a different one must adapt ones methods to that medium.

As much as I despise the trinity, I have to say that CoX got the balance right. As I stated above, the trinity is created when healing is over powered and all other forms of mitigation are under powered. CoH set up the balance so that healing was beneficial but not absolutely required.

And there are people who love the Healer role. If we hope for this game to grow some of those people need to be encouraged to come and stay a while. Hopefully we'll be able to educate them in the long run.

Re: Your other comments on the Four Role Model (as I call it)

I use this model primarily to break down what CAN be done with a character in an MMO. If anyone can come up with any further roles, I'd love to see what they are. For practical use it's only really useful in designing powersets for the game. I've used it for reverse engineering hybridized powersets to figure out where the strength of a character with given powersets lies, or if a characters roles could be changed by taking or emphasizing different powers from their current sets.

GhostHack
GhostHack's picture
Offline
Last seen: 9 years 8 months ago
kickstarter
Joined: 10/28/2013 - 11:43
Wolverine is Regen, which is

Wolverine is Regen, which is a defense (functionally, invulnerability with a different "visualization")
and there are dozens of regenerators....
what there are almost none of, are characters who can instantly heal an ally, at will, in the heat of combat.

And, while the medium must be addressed... here, that medium is "video games",... "multiplayer online games"..... the structure of the Fantasy MMO (received from DnD and CRPGs) is a function of its GENRE, not its medium.
...and, likewise, the Superhero MMO should look to its GENRE, to define its structure and composition.
I like sports games and CoD, but doesnt mean I expect to see either in a spiderman game.

The segment of the gaming population that "wants nothing to do with a game that doesn't have healing" is rather small. while many enjoy playing healers, few are ONLY interested in playing superhero/villain heroes. (and the same "itch" as a gamer is often just as "scratched" through buffing)

if a game says there's no healing... then there's no healing.... if anything, it'll probably generate buzz from people who have to see how the heck they make the game work, without it?

___________________________________
[i]....Fly me to the moon and let me play among the stars...[/i]

Col. Kernel
Offline
Last seen: 7 years 3 weeks ago
Joined: 10/11/2013 - 14:08
From one perspective I could

From one perspective I could care less if there's healing in this game. I find playing a healer to be like watching paint dry.

From another perspective, one of the huge draws that kept me in CoH for as long as it did was the variety of ways to solve whatever tactical problem was in front of your team.

Transfusion (from a mechanics standpoint) was one type of heal I was glad to see, and even play with, along with its counterpart of Twilight Grasp. I don't have a dog in the heals/no heals fight, as long as the game has enough depth of play that there are plenty of different ways to outwit and defeat the bad guys.

GH
GH's picture
Offline
Last seen: 3 years 7 months ago
Joined: 10/13/2013 - 08:49
GhostHack wrote:
GhostHack wrote:

if a game says there's no healing... then there's no healing.... if anything, it'll probably generate buzz from people who have to see how the heck they make the game work, without it?

You'd have to design the whole game around not needing healing, this isn't going to be that game.

Col. Kernel wrote:

From one perspective I could care less if there's healing in this game. I find playing a healer to be like watching paint dry.

Indeed. My "healers" didn't join teams who were "lf healer", they went and buffed other teams with all the other powers in my sets.

Brand-X wrote:

Ever think MMOs all trying to be like the other with the trinity is why they fail?

Nope. What percentage of MMOs have failed compared to how many MMOs there are and of those how many have blamed it on a bad implementation of the trinity?

GhostHack wrote:

Healing is just a hold over from DnD, and is not reflective of the vast majority of the superhero genre

I've not played the vast majority of the superhero genre (didn't realise it was so vast) but I don't know I want to be reflective of anything, anyway.

I'm personally not lumping buffs in with heals. Before a battle you would group up and cast buffs. Who would pop heals at that point? They're not a buff!

+heal is a reactive response to -hp.
+buff is a proactive boost to a normal state, some buffs can stack.

This is probably a pointless discussion in semantics but that's how I see it.

If people won't pay enough to finance its creation, it is not worth creating.
/Segev

GH
GH's picture
Offline
Last seen: 3 years 7 months ago
Joined: 10/13/2013 - 08:49
Back on topic..

Back on topic..

JayBezz wrote:

Debuffers should get used to dying quick and doing little damage

/fixt: low health players should get used to dying.

Debuffers should be able to stay alive IMHO, via +range debuffing and using any CC tools they may have. Debuff can easily make up for low dps and may well kill stuff quicker than a high dps / heavily resisted damage type character.
Build goals could be +HP, +defense/resistance, mez/cc, regen..

JayBezz wrote:

DPS players should get used to losing health.

A high dps ranged character could possibly polish off a mob without any loss of health. For melee are you looking at the glass cannon scenario? Everything is comparable and I played with some very survivable ones as well as people who were one devastating hit wonder, if it's all dead, who needs HP right?
Build goals would be +def/res/regen and taking dps sets with a secondary such as debuff / mez / lifesteal.

If we're looking at what should be then we need to look at the most OP outcome. That you can build a fire/fire brute that can solo +4x8 and never die without recourse to insps.
Because that's what we had and that's what we need to work back from to make sure that either the player can NOT do that (boo) or that it stays an outlier case (more likely) or becomes commonplace (CoH before ED).

If people won't pay enough to finance its creation, it is not worth creating.
/Segev

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
GH wrote:
GH wrote:

Back on topic..
JayBezz wrote:
Debuffers should get used to dying quick and doing little damage

/fixt: low health players should get used to dying.
Debuffers should be able to stay alive IMHO, via +range debuffing and using any CC tools they may have. Debuff can easily make up for low dps and may well kill stuff quicker than a high dps / heavily resisted damage type character.
Build goals could be +HP, +defense/resistance, mez/cc, regen..
JayBezz wrote:
DPS players should get used to losing health.
A high dps ranged character could possibly polish off a mob without any loss of health. For melee are you looking at the glass cannon scenario? Everything is comparable and I played with some very survivable ones as well as people who were one devastating hit wonder, if it's all dead, who needs HP right?
Build goals would be +def/res/regen and taking dps sets with a secondary such as debuff / mez / lifesteal.
If we're looking at what should be then we need to look at the most OP outcome. That you can build a fire/fire brute that can solo +4x8 and never die without recourse to insps.
Because that's what we had and that's what we need to work back from to make sure that either the player can NOT do that (boo) or that it stays an outlier case (more likely) or becomes commonplace (CoH before ED).

So, we don't want Blasters to be like in CoH now? Sorry, trying to get it clear what it is that we want like CoH and what we want different here, because I can swear there's lots of posters saying "Make it like CoH!" then going off saying, well something like this.

Blasters were glass cannons. They were meant to kill before they were killed, and for LOTS of players, Blaster on SOs was faceplanting often if they weren't on a team, fighting low level enemies or using their nuke.

GH
GH's picture
Offline
Last seen: 3 years 7 months ago
Joined: 10/13/2013 - 08:49
I didn't like Blasters. You

I didn't like Blasters. You can do away with them for all I care, they just confused me. Were they ranged? Were they melee? Why did they have so little health? Why were they no fun to play, ever?

I played with a couple of blasters who didn't die. They may have started off life as low hp, high dps but ended up with high survivability AND high dps. Same with stalkers. You could get very high dps and you didn't *have* to die just because you were a given AT.

And *everyone* is meant to kill before they get killed. Except the vengbait.

If people won't pay enough to finance its creation, it is not worth creating.
/Segev

Fireheart
Fireheart's picture
Offline
Last seen: 3 months 1 week ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
I really don't get all of

I really don't get all of this 'Fantasy' hate. It's just 'superheroes' in a pre-industrial setting. Why not just let the City be what it is/was? You don't have to be exclusive and say, "No Greenies allowed. All Greenies are anti-genre. Greenies Go Home! Your Fantasy is not my Fantasy!"

That's silly!

Be Well!
Fireheart

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
If a player wants to do alot

If a player wants to do alot of damage they SHOULD sacrifice survivability is the assertion I am making.

So choose to be a glass cannon OR choose to be a steel pillow. But you wont be a steel cannon.

There are always some who say "you can take this role away from the so called trinity" and the problem with these assertions are two fold. Firstly taking away a playstyle can lower your player base and Secondly the assertion is usually made to encourage solo-ability.

My current superhero fix is being quenched by Marvel Heroes. The gameplay is not sandbox MMORPG but it is rather well balanced for PvE. They also do not have a "healer" class and guess what happens.. NO ONE TEAMS! I mean it's near impossible to find a group of people to play with on a consistent basis unless you form a group offline. I dont want that to happen in City of Titans

Crowd Control Enthusiast

Redlynne
Redlynne's picture
Online
Last seen: 1 min 58 sec ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
GH wrote:
GH wrote:

I didn't like Blasters. You can do away with them for all I care, they just confused me.

I think you just disqualified yourself for being able to discuss their merits in an unbiased fashion.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Arch_Light
Arch_Light's picture
Offline
Last seen: 5 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 10/17/2013 - 10:15
While I understand the OP is

While I understand the OP is talking in generalizations.
COH was so flexible that you could exceed your "ROLE" or take your AT into a new direction. Some of my favorites were my bent AT. My Armored Corrupter the Dom that played like a Brute. Note I did not say the Dom was a Brute. But the way it felt to play totally changed.

Another thing that allowed this was the enhancement system and then the IO Crafting system bonuses. Being able to tailor the powers you have to do different things than the guy next to you with the same power set.
My Fire/Sonic Corrupter was leveled up with a casual in game friend who also had a Fire/Sonic and the way they played were night and day. I was all offense and he was all team support with less offense. We both enjoyed what we were doing.

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
JayBezz wrote:
JayBezz wrote:

If a player wants to do alot of damage they SHOULD sacrifice survivability is the assertion I am making.
So choose to be a glass cannon OR choose to be a steel pillow. But you wont be a steel cannon.
There are always some who say "you can take this role away from the so called trinity" and the problem with these assertions are two fold. Firstly taking away a playstyle can lower your player base and Secondly the assertion is usually made to encourage solo-ability.
My current superhero fix is being quenched by Marvel Heroes. The gameplay is not sandbox MMORPG but it is rather well balanced for PvE. They also do not have a "healer" class and guess what happens.. NO ONE TEAMS! I mean it's near impossible to find a group of people to play with on a consistent basis unless you form a group offline. I dont want that to happen in City of Titans

Well, to be fair, why would you want to team in Marvel Heroes?

"YAY! I'm Spider-Man...wait...so are you and you and you and you and you and you...oh hey look 5 hulks!"

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
Brand X wrote:
Brand X wrote:

Well, to be fair, why would you want to team in Marvel Heroes?
"YAY! I'm Spider-Man...wait...so are you and you and you and you and you and you...oh hey look 5 hulks!"

People will always enjoy solo ability.

But in Marvel Heroes I have found it entirely difficult to have a social experience. Luckily most of my gaming friends are from IRL and can compensate for their lack of social tools and mechanics.

- -

As a gamer I reject the idea of playing a MMORPG to play myself (although I respect and support peoples desires to play differently)

As a comic book lover I also reject the idea that even Spider-Man (or Punisher, or Spawn or Batman) can work as effective storytelling without the existence of their social circumstance (Aunt May, Other Heroes, etc). I would gladly play with 5 Hulks if it were not so difficult.

But beyond their horrible social UI, the gameplay itself lends itself to players not having any need for teaming. Very little combat benefit. No healers. No ally targeting.

I say this to say that roles are just as important as build diversity when thinking about building content players WANT to team up to do. I've played the "I don't need anyone" games where everyone was a bit of every role with different builds. It's great for soloing but there's so little incentive to make friends.

Crowd Control Enthusiast

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
JayBezz wrote:
JayBezz wrote:

Brand X wrote:
Well, to be fair, why would you want to team in Marvel Heroes?
"YAY! I'm Spider-Man...wait...so are you and you and you and you and you and you...oh hey look 5 hulks!"

People will always enjoy solo ability.
But in Marvel Heroes I have found it entirely difficult to have a social experience. Luckily most of my gaming friends are from IRL and can compensate for their lack of social tools and mechanics.
- -
As a gamer I reject the idea of playing a MMORPG to play myself (although I respect and support peoples desires to play differently)
As a comic book lover I also reject the idea that even Spider-Man (or Punisher, or Spawn or Batman) can work as effective storytelling without the existence of their social circumstance (Aunt May, Other Heroes, etc). I would gladly play with 5 Hulks if it were not so difficult.
But beyond their horrible social UI, the gameplay itself lends itself to players not having any need for teaming. Very little combat benefit. No healers. No ally targeting.
I say this to say that roles are just as important as build diversity when thinking about building content players WANT to team up to do. I've played the "I don't need anyone" games where everyone was a bit of every role with different builds. It's great for soloing but there's so little incentive to make friends.

I don't think it should be too hard to team or find teams for those that want to form one. At the same time though I don't think it should come down to must team because I need others to survive efficiently.

While Spiderman do have the other bit characters, in solo play, those are the contacts. IMO.

But usually Spiderman usually end up having epic battles alone, he is on the cover most of the time, most of the story revolves around him and people he interacts with, and less so much on Spiderman with the Hulk, with Wolverine, with some Weird Due in Green spandex, and the Heal bot vs Venom. Because while teaming can be good and can be social at the same time make the hero feel weak. Like gang members that must find 66-7 buddies to beat up some criminals. Most people don't look at 6 thugs in RL life beating up on one dude and go "Wow those guys are so tough. They have mad skills. Most people that I know look and say, "Well dang, it took 6 of them to fight that one guy? Those 6 must really be some weaklings."

But the social aspect, teaming, for those that find it fun, should be made easier with good UI, but I don't think it shouldn't ever become "because toons need to team" because then on the surface there may be more teaming but in reality it's mostly even less social and mostly just trying to get it done to get it done so they can move on simply because they cant do it alone. Which still leaves the most of the social aspect of it within groups of friends that know each other offline.

I say just let it flow. Make it easy for those that want to team and go the Super friends route to do so. Give them good bases, good chat tools, good UI, powers that mesh with each other. Make it easy for those that want to solo, feel epic, be the star and create their own immersion into a comic book classic character where they fight epic battles and overcome the odds alone. And for people that are in the middle that do both ,Team when they can but don't want their game time to be a no start simply because one friend have to babysit the kid, another got grounded, one died of heart attack, another don't feel like playing, and one busy pvping. Allow them to soldier one effectively too solo or teaming. Because when either one feels forced it usually do not go well, from what I seen, for the social aspect at all.

And sometimes just observation, some players been well known in COX for so long where everyone know their name and have many friends they forget what it is to be like or what it was to be like to be on the outside. So they go to the new game, no one speaks to them in the first few minutes and then they say the game isn't social enough. Give it time and don't be afraid to open up lines of chat. Many times COX channel in CO have 78-100 and while CORP have just as many and yapping away, not a single word goes on in the COX channel for half hour to hours at a time. people on Many new players experienced the same feeling, from what have been said on WoW forum, in CO chat channels, and GW2 boards, that they felt like there was no connection for them in the COX game as far as community. To me some servers did have a pretty tight knit SG and their friends and anyone else was left out and seemed empty to the point that unless a person knew someone that knew someone that knew someone, a team was very hard to come by.

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
Ok.. I used Aunt May as a

Ok.. I used Aunt May as a example when I should have said "Robin, Batgirl, and Catwoman" But regardless of the heroic nature of a characters friends.. I hold to my assertion that solo heroes don't have a place in my mythos. This is why DC movies are having to play catch up to Marvel films. Ensemble casts are just more engaging to an audience.

Again I do not speak for anyone but myself.

Crowd Control Enthusiast

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
JayBezz wrote:
JayBezz wrote:

Ok.. I used Aunt May as a example when I should have said "Robin, Batgirl, and Catwoman" But regardless of the heroic nature of a characters friends.. I hold to my assertion that solo heroes don't have a place in my mythos. This is why DC movies are having to play catch up to Marvel films. Ensemble casts are just more engaging to an audience.
Again I do not speak for anyone but myself.

Indeed. those ensemble movies are the bizzness to watch.

But playing a game, my enjoyment kind of differ from what I enjoy in a movie. Although while those ensemble things have me intrigued the first two watched the usual Batman, Thor, Hulk, CPT America movies where they are by themselves and alone, and fighting their own battles have me truly interested in their character and their story. When they all together smashing stuff, it's ohhh ahhh, cool to watch but no sense of feeling. Like lighting up a fire cracker. It's one hell of a bang but forgotten about and who did what after a few minutes. Hell me personally I prefer to watch a movie alone or maybe one or two other people instead of a theater full of people. My enjoyment for myself is better when it don't revolve around other people's action or , what they find is fun, and what they think I should find fun, and what powers they think I should use, and what missions I should do and at what pace and what costumes they think I should wear. All of that becomes too much of a drag and nullifies my fun and kills the engagement of my creation.

I'm more me personally is engaged more when I can actually play my creation and everyone else with one that want everyone to wait

But yeah I'm only speaking for myself. As I always say, what one find fun and enjoyable, maybe be horrid and torture to another.

Trust me if they made a stand alone game with the expanse and the world of an MMO super hero, that is where I would happily be, but then again I do like chatting with people as I play but teaming, usually it seems more hassle than fun for me and don't seem to me to fit with the super hero lore when most of the origin storys are about them finding themselves and their powers and abilities and having a fight, usually the first time they get smacked, then later come back mono to mono and kick butt and save the day. Maybe with some other character hero in there from time to time but usually it's Superman. Not Superman, Lois, Supergirl Aquaman, CatWoman comic. A few but not the meat and potatoes. Usually it's Superman.

Col. Kernel
Offline
Last seen: 7 years 3 weeks ago
Joined: 10/11/2013 - 14:08
Fireheart wrote:
Fireheart wrote:

I really don't get all of this 'Fantasy' hate. It's just 'superheroes' in a pre-industrial setting. Why not just let the City be what it is/was? You don't have to be exclusive and say, "No Greenies allowed. All Greenies are anti-genre. Greenies Go Home! Your Fantasy is not my Fantasy!"
That's silly!
Be Well!
Fireheart

Generally speaking your typical fantasy setting involves gods and rituals. Some times mythology is brought into comics. Examples include Marvel's Black Knight wielding Excalibur and riding a winged horse, or Thor or Hercules. Rituals not so much other than as a plot device to be interrupted by one side or the other

JayBezz wrote:

If a player wants to do alot of damage they SHOULD sacrifice survivability is the assertion I am making.

i agree that there should be trade offs for the sake of game balance. One doesn't get something without giving something else up.

The tradeoff doesn't necessarily need to be the exact one you've stated.

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
Col. Kernel wrote:
Col. Kernel wrote:

i agree that there should be trade offs for the sake of game balance. One doesn't get something without giving something else up.
The tradeoff doesn't necessarily need to be the exact one you've stated.

Agreed.

What are the role based trade offs would you implement?

Crowd Control Enthusiast

GH
GH's picture
Offline
Last seen: 3 years 7 months ago
Joined: 10/13/2013 - 08:49
Col. Kernel wrote:
Col. Kernel wrote:

One doesn't get something without giving something else up.

Is marriage the exception to this?

If people won't pay enough to finance its creation, it is not worth creating.
/Segev

Col. Kernel
Offline
Last seen: 7 years 3 weeks ago
Joined: 10/11/2013 - 14:08
GH wrote:
GH wrote:

Col. Kernel wrote:
One doesn't get something without giving something else up.

Is marriage the exception to this?

Bwhahahahahahahahhahahhahhahaaahaaahaahah!

Col. Kernel
Offline
Last seen: 7 years 3 weeks ago
Joined: 10/11/2013 - 14:08
JayBezz wrote:
JayBezz wrote:

Col. Kernel wrote:
i agree that there should be trade offs for the sake of game balance. One doesn't get something without giving something else up.
The tradeoff doesn't necessarily need to be the exact one you've stated.

Agreed.
What are the role based trade offs would you implement?

I didn't have anything in specific in mind. Just cautioning you against thinking inside the box. Just because "it's always been done that way" doesn't mean that's the best way to do it.

GhostHack
GhostHack's picture
Offline
Last seen: 9 years 8 months ago
kickstarter
Joined: 10/28/2013 - 11:43
Col. Kernel wrote:
Col. Kernel wrote:

GH wrote:
Col. Kernel wrote:
One doesn't get something without giving something else up.

Is marriage the exception to this?

Bwhahahahahahahahhahahhahhahaaahaaahaahah!

+10

/throws a brick

___________________________________
[i]....Fly me to the moon and let me play among the stars...[/i]

Mimik
Mimik's picture
Offline
Last seen: 10 years 3 months ago
Joined: 12/17/2013 - 09:11
bump

bump

summer-heat
summer-heat's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 10/30/2013 - 12:48
So I assume we're ready to

So I assume we're ready to come back down from the 10,000-20,000 ft step back we took?

Which btw, I reread ZM's chart and realized we have a glimpse of what the CoT roles might be:

Melee
Ranged
Support
Control
Defense
Pets

So I'll correct myself on my original expectations since Buffer, Debuffer, and Healer would all be considered Support. I do think the split of Buff/Debuff/Heal is good to not what's expected, since they do very different things to support the team.

What I noticed about the cross-grid usage presents a possibility that eventually we will have two sides of every combination, and no role will be savant in the specific primary they choose like Defenders and Corruptors.

[i]“The story so far: In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.” -Douglas Adams[/i]

Fireheart
Fireheart's picture
Offline
Last seen: 3 months 1 week ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
The most exciting thing about

The most exciting thing about that grid, to Me, is the combinations that we Didn't see in CoH. And that we Don't see in other games, either, Like a full-blown, purpose-built Controller-Tank (Defense/Control).

Be Well!
Fireheart

Tarakas
Offline
Last seen: 2 weeks 5 days ago
kickstarter11th Anniversary Badge
Joined: 09/03/2013 - 13:46
Sorry Fireheart, but you're

Sorry Fireheart, but you're probably not going to see a Defense/Control AT. Down in the thread with the chart Zombie Man said:

The blank spots with the lines in them are the least likely to ever happen. The totally blank ones are pie-in-the-sky maybe-possibles. But we're looking at years after launch.. possibly... maybe...

Fireheart
Fireheart's picture
Offline
Last seen: 3 months 1 week ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
Heck, I'm not expecting it at

Heck, I'm not expecting it at Roll-out, it's just a nifty idea.

Be Well!
Fireheart

Cataract
Offline
Last seen: 10 years 4 months ago
kickstarter
Joined: 10/09/2013 - 21:25
summer-heat wrote:
summer-heat wrote:

So I assume we're ready to come back down from the 10,000-20,000 ft step back we took?
Which btw, I reread ZM's chart and realized we have a glimpse of what the CoT roles might be:
Melee
Ranged
Support
Control
Defense
Pets
So I'll correct myself on my original expectations since Buffer, Debuffer, and Healer would all be considered Support. I do think the split of Buff/Debuff/Heal is good to not what's expected, since they do very different things to support the team.
What I noticed about the cross-grid usage presents a possibility that eventually we will have two sides of every combination, and no role will be savant in the specific primary they choose like Defenders and Corruptors.

I actually read about the same thing as this. My only hope is that "Control" can be a mixture of Crowd Control and Debuff, and Support can be focused more on the Buffs. In theory then, Control can be a viable option as a secondary powerset because you would be looking at powersets similar in balance to Dark Miasma (some holds, soft controls, and debuffs) instead of just hard lockdown. Mix Cold Domination with Ice Control, Thermal Radiation with Fire Control, Kinetics with Gravity Control etc... to make more interesting power combinations.

While I see the unlikelihood of having a Fiery Aura/Fire Control hero, I could see a Fiery Aura/Thermal Radiation one instead. This playstyle would be vastly different than a buffing set, and I think deserves a distinction. A Force Fields/Energy Aura character would obviously play differently than what I suggested. I thought the names Paragon (for the buff/shields) and renegade (for the debuff/shields) would be cool :)

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
Plus One on my goggle

Plus One on my goggle

Crowd Control Enthusiast

Nadira
Offline
Last seen: 3 years 2 weeks ago
11th Anniversary Badge
Joined: 01/01/2014 - 13:25
I absolutely adored my dark

I absolutely adored my dark defender. She could do a bit of everything and was always useful in any team regardless.
That said, I do not think there should be a separate healer role in the new game. It almost wasn't there in CoH (even the developers admitted that the empathy defender was a mistake) and it was never missed. Each defender could do his or her job just fine with a combination of buffs, debuffs and soft controls. It was the new players who were clamouring for 'lf healer' because they were used to needing a healer.

Controllers are, and pretty much will always be, a problematic role in any game. That is because they are pretty binary in their effect. Either the target is controlled or not. If it is then there is 100pct mitigation, which makes them effectively better tanks than the tanks. If the target is not controlled then the controller is either KO (the usual 'casters have low hp' assumption from developers) or the controller is a minitank capable of taking on their own uncontrolled targets. In PvP they are even worse of a nightmare because -nobody- likes to be chain controlled and whittled to death (*cough* Carnival *cough*). It tends to make for a rather boring playstyle, or one that is frantic button mashing, but again little in between. Not that CoH was high on the tactical ability activations at the best of times of course.

Pets work great in PvP and are pointless in PvP, unless there is some obscure free will overriding mechanism active that forces other players to attack the pet and not the owner. Then again, games that try to mix PvP and PvE generally do only one of those well, and more frequently ending up doing neither at all well. Star Wars TOR is one of the worst offenders recently with both sides of the PvP conflict being exactly identical in everything but colourscheme.

City of Heroes actually had it reasonably well when it came to roles (except for the problematics of controllers that is). With their tanking, melee, ranged dps, defender and controller roles in various combinations, later added with pets. It gave each class the ability to have a primary or secondary role as dps, and thus soloability. And a primary or secondary role for the players to enjoy and to fit into groups. As a system I think that should be preserved. The biggest problem was the power creep that occured and was with difficulty and often temporarily reined in. Tanks could become so sturdy they were able to stuff dozens of higher level enemies in a barrel and let them pound on them till kingdom come. Blasters could alpha all but bosses and a few lieutenants, and those were basically crawling away. And controllers could lock down half an instance and keep it locked down (so I exaggerate a bit, but in the quest to feel super powerful the mooks were made entirely pathetic, and it kind of takes the fun out of it. LotRO has been doing the same thing and it is a bit of a snooze fest where you have to really gimp yourself to feel even remotely challenged with barely any on level equipment against enemies 5 and more levels above you. By the dozen.)

And the existence or lack of healing roles is not why players don't group. SW:TOR does have three healing roles (out of 8) and grouping in that game is something that is done only for the occasional heroic mission, and even then players tend to outlevel and then solo it. The problem is that the default mode for the majority of players is to solo things and not bother to try to get a group together. That takes work and time, and players are no inclined to invest much time in it. CoH was released at the end of the era where games were still developed with the idea that players would form groups for most of the content, and it still, barely, created a playerbase that expected to team up. Games released even only a few years later rarely had that assumption and were basically glorified single player games with a chat facility. If you want to return to a game teaming up is 'normal' you will have to design a significant part of the content that it will require a team, and more so, have the content somewhat adaptive that no 'trinity' is required. If a group of tanks enters an instance, it should shift the tactics so as to challenge tanks and not bother with the anti-controller tactics. That way players can quickly group up and have fun in a challenging instance instead of spending lots of time waiting for that one essential but impopular role.

jai jobi khan
jai jobi khan's picture
Offline
Last seen: 9 years 8 months ago
Joined: 12/10/2013 - 01:02
Maybe the DPS classes should

Maybe the DPS classes should merge into a single class. If you favor up-close fighting, your power selection should show that. If you favor range you power should reflect that but you should have the option to do both. When I think of blasters. Heroes like cyclops an the punisher come to mind. Yeah cyclops shoots optic blast, but best believe his cqc is on point. Punisher shoots guns all day. Get close enough an your gonna have a combat knife fighter on your hands. Granted neither of the two are wolverine(specialized). They should still be able to hold their own without specializing. Just because they caught you reloading doesn't mean you should be in way over your head cause a few minions closed the gap.

When it comes to tank types holding arrgo. I think that should be kept to a minimum. IMO it should be based off tactics .Tactics always played a factor in the comics. Juggernaut has been defeated many times without a tank holding his arrgo. The xmen have be out number time an time again. Managing to prevail with tactics. Tanks on the team should be able to still survive like they do but are just that "strongmen"! Just because colossus went down, doesn't mean nightcrawler, an Storm's fate are sealed.

What im trying to say is that the trinity thats treasured by so many has the opportunity to be broken. But it depends on something new the dev have to implement. For example a "hero reputation bar" maybe 4 out of 8 goons run up on you an a friend while the other 5 look on cheering there members on giving them buffs. Maybe you have a solid reputation in that area against that gang an the boss of a mob wants a little one on one to prove himself against the scrapper waving his underling back due to your rep. Rep bars can determine the actions taken by mobs. who they rush, who they try to avoid. Etc,etc

Healers could be just as effective as the next hero but they specialized in their method of healing. Maybe the mutant healer can touch heal you, but it effects there health as well. Possibly sharing a portion of the debuff effect as they heal/remove time off debuff effecting you. Science healers have to use there "extract" ,"analysis" abilities to learn about different types of effects they can treat in the field. Put a twist on things. You know your fist attacks can't hurt the robot unless you transform to your diamond body state. Your a mezzer but those abilities are unavailable in that state.(white queen) the strongman an the enforcer have been wrap up by a boss plant villan. As she pumps there bodies full of venom it becomes harder for them to break free as the venom effect lowers there resistance to poison/ damage debuff. One sniper's shot breaks the creatures concentration. Releasing both members. He fires a nitrate round destroying the plant bosses AoE trap. Power choice over roles! You play smart! You learn from mistakes. No enemies are ever the same. Boredom goes on vacation! Rep gives you a sense of what your facing(be it superman or quickieman)! Study allows healers to sell, trade, learn,an create to become master of the craft. Freeform limitations. (No one can do it all)

We're not here because we're free. We're here because we're not free.

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
Well, Cyclops is much more

Well, Cyclops is much more than just a ranged blaster. He's as durable as Captain America without his shield, and still a good hand to hand martial artist. >_> *just likes to point out Cyclops is way better than many give him credit for*

I do think combining some CoH classes into one is a good thing. One thing I always thought they should've done in CoH was give Tanks the highest hard cap on resists, with Brutes/Scrappers/Stalkers having the same (lower than Tanker) hard cap on resists, with the differences being in their AT specific mechanics.

Nadira
Offline
Last seen: 3 years 2 weeks ago
11th Anniversary Badge
Joined: 01/01/2014 - 13:25
if you want to get formal

if you want to get formal there are only two roles at the most basic: dps and mitigation. Because players are used to it, and because they play out differently these two roles are tyipcally split into melee and ranged. This gives 4 key roles: melee dps (scrapper), melee mitigation (tanker), ranged dps (blaster) and ranged mitigation (defender).
Mitigation can be divided into two categories (though it is rare nowadays to have a class in a game that is exclusively one or the other) preventative and restorative. Preventative ensures that damage is not taken in the first place. Tankers fall in this category (they prevent damage to other team members and take reduced damage themselves), most of the defender archetypes in CoH fell in this category as well. Restorative is, as the name indicates, restoring a certain finite resource used by the combat mechanism (usually hitpoints or mana or morale or whatever it is called).
This gives us 6 in theory, but 5 in practices roles (restorative tanking is face tanking by a healer and rarely ends well both in game and balance wise): melee dps, melee mitigation, ranged dps, ranged preventative mitigation, ranged restorative mitigation.
Beyond this you either have a radically different combat system or you have different -methods- of achieving one of the above five roles. CoH has shown that you do not need a dedicated healer in a game if you design around preventing damage rather than restoring it. In modern games this is the trend as being a purely reactive healer is stressful and not particularly fun to most players.
-
The idea of basing gameplay off tactics rather than bashing each others face in is something that has been attempted more than once, but always ran into the problem that this requires that the NPCs to be a lot smarter than is practical. Computing power of servers has gone up considerably since the days of the early MMO games like Everquest and 'IF fn(A) > fn(B) THEN attack(A)' is no longer already too computationally expensive, but anything remotely like NPC behaviour that allows for and requires tactics is beyond computers. At least in the "real time, thousands per second" requirements for an MMO server. You will need some form of priority queue for the NPC to pick who to bash on. Modern computers let you get away with some better weighing of that queue (i.e. it no longer needs to be based purely on dps values and class determined multipliers) so that the NPC can decide to finish off the player who is almost KOed. Emergent AI, though still -very- simple is achievable. Think of NPC spreading out rather than clustering (anti-blaster tactic), switching to ranged attacks when more than a threshold of NPCs is already in melee. Preference to spread out to other targets when the aggro list on the tank is too long. High aggro multiplier on low HP but high threat opponents (anti-healer tactic, though it works against blasters too). If you try to make it more complicated than that you quickly run into the situation where it is not computationally feasible (and thus not financially because you will need more servers per 1000 players).
-
The more 'states' a player and NPC can have, the more varied and tactical combat can be. Of course it also creates more monsters that are unbeatable for certain players. (i.e. it is nice that you will need diamond fists to damage a robot, but if your class does not have those then you are hosed if you encounter. CoH had a few of those, that were near unbeatable to certain classes, intentionally so. Like the infamous Sappers, the KoA or certain types of Nemesis robots. The more complex the combat system the more room for unintended consequences and player frustration. This is not an argument against, but a caution not to expect miracles.
-
The trinity is a problem not because of the method, but because one or more classes are mandatory. Originally the trinity was: Tank + Healer + Control or Tank + Healer + Puller. DPS was so common it was never a bottleneck. This fit into a specific game and combat design with a) high attrition rating (i.e. NPCs dealt a lot of damage that could not be mitigated) and b) adds or linked opponents (i.e. fights lasted long enough that respawns or wanderers were inevitable, or groups of opponents could not be split). To avoid the trinity and to pull in the 'casual gamer' games have been moving in the opposite direction by giving each class so much survivability, dps and soft control that there is no functional difference between them anymore. This is nice for players who drop by for a few minutes or half an hour, but it also all but kills off the social aspect of these games. The same tendency can be seen with raids and groups. Games used to have 70 to 100 man raids, nowadays it is perhaps as much as 16. Group sizes went from 8 to 6 to 4 or even 3.
Whether or not this can be reversed, and if it is worth the attempt is open to debate. Commercial developers seem to cater for the new trend that has games, even as complex as MMOs, on consoles and smart phones.

jag40
Offline
Last seen: 7 years 9 months ago
Joined: 09/17/2013 - 10:51
Nadira wrote:
Nadira wrote:

if you want to get formal there are only two roles at the most basic: dps and mitigation. Because players are used to it, and because they play out differently these two roles are tyipcally split into melee and ranged. This gives 4 key roles: melee dps (scrapper), melee mitigation (tanker), ranged dps (blaster) and ranged mitigation (defender).
Mitigation can be divided into two categories (though it is rare nowadays to have a class in a game that is exclusively one or the other) preventative and restorative. Preventative ensures that damage is not taken in the first place. Tankers fall in this category (they prevent damage to other team members and take reduced damage themselves), most of the defender archetypes in CoH fell in this category as well. Restorative is, as the name indicates, restoring a certain finite resource used by the combat mechanism (usually hitpoints or mana or morale or whatever it is called).
This gives us 6 in theory, but 5 in practices roles (restorative tanking is face tanking by a healer and rarely ends well both in game and balance wise): melee dps, melee mitigation, ranged dps, ranged preventative mitigation, ranged restorative mitigation.
Beyond this you either have a radically different combat system or you have different -methods- of achieving one of the above five roles. CoH has shown that you do not need a dedicated healer in a game if you design around preventing damage rather than restoring it. In modern games this is the trend as being a purely reactive healer is stressful and not particularly fun to most players.
-
The idea of basing gameplay off tactics rather than bashing each others face in is something that has been attempted more than once, but always ran into the problem that this requires that the NPCs to be a lot smarter than is practical. Computing power of servers has gone up considerably since the days of the early MMO games like Everquest and 'IF fn(A) > fn(B) THEN attack(A)' is no longer already too computationally expensive, but anything remotely like NPC behaviour that allows for and requires tactics is beyond computers. At least in the "real time, thousands per second" requirements for an MMO server. You will need some form of priority queue for the NPC to pick who to bash on. Modern computers let you get away with some better weighing of that queue (i.e. it no longer needs to be based purely on dps values and class determined multipliers) so that the NPC can decide to finish off the player who is almost KOed. Emergent AI, though still -very- simple is achievable. Think of NPC spreading out rather than clustering (anti-blaster tactic), switching to ranged attacks when more than a threshold of NPCs is already in melee. Preference to spread out to other targets when the aggro list on the tank is too long. High aggro multiplier on low HP but high threat opponents (anti-healer tactic, though it works against blasters too). If you try to make it more complicated than that you quickly run into the situation where it is not computationally feasible (and thus not financially because you will need more servers per 1000 players).
-
The more 'states' a player and NPC can have, the more varied and tactical combat can be. Of course it also creates more monsters that are unbeatable for certain players. (i.e. it is nice that you will need diamond fists to damage a robot, but if your class does not have those then you are hosed if you encounter. CoH had a few of those, that were near unbeatable to certain classes, intentionally so. Like the infamous Sappers, the KoA or certain types of Nemesis robots. The more complex the combat system the more room for unintended consequences and player frustration. This is not an argument against, but a caution not to expect miracles.
-
The trinity is a problem not because of the method, but because one or more classes are mandatory. Originally the trinity was: Tank + Healer + Control or Tank + Healer + Puller. DPS was so common it was never a bottleneck. This fit into a specific game and combat design with a) high attrition rating (i.e. NPCs dealt a lot of damage that could not be mitigated) and b) adds or linked opponents (i.e. fights lasted long enough that respawns or wanderers were inevitable, or groups of opponents could not be split). To avoid the trinity and to pull in the 'casual gamer' games have been moving in the opposite direction by giving each class so much survivability, dps and soft control that there is no functional difference between them anymore. This is nice for players who drop by for a few minutes or half an hour, but it also all but kills off the social aspect of these games. The same tendency can be seen with raids and groups. Games used to have 70 to 100 man raids, nowadays it is perhaps as much as 16. Group sizes went from 8 to 6 to 4 or even 3.
Whether or not this can be reversed, and if it is worth the attempt is open to debate. Commercial developers seem to cater for the new trend that has games, even as complex as MMOs, on consoles and smart phones.

That is some truth there.

Although I do think social comes into many forms which I think old school MMO players tend to forget. The times are changing but the way they try and "Social" seems to be resisting, which make it seem the social aspect is declining when in reality it do not have to. Sure I nthe day, when holy trinity was needed, one had to join team to survive. That is seems what is called social but in reality it may not be actual socal more than "I'll put up with ya because I need to survive." Now that needing other people to survive seems to be somewhat fading away I nthe game world, people forget that social interactions go beyond forced teaming. You can still run by someone and say hey. If ya team with someone just because they do not need you to survive doesn't mean ya cant be social. IN fact I think not needing someone to survive improved the social aspect because it cut down on the buttholes that knew a person cant survive on their own so they treat people any kind of way knowing if they quit the team, they are the ones inconvenienced. When people can survive on their own, a person quit, and still can accomplish the task. It's that many have no clue how to be social outside of telling people how to play what their role is, and how they are supposed to play and yelling at each other over every little mistake. To some that seem to be what they call being social. When the roles are blurred and people can make all in one toons, then it's hard to bark orders at what people are supposed to do and knowing that the person don't have to put up with crap just to survive, many feel their power over others is lost.

But social aspect can still happen. People can still team to be social even though they do not need each other to survive. People still can hang out and chat. And people even online can act civilized when talking to other people in game believe it or not that do not involve telling other people what to do and what their role is supposed to be or generally being a butthole. The times is changing where people don't have to team and forced to deal with buttholes to get along. And sadly due to past experiences some people are relieved and stick to their close group of friends and look upon outsides with a suspicious eye. Which also make it seem like it's not as social as it used to be. I think that it's just less fake and forced social, which didn't always translate well into true social. Like just because two people are locked into a room doesn't automatically mean they will like each other or becomes friends. Even if their life depended on each other, they may do what they have to do to survive but in reality they want to off each other.

I think it's simply getting to point where social and teaming no longer have it's forced together crutches and incentives and people will have to actually socialize with less of the carrots to do so. AKA, they will have to do it if they want to and not because they have to survive or because they get extra rewards and etc.

I remember when COX first came out and people was like "About time causal gamers of the market got some focus." Well, I think many game makers are realizing there are a lot more casual gamers than previously thought. And thus it probably will be less informal more fluid groups and interactions. And less of the traditional, You get the carrot and team or get beat with the stick if you try to solo." approach of the old games.
Not to mention when a lot of the old games cme out 2006 and prior social media was in it's relative small stage. So it was easy to focus simply only hard core gamers and still be financially success. Now games much compete with a hot social media society on top of people get older and usually cant play as long or hard as they played during their high school and college years once family, job, and other life responsibilities come into play. In the old days, players simply had to hang up the game now and days, companies realize that many still want to play although they may not have 4-6 hours at a time to play and since they do have job they probably have even more disposable income than they had in high school or college.

GH
GH's picture
Offline
Last seen: 3 years 7 months ago
Joined: 10/13/2013 - 08:49
Nadira wrote:
Nadira wrote:

CoH had a few of those, that were near unbeatable to certain classes, intentionally so. Like the infamous Sappers, the KoA or certain types of Nemesis robots.

None of those were unbeatable. Sappers were annoying as they drained endurance if you let them.
Step one was to not let them and target them first. This was mostly about pressing tab to select target and then killing them first.
Step two was realising you suck at this, you should carry some blues with you. There you go.
Step three was realising actually.. you are toggle heavy and toggledrop=death.. then you rolled an electric armor toon and laughed long and hard.

I say electric armor but also .. pets classes, stealth classes, teaming, controls, debuffs..

I accept that some sets had holes, I had an overwhelming dislike for Carnival of Shadows but there were CoS farms so there you go.

If people won't pay enough to finance its creation, it is not worth creating.
/Segev

Lin Chiao Feng
Lin Chiao Feng's picture
Offline
Last seen: 1 week 15 hours ago
Developerkickstarter11th Anniversary Badge
Joined: 11/02/2013 - 09:27
GH wrote:
GH wrote:

Step one was to not let them and target them first. This was mostly about pressing tab to select target and then killing them first.

Several of us had keybinds that targeted the nearest enemy whose title is in a list. Sapper, Geneticist, Medic, Surgeon, Force Field Drone, Mortician...

GH wrote:

Step two was realising you suck at this, you should carry some blues with you. There you go.

Or learn2pull and stop sucking.

GH wrote:

Step three was realising actually.. you are toggle heavy and toggledrop=death.. then you rolled an electric armor toon and laughed long and hard.

... wait, what?

[i]* Lin is disoriented.[/i]

[i]Has anyone seen my mind? It was right here...[/i]

jai jobi khan
jai jobi khan's picture
Offline
Last seen: 9 years 8 months ago
Joined: 12/10/2013 - 01:02
Yeah ,I'm one of those type

Yeah ,I'm one of those type of players that don't enjoy relying completely on the next man to survive. Or feel responsible for a team wipe cause I'm new to the content at hand( that incarnate trial where the civilians threw rocks of death was ridiculous.) Jag40 was right about peeps being nasty cause they were the leader or had some character based off the trinity trying to bark orders. Killing my mood for even trying to team. Sometimes I'd get invited to a team in a different zone an say " hey all" too get a feel for what I'm getting myself into. When I first started playing (around I 12) I teamed up with this fire/fire scrapper in the hollows. Didn't know about the trinity at the moment with this being my first mmo I invested my resources into. We ended up doing the transcendent troll mish. 2 vs 8 man setting an had a blast trying to defeat the odds. I was a scrapper as well an our tactics allowed us to make it quite deep into the caves. We pulled out once we could push the odds no further but my point is the full trinity wasn't a factor. We were chatting, coming up with ways to defeat mobs, enjoying the game plus each others company while not having to rely on tank/healer/DPS combo to have fun. I also agree with the statement that tanks should of had max level res/def in CoX. With roles coming into play. No one likes the next man stepping on your toes an looking good doin it! Roy Jones Jr in his prime was a true professional ass kicker. I served in the military an was quite efficient with an m16. That qualification doesn't take away from my ability to square up with him. It just that his " power" choice gives him an advantage in close quarters. Not to rely heavily on RL but I'm sure you guys can see what I'm aiming at. The healer can be the healer. But don't make her a bloody push over cause someone is in her face. Oh! The Trinity may be the "comfort zone" for the mmo masses, but nothing is wrong with change.

We're not here because we're free. We're here because we're not free.

Redlynne
Redlynne's picture
Online
Last seen: 1 min 58 sec ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
GH wrote:
GH wrote:

then you rolled an electric armor toon and laughed long and hard.

Uh ... no.

Martial Arts/Super Reflexes Scrapper with Defenses cranked up into the [b]NO GET HITSU!![/b] range (I preferred to use Leadership Toggles myself) were capable of [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/CherryTapping]cherry tapping[/url] Sappers with relative impunity. And Carnival of Shadows and their Leech Scream? Don't make me cackle!

Mind Control/* and Illusion Control/* Controllers could just use [url=http://tomax.cohtitan.com/data/powers/power.php?id=Controller_Control.Mind_Control.Confuse]Confuse[/url] and/or [url=http://tomax.cohtitan.com/data/powers/power.php?id=Controller_Control.Mind_Control.Mass_Confusion]Mass Comedy[/url] on Sappers to render them into a state of [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/HilarityEnsues]hilarity ensues[/url].

There was more than one way to [i]foil[/i] a Sapper ...

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

jai jobi khan
jai jobi khan's picture
Offline
Last seen: 9 years 8 months ago
Joined: 12/10/2013 - 01:02
Redlynne wrote:
Redlynne wrote:

GH wrote:
then you rolled an electric armor toon and laughed long and hard.
Uh ... no.
Martial Arts/Super Reflexes Scrapper with Defenses cranked up into the NO GET HITSU!! range (I preferred to use Leadership Toggles myself) were capable of cherry tapping Sappers with relative impunity. And Carnival of Shadows and their Leech Scream? Don't make me cackle!
Mind Control/* and Illusion Control/* Controllers could just use Confuse and/or Mass Comedy on Sappers to render them into a state of hilarity ensues.
There was more than one way to foil a Sapper ...

This ^^^

We're not here because we're free. We're here because we're not free.

Darth Fez
Darth Fez's picture
Offline
Last seen: 5 hours 44 min ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
I never did much with Super

I never did much with Super Reflexes. All I know is that my Dark Armor brute thought that the Malta sappers were adorable.

Even when they lived long enough to fire off their attack.

- - - - -
[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]

Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

Gangrel
Offline
Last seen: 23 hours 29 min ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Darth Fez wrote:
Darth Fez wrote:

I never did much with Super Reflexes. All I know is that my Dark Armor brute thought that the Malta sappers were adorable.
Even when they lived long enough to fire off their attack.

Conserve Power was my route around them on my Controller... although that was Pre IO's.

Post IO's, I respecced so that I had Rise of The Phoenix instead, so that if i dropped... i would normally be able to give myself a nice bit of breathing room.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

jai jobi khan
jai jobi khan's picture
Offline
Last seen: 9 years 8 months ago
Joined: 12/10/2013 - 01:02
I prefer more Pb/Ws types

I prefer more Pb/Ws types this go around. Ws were a different monster all there own. Human form Pb gave me the most challenge in putting together a soild combination of survivability. Once they removed the animation that change you into a ball of light. He got way more play time. His role depended on team make-up an he never really step on anyone else's toes. Plus he was far from Op'd. Great selection for one that wishes to be mister versatile as far as roles go.

Question: Were melee widows consider highly trained human combatants?

We're not here because we're free. We're here because we're not free.

JayBezz
JayBezz's picture
Offline
Last seen: 4 years 8 months ago
kickstarter11th Anniversary Badge
Joined: 10/08/2013 - 14:54
Ok.. so for those of you not

Ok.. so for those of you not playing marvel heroes.. their "balance strategy" is "Turn EVERYONE into a tank-mage". OMFG as if being unkillable and doing massive DPS is the ONLY role that matters?!

They nerfed healing
They nerfed crowd control
They nerfed debuffs
They nerfed team buffs

They are simply adjusting each characters "Time to Kill" and "Time to Live" quotients. I just want to go on record BEFORE this game even comes out that if the tank-mage community comes in and screams for DPS and Mitigation over all other mechanics, ESPECIALLY utility mechanics that increase the TIME part of the TTK. Some people don't MNID death by 1000 paper cuts.

Crowd Control Enthusiast

Brand X
Brand X's picture
Offline
Last seen: 4 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 11/01/2013 - 00:26
JayBezz wrote:
JayBezz wrote:

Ok.. so for those of you not playing marvel heroes.. their "balance strategy" is "Turn EVERYONE into a tank-mage". OMFG as if being unkillable and doing massive DPS is the ONLY role that matters?!
They nerfed healing
They nerfed crowd control
They nerfed debuffs
They nerfed team buffs
They are simply adjusting each characters "Time to Kill" and "Time to Live" quotients. I just want to go on record BEFORE this game even comes out that if the tank-mage community comes in and screams for DPS and Mitigation over all other mechanics, ESPECIALLY utility mechanics that increase the TIME part of the TTK. Some people don't MNID death by 1000 paper cuts.

So you mean the game that is basically a reskinned Diablo game, is playing like Diablo? Marvel Super Heroes is not an MMO.

Redlynne
Redlynne's picture
Online
Last seen: 1 min 58 sec ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Brand X wrote:
Brand X wrote:

So you mean the game that is basically a reskinned Diablo game, is playing like Diablo? Marvel Super Heroes is not an MMO.

Having played Diablo I, II and III ... and having effectively created a [b]CULT Movement[/b] in Diablo II in the Speedazon back in the day (via [url=http://www.theamazonbasin.com/news.html]The Amazon Basin[/url] Diablo II Bowazon Forum) ... which I then tried to perpetuate in Diablo III via the [url=http://www.theamazonbasin.com/d3/forums/index.php?/topic/415-from-speedazon-to-speed-demon/]Speed Demon[/url] ... I'm still trying to figure out if you managed to insult Marvel Super Heroes sufficiently with this comment or not. I played Diablo III on launch day ... and about [b]1 month[/b] later I abandoned the game and never looked back (or regretted leaving Diablo III, the game, behind) as a complete and utter fiasco.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Mendicant
Mendicant's picture
Offline
Last seen: 3 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 09/26/2013 - 11:27
Redlynne wrote:
Redlynne wrote:

Brand X wrote:
So you mean the game that is basically a reskinned Diablo game, is playing like Diablo? Marvel Super Heroes is not an MMO.
Having played Diablo I, II and III ... and having effectively created a CULT Movement in Diablo II in the Speedazon back in the day (via The Amazon Basin Diablo II Bowazon Forum) ... which I then tried to perpetuate in Diablo III via the Speed Demon ... I'm still trying to figure out if you managed to insult Marvel Super Heroes sufficiently with this comment or not. I played Diablo III on launch day ... and about 1 month later I abandoned the game and never looked back (or regretted leaving Diablo III, the game, behind) as a complete and utter fiasco.

I'm amazed you lasted a month, Red. I gave up on it after about 2 weeks of trying to like it. I really did want to like it, I loved Diablo II, but III just failed.

Redlynne
Redlynne's picture
Online
Last seen: 1 min 58 sec ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
It's possible to like playing

It's possible to like playing a "bad" game so long as you've got "good people" to share playing it with. I had that support for playing Diablo III, which is why I lasted longer playing it than I would have if I hadn't been having a good time with other people. But yeah, the replayability of Diablo III was just ... meh.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Cyber-Saint
Offline
Last seen: 3 years 10 months ago
Joined: 01/28/2014 - 12:18
I don't think the "holy

I don't think the "holy trinity" is going to be an issue in CoT any more than it was in CoH, which is to say not an issue at all. I played on several "all (insert AT here)" TFs, and whether we were Defenders, Tanks, or what have you, we had an equal opportunity for success. Let us not also forget the brave few who solo'd those same TFs, so as to put to rest the viability of playing solo vs. teaming. So far, I very much like what I am seeing in that the devs are looking to give the players as much freedom and choice as possible within the confines of a balanced game. In that regard, it is better to have "healing" and let the players choose not to use it, than to not include it and turn away potential players. Don't forget, part of what we hope to achieve is to bring players from other MMO games/genres into OUR game, and having "familiar" concepts will help, not only to pique their interest, but also give them a "comfort zone" to play in while they get acclimated.

Then again, I played an Invuln/Fire Tank, so I might just be strange... :)

Bloodfyre- 50+ Invuln/Fire Tank- Guardian.
"Tanker, not Thinker!"