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DC Universe Online: Diving Deeper Into the Game

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  • ParadoxyParadoxy Member Posts: 786

    Originally posted by Eladi

    There is no lack of content .. jeez, im no fan of current DCO (yes im in beta)  but holy crap, who says there is lack of content is likely attact by servere blindness. 

    I agree this games problem is not content. There is plenty of things to do. They just need to make UI more smooth and fix that horrible chat box. Some more customization for body, face and hair would be nice too. This is where game is lacking not in content part. COH and CO character customization is far superior to DCUO. And i just can't get over it.

    Who could have thought that WOW could bring super power like USA to its knees?


    Originally posted by Arcken

    To put it in a nutshell, our society is about to hit the fan, grades are dropping, obesity is going up,childhood the USA is going to lose its super power status before too long, but hey, as long as we have a cheap method to babysit our kids, all will be well no?
    Im picking on WoW btw because its the beast that made all of this possible

  • DomenicusDomenicus Member UncommonPosts: 290

    Sorry to interrupt the discussion, but I have a question: If I pre-order, do I get the beta access instantly?

     

    Thanks!!!

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195

    Originally posted by gandales

    Originally posted by maskedweasel


    Originally posted by popinjay

     




    Originally posted by maskedweasel

     

    3 Travel powers?  Acrobatics has 2 different modes of travel built in,  super speed has speed force to increase the speed by double and so does flight.  You can run up walls with super speed,  can't do that in CO or CoX.  You can cling to walls, use zip lines, double jump,  the system is more robust mechanically then CoX or CO could dream of ever making.

     







    This is so disengenious, it's not even funny.

     



    You're really trying to defend the travel powers in DCUO vs Champions?



    Champions Travel Powers:

    ?Flight - The standard for comparison.

    ?Superspeed - Fastest travel power; restricted to ground movement.

    ?Teleportation - Only inertia-free travel power; requires constant reactivation.

    ?Swinging - Least precise, most engaging; requires constant reactivation.

    ?Jet Boots - Fastest flight; slowest acceleration, no jetpack option.

    ?Fire Flight - Flight, but with colored flame aura.

    ?Earth Flight - Flight, but with a chunk of whatever you were standing on.

    ?Super Jump - Slow walking, fast and high jumping; can't reach all rooftops.

    ?Acrobatics - Run fast, jump high; not as fast or as high as Super Speed or Super Jump.

    ?Ice Slide - Faster and harder to corner than flight; sinks downwards.

    ?Tunneling - Avoid enemies - and lofty places.

    ?Rocket Jump - Superjump, now with more science.

    ?Hover Disk - Fast, flying, color options; no shape options, worst cornering.

     

     

    And they had all those travel powers at launch as far as I remember.

     

     



    The game mechanics in this game aren't that deep. They aren't bad but seriuosly friend.. you know they aren't deep at all as a MMO player.

    Out of everything I've posted this is your major gripe.

    Earth flight is almost the exact same as ice slide, which is the same as fire flight, which is the same as flight which is the same as hover disk.  The nuances don't even matter, its pretty much all the same mode of travel,  you just have to decide if you want to gimp your character or not.   Aside from the fact that all they are are travel powers, and the only one that actually has any sort of functionality is teleportation because you can get away when you're in the middle of battle, everything else is pretty much just flash with nothing to show for it.

     

    In the end none of it matters because you don't utilize them for anything of purpose in CO,  you run around and PvE,  or PvP with your other heroes who mainly make premade builds and change them with every patch because you can respec whatever you want whenever you want with no consequence.

     

    The game mechanics are much deeper then many people seem to be giving them credit for.   Its just not the boring auto attack combat CO decided to implement.    The combat isn't for everyone,  but just because people can't understand it or aren't good at it, doesn't mean it isn't deep.    

     

    Combat doesn't have to be very "deep" either when its skill based.  If by "deep" as an MMO player you mean getting 20 skills on a bunch of bars and sitting there hitting one key after another, being stuck in a particular role, and having gear and predetermined abilities mean more than player skill,  then this non-deep kind of combat is quite a breath of fresh air.

     

    While SOE has plenty of bugs to take care of before launch,  they've nailed the basic framework.  Costume pieces and content is quite literally a trivial matter as these grow over time and are merely aesthetic.  The underlying gameplay is what will keep much of the population and they've hit that out of the park.

    Sorry to say, but saying that ice slide and earth flight are the same pretty much shown that either you have not use them or you are simplifying things a lot. Ice slide works with high inertia just like sort kind of skating that make them difficult to control a bit but more fun depending on the theme of your character.

     

    They are just different animations to do the same basic stuff.  Like the difference between using a jetpack or wings, on DCUO.  The problem with CO is,  they aren't functional in any kind of true combat situation, even with the stupid little buffs they try to give to defense or the added attack when landing, or jumping.  These are just additional animations to do the same stuff, and then they add some wonky control scheme and somehow it makes it better?  More options are great,  purposefully decreasing functionality in favor of those options -- thats a judgement call,  and one I care very little to make in a game with actual functional PvP.

     

    While travel powers in DCUO has a tree of skills, they are actually powers that counts to the 6 power limits in the hotbar. So saying that in DCUO you can use your travel power to hit somebody is partially true but what it is not said is that you need to have the skill mapped into your hotbar like any other power. If we take them like that we could count lunges and some repels from CO and CoX are travel power skills, the main difference is that you can take them independent from your travel power. 

     

    Though, you have all of your basic attacks that don't count as part of the 6 on your skill bar.  Secondly,  you can make an entire character based around super speed movements, or just flying attacks,  you can't do that on CO or CoX.  

     

    About the CO autoattack, again I am not sure if you actually understand CO mechanics, energy builder as its name shown is for getting energy for the other powers. However, they are not the only source of energy in the game, depending on your build it can even be possible to neglect the energy builder in most combats.  So the main difference is that I use energy builder in worst cases about 40%(low levels), most cases at high level 10-15% of the time. While in DCUO you have to use weapons about 70% of the time. 

     

    Please read my initial report on CO when it came out of beta,  I know all about their "broken" (my words not yours) energy builder, and was against it when I was testing CO.  Yes you can remove the energy builder later on,  but you mostly are stuck within a particular build to do that.  You have a particular innate that you choose that allows for it.    As for using weapons in DCUO 70% of the time,  again thats dependent on your build.  In my controller role I can kill other players using nothing but my gadget powers.   I can use my powers literally 100% of the time in most battles, which decreases on large bosses.    Separately though, you gain energy outside of combat,  no ridiculous amount of spec'ing,  you can start every battle with your best powers available (minus the supercharge of course).    As for attack skills,  you have a number of options on how to attack. You can choose a combo attack plan, or plan a defensive strategy that revolves around your skills and adapting to the situation.  Its not just relying on the powers you choose, but how you play your character which can turn a battle. 

     

    I think you said that weapons are the bread and butter of DCUO, which I agree but the problem is that they are mostly better than powers and are required to generate energy. So Weapons >>> Powers which in imho is kind of weird for a superhero mmo. I have said many times that I like the idea of powers and weapons separated but they are still indeed linked but not complementary since weapons don't cost energy, produce energy so powers are dependant on them and they are pretty powerful.

     

    This depends on what you mean as "better".  In a controller role, you can sufficiently stun someone to death.  At level 10 I've taken out level 20s without swinging my weapon once.  Healers rely on heals quite heavily, and use them often, though they expend energy much more then a controller.  Heals are vital for big groups,  and they're even more vital to keep a player alive if they're doing 1v1 because they don't have the luxury of attack powers. Fire and ice abilities are very strong against multiple enemies, and fire has some great options for 1v1, and even 2v1.  Being able to use specific tactics and capitalize your power usage is key in staying alive as a pure damage dealer (even in a tank role).

     

    DCUO has great qualities but it is not really superior to either CO or CoX, since they went for a completely different crowd.

    I have tried a bit ice and concentrating on fire at this point, which set do you think is the deepest one? and which weapon would be good for it. I am all for trying it, so I might change my current perception on DCUO.

     

     

    Between the two, for survivability sake, I'd say fire is better. For one,  the tank role actually works, you can take much more damage as you have a larger health bar.  If you decide to go that route, and play more of a tank style, I'd say capitalize on the extra health by choosing a power with strong innates that are pro defense.  Brawling has some health increases to it,  staff has defense.  I believe dual wield also has defense.  Eventually you'll be dual, triple or quadruple spec'ing your weapon skills to maximize your innates anyways, so the initial one is trivial.   Even 2H has some health buffs in it, and it seems pretty popular.  The smaller, quicker weapons are more my style though, like one handed, dual pistols, dual wield,  and martial arts, (when they fix it,  don't try it now).  

     

     

    What I'm saying here is that more options can always be added,  but the basic mechanics of the game will always be the same.  They can add a rock flight animation if they wanted to,  or have some sort of green lantern ring aura flight,  or maybe some form of teleportation.  They have their basics down which to me, is more important.



  • Germaximus_SGermaximus_S Member UncommonPosts: 1,061

    "When I sit down to my desk and would prefer to log into a fleeting beta experience over anything that’s actually in a live state, that’s a pretty good tell that a game has me."

    Thats exactly how ive felt. Ive played tons of games in the last few months and i was subscribed to WoW (6 years) until i played this beta. I was still playing with the idea of cancelling my WoW sub and after i played about an hour of this game i cancelled WoW.

    This games a blast.

    Jeremiah 8:21 I weep for the hurt of my people; I stand amazed, silent, dumb with grief.
    Join me on Twitch Facebook Twitter 

  • Edd213Edd213 Member UncommonPosts: 19

    Originally posted by vboydjr

    Originally posted by Edd213

    It is a fun game but The PC version is so delayed, laggy, glitch, world down glitch-fun and occasional random crash here n there but other then that i like it a lot

     I don't believe the PC version was anymore delayed than the PS3 version.  I also don't know about "so delayed".  They have only delayed it once.  They only set one date and then delayed that date.

    by Delayed i mean the content for your character occasionally doesn't load up at the appropriate time 

  • gandalesgandales Member UncommonPosts: 472

    Originally posted by maskedweasel

    Originally posted by gandales


    Originally posted by maskedweasel


    Originally posted by popinjay

     




    Originally posted by maskedweasel

     

    3 Travel powers?  Acrobatics has 2 different modes of travel built in,  super speed has speed force to increase the speed by double and so does flight.  You can run up walls with super speed,  can't do that in CO or CoX.  You can cling to walls, use zip lines, double jump,  the system is more robust mechanically then CoX or CO could dream of ever making.

     







    This is so disengenious, it's not even funny.

     



    You're really trying to defend the travel powers in DCUO vs Champions?



    Champions Travel Powers:

    ?Flight - The standard for comparison.

    ?Superspeed - Fastest travel power; restricted to ground movement.

    ?Teleportation - Only inertia-free travel power; requires constant reactivation.

    ?Swinging - Least precise, most engaging; requires constant reactivation.

    ?Jet Boots - Fastest flight; slowest acceleration, no jetpack option.

    ?Fire Flight - Flight, but with colored flame aura.

    ?Earth Flight - Flight, but with a chunk of whatever you were standing on.

    ?Super Jump - Slow walking, fast and high jumping; can't reach all rooftops.

    ?Acrobatics - Run fast, jump high; not as fast or as high as Super Speed or Super Jump.

    ?Ice Slide - Faster and harder to corner than flight; sinks downwards.

    ?Tunneling - Avoid enemies - and lofty places.

    ?Rocket Jump - Superjump, now with more science.

    ?Hover Disk - Fast, flying, color options; no shape options, worst cornering.

     

     

    And they had all those travel powers at launch as far as I remember.

     

     



    The game mechanics in this game aren't that deep. They aren't bad but seriuosly friend.. you know they aren't deep at all as a MMO player.

    Out of everything I've posted this is your major gripe.

    Earth flight is almost the exact same as ice slide, which is the same as fire flight, which is the same as flight which is the same as hover disk.  The nuances don't even matter, its pretty much all the same mode of travel,  you just have to decide if you want to gimp your character or not.   Aside from the fact that all they are are travel powers, and the only one that actually has any sort of functionality is teleportation because you can get away when you're in the middle of battle, everything else is pretty much just flash with nothing to show for it.

     

    In the end none of it matters because you don't utilize them for anything of purpose in CO,  you run around and PvE,  or PvP with your other heroes who mainly make premade builds and change them with every patch because you can respec whatever you want whenever you want with no consequence.

     

    The game mechanics are much deeper then many people seem to be giving them credit for.   Its just not the boring auto attack combat CO decided to implement.    The combat isn't for everyone,  but just because people can't understand it or aren't good at it, doesn't mean it isn't deep.    

     

    Combat doesn't have to be very "deep" either when its skill based.  If by "deep" as an MMO player you mean getting 20 skills on a bunch of bars and sitting there hitting one key after another, being stuck in a particular role, and having gear and predetermined abilities mean more than player skill,  then this non-deep kind of combat is quite a breath of fresh air.

     

    While SOE has plenty of bugs to take care of before launch,  they've nailed the basic framework.  Costume pieces and content is quite literally a trivial matter as these grow over time and are merely aesthetic.  The underlying gameplay is what will keep much of the population and they've hit that out of the park.

    Sorry to say, but saying that ice slide and earth flight are the same pretty much shown that either you have not use them or you are simplifying things a lot. Ice slide works with high inertia just like sort kind of skating that make them difficult to control a bit but more fun depending on the theme of your character.

     

    They are just different animations to do the same basic stuff.  Like the difference between using a jetpack or wings, on DCUO.  The problem with CO is,  they aren't functional in any kind of true combat situation, even with the stupid little buffs they try to give to defense or the added attack when landing, or jumping.  These are just additional animations to do the same stuff, and then they add some wonky control scheme and somehow it makes it better?  More options are great,  purposefully decreasing functionality in favor of those options -- thats a judgement call,  and one I care very little to make in a game with actual functional PvP.

     

    While travel powers in DCUO has a tree of skills, they are actually powers that counts to the 6 power limits in the hotbar. So saying that in DCUO you can use your travel power to hit somebody is partially true but what it is not said is that you need to have the skill mapped into your hotbar like any other power. If we take them like that we could count lunges and some repels from CO and CoX are travel power skills, the main difference is that you can take them independent from your travel power. 

     

    Though, you have all of your basic attacks that don't count as part of the 6 on your skill bar.  Secondly,  you can make an entire character based around super speed movements, or just flying attacks,  you can't do that on CO or CoX.  

     

    About the CO autoattack, again I am not sure if you actually understand CO mechanics, energy builder as its name shown is for getting energy for the other powers. However, they are not the only source of energy in the game, depending on your build it can even be possible to neglect the energy builder in most combats.  So the main difference is that I use energy builder in worst cases about 40%(low levels), most cases at high level 10-15% of the time. While in DCUO you have to use weapons about 70% of the time. 

     

    Please read my initial report on CO when it came out of beta,  I know all about their "broken" (my words not yours) energy builder, and was against it when I was testing CO.  Yes you can remove the energy builder later on,  but you mostly are stuck within a particular build to do that.  You have a particular innate that you choose that allows for it.    As for using weapons in DCUO 70% of the time,  again thats dependent on your build.  In my controller role I can kill other players using nothing but my gadget powers.   I can use my powers literally 100% of the time in most battles, which decreases on large bosses.    Separately though, you gain energy outside of combat,  no ridiculous amount of spec'ing,  you can start every battle with your best powers available (minus the supercharge of course).    As for attack skills,  you have a number of options on how to attack. You can choose a combo attack plan, or plan a defensive strategy that revolves around your skills and adapting to the situation.  Its not just relying on the powers you choose, but how you play your character which can turn a battle. 

     

    I think you said that weapons are the bread and butter of DCUO, which I agree but the problem is that they are mostly better than powers and are required to generate energy. So Weapons >>> Powers which in imho is kind of weird for a superhero mmo. I have said many times that I like the idea of powers and weapons separated but they are still indeed linked but not complementary since weapons don't cost energy, produce energy so powers are dependant on them and they are pretty powerful.

     

    This depends on what you mean as "better".  In a controller role, you can sufficiently stun someone to death.  At level 10 I've taken out level 20s without swinging my weapon once.  Healers rely on heals quite heavily, and use them often, though they expend energy much more then a controller.  Heals are vital for big groups,  and they're even more vital to keep a player alive if they're doing 1v1 because they don't have the luxury of attack powers. Fire and ice abilities are very strong against multiple enemies, and fire has some great options for 1v1, and even 2v1.  Being able to use specific tactics and capitalize your power usage is key in staying alive as a pure damage dealer (even in a tank role).

     

    DCUO has great qualities but it is not really superior to either CO or CoX, since they went for a completely different crowd.

    I have tried a bit ice and concentrating on fire at this point, which set do you think is the deepest one? and which weapon would be good for it. I am all for trying it, so I might change my current perception on DCUO.

     

     

    Between the two, for survivability sake, I'd say fire is better. For one,  the tank role actually works, you can take much more damage as you have a larger health bar.  If you decide to go that route, and play more of a tank style, I'd say capitalize on the extra health by choosing a power with strong innates that are pro defense.  Brawling has some health increases to it,  staff has defense.  I believe dual wield also has defense.  Eventually you'll be dual, triple or quadruple spec'ing your weapon skills to maximize your innates anyways, so the initial one is trivial.   Even 2H has some health buffs in it, and it seems pretty popular.  The smaller, quicker weapons are more my style though, like one handed, dual pistols, dual wield,  and martial arts, (when they fix it,  don't try it now).  

     

     

    What I'm saying here is that more options can always be added,  but the basic mechanics of the game will always be the same.  They can add a rock flight animation if they wanted to,  or have some sort of green lantern ring aura flight,  or maybe some form of teleportation.  They have their basics down which to me, is more important.

    It is true that flight, fire flight, jet boots, earth and disk flight are essentially same power with different animations and speed parameters, but ice slide does not work as flight since it needs to be powered to keep it moving, if you have played it you surely know what I mean. However, this is not really the point here. 

    Resummarizing travel powers:

    1) Flights

    2) slide

    3) superspeed (there is sonic the hedgehog version from crafting)

    4) acrobatics

    5) Jumps

    6) teleport

    7) swinging

    8) tunneling

    Certainly DCUO travel powers are richer than CO ones but some of those travel power skills can be found in CoX powersets like storm and kinetics, so might it better to actual decouple those powers from the actual travel power in order to give more flexibility of builds. 

    I just read your review of CO beta, and it might be true in some way that energy builders, still is only a really low levels. Btw, melee energy builders build energy at range and with short cooldown lunges, melee are now kings of pve and pvp. I really think you understimate CO combat depth, it might not have combos but there are many variables involved and imho gives good action an reactive combat without being button smashing intensive. But I guess we will have to agree to disagree on this one.

    I am having fun in the DCUO beta, but I will stay in CO or CoX . It might be related to my lack of pvp spirit.

    Back to DCUO build consultation, I am almost 20, and I think I got all the brawler skills I wanted, I think I should go to staff now, I got a few stun reduction from superspeed skills. My bar is immolation, flashpoint, fiery sword, backdraft, eternal flame and some other rechargeable health recover skill.

  • zmrzzmrz Member Posts: 10

    Doesnt look bad but to bad its SOE so , no no no for me. I wil NEVER ever forgive you for NGE. To all of you that play/will play i wish a lot of fun

  • lukeydlukeyd Member Posts: 4


  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195

    Originally posted by gandales

    Originally posted by maskedweasel


    Originally posted by gandales


    Originally posted by maskedweasel


    Originally posted by popinjay

     




    Originally posted by maskedweasel

     

    3 Travel powers?  Acrobatics has 2 different modes of travel built in,  super speed has speed force to increase the speed by double and so does flight.  You can run up walls with super speed,  can't do that in CO or CoX.  You can cling to walls, use zip lines, double jump,  the system is more robust mechanically then CoX or CO could dream of ever making.

     







    This is so disengenious, it's not even funny.

     



    You're really trying to defend the travel powers in DCUO vs Champions?



    Champions Travel Powers:

    ?Flight - The standard for comparison.

    ?Superspeed - Fastest travel power; restricted to ground movement.

    ?Teleportation - Only inertia-free travel power; requires constant reactivation.

    ?Swinging - Least precise, most engaging; requires constant reactivation.

    ?Jet Boots - Fastest flight; slowest acceleration, no jetpack option.

    ?Fire Flight - Flight, but with colored flame aura.

    ?Earth Flight - Flight, but with a chunk of whatever you were standing on.

    ?Super Jump - Slow walking, fast and high jumping; can't reach all rooftops.

    ?Acrobatics - Run fast, jump high; not as fast or as high as Super Speed or Super Jump.

    ?Ice Slide - Faster and harder to corner than flight; sinks downwards.

    ?Tunneling - Avoid enemies - and lofty places.

    ?Rocket Jump - Superjump, now with more science.

    ?Hover Disk - Fast, flying, color options; no shape options, worst cornering.

     

     

    And they had all those travel powers at launch as far as I remember.

     

     



    The game mechanics in this game aren't that deep. They aren't bad but seriuosly friend.. you know they aren't deep at all as a MMO player.

    Out of everything I've posted this is your major gripe.

    Earth flight is almost the exact same as ice slide, which is the same as fire flight, which is the same as flight which is the same as hover disk.  The nuances don't even matter, its pretty much all the same mode of travel,  you just have to decide if you want to gimp your character or not.   Aside from the fact that all they are are travel powers, and the only one that actually has any sort of functionality is teleportation because you can get away when you're in the middle of battle, everything else is pretty much just flash with nothing to show for it.

     

    In the end none of it matters because you don't utilize them for anything of purpose in CO,  you run around and PvE,  or PvP with your other heroes who mainly make premade builds and change them with every patch because you can respec whatever you want whenever you want with no consequence.

     

    The game mechanics are much deeper then many people seem to be giving them credit for.   Its just not the boring auto attack combat CO decided to implement.    The combat isn't for everyone,  but just because people can't understand it or aren't good at it, doesn't mean it isn't deep.    

     

    Combat doesn't have to be very "deep" either when its skill based.  If by "deep" as an MMO player you mean getting 20 skills on a bunch of bars and sitting there hitting one key after another, being stuck in a particular role, and having gear and predetermined abilities mean more than player skill,  then this non-deep kind of combat is quite a breath of fresh air.

     

    While SOE has plenty of bugs to take care of before launch,  they've nailed the basic framework.  Costume pieces and content is quite literally a trivial matter as these grow over time and are merely aesthetic.  The underlying gameplay is what will keep much of the population and they've hit that out of the park.

    Sorry to say, but saying that ice slide and earth flight are the same pretty much shown that either you have not use them or you are simplifying things a lot. Ice slide works with high inertia just like sort kind of skating that make them difficult to control a bit but more fun depending on the theme of your character.

     

    They are just different animations to do the same basic stuff.  Like the difference between using a jetpack or wings, on DCUO.  The problem with CO is,  they aren't functional in any kind of true combat situation, even with the stupid little buffs they try to give to defense or the added attack when landing, or jumping.  These are just additional animations to do the same stuff, and then they add some wonky control scheme and somehow it makes it better?  More options are great,  purposefully decreasing functionality in favor of those options -- thats a judgement call,  and one I care very little to make in a game with actual functional PvP.

     

    While travel powers in DCUO has a tree of skills, they are actually powers that counts to the 6 power limits in the hotbar. So saying that in DCUO you can use your travel power to hit somebody is partially true but what it is not said is that you need to have the skill mapped into your hotbar like any other power. If we take them like that we could count lunges and some repels from CO and CoX are travel power skills, the main difference is that you can take them independent from your travel power. 

     

    Though, you have all of your basic attacks that don't count as part of the 6 on your skill bar.  Secondly,  you can make an entire character based around super speed movements, or just flying attacks,  you can't do that on CO or CoX.  

     

    About the CO autoattack, again I am not sure if you actually understand CO mechanics, energy builder as its name shown is for getting energy for the other powers. However, they are not the only source of energy in the game, depending on your build it can even be possible to neglect the energy builder in most combats.  So the main difference is that I use energy builder in worst cases about 40%(low levels), most cases at high level 10-15% of the time. While in DCUO you have to use weapons about 70% of the time. 

     

    Please read my initial report on CO when it came out of beta,  I know all about their "broken" (my words not yours) energy builder, and was against it when I was testing CO.  Yes you can remove the energy builder later on,  but you mostly are stuck within a particular build to do that.  You have a particular innate that you choose that allows for it.    As for using weapons in DCUO 70% of the time,  again thats dependent on your build.  In my controller role I can kill other players using nothing but my gadget powers.   I can use my powers literally 100% of the time in most battles, which decreases on large bosses.    Separately though, you gain energy outside of combat,  no ridiculous amount of spec'ing,  you can start every battle with your best powers available (minus the supercharge of course).    As for attack skills,  you have a number of options on how to attack. You can choose a combo attack plan, or plan a defensive strategy that revolves around your skills and adapting to the situation.  Its not just relying on the powers you choose, but how you play your character which can turn a battle. 

     

    I think you said that weapons are the bread and butter of DCUO, which I agree but the problem is that they are mostly better than powers and are required to generate energy. So Weapons >>> Powers which in imho is kind of weird for a superhero mmo. I have said many times that I like the idea of powers and weapons separated but they are still indeed linked but not complementary since weapons don't cost energy, produce energy so powers are dependant on them and they are pretty powerful.

     

    This depends on what you mean as "better".  In a controller role, you can sufficiently stun someone to death.  At level 10 I've taken out level 20s without swinging my weapon once.  Healers rely on heals quite heavily, and use them often, though they expend energy much more then a controller.  Heals are vital for big groups,  and they're even more vital to keep a player alive if they're doing 1v1 because they don't have the luxury of attack powers. Fire and ice abilities are very strong against multiple enemies, and fire has some great options for 1v1, and even 2v1.  Being able to use specific tactics and capitalize your power usage is key in staying alive as a pure damage dealer (even in a tank role).

     

    DCUO has great qualities but it is not really superior to either CO or CoX, since they went for a completely different crowd.

    I have tried a bit ice and concentrating on fire at this point, which set do you think is the deepest one? and which weapon would be good for it. I am all for trying it, so I might change my current perception on DCUO.

     

     

    Between the two, for survivability sake, I'd say fire is better. For one,  the tank role actually works, you can take much more damage as you have a larger health bar.  If you decide to go that route, and play more of a tank style, I'd say capitalize on the extra health by choosing a power with strong innates that are pro defense.  Brawling has some health increases to it,  staff has defense.  I believe dual wield also has defense.  Eventually you'll be dual, triple or quadruple spec'ing your weapon skills to maximize your innates anyways, so the initial one is trivial.   Even 2H has some health buffs in it, and it seems pretty popular.  The smaller, quicker weapons are more my style though, like one handed, dual pistols, dual wield,  and martial arts, (when they fix it,  don't try it now).  

     

     

    What I'm saying here is that more options can always be added,  but the basic mechanics of the game will always be the same.  They can add a rock flight animation if they wanted to,  or have some sort of green lantern ring aura flight,  or maybe some form of teleportation.  They have their basics down which to me, is more important.

    It is true that flight, fire flight, jet boots, earth and disk flight are essentially same power with different animations and speed parameters, but ice slide does not work as flight since it needs to be powered to keep it moving, if you have played it you surely know what I mean. However, this is not really the point here. 

    Resummarizing travel powers:

    1) Flights

    2) slide

    3) superspeed (there is sonic the hedgehog version from crafting)

    4) acrobatics

    5) Jumps

    6) teleport

    7) swinging

    8) tunneling

    Certainly DCUO travel powers are richer than CO ones but some of those travel power skills can be found in CoX powersets like storm and kinetics, so might it better to actual decouple those powers from the actual travel power in order to give more flexibility of builds. 

    I just read your review of CO beta, and it might be true in some way that energy builders, still is only a really low levels. Btw, melee energy builders build energy at range and with short cooldown lunges, melee are now kings of pve and pvp. I really think you understimate CO combat depth, it might not have combos but there are many variables involved and imho gives good action an reactive combat without being button smashing intensive. But I guess we will have to agree to disagree on this one.

    I am having fun in the DCUO beta, but I will stay in CO or CoX . It might be related to my lack of pvp spirit.

    Back to DCUO build consultation, I am almost 20, and I think I got all the brawler skills I wanted, I think I should go to staff now, I got a few stun reduction from superspeed skills. My bar is immolation, flashpoint, fiery sword, backdraft, eternal flame and some other rechargeable health recover skill.

    I never thought CO was a bad game,  I just didn't like some of the mechanical decisions they made.  I didn't know it at the time, but the combat I've been looking for was DCUOs combat the whole time.  I'm not saying I don't like choices,  I wish we had more,  but choices come as the game grows.   Truth be told,  they could have created a sci fi or elves and orcs game with this combat and I would have felt the same way about it.  Skillful combat is a passion of mine, even in games that I might not be very good at it.

     

    As for your build, theres so much going on with the new patch I've had to rebuild a few of my characters.  They've increased how many feats are needed for a skill point and therefore decreased the amount of total skill points which is tough on a few of my builds.   The ideas behind them are the same.

     

    When choosing a set you have to decide what you're looking for,  do you want defense,  or to increase the amount of your heals?  Bow is a very balanced set,  it has both defense and precision for weapon skills,  its my most preferred set as far as a secondary.  Then again, it depends on your build,  some people prefer higher health, dominance, or healing for their survivability.   With less skill points its more important than ever to really focus your build so that you pick the right secondary or tertiary set.



  • NirwylNirwyl Member Posts: 103

    I'll just leave this here.

     

    My opinion on DCUO PS3 Beta. Good basic game design. World looks nice. Voice acting is great. Characters could use some work, but fine. Major problem IMO is the power selections. I just don't like any of them. I have found that I really enjoy some of the weapons combat, but when I am forced into using my actual powers I find them to be annoying. Maybe there are a lot of people who enjoy this, but to me it feels confusing to use two types of attacks at once. IMO they should make weapon types and powers seperate, redesign both so that you can choose one.

    If I could jump back in and use just my dual pistols or martial arts to win battles that would be fun. But the way the game works currently you're forced into using powers. Many weapon/power combos just don't seem like they should be allowed to mesh. Maybe if/when they add a larger power selection it won't seem like such a poor choice to me, but the current formula they have set for powers (Defense, Control, Healing) feels like every new power they may add will look different but it will act exactly the same.

    Personally, I think this game will be just like all the other recent MMOs. Large launch, with quick failing interest over the next year. There will be a hardcore fan base for sure, but this game will not be a hit. I predict that it will be F2P in 2 years.

  • EladiEladi Member UncommonPosts: 1,145

    Im getting bored whit it. great combat system, nice looking powers. nice looking game. great voices. lovely storys and lots of stuff to collect. but its meh gameplay .. kill 10 X , find ten Y. kill ten B to disable forcefield.  kill boss .  all warped up in mostly realy nice stories but once you done it.. it repeats itself whit a new type of mob and a new boss.  and then again, and again, and again...and again..and again...and..well again..

    The actual powers are mostly Meh (usage) shiny and nice looking but meh..most powers are just plain useless most of the time. I tend to use one or two powers and one or two weapon combo's all else is just not needed or utterly useless in pve combat.

    travel pwoers are nice, they work well but needs some getting used to, they got a very strong "console" feel to them.

    the actual travel pwoers are nothing special, the neat stuff is in the travel power addons. using your travel power as a attack or utility beyond ..travel, thats someting new and fun>

    but again, its bin less then a  week and the gameplay just becomes boring to me, I guess the game just aint the type for me , its like a modern fps , you level up, collect your gear and then its just the same gameplay over and over.  I personaly seek a bit more then that...

  • AirwrenAirwren Member UncommonPosts: 648

    Just an fyi the game is set to launch 1/11/11 with a $199 lifetime sub offering.  The latest patch that came on 12/20 added a lot of new items to the game such as UI gfx improvements, more voice over content and some unpopular power changes.  I hope the Devs have a lot of bug fixes coming down the line in the next 3 weeks because DCUO is a buggy mess in its current state and NOWHERE ready for release.  However, they have time to fix those things and I'm hoping they do because otherwise I would highly advise giving this title 3 months from launch before you spend your $.

  • LordOfPitLordOfPit Member UncommonPosts: 86

    Originally posted by Airwren



    Just an fyi the game is set to launch 1/11/11 with a $199 lifetime sub offering.


     

    Do you by any chance have any links confirming this? So far, I've found this link which basically negates a Lifetime offer for PS3 customers. image

  • godzilr1godzilr1 Member UncommonPosts: 550

    I've been playing beta for about a month, i've spend a lot of time giving my feedback and finding bugs.

    But at the end of the day i just don't think this if for me.  The powersets I think are small and i found myself purcahsing "meh" skills to get something i wanted.  If i get 15 points to spend on powers, and they have 12 skills per tree, plus iconics, plus travel augmentations, WHY DO I ONLY HAVE 6 buttons!!!!  The hidden kicker is that if ou purchase a travel aug power, or Iconic power, you dont get the inherent bonuss of staying in your tree (think of this like WAR / WoW's mastery system) With the DC name attached to this , we as consumers should expect more.  They reason they kept saying they aren't putting more powers in is that they don't have time.  Well to me that means we are paying for a lesser product (Beta release if you will), and I will not support that.

  • JKM82JKM82 Member Posts: 2

    Judging by the comments and feedback on the game, I think I might wait a looong time before even considering a purchase of this game...if even at all. Heh, I might just wait for Marvel to make their own version (which will probably take all the strengths from the DC version and cut out alot of the weaknesses). That's my take on it. Thanks everyone!

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