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Posts
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Joined
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Quote:The level-for-storyline it's not and should not be a reliable way to set any story. Admiral Sutter is level 20-40, it was specifically marketed as "While the Incarnates fight Cole's army, it's up to the rest of the heroes to fight this other praetorian plot" or some Jazz like that.The Incarnate storyline doesn't start until 50 - any 35-50 content would happen before the war started.
The Night Ward came along with the TUNEL system, which main purpouse was to help against Cole and also to evacuate Praetoria, this all happens before level 50(or should X level characters not have access to this because "it hasnt happened yet"?).
This game's timeline and storyline is... wonky, at best. There are many parts of Praetoria that could still be used to keep the story going to fill the 35-50 gap, which could tie with Praetoria and have(or not have) to do with the post-war incidents. Specially when we consider our only encounter with Praemidon was with it's Avatar and our friend Hami is still on the loose. -
I'd like to know more about the Doppelganger world that we stoped during our fight with Protean, also about the world were our "Alternate Self" came from.
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Quote:Interesting bit of Community Management science.
No matter how much you promote forum engagement through contests or other carrots, the most amount of players you'll ever see actually registering for your forums is 10%. That's 10% of the entire user base. Ever. Of that 10%, maybe 5% actually actively participates. I've personally seen this across multiple games and shared multiple experiences with my peers that reflects this as being pretty accurate, no matter the game. It's true for CoH (uncannily accurate actually) and I imagine it will remain constant for any other game I work on in the future.
The people who *want* to actively participate in the forums are going to do so, regardless of any carrots we dangle in front of them. Because you care, because you're passionate, you want to be involved with the future of the game.
Like I said previously, we'll have things that are exclusive to the fora, such as the voting for the Retro Sci-Fi costume set as an example. And we're going to definitely use other Social Media platforms to drive people to participate in the forum discussion as much as we can (we regularly link to forum threads on Facebook, Twitter and G+). I want for their to be synergy between all of our Community outlets, which is why we treat them all as equally important.
I'd like to know in which way voting for a costume piece is equal to having a piece of exclusive epic aura on my character.*confused/Not sure if serious* -
Quote:Like the poster you were replying to, it is just agravating to have to be zombie/automaton like to be able to grab a slot. The /thing/ that you are giving away is even more annoying and frustrating. An Aura, even more, an aura that is based on one of the most famous things about comics art...FWIW, I agree.
I am faced with two options:- Do nothing.
- Do something that I don't particularly like but some will find fun and that will increase our audience via another social media platform that has a proven track record of reaching customers.
Silly costume codes like the Corallax and ect most people wouldnt mind(most, yet people still get annoyed over the exclusivity). The facepalm emote was a great example of something that improved a social media outlet without frustrating as many people as this is. How many codes you give out a day? 10? even if it's 50 it would be spending hours upon hours of refresh to even have a small chance. Heck, even while I was /in game/ with you handing the codes on virtue /right there/, it was only 3 codes with everyone else not being fast enough.
So, I would say a huge part is not the method but the WHAT it is given on this giveaway. I use twitter, facebook, google+(the last two only to follow you and ArenaNet), I understand the value of Social Media... but please, tying an /Epic Aura/ for a handful of people just makes me want to stop watching the twitter feed, not the contrary. -
Try to grab these from work...?*snerks* really? It's hard enough to snatch a thing first as it is, imagine on a smartphone...?
I dislike the idea*shrugs* the times it was done with the Mutant pack and the Animal pack it was bad enough, imagine stuff that i wont be able to get other than by becoming obsessed with Twitter and having the code-apply page at all times.
you will get more tweeter followers, sure, but still think overall people will be upset and frustrated. -
If it works like you said, it's awesome. It will also make Bonfire deal more damage, since when they are in the air they dont take damage. Still making it a very powerful power choice overall. Add that to a blaster with a new crashless nuke and VOILA :P
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Name: Fennec Enterprises
Currently Recruiting: No, restructuration taking place. We are not currently recruiting.
RP Level: Medium to high.
PvP Level: None(though pvp events aren't completely unheard of)
Theme/Concept: Sometimes doing good means doing good in secret, and for this reason Fennec Enterprises was born - which is, depending on who you ask, a computer company, or a front for the secretive Rapid Response Team. Just because they stick to the shadows, however, does not mean they aren't ready for a fight.((Group has heavy shades of Vigilantes on it, the fact that they stick to secretive doesn't mean the group is only meant for spy characters. All origins are welcome))
Activity: In the evenings from 6 to 11 EST are our most active hours, though people from the coalition are almost always online.
Requirements for Membership: Must be helpful, active and treat others with respect. No Drama Policy!
Leadership: Dorian Summers, Lady Omen, Rika Shaye, Galaxy Kitty
In-Game Contact(s): @AlexanderDrako , @Seidooryuu , @Stormpsych , @Kheprera
Out-of-Game Contact(s): Alexander_Drako
URL: dawnenterprises.guildportal.com
Other Details: We have been around for almost three years now, we share our website with an internal coalition for purpouses of forums and have different concept SGs in case you'd like to move alts around to a more fitting location. Our base has full equipment to help our players and we are currently starting weekly arcs to keep our RP on a good edge. -
Well, these suggestions are rather simple and are just in order to make two powers more appealing to everybody.
The current incarnation of both Burnout and Long Range Teleport makes them rather unappealing right now. This is most true for Long Range Teleport on blue side.
With the introduction of TUNEL and the unification of the Green and Yellow line you don't need to travel that much in order to get to any zone, this include even Coop Zones like Night Ward, Dark Astoria, ect. I think the Long Range Teleport should give access to all zones available to that character. The long casting time it takes to fire off the teleport is enough for anyone to go rush to the train/travel-location and go to where they want.
Burnout on other hand is not bad, but I still don't understand why it is not affected by global recharge bonuses. We can still slot recharge reduction IOs, but even with 3 lvl 50 IOs for recharge, the recharge tame is just insane. I can understand why, but I dont see why global recharge bonuses can't help this power(Eye of the Magus, Geas of the Kind ones, ect are affected by these bonuses, and they are arguably more powerful). Even when taking into consideration Nukes, this power couldnt be brought below 5 minutes recharge with a recharge bonus of 180%, crashing once is bad enough, crashing twice AND having a penalty is definitely something not to be done lightly. Considering how powerful and short recharge is judgement I still would suggest that Burnout gets change so it accepts global recharge. -
:\ I'm more concerned at the ones we are watching to be repeated often. Heck, Eden wasnt WTF that long ago... and we havent had an ITF in AGES.
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Piece of commission by the one and only imagesbyalex( http:\\imagesbyalex.deviantart.com )
He totally nailed both characters pretty happy with this piece of work! -
I'd like them to work at least to convert inside it's same set.
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I have seen you saying things about fixing mez from the NPC's perspective. What exactly does this mean? Will they be able to stack only so much mez at some point? Or what exactly does that mean for non-mez protected ATs?
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Quote:What if the mez mitigation works like defiance 1.0? The lower the HP the easier for the blaster to get out of the mez. That sounds defiance-y enough to me.Hmm. That's not really possible within the constraints of how the game works right now. It's a cool idea, but we don't have the concept of "Status Protection that goes away when a status hits it." If it were possible, I would also worry about it fundamentally changing the way Blasters play - one of the last things I would personally want to create is a mechanic or power that encouraged you to sit around and wait for it to recharge before you started the next combat.
If we were going to give blasters a way to mitigate mez, I think we would probably go with "fighting your way out of it", since that feels very thematic and defiance-y. No plans to add this to the AT right now, though - we want to see how this regen/absorb/HoT solution shakes out before we consider adding anything else defensive that might be multiplicatively powerful with that same solution. -
I have seen that for the most part Regen outperforms Heal over Time, this is specially true for the two incarnations of Pain Domination's infamous bubble. How will Cauterizing Aura(sp?) be taking those into account? Any chance this power gets its radius increased a bit?
I am also a bit concerned about mitigation, while you said on the stream that these changes will definitely help with the blaster not needing to stop to rest between every spawn it still doesnt change the fact that a Super Reflex will always be more durable than a Regen(without taking min/maxing builds into account), specially considering the fact that the biggest problem blasters seems to face is they get flattened in the middle of the fight.
Has it ever be considered to buff the defensive power pools(Maneuvers, Combat jump, Weave) to blasters to make them more appealing to them? I believe that this might help both trends of blaster players, since those that want to go pure damage could do so, while those that want something a bit more sturdy could give up a little damage powers in exchange of a few others. Even with all of those toggles they won't be on par with any scrapper set that I can think of, but it might help with the recurring trend that blasters simply dont do enough damage for the huge lack of survival they currently have on normal situations.
*takes a deep breath* and for the last bit, I know nukes wont be touched, but I have brought up a few times that pre-Judgement this was no issue, however, a team with 2 judgement users can clear a mob faster and without any drawback than a character who decided to take a chance to use a nuke, currently the blaster either takes a chance and goes nuke the spawn first and tries to kill them all or he risks to be outdamaged by two /defenders/ with judgement for trying to keep his survival rate higher. -
/Fire with endurance problems is doing soemthing wrong XD. No, really, I love my consume and no one should ever kid with that :P(/fire already has pseudo-crashless nukes after all!)
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I'd agree with that except that, baring judgement, the blasters are the most effective when they are on a team. If someone has aggro they will unleash DPS like little other ATs can. They are not a hidrance to the team, the team is a hidrance to them as it currently works... the AT is effective at what it does, but it's not fun to play to most people in their current incarnation.
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Quote:I had a similar conversation already with Synapse over the nukes. Honestly the fact that judgement got added to the game is a huge part of why Blasters have been feeling underperforming since a year+ ago. Personally I suggested that only blasters don't crash with the nukes, corruptors and defenders could keep the power as a "situational" power that they could keep or drop but neither of those ATs are in need of balance. No matter how you look at it 2 judgement(and sometimes 1) outdo a blaster on every situation and still clearing a full spawn(maybe sans bosses).One of the worst things I read about the nukes was a dev showing how the damage formula would have nukes doing 6.5 damage scale (Or something) which they said was clearly rediculous (I don't see why, destroying a spawn once every few minutes doesn't seem to bad to me) so they made nukes break that formula and nerfed the damage. But they never thought to adjust the recharge or end cost in order to make the damage fit the formula, and still aren't planning on doing so.
So not only do nukes have a crash, but that actually only do something like 2/3's of the damage they should, which people would be screaming about on other powers.
Then when I see the changes proposed I get the feeling that the devs just want to patch blaster up to the point where they aren't totally sucky by expending the bare minimum amount of effort on them, rather than have a proper plan in place to put them at a specific level of performance. -
Quote:Actually what I think people seem blinded at is the fact that most of what was discussed was not about changes to blasters. i24 = Changes to some ranged powers, to snipe, AND some minor boost to the blaster's sustained health between mobs.I honestly see this as changing snipes into a power on at best a 30second recharge, which is awful. And they weren't even boosted to 1 shot LT's.
People seem blinded by the tohit gimick.
To the point that Hawk even said that the goal of the new powers were so blasters didnt feel they have to use Rest between every single mob, and now have something to help them in between. Which still doesnt fix the fact they get flattened mid-fights without aggro control.
Which, pre-Incarnate levels is no issue, but once teaming with Incarnates when everyone and their pony have a crashless nuke now that is when blasters may start to feel useless because you either go, kill and get killed, or wait so you dont get killed and some hooligan defender did from range with one attack what you would have done with your whole attack chain. -
Quote:Eh, bad example. Blazing Aura Sucks, with puny damage on AoE at 8ft radius instead of 10 or 20 like other powers, being the reason why it's skipped a lot, so I could go and say "why wasnt it placed on consume to make it like drain psyche?", so i dont think only Elec got screwed.Bad Decision on the Devs on this one.. You know what I see here.. People not taking Lightning Clap because IT SUCKS.. Hey lets put something that they want into something that sucks so that it doesnt suck as much and people will start taking it..
Why not put it in Lightning Field like Blazing Aura in Fire ??? What was the specific reason THIS power that almost no Electric Blaster I know takes chosen ??? Devices gets their buff in Cloaking Device.. Toggle.. Ice get theirs in chilling embrace.. another Toggle... AND they increase the radius of Chilling Embrace ???
This should be placed in Lightning Field.. something that would benefit EVERY playstyle..
Thats just my opinion.. but I am mostly unimpressed with these changes.. -
My SR will always be more survivable than my Regen. Mitigation beats regen, but that's beside the point, I actually like the current changes becaue it wont mean a huge change in the blaster's playstyle, like it once happened with Dominators... so I'm happy overall.
Now, I wonder if this has been brought up. Has it ever be considered to give a small buff to the powerpools when blasters use them? I can see why you dont want to give a 3% leadership to a scrapper/tanker/ect who have many ways to boost their defenses, or why CJ is just a small bonus, but what if powers like these would get a slightly better number on blasters? They have almost no defense or resistance for the most part, they would still need to rely a bit more on powerpools(if they so decide).
The main problem I think people have with blasters is that given their really hard time remaining alive(which requires specific playstyle or builds to avoid) their damage over time is not the best, other ATs come really close to it already, and the ones that dont come close still have enough survivavility to keep doing damage while the blaster is otherwise downed.
Keeping a good balance between what everybody would feel like good changes to blasters, maybe a small buff to their powerpools could be the answer, since then those that want to build more resistant blasters would have access to powerpools as a viable option(more than now) and they would still need to give up attacks to achieve this, while others that just want to go all-out damage can still squeeze the new secondary mechanic into their builds.
I'm not asking on a buff of damage, since I think that DPS wise if they are on a team they are as best as they will be,specially with the snipe change, but change that makes them able to keep sustained damage like all other ATs can is what most if not all people seem to go after. -
Quote:Oh, I agree with that, I know Hawk is very reasonable and all the changes have made me happy overall. I'll cross that bridge when we get to them, but I was expressing some tentative concern because overall(so far) +regen beats HoT. Maybe on this specific instance it wont be an issue in the long run at which point I'll just look cute and fluffy smiling and waving.Regen does not "stack" in the way you're implying. Having existing regen buffs does not make additional ones any more valuable.
Regen *does* scale with +maxhealth buffs while heals normally do not, but I believe if Arbiter Hawk feels that's problematic in beta testing he'll do what I know he's doing with Absorb: make the HoT more enhanceable than the +regen by a small amount. Say, 65% enhanceable instead of 50% enhanceable. -
Quote:Maybe it will get buffed like /Ice's was? Here's hoping. I never took any of the two /fire auras because my blaster's concept is stealth, and I get too distracted that if I try to sneak with stealth+ss+proc I end up aggroing the world :PI don't care about the heal, I just want the damage. Currently, Blazing Aura is garbage but I took it anyway. It's garbage because it's short range damage, it's less damage and it's not cheap to run. If it were 30ft, it grants double coverage (Hot Feet is 20ft and my Hail of Bullets is 25ft) for a good deal of extra animationless DPS added right onto my PBAoE powers.
The heal is just gravy.
And they mentioned that the changes could be adjusted. There might be recovery added or maybe a reexamining of the endurance costs of the powers and such. *shrug* -
Quote:Not neccesarily because you are missing just one small thing on the math. +Regen stacks with whatever regen you have already(health, bonuses, ect), while HoT works alone, maybe based on max health which isnt as accesible to blasters. Based on that math is that I say that +regen > HoT.+Regen and HoT is the same thing by different mechanic. Suppress Pain is better than Soothing Aura because it appears to be designed stronger for some reason.
In fact, regen *is* heal over time: we regenerate in big 5% health chunks, by default every 12 seconds. To make a regen power and a HoT power have the same basic survival strength, but with different delivery mechanisms, just requires a couple of seconds of math.