-
Posts
555 -
Joined
-
[ QUOTE ]
[ QUOTE ]
<<I'll celebrate when things get fixed. Been down this road before.
EDIT: Nothing personal Castle. >>
This bears repeating.
[/ QUOTE ]
It also bears repeating that _Castle_ gets [censored] done. Some people deserve a certain level of faith given their track record for hard work and results.
[/ QUOTE ]
Gets things done in regards to what? I can tell you that neither the kinetics concerns or the TA concerns are currently getting done. In fact, defenders having been looked over by Castle and having been told that it is by design that controllers can use defender primaries better as controller secondaries that defenders probably won't have anything changed for awhile since they are on a back burner.
Castle, gives great responses and generaly lets us know when we are wasting our time. When it comes to fixing problems, there isn't a whole lot he can do.
So, I'll believe blaster changes when I see them. Till then it is all pie in the sky. I know that Castle was PMed with links to some of the Concerns that blasters have had over their ranged primary powers but I have this feeling that we will be told to suck it up like many of the defenders were.
So, I will not blindly assume that Castle even thinking about looking at Blaster issues will result in any Blaster buffs. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
* Bug: Hurricane, when used to push an enemy who is under the effects of a hold by another player, sometimes pulls or pushes the enemy in a different direction than intended. (Theory: Hurricane repels enemies Immobilized by another player as if that other player (caster of the Immob) were the origin of the Hurricane.)
[/ QUOTE ]
This is on my buglist, but I've not been able to reproduce it. In any case, it is almost certainly a code issue, which means until I get a reproducable case, it is problematic that it will be corrected.
[/ QUOTE ]
CoH Demofile - editted to protect the identities of the innocent, otherwise untouched.
You'll notice that the Crusher under the effects of the Gravity Distortion first repels directly away from heroa, not from Gattsuru, even when Gattsuru's on the other side of the enemy from heroa. This continues for close to ten seconds after the application of Gravity Distortion, after which, normal repel effects take over.
Information I've gotten from Champion controllers suggests there there may be a link to the knockback prevention Gravity Distortion gives (and similar powers give).
[ QUOTE ]
[ QUOTE ]
* Bug: Flash Arrow gives a perception debuff. However, when the power is recast from within enemy's normal perception range, the Defender will be spotted, regardless of whether the second Flash arrow hits or misses, and regardless of how much time is left on the first Flash Arrow. (Voiced by Concern, several others)
[/ QUOTE ]
I wasn't able to reproduce this. Is it still happening?
[/ QUOTE ]
Flash Arrow Bug
This one's fairly self-explanatory. My character Flash Arrows an enemy, and can walk fairly close to them. He can even jump up and down next to them. However, casting Flash Arrow again instantly starts up aggro.
[/ QUOTE ]
Thanks for doing this so I wouldn't have to. I only recently saw this post after seeing another post by Castle on a different subject.
It makes me really wonder if we are able to communicate effectively with the developers when they aren't seeing the same thing that we are. Actually, it just reinforces the notion that they are not playing the same game.
His post on the damage debuffs had me tearing my hair out. Then he didn't realize that the reason that kinetics powers don't work on dead bodies is because the targeted spawn cannot drain endurance on the dead body to power the effect. It effectively can't affect the target because the target is dead when the spawn goes to hit it. I think this was confirmed by Geko. There are too many developers working on creating new and shiney and not enough on fixing what people are playing, or now that they aren't getting fixed, not playing.
The one good thing out of all of this is that now I know I don't have to waste any more time on my defenders. It is apparent that many issues that were making them not very fun are not going to get fixed so, there is very little reason to continue to level one when there are other ATs (my new Earth/Storm controller I made a few weeks ago for instance) that are working well and better than defenders. -
Thank you for responding to many of the defender complaints and issues.
Your responses are honest and gives players a great deal of information that most hoped wasn't true.
What really gets me is the developer attitude that broken released content (by broken I mean it either has balance, game play, or fun issues) can sit on the back burner while the development team rushes to produce more content. Well, congratulations you have managed to convince me that I should not play any defenders until the Defender AT finishes being on the back burner and the developers start to take a policy towards finishing what they started. If you release powersets with issues like TA has then players are going to stop being excited over new power releases. I suggest that the developers start to shift manpower to start dealing with old issues that require revamping to correct. Starting with damage debuffs and their incorrect notion that everything is hunky dory with them only debuffing the base value of damage instead of debuffing the base value of damage that enhancements are applied to.
With the design of containment and the position of the developers that controller powers trump many of the powers in defender primary powers there is little reason to play a defender in this game.
It is disheartening to hear that the debuffs to damage are not going to be changed to affect the enhanced amount or even the base damage that the enhanced amount is applied to. I halfway suspect that you don't realize what we mean when we say it only debuffs the base damage, if you do understand then it would be great to know whose brainfart it was to not change it after PvP was released or who thought it would be balanced in PvP.
When confronted between a choice to buff to Trick Arrow that you admit there are problems with you choose to instead leave a power weak and simply change the graphic to show it's properly weak nature. I am refering to acid arrow if you don't know what I am talking about.
The Trick Arrow and Archery was supposedly being looked over according to Positron, but we find that instead of making choice decisions that would reflect the set actually being monitored we are told that some sweeping endurance reductions should help. Even though the majority of complaints in either the blaster or defender forums are about the animation lengths of the powers.
Trick Arrow users are told effectively that a controller will be a better trick arrow defender than a trick arrow defender. Their slows will work better in Glue Arrow, and their immobilize will be better in entangle Arrow. The sleep from poison gas arrow will last longer. The durations on Ice Arrow also last longer on a controller, and hell the slow that Oil Slick has is probably better on a controller as well. It would not surprise me that EMP Arrow also functions better for a controller.
Oil Slick. The set that supposedly was being looked over since it's release yet the text has never been changed to reflect that there was no longer any -def? When were the developers planning on telling us? Hell, would it have killed you to give it a -def debuff and leave the text alone? The set is hurting, is there any reason to kick it while it is down, can it not do something better than a controller that is not a measly 8% acc debuff? Flash Grenade in field has been tested to be the same as smoke grenade. If the numbers are in fact different you may want to consider making the difference larger so that players who test them can actually test and find a difference because so far, we haven't seen a difference. Once again, another power that a controller can do better. Fire/TA controller can stack Smoke (auto-hit debuff power compared to a defender who has a to-hit roll) and Flash Arrow and thus arrive at a debuff value (with both powers slotted) similar to a dark defender (without enhancements) and have all the controll of Fire and TA and also have the damage of TA (oil slick, which should auto light to make it balanced for all secondaries (psi) and primary sets) with the damage of Fire (Imps, containment HotFeet). It puts a TA defender to shame.
I don't have the heart to go line by line and shred everything you said. You said it in good faith and I respect you for that but I will be just as honest back. I don't like the developer positions towards defenders. I as a player feel that the time I spent playing defenders has been betrayed.
Just on TA alone I feel like the developers have basicaly stabbed me right in the back again (EF Nerf issue). I actually thought they were monitoring the data on Trick Arrow defenders. -
I thought it was where once activated a Chris Farly replica came out and complained about his gord?
-
Electric Melee, Electric Armor.
Ok, so my first brute to 50 will be Stone/EA so that I can afford to twink my Electric/Electric Brute. I am soooooo going to enjoy that set.
The real cream of the crop. WHAT I HAVE BEEN ASKING FOR SINCE FOREVER. THE ENTIRE REASON I WENT OUT AND BOUGHT CoV
MAYHEM MISSIONS!!!!!!!!!!eleventy111!!!!!!
/em feints -
[ QUOTE ]
(In a post-SO situation) it only takes +10% dmg to equal Criticals on minions. According to this horribly inaccurate chart, you reach that before you're even at half health. For the 30% bonus it would take to break even with Scrappers on bosses, you only need to be at 40% health. I dunno about your experiences, but that's not exactly a rare thing for my Elec/En, and unless I'm trying to solo a boss, that's not exactly the situation where I *have* to gulp down green pills as fast as I can.
The issue with Defiance is that it does give a nice value even when the player's in decent shape. It just has the forbidden fruit of a full defiance bar that players just keep obsessing over.
[/ QUOTE ]
The really important thing is that the 10% damage increase I get from scrapper criticals is much better at helping me kill mobs faster in comparison with defiance which, while boosting my DPS THEORETICALLY does not in normal gameplay help me kill faster. Getting double damage from an attack and saving yourself the cost of attacking again on a mob is usefull.
Getting a slight damage increase but still having to use another attack to finish off the mob that would have killed off the mob regardless of the slight damage increase is not usefull. There is a world of difference in comparing Criticals and defiance beyond simply DPS. -
I have been playing my scrapper and my blaster that were both made post I6 and I don't see defiance comeing anywhere near the level of usefullness of that 5% scrapper critical. Especially since that 5% ramps up to 10% on LTs and 15% on bosses. When my scrapper hits for double damage maybe 8 to 9 times in a mission (not counting the crits on Death Shroud and Quills) it happens at anytime. At the start of a battle, at the end of a battle, in the middle of a battle. It is always usefull.
With my blaster however, I just don't see it. The benefit is not there except in the rarest of occasions so I don't see how it can possibly be as usefull as the scrapper inherant which is usefull ALL the time. Not to mention it gets used more often than my blasters defiance as well.
The comparison I am making in terms of usefullness is between my Level 32 Fire/Elec Blaster and my level 32 Spines/DA Scrapper. In both team play and normal solo play at any difficulty the scrapper inherant is heads and shoulders above defiance.
Scourge is the best thing since sliced bread. It makes AoE attacks shine like no other inherant in the game save Fire Ball + Containment. Without a doubt a power that is a gleaming example of something with both a realistic effect on gameplay and something that is noticeable.
However, other than my general complaints about defiance and the usual comparisons to other inherant abilities I am curious as to why you think that your graph represents something positive about defiance. My own conclusion of your presented data is that defiance is woefully lacking simply due to the number of attacks that are applicable before you die. -
[ QUOTE ]
[ QUOTE ]
Poster: Concern
.
I am not 100% certain but I believe that NPC perception ticks. It is possible to actually attack from behind cover by quickly scooting out and activating an attack while scooting back into cover. You can do this without being attacked back if you happen to get lucky and pop out in-between perception ticks.
.
This means that if there are columns in a level I can very effectively kite in cover while being almost dead and gain full benefit from defiance.
[/ QUOTE ]
True but if you think about it your strategy is to have a minion slap you near dead to get a boost.
Now I'm no authority on Blasters but anytime I've been playing my strategy is to get hit as little as possible and work on getting hit less times. Only a Dev would think that a blaster would let themselves get hit a lot hense the low usefulness of Defiance.
While it CAN be used in a beneficial way that way is so alien to our survival instinct that it is near to totally useless.
[/ QUOTE ]
All I can say is that I have gone way out of my way to find a usefull purpose for this inherant. I did actually use it in the 20s in Siren's Call missions to help me hit Arachnos mobs that I KNEW would not kill me quickly and were in small numbers but high level (invinceable missions huzzah).
Now here is the iceing. Many of the posters on this board have probably ran into the Nightshade bosses with their stealth, -perception, and their unholy amounts of offense and defense. These gals make Paragon Protectors look like pushovers. I happened to be at full defiance several times against one of these bosses (it took me 5 tries before I managed to kill this one boss through shear insperation use alone). Even with the defiance boost I couldn't hit the Nightshade, hell I think I even /bugged it when the zones first came out because I was shocked at how RAIN OF FIRE MISSED THE BOSS COMPLETELY. Some stalkers can get through it too so I wasn't completely shocked. It just goes to show you what those horrible defenses they have can do.
Also, as far as I can tell defiance is most assuredly broken in one way. It doesn't enhance rain effects.
Post level 30, I don't bother even remembering this power exists. The conditions that made it usefull in the low levels and the cheese that helped it in the 20s are gone. For the 30s I see this as being the most pointless of inherant abilities. Maybe if my character picks up a resistance shield I will be able to use it to cheese again. I doubt it however. -
Here is the thing, I can actually use defiance. When I say "use" I mean abuse it.
I am not 100% certain but I believe that NPC perception ticks. It is possible to actually attack from behind cover by quickly scooting out and activating an attack while scooting back into cover. You can do this without being attacked back if you happen to get lucky and pop out in-between perception ticks.
This means that if there are columns in a level I can very effectively kite in cover while being almost dead and gain full benefit from defiance.
After my health has recharged a bit I will go and agro a minion whose ranged attack I know will take a significant portion of my life but won't kill me. I will then proceed to kite around corners or columns and kill my targets with the boost from defiance. Immobilize powers help alot doing this of course.
This is not something I do in teams. In teams I don't have the time for fancy tricks like this unless the team has the entire rest of the spawn agroed and that is rare without a tank, if the team has a tank then I am slamming AoE down anyway and will not be useing defiance because my health isn't dropping.
There has only been one time in my blasting experience where defiance actually worked the way Statesman described it working. Only once did a mob hit me low enough to put me in the red and I was able to launch an attack that killed him before he or another mob killed me.
To sum this all up, I don't think defiance is giving the majority of blasters the boost that the developers expected it would. I don't believe the majority of players in this game are playing in the manner that the developers see defiance benefiting blasters.
This is why a majority of posts on the subject of defiance are negative. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
http://www.openmindcreations.com/j5/coh/defiance.jpg
Note: level 50 blaster
At 1/3 or so life I had .1 defiance, it wasn't until I was almost dead that the bar actually went up.
[/ QUOTE ]
Thanks for the screenie Slyer, that's exactly how mine works too.
/e Looks at chart:
=>50% Health: +18% damage buff
< 40% Health: +35% damage buff
< 30% Health: +70% damage buff
< 20% Health: +140% damage buff
< 10% Health: +280% damage buff
< 5% Health: +400% (this is the damage cap for Blasters as of Issue 5)
/e looks back at screenie:
http://www.openmindcreations.com/j5/coh/defiance.jpg
hmmmm....
Is that working as intended??
[/ QUOTE ]
If you assume 1.0 to be equal to +400%, and 0.0 to be equal to +0%, then it's 'working as intended'. A 0.1 Defiance value will be roughly equal to +40%. Someone at 1/3rd health should be experiencing values between 35% and 70% (0.875 and 1.75, respectively).
The Defiance bar makes defiance seem worse than it actually is. It only takes +10% to +30% damage to break even with your average Scrapper's benefit from Criticals. You get those benefits well before 33% HP; you actually 'beat' Criticals by a good deal at 40% health. The Defiance Bar just makes it look like you're only getting minimal benefit.
[/ QUOTE ]
Oh by the way, it should be noted that the defiance bar doesn't actually show you how much defiance you have. I am referring specifically to how it rounds to the nearest tenth. All of the data gathered to date may indeed not be as significant as it could have been had the display for defiance been more informative.
Information given to players is a good thing, as Martha Stewart would say.
One more note, anyone but me notice that according to that chart a blaster with more than 50% HP should have an 18% damage bonus and that in-between 50% and 40% he shouldn't have any bonus? Is that chart really correct, I was sure that Cuppa said there was a typo though. Too bad the inherant wasn't a typo. -
[ QUOTE ]
Regards to Deffiance sucking. This is not the thread to post that. This is the thread to find the real problem. As far as it sucking. I firmly believe that it does not. If it sucks for you, then you do not have a good team. It isn't as good of a power Solo. Your team needs to keep the agro off of you when you are in the red and have Deffiance Activated. If your team does their job, you are a killing machine. I have a RL friend that is a controller. Together, using voice chant, we run through missions at 4 or 5 times the normal rate.
[/ QUOTE ]
I just want to say that this thread has been worth reading if only for that last little bit. I wonder what kind of chants they perform to go through mission 4 to 5 times as fast as the normal rate? What is the normal rate? I gotta get me some of that chanting action.
Sorry if this was already brought up. I'm still laughing. -
[ QUOTE ]
Please stop arguing about how much you actually hate defiance for a minute. Statesman came in here and said their testing didn't show a problem with how defiance was working. He didn't say they had a problem with the concept of defiance.
[/ QUOTE ]
We defined our problem, we now have testing done by players that shows that defiance is not working as the developers indicated that it should.
Exactly what more do you want out of the blaster population of players? Shall we reverse engineer this game so that we can discover the mechanics of defiance and then point out what is causeing the problem? It could be lag, it could be their netcode, it could be that the values are wrong. It doesn't matter though.
It is enough that we have defined our problem and shown (with numbers even huzzah) that the mechanic is not working properly for us. Now, it is up to the developers to either say they have no idea why it isn't working on the player end, that they know why it isn't working and will fix it, or that they are going to change it due to an overwhelming desire by the player base that it be changed.
In the meantime we can bash the heck out of the mechanic and vent about how much we hate it to our hearts content because that is partly the reason why we have these forums.
I realize that you may not have read all the posts and you were trying to be helpfull, I post this more as a warning to someone else who will try and tell people what to say and what to do. -
As others have said the most I have is anecdotal. Defiance, is not very easy to measure in combat.
The big thing is how little benefit you see in when your health bar is hanging in the middle between full and empty. Usually this is when defiance is just not kicking in. Other times in a big fight with several mobs (more than 10) I may get hit by a Tank Swiper for a large amount of damage and it takes awhile for my defiance to kick in. Realize that I am hovering at death. There is no time to wait the couple of seconds that it takes for it at times.
Which is what really makes defiance a frustration to even consider useing in the higher level game. It's bonus would be much more usefull if the bonus were seen sooner and on a more gradual scale. The massive scale up when a person is below 5% health is meaningless with the current coding because of how rare it is for a blaster to survive long enough to use the bonus when they are that low on health. Hell, at that health level an auto-hit damage aura will kill off the blaster. -
I am a little curious about two things.
One, how often do you die?
Two, what level is your blaseter?
I ask the last not because I am going to tell you that your experience will change as you get to the 40+ game but because others have already stated that the low level game does allow a blaster the time for defiance to kick in before he dies. -
Could it be that Defiance does not stack with self buffs?
Or, it could simply be that defiance is bugged and not always giving it's bonus when it should. The power activates so rarely that I wonder if it exists at times. I get more use out of the 5% critical with my Spines/DA scrapper. -
[ QUOTE ]
[ QUOTE ]
Long long ago, in a post far away, one of the devs mentioned the way -Resistance worked. Now, What I've heard that post mentioned was that -Res wasnt actual -Res but a damage multiplier. Is this correct, or is this one of the fallacies just randomly flying around?
[/ QUOTE ]
Resist Debuffs are resisted by Damage Resistance.
If your 100 damage attack hits someone with no resists, it does 100 damage.
If that person had a 25% Resist Debuff, damage taken would be 125.
A 100 damage attack vs someone with 50% resists would take 50 damage.
If that person had a 25% Resist Debuff on them, damage taken would be 62.5.
EDIT: The above assumes the Resist Debuff is resistable. Defenders debuffs are not resistable in PvP.
[/ QUOTE ]
Finally. Now I have something to point back to when I start making a list of why defenders underperform in PvP as far as -res goes. -dmg also seems to be affected by this as well when the damage and the resistance are the same. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
I'm also aware that TP Foe is a big issue in PvP. In our internal testing, my Stone/Stone Brute used it to great affect on opposing targets.
[/ QUOTE ]
If your Brute "used it to great effect", then your Brute greatly under-utilized it. Teleport Foe owns the field in PvP. It owns the field, owns the bleachers, owns the hot dog stands, owns the parking lot, blockades the streets, has an option to buy on all the surrounding blocks, and is able to block any other transactions for a mile radius around the stadium.
[/ QUOTE ]
Indeed, I think it should be #1 on the "needs to be fixed to make PVP fair" list.
I've seen three ideas for fixing it that seem to make sense:
<ul type="square">[*]Instead of letting people place you exactly where they want you, TP Foe places people at a random place around the summoner[*]Instead of placing you on the ground, TP Foe puts you in the good 'ol "TP Hover" mode[*]When you TP Foe, you also Dimension Shift them for 5 seconds[/list]
All three of these still gives the summoner a strong advantage without allowing him to force the summoned directly into a trap.
[/ QUOTE ]
TP Foe can miss. I think that makes it balanced enough. Second, the person who has been teleported can react before the person who is teleporting. So, in 1v1 situations this power is actually pretty balanced and is only a tool to get your opponent close to you but is not a tool that can be used to keep someone there unless you are one of a few ATs and then we get into a debate about how much players want power combinations and tactics to be limited.
When you bump TP-Foe up to the team game the dynamic changes. Now you have players who can attack the target that has been teleported into the midst at the same time the target can retaliate BUT lets not forget that the person doing the teleporting can be interupted and that his teleport can miss. So, you have a team player who is sitting there for four seconds not contributing to the team while other players huddle around waiting for the target to arrive. What is the opposing team doing in this situation? Right, beating the tar out of them. Now, a coordinated team useing tactics can use it to their advantage but then that was kind of the point of team PvP.
So, what it really boils down to is that for a few situtations that are usually Team v 1 and rare 1v1 situations you want to get tactics nerfed.
I can't believe I am hearing this but that is exactly what Castle and Pilcrow seem to want to do. -
[ QUOTE ]
[ QUOTE ]
Three, everyone needs to remember the absolute cap on Stealth is lower than the absolute cap on Perception if the players are even level. This means that a TEAM using non-Temp powers but with a good overlap of other powers will be able to see a Stalker before that Stalker gets into Melee Range. Additionally, while Tactics is a Toggle power which can be left on indefinitely for a +Perception boost, Grant Invisibility is a click buff which has a finite duration. So, a group of Stalkers + Support needs to stop and rebuff every few minutes to remain at the Stealth Cap, while a group using overlapped Tactics can remain on the move constantly.
[/ QUOTE ]
Gotta admit this bit concerns me. There are a lot of ifs in that statement. If a team has the right builds, if those builds can stack their effectiveness and if that is sufficient to reach the absolute cap on perception they can see any Stalker. Although it works fine on paper, I'm not sure its a realistic option for most players.
If it is achievable and becomes common practice I can also forsee Stalkers complaining when Stealth becomes useless.
I guess you'll end up having to look at stats over a long period of time to work out if this is 'working as intended'.
I think you also need to consider that travel supression expires by the end of an AS and i'd like you to take a look at Pilcrow's suggestion to use awakens as a reaction to insta-kills. I'd link the thread but I don't know how to do that tidly yet. It's in the suggestions forum anyhoo.
[/ QUOTE ]
The binary nature of stealth and perception runs into a similar problem that mez and mez protection does.
It isn't fun when your power is pointless and it isn't fun for the other side when your power is effective.
So, if we take Castle's comment at face value and assume that teams will huddled together with multiple tacitcs going simply to counter stalkers then what is the point of having stealth on a stalker at all? It eliminates that entire feature so why design a set that will end up bringing nothing but grief later down the road when players begin to use such tactics. Did Cryptic really think about this when they designed stalkers? -
[ QUOTE ]
So, a group of Stalkers + Support needs to stop and rebuff every few minutes to remain at the Stealth Cap, while a group using overlapped Tactics can remain on the move constantly.
[/ QUOTE ]
The trade off for having to buff every once in awhile is the ability to move away from the team without losing your buff. Basically, stalkers can seperate and still be hidden. On the Hero side, they have to stay together and be bunched up or they lose their stacked perception. This is not an advantage for Heroes. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Trick Question. The answer doesn't matter. It has the same psychological effect that a one-shot does.
[/ QUOTE ]
Bingo. This was exactly my point.
PvP is a very fine balance and there are a lot of ways to creatively combine powers for extreme effect. Assassin Attacks, while powerful, are only the most visable (irony?) example. There are others which are worse and whatever solution we come up with for 'The one shot problem' has to address as many variations as we can identify.
[/ QUOTE ]
I agree, which is why I felt encouraged when you said the 1 HP solution is only one of the "solutions" you are considering.
Anything that kills you in X secons or less (I'd say 2) is something that can "instagank" you - i.e. kill you before you even know you're under attack.
That's the problem. Be it one shot or three.
[/ QUOTE ]
So, does that include a team of 8 stealthed blasters that all snipe a single target?
There comes a point when you have to decide how much you are going to encourage tactics and how much you are going to limit tactics. Is a Trip Mining /dev blaster annoying someone? Does the /dev blaster have many other options that offer him a positive gaming experience? Looking at things from the point of the defender is good but lets not forget the point of view of the Attacker.
The /dev blaster took time, to sit vulnerable and plant his Trip Mines and then he has to attempt to get someone in range of both his Trip Mines and his TP-Foe attack. What about the /Dev blaster that doesn't have TP-Foe? What about the guy who lures a player into his Trip Mines? This is only looking at blasters.
What about four tanks teleporting in and all hiting ET or Knock-out Blow on a single target? Where does it end and are any lines going to be crossed in the sand to prevent Tactics from being abused in this game.
The question is whether or not it is too easy for STALKERS to kill people in one shot. That is my opinion. If it is then guess who bites the bullet? Risk VS. Reward. Will tactics be rewarded or punished in this game? -
Nice? People?
MrQuizzles, you are starting to sound like a "healer". You haven't turned to the dark side have you?
*Concern raises a hand dripping with black viscous negative energy bearing the pain of a thousand tortured souls*
Have you? -
[ QUOTE ]
I thought of something...I bet the reason they are paying attention to Defenders is probably because we complain the least of any AT.
[/ QUOTE ]
Actually, I have been kicking and screaming about defenders for awhile. Add a few polite PMs with pertinent links, some mild begging and it is amazing what you can get a person who really does care about this game to do. The devs don't respond to everything that goes on around here but they take note of things. I expect that some things they expect, these changes don't go in untested they expect some feedback, it is when the feedback is not what they expected that I think they sit-up and take notice. Obviously a clear cut description in detail of what a player thinks is of issue with the game is much easier for them to read, and kudos for Blueeyed taking up the mantle here on the defender forums.
However, the devs are not omniscient. Something very important may get added to that list and they can very easily miss it. Thus, when issues become important to us it is important to discuss them fully and explore them fully not only for ourselves but just so that a developer wandering by has an opportunity to see just what issue is simmering on the pot currently. It may be something that they had no idea could even be an issue. On the other hand it may be something that they expected and can actually settle fairly quickly.
While complaining can be seen as a negative, our concerns about the game are a great tool for the developers to create a positive experience for the players who do not read these forums and simply play the game. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Dont play the set myself but from what I can tell they are in more demand now than ever, in some casses teams usually dont do to well without them. So where is it exactley they need attention? maybe Storm? or Archery?
[/ QUOTE ]
We've got issues abound. Chances are you really wouldn't notice them unless you played a defender. Yeah, the entire TA set is an issue.
[/ QUOTE ]
The uselessness of every defender secondary in PVP is an issue.
Cheers!
[/ QUOTE ]
Some people just don't realize that defenders are not happy that more and more people are saying "We need a healer."
Just because "Healers" are wanted in teams does not mean that defenders don't have issues. Hobo, please do not remind me about how pitifull my damage is in PvP. -
[ QUOTE ]
Dont play the set myself but from what I can tell they are in more demand now than ever, in some casses teams usually dont do to well without them. So where is it exactley they need attention? maybe Storm? or Archery?
[/ QUOTE ]
You don't play the sets obviously. Check out the defender issues thread though if you really want to have an idea. -
Will Leeroy Jenkins be the Blaster Rep?
Just wondering.
I am serious.
About me wondering.
That is what I was serious about.
This post is way too serious.
I'm serious about that.
Okay, now I am concerned.