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I actually think that's pretty damn hilarious because Cuppa just made a post calling it "Griefing".
I live out in the west and it reminds me a lot of so many of the Water-Rights legal battles that plague this area. You can't just tell people to "Share and be nice" in thsi kind of situation, everyeone's going to have different interpretations of who has entitlement to them. Arguments over who did the most work, etc.
I mean honetly, there's no way I see to actually enforce this which makes that a hollow threat and the whole reward system for this raid has to be revised if they're really serious about keeping PvE balance seperate from PvP balance ... a sterile divide if you will... -
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Hamidon Enhancements are killer.
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Especially for all those Nova and Inferno blasters and their friends that are nuking the Buds apparently and "stealing everyone else's Ph4T l007".
...Or have ya been blissfully unaware of that little problem?
But don't mind me, I'm just starting a new hobby of picking at any issues I can find now where PvP screws up PvE balance and visa versa. -
Yeah I second the call for Consistency.
SpectralTerror has such a wide AoE range, that it's just like Freezing Rain which has also become useless in many circumstances because of the scatter it causes.
Consistancy has always been this Studio's weak point IMO. ...Not just on Zones and mission bugs, but also on the functionality and basic efficiency of way too many Primaries or Secondaries within Each AT/Class itself. I would really LOVE to see Geko focus on that consistancy over some of the other things they've been focussed on. Because the last step I remember him taking in that direction to actually give a power more UTILITY, was the EXP change to Confuse and Decieve. ...Wasn't what we really were expecting and waiting on either, but atleast it helped make those two sets a little more Team-Friendly.
For Starters, one Basic simple Easy to follow rule... ANY Power that causes Fleeing, Nomatter what else it does, should HAVE to do Moderate/High AoE, or Superior/Extreme AoE-DoT. Any power that causes fleeing, and does not do those things, is only putting off the inevitable and dragging the fight out longer, In ADDITION TO breaking aggro and redirecting it to the last place we want it. And if they don't want to give a power that kind of damage, then they shouldn't make it cause Fleeing ... it's just fair trade off, nothing else. -
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Timer? What happens when I long on?
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It'll be ....long-over-with
And so will your Eggs.
*Ding!* -
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I'm guessing that Accuracy will be nerfed.
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Actually he's not kidding here since we'll have to fight Elluding SR Scrappers in PvP.
*Miss miss miss* Wha? *miss miss miss miss miss* Dang! *miss miss* C'mon! *miss miss miss miss* Damnit Damnit! *miss miss missity miss miss miss* Mommy?!? -
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Because the previous "nerfs" was changes they felt needed to be made without OUR suggestion.
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That's because we didn't suggest the Nerfs themselves. They asked us last time what were the biggest issues. A list pretty much verbatim to what was on this recent one was built up and apparently what stood out most to the Devs then was how Mind control faced more danger for some holds but mosly for sleeps that were completely worthless when debuffs and AoE's woke everything up. Also Fear powers, Confuse, and Mass Confuse got some credit for EXP which also helped Illusion a bit. ...But the Nerfs to the pets came from Obvious-Ville since the builds using them were obviously "out of character" for controllers which are suposed to be Low-Damage according to the Starting descriptions and was making the other sets look like a waste of time. ...And Fire still does that to a degree. And while it's not doing Blaster Damage, it can do Scrapper DPS. But no matter of discussion is really going to change the course of what's planned for it because they don't need us to decide that, the Datamining tells them all they need to know about whether a power's overpowered, especially when players Get PL'd just to reach it which is also very easy information to obtain through datamining.
So we ARE at the very same crossroads as before and it's just very very unlikely that only buffs will follow and the latest changes we saw to Tankers and Scrappers makes that pretty clear as Invuln was just "too good" and so was Instant Healing but they tried to make up for those nerfs by doing as much as they could to fullfill some of our requests on bringing up the underpowered sets such as Ice, Dark, Pre28-Regen, and Stone.
It's always Give and Take. Unfortunately I think this might again be like the last time we were in this position and we have not convinced eachother that we MUST have much more Give than what gets Taken from us and if we haven't convinced ourselves then we definitely haven't convinced the Devs and they will only Give us slightly more than they Take and we will still not be as desired for Teaming like an Empathy Defender or Invuln Tanker is. -
Actually, for Grav, Adding Damage IS the solution even if States and Geko themselves don't think so. Illusion Controllers have the worst control... They're practically a Storm Defender with 1 lockdown and too many pets. But very few people complain because they crank out the damage which means faster EXP. Gravity is usually going to cause Slower EXP in the majority of situations compared to every other AT, so just change that and Grav will get a Carrot that leads people to like it and wanna stay with it a lot more.
There's already Earth and Mind and Ice as well for the varieties of Pureist Controller builds. Last thing that's needed is one more that plays just like the others but is still weaker on control. Make it play more like Illusion, but instead of the pets doing most of the Damage, the Controller himself would do most of it through DoT's, and you'll have one more completely Unique and flavorful Controller primary that Synergizes more directly with the less taken Secondaries and does some very exciting things. -
Yeah, that's your opinion and I'll defend it.
But in my defense I said "...It's nothing that's in real demmand". ...Maybe Damage won't matter all that much if other things are changed. And if it is still damage that matters most, then I know there's just as many Mind Controllers who've already said they don't want to trade their control for some untested damage.
No I may not play a Mind Controller, but that doesn't mean you've got the market cornered on them either. -
Yeah, Gravity.
That's the one that really needs lookin at.
It's pretty crazy some of the things I've seen MindControl do. ...It's nothing that's in real demmand, but it makes the crowd control that my Illusion controller and Storm defender have look pathetic. If they had some real damage too they'd probably be able to handle a few too many situations a little too well. So I wouldn't worry about Mind again quite yet.
But Gravity, I don't think it's even capeable of that level of control and the activation times don't help either. But changing them could take too long like it took for Martial Arts and Katana. Do something quicker like changing some of their minor DoT's to moderate DoT's and make some of those immobilizing powers debuff resistance to smashing damage and call it good. -
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Yeah, even though he knows about the memo now, why don't you just go ahead and have that memo sent to him again. Yeah...
Oh, and by the way, we'll be needing Infernal to work this weekend, too... so if he could just go ahead and show up... that'd be great. Thanks.
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LOL!
You don't even wanna know what'll be on those reports after he goes "fishing". -
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(Further, to promote use of the teammate keystrokes, we are planning on putting small numbers (like the ones in the tray) next to your teammates' icons in the team window.)
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And Pets! Pets Damnit!
Let us pick a target, and use one of the shift+numbers to queue that set of pets to attack it and you will definitely see players being encouraged to use those binds
...Right now I usually bind my right shift button to cycle through Friendly units or heroes for stuff like applyng buffs, heals, or Assisting Aim. I'd say it's just as fast for me because I'm not that good with numbers -
I think it's only missing one thing, and that's the multiple-stars in a row down the side of it somewhere.
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Even the most seemingly mundane powers will be useful in PvP battle. For example, Statesman tells us that "taunting" another hero will force them to attack you... even against their will.
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Woohoo! They used my idea on forced Retargeting + Follow-Mode! ...Or atleast I think they did. Neener Neener to the punks who said it was griefish! It's a lot less Griefish than having your whole team alphaStriked by a flipping +10 fireBlaster using Buildup and Aim. ..Or chain-Held or Sappered, or, or or... ...You get the point!! Now Tanks are gonna be AWESOME in Team PvP and CTF. ...Let's see Counterstrike compete with THAT! -
WB.
But you weren't here long enough to get credit for this mission.
Wanna just go PL on WL's instead like everyone else? -
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You are always a friend to yourself.
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...unless you Play EQ or Ultima.
...Those people can't possibly like themselves enough to treat another them like that... -
I used to play my Scrapper with a SS/Invuln tanker and somehow I ended up taking Stim long before he got rage. I didn't even know what rage did. But he got it, started doing as much damage as me with then, then would "crash" as he called it. Well I'd just throw Stim on him and no more crashing.
I don't think the issue is, with MOST powers that you "come down from" or crash from, that the penalty is too much or too little... I think the issue is that there's just no way to know right WHEN it's going to happen so there's no way to prepare for it, unless you were sitting there with a Stop Watch. No visual hints for your TeamMates... Nadda. Just feels too random therefore any penalties seem a lot worse than they really should be.
Theoretically, Most powers that Crsh SHOULD be able to drop your health, or your Endurance to Crap. Or even Disorient you. And giving some kind of visual indicator that your teammates and you will see is the first major step required. If not for all the other powers, then atleast for Rage. And secondly, and more importantly with Disorients in general... is they should NEVER be high enough Magnitude to drop our Toggles since it makes no sense in respect to Mobs either. ...EVERY toggle that's really worth dropping on Mobs, are used by BOSSES. And we have to stack TWO disorients on a Boss to achieve that. ...Therefore I think Disorients should really be CONSTANT on all of our attacks -- not Random Chance, even if it applies for enemies too, not Random. But All Disorients should also be at a Magnitude that never drops your toggles when struck only once.
IE: Stuns/Disorients should ALWAYS have to be stacked to drop any toggles. They can still stun and prevent the target from doing anything but moving, but no toggle dropping if you're stunned the first time.
And to make sure some kind of penalty from rage dropping is applied, just apply a high mangnitude SLOW debuff afterwards, that should shoot right through Unyielding and Unstoppable. ...No need to drain endurance or health. I know those are the Go-To solutions too often, but anythign that works like Anti-Hasten will DEFINITELY be felt by any MinMaxxer more than the casual player. -
*5 stars the Thread*
What else is there to say really? -
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but I do recall you once saying that people who prefer to solo are mentally unstable... Should I take your comments in that light?
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Good grief, talk about taken out of context. And for the record, "Sociopath" isn't text book mental instability, quite a number of them function unto themselves quite fine in society, it's only the people that deal with them that pay the price.
And there's no "light" to take my words in since I've built my own controller explicity for soloing, was successful, and will likely do it again with a Defender at some point in the future. If I have any agenda, you won't see me promote it here because I was against this Boss change from the start when we began testing back in November. I stood with a number of players who thought the Minion and LT changes were fine. But I wasn't going to be hasty then and I see no reason to be hasty now. -
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City of Heroes was an extremely solo-friendly game.
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It's also always been more Group-Friendly than most games too. ...The problem of course being that Soloing has been much more convenient and more rewarding in general over Grouping...and definitely unchallenging to most skilled or experienced players who prepared for it.
We can argue all day whether it should continue to allow easy soloing, especially since they underestimated the dominance of Offense in this game allowing it to be the primary determining factor in soloability from 1-40 game. And everyone can scream at the top of their lungs that they don't want to be limtied to only 1 AT for easy soloing. ...but the entire game is still very young and wasn't even reflecting the original vision it's designer's held.
Now think of it this way... You have preconcieved notions too... for your heroes. They're your intellectual property, your fantasy, your dream and you Own 'em. And it doesn't seem fair to you if someone put limitations on them that break that functionality you had preconcieved. ....Well the Designers have their plans and they had it before you subscribed to this game. And they're leveling it up now, taking it through it's class-defining revalations, adding new powers they really want for it at the cost of sacrificing other powers that might have been what someone else wanted instead... Infact they might even be respecifying out those powers that someone else really wanted, but if it's getting them closer to THEIR concept, their fantasy and dream, then that's all that should matter since it's THEIR hero. ...And if they come to find out they don't like where they've ended up later, they can try that other direction. ...but before they can fully make that decision, they have to combine SEVERAL changes that might be a gamble or might not be what someone else would take. It's like anything built from the ground up, it's going to require a few leaps of faith because that hindsight was 20/20, even for the Veteran critics like yourself and me. -
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and if you aren't a scrapper, a tanker, or a fairly narrow specialized other AT build that can deal with it, your soloing days are over. We are just saying the choice shouldn't have been taken away.
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Well let's face the facts too, these missions have always favored one kind of AT or build for soloing. ...So maybe we need to shift our focus towards new TYPES of missions. Give Tankers "Protect Squishy" missions to solo where all they have to do is Survive an Onslught. Give Controllers and Defenders Infiltrate missions, Protect/Heal tasks, and "Garrison duty" where they buff and heal NPC fighters. And give Blasters spread out missions with very light resistance and tons of objects to blow the sh** out of
If things are going to change, then why not demmand some new changes that benefit ALL of our playstyles instead of demmanding a return to the same old crusty stuff we've already done way too much of. -
I got a question for ya Kali, since you're making such a "strong" showing here on the point....
Prior to this Issue, Blasters were still the most played AT on the SOLO-Focussed Servers, 2-1 over Scrappers even, and would typically solo at a "Fast" rate from levels 20-40, much like Scrappers. Now they still do 90% of their missions "fast", but get bogged down to "Slow" when a boss fight is necessary, or have to use all of their INSP's and maybe even a retreat before they defeat a boss. ...Making the Mission range from "Medium" rate of soloing it, to "slow".
...And here I have several quotes about them from Cryptic and other guides:
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"The Blaster can turn the tide of a conflict, but they need their friends to help them succeed."
"Ranged Support"
"A Blaster can solo successfully, if he remains aware of his situation at all times, but this archetype really comes into its own in groups"
(Infact every AT is listed for soloing potential, but the general tone is "but they're not made for it, they really do well in grouping instead".)
"Don't bite off more than you can chew. The number of enemies you can take on at one time depends on your archetype and power coices, but beware of large groups of foes.(1 Boss = 1.5 heroes) Look for white or blue enemies to engage;"
"Missions are a way to give the game Variety and Depth, they offer an alternative to meerly wandering the steeets..."
"Do be aware however that missions in a story arc tend to get more challenging as you progress. You'll probably want to assemble a team for the later missions of a storyline rather than tackle them solo".
"On a fight-by-fight basis, you actualy earn a bit less when teamed up than you do solo, but don't let that stop you -- If you're in a hard working team up, you'll almost certainly find that you're taking out far tougher foes at a greater rate than you could solo, meaning that overall you advance much faster as part of a team..."
"no one(blaster) can stand by himself for long"[/i]
What is it that you disagree with about on being penalized for soloing now? Most guides and the manual clearly state that only 1 AT is designed for soloing. Do you actually think we should be encouraged to solo the 4 Support builds too? Because the only way to enforce the descriptions here is through difficulty.
Particulary statements like this: "Whenever someone is tempted to say something obnoxious like this, can't you just pretend that we already know your point of view but don't care for it?"
Because it conspires with the descriptions here, to illustrate the exact point that WonderChris made which you called Obnoxious. Well I guess the manual and guides are Obnoxious too, and the Dev team's original plan must be obnoxious too. And begs the question even louder..... If anyone here feels hostile by the mere thought that they're "supposed to group" and it's FINALLY being enforced here, then what the hell exactly ARE they(and you) doing here? ...I mean you "don't care for it". So why make a big deal about? Why fight it when that's the way the game was always intended to work, and is finally working that way?
Hey I'll still build Soloers out of the Support AT's myself though, or try to, and if I fail, why should I NOT accept ridicule from players who told me I wasn't supposed to solo? ...It's just this simple... A superior player will find a way to overcome the difficulty anyway. And a Humble player will accept their role in a team.
...which only leaves one group left, and that's the guys who THINK they're real heroes, think they're really superior players and are too arrogant to accept a more humble role, but also fail to actually overcome the difficulty -- leaving them one thing to do... come here to blame their failure on somone else and make demmands that the world be changed to meet their expectations. ...And THOSE are the people that are targeted when someone says "then why are YOU here?". You seperate yourself from that arragant group of players, right? If so then you can overcome the generalizations too. ...see I'm just saying that there's nothing here to get annoyed over. ...sorry if I wrote way too much just to point it out though -
Intersting that you brought that up comsidering that Fly was just made mutaually exlusive to SuperSpeed, yet stacking those running buffs on might be even better than Fly + Superspeed, and certainly cheaper on Endurance, heh.
...No I don't have the answer, was just pointing out the Irony -
Yes, SR can go faster than unslotted SuperSpeed.
But it's a lot like my Main(ill/Kin) who took no travel power and just uses his Secondary too... It's a real PAIN until you get them all. For me that was about level 28 that I got both of them. It was "trying", sprinting around 1/2 the time while everyone else was zipping past me, fliers included who were much safer might I add. And SR doesn't even get Perma Ellude until about 40. ...Yech, if you wanna wait till 40 before you can travel quickly, you might as well just go play WoW.
Also, this Thread's subject is grammatically flawed, it should read "Flight.. The 5th fastest travel power) ...indicating that 4 other travel methods are all faster than it is ... which you should also add "Inertial Reduction" and "Siphon Speed" making Flight the SEVENTH fastest travel power, practically dead-last to just Sprint with Swift only.
...Intersting Note too, Inertial Reduction doesn't stack when applied a second time by just yourself, UNLESS you just finished zoning, in which case Inertial Reduction STACKS, and gives HUGE hangtime even faster than slotted SuperSpeed. ...I kid you not, I was able to Jump from the Tram to Ms Liberty... in one single Leap. It feels unbelievable and puts Flight even further to shame. -
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They are just +1.
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Fair enough. Thanks again for the replies.
Lewis
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I don't think you look very convinced, but it was a very common statement among us Testers ever since November... "To Con a boss now, just add +1 to what they used to be" ... Since the difference a +1 boss used to do compared to an =0= boss was about 30% to 40% damage. And roughly 20% to 40% resistance to all your damage. ...Hp's are now undeniably much higher ...But I guess what makes up the difference could be Defense difference which hasn't changed.
I also agree with a previous poster, that the Color they con to us should also be Bumped up one notch to reflect their true potential startiong at 25. And I'm still not satisfied with the Amount of EXP they give as it's still VERY disproportionate to the ease of EXP gained from Minions/Lt's, even for Groups... Making it a major Impediment to Teams. And just because a Team is greater than the sum of it's parts, doesn't mean that it's okay for 3 Bosses to spawn in each wave against a 4-man team in Respec. ...2 Bosses for every 4-man team in TF's is hard enough considering they're both +1 to +3 to the Average TF player as it is and incure FAR MORE debt than they're worth.