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That's hardly offsetting the loss from no longer being able to 6 slot stamina.
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You can still six slot stamina.
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Even with 2 end reductions in my ice attacks, I'm still popping CAB's like they were candy. 13.3% just doesn't cut it.
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Blasters are endurance pigs to begin with.
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How about looking into the recharge times for everything as well? So many of them are still based on perma-hasten.
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You can still take hasten and have it up quite often which makes any possible reductions insignificant. -
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Now it seems to me that these updates were done in the interest of "balence" for PVP
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Your senses can actually give you false information.
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My question is why have PVP at all?
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People like PvP. It provides an intelligent opponent.
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Are there that many people who use it?
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Yes.
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and if so why does it seem to me that the Arenas and PVP zones are mostly empty, except for those doing required missions in there?
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See comment above about senses.
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I recently went to Warburg and there was a "Gentlemans rule" of not messing with others without a challenge
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Your server sucks. I say gank them all. You issued a challenge to any takers when you entered the zone.
You could also try Siren's Call it tends to have more action and is Hero vs. Villain. -
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whay are pistols so asked for?
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I think The Matrix and to a greater extent Equilibrium really popularized pistols. -
So is it your argument that all that "extra" inf. you get from defeating enemies and finishing missions is "gravy", and not necessary in order to be able to buy the needed enhancements for a character?
The average level 50 in CoH was ending up with somewhere around 20M extra influence. Can you honestly tell me that was necessary?
Hell, I don't even think I believe that you kept a running tally of all the inf you gained from selling enhancements apart from that gained by defeating enemies.
I ran from level 30-40 in CoV in SGmode probably 95% of the time. I started with approximately 2M influence buying enhancements as they were needed and including a couple of costume changes which ate up around 200K. I ended up getting to level 40 with 2M infamy while my friend who was not in SGmode ended up with approximately 8M infamy. I continued gathering prestige and ended up garnering another 3M infamy from drops alone.
That means you would need to sell about 200 SO's (remember, they sell for LESS than half of what you need at the RIGHT stores) to pay for all SO's of even con, IF you were at, say, level 40, and not, lvl 41, where you would have to combine to get there, and could conceivably lose a significant number of "combines" due to failure.
Who in their right mind will constantly keep buying a new set of SOs every level just to keep them green? That's a massive waste of time and resources for a small bonus particularly with ED in place.
If you are actually suggesting that your cat CAN solo on invinc now, well, I think your cat is probably incapable of even logging in, so your comparison of a cat to someone, anyone, who has the experience you HAVE to gain while getting to lvl 50 as a player (assuming you don't power level), is nothing but hot air, and downright insulting to players who have difficulty playing on invincible with, say, their ice tankers or empathy defenders at the higher levels while soloing.
I never said my cat could play on invincible now. But I could have probably given the cat (or at least my friend's kid) a level 50 regen scrapper and he could have completed an invincible mission and not died once. Hell I could've done it with a level 34 regen scrapper. That means that my capabilites as a player are irrelevant to the equation meaning the difficulty of the game isn't high enough to actually challenge my character, let alone me as a player. That defeats the purpose of having a difficulty slider for anything more than an xp farm.
Further, as you yourself point out, States flat-out SAYS that players should be able to defeat higher-conning minions at higher levels, so who are you kidding here?
Focus should be on the capabilites of the player not simply the character she built. Castle said back in CoV beta that most of the powergaming in this game was done on paper and they were trying to add an element of the player skill back into the game. I'd say they've accomplished this to some extent. -
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A) eliminate xp reward for clicking glowies
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They did this.
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B) reduce or eliminate the mission bonus for missions where no spawns are killed to reflect the reduced risk
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This requires altering missions in a very large way which would take much longer to implement and would eat up valuable dev time. Particularly since it would require the people who are working on whatever new zones will be upcoming as opposed to the powers (and probably some of the engineers) team.
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C) put +perception patrols and cameras in game to reduce the ease with which "glowie collecting" missions are accomplished
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This cannot be used because it is a combat nerf to stalkers and only a nuisance to anyone else.
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D) You could just leave it alone, and understand that the loss of all the xp, enhancements, prestige and inspirations dropped when mobs are defeated is punishment enough, and that the travel time to new missions without garnering every drop of xp available in a mission reduces the reward to less than that of street sweeping for the same amount of time
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You do realize this is a total load of crap? If you aren't engaging in combat inspirations are irrelevant. XP is XP no matter the source. Same for Prestige and Infamy/Influence. Prestige and salvage are both SG rewards and can be regulated by the players in so much that if the leadership feels you aren't contributing enough out you go. So the only thing lost when stealthing a mission that is of any concern to your own person is drops which according to another post by you don't even matter. -
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And in order to be fully decked out with SO's at even-con level the moment he hits lvl 50, he CAN'T be gaining prestige, or he won't have any inf. to spend on SO's.
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I guess the 5M influence I gained from enhancement drops didn't really happen.
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So, technically speaking, a fully decked out hero with even-con SO's SHOULD be able to beat +2- +3 minions at the same risk level as a lvl 5 with TRAINING enhancements fighting those 3 even-cons.
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Statesman did admit that a higher level hero would have an easier time of facing higher level foes but player skill has to factor in somewhere. If I can give a level 50 character to my cat and he can complete an invincible mission something is horribly wrong with the game. The baseline of the game is that a hero is equal to three white minions. If at any time this is not true then there is a potential problem.
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Otherwise, all you've been doing for 50 levels is getting steadily wimpier
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Or inversely the badguys have gotten a whole lot tougher. -
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Understood. I guess my response to this would be to tell the victim to /petition and report the person to the GM's on at the time. This is a mechanism already provided for those who use griefing in the game (like those who tp someone in front of a giant monster for giggles).
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Or better yet the devs could close up the grief (like they did with TPing) so the GM staff won't be overworked.
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To put in a stealth suppression nerf to "solve" these problems seems like using a hammer to kill a fly, when you have a flyswatter sitting next to you on the table. Does more damage than necessary, particularly when the irritant is so small and can be eliminated by readily available means.
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Stealth suppression already exists in game. It is now being added to object interaction to alleviate a problem with getting a reward for nothing. It's actually closer to the flyswatter in your example than the hammer which I would say would more appropriately refer to the original solution of noninteraction with these objects. -
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Honestly, I can't see this being related to I5 or ED. Defense has always been inferior to other mitigation methods. If I5 and ED had never happened this would still have needed to be done to balance it.
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But with the old defensive numbers for powers I'd say this particular change would have made defense the obviously superior form of damage mitigation. Nerfs would have definitely followed or accompanied this change had it been done prior to I5. -
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I look forward to a detailed explanation of how this will work.
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Ditto. -
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The bane of Masterminds everywhere.
-Have an AoE power that creates a burn patch for everything it hits. Villain, HENCHMEN, ForceField Generator, whatever. They can effectively stack infinite burn patches.
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Has it come to the point that the AI is officially smarter than the players? The AI will do what it can to move out of the spot that is on fire....
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-Can come in multiples in each spawn, unlike sappers which are regulated to one per spawn, maximum.
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It's two per spawn for sappers. At least get your facts straight? And as for their drain I've not seen them use it multiple times unlike a sapper who I'll not also has a hold power that the Longbow Spec Ops lacks. -
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Every mission and every spawn in every mission is exactly the same. From level 2-40.
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This is a gross exaggeration. They don't start getting the flamethrowers till later levels including the eagles. Then the spec ops come in at an even higher level. This is about equivalent to most of the other mobs in the game. -
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Stamina is not any less necessary. It is still required for the vast majority of builds.
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It is only "necessary" if you wish to play a certain way. It is much less "necessary" than it was before. You see it as such because you wish to play that way. The game only assumes that you will spend at least part of your character on endurance management. Most choose stamina because it is the easy way out. Personally I also happen to like the perks offered by Swift, Hurdle and Health and so Stamina is absolutely no loss to me.
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Since we can only 3 slot Stamina now, it doesn't even let us break even to where we were before.
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FYI you can still six slot stamina. -
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Great, so that means Super Reflexes has a further achilles heal (not mentioned before) in that every fourth attack from NPCs will effectively 'auto-hit'. Sorry, but I gotta then ask in light of all this why Devs consider 'Elude' to be so powerful.
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Cause every 4th attack is not autohit when you factor in defense which directly negates To Hit numbers? -
Freakshow got Rikti Gunners now too!
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Let's say that I lose 10% Accuracy per level difference, I should be at 110% when fighting +2 minions. Do Carnies have a 30% Defense? Is this working as intended?
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Doesn't level difference affect base To Hit which is actually figured in before accuracy enhancements? -
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Because to balance the 'beating the snot out of each other', they chose to destroy many of the most immersive RP elements of the game,
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Actually they chose to fix broken gameplay elements that have been plaguing them for months.
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such as true invulnerability
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God-Mode is typically a cheat code in other games.
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perma powers, non-suppressed travel powers
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If a click is perma it might as well be a toggle. Since click > toggle they were more powerful than most of the similar powers. Travel powers were allowing players to do some gross things particularly with blaster nukes.
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and the many minions vs. one hero playstyle
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I can still take upwards of 6 minions without much worry.
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Have you not seen any of the hundred-or-so 'We no longer feel super' threads on these forums?
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Most of those people also overgeneralize what is really going on in game versus what they think is going on. They compare all minions and sometimes even upwards of LTs and Bosses to simple street vandels when even the lowly hellions have super powers. Simple fact is we are superheroes fighting super villains. The super factors itself out of the equation. Also the super in superhero only refers to having superhuman powers. People should really focus on the hero part of the word. -
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I'm not sure why some people get so much glee from being doomsayers.
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They are evil?
They are annoying?
They need something to do to make them feel better?
They are getting back at me for stealing their pie? -
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Checked the numbers on Triumph last night at 9pm Central time--1684 unhidden players.
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Virtue is peaking at around 2600 (yellow dot) which is about 1k more than we typically had. -
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More people are on but a lot more people are soloing, When I look for teams in COH you get more people declining because they are soloing. When putting up a team a lot of people seem to be avoiding large teams like a plague when I send tells for teeam I usually get responses saying that they don't want in large teams. Small to medium size teams seems to be the new norm 8 man teams are not as attractive anymore.
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Smalll teams are easier to control and pick up the slack on if someone is performing subpar. I've never been a huge fan of large teams except to start TFs because other players have the tendency to slow me down. Whether it be the occassional AFK or just not sure what is going on around them. This gets particularly bad with the graphics upgrade(LAG!!!) and multiple pets running around from MMs, Dominators, or Controllers on some especially cramped indoor missions. -
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I usually tell by the orange names.
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But you have like superhuman senses beyond the rest of us! -
Defense is also slightly better than resists because of multi typed attacks.
25% defense versus a smashing type attack is equivalent to 50% resist to the same type of attack but if you split the damage type to be smashing AND energy the resist's damage mitigation is halved while the defense's remains the same. At least I'm pretty sure that's how it works -
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ROFL although to some ED coming likely will cause erectile dysfunction
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If changes to video games cause that I think you have some issues that need to be resolved... -
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Clearly part of the motive, only it doesn't help them to balance the MOBs.
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How exactly will the ability to pop an insane amount of reds and then run back to the contact to buy more to do it again make it hard to balance the mobs? Sounds like you've slowed yourself down plenty.
Kinetics primary means of defending is by allowing your teammates to kill faster. With MOBs being more spaced and in smaller groups this power becomes easily managable on how big a boost it will provide. If they actually didn't want you to be able to reach the caps they have currently set then they wouldn't have set them so high to begin with. They simply want it to be difficult to do so. -
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It all falls apart if BUFFs and INSPIRATIONs aren't ALSO subject to diminishing returns. Take your 2.1x guy, give him a nice Fulcrum Shift, and you STILL have to code those MOBs to be able to take 3x, 4x, even 5x burst damage.
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Actually I think it was somewhat the point to make buffs/inspirations that much more appealing.. -
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What is it with you wanting people to get into near death situations before you give them a buff for anything?
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Risk = Reward. It also really fits into the general comic book feel that as times get dicey the heroes start to get tougher by necessity.