Armsman

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  1. [ QUOTE ]
    Very neat! Now all those quasi-Nord/Celt magic types can have a region to call their own. Beautiful artwork there. I wanna rub that giant's belly

    But Trick Arrows for Controllers? I've only been back a few days and I already know that one of the main Defender issues is distinction. Specifically, having more primaries that aren't available as Controller secondaries.

    This is a goofy move, Devs, and it gives the impression that you're spreading powers a little too thin. Other new power sets can't be that far down the road, can they?

    [/ QUOTE ]

    What? The Arrows for Defenders probably do damage, debuffs and slows; while theTrick Arrows for Controllers allow them to do their Holds and Immobilizes.

    That no more overlap then exists currently; and just allows for characters of the Hawkeye and Green Arrow type concepts.
  2. [ QUOTE ]
    What tweaks would you like to see for Super Groups?

    What new features?

    [/ QUOTE ]

    Allow the Guild Leader/Creator to decide on creation what SG ranks should have the ability to change/update the SG MotD.
  3. [ QUOTE ]
    I'm forced to wonder how much of this is due to hemorrhaging players to WoW. I'm sure part of this because CoH was released six months ago and even die-hards are interested in a change of pace. But it also bears mentioning that WoW is MUCH more solo friendly than CoH, even with these changes.

    There are no 'support classes' (what a dumb idea) in WoW. I've played every class, and havent found one that couldnt be self sufficient.

    [/ QUOTE ]

    Then you haven't played past 40 (WoW's top level is 60). There's a reason most people are playing Rogues or Shamans in WoW. Warriors AIN'T self sufficient either when you start to hit mid levels. After that there's the issue of server stability in WoW.

    But, to the Devs credit, with the game only being two months old, they've already given out close to 3 weeks of comp game time to their subscribers, which at least shows they are aware of and acknowledge that the network setup NEEDS a major fix/overhaul.

    But, play a Priest or a Warrior to 40+ and you'll see how non-self sufficient they are in comparison to other classes. WoW is not the 'soloer's paradise' of MMORPGs by any stretch of the imagination. In fact, overall, CoH is just slighty more 'solo froiendly' imo.

    And CoH player population is rising again. That's probably people who are sick of hearing the WoW Devs constant apologies for the server and bug issues. Two months into any game these issues should be getting better, not worse. I know the WoW devs are working on it, but they seem unable to nail down the actual problem. They seemed to think upgrading the hardware would do it (It didn't seem to); and now they think the boats are a problem.
  4. [ QUOTE ]
    Solo and Team Play

    The recent change to boss difficulty has brought out a long simmering question: what does a solo player do in City of Heroes. Currently, some missions are for the “lone wolf” hero, but many are not. With the now sturdy bosses, even the most skilled player has difficulty completing these tasks. Worst of all, some players are surprised by the presence of a boss and defeated almost immediately.

    On the one hand, this is a MMP. I believe that some of the best features of the game shine when players join forces with other players. On the other hand, I’ve always believed that part of our game’s strength is the ability for a player to log on for a half hour, have fun, then log off. If a mission requires a team up, players spend a lot of time simply organizing. The quick fun element dissipates.

    In the short term:

    • We will roll back the Boss changes.
    • Team up XP bonuses will be increased.

    Let’s not start pointing fingers – “the whiners had their way” or “the game’s too easy, make it harder” – because I think the Boss changes violated a basic principle. Namely: never let a person make an uninformed decision. And right now, people aren’t clear when a mission requires a team up and when it doesn’t. Plus, they have no ability to drop a mission if they don’t feel like doing it. Besides, we’ve introduced our Mission Difficulty Slider to satisfy the demands of those who want something more challenging in the future.

    In the mid-term:
    • There are two types of missions in City of Heroes. The bread and butter missions are drawn from a generic pool. The vast majority of a player’s experience are devoted to completing these tasks for his Contacts. We will be making it so that a Boss will NEVER show up on the mission for a solo player at the lowest Reputation level (Hard-Boiled, though we’re changing that to Hero). Instead, any named villain will be a Lieutenant. That Lieutenant will have the same name, powers and costume as the Boss; his villain rank will simply be lessened. In this way, solo players won’t miss out on the flavor of the mission’s story. If a team or a player with a Reputation at Tenacious or higher enters that mission, the Lieutenant will become a Boss.
    • Contacts give out another series of missions – story arcs. These are linked missions that form a much larger tale. Players normally receive story arcs only after they’ve leveled their Contact up to the highest level. Whenever a named character occurs, he’ll be a Lt. for the solo player at the lowest Reputation level and a Boss for teams or solo players with higher Reputations. Arch Villains, Elite Bosses and Giant Monsters will remain as they are; but, for the early and mid-levels, players will not need to defeat these foes to complete the mission. In the high levels, this is not the case.
    • Task Forces and Trials will continue to contain Elite Bosses, ArchVillains and Giant Monsters. There will be no changes here.

    In the long term:
    • The Mission UI will be improved to designate various elements of mission: timed missions, team up required, etc.
    • A system will allow players to drop unwanted missions or do old missions that have been passed over (the infamous “flashback”).
    • Only until players can drop missions will we look at the Boss difficulty again.

    What’s our goal? Simply put: if a player wants to do something solo, it should be CHOICE. Teaming shouldn’t be required, but rather encouraged. If a player gets a mission with an Arch Villain, he’ll be able to drop it and get another.

    [/ QUOTE ]

    Well, I may be one of the few, but I don't care at all for the decision to rollback Bosses. I could STILL solo a changed Boss with my SS/Invun Tanker and Grav/FF Controller (my only to alts besides Armsman); and BOTH these alts were built to CHAMPION character concepts (had these two since 1985 as well).

    My honest question to you though is this:

    For those few of us who liked and enjoyed teh Boss changes would you consider either changing the Invincible difficulty level to KEEP the Bosses spawned for it at the same level they are now; or (imo) better yet, ADD a sixth difficulty level taht is the same as Invincible with regard to how it spawns MOB groups yet KEEPS ant Bosses spawned at the current 'non-rolled back' difficulty?
  5. Armsman

    Boss Changes

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    [ QUOTE ]
    The fact is: The game (and Bosses) get very easy for most AT's post 30. Once Conbtrollers have their pets, they do just fine. Sorry, but I don't think you can state that only the casual players are left. hell, every night, 4 of the 11 servers are in the yellow Post I3, when previously they were all in the green. Don't know about you, but with 1.5 weeks having passed, and the server load increasing, I would say most players are enjoying the changes, and have RETURNED to playing the game again.

    [/ QUOTE ]
    Armsman, firstly, there are a multitude of reasons why the servers have gone yellow again for the time being:
    To check out I3, the new content, tanker changes, etc.
    To check out/use the free respec (a biggie) and then take the retooled character out for as spin.
    To see if the Winter Event is in play yet.
    Hunt for the Ghost Ship, Octopus, Clockwork paladins that came with I3 to see what they are about.
    To see how that mission slider works.

    It's a HUGE assumption on your part to say that people are back because they like the boss buff changes.

    Second, with the addition of the slider, all of those who prefer grouping and felt the higher level game was becoming too easy, the missions too easy, you all had a tool, a choice, to adjust the game for your preference, to make things tough enough to satisfy you.

    What is being complained about is that for the rest of us, there is no choice offered. It's just tougher, like it or not, ready or not, 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. Why are you having such a problem with players with a different preference having a choice? You want tougher bosses, tougher missions, use the new slider. We, and it's a fairly numerically significant 'we', can't. The slider doesn't go in the opposite direction.



    [/ QUOTE ]

    I don't think it's that huge of an assumption when a good majority of my SG left becaiuse the post 30 game became boring for them; and now a good majority of them have returned and are ENJOYING the fact that they need to pay attention in missions, and use insps instead of deleting them play games to try and get 4 of each in a row, etc.

    A LOT of people in the 30+ game were getting BORED. The mission difficulty slider AND the Boss/AV and Monster changes have reveresed that trend for a number of people.

    If your sitting 'on the fence' as it were, it doesn't take more than one or two nights to log in, Respec, and see how the game plays. The fact that the sever load has remained increased for over a week is a GOOD indication that some people who left have returned and LIKE the changes. In my SG chat, peopel across all level ranges find the game more interesting and more challenging. I don't think we're a unique case. That fact is that if people are satisfied they are LESS likely to post; so looking a at 'The Boss Changes are BAD!' thread and sighting 1500+ post as 'proof', just doesn't cut it (imo). Hell, I had a surprise Adamaster portal mission, (the timed 90 minute one). With 38 minutes left, only Adamaster remained, and I couldn't sol;o him (I did give it a shot). Instead of bemoaning the game and the Devs, I went out to PI - made of request post detailing the situation (and this was at 11:00 PM or so on Guardian when the total serveer population is around 1000 or so); and withing two minutes I was joined by a Level 48 Blaster, and a Level 35 Defender - which we SKed to the 48; and we poped back in and took Adamaster down in less than 3 minutes (Adamaster was Level 44).

    Earlier in the evening an SG group consisting of myself, a Level 43 Invun/BS Scrapper (who hasn't respeced yet); and a Level 41 Defender came across the Pretorian AV Tyrant (Level 45) quite unexpectedly. We tried him, got close, but failed. the Person whose mission it was popped out; set a tell, and got a Level 50 Scrapper willing to help in less then 5 minutes. We engaged again, had one death (the Level 43 Scrapper was one-shotted by Tyrant (1800 points); and the level 50 was surprised by the level of regen power he had; but in the end, again we prevailed.

    Both encounter were fun and challenging. Halfway through my Adamaster mission, I had recouped all the exp debt had gotten earlier this evening.

    Getting help has yet to be an issue; and this isn't the first time we've had to do it, and in all cases a response has been pretty quick. I find a lot of 40+ folks (myself included) love to help take done a Monster/AV/Named Boss; so getting 2 or more folks to assist usually isn't hard, and you end up meeting other players.
  6. Armsman

    Boss Changes

    [ QUOTE ]
    [ QUOTE ]
    So you dispute that the player base is dwindling? This is hardly surprising yet, at the same time, now is the time to look at who are going to be the long term loyal segments of the player base and start working to keep them loyal.

    [/ QUOTE ]

    IMO, that would be the casual, slow-leveling, story-oriented players who enjoy the game for its story and its variety, and who will keep logging in for months to do arcs and try out alts. NOT the people who race to 50, get bored, and wander off to try the next Kewl New MMOG.

    Just my opinion, of course.

    [/ QUOTE ]

    Let's see, been here since January 8, 2004, restarted on opening day. My 'main' in 42, and I have 4 alts as well in the Level 25 - 30 range. Yep, I'm certainly 'racing to 50' and bypassing all the content to get to the endgame asap.

    Please. I guess it's impossible to believe that ANYONE enjoys the difficulty change to Bosses; sorry I'm not a paying customer who's voice should have equal right to be heard, since I obviously am either a Hardcore power gamer, or a runner of Uber builds.

    Did you miss the part of my lat post where I started what my characters were, and the fact that I aven't bother with the 'build advice' on the BBS? Guess so.

    The fact is: The game (and Bosses) get very easy for most AT's post 30. Once Conbtrollers have their pets, they do just fine. Sorry, but I don't think you can state that only the casual players are left. hell, every night, 4 of the 11 servers are in the yellow Post I3, when previously they were all in the green. Don't know about you, but with 1.5 weeks having passed, and the server load increasing, I would say most players are enjoying the changes, and have RETURNED to playing the game again.
  7. Armsman

    Boss Changes

    [ QUOTE ]
    Statesman,

    You are assuming everyone plays as you do. I play differently and for a good reason - immersion and enjoyment.

    I will almost always solo my missions - except AV's because I can get into the story and read all of the clues when I am solo.

    I can SLOW DOWN when solo. In a group they click get a mission and everyone bundles off to fight. Solo I read my mission. If I get a clue I stop and read it. In a group the dynamic is FAST. If you stop to read a clue the group will be off fighting without you.

    So bosses being harder makes it impossible for some of my guys to solo. I have a Grav/Rad controller. He is 26 and has no missions from anything over lvl 14.

    Why? He can't solo an even con group of 3 that is normally in each mission. My strongest attack has the same damage as brawl. Nice?

    In a group he is amazing. In fact I was able with an SK to lock down 3 lvl 45+ AV's in a row.

    But I can't defeat a balloon.

    So in this case all the content is lost on this character. I tried to do the respec post I3 and the final room bosses in the last wave destroyed me and shortly after my team. So if someone doesn't have a Golden character (I do have some) they are at an EXTREME disadvantage in play and in leveling at a reasonable rate.

    [/ QUOTE ]

    And NOT everyone plays like the soloers here. I for one LOVE the Boss changes; and while my main is a scrapper; I ALSO play a SS/INVUN Tanker; a Gravity/FF Controller; and a Energy/Energy Blaster; and a Rad/Rad Defender. I don't play 'Uber' builds either - hell, both the MA/SR Scrapper and SS/INVUN Tank are considered the 'worst of the worst' in their respective AT sets these days. I also don't/won't bother with caharcater build tips on the forums since I find a lot of the info handed out just plain wrong; and I could care lees what a min/maxwer's calculator says. My Scrapper, tanker and Controller were all concept characters transfered from the CHAMPIONS pen&paper RPG; and built to there respective concepts as closely as possible. The Defender I made was conceived 'new' and is a first for me in CoH - ie one that I didn't port over from CHAMPIONS.

    The changes now Bosses something to be respected and prepared for and not just anothe high XP MOB to be taken out as you jump into the rest of the group without thinking.

    My Controller, Blaster, and Defender have all been able to continue to solo Bosses in missions post 25 (the Controller and Defender were set to Tenacious as with those ATs, Hard-Boiled was still a snoozefest - and that Tanker is at Rugged. It just means that (especially for Controllers and Defenders) that you need to be lucky, use tactics (and be ready to back off when needed to recoup and come back); or have a good set of insps ready to burn during the fight.

    I'm annoyed that everytime States attempts to up the difficulty just a bit; the legion of "What? I don't want to have to think when playing, I just want to see a group of spawns and push buttons in sequence until they drop. In essence, I WANT my 'perma-god mode'." Folks claiming that 'Heroes don't get defeated", etc, etc.

    If you want something like that, please just go hack and play Counterstike or some other FPS where mindless fragging is the point of the game; and 'god mode' is a recognized option.
  8. Armsman

    The Kudos Thread

    Yes, thanks for a good game. Come 1/8/2005; I'll have been playing the game for one full year (counting closed-beta of course) . It's the first MMORPG where I've become an 'alt-a-holic' because I find all the ATs fun to play; AND the fact that even non-traditional groups (stuff like two Tanks and a Blaster) can do things in game (and coming friom the EQ padigam of Tank, Healer, Slower all required or we can't do anything tonight); and I do like that. In EQ I tried four different classes but only enjoyed the Monk class; and any student of EQ knows what happened (and continues to happen) to said class.

    The speed and sheer fun of massive combat is great too. It spoiled me to the point that I found combat in WoW somewhat slow and boring when I betad that as well.

    All these things are the reason that CoH is now the only MMORPG I play and pay for.

    Keep up the good work. I'm looking forward to the SSOoC system. I DO wish you folks could find a way to add other types of missions where perhaps the point would be to save/rescue all the mundane citizens who walk around and sing our character's praises; or use the powers to avert a 'natural disaster' in some way, etc; but (in MMORPG terms) this games still young. I also honestly thought you guys would never be able to maintain the 'Free content update every 2 to 3 months'; but you have and each update has had something really good in it.

    So, again, thanks for a job well done, and try not to lets the whines, rants, etc, get to you. Remember that when someone's content, they tend to keep quiet and enjoy the ride; so when someone's updet, they are WAY MORE likely to post and vent.
  9. [ QUOTE ]
    [ QUOTE ]
    As for the Invulnerability, Kheldian, Burn, etc. feedback - all of it was read and considered. We were pleased with the data we received and thought that the changes met our goals. That isn't to say that we might not tweak these things further - but by and large, we are happy with the changes.

    [/ QUOTE ]

    Thank you for clarifying that you do not care about your players.

    I'm sorry, but this has changed me from a staunch supporter of yours to a bitter player that has lost all confidence in the integrity of the people running his game. I no longer have any faith that I can spend time building a character and not have it eviscerated due to the moods/whims/convenience/political climate existant at the Dev. offices.

    Please enjoy being happy with your changes, and I hope your Christmas was as care free as mine was fretful due to this.

    FirePlug

    [/ QUOTE ]

    My god, if you're going to get this upset and bitter over a change in a GAME, do yourself a favor and quit already - or get a life.

    Sorry, but the

    [ QUOTE ]
    Thank you for clarifying that you do not care about your players.

    [/ QUOTE ]

    is completely out of line here. The Devs are looking at the LONG TERM situation with the game. The testing done allowed them to datamine and find if the changes were where they felt they should be. I'm not totally happy with the END cost situation of my SS/Invun Tanker; but it's HARDLY game breaking, NOR does it come across as the Dev Team 'not caring' or going out of their way to screw Invun Tankers.

    They reversed some of the Regen tweaks also based on datamining (and not 'player whining') because the data they got from the folks on the Test server showed those changes didn't achieve what they wanted.

    I'm CERTAIN the Dev's are aware that a number of Invun Tankers are not happy with the changes, but I think it goes to show that the Devs DO care about the overall playability and enjoyablity CoH even when they go with a 'unpopular' change that may cost them some subscribers in teh short term, but that they see a goos for the game overall in teh LONG TERM.

    But without a decent 'test sample' of player data, they connot do the analysis they need to find if a change works as they intended or not; and THAT'S why they need folks on the Training Room server to test things there. If you don't like it, you always have the oprtion of 'voting with your wallet'; but I think you need to grow up a bit when you react as you have above.

    BTW - No matter what MMORPG you jump to (assuming you do); changes like this ALWAYS happen and WILL ALWAYS happen for the entire run of a given game. If you can't handle this, I suggest you stick to singlr player games.
  10. back during CoH beta, Gaffer stated that he believed CoV would not be released until October 2006. I've never seen any firm release date announced. In one article, it was supposed CoV might be released in Jan/Feb 2005; but all the Devs came in and debunked that fairly fast.
  11. Fair enough. The only two post I can find myself atm on my point of this discussion are:

    here

    and here

    And neither one give any percentages. It's possible I mis-remembered the 'level 25+' as 25% and took that as how much their HP was originally boosted. That said, in all my reading of other posts that I did find, I saw nothing about an inate damage boost given to Bosses; only that 'Giant Monsters' (and not all Monster class MOBs as States does seperate the two) will scale to the Heroes level and 'always con purple.

    So, in the end, it's indeed possible that I was the one wrong with regard to the 25% HP increase. So, my apologies on that. Still, I'd rather see some hard proof either way before crying 'foul'; and there seems to be an inordinate amount of hysteria. IE a +1 Boss will always be easier than a +5 Boss; and given that no Boss will even be more than +1 in a solo mission; I don't think upping the HP 50% would change things for Tanks or Scrappers; but even I'll admit it would make things a bit more difficult for Controllers and Defenders. But, to date, my Controller could do Red Bosses if I was able to finally split and get them solo (and I've done so on many an occassion). All the changge would do is mean I need one to 2 more END insps and some patience.

    But again, I now freely admit that I might be wrong in stating it's 25%; but until either a Dev posts; or someone logs two identical character fights, one really can't say it's as high as 50% across the board either.
  12. [ QUOTE ]
    Check the real life testing that people have done, and posted their results to the training room forum. For bosses (I'm not sure anyone has done definitive tests on monsters and AVs), HP and damage have been increased by about 50%. Many of these tests have been done by characters whose defense and damage resistance weren't affected by Issue 3.

    Is it 50% on the nose? Not exactly. But it's far closer to 50% than to 25%, and the damage has been increased, massively.

    [/ QUOTE ]

    Without a Link to any such real life testing (If you know of it, a link shouldn't be too hard to provide); again, it's just your word against what's been stated. also remember that AVs do have a substantial regen rate.

    Again, if you have proof, a link to said proof would help to substansiate the claims you're making.
  13. [ QUOTE ]
    There are some issues that are causing some players concern, among them the increase in hp and damage (by 50%) for bosses, AVs, and Monsters, and the changes to invulnerability. Any updates on your current thoughts on these issues?

    [/ QUOTE ]

    Exaggerate much?

    The HP of Bosses, Monster class MOBs, and AV MOBs has been increased 25% - that's exactly what was done. The base damage output of these MOBs hasn't been increased (although Monster MOBs will now scale to the level of the attacking Hero in a fight) but due to the defensive nerfs to the Invun and Regen lines, and the new caps for Scrappers and other ATs, the balnce has changed.

    BUT they told everyone THAT they WERE rebalancing. If you're going to spread info, spread the CORRECT info.
  14. [ QUOTE ]
    [ QUOTE ]
    Bosses ought to be rare? No! I WANT to fight bosses! They give good XP! If you're street hunting, and not in a trial or hazard zone, you won't often see bosses. And you can skip them and move to the next group.


    [/ QUOTE ]


    [censored]? ever been to Perez Park? Almost every since group you see street hunting *sh, not the park* has a damn boss in it. some more then one. I dont mind soloing a boss, but when u got 10 other mobs shooting me, PLUS 2 OR SO LTNS, it gets annoying, plus with them RAISING the damage..what the heck?!?! Bosses are already strong enough, especally when you solo, why make them unsoloable for chars lower then the boss?

    They said they would not try and force people into grouping...right

    [/ QUOTE ]

    You DO realize Perez Park is a Hazard Zone; and as such is DESIGNED not to be soloable by players even when street sweeping, right? Or did you miss that in the Players Manual or all the discussions about Hazard Zones pre and post beta?

    Again, NOT EVERY ZONE IN CoH WAS DESIGNED TO BE SOLOABLE! It's been that way from day one of BETA.
  15. [ QUOTE ]
    Boss hit points went up 40%

    Boss regen went up, presumably 40%

    Boss damage went up 40%. Why? Apparantly, hit points tie directly into mob damage.

    This is bad for soloers and large groups. Why do this? Has anyone seen a Red Name explain the reasoning? Perhaps that will occur in their new dev section.

    [/ QUOTE ]

    Staesman has stated that they originally they raised ALL MOBs hit points on Test by 25% (not 40%); and that they were ROLLING BACK this change for all MOBs except Bosses, AVs and Monster class MOBs. If you know for a fact it's 40%, I'd /bug it.
  16. [ QUOTE ]
    That's the situation now..taking out bosses requires inspirations and strategy.

    With the changes made for Issue 3, that is out, the ONLY option for most players is get others. And that kills the fun of the game for those who spend a lot of time soloing.

    [/ QUOTE ]

    With my scrapper right now, I can take out any Orange con or lower boss out without using a single insp. I might have to blow one or two Heals, and a Luck insp for a Red, and Purples are a decent fight, but rarely a sweat. This is just using Focused Fighting, and Evasion as my toggles; and PB active. I also have the passive vs melee and vs ranged and AoE powers (all 4 slotted). IF I use Elude, vs a Purple Boss, and the Boss fails to one shot me; I can down a Purple Boss way before Elude drops without even thinking about it.

    On my Tank - as long as I have 2 CABs, and 2 Damage insps, a Red Boss will fall easily. Purples are currently a full on fight.

    My Gravity/FF Controller (with a lot of patience) can down an Orage Boss or below with just 2 CABs and 2 Acc Insps. He cannot solo a Red or Puirple Con Boss currently, but he's only level 20.

    My point? They are only upping the Boss/AV/Monster HP by 25%. All this means is that you need to survive a little longer; which means one or two more insps used in a fight to achieve the same result with regards to Bosses. Gee, you can no longer barely solo that AV or Monster? Oh well, that's how it should have been from day one. With these changes, or my Scrapper, using Elude against Purple Bosses, it'll be only slightly more risky to be certain I drop the Boss before Elude drops on me. Big deal. I have yet to be able to solo an AV or Monster with Armsman; but it's sometimes been very close, and sorry, but if you can routinely solo a Monster or AV Class MOB, the game isn't balanced as envisioned because BOTH of these types were envisioned back in beta to require a Team of at least two or more Heros. So, again, cry me a river. If it means that some folks will actually need to do more than just herd 50 or more MOBs into a tight circle and let the AoE Tanks/Blasters mow them down in waves,with little to no risk; too friggin bad.

    Being a super-hero(tm) does not equal 'constant god mode'. Hell, even my Grav/FF Controller has had no problems with up to 3 Yellow MOBs (As long as one isn't a Boss or a Mezzer) as long as I have the cabs; and if I can do that with a Grav/FF controller, any AT should be able to find SOMETHING to solo after the update. Of course if your definition of fun is just finding a group of MOBs and then running in immediately, with no forethought, because you're 'Super' and shouldn't ever loose; then yes, your gameplay experience may change slightly; but if you like that type of style in an multiplayer enviroment, go back to Counterstrike.

    Lastly, my main is a MA/SR Scrapper who follows the ORIGINAL concept of the Champions version I've had since 1985. He's ANYTHING but a 'number crunched optimal build'. My controller and Tanker are the same (all based on original Champions pen&paper character concepts). I've soloed my Controller about 80% of the time to get him to 20 so far (and have also accumulated some debt in that time, although he's usually been debt free of close to it). Of ALL these characters he IS the most challenging, and as stated above he can STILL solo Orange bosses.

    I'm not saddened by the fact that some people might have to think/prepare themselves for a fight if a Boss is mixed in with a MOB group now. But I think folks are way over-exaggerating the effect 25% more HP on a Boss will do to the game. I fully agree that if they buffed minions and LTs at the same time, due to the nature of MOB group spawn sizes, that WOULD be a bit much, but with just upping Bosses, AV's and Monster class MOBs, they are definately on the right track - including the new mission difficulty slider.
  17. Armsman

    Is it true?

    As LR said, the date is incorrect. All through Beta, the commented on timeframe was October 2005 at the earliest because they didn't want to just 'tack on' PvP; they wanted to take the time and do it right. There's also still talk of it being a sperate game (and if you have CoH, of course they work together and could be viewed as complementary expansions of each other - all for ONE subscription price); where you wouldn't neccisarily need CoH to use/play it. In that vein they're shooting for a bit more than your average MMORPG game expansion with this one.

    Bottom line: I think it'll be a while folks (although I'm lookingh forward to the day it comes out too - playing a Villian should be fun).
  18. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Problem is, Bug report system in game can't let me type so many words to describe what happen. That's why I post here. Is there another way to report bug?

    [/ QUOTE ]

    When you type /bug also enter a brief description of the problem and type enter. Then a box will pop up on your screen where you can add more detail to the issue. You should be able to sum up most issues in this area. The /bug tells us what missions you are currently on and what map and location you are in so it is not neccesary to put that information in the summary.

    Thank you,
    Vyvyanne

    [/ QUOTE ]

    For some problems, the amount you can type in the summary area is not near enough.

    [/ QUOTE ]

    Agreed. Just describing the problem itself fully (without the extraneous mission info that is automatically included) honestly just isn't always possible. If there was someway to increase the number of characters you're allowed to type, that would be very helpful to the playerbase. (imo)
  19. [ QUOTE ]
    We'll also be tuning down Trolls and Outcasts even more - to make them like Skulls and Hellions (fewer powers, etc.).

    [/ QUOTE ]

    I'm sorry at this point, I'm really starting to think if CoH will have any staying power - the catering to those of 'What? I have to consider my actions before I jump into a group of 15 MOBs and have a miniscule amout of strategy/tactics?? That's NOT herioc' crowd is starting to get to me.

    Aside from the 36 scrapper I have a 14 SS/Invun Tank and a 13 Gravity/FF Controller and with only a small adjustment, they can still soso every type of MOB thery could before with all the changes (including the +1 MOB bit). My controller couldn't solo lifetap or high regen rate Bosses before and still can't but the others were doable.

    The game was way to easy before; and issue 2 fixed a lot of that in mine and a lot of my friends opinions; but to see Statesman so quickly backtrack out of this and neuter the game back down doesn't make me feel good about the direction the dev team seems bent on taking CoH to.

    Too easy = way boring, and I won't pay to play a game that at it's base bores me no matter how pretty the graphics are.
  20. [ QUOTE ]
    We'll also be tuning down Trolls and Outcasts even more - to make them like Skulls and Hellions (fewer powers, etc.).

    [/ QUOTE ]

    I'm sorry at this point, I'm really starting to think if CoH will have any staying power - the catering to those of 'What? I have to consider my actions before I jump into a group of 15 MOBs and have a miniscule amout of strategy/tactics?? That's NOT herioc' crowd is starting to get to me.

    Aside from the 36 scrapper I have a 14 SS/Invun Tank and a 13 Gravity/FF Controller and with only a small adjustment, they can still soso every type of MOB thery could before with all the changes (including the +1 MOB bit). My controller couldn't solo lifetap or high regen rate Bosses before and still can't but the others were doable.

    The game was way to easy before; and issue 2 fixed a lot of that in mine and a lot of my friends opinions; but to see Statesman so quickly backtrack out of this and neuter the game back down doesn't make me feel good about the direction the dev team seems bent on taking CoH to.

    Too easy = way baring, and I won't pay to play a game that at it's base bores me no matter how pretty the graphics are.
  21. [ QUOTE ]
    [ QUOTE ]
    We ARE going to do something to the 22+ mobs...

    And I'm definitely going to get to work on that darn mission difficulty slider (since the higher level people love the increased mob levels...)

    [/ QUOTE ]

    Really?

    Thats funny, I seem to recall making numberous posts that emp defenders have a near impossible time with indoor missions BEFORE the recent increase in difficulty.

    I can't imagine why any of them would want indoor missions made even more utterly impossible.

    OHH, wait, I just remembered.

    The only people you listen to are the broken classes, scrappers and blasters, both of whom can easily solo there way through hordes of high level mobs.

    Yeah, I can see why your pet classes would want the increased level mobs to stay.

    They need to keep uber leveling so you can keep thinking the games too easy and increase the difficulty even more so the non scrapper / blasters can get fuxxxored just a bit more.

    [/ QUOTE ]

    Would you like some cheese with your whine? In addition to my Scrapper, I ALSO play a Gravity/ForceFields Controller, and a Super Strength Tank (Both currently 14 AND seeing +1 Level MOBs in missions). My Tank solos everything with no problems. My Controller solos groups of multiple +1 minions and LTs just fine. He has issues with +1 Bosses; but he ALSO has issues with Bosses in general and did before the upgrades.

    If a Controller can solo, I don't see how a Defender is having issues since the two I often group with say they have a way easier time still soloing than my Controller.