[ QUOTE ]
Thank you very much for the quality reading, if you are serious, and I hope you're not, you should consider that playing like a total moron often makes a game hard no matter how easy it is.(Of course obviously you fit into this category) And if you knew anything about other MMOs like EQ you would realize that CoH is nothing compared with the level of difficulty on eq. In EQ in order to reach any sort of content you literally have to join a high end guild who raids about 6-8 hours daily in order to achieve the items and access the game offers. Green mobs will literally one round your lvl 65 pets or your epic pets like they are nothing.
[/ QUOTE ]
Hmmm. Ad Hominem attacks segued into baseless blathering. Quality work, there...
I haven't ignored you yet, because you amuse me, but as I continue through the thread, I may run across another gem from you.
Folks, I do see a common misconception that is causing a LOT of confusion here.
What I am seeing is a lot of people seeming to think that balance is balance. You fail to see that there are multiple balance points in this game, and getting some to work, breaks others.
I have posted in one of the many threads here about my issues re-rolling for the new patch, and a spine/regen scrapper's experiences with the new Outcasts. Others have not seen a problem after doing the same with a Dark/dark (which has an inherent -ACC on it's attacks. Spines get a minor -RECH per the description, but it appears to have little effect) The 2 power sets are NOT alike, and have vastly different strengths/weaknesses.
I do believe that the Developers and Designers are trying to make this the best game possible. I question their methodology, however.
It is plain, both to those that read the issues as they were posted, and to those that read the re-posted links to some of these issues in this thread, that many of the issues that are being 'discussed' here were exposed in Beta. In some cases, the issue was acknowledged with a 'working on it' response, other times no response was to be had.
While I will agree that CoH drew me in not only due to the superhero motif, but due to the fun the game had. I am seeing this slide closer to the EQ paradigm in mob toughness/player ability, and while I do not think we will ever be "EQ in spandex", we are moving too far in that direction for my taste.
I honestly don't know what the game balance answer is. While I do love seeing the additional attacks on the low level outcasts, you may consider giving 10th, and below Outcasts the elemental melee attacks only. Leave the blaster damage to the 11+ Outcasts in Steel Canyon. Or allow some higher spawns in Hollows to have some of these. But giving the Hollows mobs full powers, and the aggro range they have, makes for a very difficult run.
I solo'd an Empath/Elec defender to mid-20's, then grouped with friends to low 30's. I solo'd AR/DEv to 27, NRG/Ice to 19, Grav/Kin to 13...and many more. I DO know how to play solo at low levels. In the new Electric Eel mission, I racked up over 10 deaths from attempting different tactics. Add in other deaths for getting killed on the way to the door, bad timing running from a fight to rest up...and other mistakes, (And leveling twice to get the final boss down to Yellow, from Red) and this is no longer fun, but tedious.
As a contrast, I took the same spines/Regen to KR, and slaughtered the Lost in my mission there. I guess on the good side is that after being an Outcast chewtoy, Headman Blasters don't seem to stun me much anymore (as compared to the new Outcasts, anyway).