Anarca

Apprentice
  • Posts

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  1. Anarca

    Badge Questions

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    so what's the word on villains getting CapBuster from the Pocket D mission? It seems Snaptooth counts for that, but not the other Redcaps? I don't want to kill Snaptooth 333 times.

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    There is a bug that is making the CapBuster badge tracker show up for Villains. We are tracking this down.

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    Posi, before a *lot* of ppl waste a *lot* of time, can you confirm one way or the other as to whether or not Villains will/should be able to earn/keep the Cap Buster badge?

    If we arent supposed to get it, then get rid of it now, before the jobless players have a chance to get it and the rest of us are left bending over. Otherwise, please fix it so all red caps count. Or at least assure us that you'll datamine down the road...

    (All I know is that if I end up resetting a mish 333 times over the next 2 weeks - because I'm a sad little badge b*st*rd - for *nothing*, then NCSoft will have 1 less customer...)

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    I PM'd Posi with this same question. I also would like to save myself and everyone else a lot of time if this is just a bug that will get fixed.

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    If you want to get the badges in this limited window, go ahead.

    Although keep in mind that the future may hold far easier ways to get the badges in question.

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    Well how about making it so that all the kills count then?

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    Because it wasnt ment for Villains to get OR Snap Tooth is the only one that counts

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    I LIKE TO QUOTE PEOPLE!!!

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    Jeez, keep the Quoting to Smart posts :P

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    ... MUST.... RESIST .... NEED TO QUOTE .....






    oh, Dammit.
  2. Anarca

    I5

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    While I am happy with the performance of Tanker Invulnerability after level 18 (Invincibility), I am not happy with the feel of it. Fire Armor and Kheldian Dwarves have the Invulnerable feel, despite the fact that they both underperform Invulnerability, survival wise, in most situations.

    This is due to the fact that Invulnerability has such low non-Smashing/Lethal resistance, and such high +def from Invincibility. When I play my Invuln Tanker in Croatoa against the Fir-Bolg, 90% of her survival comes from Invincibility and Dull Pain, which makes her feel like some kind of weird cross between Super Reflexes and Regeneration in style. It just doesn't feel right.

    Invulnerability is one of the most famous of comic book powers. Invulnerable heroes gain the ability to take hits and shrug them off, not dodge or heal them. I really wish you would consider trading Invincibility effectiveness for more effective non-Smashing/Lethal resistance. If you feel we are at the right level of survivability, I don't see anything wrong with trading where that survivability comes from. It would also be nice to have slots in our passives provide something meaningful.


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    Thanks liquid. This is exactly my point too. Please seriously consider re-balancing the res/def levels of invuln so it is less powerful than pre-I5 (that part is fine, Invuln is my favorite set far and away, but it was extremely powerful before), but that the passives are worth taking/slotting and Invinc is less over-powered and counter-intuitive to use. We should get hit often but take less damage (i.e. resistance over defense), not this odd dodge monster Invuln is nowadays. We have always been over-reliant on Invinc anyway, it would seem to make more sense to make us rely on our resists from 5 powers over just one power that is +defense.

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    Sorry if I interject like this, but I really wanted to point out that I agree with Vixen's and Liquid's opinions. As I stated often elsewhere in the forums, Invulnerability's feel is gone, and our Tankers are less fun to play.
    We were the tough ones from the comics. We are not now. "Anarca SMASH!" was fun, "Anarca DODGES!" is not.
    If I5 was aiming for more fun through more challenge and balance, it missed the mark for me.
    People are leaving the game. I miss my buddies!

    Bye all.
  3. Hello Statesman,

    I started reading the answers to your post, and I think I'll add mine as well.
    I sometimes have the impression the people posting in the forums are a little community, compared to the whole of the CoH population, but a very vocal one.
    Only thing is, their opinions are often a little off.
    The idea I have about Defenders in the late game is somewhat different than that of most of the posters.
    Simply put, it's never happened to me, in the game, that anyone felt that adding a defender to the team was superflous.
    I play a tanker, and G*d knows I rarely NEED the heals or the debuffs, but I'm always VERY happy when a Def pops in. Dammit, me and the people I regularly team with always go "WOOT" whenever we see the little blue shield in the team box.
    Defenders always enable us to win battles better, faster, safer. Sometimes just thanks to them only.
    And don't even get me started about Psi damage and Dark defenders.
    So, shortly and more accurately.
    I never heard anybody yell " We do NOT need a defender" in team chat. I always hear "Yes! A defender! ".
    Just so you know.

    Flame away now. I'll resist 85% of it.

    Bye all.
  4. Anyway .... This is just fantastic. Improvements all around, and this is just becoming a PERFECT game.



    And, Statesman, Thanks for the extra effort you're putting in keeping us up to date!!
  5. Anarca

    The Kudos Thread

    Best Game Ever.
    So good it should be sued.
    Oh wait .....

  6. Anarca

    The Kudos Thread

    Thanks to the Devs, For the best game I've EVER played.

    Thanks to the people who inhabit it, for .... uh .... well... for being anything, from GREAT players to absolute @sses!
    Cheers!