BatKnight_NA

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  1. Well I have my month planned...doing the same missions repeatedly to get all the little rewards a piece at a time for all my heroes by fighting Snaptooth roughly 40 times.

    ...

    Yay?
  2. [ QUOTE ]
    In this case, Shadbolt is talking about "fun". We understand the dev team is a little tunnel-visioned but I think it safe to assume that when Shadbolt says "fun" in this case that he's not actually looking for something harder. Again, say it with me now... "Fun does not necessarily have to mean hard"

    That's right, States... while one does not necessarily preclude the other, the two things are actaully mutually exclusive.

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    Oh he went there!
  3. Defiance and Scourge are two sides of the same crappy coin. 95% of the time, by the time Defiance would make any difference, you're already dead. 95% of the time, by the time Scourge would make any difference, your enemy is already dead.
  4. [ QUOTE ]
    Some more good news...

    Ice Tankers and SR Scrappers have long lamented that Defense doesn't scale with level. Because mobs higher level than a player possess an inherent to hit bonus, Defense isn't as effective over levels as Resistance.

    A while ago, peoople have requested something be done. Well, we've done a bunch of work and done this. Defense powers will now work equally well against critters, regardless of their rank or level. For instance, your defense powers will work equally well against a Boss or any critter up to 5 levels higher than you, as it does for an equal level minion. This change has no effect on a player who does not have any Defense.

    This change is coming in I7

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    *blinks*

    I've gotta have my eyes checked...it looks like Statesman is doing something to INCREASE survivability! Gotta be a catch somewhere...
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    What I don't like is a number of powers had their endurance cost increased in I5 to be ready for ED.

    This is like a store increasing their prices by 120% for a month and then having a 13% off sale.

    If these powers were going to be too powerful with the end reduction, won't it make sense to change the endurance on the power when the change was made.

    If the 13% corrects the endurance cost, it means that the endurance cost is to high now.

    I am sure this is effect my enjoyment of the game, ie I have to rest more often at the least. I know have a couple of hero that run out of end during normal combat that never had problems before.

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    Exactly! If they had always intended the endurance cost of all powers to drop 13%, why did powers like Tough and Weave go up in cost with Issue 5 only to be reduced (kind of) with Issue 6? You've exposed yet another inconsistancy revealing that they're not playing straight with us.

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    That's not really an inconsistency, the individual powers needed to be adjusted to get them in line with everything else. Now and adjustment is being made to everything across the board. Everything is now balanced in relation to one another, now the new change will be balancing everything in light of the new slotting scheme.

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    Yes, but why not wait until Issue 6 and simply up the endurance cost on these powers? Or set them at what they'd "planned" for the I6 cost at I5 instead? That would have only required half the coding they ended up doing. Looks like another case of "softening the blow."
  6. [ QUOTE ]
    What I don't like is a number of powers had their endurance cost increased in I5 to be ready for ED.

    This is like a store increasing their prices by 120% for a month and then having a 13% off sale.

    If these powers were going to be too powerful with the end reduction, won't it make sense to change the endurance on the power when the change was made.

    If the 13% corrects the endurance cost, it means that the endurance cost is to high now.

    I am sure this is effect my enjoyment of the game, ie I have to rest more often at the least. I know have a couple of hero that run out of end during normal combat that never had problems before.

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    Exactly! If they had always intended the endurance cost of all powers to drop 13%, why did powers like Tough and Weave go up in cost with Issue 5 only to be reduced (kind of) with Issue 6? You've exposed yet another inconsistancy revealing that they're not playing straight with us.
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    Just a passing observation. If a player has perma hasten pre-ED isn't his DPS with 5 - 6 damage possibly higher than a post-ED with 2 recharge and 3 damage?

    Just a thought.

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    Absolutely true, went over that in another thread and Hasten becomes redundant and a hair useless if you've slotted in 1-2 RECH per power. I'm sure the devs consider this a good thing and I'm not sure I blame them.

    Hasten has become a long-timer fixer post-ED with minimal utility post SOs (previous, it's still a big DPS boost). And they did want it and stamina to be less appealing, so I'm sure they're giddy.

    They should make the long timers shorter now, though. They were balanced for full SOs and perma-hasten.

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    If Statesman is to be believed, the long timers were also balanced with ED in mind. So they're here to stay. Officially. For now.

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    AAAAARGH! Say it ain't so.

    Linky please.

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    Unless my memory has completely failed me, I'm fairly sure Statesman said (paraphrased) that "all recent changes were made with ED in mind." Which would include the increased recharge times.

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    Hee hee...Statesman says a lot of things.
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    So...why just S/L damage?

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    Exactly.

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    Same question.

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    Same question, BUT LOUDER.
  9. Glad to see I'm not alone in this. It just seems to me that a guy who drapes himself in the flag and calls himself Statesman should have something other than an origin rooted in ancient Greece. Maybe something a little more American?

    Of course, it did explain his arrogant attitude in the comics. I mean, Superman, Captain America, and those guys all have their shortcomings, but that was the first time I've ever seen a premiere big-shot hero call his teammates idiots for trying to help him.
  10. Personally, I felt let down by the revelation that Statesman's powers came from Zeus. The game is flooded with creativity and obscure mythology, and they went to the most cliché place for a source of their icon's powers. Only a few dozen established comic book characters had that origin already.
  11. Hey, Manticore, great game so far through Issue 4...hoping for more to come. I've seen most of my questions asked so far, but...

    I heard awhile back that our heroes (and possibly villains) may be getting arch-enemies somewhere down the road. Are there still plans to do this? Would these be NPCs, or might it even be possible to have CoH/CoV rivalries?
  12. It makes sense to an extent that you would be spotted when attacking, but it also brings about the question of why anyone would take Stealth rather than Invisibility. If you can't really attack and be "invisible" at the same time (which was the big selling point of Stealth early on) then everyone who was planning on having more than two powers in the pool in the first place should just take Invisibility, thus making Stealth a redundant and less-effective power in the same pool.

    I heard that the change is in large part because too many people are using Stealth. In my experience, anyway, I rarely see anyone else using it...no pun intended.

    What I really wonder is, why is this change being made at this point in the game? Just out of curiosity...
  13. [ QUOTE ]

    They hardly nerf every AT with each issue.

    Regen is not the only scrapper type.

    And defenders, blasters, and controllers are rarely nerfed. Even wtih this issue, defenders were pretty much left alone, and blasters got a buff or two

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    I agree with most of that, except my force field defender takes a huge hit this time. She was so beautiful...but what team would want her now?

    And the pool powers...supression...that's just unkind for everybody. But that's really a topic for another thread.
  14. Just gotta add my name to the list of people wishing your brother all the best. Apparently, Statesman comes from a family of heroes.