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Zone Giant Monsters are getting the buff. GM's that are mission-specified (like the ambush ones, or the Eden trial, etc) are not being touched. Those GMs are "arch-villain" level, i.e. made to be beaten by 1 team.
Zone Giant Monsters are the GM's that appear randomly (or triggered) in zones. This does not include the ambushes that are triggered from missions.
This change will be both CoH and CoV.
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Thanks. I still don't think they need a buff, I think you're catering to your best players and leaving your more casual and less skilled players behind, but at least content won't depend on these.
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The Casual Gamers have gotten a lot....Toned Down Bosses(Heroic and Villainous difficulty where they spawn as lts)...Toned Down AVs(The Elite Boss thing in a recent patch)....Mission Sliders....The Hardcore guys need to be thrown bones once in a while too. -
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What am I missing?
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You're missing the same thing everyone else is missing: a costume option for male bare legs. It doesn't exist.
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The bare legs option for Male and Huge body types has been added to an internal build. It will be coming down the QA path and to a server near you soon.
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I put the notion in for Triumph to but a hold on the speedo raid until this comes along! Do I hear a second? -
The first paragraph or two of both heroes and villains do seem to suggest Side switching but when you read the rest of it, the release is clearly talking about the 40-50 PvP zone which sounds awesome!
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We will probably slip in some NPCs who can buyback Enhancements at somepoint, but the trainer issue is a little more difficult from a technical standpoint.
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Add arbiter uh...Paul to the villain's side, make war witch the hero trainer
i think that'd work?
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I think the issue is this.
From a "concept" point of view, there would "have to" be one Hero trainer and one Villain trainer (Security and Threat levels are "story-wise" "faction dependant", can't very well have a "neutral" trainer giving both). So there would have to be one Hero trainer and one Villain trainer. That would be very well unless for one thing.
Trainers currently don't care what faction you are a member of.
Walk a villain up to Ms Liberty, and she'll gladly train you. (A couple of my villains were trained by Ms Liberty in Beta)
Currently they avoid that issue by not allowing villains to enter areas where hero trainers are placed (and the other way around).
If there was a hero trainer and a villain trainer in the same area on the other hand...
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Fix the Talos island glitch and place them at the entrances... -
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In regards to the damage cap I am just insulted that scrappers can do more damage than blasters with none of the risk.
It is like Statesman is putting a knife in my kidney and asking me if I like it as he shoves it in slow.
That is why I really hate the damage caps the way they are. It is like I am being spat in the face by the devs.
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The game is ran by the melee ATs, you should know that by now. When we say we die with just the slightest nudge at the enemies, The "perception" is we die at the slightest nudge. when we say that the scrappers are in a riskier situation is BS, they say the "percetion" is that the scrappers are riskier is BS. Basically, what we say is tossed to the curve into a group called speculated happenings. We play the game a lot more than the devs do. We know whats going on. I invite one of the devs to come along with some of my SG buddies. We will see what goes on. -
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Infernal is the only male in the Vindicators? =0_o=
Bow-chika-wow-wow
Good to know this, too. I wasn't aware that Ms. Liberty was State's sidekick.
Now would it be too much to ask if the Hero Trainers could all have a "tell me about this hero" options, so we can read their backstories?
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Something to put in my sig! -
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Look at blasters in the comics - they are almost never entirely without defenses. Punisher? Wears bodyarmor. I'm sure he didn't need to wait for "level 41" to get it either... Johnny Storm? He melts bullets before they hit him, and can dodge pretty well. Iceman? Attacks slide off of his ice skin and he can form shields of ice to protect him. Etc. Etc.
All blaster secondaries have a single power everyone must take: the first one. If this power was turned into an automatic +def or +res (smash/lethal/own element), it might help us all to survive a bit longer.
Energy: power shield deflects attacks and resists negative energy. +def, +res (smash/lethal/neg energy).
Electricity: magnetic field deflects attacks and resists energy. +def, +res (smash/lethal/energy).
Fire: shield of flames destroys incoming missiles and resists fire. +def, +res (smash/lethal/fire).
Ice: ice coating resists and deflects incoming attacks. +def, +res (smash/lethal/ice)
Devices: kevlar shirt. +res (smash/lethal), slightly higher than what the other sets get since it doesn't get +defense or an elemental resistance. Some mez resist to make up for the weakness of the armor would also be nice. Stacks nicely with the auxiliary pool.
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how about energy is res smashing/lethal/energy/neg energy but the energy resistance is slightly lower than that of an electric secondary resitance? -
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Blasters are supposed to shine in a team. That means two things. #1 they shouldn't be able to reach their full potential without a team and #2 when on a team, they should be able to.
Sadly, #2 is not true, but that's what needs to be fixed. You seem to want to change #1.
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Sadly is Right! WAY too many posters in this Thread are just crying "GodMode me !!!" like it's the only way they think they can be Balanced. ..Especially Heph who's back for his usual song and dance on the subject. The actual number of people talking specifically about Shining in Team Play can be counted on one hand. It doesn't look like the Devs will be getting much useable unfiltered information from this thread
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No thats a regen scrappers job.....and they cry when they are threatened to loose GodMode. GodMode is for the tanks and yet they wont get rid of it for the regen scrappers. So plz, leave our justified ranting alone. -
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Would anyone be up to giving up melee powers for status protection. Maybe nothing as huge as the Melee protection, but something to prevent the occasional mez attack.
I would not mind it, but I know some people love the melee attacks.
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I'm all for it, but I think I've made my feelings on the excess melee quite clear in this and other threads.
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I love bonesmasher and Total Focus too much though. power thrust and energy punch they can take away. -
This saddens me and almost makes me want to stop playing my blaster....but two lvls and I will never have to play the horribly broken AT again. So the Scrappers get the crits and the 500% damage cap because they are the "boss killers" and they are the ones involved in melee? They are also involved in range too. How about we get rid of their ranged attacks? EPPs and Impale, throw spines, focus, shockwave, and whatever else the other melee types get. Also take away all of their defenses/resitances. Lower their hp, lower their damage cap, then it will be more dangerous for them to be in melee. Your reasoning makes now sense Statesman...some of this stuff makes me want to go play MMOs that my friends are playing. I love CoH but I don't feel like being laughed at when I Broadcast "lvl 48 energy blaster lft"
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EDIT: Darn, my ASCII drawing didn't turn out right.
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For one it's on test. they have bugs. As long as you talk that is fine. Inspirations are to be used. If you don't have influence, here is something amazing..Run one mission! It will net you atleast 100K. That is more than enought to get you going for PvP.
Triple damage is necassary for controllers. They do poor damage and need something to get the other guys down since break frees are included in the game. Otherwise you would end up permaheld. I think the breakfree inspirations make perfect sense. It's a fair trade.
yes the game has bugs. You don't like fear because it gets through your defenses. tough it's supposed to. How else are you going to stop that unkillable, unhittable wall of hit points. every set has a weakness and it's up to you to find them out. Once you find them out you will learn to use them and how to cope with your own weakness. If i can occupy the tank and get him out of the game so the rest of the team can beat up on the others you bet I'm using everything I can.
Fear is not the same as the taunt bug. Fear is not a bug, taunt is. Granted fear is powerful. But so are a few powers in the game. If feared, you can take a breakfree and your out. If you hit taunt you can not take a breakfree to get out. Dieing doesn't help either. If you use taunt because you are getting feared then you can not call foul. You are actually doing something that was not designed to work that way.
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Yeah, pre 32 they do. After that, they are stronger than blasters. (in fact, everything is after lvl 32.) After lvl 32, the triple damage should be abolished, and break frees don't work against sings. They hold too fast for them to work, I went though 20 BFs in less than a minute because I kept getting held/immobilized by sings. -
The biggest gripe I have about the arena is the "triple damage while held" thing. Especially with sings. The sings just spam holds and that effectively chain mezzes you: even with the immunity. The triple damage makes it worse in that they can kill you in 5 seconds flat....and regen scrappers are still overpowered. Other than that, I don't have any complaints as I know they are bugs that will be fixed.