BloodProphet

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  1. Been looking around for any resources that provide a list of all the in game emote commands. It's been a while since I've played and not only do I only remember half the old ones, a bunch of new ones have gone in as well.
  2. BloodProphet

    Changes to Rage

    [ QUOTE ]
    Rage's disorient still hurts even when running Unyielding 24/7. Even the wimpiest additional stun effect during Rage's 15-second drunk time will bust through Unyielding and leave you helpless. I think the total endurance drain is actually a bit more manageable, even though its still pretty nasty. I can think of a couple other options here.

    1. Modified Disorient Penalty Rage

    Lower the magnitude of the disorient slightly to allow it to be managed (barely) by the everyday status protection power available to every tanker powerset. Increase the defense debuff by a noticable but not quite suicidal amount. Add an endurance drain of 20-25 points as it ends.

    2. Killer Endurance Drain Penalty Rage

    Eliminate the initial End cost, keep the total End drain and small defense debuff, add a blue "-100" message over our heads to notify us of the Rage drain so we don't think we just ran ourselves out of End or that there's an invisible Sapper stalking us (again).


    The addition of a large animated arm punching us in the stomach, or perhaps a large mysterious target appearing on the front and back of our costume would also be a nice touch.

    [/ QUOTE ]

    My question to you is if you think that the change from the disorient to the end drop will cause the power to be more useful as a whole to the set. Do you see yourself (or any other tanker set) as using a no-endurance drop Rage more often than using a disorient drop Rage?

    Any changes to the use of this power seems like it would require a reevaluation of the set as a whole. The first time the set was under review for balancing, Rage was left as it was because it was the one of the things bringing the line up to par with the other offensive sets. If they change the dynamic on it so that it is less usuable than before, it would make sense to me that the rest of the line needs to be scaled up to compensate.
  3. BloodProphet

    Changes to Rage

    [ QUOTE ]
    Many players complained about the stun at the end of Rage because it turned off toggles and left them helpless. At the same time, hardcore players with perma-unstoppable or Unyielding were able to avoid the Stun effect. Thus the casual player was getting penalized and hardcore player wasn’t getting the desired penalty. We're still looking at the issue - so feel free to post your thoughts & ideas!

    [/ QUOTE ]

    I actually have some questions about this that I am hoping maybe you might answer.

    1) I was under the impression that a power in a set was gauged on the set as a whole and compared to the other sets of like nature (offensives in this nature). This sounds like Development wants to change this power based on a defensive power set. How does this play into all the other defensive sets that have Superstrength?

    2) Is Superstrength as a set overpowered? A few months ago a rebalance was done on the set to bring it closer to par with the other offensive sets. No changes to Rage were made at this time, so it leads me to believe that if you are going to drop the effectiveness of the power, you would in turn be increasing the effectiveness of the other powers in the line to make up for that. Are there plans to make these types of changes to compensate?

    3) I use Rage quite a bit, and while there are times when the disorient at the end can be mitigated, it is still a very real and tangible negative. There have been a number of times when I was caught with a stun as the disorient was running. It required a watchful eye and good planning to lessen the number of times that this happened. Even with that care, it was still a risk and still occurred from time to time. On top of all of this, it always cost a fair chunk of endurance to use and had a defense debuff component, so it wasn't like all of the costs were mitigated. With these negatives, is it really that much more powerful than its cousins (build up, etc) in the other sets? I don't think that any of the other sets require these extra damage abilities to be "situational" powers. When it cycles around, they use them. Why is Superstrength being singled out amongst all the sets?


    I appreciate the effort Development has to put in to make this game work, and I think as a whole they do a fantastic job. This particular decision needs to be rethought however. It seems to fly in the face of everything Development has told its customer base, and I am trying to figure out why. The only reason I can think of is that the focus has been centered on which powers seem like they are "too good", rather than looking at the sets as a whole. It's my hope that when Development steps back and looks at it, they'll realize the same thing.

    In any case, thanks for hearing me out.
  4. Thank you for the update information Statesman, but I don't see any mention regarding the tank "comic book" type adjustment you guys were working on. I know you folks dropped the increased damage per hit thing, but has the whole project been tossed aside?

    I don't mean to sound impatient, but ever since you announced that you weren't going in the damage/per hit direction, we haven't heard anything else. Can you please let us know what the status of this is?

    Thanks.