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Posts
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Joined
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I fixed my sig, is that better? I didn't realize it was so offensive having a badge count in your sig. So whoever has x number of 50's should not have them there. So whoever has x out x hami raids should not have them there. I think I posted like once in this thread. So if you think you accomplished something don't put it in your sig, most will think that you think of yourself as being uber? (I don't think I've ever typed or said that word before).
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Well maybe if you werent all lazy idiots no offense but thats what I normally see, u could of got the badge. Unless you simply didn't know, though I found it on my first time through CoH on my own. Usally though whenever I ask for help in Outbreak to get the badge halfthe people say they dont feel like it. I dont feel these mobs should be added. It makes those of us who worked our butts off for ten or so minutes, doing it feel better. I love seeing Im a fairly small/decent mob, holding this badge.
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I like this! LMAO! Lets see, pre-I2, there were no badges. If you sat and killed 100 contaminated pre-I2, most would have thought you were an idiot since they don't award xp and there was no purpose in killing them except the required amount to complete missions.
Every character that I created post I2, does have the isolater badge. It's not about laziness or being an idiot, lol. There was no such thing as badges back then. -
Do one of each type mission, you will then have the 3 pvp zone mission badges. The true pvp badges come from 20 kills, 100 Rep and 400 Rep.
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So Positron,
Any chance we can change your mind concerning Influence/Infamy progress bar?
Here is how I see it currently:
1) Will there be any consideration for lowering the requirements for the last 2 Influence/Infamy Badges with the onset of prestige? I'm fairly certain that the 5th badge is 1 billion and I'm guessing the 6th is 2 billion. The average player might earn around 1 million an hour at level 50 and approximately 40 million on their way to 50. That leaves a difference of 960 million. If you were to play 2 hours every day, you would have to play your 50 for an additional 480 days not in SG mode to earn the 5th badge. Is there a possibility of say cutting these last two required amounts in half? No SG would have you if you told them that "hey, sorry working on a badge for the next 480 days, and will not be earning prestige for the group." This is compounded for new players just starting since you start seeing a drop off of influence/infamy at 24 and no influence/infamy at 34, if in SGmode.
2) There are no progress bars for the influence/infamy badges. Doc Buzzsaw is unlocked via the 1st infamy badge which is very tough to attain prior to level 30. If you don't get the badge by 30 you miss out on content. My suggestion is either change the requirement to unlock Doc Buzzsaw or give the influence/infamy badges a meter. -
Well if the first lackey badge is only 30 min, I think there is a bug with it now, I've lackied individuals for 6-10 hours now doing missions and beating them, I don't have a badge to show for it yet.
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Positron:
In regard to your "air of mystery" badges...
I feel that at least the Influence badges should have meters, for the simple reason that Bling is necessary to unlock a contact. We should be able to gauge how far we are along when a badge is specifically required for some particular goal.
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I totally agree with this. Either give it a meter or change the requirement for Buzz Saw from Bling to something else. -
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Just wanted to ask what's wrong with Spider Smasher? I received it last night (2/23).
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Was this on a Hero or Villain? Mine is still a full bar on the Hero side with no badge. -
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Poor Posi. He makes ONE post to clarify something and people jump all over him expecting him to answer everything.
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I am adding a meter (that turns on after you launch the rocket 1 time) that will track your progress towards the badge.
This will help CS determine where any bugs may lie in the Warburg rocket launches as well.
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How about a meter for influence earned? And is there an ETA on the fix for Spider Smasher badge and Fortunata Seer gladiator badge? -
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Should Banisher be dropped off the "Hard to get" list?
Masks spawn in Bloody Bay now. Sure, it's a choice of 1 farmed mission or a PvP zone, but that's still an improvement.
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You can also get BP masks in Potters Field (Sharkshead Isle). -
I don't think they can data mine it based on mission completion since you don't have to beat Baphomet to beat the mission. I know with Burnin Fury, there were only like 6 others around my level and none were online, so I defeated all the ceremonies while be chased by +7 behemoths, completed and exited mission. I did beat him on someone elses mission later on, but unless they were actually tracking the kill, I think we will have to beat again.
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Posi,
Any chance you will look at the requirements for the last 2 influence/infamy badges? Any chance of cutting them in half to say, 500 million and 1 billion? With the advent of prestige and loss of influence in SGMode, I really think the requirements should be adjusted. -
Posi,
Will there be any badges tied to Prestige earned? -
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Just two things that I have not seen answered so far in the thread.
1) Any possibility of progress bars for the influence/infamy badges? Any hints on the amount needed for Popular and Leader?
2) Since damage dealt is tracked on the kiosks (punishers), there is still no way to implement damage done badges? I really could care less if they datamined since damage is one of the most common stats in the game and pretty much whatever you are doing, you are going to be working toward this badge.
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Any chance of getting a response to these 2 questions? -
Just two things that I have not seen answered so far in the thread.
1) Any possibility of progress bars for the influence/infamy badges? Any hints on the amount needed for Popular and Leader?
2) Since damage dealt is tracked on the kiosks (punishers), there is still no way to implement damage done badges? I really could care less if they datamined since damage is one of the most common stats in the game and pretty much whatever you are doing, you are going to be working toward this badge. -
Any chance you can look at the influence/infamy earned badges? It seems like the last two badges require an enormous amount of earned influence/infamy. Could progress bars be added or perhaps a hint as to the amount required for Popular and Leader? Will the amount ever be looked at for reduction? Since now a Hero/Villain needs to make a choice between Influence/Infamy or prestige around level 34, this needs consideration. Everything else seems reasonable to achieve except these two in my opinion.
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I have to agree. Why does an SG need to be "large"?
But then, why does one have to be small?
I think, that whole problem is, it shouldn't make a difference.
I do think that prestige should belong to the individual hero, not the SG. Or split it. A guy who leaves an Sg for one reason or another should not leave with nothing.
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I know the feeling, myself, wife and someone else that I got to join a particular SG, left for reasons I will not post and formed a small 6 man SG. We left behind with the original group, 950K in prestige (my wife and I were the only ones at the time who had gone 1-40 in that group and were the only 40's). We also had one alt in the group (mine was 32 and the wives was 20). We are now starting from scratch (around 350K saved up), its too bad I couldn't keep what I earned in the other group, I would have 1.3 mil. -
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defeat 3K Kevin(not sure on last part of name)
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It's 3K Kelvin (as in temperature measurement) -
That badge is either bugged or requires a specific type of longbow. I know I've killed thousands of them from repeatedly running pvp missions when I ran out of content at 34-35 and 38.5-40. It could be nullifiers (LT's), Longbow Officers (Boss) or Longbow Wardens (Boss). With no status bar, no one will know until they see the final kill when the badge is awarded.
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Question please...
I have killed over 200 Spectral Pirates and I have yet to get a badge. I have killed Bosses, Lt.'s, and minions. Is this badge broken or am I missing something?
Thank you in advance for any insight
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You must kill them over the ghost traps in the fortress, there are like 5 or 6 ghost traps around there. -
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The Hero level Sea Witch mission gives the Sea Weed badge.
Sea Weed "The Sea Witch won't be bothering you anymore"
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It is not the Hero level Sea Witch mission, it is the elite boss sea witch mission that is full of luddites inside of a ship. The Hero version of sea witch appears a bit later and is an instanced outdoor mission full of legacy chain minions. -
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I've alluded to this in a couple of places, but I wanted to describe something we'll be doing for Super Reflexes quite soon...
Super Reflexes Auto powers (Agile, Dodge, and Lucky) now add some minor damage resistance. This Damage resistance starts at 0%, but improves as the caster loses HP. The Resistance kicks in at 60% HP (when HP bar first changes color) and markedly increases at 40% and 20% (again, when the bar changes color). We have not yet determined the exact values.
This change is in addition to the recent modification that gave most Defense Primary and Secondary powers resistance to Defense Debuffs (self Defense powers).
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I think this would be a good idea for Tanks with the upcoming ED changes. It would be like the opposite of Fury for a Brute. The more damage we take the better our resistance gets. -
Sorry to start all this, but I read the thread when it was 22 pages long and had just did the Quarterfield TF on Sunday. After doing, I didn't want to do it again with the same character. I sent a PM to Cuppa asking if datamining would be done, since most were only hoping for it or thought they would be doing it. I got the reply back and asked that it be posted on the official thread by Cuppa. The only good news I got from the PM's was the possibility of keeping the 2 Souvenirs from the 2nd and 3rd TF's in the Shard. Kind of strange, I will have the souvenirs, but no badges for them. Sorry to turn this into a 40 page thread now, but I felt that they should've posted that info and not surprised everyone once I5 hit and still no badge.
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I've seen on at least one website that it will take 3888 hours to earn the final SK'ing badge, is there any truth to this? If it is true, that would take 2.13 years of SK'ing every day for 5 hours a day. Any chance that Exemplaring can be counted toward the mentoring badge? I see them one in the same, you as a higher level hero are teaming with a lower level hero to help them out.
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Wanted to explain the reasons for changing Burn...
It became apparent that Burn was the trump power...with it, a Tanker needed to do nothing else. He could lay down a Burn patch and Taunt foes in and out of it. The damage was so great that the Burn patch itself would do the defeating; the Tanker only needed to hit Taunt.
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Only fools and Fire/Ice solely relied on Burn, especially with the rubberband effect in I4 currently on live. My typical attack chain was Taunt, Fire Sword Circle, Combustion, Burn with BA running the entire time. Rarely ever used a second Burn. LT's and Bosses are then taken down by Incinerate and GFS. You would be sitting there all day if you solely relied on Burn for damage.
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The question has come up - "what's the point of Burn now?" Well, it still offers Immobilization defense (we're actually going to increase that duration). And Burn does do a lot of damage.
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I've never relied on Burns Immob protection, since we are pigeon-holed in the leaping pool for acrobatics, only the insane would not take CJ for its Immob and early mini-travel power combined with Hurdle. Burn doesn't do alot of damage on live unless you are a Fire/Ice or teamed with a controller, the current rubberbanding on live prevents the massive damage seen prior to this. In most instances in teams, the majority of the mobs are eliminated prior to burn even finishing or even starting. The only time you see the massive damage or the appearance of it, is when teams allow the tanker to herd large groups in missions, whether door or instanced outdoor. I don't team with these tanks, with my non-tank alts, I find it rather boring.
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Taunt alone might not bring mobs into Burn continually, but stunning, holding, immobilizing mobs in Burn is just plain devastating.
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With the current AI on test, nothing will bring mobs back to the burn patch, they will leave and focus on ranged attacks, sometimes back at the Fire Tank, sometimes on your teammates. Please add that last sentence to the description of Burn, basically to let players know that they will require a controller on their team to get the most potential out of this power.
I'd like to also find out why this thought process on burn was reversed?
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Based upon the great feedback on these forums, as well as conversations with Tankers in and out of the game, I felt that we needed to revisit some old issues and try some new solutions. The great thing about MMP's is that they can grow and evolve. Even better, the community can give us both qualititative (opinions) and quantitative (data) information.
So here's what we discussed.
1. By and large, the change to Tankers' Taunt is viewed positively. Instead of a single target Taunt, Tankers will have a Provoke in their Secondary Power Sets. Plus, the mob targeted will be autohit (just like Taunt). So you can pretty much guarantee that'll be done soon. But, as many have said, it's not enough. So that's why Geko and I talked at length.
2. Tankers damage is way out of whack compared to Scrappers' Resistance. Previously, I stated that Scrappers couldn't reach the Resistance cap. And they can't - UNLESS they resort to the Power Pool. That was my error. A correctly built Scrapper (with a lot of Enhancement slots) CAN reach the 90% cap. But a Tanker can NEVER do the same amount of damage as a Scrapper. This needs to be rectified. A Tanker should be as good at Resistance as a Scrapper is at Damage.
3. Some people don't mind the traditional role of a Tanker as a meat shield, other do. Most importantly, however, is that people seemed not to like to be a "provoke bot". It appeared that a Tanker's role was to sit there, take damage, and occasionally hit Provoke. A Tanker's attacks were nice, but pretty much an afterthought in the grand scheme of things. Well, that's not much fun after all. Provoke is fine; but the Tanker's attacks should be MORE important when combat gets started in holding aggro than shouting at various mobs.
4. The Burn change is a little too inconsistent with the role of a Tanker. A Tanker wants to keep aggro, not chase them away. Though it makes sense in terms of AI (bad guys fleeing damage), the power becomes not very useful for the Tanker. We'll probably be making a change to that soon.
In other words, I've said in the past that we weren't going to look at damage and that we weren't going to add any aggro to Tanker attacks. Well, I think I need to put my thinking cap on and come up with some solutions to the points above. I can't thank all the Tankers enough for sharing their thoughts & ideas.
Now - the change to Burn can happen relatively quickly - but the other stuff needs internal testing. I don't want to rush something out over the holidays. That testing will be a priority post Thanksgiving - so I'll keep you posted next week on the status.
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With I5, scrappers got an increase to base damage, did tanks see a similar increase since we should be 75% of their base damage. Tanks and scrappers were both handed lowered resistance and defense with I5, scrappers received a bump in damage, it should only be fair to give the tanks and equal bump.
Here is what I see Fire/Fire tanks getting hit with I5, it is a fairly significant amount of power degradation and increased recharge and end costs.
Primary Powers:
Burn - Increased Fear, can now only hit 10 enemies, lowered damage, increased recharge, only useful when teamed with a controller. Using this power while soloing in pointless, since you will see only a small fraction of the damage seen on live.
Fiery Embrace - Increased recharge time, Decreased damage buff time. It is now no better than Buildup.
Temp Protection - Nothing has been done with this power, no one takes it since Fire Shield and Plasma Shield already take us over the cap for Fire Resistance, and for just its cold resistance, it is not worth wasting a valuable power pick on. I recommend adding Knockback and Immobilization protection to this power and slightly raise the cold resistance.
Rise of the Phoenix - Not far behind Temperature Protection in its usefullness. To be the top power in our Primary, I feel we are cheated, it doesn't even compare to Unstoppable or Granite Armor. We have to die to use it, and more than likely will die again after using it. Now if we came back like someone who was revived from a radiation defender/controller, it may have some appeal. A revive as the highest power is a primary is telling us that we will more than likely die alot. Its a power that can be had for 250 influence or a quick trip to the hospital, barring you are in a hazard zone. If I was fighting something that tough that I thought I was going to die, I would more than likely have some manner of defender on my team.
So the changes in our primary actually lessen and almost eliminate what makes this primary different from the other tanks. This description of this primary should be changed, since we no longer make up for our lack of resistance and defense with offense.
Secondary:
Fire secondary was greatly affected with I5. Combustion and Fire Sword Circle can now only hit 10 enemies. Fire Sword Circle is a very end heavy attack (around 26 end). So less damage with our secondary AoE's, but no reduction in the end cost. Also none of the tank secondaries were give a boost to damage like the scrappers, even though we both suffered decreases in defense and resistance.
Pool Powers
These are the most common pools taken by Fire/Fire and really most every Fire/combination:
Fighting:
Tough - Lowered resistance and increased end cost. If end wasn't a problem already. Stamina and Consume will become staple powers of all Fire Tanks. Lowered resistance means an extra slot in Tough for resistance and possibly another for end reduction. Thats 2 slots that will come from our attacks.
Weave - Lowered defense and increased end cost. Almost not worth taking now. More end costs for an already end heavy set and minimal defense. I'd say save the 5 slots and power choice and use 2 for attacks that were lost to Tough.
Speed:
Hasten - No defense, but will be mandatory for those that want to keep Fiery embrace and Burn.
Leaping:
Not much to say except CJ defense was lowered, more than likely its end was increased as well. Fire is still forced into this pool if they want to be an effective tank. Some say take hover, but you will be still flipped, maybe not knocked back, but it is downtime. I don't believe hover will help when those Avalanche Shamans and COT's throw down that earthquake. I believe you will be constantly flipping. With the lowering of our offense, we need knockback and immobilization either in our shields or temperature protection. Granted you may see more Flying Fire Tanks, those who have totally given up on Burn if they haven't already deleted their character or left the game.
Fitness:
Stamina will, without a doubt, become a mandatory power. You will not be able to survive on consume alone. Attacks are too costly, and the pool powers needed to function had their end costs increased.
Bottom Line, Fire Tanks were hit severely hard in I5 with no compensation. The fear has to go, or burn will die out. It is no longer the Trump card with the increased recharge and lowered damage. With the end cost increases to necessary pool powers, we will not be able to attack as often, which most will have to rely on, since Burn, is really not an option for damage. We are not seeing a bump to damage to bring us to an appropriate percentage of scrapper damage. We need compensation for our losses, our description doesn't fit our primary, and we are now the anti-tank if we take burn in its current form on test.