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Quote:You know what, you're right... I forgot, it only detoggles powers that do an enemy debuff, like Willpower's Rise to the Challenge. My bad. I was just coming back to correct that after thinking about it for a bit.Hmmm...does Evasion get detoggled when the mez protection is beaten?
I can't remember on Invincibility, it's been so long since I played my INV, I don't recall.
Those are the only two sets with a taunt aura that doesn't do anything negative to the enemy outside of taunting them.
Yes, Invicibility gives the user +Def and +tohit, but no negatives to the enemy, whether it's damage or effects. -
One thing that I really wasn't expecting that isn't terribly clear in the badge description is that Bunker Buster gets awarded at the very end of the trial. So if you destroy the bunkers but fail to beat Antimatter (which happened to my group last night), no delicious badgeyness.
We did more runs today and managed to get Bunker Buster and Anti-Anti-Matter (separately, of course). The latter was actually quite a bit easier than I'd expected; I only died once, because it inspired everybody to haul *** through the second and third phases. -
Quote:For starters, Energy Drain didn't originally have a heal component... it was added in Issue 13, over three years after the set debuted, as a way to balance the underperforming set. Now, a little less than three years after that, they feel the need to balance it further as they proliferate it to new ATs, and they've chosen to move that heal to a different power.At the moment Energy Drain used optimally is a 30% heal every 60s, this functionality is being removed completely. Energize gives a 25% heal and 100% regen for 30s (equating to another 12.5% HP) on a recharge of 120s. We are being forced to take a second power to regain a fraction of the capability of a single one.
Why was it decided that EA needed a nerf?
As you mentioned, Energy Drain currently heals 30% (unenhanced) in an "optimal" setting. That means while you're getting punched to paste by 10 enemies all at once before you can even activate it. But it's also completely contextual; if there's no one around you, then it won't heal you in the least.
Now, with Energize, you can heal yourself a guaranteed 25% minimum every 2 minutes, whether you've got 20 dudes surrounding you or zero, AND the new recharge bonus in the taunt aura will shorten that in situations where it's needed more often. Couple that with the fact that the passive +Resistance powers are getting buffed, and you'll find yourself needing that heal less often to boot.
Now, as for your observation that the taunt aura is being placed in the wrong power... well, I can't really say I argue with you there. (Don't toggles with Taunt Auras get dropped automatically when you're mezzed? So... if you get mezzed, won't you need to restart the toggle whose primary purpose is to keep you from getting mezzed in the first place?) But it's still just a few days after the announcement; the developers very likely have a way to make it work in mind. If it still seems broken once we actually get a chance to play with it, then by all means, scream "Nerf!" all you like.
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Quote:Actually, it worked TOO well. It was set up so the more players targetting you, the harder it was to hit you... but it didn't discriminate between friend and enemy, so you could have an entire team worth of people hiding around a corner snickering with a lone defender sitting in an open room as bait. It was obviously crazy exploitable.Hell, the anti-gank code was only pulled because it didn't work.
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Quote:If you remember the substance of what he said, it was telling the then current PvP community that the changes weren't meant for them.
Quote:So its not surprising that people in that community who had worked incredibly hard on coming up with changes to help the game got insanely frustrated when they figured out they had been played. -
Agreed. Once the iXP bug gets fixed, I think Keyes is going to be much more popular, since there's a lot to fight (and they respawn regularly). At the very least, I think it'll be the iTrial of choice for people who have yet to unlock all their slots.
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Quote:There was a big stink all around about PVP in the Issue 13 beta. Those in the closed beta broke the NDA and started raising a stink about it on the public forums. They resorted to personal attacks on the devs (making donut jokes about Positron and saying all matter of things about Castle). The community rep, Lighthouse, put his foot in his mouth and lost his job over it.I think he meant it when he said it. Then no one was playing PvP, so it likely stopped making sense to focus on it.
I still maintain that Castle had the right idea with virtually every change he made to PVP, but he cranked the dials to 11 when a 3 or 4 would have sufficed. And since the most vocal members of the PVP community were mudslinging the whole time and wouldn't work with the developers, we got the version that rolled out and have only had bugfixes since.
I'm not saying the ENTIRE PVP community was to blame, either--there were several who were calm and polite, if earnest, about their feelings on the new system. But, when you're looking around in the zoo, no one pays attention to the antelopes peacefully eating grass when the monkey cage next door has a poo-flinging fight going on.
Egos were asserted on both sides of the fence, rules were broken on both sides, and feelings were hurt... With that kind of history, are people seriously curious as to why PVP questions get vague dodgey answers?
Of course, I wasn't really participating on either side of the PVP argument in the i13 beta; I was too busy protesting effing Day Jobs. Hate them soooo much... -
FYI, just to clarify something there's been a little confusion over, I asked on today's Facebook Freedom Friday about the 400 PP cost for Signature Story Arcs. This was Beastyle's reply:
"@Chad Gulzow: Each Signature Story arc will be 400 Paragon Points--you will purchase them by arc. Once you've purchased an arc as a Premium player you will always have access to it, however if you want to access NEW arcs you would have to purchase those for 400 Paragon Points each." -
The numbers are going to be better for everything except damage by rerolling his DP/Therm Corruptor as a Therm/DP Defender.
The secondary effects of the different ammo types are a nice bit of extra fluff for everyone else, but on Defenders it can actually be worth using something other than "all fire ammo, all the time." -
The only time Knockback has bothered me recently (mind you, I play like 70% melee characters and the rest are support) was on a BAF a couple weeks ago. Some doofus was spamming Gale on the ambush spawns and actually getting people killed because of it. He wasn't trying to troll on purpose or anything... he honestly believed that the best way he could help was to spread out the bad guys so they couldn't focus their attacks. As you can imagine, the rest of us fighting the adds felt very differently. We got him to stop using it indiscriminately, focus it on pushing the adds back against the building, and all was peachy in the end.
Prior to that, I had a lot of hatred for Knockback when I was still learning the game. Nothing sucks worse for a poorly-built Scrapper than having his target tossed across the room and into another group. But the person I was duoing with learned to control her Knockback, and I learned how to build a damn character properly, and the hate I held for Knockback subsided. -
Quote:... I take it you didn't see this post that Arcanaville made two days ago in this very thread?There is no such ANY rule, though. The "cottage rule" was just some fan name given to a joke Castle made about how they wouldn't change build-up to form a cottage in front of you.
http://boards.cityofheroes.com/showp...&postcount=113 -
I've been asking for this since before Proliferation 2.0. I'm so friggin' stoked.
I have a Necro/Poison and Thugs/Poison and I love both. It's currently the only set that makes me feel active as a Mastermind, instead of "that guy who follows the pets around." -
It totally does 8 points of damage per second PER ENTANGLEMENT. So if you're red and you've got two blue guys next to you, you're taking 16 damage per second.
It was kind of funny to watch the blue dude who didn't pay attention to the league leader ("Only reds go into melee!") have his health plummet as the ten red guys next to him started draining his health with a torrent of "8" popping up over his head.
Quote:[*]Entanglement: All players acquire one of two auras which interact negatively with each other. Players who are Alpha Entangled must move 15’ from Beta Entangled players or suffer ill effects (and vice versa). Standing near those of the same entanglement has no effect. Opposing players deal damage and debuff defense, regeneration and recovery to each other. These effects stack, so the more players of the opposite alignment near you, the worse the effect becomes. -
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Quote:I have faith in them too. I have faith that they'll listen to the concerns of the players when making a decision and will weigh those concerns against their intended goal. Sometimes their idea of fun or fair does not mesh with that of the general playerbase, and they'll take that into account before the decision becomes final (and sometimes even after).I have faith in the development team, they have learned from past mistakes and are working to make sets better.
This is just another example of people saying, "Hello, we have a concern here!" and awaiting a developer response on it. Maybe they'll reply directly, maybe they won't, but I guarantee that someone on the team has read this thread and given it thought. -
Quote:Well, for starters, there is a difference between "Hidden" and stealth... If I'm not mistaken, Hide actually applies a status to you, and the suppression of powers is actually tied to whether or not that status is applied to you currently.You know, I hate to have to say this to people that have been playing longer than I have but...the devs have the tech to handle this, remember? They made it for Stalkers, it's called 'Suppress when Hidden.'
So, following your suggestion, they either have to add a "Hidden" status to Energy Cloak--which may be an option, or it may have auto-critting baked into the status at well and not be an option--or they have to create a new "Stealthed" status. And then they'd have to give the Stealthed status to all other stealth powers... and should it be given by using a Stealth IO? Should it suppress other powersets' toggles? You'd have people complaining either way about that.
So, in all fairness, it might not be as cut-and-dry as you're assuming it is. Or maybe it is, and they've got that all taken care of already.
We don't know, because the developers haven't said anything about it yet. Until then, I have yet to see anyone be unfairly critical about this change... no one has mentioned "slap in the face" or "I'm cancelling my account" in any posts talking about it. They're just voicing concerns that haven't gotten an official answer yet. -
1) Allies work that way in all content, whether it's developer-created or through the AE. They're not supposed to be pets, they're supposed to be additional teammates.
2) Intentional design change. People were creating ridiculous farms with AV-class helpers that would buff and heal you constantly. They chose to make it so the buffs/debuffs/heals of the first ally you encounter would activate properly, but every other ally would be restricted to damage powers.
3) There is no way for the game to do this. You can choose to up your personal difficulty at a Freedom Corps Rep or Fortunata (tell them you're equivalent to 4 Heroes/Villains). -
Quote:From the transcript/summary of yesterday's Ustream chat:Does this mean we will finally / eventually get MA for a Blaster secondary?
Quote:Almost everything has proliferated. Blasters are 'done,' at least in the normal sense. Martial Arts for blasters is something they could do with existing animations. -
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Quote:It's actually a 25% chance, at least according to Mids'. And the Chance of Fear is an AoE--successfully landing the Assassin's Strike can potentially cause fear to any critter in the group. It's kind of rad when it works.the second is a chance(I think it's 50%) for a mag 5 fear
(snip)
the to-hit always occurs when a target survives and the fear has a chance to occur.
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Quote:Quote:Originally Posted by Oedipus Tex
The reason I suggested adding -Regen and possibly also -Healing to Stalkers was specifically to make them as desirable as /Rads and /Colds are for dealing with a single hard target. I think killing a hard target is something this AT should be sought after for.
My suggested fix was unpopular, but I still feel like it fit the intended playstyle of a Stalker: buff single-target attacks to do 10-15% more damage by default than Scrappers with the same damage cap, with a small (5%-ish) nerf to their current AoE damage as a way to specialize. -
Quote:Well, it does say "currently" in there.Your numbers haven't taken into consideration the new Energy Drain.
I'm also not specifically arguing a change to Overload... just Scirion's reasons for it. He was stating that the power was "worthless" because of the rest of his situation; I was informing him that it was simply unnecessary to him, and that there were many good reasons that other players might need it to fall back on.
Personally, I'd obviously love +Res thrown into the power, but not if it meant the complete loss of +Def.
(Apologies to Scirion for the masculine pronouns if you're female.)