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Then remove Burn.
Or you could do what was explained to you prior to Issue 1:
Add Accuracy a requirement to Burn
Make it unaffected by Recharge or Hasten
Or you could do something entirely backwards and render the defining power of an AT unusable.
Blasters also have Burn. Are they overpowered?
When was this epiphany decided? How does it stick with your "Vision" in Issue 3?
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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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When did this change?
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This is the embodiement of my entire feelings with Issue 5, thank you for having that quote handy, without it, I don't think I would have been able to put my garbled thoughts to print.
I am on of the elusive non-MMORPG players that was brought in my CoH's promise of "Being a Hero". Heck, I had never even played a CPU game; I had to buy an entirely new CPU to run CoH. Statesman has always said he hoped his game would appeal to the casual gamer, and it hooked me big time. I have played probably around 3000 hours of CoH since launch (Been here since Day One), and maybe 20 of Console games (My normal beloved).
Being that my only experience with MMOG's is City of Heroes, perhaps I can give a view on this that hasn't been presented...
I am not used to all of these tweaks. I think its great when new content is added, but the Devs have been tweaking since Day One, when I have felt that the game was not broken.
Every tweak before this has, for the most part, increased the enjoyment of the game. It was unnatural for Scrappers to be as resilient as Tanks, it was wrong to negate 8 other powers with one, etc. But, when does it stop? These Burn changes are perfect examples... It no longer does what an established definition over the past year says.
My biggest qualm with this issue is it makes CoH an entirely different feeling game. It revives feelings of the first 20 levels, which everyone is just glad to get over with.
The reason I loved CoH was the fast pace, the overwhelming odds - it hadn't gotten too easy, and it was nice not dying every single time you got an in-mission ambush or added aggro group(can you imagine the outdoor Malta Kronos mission now?).
If this slow and plodding pace is more inline with how other MMORPG's play, then that is the reason casual-type gamers do not play them. I really hope these changes work themselves out, because I love Issue 1-4 CoH - I would hate for Issue 5 to change the game that has been out for over a year. I mean... Tekken 5 is different than Tekken 2, but its overall base and system has remained basically unchanged.