Crawler

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  1. The unfortunate fact of the matter here is that there is no way to please everyone in this situation and the devs know that. Most of the people here have acknowledge, if grudgingly, that the numbers before were too high after the def/res reduction of i5 and i6. The melee types of course will love thee new numbers while others will argue that it's too low. I know that this is the wrong analogy to use as using real world examples always gets the "I can't believe your comparing a game to that" response but this is very much like the abortion debate in America. Some people are 100% against it, some 100% for it, and only a few couldn't care either way. Now, how this does relate to the game is that people are very passionate about their characters and want them to exel whether it is in PVE or PVP. Now, pretty much all we can do is take the new modification and play with it and test it. The devs will surely be watching the numbers over the next few months - and yes, I'm saying that these numbers will most likely go live. Whether the devs keep the numbers in the months leading up to i8 will mainly depend on the numbers generated.

    Everyone here from scrappers to blasters from tankers to defenders have dealt with nerfs in the past. I'm not going to mention any sets that have had to deal with more or less nerfs **COUGH-see sig-COUGH** but the point is that we are all still here playing the game and adapting to those changes.
    In my opinion, toggle dropping was a poor fix to the i3-i4 unbeatable defenses of tanks and scrappers. The reductions in i5 and i6 were needed even if unliked and seemingly harsh.
    I saw them as gutting to my scrapper as controllers found breakfrees gutting to their characters. Especially one of two toggles in my secondary was made a click power leaving only 1 toggle - unlike many PVP min/maxers I didn't have Combat Jumping, SS, SL; I use TP as my travel power and I did pick up tactics and assault. So almost any toggle drop would mean I would then be stunned, dazed, or held.

    I know many people say deal with it since we all have to but I don't think it's that simple. I couldn't go up and hit you with a melee attack and force you not to use your secondaries (or in case of tanks - primaries). Yes, some ATs have a disorient effect and DM has Touch of Fear but we still can't force you to drop your huricane unless we got especially lucky with a jumping brawl attack.

    So my suggestion is to play with these new numbers so that the devs can get a good reading on the results and then hope for a change down the road. Adjust tactics just as we have done with each new "nerf" that the issues bring us. Most of all, remember that it is just a game and, hopefully, is there to have fun with.
  2. [ QUOTE ]
    Please make the citizens non-targettable, since they can't be harmed. The tab-target spam in these missions is already at an ungodly level.

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    QFT. If we can't send the civilians to the hospital, dont force us to tab on them. I mentioned last night on a mayhem mission that we should be able to attack civilians and if we hurt 10 of them a new hero shows up. That would add a new twist to the missions.
  3. [ QUOTE ]
    What about the scrapper/tanker detoggling attacks? Spines does it a lot, Energy Melee does it a ton. Broadsword doesn't do it at all anymore. We need a complete list.

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    As he said about Total Focus, any attack that disorients can drop toggles. No scrapper/tanker attack ever had a percentage chance to drop toggles.

    Oh yeah, almost forgot...
    /e Happy Dance
  4. [ QUOTE ]
    Yes. It's coming. Safeguard missions. Being worked on right now (outside my office, in fact).

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    Wouldn't you know it. All the Electrical attacks going off prepping i7 wrecked my surveillance equipment that I installed there. Now I have to kidnap another janitor, fork out more money for new cameras, and....
    /looks around
    uhm nothing to see here
  5. [ QUOTE ]
    Mu is cool. Hover is in, 3 leaping is out.

    there are holes, but.... (thinking) i guess i could take tp to get around immob, get hover for kb. that still leaves healing.

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    Thats prettu much my plan at the moment. TP has always been my favorite travel power anyways. Hover will then work as anti-kb and general assistance to TP (which I have not had to use on other characters) for extended "flight" during ports.
  6. [ QUOTE ]
    States, is there anything being planned for those who would rather remain independant?

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    Pretty much the same as for COH with people who don't care for the APP choices. You don't have to choose an patron. You can remain independant and fill the 41-49 power slots with others that you have had access from 1-40.
  7. Hopeful list of toggle droppers after i7

    <Start List>




    <End List>
  8. The deal is that not everyone understands or does that and a lot of people play using "click" powers. Meaning that when they want to use a power, they actually click the button in the hotbar rather than using the keys. When you try that with teleport, you move your mouse to the lower corner and then shift it back to center screen to click the next location and then they complain that TP sucks.

    The binds are an easy way for people to learn how to use port. They work the same way as placing it in the main slots and using 1-0 to activate it. Personally, my 1-0 keys are slotted for combat powers so I use the Control+lbutton bind.

    I have never taken Hover on one of my teleporting characters and can look around for targets before porting to new area when doing defeat XX missions. Teleport is a wonderful travel power if you take a little time early on to learn the nuances of it. Some people need the binds, some people work it without binds. But at least they are trying it and find a way to work with it rather than saying this sucks and respec out of it.
  9. One of the few Trick Arrow Controllers that made it big...
  10. Must.....get.....on....bandwagon
  11. Crawler

    Ten Tracks

    Ring of Fire - Johnny Cash
    Skeptic - Chevelle
    Uillean Pipe Set - Seven Nations
    Every Time I look For You - Blink 182
    Bad Moon Rising - Creedance Clearwater Revival
    Introductions - Run Lola Run Soundtrack
    Flight From Pero - Raiders of Lost Ark Soundtrack
    Two Sisters - Clannad
    All My Days - Steven McDonald
    Sea of Heartbreak - Johhny Cash
  12. [ QUOTE ]
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    We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

    [/ QUOTE ] Um...what does this mean exactly?

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    I second this question!

    EDIT: I trust the posters who have already answered this but I wouldn't mind an amen from a dev.

    [/ QUOTE ]

    It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

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    I don't know if power boost even effects this or not but was wondering if this would be possible within this upcoming change. Power Boost(Primal Forces APP) then use Fulcrum Shift on a group of critters. Would PB boost the Damage Debuff on the critters and the Damage Buff on team?

    I know PB boosts things like disorients, holds and defense buffs but was not sure if it boosted Damage Buff/Debuffs
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    I can't think of a reason why the devs would want to "avoid" having level 50's generate extra prestige. It sounds like a perfect reward for maxing out your character, to me.

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    Why would you want anything other than level 50's in your SG then?

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    Well mainly so that the SG thirives and continues as the 50s drop. But another reason is that so you have someone of various level so that they can begin the TFs that the 50s want to do in order to get more prestige since the auto-exemp feature wont allow a group of 50s to actually start the TF. There are plenty of reasons to keep your SG with members of various levels and the majority of groups realize that. Sure there will be the few that say if we have all 50s we have more Prestige but I sincerely think they will be the minimum and it wont be a large group.
  14. [ QUOTE ]
    Well, now that ED is out in the open, we have to move on.

    What will our nerfs be in I7?

    Hmm...

    I got it!

    IH will be turned back into a toggle, Dull pain will be turned into a toggle, and so will resislience.

    Then, they will all be made exclusive to each other.

    Since IH will be a toggle again, it will loose half of its unenhancable haling rate.

    DP will be reduced to a 20% hitpoint buff.

    Resiliance will get a "buff" and be made 10% base resists to all -psi, but will get a minor defense debuff to balance it out.

    Oh... And they will decide MoG should realy be a "moment" and reduce its duration to 30 seconds. Recharge will stay the same...

    [/ QUOTE ]

    At one time there were a lot of people on the forums that would get angry at posts like this as 'it give's devs bad ideas'
    Now, however, I'm fairly certain that they don't take ideas (good or bad) from these forums but, instead, they read them and the say "that's pretty bad, I wonder how I can top that? Oh, I know.....Enhancement Diversification"

    So now that you have posted these ideas, daolong, you have challenged the devs to top them and we will now see regen scrappers keeping us young and vibrant as the more damage we take, the more XP we loose so regen scrappers will all be perma-level 1 scrappers.
  15. Just sent this to Statesman and Positron (Gecko has Private Messages turned off - how lame is that?)

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    Regen Enhanceable/Unenhancable Percentages


    In light of the upcoming change to enhancements, it is very important that you review the Regen powers that are the only powers in the game that have a retriction put on them on how enhancements work. Getting double-quadruple diminishing returns on enhancements on these powers is unbalanced and unfair.
    Please drop the enhance/unenhance features on Fast Healing, Integration, and Instant Heal so when ED goes live. There is no reason to have this effect in place on top of the Enhancement Diversification programming.

    Thank you.

    [/ QUOTE ]


    Once again, I think we all need to get their attention on this as soon as possible.
  16. [ QUOTE ]
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    And that is why we need to do testing, gather data and present arguments in a calm manner.

    [/ QUOTE ] I think we need to start a new campaign to remove the unenhanceable portion from our powers. That little gem makes no [censored] sense anymore with the new enhancements.

    [/ QUOTE ] /signed

    [/ QUOTE ] /signed

    [/ QUOTE ] /signed

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    /signed - We also need all Loungers to PM States, Posi, and Gecko on this fact so they are sure to hear it. The unenhancable portio MUST go in light of this new code.
  17. What a pitiful attempt at drawing attention away from the big issue of the day. You say that you want all buffs to be effective for all types whether they are applied to a person who is near the caps or not. Then just apply the buff and let it go over the cap without acknowleding it. That way when the effect is DEbuffed, SR Scrappers, Ice tankers that have Force fields can still remain at caps.

    Not to mention that you have ALREADY lowered the effective level ATs can reach without outside help in I5 and therefore corrected this mistake previously. This is once again just misinformation and I feel really bad for those who are thanking you for giving ice to eskimos.
  18. I just wish they would comeout and tell us the diminished rates. Seeing as how we will be able to see it on screen when we drop them into the power slots, it will take the number crunchers on the test server all of 3 minutes to calculate it when it does. So instead of saying VERY LARGE DROP IN EFFECTIVENESS, tell us that the 4th slot only gives +15%, 5th gives +10, and 6th gives +.05
  19. [ QUOTE ]
    For those who complain that the Archetypes who have the fewest sets were overlooked... the next planned powersets are melee based.

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    As long as the new melee based sets are actual melee based sets and not short-range sets like dual pistols that I have seen suggested all over the place.
  20. My real question comes to what makes a power a basic or primary stealth power. Most of the divisions I can agree with but I am wondering mainly about Superior Invisiblity.

    Superior Invisibility got a major boost last issue with now being able to attack while it was active. Many illusion controllers have since taken this as one of their major defenses. 6 slotting it with end-reducers and defence enhancers so that it is now their primary defense (other than their control powers). I can understand Group Invis being in the category of Basic Stealth powers but I would think that SI would be in the same category as Cloak of Darkness and Steamy Mist.

    Also, just trying to fully understand the difference between basic toggles and clicks. What do you mean by Critters vs. All enemies. I ask this because basically when I hear the word 'critter' I think animals. Hence in COH - only warwolves (and maybe vampires) will see through toggle stealth powers. I know this is not the case. Does critter here mean mob where as all enemies refer to PVP targets?

    I have to agree with everyone else questioning the -Def bonus when attacking. In combat is when you really need this defense. It does nothing for you to have a high defense while travelling to missions or contacts except at low levels within the Hollows maybe. And then you are usually a level 6 being sent into areas with level 14 mobs so the def bonus doesnt matter.
  21. Supergroup Name: Shadow Justice
    Website: Shadow Justice Site
    Leader or Recruiting Officers: Dark Crawler, Shadowolf
    Preferred Method of contact: Ingame, PM Crawler on forums
    Guild Description: Shadow Justice is an RP supergroup whose theme is fear. We are looking for any hero that utilizes fear as part of their standard tactics. With this in mind, the only requirement for the group is that you have some form of Fear power by the time you reach security level 40. If your hero is already 40+ and are interested, this restriction can be pushed back to 50. Intimidate and Invoke Panic from the Presence Pool are acceptable Fear powers so all AT are welcome in Shadow Justice.
    Right now we have a small group of diverse level heroes. We plan on doing regular RP events and are looking for other SGs that are interested in participating in these events as well. If you are the leader of a group and think you are interested, please drop me a PM.

    Short Introduction of Shadow Justice in For Fun>Supergroups Forum