Dalas

Citizen
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  1. Ok, so now I have many Stealth toons that will have an end draining toggle that makes me move slower for a miniscule amount of defense, which drops to half if I attack OR get hit. Why bother with suppression? I know players complained about the accuracy debuff on travel powers, even though it made perfect sense (and I thought it was great). Rather than leave in a the accuracy penalty on SS. SJ and Fly, it was removed and suppression was implemented. If you're going to continue with this whole suppression thing, how about suppressing the movement penalty as well. If all the mobs can now see me, the stealth obviously is NOT working and I should NOT be forced to move slower for that 10 seconds.

    Alternately, could you give us a new costume option. A T-Shirt available to all toons that existed before I5 goes live that says "I got nerf'd in I5 and I still play".
  2. I've only seen the one in the tutorial, and even though the rescued NPC agreed to fight by my side, it was kinda pointless since the mission ended when I rescued her. If the wave attack missions are as hard as people are describing, it sounds unfun and nothing more than a debt gaining struggle. Without an option to abandon or fail missions of this type, it sounds like I'll have a number of toons that get those stuck in their mission list.

    How about adding an option something like "I give up, I can't do this mission" when you return to the contact? If it is too difficult to add that to every contact NPC, how about a single contact in Atlas Park or Galaxy City. As heroes, we all register there when we start our careers as heroes. We should be able to talk to someone there and tell them our contact has given us something we can't handle and have the option to "opt out" of a particular mission. That contact could then allow you to flag a given mission as completed (you could even have the contact state "another hero will be sent in to clean up what you can't handle"). You could even add a fee to this service - similar to the fee you have to changing mission difficulty.

    Alternately, set a mission counter flag. If a mission is started 5 times and never completed, it is marked as failed and you have to return to your contact for a new mission. This would also have the added benefit of preventing any mission from turning into a powerleveling mission.
  3. Dalas

    XP and I5

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    1) Instead of the first five levels being debt free, the first TEN levels will be debt free.

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    Is this truly considered a good idea? It doesn't take long for bad habits to develop. Those first few levels go by really quick. And when players know there are no penalties for dying, they tend to play a bit more suicidal. Extending the no debt to ten levels, it almost reinforces the mindless suicidal jumps into overwhelming odds. This sounds like a bad idea to me.

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    2) XP debt will be halved on mission maps (that includes outdoor mission maps, too).

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    Can street hunt missions be removed or at least the street hunts in hazard zones. As a defender, anytime I get stuck with a defeat "x" mobs in "hazard zone" I end up with it stuck in my mission list a while. I usually team up as a defender, but teams usually want door missions instead of street hunts. Hazard zone mobs are usually very large or full of bosses. Is it fair that as a defender I have to painfully try to pull one minion out of the group and try to defeat it before running to the police drones? And if I fail I get full debt simply because I wasn't behind a mission door? I would think that if you're going to force me to street hunt to complete a story arc, my character should get the benefit of half debt while hunting the mob stated in the zone specified. And if you send an ambush at the start of the hunt, that should cause only half debt as well even if it is in a different zone. Ambushes frequently result in a trip to the hospital for my defender.
  4. [ QUOTE ]
    Burn does do a lot of damage. Taunt alone might not bring mobs into Burn continually, but stunning, holding, immobilizing mobs in Burn is just plain devastating.

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    I was afraid of this. Without explicitly saying it, Statesman has just said that to be effective, Fire Tanks must team with a controller to hold or immobilize the mob (anyone that actually plays this game knows that mobs have no problem running, jumping or flying away while stunned). Of course, controller AoE holds were also nerf'd. They will not hold the mobs for long, and thanks to the fear effect of burn, the mobs will likely run straight for the controller when the hold wears off. I sure hope controllers like debt.

    This further proves solo play is apparently "not what was intended" for City of Heroes. It appears any toon capable of solo play gets nerf'd so that they are forced to join teams. What I find so funny is that you want us to see all this great mission content, yet when you play in a full teams, you level up so fast you are lucky to complete even one story arc from your own contacts. And even then the story is disjointed and random since you bounce from one player's missions to another. I was having a great time with my MA/Regen scrapper, but she was nerf'd in I4 and can now only survive in teams. I made a fire/ice tank and was having a great time seeing all the mission content. Yes, I solo'd with this toon on the nights my SG did not group. Now she will be nerf'd in I5 and will be useless solo and in teams. Guess I will never seen the 40+ content in this game. After I5, I won't have a Fire Tank any more. I'll have a bridge for someone to help power level their buddies. Not all that fun, but at least I will be in a team, and that is apparently the only way we are supposed to play this game.
  5. I play many toons. I've tried them all with the exception of a Stone Tank and an Illusion controller. I just couldn't come up with a concept for either of those types. I have built toons for solo play and for team play. Four nights a week I played with my friends in teams. The other 3 nights I mostly solo as pickup teams tend to result in massive amounts of debt. Because of the proposed changes, many of my friends have quit and I am forced to play solo more often. But apparently solo play is "wrong" and any toon that shows an ability to solo gets nerf'd.

    Fire Tanks are weaker than other tanks, with maybe the exception of the seldom played Ice Tank. In order to match the abilities of other tanks, fire tanks must take the fighting pool to get tough and weave. Because there is no knockback protection built into their primary powers, they are forced into the leaping pool and must take acrobatics. Because all their powers are toggles, they have to take the fitness pool to get stamina. This means 9 pool powers just to match the ability of some of the other tanks. If the fire tank is going to survive in combat and tank for a full team, all those pool powers must be taken before even considering secondary powers for offense. The weakness built into the fire tank was offset by the burn power. They couldn't survive the amount of punishment other tanks could, but they could actually contribute to defeating the mobs.

    Now swings the mighty nerf bat, again. It was bad enough when the fear factor was added in I4, now they make it worse in I5. But apparently that wasn't enough. The recharge time was horribly increased and the amount of damage it could do was reduced. The fear factor alone severely reduced the damage possible as everything runs out of the burn patch. I couldn't understand why all three of these nerfs were applied. Then I heard that people were actually stacking burn, getting as many as 3 burn patches going at the same time. 3 burn patches at once would slaughter virtually everything except AVs. Now I could finally understand the nerf, but not the way it was implemented. Controller pets were not functioning "as intended" (multiples at the same time). They were changed so that if pets were cast again before the previous set expired, the old pets would simply vanish as the new pets appeared. Why wasn't the same approach taken with Burn? If a tank tries to drop a second burn before the first finishes, simply make the first disappear. That already happens with the Devouring Earth when they drop their eminators. If the DE moves to a new location out of range of the previously dropped eminator, they tend to drop it again and the original disappears. Simply snag a copy of that code and apply it to burn. And if the burn damage must be decreased, then reduce it, but don't include the fear factor which prevents most of the damage from occuring. If the fear must be left in, then I think the damage should actually be increased as the villians run out of it so quickly they only take a few tics before fleeing. As it stands now, burn takes so long to recharge it can't be used for immobilization protection anymore. Anyone that has fought Earth Thorn Casters know how fast they stack their stone prison and stone cages. Without Burn, I'll have to skip the entire Circle of Thorns story arcs. Wait, the Crey have those pistols that immobilize as well, guess I'll have to skip the Crey story arcs too. Hopefully there aren't many other groups with immobilization as I enjoy doing the missions. Without a burn that can recharge fast enough to give me immobilization protection, I'm stuck, unable to hold agro for the team. I won't be able to solo either, so I guess I park even more toons that have been made unplayable.

    One of the things I enjoyed with City of Heroes was the ability to make a unique look for my hero. The other thing was being able to pick my powers and not simply be given the next power in the set. Unfortunately that often meant a toon that wasn't truly playable as they couldn't survive solo or in teams. Thanks to the respec missions, some toons were brought back to life. But now, with all these I5 nerfs, everyone is being forced into cookie cutter builds. There will be little if any difference between toons as there will be only one build that can survive. Now my fire tank will be forced to take hasten. I don't like the glowing fists, but without hasten my chances at being immobilized are greatly increased. Because I need hasten now, I can no longer take Rise of the Phoenix as I just don't have space for it in my build. So much for the "Phoenix" concept I created when I designed Tiny Phoenix (currently level 40 Fire Tank). Up until now, I never understood why players wanted to power level. I think I finally understand it. If you don't power level, you won't make it to 50 before your toon gets nerf'd to the point of being unplayable.

    I actually feel bad for the developers. They appear to have lost focus on what this game is all about. The players want to be super heroes, not super zeroes. What appears to be happening is they see the game being played differently from what they expected. They notice the power levelers out there and say "That ain't right!" Then they proceed to nerf what those players are doing so they can't do it any more. That doesn't stop it though. The power levelers simply find a new way to move fast through the levels. And thus begins the vicious cycle of nerfs. I ran into this myself as a content developer for a Neverwinter Nights persistent world. We had a great module and most of the players loved it. Some players however cared about nothing other than reaching the maximum level as fast as possible. When we attempted to apply any form of nerf, those power levelers simply found a new way to level up. Whatever we did to nerf the few bad players, the good players that enjoyed the game suffered. We spent so much time nerfing the "bad" players we didn't have time for making new content. We eventually lost our "good" players to other servers that were making new content. The lesson was learned to late and we eventually shut down our Neverwinter Nights server due to lack of players. While I don't see City of Heroes shutting down anytime soon, it is strange to see the same type of thing happening in what was once an excellent MMO.