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Posts
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Here is my take on it, yes its been nerfed to hell and back but there is no way I would the arcs for story purposes. Its just not worth the time or effort because of the way custom critters work. Personally what I do is create an arc based on my strengths for my toon. Create custom critters with little or no resistance to my damage type. Give said critters a damage type that I have high resistance or defense to. Create a ton of helper npcs to speed things up. Since now you can take away their attacks you can basically just be buffed out to the gills. Set mission for 8 people on a small map since the ticket cap is low. Do this same mission over and over on a tanker. THIS IS THE ONLY WAY AE IS WORTH MY TIME. Sorry if this maybe seen as exploiting but after the gutting of the tickets there is just no way I would play this for fun since it wont be. Notice I said tickets and not xp. The xp could have been trash from the start I could careless, my biggest concern has always been tickets.
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I always questioned the whole range is a blasters defense thing. I pretty much wrote off blasters once I started playing Aion and saw how their range class was. Just about every critter in the game can out range a blaster or they have range attacks that hurt really bad. In Aion you can actually immobilze something or start attacking from max distance and you will pretty much drop whatever it is your fighting well before it gets close enough to melee you. I am not saying its 100% safety because you do miss from time to time but in the event you do you have sleep, immobilize or you can teleport backwards to give you some more room if need be. In city of heroes blasters get screwed because basically all the critters will just sit there happily spamming range attacks and never close to melee completely negating the whole range is defense thing. I have died fewer times going from 1-23 on a sorcerer in Aion than I have going from levels 1-10 as a blaster. That tells me blasters seriously still need alot of work.
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Quote:I would have to say the vanguard were the one group that I specifically underestimated. I thought to myself they cant be as hard as folks say. Man was I wrong. I only did that arc only once and will never do it again so long as those critters are overpowered like that. I would have to say these guys are close to being on par with some of the stupidly hard AE missions I have seen in the past.Vanguard Sword. Completely cheap and uncalled for, they make Gaussian's arc essentially unplayable.
Carnie Ring Mistresses / Dark Ring Mistresses. Again, a completely cheap gimmick.
Rularuu. Travel problems and long TFs are not the only reason the Shadow Shard is unpopular.
Spectral Knights and Demon Lords. If I have to run Montague Castanella on a character, I make sure I get it done by level 11. -
You still dont get it, the issue isnt about one type being better than the rest. Its about having a huge roadblock for no reason at 40. The stupidly high resistance dont equate to challenge in my book, they equate to an unneccessary time sink that make the content not worth doing on certain powersets. I can understand everyone having a weakness of some sort but having 50% resistance is overkill. Try playing a ninja blade stalker against crey bosses. You assasin strike one they point at you and say "lol stalkers" and then proceed to thunder strike you into next week.
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While you may less resisted, you start off with your damage lower anyways just because of that. Psi damage isnt on par with fire or ice or even energy. You do way less damage than the others. So you wont be killing stuff dead as fast as you think in the 40s.
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Quote:Exactly what I been saying since day one. What kills me about psi resistant mobs is why do they get so much more resistance to begin with. If you look at the comics even if a person was resistant to psionics the psi user could always use their powers to psionicly move objects or crush the person. So in a sense that psionic damage is changed into smashing damage. I dont see why it couldnt be the case in CoX. Thats why I think all mobs should be rebalanced with resistance being equal across the board to all damage types. No one should get a free ride. If psi users gotta suffer so should energy/n.energy/fire/ice/smash/lethal. Another thing that gets me is how people come to the boards and say resists are not a problem and that its evenly distributed but seem to forget that the bulk of the resistance happen in the 40s. Thats the point in the game where everything is already slower. I would rather have smooth ride all the way to 50 than a huge road block right at 40.Not quite true. There are a lot of combination at the higher level that are absolute bears to level with quite a bit of content.
My Psi/Psi Blaster basically gave up regular content and I had to AE specific mobs to not run into super Psi resistant mobs and robots constantly.
There's more have-nots than you would think. -
Quote:I been playing this game for well over 60 months so I know what I am doing. The point is I shouldnt have to cherry pick my missions in the 40s on any AT or powerset. Thats the point I am trying to make. None of this crap is a challenge or fun, its just an exercise of frustration. I dont play games just to be frustrated. I get enough of that in real life.Methinks you either don't know what you're doing, or are soloing Malta with one of the ATs/power combos that Malta are particularly well-suited against. If you pay attention to what you're fighting, Malta are only scary. Trying to solo Malta with an empathy/Archery defender will probably result in serious death, but with any troller, tanker, scrapper, stalker, brute, dominator, mastermind or blaster all it takes to get through is timely use of inspirations and/or clever power use. And you may have to run away to regroup/recover before the fight is over, but that's part of what makes them fun.
(Here's a hint: Don't let the sappers hit you) -
CoX will never be on a console. The coding used in this game is way too sloppy for that to happen. We have way too many bugs in the game some bugs even still here from CoH launch. Not saying that console games are bug free but its no where near the amount of bugs in this game. Second is the performance issues we have in certain zones. Console players are not going to stand for this kind of crap that they refuse to fix. Lastly because the devs are constantly fixing bugs the cost in releasing patches on Xbox live like the way they do on pc would totally kill profits. From what I read anytime a game is patched post-release and the patch isnt part of downloadable content there is a hefty fee for that something $100,000 per patch that the game company has to pay.
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What I loved the most about about Aion is the account based storage. This is the one thing I been begging for in CoX since day one. Being able to move stuff around with alts without having to join a SG or pre-craft the item is a huge plus. I could careless about underwater or swimming in aion. But the whips and crossbows look nice.
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I just wanted to ask if anyone knows if ninja run counts as one of the travel powers when you select travel powers disabled option on the flashbacks? Also due to ninja run I was thinking of respecing a few builds to push travel powers back further in my build. I wonder would it help a ton on the lower level tfs or arcs.
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Quote:Mook hitmen are find of funny because they are the only critter in the game that if you manage to confuse them they stay perma-confused for some reason. I remember I had like 10 of them confused at once in a mission. They pretty much ran thru the whole map running around and sniping each other. Almost like playing a FPS. I agree with you about KK. He his annoying but I actually had more problems with that wife of his and her energy melee attacks.Somebody mentioned Mook Hitmen. I hate those guys SO MUCH. They prefer range, and since they have no melee attacks, closing in on them makes them run all over the place. Plus, those rifles hurt. They're an early lesson in target priority; you MUST kill them first, and kill them fast, or you're in a world of pain.
Sorcerers, Storm Shamans, and Spectral Demon Lords are only bad in multiples. One is fine. Two, and you're dead. No amount of yellow inspirations will help overcome stacked Hurricanes.
Carnies are annoying because you can't tank them in a normal fashion. If you try to stick them to your taunt aura, your endurance is empty after every single fight, and that's simply not sustainable. There's also the problem of Master Illusionists being the strongest bosses in the game. Boy, you have got to get those ladies down FAST.
Malta isn't so bad once you get your priority list down pat. Sappers, Gunslingers, robots, humans, turrets. The regular dudes with guns are pretty feeble.
Kadabra Kill is only bad because it's two bosses at once, and Lost bosses are no pushovers. Sub level 30, juggling bosses is pretty tricky to pull off for most builds, and KK really requires your undivided attention. Once the Singularity comes out, it gets very, very ugly. -
For Tsoo sorcerers I just kill their buddy when they tp away. By the time they tp back their buddy is 1 hit away from death so they end up just healing a corpse.
For knives I just dont do their missions. Its not worth the frustration of being perma-slowed into next week. I dont see the point of the caltrops. Practically everyone has some form of smashing/lethal resistance by the time these missions happen so how can anyone die from being caltropped to death? I would rather they spam immobilize than put a sea of caltrops that can cause performance issues on older pcs.
I would say the cimerians are one of the better groups. They didnt create them with stupid resists except on the elite bosses but again thats doable with a team. I hope the newer critters being made in GR follow a similar pattern and not have critters that have crazy resistances. -
Quote:Bull **** dude, there is nothing fun about having your endurance drained to zero, enemies that can attack you while phased, enemies that perma-mez you and drain you. How can you say that isnt frustrating? I intentionally skip malta because of all the smashing lethal resistance is just stupidly high. The 40s is extremely depressing time for me because all the crazy stuff like this. It severely limits what missions I will due because of the frustrations. If it takes too long I am not going to do it. Its not that I get defeated by them, that rarely happens but its not worth the xp/inf/merits over time. If they were to go back and change alot of that stuff I would be more likely to play all the content instead of just a select few missions. I will do a tf or sf in a group with those factions but thats because you have buffs/debuffs to help deal with these so that they dont slow you down as much.I'll have to disagree there. Carnies, Malta, Vanguard and Cimerorans are all examples of enemy groups that aren't really all that annoying, but are either specialized against certain types of hero/villain, or require you to pay attention in order to win most of the time.
Malta especially; best enemy group in the game. They make you pay attention to what you're fighting with the sappers, and then they hit you frequently and hard with the gunslingers, making you scramble and use well-timed inspirations and possibly temp powers in order to survive. And then every once in a while a couple of easy lieutenants you weren't paying attention to will become a boss, just to complicate things further. I love/hate Malta so very much. -
Quote:Keep in mind there is nothing in this game that many of us would call challenging. Its more so that we have things that just frustrate us to no end. Personally for me its stuff that you know that the only reason its like this is due to AI issues or because the devs have this thing about certain npcs should not lose. For instance look at all the complaints that we got when the M.Bison TF came out and hardly anyone could kill him. This npc use the same setup as Statesman and Hero-1. No npc should have Gawd mode power that recharges that fast. No npc should have 100% resistance to a damage type. All it does is makes players frustrated and the fell totally useless for that fight. I know for me I dont do certain tfs without some on the team thats Psi user that does good damage because I dont want to be there all night. This isnt what I call a challenge. Its what I call the cause of early baldness from pulling your hair out.I love this thread.
A lot of times, it begins to feel like you guys just blow through everything without really feeling any challenge, so it is nice to see threads that remind us that, yes, there *are* things in the game that are difficult, or at least problematic. We walk a very fine line: If we make enemies too weak, then you guys risk becoming bored by them. If we make them too strong, then you avoid them and their content is left unused.
And, lord knows, I despise running into Spectral Demon Lords most of the time, myself. -
Quote:1)Various toons, the thing is time I like something and get it to 50 it pretty much gets nerfed and I have to move on to something else. My heart will always belong to scrappers because I like the solo challenge they provide.This for the uber vets! I class these as players who have like a 48 month badge and higher!
for these uber vets, i have 3 question! what toons have you been playing for all this time? have you played one from when you started till now? whats your favourite build?
2)No because of the nerfs. My first main and namesake character is perma-retired because invulnerability got nerfed into the ground back in issue 5. It would take too much IO work to get him playable again in my eyes and even then he would be sub-par to my current main.
3)My current main is willpower. Basically it plays like my invul did before the nerfs which is why I like him best. My favorite builds are anything willpower(except stalker version) and ninjutsu for stalkers. I do play support archtypes from time to time but nothing thats my favorite yet. -
Wow I didnt realize some of the retcons were this bad. Man I had no idea.
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Quote:Electric, I would make the energize power come earlier like it does for scrappers. Its not fair to brutes and stalkers all because of this cottage rule BS.for just one power set to get completely reworked, which set would it be?
For those who aren't familiar, the Cottage Rule is a rule the devs try to follow that prevents them from completely altering the function of a power, or its placement in the power set, or the IO sets with which it can be slotted, except as the absolute last resort to solve a critical, must-solve problem which cannot be solved any other way. Thus, Electric Armor's heal still functions as an endurance discount power, as an example. Adding abilities is OK, altering strength of abilities is OK, completely transforming a power is not.
My nomination: Gravity Control leaps out at me as a set that is severely hindered by the Cottage Rule. Just putting Wormhole in an earlier slot would help the set enormously, and changing Dimension Shift to be, well, something other than a foe intangibility power, would really make it much more generally useful.
Next is gravity, its so long over due for a change. Remove dimension shift for sure and move wormhole to that spot and at 26 I would put back in fold space, which was the original gravity lvl 32 power. Dimension shift is the one power in the game that has done the most harm than good than any power I have ever seen. I have seen like maybe 2 players in my whole time playing CoX use this power properly and it not lead to the team getting slaughtered because of it.
Next is force fields, I would make some of the buffs useable on self or either switch the values of the single bubbles and the big bubble so the caster actually gets some benefit instead of being the weakest link in the chain. Samething with sonics. In both case I would totally get rid of the last power for something that increases the damage. If force bubble has to stay then I would switch its range with dispersion bubble but make the repel on it non-aggro and alot stronger, enough to keep avs out of the range of it.
Thermals and Cold, I would get rid of the stupidly long recharges they have on the debuffing powers in the set. There is no need for that, its not like you are going to be soloing lvl 54 avs with this powerset.
SR I would make evasion come earlier like the brute version and swap agile and dodge placement since you need more melee defense earlier.
Remove all dominator snipe powers. Its kind of pointless when you dont get a full aim and build up power to take advantage of it. I would replace it with some kind of heal or resistance toggle.
Kheldians I would delete from existance and start over. They are nothing special, just a bunch of reused powers from other sets. I would start over with 100% new and unique powers for those ATs. I would make them into something truely epic something worthy of them being on a team instead of being a liability to the team.
Invulnerability I would restore it back to its issue 3 numbers so the set would be playable again.
Fire Armor I would give knockback protection to that passive power or to one of the toggles.
Dark Armor I would condense the toggles down or slash the endurance cost of the set down to 1/3 of its current value so you can play without having IO it out first, maybe move cloak of fear down earlier and give knockback protection as well as immobilize in its mez toggle.
Ninjutsu I would remove the smoke flash power as well as blinding powder. I would replace those for the Turn into a Log power. Basically you set the log some where in the mission. And when your die you swap places with the log. You come back with 1/2 hp, no end but with no debt recharge 15 minutes unaffected by recharge. The other power would be shuriken throw.
Martial Arts I would restore it back to its original animations but increase the damage by alot to compensate for the long posses. Its damage output per hit would be like total focus and energy transfer on some hits -
I am not sure on the resistance thing but on the tohit I do notice misses whenever I am not controlling the mobs actively. I think because earth control is like over kill on the defense debuffs most of time you wont even see this. In the case of singy its a bit of a wash since its using controller holds and immobilize that have inherrent tohit put in so it cancels out some of the tohit penalty. It be nice if Castle could come in and comment on why these pets even have this to begin with. Personally I have always found tohit penalties on powers to be some what retarded and biased. Its like you are getting punished for doing your job of controlling. Its like damage is so praised in this game given how blasters get inherrent tohit on nukes but we get penalties on holds and such. I think at the very least penalties like these should be removed from all controller/doms and their pets.
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Quote:Thats just lame. I really hate the crappy spreadsheet AT system we have. Alot of the AT differences we have just should not be like this. Ninja Run should be equal for everyone. My guess it must be the same hairbrained logic they used on leadership buffs and fight pool. I can understand they want some ATs to be "special" but it should never apply to everything. There is nothing from a RPing perspective that says a brute has to be a better ninja than a dom or that a defender has to be a better leader than a scrapper, or that a dom has to be a better fighter than a scrapper. Its just retarded and should have been changed ages ago.Very true...and I plan to do that very thing in a little while here. Thought about it earlier and plan to run in thru a few tests to see what the various results will be. Will take notes and post them afterwards if anyone is interested to see (which i'll be testing on a lvl 50 for absolute max results).
Ok...these are some pretty fast and loose numbers I ran. For simplicity's sake I'm just running numbers with the specificed number of slots in each applicable power (save obviously for ninja run as we know we can't tweak that one...but god if we could <drool>.
Numbers are based on level 50 toons using even con SO enhancements. Not including base speeds without enhancements as it's almost a given that these combos will AT LEAST be using the base slots.
Swift+Sprint+Ninja Run 1 slot: 57.69mph, 2 slots: 54.65mph, 3 slots: 58.10mph (side note: got hit with random SB cranked me up to 82.10mph)
Lightning Reflexes+Swift+Sprint+Ninja Run; 1 slot: 57.27mph, 2 slots: 63.00mph, 3 slots:67.87mph
Hurdle+Ninja Run: one slot: 57.69mph, two slots: 63.64mph, three slots: 68.69mph and jump height ranges from 41.10-45.21 ft
Obviously...+'ed/higher level SO's and IO slotting can vary these numbers a bit. I'm also under the impression that the numbers of ninja run may vary depending on chosen AT. As an example...the toon i tested the LR+Swift+Sprint+NR numbers with was my lvl 50 Electric/Electric Brute. My level 43 EL/EL Stalker clocks in at 72.96mph running, 73.84mph Jumping, and jumps 48.51 ft high. He's slotted with 3 lvl 45 IO's in swift, sprint, LR, and hurdle (run, run, run, and jump respectively) AND his run and jump speeds from ninja run itself are ~2mph FASTER and ~3 feet more height than the brute's. So...it appears that, at least in the stalker's case, Ninja Run will vary from AT-AT...though I have no clue as to what AT's get what numbers from NR as i don't have the toons to test these with.
Ok...correction...I believe I've confirmed that different AT's DO IN FACT get different numbers from Ninja Run. Logged into my 44 dominator...and his ninja run numbers were LESS than my brute, and logged into 2 of my MM's (lvls 36 & 37) and their numbers fell between my brute and my stalker. ...Guess not everybody is cut out to be a ninja? -
Very Nice videos. Makes me want to start back playing my earth/earth dom Meadow Muffin.
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Actually it wasnt, I had to get aid self just to make the set playable for me prior to this change.
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Quote:I always say that, technically aside from the Westin Phipps content we truely arent doing anything villainous on villainside anyways. What I probably should have said was back in the day when we had super powers. Now I find most of the powersets are just shadows of their former selves. IOs are really the only way to get back to those days when the game used to be fun. Back when we were heroes.One of the first things he said in his rambling tirade was:
Heroes. In the Brute forum.
Of course he's doing it wrong. -
I know what those sets used to be capable of which is why I am so hard on them. They are practically worthless since issue 5. Thats why. The thing is you shouldnt have to IO out just to fix problems with your powerset that the developers refuse to fix, or stupid things they force on the set for so called balance reasons. There is no legitimate reason why fire armor doesnt have knockback protection. Thats what I mean. I could play the sets and make them work if I wanted to but thats too much effort for no real gain.
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Stone:
Post 38 it has awsome survivability. Prior to that you kind of suck. The set is some what fugly which is why I cant play it to 50. Maybe with some more custimazation I might be able to.
Willpower:
Its nearly the perfect set. Its plays like the way regeneration and invulnerability played back in issue 2. Back in the days when we were heroes. Oh how I miss those days when I felt super. Willpower pretty much gives me that feeling back again. With IOs and accolades its gets even better. The one misconception I see alot of is folks saying WP cant take alpha strikes but thats just a lie and they are doing it wrong. I never had issues with anything in pve with WP aside from Ghost Widow but who doesnt have problems with Ghost Widow?
Firery Aura:
A complete waste of a powerset. It just isnt worthy it even on tanks. The only way I would play this is for character concept only. Its just not survivable enough. The build up on a 3 minute timer and the squishieness the set has does not justify the lack of knockback protection. Yeah I know we have IOs but I would rather not need to slot for that.
Dark Armor:
Complete was of time. I hated that I leveld this character. The endurance drain the set has is what made it not worth. You basically are playing a character with asthma the entire time and your cabs are your fast acting inhaler. The survivability thats gained from the fear power doesnt justify the massive endurance drain the set has. Its just not fun to me. The heal it gets is nice but again it should not be as big of an end hog. The squishieness prior to that does not justify the endurance drain either. If the devs were to cut the end costs of the set by almost 2/3rds I could see playing it again. Just be prepared to get end+ IOs to make it playable.
Energy Aura:
Lol at non-positional defense. This set could have been so much better but they choose to pre-nerf it out of the box like so many villain powersets. Essentially it was supposed to be ice armor but the devs claimed the -recharge was counter productive to fury building so brutes were given EA instead. Its funny how the -recharge was not ok but yet the fear in cloak of fear is ok? Not playing this set to 50 till the defense values are higher and it gets a real heal and not that gimmick they gave us with end drain.
Electric Aura:
Would have been a nice set had castle just moved the heal down to the same level that scrappers get it. I played this set once to the 40s and hated prior to aid self. The set is only good for one thing and thats dealing with energy damage. Outside of that its epic phail till you get a heal. The endurance management goodies are nice but I would rather have the heal earlier when it matters.
Super Reflexes /Shields Defense:
Both these sets play similar in terms of defense but both will need Ios if they want to be godly in the end game. Claws paired with SR means you become a blender of destruction. SR paired with the new ninja power means no travel power is needed at all.
Invulnerability:
Saving the worst for last. Its just a shadow of a shadow of a shadow of a shadow of a shadow of its former self. It was such a mighty set back in issue 2 and still good some what for scrappers in issue 4 but its been garbage ever since issue 5. The little tweaks here and there its gotten have done almost nothing to make this set worth playing again in my eyes. I loved invulnerability, it was my first love in CoH but after the nerfs I just cant play it. It requires too much IO investment to get to similar levels of survivability WP gets out of the box. That to me is where the problem is. I think at the very least they should have allowed us to cap smashing/lethal damage without outside help or power pools so that we could focus on all the other issues the set has. At least now the gapping psi hole is gone. I remember back in the day you were more likely to die on a team than anyone else when facing psi whelding critters now you dont, so thats really the only plus thats come out of all the changes. -
I still say elec ranks kind of low. But thats only because the heal comes so late in the build. At that point the character just isnt worth playing anymore. I cant see myself struggling for 28 levels just to be playable. Its almost as bad as how regen used to be in the begining. 28 levels of being practically naked is how it used to be for regen. In this case the amount of damage being done on villainside is alot more than heroes, npcs are much harder.