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I think the majority cares more about why the debuff IS here at all. In issue 3 the debuff was reduced from -20% to -5% beucase they removed Rooting. Then in issue 5 they completely gutted the base 20% res to all but psi and left the -5% Debuff. (actually raised it for awhile ... <shifty eyes>
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IIRC the debuff didn't even exist before Issue 3. it was added as payment for the removal of the rooted effect. In fact, it was bugged as hell on test at first, right? it was something like a 50% debuff instead of 5%.
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Correct.
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First off I do not think the 50% debuff was a mistake at all. If you look at where the 5 key and zero key are on the keyboard it is kind of hard to make that kind of typing error when coding it. Secondly had we not complained about so bad then we would be argueing now on whether the debuff should be 50% or 37.5% for scrapper/brutes. Lastly if the brute rep wont give us a clear cut answer as to why there still is a debuff given the power is gutted now more than ever we need to go to someone else. I say we give _castle_ an overload of pms on this subject he would respond to our cries for help hopefully.Also while you guys are at it be sure to mention things on knockback penalty that dark armor, fire armor, and ninjutsu have. Those powers are out of balance considering the minor benefits they give now as well. Like how dark can no longer cap psi, for fire burn does not work anymore for anyone without someone holding the mobs and how fear protection wont work when longbow bosses summon spectral terrors that are +12 to the casters level and they double stack cloak of fear and terrify with spectral terror.
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The entire powerset either needs a makeover or a name change because the current name is a big fat lie. People die really bad with this powerset. It is no longer what it was. Invincebility is just a taunt aura that gets you killed. The debuff should never have been there from the start. It sure as hell does not make sense now because the power does more harm than good at early levels. It is just too harsh. Judging from the way things work I believe the devs out of touch with the game. Especially now when the reasons for some of the decisions made in the past do not exist or exist in a very small way. Please remove the debuff we have the only powerset that has an inherrent weakness to psi and get no compensation for this.
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All I want is a buffable trip mine. This would give me reason to not horde insprirations for mm pets. Now if we can get a fix for all those npcs running wild in the missions that get us killed.
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Hell has frozen over officially. Now I can unretire my SR scrapper and play my stalker more effectively. Will this apply to stalkers, mastermind ninja pets too?
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Yes he has 100% resistance
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You are referring to the EoB event, yeah, pretty much. The final version won't.
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I know the pratorian version of this guy has 100% resist to all but psi when he hits unstoppable.
You activate the eagles claw power
You eagles claw back alley brawlerleader for 0 smashing damage
You critical back alley brawlerleader with your eagles claw for an additial 0 lethal damage -
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There should be no attack in the game other than Nukes, that should do more than 75% of a squishies health, period. This game will be a better place.
[/ QUOTE ]Let me guess you must be a blaster that had his first experience with a stalker. -
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I am tired of doing bank missions with full teams only to have my AS interupted because the damn headless chicken npcs that run thru the bank push me out the way. Is there a way to change it to where only mobs can push us around. I remember at one point a red name said that they were working on this but nothing has come to the light yet. It is bad enough during those missions that we get doors blocked by them but now they can interupt the AS too? Its almost like they be trying to grief us on purpose. I have had a few team wipeouts from this where I could not take out the boss due to the interuptions from the npcs and we had a few situations where we could retreat because the npcs blocked the doors.
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In CoH Beta, players were able to push NPCs rather than the other way around. Quite reliably, players would then herd the NPCs all into a small area, causing AI issues and horrible server lag.
I hate being pushed around, too, but I don't believe it will change any time soon. (NOTE: I could be wrong!)
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If we cant kill them or push them can we at least have them removed or toned down. It has gone beyond a quality of life issue now, its griefing no matter how you look at it. -
I am tired of doing bank missions with full teams only to have my AS interupted because the damn headless chicken npcs that run thru the bank push me out the way. Is there a way to change it to where only mobs can push us around. I remember at one point a red name said that they were working on this but nothing has come to the light yet. It is bad enough during those missions that we get doors blocked by them but now they can interupt the AS too? Its almost like they be trying to grief us on purpose. I have had a few team wipeouts from this where I could not take out the boss due to the interuptions from the npcs and we had a few situations where we could retreat because the npcs blocked the doors.
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His one posted test involved using the broken version of Invincibility. He also completely glosses over the fact that when buffed, any AT can Tank, so what then is so special about Tanks?
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The goal of the game is to make sure there isn't an ideal team composition. So, yes, a Scrapper, with buffs, can tank, but not as well as a Tanker. Why? Because 1) a Tanker starts with higher resistances/defenses and 2) he has Punchvoke and thus can manage the aggro better.
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Ok then what about a stalker that is buffed up then? Assasin Strike is 10 times more effective than punchvoke any day of the week. I already feel that once the hero villain cross over happens someone will exploit this. I also feel that since defender buffs are stronger than corrupter buffs this will really be an issue after that time. So what will you all be doing to counter this. I already know of the 17 mob aggro limit will prevent mass herding but what about a stalker holding the attention of those 17 mobs versus the tanker that has to do it 5 at a time? -
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The Assassin Attack powers have not changed.
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Ten misses against blue cons? Are you sure? Never, ever, ever seen anything approaching that. I know that three misses in a row feels like ten against whites or lower, but come on...seriously?
[/ QUOTE ]I have missed that much against green and greys too. I think the most extreme case was when my lvl 50 scrapper could not hit a lvl 1 hellion but he sure as hell could hit me, even if it is for 1 damage. -
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Over the 4 day weekend, I left my computer running with Eviscerate on Autoattack. (Both my target and my character were set to not take damage so there was no worry about killing each other.)
I attacked a total of 38917 times.
I hit 29275 times.
I missed 9642 times.
That is a 75.22% overall to hit chance against an even level critter with no defense powers.
There is no "Accuracy Wrap Around" -- otherwise Blasters with Targetting Drone + Aim + Build Up would never, ever hit, which is not the case.
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The key here is that you said even level, most of the problems have been with higher level foes. We not taking +7s or anything like that. But if you are going to test at least go from -4 to +4 and if there is an issue it will show itself then. Also as far as I know a blaster cant have build+aim+targetting drone. If you pick the devices secondary you give up build up, and if you pick the assualt riffle primary you give up aim and if you pick both after ED you are screwed on damage and accuracy. -
Good to see you guys are finally looking at this. Although your test may say that accuracy is working as intended the same thing was said about the super stalker aggro bubble of dooooom™. It actually took us sending you guys some demo records of that before you could reproduce what we have been saying all along in house. I think that maybe what we need to do again. We all can not be making this up if it is not happening. I am not saying that thousands of people dont lie either. Can demo records be used to measure accuracy then?
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Am I missing something, I hit with shadow maul fairly often.
Is it just ranged cone attacks, exclusive to certain ATs or heroes?
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I tested it with Headsplitter, Golden Dragonfly, Shadow Maul and Torrent. The bug affected all of those powers, so I told the programmer to check the code for how Cone powers work -- and that is where the bug was.
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Who do we have to talk to, to get this man a raise and/or promotion? These are things we screamed about for along time and finally they get fixed. He has gotten some much fixed in a short time. He must be either related to or married to cuppajo. Great minds think alike and they both do great works. I have had my doubts about all rednames except cuppajo, but I will have to say _castle_ is the man. Lets all give _castle_ a standing ovation. -
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I've been playing an Energy Melee Brute since release, and also played one in beta. Something that has always really confused and annoyed me is the fact that when stunned, a large number of enemies suddenly gain extraordinary movement powers, which they then use to flee your presence with alarming speed.
Particularly guilty of this are enemies with inherent flying abilities, such as Goldbrickers, Wyvren Wing Talons, CoT ghosts, and Arachnos Mu units. All of these have an obnoxious tendancy to fly STRAIGHT UP at around 50 MPH when stunned, preventing me from attacking them at all. Often, since most of these are ranged attackers, they just stay up there, and I'm forced to run around a corner or under an overhang so that they don't just sit up there taking potshots at me.
All of this leads me to wonder, why am I being punished for having a side effect on all of my attacks? Isn't stun supposed to be useful to me?
[/ QUOTE ]I want to know why we villains in cov were never given this inherrent power? -
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You're wasting your time. Reason, fairness, and other silly things like that are foreign concepts to developers. Remember, such foes are the equivalents their characters, and they're not going to gimp their characters vs. the Enemy (players).
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I trust you'll be happy to learn that I changed Ballista based on feedback in this thread.
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*intones _Castle_ Wins. Flawless Victory*
[/ QUOTE ]Devtality!!!! -
I dont understand what you problem is this AT needs a buff if anything. We are 1 trick ponies, people seem to forget that alot. Placate should be unresistable in pvp. The problem people have with stalkers is that they are too dumb to keep moving or they do something really really stupid like use rest out in the open. To me doing that is like having a huge neon kick me sign attached to your back. Its not like we are going to be killing all ATs without alot of extra buffage it is just not possible to do this all the time. As I see it now stalkers should be able to 1 shot everyone but tankers unless they are buffed up, be we know this is not the case. Almost everytime I have killed someone in pvp it with my stalker it has been because they did something real stupid or thought they were safe in the air. It has never been on a scrapping 1 on 1 kind of thing because I know I will lose if I scrap. There are a ton of anti stalker powers out there as it is. Let me ask this question if a blaster can use build up and aim and a few enrages and can snipe someone to death from a distance how is it that no one has a problem with that but they have a problem with someone having to creep into melee range and wait for the right opening to kill? Either way it is the same end result so why do we get all the attention? This question is not about nerfing blaster but about the devs being fair to us.
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How do you use Smoke Flash?
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Here is the description of the Power: "You throw a smoke bomb at your feet. The resulting flash of light and smoke can briefly distract your foes and Placate them so they can no longer find or target you. Combined with Hide, Smoke Flash is the perfect distraction to get out of a bad situation. Recharge: Very Long" What does that mean? It means that up to 10 foes in a radius around the caster may be placated. There is a To Hit check. The Placate on Smoke Flash does NOT give you Hidden Status, it is only a "Do not attack me" power. Like normal placate (and all other powers, really) if the target is already animating for an attack, it will finish that attack regardless of whether the Placate lands or not.
Smoke Flash is a "Get me outta here!" power, not a setup for another crit power.
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Is there a way the animation on this power can be sped up some? Alot of times we die because the power does not activate fast enough which allows for the mobs to get more shots off. If not can we at least have a way to make the mobs that have been placated be marked, even if it is for a few seconds. For the longest I thought the damn power was just not working. Maybe the animation could be similar to the confuse or placate visual on their head but a different color? Also how long is this smoke bomb placate suppose to last? Does this power suppress hide or travel powers? Also if I manage to get back into hide before this power effect finishes will they still have me on their aggro list? -
You guys need to change your patch note system seriously. How are we supposed to make educated decisions about powers? We get respecs for free everytime you guys go on a nerfing spree but this does not cover the things that happen after the fact during mid issue. I should not have to get a team together to risk tons of debt just for a respec trial. I know it is the nature of the game to change too but seriously your system needs to be reworked, there is almost no excuss for all of the issue 5 stealth nerfs as well as the stuff we are getting now. Even the stuff we find out after the fact I think you should at least post it. It is only right that you can do even if it is a stealth nerf. When you dont post anything it makes it look like you guys are lying to us again, and again, and again and that you dont know what you are doing. That why I think we need to have a thread or a guide that has posted ever undocumented change in since issue 1. I think if you all dont know what you have nerfed, whoes to say that we are balanced right? Possible some of those changes might have been overlooked on the developers part when really the hero or villian powerset might not have been over powered to start with. My frustrations are not directed towards you directly it is just we are getting a little overwhelmed with all these unneccessary changes. To make this right with us for the stealth nerfs I think you should go back and not re do the patch notes but just post a patch note that tells all the undocumented changes and the date in which this happen. This will give players are better view of what to pick. The we can understand why somethings just were not adding up.
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Well my question since this was finally cleared up, who will tank the psi avs now? Dark armor cant cap psi now without help. So who will we get to take that alpha for the team? Other than the stoney pet I dont see how anyone can survive that now?
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Did you try all enhancement types? TOs, DO, and SO's?
[/ QUOTE ] Boy your being rather pushy man. Why should he go through looking for every possible combination of enhancements to try to find a bug that may or may not exist. I'm sure he's got nothing better to do...
It all comes down to specifics. If the OP had said, "with 2 damage DOs I notice I do not gain any measurable damage increase in the zoro attack" then he'd have a much better chance of fixing the problem. Not some vague problem report, and your smartassed answer
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I meant damage enhancements, sorry if I was not clear on that when I meant types. My stalker is in the teens and the only noticeable effect with the DO's is with AS but with the other attacks the DO's dont seem to be doing enough or not working at all. In beta I was bumped so I never got to buy DO's with him. So I never tested it then. So now I am going at it with DO's but I am not seeing the results. -
Did you try all enhancement types? TOs, DO, and SO's?
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I think the one that does the zorro like cut is the one the enhancements arent working in. I am kind of pissed about this because I just bought a ton of duals and I am still hitting for like 9 points damage.
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Apparently numerous bugs with contacts still exist too. A new one has cropped up, requiring us to log out after doing a newspaper mission in order to get into the next mission.
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Naw, you don't have to do that. Just select the mission.
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I can select the mission fine. Clicking on the door gives me a message that I can't start a new mission before finishing the old on. Logging out and logging back in again clears that message.
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I'm getting tired of constantly jerking as I'm running around, just after two days of playing.
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The zones are way hooge compared to CoH. I think. Check your graphics options, and make sure your world and character detail settings are at the proper levels. I know I had mine up too high at first, but after adjustment I can pretty much run around alright.
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Some of my missions are fine. Others lag as bad as the outdoor zones. If so many other players weren't complaining about the lag over the broadcast channel, I'd wonder about the graphics settings. I have the same settings in CoH, and I'm not having any problems there.
Strangely enough, yesterday I was playing in Mercy Island when there were two different instances of the zone; Mercy Island 1 had no lag for me, while Mercy Island 2 did. I tested it out a number of times, and the two were very consistent about that.
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I get this error at the mission doors all the time. What you actually have to do is select the mission like you would if you were captain of the team. The mission has to turn red for you to actually go in when it bugs like that. -
I find that as I level more and more it gets harder not to AS those lone bosses you see outside on your way to your missions. I guess this would be a kin to the whole brutes got to smash everything in site thing. I think 1 shotting a boss outside of a mission is like greatest rush to me. The sad part about it is I know that if I miss this hit and try to scrap I know I am good as dead but yet I still AS anyways.