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lower the damage dealt by blasters and scrappers slightly.
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Um, excuse me? Aoe alpha strikes are an issue, so lower scrapper damage? Thanks you, no, my damage is high, but mostly against single targets, I don't need it lowered. Don't lump scrappers in with blasters.
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Blasters and scrappers deal comparitive damage, with blasters (at least theoretically) being higher than scrappers. By the deffanitions within the game itself, scrappers are already "lumped in" with blasters.
If they lower blaster damage without touching scrapper damage, suddenly they will not be the top dog of damage dealers, and while I have no problems with this personally, I'm sure the blasters would complain, and to a degree, rightfully so.
Perhaps the answer is not to lower blaster OR scrapper damage, but blaster AND scrapper AoE damage. Perhaps just blaster AoE's, but since we don't have the sheer numbers in front of us, it wouldn't surprise me to find that one needed to be tweaked alongside the other. -
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I'm just about to leave to catch a flight back to the West Coast...
Right now, Tanker changes have highest priority. The Design team tested some stuff last week while I was in Philly, and I'll personally test some more things this week. I'll post an update on this stuff on Friday.
We're still analyzing the numbers for Defenders & Controllers. We need to get a better picture of the impact of the mob hp/damage increase. If we make any changes, I can't say whether it'd be an Endurance decrease or a Damage increase or both.
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In order to prevent blaster alpha strikes from dominating the game, the hp and ensuing exp of the mobs had been increased, which has further saddened the Tankers, Controllers and Defenders, who struggle to keep up with the ability to solo (not to keep up with blasters and scrappers, but to be able to solo at all, or at least, at a reasonable pace).
Isn't this just robbing one neighbour to pay off another?
Let's face it, rather than increasing mob HP across the board, in order to slow the advance of one class, do the rational thing; rather than inflate all the mobs against all the players... lower the damage dealt by blasters and scrappers slightly.
OH NOES! I'm sure I just heard a thousand flames coming my way, but look at it logically: why screw over 60% of the classes (not counting Kheldians, since we're not sure yet how they fit into this equation) in order to put 20% of them back in their place? Groups should be useful at any point, and yes, are just about required once AV's come into play, but such changes don't bode well for anyone but blasters and scrapper to be able to solo their own missions, and they are the classes that can already do it!
I agree that changes should be made, and I agree that "nerfing" is never seen as a good thing (at least initially), but coming from someone with one of each AT, and a blaster 1 level from 50, I'd rather see my damage slightly toned down than watch 3 of my other characters be unable to solo any of their even-con missions, relagated to hoping to find a quality team, or outleveling missions by abusing Task Forces and Trials eventually as levelling measures.
No, I don't feel this is gloom, doom and woe, the end of the world, but it strikes me as overly and unneccessarily complicated to change EVERY mob in relation to one class, rather than change the one class in relation to every mob. -
Clintonian is onto something here; the updates have (thus far) been every three months or so. That'd put #3 on the live servers around the middle of december.
Which is just in time to build a little more hype before the Christmas shopping season has fully swung down (hell, depending on the person you're talking to, it's near the height of said season).
Seems like a perfect time to me. DVD edition out in the middle of this month to get it back on shelves, and the third issue with new stuff to draw back old players and bring in new ones a month later. -
. . . wow, just . . wow.
I think the horse is dead, been beaten, spat upon and suffered other indignities not worth repeating on a moderated forum.
Unless Lord Recluse or Statesman come in here with a post about how "Oops, guess you'll be paying $30 to play both.", we can stand fairly secure in what others have stated repeatedly.
Stated again for clarity: $15 a month will let you play CoH AND CoV if you have them both. If you have just one, the fee doesn't change. Three options, one fee, everyone clear now?
Personally, I may just stick with CoH, as the idea of playing a villain doesn't appeal to me that much, and I already dedicate enough time to one game; trying to keep up on both would lead to either one getting left by the curb, or having two groups of characters with scant amounts of time spent on each.
Perhaps one day, but I remain unsure at the moment. I do know that I look forward to seeing the new content, and facing other teams of players in whatever PVP is implemented.
Let's just avoid running about with cries of 'the sky is falling' before the first inkling of trouble even arises. -
On the subject of badges, how's the data-mining coming along?
We heard that we'd be getting old TF badges over the weekend, but I still have characters who are missing them. My main has participated in 2 TFs (was raised too high while they were bugged to complete the early ones), but has only received a badge for one.
While I'd like the badge, I'm not asking for someone to go give it to me, just curious if they should still be trickling in.
My main is Forar, on Virtue server, level 39 Blaster. He's completed Manticore and Numina, but only has the badge for Manticore.
On my alts, I believe all 5 completed Synapse, Sister Psyche, and at least one has completed Bastion, but I'm not sure they have all their badges either. I'll have to check on that tonight, and submit bug reports, but while I'm at work I thought it was worth asking. -
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Odd, I completed the Freak version of the Reactor Trial pre-nerf and recieved my badge no problem. It is in the accolade section though. Have you looked there?
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I received a badge for completing the respec in the accolades, however there's a listing for a badge specifically for each Trial and Task Force. The TV one is still empty, last time I checked. -
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I'm just doing retroactive TF badges, so if you did TFs before the launch of Issue 2 then they'll come from me over the next couple days. If you're having problems with receiving post-release TF badges (or the respec badge, or other badges in general), please make sure to /bug it and we'll try to figure out what the problem is.
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The retroactive badges are great, and I can't wait to get mine (ran a lot of TF's over the last few months with 6 characters), but the question remains: why aren't we getting them upon completion of TF's and Trials?
I completed the TV Trial, got my respec, and after a lot of trouble/glitches/game freezes, finally managed to complete the respec.
However, several days later, I still don't have the Trial badge itself. Is that one only issued for completing the 'final' trial (with Rikti, mine was the mid one with Freaks), or is something not quite right with the issuing of badges still? -
Today I left work after an hour of overtime. Just felt like catching up on some papers, and getting a bit ahead for tomorrow.
Having just checked the Dev digest a few hours earlier, I though little of it.
Upon arriving home, I found a long list of posts. Shrugging, I started reading them from where I'd left off.
Tanker loving is en route, on top of the end reductions to attacks!! *gasp* Nice.
Lord Recluse announces his presence. *Gasp* Very nice.
Statesman lays some smack down, as always, a few laughs, and then HOLY CRAP! A possible patch release/GM Event/Statesman-only-knows thing happening this week.
*GASP*
*Nearly soils himself*
. . . I love you guys and gals. Seriously.