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People complain about every aspect of every game. In this case, the people who were complaining about the farming got listened to.
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Wow, they fixed farming by opening the doors for even MORE farming! Great job! -
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You aren't being ignored; the Devs had the Community Rep explain the situation; they're done.
If you want a direct response from Posi, PM him. I'd advise politreness if you actually want a response. But he's just going to say, "LH was confused, he got informed, he gave you the info."
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The point is the devs have been fairly active on the forums the last couple days. There's even 1 post from LH today, regardless of the fact that it's a weekend.
Also....I believe what most people here are saying is that a leaky bucket would hold water better than the "explanation".
All I want is a response. Is this the final say? Have we brought up enough good points they might be willing to rethink it?
I mean seriously....do we have to start mass farming TF's to turn this into an exploit to get anything done about it?
Ignoring an issue is simply rude. -
Well, I check back into the thread this morning. Check Community Digest....Dev Digest. Still no further replies to this.
Now they're ignoring their customers. (but they have plenty of other posts!)
This is starting to become insulting. I have friends on WoW who have been begging me to come over. If I didn't have 27 months invested in this game and a supergroup that relies on me, I'd done be gone. -
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One of the many aims of this most recent update was to address exploitive behavior that could be used for influence/infamy farming. This is especially relevant when considering recent problems with unwanted real money trade (RMT) solicitations in game.
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Quote fixed.
Either way....who would you say the biggest farmers in the game are? You? Me? No....that would be RMT'ers. I admit I have a mish I have saved full of CoT that I run through periodically for rare salvage, but I would not consider myself a farmer.
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Such missions have always been intended to be group activities, hence the reason for the minimum group size requirement to start them. We feel that the group size requirements are certainly not onerous and that the need for grouping is a good dynamic in a social environment like City of Heroes.
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This is the other primary reason listed by Lighthouse. This one I agree with, partly. Teaming IS the best aspect of an MMO. HOWEVER, forced teaming, with PENALTIES if you team cannot manage to stay cohesive is not desirable, and actually DISCOURAGES teaming rather than encouraging it. -
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Passes tinfoil hats to anyone in the thread that has a remark not DIRECTLY related to the current change and a suggestion for a compromise.
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IMO, discussion of how the devs chose to relay this information is just as valid as the change itself. -
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Sorry, what 'weak excuse' would that be? All I see is an admission that they didn't have their act together when it came to getting the patch notes out, which is HARDLY NEW.
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The weak excuse that this change was primarily to prevent RMT'ers, when clearly it BENEFITS them more than prevents them.
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No, you should confront the actual changes instead of the whackjob conspiracy theory that people seem to think accompanies them.
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Um....guess what? We ARE confronting the issue. We are asking for clarification. I do not consider myself a proponent of a "conspiracy theory", I am pointing out the MANY inconsistencies in the little bit of information we have so far gotten from them about this issue. -
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Is there something useful to be gained by constantly chasing after people suggesting conspiracy theories in this thread?
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Suggesting?
'Sorry Devs....thats a lie.'
'bullcrap, I saw the post where lighthouse said this was a bug and then that was deleted, lost in the volume my [censored]'
'I call shenanigans on this one. Once again, a stealth "oops" has made it into the game.'
'I am quite annoyed with the sneaking it by (come on, that's what it was...)'
'Their PR department said "It's not going to be popular. We'll come up with a "repsonse" when they find out about it after it's live."'
'Sorry I don't buy it that this wasn't intended to be stealthed in.'
'I don't buy the "we forgot" nonsense for a second.'
That's not suggesting. That's asserting.
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So...what? We should just shut up and roll over? We should just ignore a GLARING inconsistency? We should say "Thank you devs, please nerf some more?"
Look, we're calling it as we see it. Obviously this was so secret that even Lighthouse didn't know about it!
Does it not strike you odd that it took them TWO days to admit it? Does it not strike you odd that once they do admit it, all we get is a weak excuse? Does it not strike you odd that we STILL have no further word from the devs on this issue?
Seriously....I HOPE that once we finally get a STRAIGHT response, everything will be cleared up. But atm....it really makes you wonder. What was the logic behind this? What else do they have coming? Is this the first of many? Is this a random "brain fart" by the devs?
They aren't helping themselves by keeping quiet on the issue. -
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Seriously....this is a MAJOR ball drop here, and the "official" comments so far have been nothing but an attempt to "pull wool over our eyes".
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So what sinister truth do you think They are trying to keep from you?
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Sinister? Nah....I'm simply asking for THE TRUTH. We've been told this has been to prevent RMT'ers. That's NOT the truth. We've been told the average TF is for 4 people. That's NOT the truth.
All I'm asking for the THE TRUTH. Honest or Sinister, I really don't care. -
....and STILL no comments from rednames other than "we're sorry it didn't get into the patch notes" "it's to prevent RMT'ers" (which I doubt RMT'ers were even using TF's before, but they sure will now!) and "most tf's are for 4 people" which VERY QUICKLY got debunked.
Now I might buy that PER statistics most people RUN the TF's that require 4 the most....?? Kinda doubt it tho.
Seriously....this is a MAJOR ball drop here, and the "official" comments so far have been nothing but an attempt to "pull wool over our eyes".
Can we PLEASE have a better response that what we've been given?
So far, it's been stealthed, called a bug, admitted to, blamed on RMT'ers (subsequently disproven), given false info (promptly debunked), and now? We're getting the silent treatment.
I'm sorry, I'm a proponent of PUG's myself, but even I was very sketchy about PUG TF's.
Example: On one of the last PUG TF's I ran (Synapse) I have a person tell us he "had to go" All of us spoke up. We told him "This is a TF, when you sign on you need to finish it". We THEN had to explain to him what a task force IS. After all that he said, "Oh well, sorry, I have to go now". No reason given other than "I have to go"
Seriously, emergencies happen (to the person who asked how hard is it to set aside a dedicated time slot, I have one word for you: KIDS) and also it's virtually impossible to NOT wind up with at least 1 idiot in the group.
"Risk vs Reward". The risk of TF's just became to great for the reward you get, in most cases. I'm glad I already got Task Force Commander on the scrapper who is going to be my first "all IO" build. It would've been a pain to get now. As a matter of fact, unless it's a Katie, STF, or LGTF, I probably won't even do any TF's now. -
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[ You think Rmt farmers are so dumb they dont know how to sell salvage,Tremere? Especially given the various farming missions decreases the game received over all to balance the xp curve that really isnt a boost at all
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I'm still waiting for those 3 TFs btw.
And um, Salvage is going to drop regardless of what mish a person is running *sigh*
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But don't you think MORE of it will drop if your killing MORE enemies, WITHOUT having to pad?
Seriously.....who cares about purples if you can have Pangeans and Hami Goos and Prophecy's and all sorts of other rare salvage dropping reliably. -
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All you need is one map out of all those TFs that will spawn CoT and you're set. I don't run the TFs often enough to have all the maps memorized,
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Clearly, because if you had run more TFs you'd know taht you'd STILL get 2-3 Death Mages per mob regardless.
I'll ask once more... Which TF are you all refering too?
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Clearly you sir are a foogin newb afraid of Death mages.. * cough cough* 3 tf's were listed and also 5 people responded to your dumb " death mages " are a deterrant idea.
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Which 3 TFs? Please relist
RMT Farmers will NOT fight Death Mages...
1) too risky
2) take too long to defeat
3) the infleunce / hour ratio doesnt work to their benefit
Ofcourse I learned along time ago that those who immediately jump to personal attacks generally know that they are in the wrong
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Really? Who would have originally thought that a CONTROLLER (fire/kin) could SOLO groups set for 6? EASILY?
Not to mention they wouldn't have to deal with bosses anyway on a TF set for 4. So what if they aren't lvl 50 mobs. They're still getting inf (double inf btw since they're exemped) and ARCANE SALVAGE. Farmable? Um....DUH! Of course!
What farmer wouldn't want the ability to farm large mobs without having to have fillers? -
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What happens when you begin with the bare minimum and then several team mates need to quit?
This change prevents casual players from organzing Task forces and strike forces, especially Villainside where subscriptions are dwindling and reducing the player pool already.
The late explanation is superficial and hardly persuasive. Villainside Cap Au Diable SF was farmed because the redside market is anemic compared to the blueside market. This change will only increase this large gap. Clearly NCSoft is making changes to keep the game interesting by preventing easy recipes, but what will you do when the market has so few?
I'm tempted to think that NCSoft is attemtping to manage serversize by making CoV uninhabitable.
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QFT
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Quoted for Extreme Hyberbolic Ignorance
Most of the people I see complaining here are the ones that used soft loading to then run Multi Cap SFs.
This is just like the Katie nerf it just adds about 10 more minutes onto the SF run.
You all need to change your pampers.
~MR
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If this was a change JUST to the Cap SF, then fine. This change is GLOBAL to ALL TF's. HUGE difference.
Plus it flies completely in the face of the devs "risk vs reward" mantra. (If you have a 6 person TF, and lose 3, your risk is now greater than your reward)
It also severely penalizes PUG's, and the fact that some TF's were DESIGNED to be multiple-session events. -
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Yes all the most recent changes to the game have converted it to City of Farmers,
1) purple recipes tied to mob defeats = best way to get them = farm or PL
2) XP smoothing = reduced the number of drops per level = farm oro to get stuff.
3) XP smoothing = sweeping hazard zones are the best place to level (again, we've come full circle on this one) and while you are sweeping you get to farm.
Lotta really bad ideas here that all point to skipping content and merely farming as the "most efficient way to play the game"
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It does hurt a casual player experiencing a tf for the fist time.
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I do hope that's enough of a sticking point to make them change their minds...
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Task and Strike Forces are due for a major revamp, anyway. Instead of just trying to plug supposed exploits, how about the developers put some time on the schedule to:
1. Address the disparity in TFs between the hero and villain sides. Namely, give the villain side more SFs to balance the two sides.
2. Reduce the minimum number of players required for a TF or SF to a maximum of six. Only exception: STF and LRSF, since they are meant to be endgame challenges and "hardcore".
3. Rework most of the original TFs in CoH. Simply put, the majority are way too long. It would be one thing if each mission was unique and exciting but they are literally nothing more than door missions strung together, something you do throughout regular gameplay. Tacking an AV to the end of the last one doesn't make a TF special. When a player gets the reward at the end of a TF or SF, it should feel like something they truly earned, not just a gift for slogging through a bunch of stock door missions and AV. Some TFs are like this now. Most aren't. The Positron TF is rather embarrassing as the introduction to TFs in general. Bland and overlong. The Shadow Shard TFs are bursting with filler missions that do nothing but extend the length needlessly.
4. Consider allowing a TF or SF to recruit new players if they drop below the minimum number of players. Adjust rewards accordingly (ie. don't let a player that joins for just the last mission qualify for the end of TF reward).
5. Merge the markets. Two other major MMOs, EQ2 and WoW, both allow the opposing factions to sell to the other. There's no reason to keep an artificial separation in CoH/V, especially since the entire process in this game is blind -- you wouldn't know you were buying from a villain or hero, anyway.
I don't object to them trying to fix softloading but I think we are way past due on getting other just as important changes made to TFs. These should be the premier content of the game and as often as not, they are really nothing special at all.
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1) Why did it take until today for a post about this to be made?
2) How can inconsistencies with what is described and what people are experiencing be explained? For example, people are reporting that many of the TF spawns have two bosses even for 4-man teams. In a standard map, two-boss spawns are limited to 8-man teams.
3) Changes of this nature are inappropriate to fall under your "we don't talk about exploits" rule. This should have been in the test server patch notes. While it does address something you consider an exploit, it does so in a way that clearly impacts ordinary players (permanent loss of teammates on TFs is very common). There was a patch note mentioning that snake eggs weren't worth XP any more. This change was more deserving of mention.
4) If point 3 above is due only to "misplaced" patch notes, whatever you (collectively) are doing to generate patch notes blows. It is attrocious! Worse, this clearly couldn't have gotten any focused testing because people don't normally run TFs on the test server. As a result not only did it not get any "air time" it didn't get any testing by the playerbase - something you guys have made a point of using to improve the quality of your releases. How this could not only missed as a patch note but no one internally realized it hadn't been player tested completely escapes me.
The NCNC team has done a lot to improve my faith in them based on what I consider improvements in past processes and final product. However I consider the handling of this change a real backslide to old (poor) quality.
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I could probably go on. Look how many people here (and alot of the people who have posted here are contributing people, even including members of the City Scoop) that say this change is BAD.
This change fixes NOTHING.
Why has no new content been added for villains since the LRSF? (By new content I mean villain exclusive, so no, RWZ doesn't count) Why are there no pushes to make villain side more appealing? I can tell you right now I have little to no interest in playing a villain. Why? Because noone else does either (or very few)
So....your going to make it harder for people who DO want to play the game, and easier for powergamers (ooohh! a challenge!!) and farmers, who are built to run mishes spawned for 6 anyway.
Seriously.....unnerf regens, invulns, and remove than taunt cap, and the game will pretty much be back where is was a couple years ago. The person who said we've "come full circle" could hardly be any more correct.
I understand that some decisions "need to be made" but this is one time you seriously need to LISTEN TO YOUR CUSTOMERS.
This does not hurt RMT'ers, barely hurts recipe farmers, and REALLY hurts casual players.
WoW is starting to look enticing..... -
Yeah, next time make sure you can pay what you promise
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Happy Villainiversery.
So glad that I didn't spend this anniversary dressed up like a pirate, sitting in my cubicle for 6 hours patiently handing out yellow titles in Pocket D before shooting each of you with a teleport arrow. All while sick as a dog.
Ah, good times.
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I remember that! So you were the one playing Manticore that day, eh? I still wish I coulda kept the title you gave me. "From the Fiery Ashes". I SO loved it! -
This is a great guide! It gave me ALOT of ideas! Now I do think it's cool that you try to match the IO levels to the levels of the powers your taking for exemping purposes, but I like to have maximum percentages myself. If I exemp, I'm fully prepared to take a loss. Plus, I'll still have my uniques, in most cases.
I'm pretty sure that in most cases, my build will match yours, or at least be close. However, there are a few changes I'm going to point out. But first, the build:
Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php
Foxy Phoenix: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Flame Mastery
Hero Profile:
------------
Level 1: Flares Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Dmg/EndRdx/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(13)
Level 1: Ring of Fire HO:Endo(A), HO:Endo(3)
Level 2: Fire Blast Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/Rchg:50(5), Dev'n-Acc/Dmg/EndRdx/Rchg:50(7), Dev'n-Dmg/Rchg:50(15)
Level 4: Fire Sword C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(23), C'ngImp-Dmg/EndRdx:50(33)
Level 6: Recall Friend RechRdx-I:50(A)
Level 8: Fire Ball Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(11), Posi-Dmg/Rng:50(27), Posi-Acc/Dmg/EndRdx:50(33)
Level 10: Swift HO:Micro(A), HO:Micro(11)
Level 12: Hover Frbd-Fly:50(A), Flight-I:50(13), Ksmt-ToHit+:30(17), Krma-ResKB:30(31)
Level 14: Fly HO:Micro(A), HO:Micro(15), Frbd-Fly:50(19), Frbd-Stlth:50(34)
Level 16: Fire Sword Circle M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(17), M'Strk-Acc/EndRdx:50(21), M'Strk-Acc/Dmg/EndRdx:50(29), M'Strk-Dmg/EndRdx/Rchg:50(37)
Level 18: Health Numna-Heal:50(A), Mrcl-Heal:30(19), RgnTis-Regen+:30(25), Mrcl-Rcvry+:40(37), Numna-Regen/Rcvry+:50(40)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(45)
Level 22: Fire Breath Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(23), Posi-Dmg/Rchg:50(31), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(46)
Level 24: Build Up HO:Membr(A), HO:Membr(25)
Level 26: Blaze Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(27), Decim-Dmg/Rchg:40(34), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(40)
Level 28: Aim HO:Membr(A), HO:Membr(29)
Level 30: Blazing Bolt Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(31), Mantic-Acc/ActRdx/Rng:50(34), Mantic-Dmg/ActRdx/Rchg:50(36), Mantic-Dmg/EndRdx/Rchg:50(42)
Level 32: Inferno Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(42)
Level 35: Hasten RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(42)
Level 38: Hot Feet HO:Nucle(A), HO:Nucle(39), EndRdx-I:50(40), EndRdx-I:50(43), RechRdx-I:50(46), Slow-I:50(46)
Level 41: Char HO:Endo(A), HO:Endo(43), RechRdx-I:50(43)
Level 44: Fire Shield HO:Ribo(A), HO:Ribo(45), ResDam-I:50(45)
Level 47: Rise of the Phoenix HO:Perox(A), HO:Perox(48), Heal-I:50(48), EndMod-I:50(48), RechRdx-I:50(50), RechRdx-I:50(50)
Level 49: Consume RechRdx-I:50(A), EndMod-I:50(50)
------------
Level 1: Brawl Dmg-I:50(A)
Level 1: Sprint HO:Micro(A)
Level 2: Rest RechRdx-I:50(A)
Level 1: Defiance
------------
Set Bonus Totals:
+6% DamageBuff
+3.45% Defense(Energy)
+0.95% Defense(Negative)
+5% Defense(AoE)
+2.25% Max Endurance
+41% Enhancement(Accuracy)
+31.3% Enhancement(RechargeTime)
+54.2 (4.5%) HitPoints
+Knockback (Mag -4)
+MezResist(Immobilize) (Mag 4.95%)
+MezResist(Sleep) (Mag 1.65%)
+MezResist(Stun) (Mag 1.65%)
+9.5% Recovery
+54% Regeneration
+4.1% Resistance(Fire)
+4.1% Resistance(Cold)
+3.13% Resistance(Negative)
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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Now, per something I read on the boards today, I came into the idea of multi slotting different uniques into Health. So health has a total of 3 uniques in it.
Also, while I have had both Blazing Aura and Hotfeet at the same time before, it does become pretty end heavy, and I just can't really fit it into my build. But I do slot my hotfeet for damage and accuracy, and with the pretty large slow effect from it, I can keep enemies in PBAoE range.
One power that you seemed to downplay a bit it RotP. This is a power you WANT to devote slots to. I have to 2 Perox's, a heal, end mod, and 2 recharges. The heal and end mod make me come back with more health and stamina when I rez, which is very nice. The key here tho is the two Perox's. RotP has Stun buillt into it. With 2 damage mez HO's, I can usually do 1-2 ticks of 150 points of damage each to all enemies around me, and they are stunned speechless. For QUITE awhile. I can usually finish up the mob before the stun wears off. To further show you how well RotP can stun, I've stunned brutes with it in PvP, while they have all their toggles up. People in RV have learned that if they kill me, they better MOVE, because they don't want to get caught in my RotP.
Also, there are just some things, like RotP, that HO's work out MUCH better for. Fire Shield, Ring of Fire, Char, Build Up, and Aim should all have HO's. Granted, having Impervium Armor would be nice, but HO's get the job done nicely, and I was out of slots anyway.
Membranes work VERY nicely in BU and Aim, and Acc/Mez's are a must for RoF and Char.
With the Unique's in this build, a toon will have over 100% regen in addition to the regen provided by health, and another 34% recovery. Also, I tried to stack up on Accuracy and Recharge set bonuses as much as possible.
This build should be FAST, and it should pile on the damage. I dropped Aid Other, Aid Self, and Resusitate for Fire Breath, Hasten, and Consume. I hope I don't regret not having the Aid Self anymore, but I will of course still have RotP.
Anyway, feel free to critique (flame?) my build, but I think it will work out splendidly, myself. -
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a recommendation for the team make up
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This is the only thing I have a problem with. Granted some teams may be worse than others, but alot of the time if you have a team wipe, it isn't because you had a bad team "make up" it's because someone pulled to much aggro. I've been on all kinds of teams. Some teams I just look at the team make up and groan. But guess what? We kicked some butt!
They key is whether or not each person on the team knows how to do their job. The only "necessaries" are usually a tank and a healer, although I've run some healerless tf's lately and we've done just fine. -
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I gotta make this quick as duty calls.
The only major issue I have is how choppy and laggy the game gets when I am on a mid to large team. Please make the game performance issues your #1 priority and put all other NON GAME BREAKING issues on the back burner until this is fixed.
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You know, I kinda wonder what kind of setup alot of you guys are running. I mean, the graphics in this game, especially on the COV side are pretty high-end. So if your trying to run this on an old celeron 1.0 ghz processor, and cheap integrated graphics, then you should expect lag.
I currently have a AMD Athlon 64 3500+ with 2 gigs of ram and a 7600GT graphics card and I have never had that much problems with lag. Sure, if I go into Atlas when it's really crowded, or in a Hami raid or something, I notice lag. But I am repeatedly seeing posts with people griping about lag on midsize to fullsize teams.
All I have to say, is before you blame the devs, take a look at your specs. It's more than likely because you are running on older computer.