Fried_Jedi

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  1. This late in the thread, my comments here will probably essentially be eaten by the forum monsters, but I still feel the desire to add my input.

    Please reconsider the goals of this patch, or at the very least, modify your goals into two separate categories.

    Is the main goal here in the change of recharge values specifically targeted at Lightning Storm, Voltaic Sentinal and Gun drone, or is your specific goal that of finally "fixing" the Pet AIs?

    If the main goal is to make LS, VS and GD less "godmode" to IO users, I plead before the developers to change their mind. if that is the primary goal, then there has to be another way that allows *some* modification; I don't mind losing the +rech that is part of enhancements, but losing the pet recharge from global set bonuses, the force feedback proc, hasten and other *character* enhancing buffs, then it falls into the design of the pet inheritance code.

    If the main goal is to "Fix" the pet AIs on permanant (and semi-perma pets like Dark servant) that actually follow you around and have an attack chain of their own, so that they no longer get "hung up" on chaining one attack at a time, then please, limit this change to the pet powers that have more than one power in their attack chain. if this second possible goal is the truly important thing to fix this issue, then please, find something else that will work for non-targetable, single-attack pets.

    the AI has to be limited in recharge, that is understood, and a fix that will have a highly desirable effect on two pet-equipped archtypes is worth the cost of one powersets 'extra'. that said, I ask that these two issues be addressed separately, rather than subjecting both issues to the same patch. LS, VS and GD are stronger than intended due to IOs, but they are not currently game-breaking. As an alternative, consider buffing these powers (VS and GD especially) to a more desirable level if this range of upgradability is removed from them.

    even if only temporarily, please exempt any pet powers from this change that only have one attack to chain. their AI isn't having trouble.
  2. Very handy

    suggestion for your next revision: add in the pool that the drop comes from. having a reference guide that would allow you to look up a recipe you want/need, then weigh it against the odds of it dropping, or deciding between trying to random roll it, buy it, or just hoping for a drop.
  3. I love this thread... I loved it when it started.... I've /signed it before, and I still think it'd be awesome to see ingame...

    unfortunately, isn't there a redname post in here someplace basically saying that it isn't somethign they can implement? I say its been two years! we need a second opinion!

    I wants mees a biiiig reeed baaaallll to bash around the city...
  4. This is the story of blaster, and how some of Blaster’s children have gifts not shared by the children of Defender.

    When blaster saw how defender took his gifts of power, yet never returned the favor, he grew envious, and began to seek a way to regain his edge over his sister, defender. For some time, he watched as the world grew around him. Blaster soon saw that controller and tanker had a power that foes seemed unable to protect themselves against, and set off to learn to control this power, knowing that it would greatly overwhelm his foes.

    Time passed, and seasons changed, as blaster researched his project. He went to the controller, who shared with him the ability to keep certain foes incapacitated at range, Then to tanker, who showed him how to stand in the middle of many foes while damaging all around him at once. and then blaster set to work.

    Blaster went to the ends of the earth, mastering the elements, learning to control ice from the frozen lands of glaciers and ice, and capturing its ability to freeze and slow the minds and bodies of the weak. It was not long before he was able to shape the ice into any form he wished, to use the moisture of his mouth to create sharp fields of ice as he breathed and to use the moisture of the air to create blasts of icicles that would pierce into the glaciers.

    After mastering that power, Blaster moved on, to the land of fire, a desolated place where lava flows and fire storms ravaged the land. Here, he learned to set the air itself ablaze, and to bring about storms of fire that would deal damage to all within its reach. He also learned to project the power of tanker, and to ignite groups of foes from a distance, rather than needing to be within striking distance of his enemies. Blaster soon found the might of fire to be more powerful than anything he had done before, as the fire not only would deal damage, but it would light fires on his targets, slowly burning away any form of fuel it could consume.

    Knowing that simply controlling these elements would not give him the might he wanted, for what would happen if his foes thrived in the environments from which he took his powers? Blaster thus began to master his powers of ice amidst the heat and despair of the valley of fire, requiring so much more control of his new-found element. Even in the blistering heat, he learned to create ice, flinging it at his foes with much force, and even in the frozen wastelands, he learned to set blaze to glaciers themselves.

    The rewards were great, and blaster gained control of the elements of fire and ice, wielding them both with amazing power and grace, finding much pride in knowing that his sister defender would never share his new-found strength. At once he tried to share this power with his children, but they were unable to master all of the abilities at the same time, so blaster divided his power, sharing with his children in two forms; with some, the power of ice, and with othersthe power of fire, so his children could also wield this powerful art.
  5. I'm bored at work, so gather, as I share the story of Blaster, And how some of Blaster's children have gifts that are not shared by the children of Defender.
  6. *sees revan die*
    *pops vengeance*

    *runs around quickly and quietly looking around for someone to harass while the defense bonus is still active*

    *stumbles across an area full of char, burn marks, and leads to a trail of one bloody mess and 6 offlined robots...*

    *sees some sort of chameleon off in the distance, picks up an undetonated grenade from the ground*

    *uses the vengeance buffs to not die while trying to shove the grenade down chameleon's throat, and pulls the pin just before it leaves visibility*

    *BOOM*
  7. *turns on invis*

    *walks into the middle of the thread*

    hmm.. this ought to be fun!

    *flies up to the flight cap, turns invis off, starts up stealth*

    *falls from the flight cap while prepping aim and buildup*

    *lands, gets one last use out of defiance before the devs change it*

    *fires off nova*
    *pops a blue*
    *throws out max defiance blasts at anything that survived*

    *steps on a needle and dies himself*
  8. [ QUOTE ]
    You know just because Jack's not on the team, doesn't mean his Nerfbat isn't sitting right there on the desk.

    [/ QUOTE ]

    yeah, but jack sold the IP of the nerfbat, so it can only do 10 points of "wth?!?" damage now...
  9. a note on the kheldian tag; it is the team, not the players that get tagged, which means that if you are the last member of the team that didn't quit (IE you kicked the other teammates, or they all logged off) you are still "tagged" on being on the original team, which is how a non-kheld can get Quantums and voids to spawn solo. however; in the case of quitting the team, the game separates you from that original team, and the kheldian tag associated with it. Because of this, you will no longer have the kheldian tag, and should you then become the leader of the same (disbanded) team (by everyone else leaving the original) the same players would then be tagged as being on a different, non-kheldian tagged team.
  10. *runs off to ms paint to draw a stickman running down a street with a toothpick-sword*

    yip, I win!
  11. just a note, in case it hasn't been mentioned.

    the original poster said he hadn't tried fire/ tanks yet, I can confirm that it is broken for them. ran into that Devouring earth AV earlier today, and watched in horror as he left the rest of the mob that I had complete gauntlet/BA agro control on and go smack the kheldian on the team.

    BA, combustion, and FSC all fired off before the teammates started to attack, and the AV wasn't even interested in me.
  12. [ QUOTE ]
    [ QUOTE ]
    The best part of MoG is the chance to shout "Moment of GLOOOOOOOOOOORY" when you use it. It's fun. All other arguements are pointless.

    I use MoG in EB and AV fights when Fast Healing wears off. Granted, some psychic bosses will smite you, but it's fun to go toe to toe with Marauder and out last his uber defense power.

    [/ QUOTE ]

    This is true. Its a showoff power. And while I can't give numbers that prove its uberness, I doubt anyone can. It's not a number game, it's a psychological game you play when you click MoG. It's not the simple game mechanics of win vs lose or defense/resistance numbers. It's an ingenious addition to the game which provides what all heroes should aspire for. To sacrifice yourself in a glorious way. It's SUPPOSED to be a losing battle when you use it. The more you put on the line the more glory you recieve when it's over and you survive.

    If you pick your moment correctly you're gonna hear the familiar chants from your teammates. "Woowoo!! GO GO GO!!" and when its over you get the rush of hearing "man you're awesome" and "you're the best scrapper I've ever seen". It's not your normal tier 9 that you can use when things fail or go bad, or to start a big fight, because clicking MoG can fail you too, and if you picked a bad time, it will be utter idiotic suicide.

    Mog has let me complete a room while the team is faceplanted, cheering. It has allowed me to tank Seige while the real tank disconnected, logged back in, got tp'd to the top and took taunt again. Many times, MoG took my life to save my friends, and it suited its purpose there too. MoG isn't about YOU, its about your team. My motto in-game has always been "my life for you" and MoG really makes this possible. Many times it will result in my death, but a few of those will really be great moments of glory.

    [/ QUOTE ]


    I have to agree with this, as one who has been in those positions many a times. however, the "my life for you" philosophy does not, in any way discount the thoughts originally posted in this thread. MoG is an incredibly fun power, I doubt I will ever respec out of it, and I doubt I'll ever stop slotting it. at the same time, however, the only way I'll get rid of revive is if I were to ditch MoG, they practically go hand in hand...

    Fact: Moment of Glory is very situational, and in terms of pure and simple survivability, it can often be outshined by inspiration usage.

    Educated Opinion: Generally speaking, you're not going to use moment of glory unless you're out of inspirations, as "most" people that take it use it as an "oh crap" power, and in many "oh crap" situations, it will get you killed

    Opinion: MoG is useless for the average player. if taken as an oh crap power, it is going to be ineffective. however, it is one of the most fun powers in the game, partially because of the gamble that comes with it. MoG could be easily improved; give it a break-free effect, so you can use it if something overcomes the mez of integration; lower the duration/recharge. again, great fun, but if you're looking for a power that will make your character more min/maxed than basic regen, you're barking up the wrong tree and you should lok elsewhere.
  13. [ QUOTE ]
    [ QUOTE ]


    [/ QUOTE ]

    That was pretty much my reaction, too.

    All the physics are client side only, and no information about them is passed from client to server -- so, it's strictly a visual on your machine. That means, there is no way for people to play volleyball, or kickball. We could put one in that only you, the player, would see, but I imagine that isn't what everyone would like.

    Sorry, folks.

    [/ QUOTE ]

    actually, I think it would be fun to have it anyway... if you could make it targetable.. it'd be a TON of fun for people to run around atlas with their blasters, shooting at what looks like a random location to all the awestruck noobies!
  14. [ QUOTE ]
    Make it a "perma temp power" for completing a Taskforce or something odd like a mission from a crazy clown.

    Then just something we see but can have fun with wherever we go

    [/ QUOTE ]

    perma temp power.... uh.. ok... but how do you have a permanant temporary power? wouldn't it be better as an accolade?
  15. Just for the record, in case it hasn't been mentioned before (would take WAAY too long to read this wntire thing...) The buff to Super Reflex passives was mentioned in the very first Issue 7 patch notes for test. Supposedly, SR is currently at a .75 Scale, and was originally upped by 1/3, or to a 1.0 scale. For whatever reason, this was removed in the 5/16 (?) patch of Issue 7 on test.

    The buff was given on test for a matter of weeks, made lots of people happy, and now has been removed. Although I am disappointed, It is basically a buff that I never actually had. It is now the same as it has been in the past, and as far as I know, the only real buff to SR at this point in time is the defense scaling that every other set gets... in fact, because of the defense scaling, SR is losing some AoE protection (that granted, was added for AVs, and is no longer nessecary)

    so... Massive defense scaling buff, and a minimal nerf to AoE protection, that averages out.
  16. I was looking foreward to the Passives buff on SR... After all, Super reflexes is supposed to be the absolute best set for defense, the way that Stone armor (with granite) is for Resistance... Seems kinda silly for there to only be a 7.5% (unenhanced) benefit over other Defense sets...

    I'm guessing that the change was to stop stalkers from being over-powered when they could stack hide with stealth and the passives to make it all worth-while, but why not leave the buff for scrappers only? That would appease the "heroes get no love" arguments too...

    I was quite happy to see the change hit test, and am now rather disappointed to see it leave, And I hope that the Devs will reconsider, or find a compromise.
  17. I don't mind the lack of KB/Immob protect... As far as I know, this is the only set in the ENTIRE GAME that gets psionic resistance (not defense) (I don't play/know dark well, so whatever) I'm MORE than happy to take the loss of some non-toggle-dropping mez protections in exchange for Psi Resistance.... Especially once I start facing carnies, longbow wardens, arachnos taranchulas, Mu anythings, etc... You get the idea. Psi is MUCH more common in the CoV world in a regularly-seen mob to regularly-seen mob basis than in the CoH world.

    I say Awesome set! keep em coming, devs!
  18. why in the world is everyone bickering over this anyway? you can't be 1-shotted from full HP anymore, thanks to a recent update (or pending update, don't remember which) so its not like you're actually going to be killed by an assasin who hits you as you ran by 4 seconds ago... if you are playing the same as every other "normal" PvPer, you've probably got your travel power on anyway, and are as much as 160 yards away from the stalker by the time you're hit, at which point you are NOT dead, unless you weren't at full HP when hit, which means that you have time to either pop some greens, use some self heal, let a teammate heal you, or contemplate your impending doom LONG before the stalker catches up to you again to finish the job.
  19. [ QUOTE ]
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    We will probably slip in some NPCs who can buyback Enhancements at somepoint, but the trainer issue is a little more difficult from a technical standpoint.

    [/ QUOTE ]
    Add arbiter uh...Paul to the villain's side, make war witch the hero trainer
    i think that'd work?

    [/ QUOTE ]

    I think the issue is this.
    From a "concept" point of view, there would "have to" be one Hero trainer and one Villain trainer (Security and Threat levels are "story-wise" "faction dependant", can't very well have a "neutral" trainer giving both). So there would have to be one Hero trainer and one Villain trainer. That would be very well unless for one thing.
    Trainers currently don't care what faction you are a member of.
    Walk a villain up to Ms Liberty, and she'll gladly train you. (A couple of my villains were trained by Ms Liberty in Beta)
    Currently they avoid that issue by not allowing villains to enter areas where hero trainers are placed (and the other way around).
    If there was a hero trainer and a villain trainer in the same area on the other hand...

    [/ QUOTE ]

    Dude.. Security and threat levels are both associated with both games...

    Security level = the level you have earned enough XP to reach and have physically trained up to. Does NOT change with mal/exemp or lackey/SK

    Threat level = your current fighting level.. is usually the same as your security level, but it can change if you are in a TF/SF/pvp zone, and are auto-exemped, as well as if your level has been modified by a teammate that has you mal/exemp/lackey/sk'd

    Something tells me that the trouble with trainers is not as simple as putting 2 in.
  20. Fried_Jedi

    Baby Got Smash

    sometimes I think the devs post, just so that they can make us lazy bums that use the dev's digest laugh...
  21. I was playing my level 19 empathy defender (with fly, 3 slotted all end redux) the other day, and was OUTRUN by a level 13 toon with nothing but sprint. I don't even think he had swift at that point, though I may be wrong about that.

    Either way, having level 19 with a travel power, being outrun by a level 13 without, is completely rediculous. I haven't tested it, but it seems to me that this would mean that 3 slot swift +3 slot sprint would likely be faster than fly as a viable travel power (except for the lack of verical movement) AND save you 2 power choice options.

    I really hope the devs do something about flight speeds, as it is apparent from the numerous posts that it is more than a couple of people that think there is an issue involved.
  22. [ QUOTE ]
    [ QUOTE ]
    Again, after all that's said and done, I find the changes have ultimately brought more diversity to feasibility of builds, and more variety of play. I notice that most of the people who are ranting ad nauseum about the changes are ones who refuse to adapt.

    [/ QUOTE ]

    1) ED added no new options to the game. This is a fallacy. It FORCES people to slot in an even MORE specific way in order to reach max effectiveness now, but that was by taking AWAY something, not adding anything.

    2) As to your repeated characterization of those unhappy with the repeated nerfs which you, having been gone for 14 months, weren't here for as "whiners" and those who "fail to adapt": it's not whining to express displeasure at a change in a product with which you are now less-satisfied, nor to repeatedly defend your assertion that it shouldn't have been changed. See "New Coke" for an example of why. And since I am one of the most vocal proponents of a partial rollback of the combined I5/ED nerfs, let me assure you: I have adapted. I have min-maxed my character through ED-compliant slotting, and I solo on relentless on every character I have over lvl 20 in both CoH (Invincible, of course) and CoV.

    So, I guess what I'm saying is: you seem to be the one who's whining about people who complain, and "adapting" to the nerfs doesn't alter the fact that they ARE nerfs. Seeing as how you haven't played in over a year, it IS just possible that you're experiencing the fun of the game as if you had never played before, while those of us who stuck around have DEFINITELY noticed the difference.

    Not everyone is equally against it. But ALMOST everyone agrees that SOMETHING has to be done for SOME of the classes that were hit hardest by these double-strength global nerfs.

    If you don't LIKE this activity,, then feel free to move on to another thread. But don't come in here insulting the posters by denigrating their opinion en masse and categorizing us all as "whiners" and "drama-queens".

    It just marks you as a closed-minded, self-obsessed....alright, I'm going to stop there.

    Have a good one.

    [/ QUOTE ]

    heres an interesting question.. instead of complaining about ED, and getting nothing done, why not accept that ED is in the past, and will likely NEVER be removed as a whole. instead of using your time, effort, and resoruces to complain about what has happened to you, and why your min/max toons have seen this GIANT hit in recent days, why not Look to the future, and tell the devs what you would like to see them add...

    For instance. ED has severely effected one-enhancement accepting powers, like hasten, hover, health, stamina, etc.. ok, That change is in the past.. now, instead of whining about this, how about you take the approach that MIGHT ACTUALLY GET NOTICED BY THE DEVS, since you aren't linked into the stuff that nobody wants to read, and try this... Make a post that says "hmm, Hover is slow, is there any hope of increasing the base speed to make it more useful?"
    or
    "hmm.. It seems to me that I'm running out of endurance faster than it seems that I should.. My toon has endurance reducers in most of his powers, and it is still a problem. perhaps the base recovery rate of stamina might be boosted to compensate?"

    Quit fighting the past. if you want to complain about somthing, so it while the patch/update is still on test, and the decision hasn't been set in stone. giving up on something has no purpose, but accepting change, and offering suggestions to make the game AS IT IS NOW better would likely get far better results.
  23. [ QUOTE ]
    Goodness people. You do realize this is a game right? I've been claiming for years that flight was too slow, especially when I discovered a buddy of mine with SR and no travel power went faster than I did with 6 SO fly. But cut them some slack please. You have made your points, they are looking into it, and if they feel something needs to be changed, it will be.

    This is reminding me of all those anti-ED posts that people made. Goodness...

    [/ QUOTE ]

    Well, MAYBE, if this gets enough support, the recently generous devs will see that a number of people are begging for this, will feel pity for us, and want to help us in our time of need... I say let everyone encourage this one, so that the devs might take a look at how stinking slow hover, in peticular, is. I'd be happy if Hover were increased.. Fly is at a reasonable speed, but hover needs some serious attention.. ED gave it a -33% speed, and for all intents and purposes, It was a bit slow even with 6 SOs in it...

    Please consider this one.. Fly/hover is, and has been one of the slowest powers of the game, and It could use a small gesture of buffage... Please?
    *gets on hands and knees to beg statesman, and the others*