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Does anyone have any more information about the special tech salvage Unstable Rad Pistol? Do they drop from missions in any pvp zone or only certain ones/at certain levels? Any extra info about these would be much obliged.
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*cough*
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Right Back atcha, bub. And I'm more of a tireless rebutter or pinko. With bong mixed liberally in too, of course. -
Yeah, the one I regret the most is the blaster. I used to have so much fun with him in warburg. He could stand toe to toe with regen scrappers and have a 50-50 chance of taking them out. Hit them with holds, melee till their status protection drops, then the hold stuck and you could finish em. Then the issue 5 toggledrop rates nerf went in. Overnight some of the most sloppy builds in the game could take him out most of the time. Didn't stand a chance against regens most of the time and pretty quickly stuffed him in the back of the closet. I've since forsaken blasters. I will not ever make another one and have deleted every one I've ever had. That's a seperate story though.
To NCSoft: I know how crappy digging through old code is, having to sort it all out and redoing it. I've done it before. It's a pain, takes a lot of time, is tedious, is time consuming. Did I mention it takes time? Sometimes, though, it NEEDS to be done. The cost to do otherwise can sometimes be even higher. That is the point I'm trying to make. -
Here's the part of this statement that irks me the most...
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However, we hope everyone can appreciate the history behind this older content and also appreciate that, in the larger scheme of things, we have our designers working hard to bring out exciting new content in a timely manner and not spending too much time optimizing the experience of dated content.
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As someone that did game design and administration for muds for six years, this attitude on this particular topic is unacceptable. This says to all of your paying customers "these zones are being abandoned, we might eventually get around to replacing them with something new, if enough people cry about it."
If your way of dealing with old content is to stuff it in the back of the closet and forget about it, my suggestion is you also REMOVE EVERY ONE OF THESE BADGES FROM PLAY. and also as prerequisites for any other badge, should they be required for any.
If you're going to refuse to address very real concerns about old content that all your changes to the game have caused to become broken, then you are directly neglecting the customers you depend on to keep playing your game. Ignoring a problem doesn't make it go away.
Take a look at my list of Deleted level 50s in my signature if you would. Every single one of them was deleted because changes in the game made them unappealing to play anymore. Not addressing problems within these trials similarly makes them unappealing to play anymore. And if you think I _ENJOYED_ deleting toons I spent hundreds of hours leveling up, think again. I did it because I couldn't stand not to anymore. Please don't similarly allow this game to get to a state where I can't stand to play it anymore. I love CoH/CoV.
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/agree with this post too.
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/agree this entire post. good ideas all around.
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No supercomputer yet. *grin* The spots for the other two telepads are ready and waiting. We should be there in another week or so.
I am none to thrilled about having to have a supercomputer instead of an arcane control main. No more mystic library for us.
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How do you mean? Isn't there a magic equivalent to the supercomputer you can use instead?
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There is a magic equivalent of the Supercomputer (Orbits of Control), but it's MASSIVE, coming in at about 2.1 x 0.9 base squares, vs the 1.2 x 0.6 of the Supercomputer. The real problem, of course, is that you need a 1x4 room to hold the orbits. The 2x2 won't work.
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Ahh, thanks for the clarification. It would fit in a 3x2 control room then though, yes? The one that is 750k prestige, I believe? -
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I already ruined my base trying to fix it last night.I am unhappy.
We need to be able to /save and /pause our base building.
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Or something similar to changing costumes, but on a bigger scale. Since it would be set to use a prestige balance that you've already built past, this should really be more of a coding thing. I think it's an interesting idea, it would allow for you to setup raid and non-raid layouts and use them as appropriate. -
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No supercomputer yet. *grin* The spots for the other two telepads are ready and waiting. We should be there in another week or so.
I am none to thrilled about having to have a supercomputer instead of an arcane control main. No more mystic library for us.
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How do you mean? Isn't there a magic equivalent to the supercomputer you can use instead? -
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heh too bad he doesnt work here anymore
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Those words come from the NEW Lord Recluse, Serdar Copur, not the old Lord Recluse, Zeb Cook.
Here's the interview they came from.
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IMHO, cryptic should've begged and pleaded and groveled on hands and knees for permission to bend over backwards (read: done anything) to keep Mister Cook on the staff. He's only been working in the games industry since what... the late 80s (get a second edition AD&D book, it has his name in it)? Naw, he doesn't know what he's talking about at all. -
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A few ideas i would like to see for bases.
A storage bin for recipes that can be shared across the sg
A storage bin for invention salvage that can be shared across the sg
Fix the items of power
SG badges that could go toward invention creation
(ex: Your SG has created 100 lvl 10 damage IO's. Enabling all invention tables in your base to create the IO while only requiring the salvage)
New permission options that separate the storage bins. (ex: set it so all members can get the inspirations but not enhancement bins).
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Myself, I'd love to see individual settings on every storage bin. Like this:<ul type="square">[*]storage#1 only rank4+ can get from, all can put in.[*] storage#2 all ranks can get from and put in.[*] storage#3 all rank2+ can get from or put in.[/list]The main reason I'm hesitant to open my base storage to the whole SG is there's numerous very valuable items of mine in there that would disappear to sticky fingers and end up on the market. I have little faith in human nature.
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Another thing, SG bases are not exactly game breaking. A lot of people I've spoken too hate all the cost.
Why is there so much restriction to prestige gaining, it just doesn't make sense.
I dont see how gaining both prestige and inf past 34 can't be allowed.
High Cost, buggy features. ATM all a base can really provide is telepads.
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I agree on the high cost of things. It would make a lot more sense for them to be the way they are if you could siphon prestige from sister SGs into the main or the like. But it's hard to get 75 constantly active members in one sg together. Either push up the 75 person player limits, lower costs, or allow us to shunt prestige earned from one sg to another. Or leave it like it is and see NO ONE use all the base content, because everything is absurdly expensive. -
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(3) RMT is potentially dangerous in an unregulated market. Also, unregulated RMT can result in people doing things like attacking account passwords to try to compromise accounts to steal items, or spreading viruses which drop keysniffers on systems. (Note that there are already a LOT of these spreading because of WoW - how hard would it be for virus writers to check for many games and not just WoW?)
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Keyloggers don't track what game you play, they track all the keys you type; thus they will work for all games. They can be built in to any spyware package or virus. Luckily for us gamers, it's still more profitable for our russian/chinese/korean friends to target people's paypal and banking accounts with phishing attacks than to target this audience. One of my favorite news sites mentioned a few weeks ago that someone is putting out a program to easily create new viruses, complex mutating autoupdating types and distributed botnets. Expect this kind of thing to become more common.
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I've never played an SoE game, but their exchange page makes it fairly clear what some of the major issues were. In an ideal world, I think getting rid of RMT completely might be a legitimate goal. But if you can't get rid of it, better an open, regulated, legitimate and secure market than one run by spammers and scammers underground.
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Eve Online has also done something similar to this. They allow players to trade game subscription time cards for money in game. They don't have any formal system for it, but you can usually find someone willing to give you a nice chunk of change in-game this way I've heard. No real money is changing hands directly, and people can use in-game currency to play the game for free (wish my rent worked that way, hah!). -
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IHNJ, IJLTS "Essence of the Furries."
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Uh. Wha..? -
Good guide. Please fix the red text though. IT'S BURNING HOLES IN MY SKULL! GAAAAAAAAH!
Just kiddin. -
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Well, see, every time I have had a 1 on 1 with my Brute/Tanker/Scrapper vs. another tanker/scrapper (brutes generally being easy to kill) it has always ended in a stalemate, unless I try to drop their toggles for a victory, the fight generally doesn't go anywhere.
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Dunno how many times I've pointed this out on these forums, but the devs have said that the PvP game is not balanced for 1 on 1 fights, so if you find the 1 on 1 PvP experience unbalanced, that's because it is.
Lobbying for toggle dropping because otherwise 1 on 1 PvP is unbalanced (2 tanks getting nowhere, for instance) will have no traction, nor should it.
If you are having trouble in a 1 on 1 PvP fight, get help. Toggle dropping is not required, and was only included for Arena battles because Issue 5 and ED had not yet arrived.
Toggle dropping is an old arena kludge that was left in too long, and will probably entirely disappear in an issue or two..
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I, for one, will be happy to see it go. But there needs to be something put in place that gives those archtypes that had to rely on it some of their teeth back. Blasters will only have the option now of blasting people to death, getting in close enough to drop toggles with their melee attacks will likely be fatal. That's as it should be, of course, as even Statesman himself has said that a blaster's defense is his range. Immobilizes negate that defense, as do holds, disorients, sleeps, slows. Defenders are in even worse shape as they don't even benefit from a blaster's unresistable damage. I honestly don't have a good idea for how to fix either, but think their inherent powers could be put to better use in both cases.
It's been said numerous times that a defender can't defend if he's held, and that's likely one of the biggest causes of them being easy targets in PvP. As for blasters, in my mind anything that requires you to be half dead for it to work is broken by default. I think blasters having a higher amount of unresistable damage (perhaps scaling based on what archtype they're hitting, so it's less brutal to weaker toons) may work. Defenders should perhaps become harder to hit and/or hold as their team takes damage, and if they aren't on a team, it should run off of their own health. Another option would be to possibly allow defender buffs to affect the defender, in every powerset. This would give them greater access to +defense/resistance and status protections, and could even be modified so they get less protection than they give to others. Something is better than nothing.
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Thanks for the solid numbers, Castle. I'm curious how much of these numbers are arbitrary and untested in a PvP environment. You're going to make it harder for blasters to kill scrappers or tanks with this. And it makes the lives of defenders even more difficult. Not that any of that matters, the PvP zones will still be owned by stalkers. Thanks for giving us the tools to make an informed decision, though. The numbers should be made available for more things, like resistance/defense levels and the like. Or you can keep on forcing players to spend hours of testing and research to figure them out anyway. Time sinks like that plus monthly fees are a good match, I suppose.
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Stealth, Grant Invisibility, Invisibility,Combat Flight, Weave, Maneuvers, Vengeance, and Combat Jumping will grant a Defense bonus to Smashing and Lethal Attacks in addition to Melee and Ranged attacks.
I added the same to Controller/Illusion/Group Invisibility.
The result of this is that ALL defense builds will benefit from Pool powers. Previously, Ice Tankers suffered somewhat because the Pool defenses did not stack with their defense powers. This is now rectified.
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Sweet! I bet if you hadn't nerfed us, you'd have never realized these powers were broken to begin with! Thank you, issue 5! -
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With Enhancement Diversification comes a benefit for ALL City of Heroes powers.
Every power, across the board, is getting a 13.33% reduction in its Endurance cost.
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So... we can no longer get 180% of the normal rate out of stamina, capping out at nearly half of that (114% if six slotted, if my math is correct; optimal yield being around 95%). And we only get 33% less on our powers? You guys should boost all of their recharge times too. Then we could just stand around looking pretty. The art team would love it! -
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I've alluded to this in a couple of places, but I wanted to describe something we'll be doing for Super Reflexes quite soon...
Super Reflexes Auto powers (Agile, Dodge, and Lucky) now add some minor damage resistance. This Damage resistance starts at 0%, but improves as the caster loses HP. The Resistance kicks in at 60% HP (when HP bar first changes color) and markedly increases at 40% and 20% (again, when the bar changes color). We have not yet determined the exact values.
This change is in addition to the recent modification that gave most Defense Primary and Secondary powers resistance to Defense Debuffs (self Defense powers).
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Are they also going to kick in fast enough to keep you from going from full health to dead before you can blink? That's the problem with defiance for blasters. You're dead before it helps any. Try not to make the same mistake here as well. -
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Hmm, that's odd, my box doesn't say anything like that.... no start date to be finalized... So yes, it should be NOW
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My point was that the information is out there. Internet: The Information Superhighway. It would be safe to assume that you have access to it, as you're here. So, why is it that you didn't know the details, yet you knew that you could pre-order City of Villains with the promise of getting into Beta? Are you a selective reader? There were emails stating that you could pre-order City of Villains from online stores. It even listed which ones. Those online stores (who had it listed) also listed the details of the pre-order bonus.
Major Life Tip: Look up information on the product you intend to buy/pre-order. Only the foolish act first and ask questions later (this actually applies to a good portion of everyday life). Don't blame a company for your lack of an attention span or your apathy towards information.
*directs you to his sig*
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Not to mention that they have said repeatedly in the CoH forum that the order of beta entry will be Loyalty/Contest/Pre-order.
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All that I am saying is that I shouldn't have to do hours of research to find out information on a product at the store, it should have clearly stated WHEN the beta access starts. That's all. Because some people dont even know what a "Forum" is. That's all I'm trying to say. The box is VERY misleading. I don't know how you can tell me it's not. But, we are both entitled to our opinions. (I'm just right)
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Most advertising is misleading in one way or another. It's meant to be. It wouldn't be advertising if it was completely accurate.
If you buy a standard copy of the City of Villains game, you will have full access upon official release of it at a yet unrevealed time in the near future (in other words, when it's ready).
If you buy a pre-release beta version of the game, you will have full access to the official release two days earlier than this yet unrevealed time in the near future (in other words, two days before it's ready).
The reason for this early access is to test the load on the servers to see if any changes need to be made before opening for live play.
The only people with access "NOW!" are those that have won contests or have been "loyal" customers. I also have a strong suspicion that "loyal" means total time spent in-game. Guess those 18 hour days of endless missions paid off. -
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I got really annoyed earlier and said the devs "must hate ice" which I'm sure they don't, but I just don't understand.
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They don't hate Ice. They hate *defense*.
Defense has many advantages over resistance. A resistance tanker can be brought down by sappers, by stacked holds, or by resistance debuffs. None of those things matter to a hero with high defense, because none of those things *hit* when your defense is high enough. High defense scares the devs, because they seem to think there is nothing they can do to stop it.
Except...in reality, everything stops it. There are more defense hosers in the game than resistance hosers, by a factor of about 10 to 1. (This is not hyperbole. The only resistance debuffers are Council Sonics. Every mook with an assault gun or handaxe debuffs defense.) There are more things that totally ignore defense (Toxic damage, caltrops and swarms. The only thing that ignores resistance is untyped damage from a couple AVs, not counting the psi vulnerability that defense also has.) Defense-based sets have more vulnerabilities. Defense in PvP is a joke because player accuracy buffs are so incredibly strong. And defense is the only set of powers in the game affected by the streakbreaker, a deus ex machina that swoops down on you every once in a while and declares you naked and helpless by divine fiat.
Defense sucks compared to resistance, in practice. But the devs don't see that -- they look at spreadsheets that tell them 20% defense is equivalent to 40% resistance (with base 50% chance for a minion to hit, 20% defense in theory means you're taking 30% of the minion's damage. To get the same value in theory for resistance, you need 40% resistance.) And with those numbers in hand, they make defense worse by far than any other damage mitigation strategy in the game. In reality, to balance the game, they'd have to make defense much, much stronger than their spreadsheets tell them to, because it has so many vulnerabilities. But they don't see that, and won't do it.
The devs don't know what they're doing and they don't really play this game. That's the only explanation that I can think of for the defense nerfs in I5.
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Statesman got pwned in the arena by an ice tank in i4, is my bet. So it's DOOOOOOOOM for them. End of line. -
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7.5% base * (1+ (6 Enhancements * .2 Enhancement increase)) * 1.15 for +3 Enhancements = 18.975.
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Sorry Jack, but that is not correct...at least not in the game on live and test.
You are saying it is (Base * (100% + (6 * 20%))) * 115% bonus for +3 level enhancements
Live/Test shows it is (Base * (100% + (6 * (20% * 115% bonus for +3 level enhancements))))
If I remember correctly it was Geko that stated each enhancement gives 5% bonus on that enhancements level..not on the overall buff. Thus 100% + (20% * 1.15) = 123%...not 120% * 1.15 (which is what you are saying is happening).
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Geko explanation is the one that makes sense. Each enhancement level has an effect separately on the bonus (TO/DO/SO) it provides, not on the overall bonus.
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As someone that's done game design as a hobby... don't expect a "Lead Designer" to have clue one about the details and specifics of how the game works. He won't. Geko would, he plays with the game's guts all day long.
I pretty much disregard everything Statesman ever says. He long ago established himself as someone with no idea what he's talking about. He's a politician, not a programmer. All praise Geko. -
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Statesman,
First off, some unpleasantries; Paying subscribers requesting acknowledgment of issues and soliciting feedback is no where in the same vicinity as crying. That was either a very unfortunate choice of words, or people who give you $180/year are being overtly insulted. Do us a favor and make your meaning clear so we can make informed decisions as to where we go from here with our gaming dollar. With that out of the way
The accuracy decreases, while globally beneficial for many ATs does little to nothing for resolving some long standing Ice Tanker issues (i.e. 14+ months).
One Shot Kills from damage scaled to harm better performing tanker primaries
Higher endurance cost from Primary line than better performing tanker lines (partially addressed by I-5 EA)
Only Tankers who have to contend with the Random Number Generator as their number one threat above and beyond the enemy who needs arresting.
The following is a copy and paste from an earlier thread discussing tanker fixers in general and includes some Ice Tank feedback from subscribers. This thread is located in the Tanker forum: http://boards.cityofheroes.com/showf...o=&fpart=1
Toshis Ice Tank Suggestions:
What do I want? More than 30% defense vs. all but fire and psi. I want my primary to count for more than a luck and discipline inspiration cocktail. I would like to not get 1 or 2 shot by the AVs and Monsters that Tankers are supposed to tank. I want to pay for and enjoy the same content as other tankers.
Disclaimer: These are ideas that I have been kicking around for some time now, most of which are a direct result of our Ice Tank communitys excellent feedback and input. These are in extreme draft form and only ideas that would require testing and your excellent, constructive feedback.
Some basics:
Permafrost is a prime candidate for retooling and/or replacement. Consider it a placeholder for any of these powers.
Messing with CE is a bad idea IMO. It is currently a very beneficial power. Replacing the slow with another effect takes away from the Ice Tank flavor. Adding another effect to CE would be an invitation for yet another Ice tank nerf.
I am personally shooting for any ONE of the following (not all).
Power Name: Arctic Field
Description: AE damage debuff centered on the Ice Tank, reducing damage taken by the ice tank, and possibly some team members. This helps to address damage taken by +Accuracy, Monsters, AVs. One shot kills might possibly be addressed, depending on debuff value.
Animation: Dependant on AE size. If a large size is deemed balanced we could re-color Enervating Field or Choking cloud with blue and white tones. If a small field size is selected, a re-coloring of CE to different shades of blue, white, or maybe even red could be used for the effect. A tame animation, such as Invincibility re-colored to Ices palette would also be suitable.
Specifications: Power would operate in a manner similar to Enervating Field without the resistance debuff (i.e. mobs do not take more damage). Net result would be a 20-30% off the top reduction of all non-psi damage. Endurance cost values of .5 1.0 EPS. Radius, Debuff Value, and EPS should all be tweaked and tested by the Ice Tank community.
Since Damage debuff is not eligible for enhancement, the debuff metric could not be changed by the player. Future adjustments to the power due to heavy slotting would not be a concern.
This power could easily replace Permafrost. Almost all of the code needed for the power could be recycled from other powers (EF, CE). Animation recycling and re-coloring is a path of least resistance and would reduce the time to implement such a solution.
Power Name: Snow Sheath
Description: Ablative Armor. Ice Tank gets x# of temporary hit points. Damage taken after defense calculations are taken from this pool of hit points. Design goal is to prevent one shot kills and improve the Ice tanks survivability vs. +Acc, Monsters, AVs and the natural 20 dice roll.
Animation: Recommend no animation due to Ice tank cluttering. If an animation is desired, a re-coloring of rooted from the Stone primary would be quick to implement.
Specifications: Power would be a click buff on a reasonable timer. When activated the Ice Tank would have an HP buffer of around 30% Base HP. Any non-psi damage taken would come from this pool first.
Values of 20/30/40% of base HP should be tested. Recharge is recommended to be permeable with Hasten and/or multiple recharge SOs, due to the length of most Monster or AV fights.
Power Name: Arctic Core
Description: Damage Coefficient. The Ice Tank would have a damage coefficient that prevents any single hit from doing more than a fixed percentage of the Ice Tankers Base HP. The goal is enhanced survivability vs. AVs, Monsters, +Accuracy mobs and to prevent one shot kills. This power would not be readily exploitable in a herding capacity as very few, if any, minions are able to generate the damage numbers required to take a large percentage of a tankers HP in one shot.
Animation: None Required, passive power.
Specifications: Passive power, replacing Permafrost. Power states that no single hit can do more than x% of an Ice Tanks base HP. Recommended value is 33%, but values anywhere between 20% - 60% of base HP should all be tested. Note Psi damage is not applicable in this design draft as it is an Achilles Heal that almost all tankers contend with. Topic of psi is open to debate.
For example an Ice Tank has 2000hp at his current security level. The tank is struck by a S/L/En/Ne/F damage attack that would normally kill the tanker outright or reduce his HP total to a level where the next hit by just about anything kills the tank. With a Damage Coefficient in place, that hit can do no more than 33% of the Tank's 2000hp and is reduced down to 660 points of damage. A very stout hit, but not a one shot kill.
Values would need to be tested, especially with Perma-Hoarfrost. Aside from the obvious benefit of damage mitigation and removal of the One Shot Ice Tank kill, Artic Core has a dev-friendly side effect.
AC does not promote herding as most minions/LTs/Bosses are incapable of generating the type of damage that would be required to exceed the coefficient in a single hit. Groups of +1/2/3/4 mobs would still hit for their normal damage, thus mass numbers of mobs still pose a grave threat to the Ice Tanker through the 5% auto-hit or the Random Number Generator. Promoting herding is a bad idea and this power steers clear of such promotion entirely.
Bottom Line, my negative feelings expressed in the preamble not withstanding; Ice Tankers pay for and do in fact deserve to enjoy the same content as better performing or favored Tank Primaries.
In the short term: Please provide feedback regarding the current zero-defense state of Wet Ice and Energy Absorption on Test.
In the other short, i.e. not long term: Make Ice Tank repairs an action item. Dont just pay it lip service; let your actions speak for you (unless the 33% defense has already.) The numbers are there. The feedback has been here for multiple months, now going on multiple quarters. Your subscribers pay for and do in fact deserve to enjoy equal content. That is not happening now with Ice Primary.
No tears were shed or any other activity resembling crying observed during this post.
TTR
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I felt I should bring this post back into the limelight before it gets buried by far too much drivel. I think these three ideas are all very good and should be considered by the developers. The two not selected could even somehow be rolled into a new tanker primary, I'd wager. -
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5. (stolen idea) Give each single target attack a -10% res that lasts 5 seconds. This not only helps boost the blasters damage a minute amount but also allows the blaster to help a team. Thus encouraging teaming.
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This is exactly what these "Damage Kings" need. Please put it in to play. Sure as a bit of a debuff it steps on the feet of defenders, but I really don't think they'll mind too much. It helps them in the long run. -
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1. Implement PvP damage resist bypass in PvE.
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Translated, more damage. It seems that the king of damage is not king. Blasters already have low hit points, no status protection (not counting pools), and draw aggro like mad. We only have one way to beat these weaknesses, and that is to kill whatever is training on us. (Yes, there is the option of tank and aggro management, but even that is no guarantee)
Which is the last point, aggro. I start to wonder if Blasters are unfairly favored aggro magnets. An example, a defender shoots his electric AOE out and hits about 7 Tsoo. I throw out a single target fire blast on one of the minions to try to kill him. What happens is that EVERYONE comes running to smack me and runs past the defender (who is still shooting them).
I have seen other posts with similar stories of strange aggro attraction. If possible, can this get tweaked in I4 a little?
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Where do you think they pulled the Tankers punchvoke code from? Surely you didn't think it was a new idea...