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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?
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When you're stunned do you stand right next to the giant death machine, or wobble away?
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The problem is they are not wobbling, but moving at full coordinated speed. There should be some -move penalty associated with being stunned. I think no flying while stunned would probably be appropriate as well.. -
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There was a bug found near the end of beta where it was realized that the Upgrade powers did not benefit from Enhancements in the Henchmen powers.
This was fixed and was in the version that was on test last week. Unfortunately the patch note did not go with it, AND no one told me the fix was up there.
Anyway, long story short is that the fix is now LIVE, and your Henchmen should be fully Enhanced when you use your Upgrade powers.
Sorry about this screw up. I wanted you guys to test it before it went to Live to see if it made MM's too powerful.
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I love you.
In a manly kind of way, of course.
I promise you'll hear from me if it winds up being too strong, although I would expect this only in the 35+ levels, where SO's are prevalent. -
<ul type="square">[*]Activating Dull Pain will now prompt the famously disturbing scene from Deliverance to display on your screen, and that of your teammates.
[*]Using Quick Recovery will now send a small electrical charge through your keyboard. No actual nerfing of the power. Statesman promises to ban all players found using rubber gloves.
[*]Instant Healing will only heal your opponents. Fortunately a glitch will make the power drain half their endurance when it wears off. When Statesman confirms the glitch he gives all your opponents free respecs and 4 million influence. You are banned for 4 days and charged 4 million influence.
[*]Someone accuses Statesman of really being the Reichman, and is instantly killed. Regen Scrappers are blamed.[/list] -
Events like this will be the life-blood of COH.
Best Halloween ever. -
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Your solution to the Hasten and Accelerated Metabolism problem (if you agree that there IS a problem especially with AM) takes the wrong approach. The timers are now so long that AM (I do not have hasten) has been changed from a power that I actually use, to one that I only consider in an emergency. I find that I am "saving" it and therefor, I hardly ever use it at all.
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Yes, Exactly! this power should never be just an emergency use only power, and yet it is at this point, especially at the lower levels. -
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...who clearly have no grasp of even the most basic concepts of game balance and game design, no matter how loudly they may shout...
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So its game balance that I spend half my time sitting around waiting for end to regen? Do you spend half your time sitting around waiting for end?
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I am a stone/stone tanker, and yes, I spend a lot of time waiting for my endurance to regenerate. The Stone defense primary power pool has toggle powers and quick on and off armor powers that drain A LOT of endurance. Do I come on the boards because I have down time in game, NO. Does a few seconds of downtime between every other fight or so, decrease my level of fun, NO. Would having the ability to use every attack every battle forever and ever without worrying about endurance during or after be fun, NO.
All of you people whining about the "nerfs" to haste and accelerate metabolism want to have your cake and eat it to.
No challange = unbalanced = NO FUN. Challange = balance = MORE FUN.
/flame proof suit on
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Well, a Tanker flaming the Defender community need not put on a flame proof suit. Not only are we used to it by now, we actually don't have any fire-type powers.
What always is the most shocking to me is the fact you think Defenders are trying to get a good endo regen just for themselves. We're trying to get you your cake.
If I wanted to solo, I'd play a Blaster, or Scrapper, or Tank. My whole beef on the AM timer is the fact I can't keep buffs up on my team .
Even if I don't get to use it on myself, let me at least buff my team.
I realize stacking made it overpowerful, so just don't allow this power to be stacked. -
This is long; Ill put the tech stuff up front. I still cant believe how much you guys respond to the community. Geko, please read later if you can. -GB
Hasten should be the level 20 power in the Speed set. Replace it with a defense toggle (and get rid of the weird tornado thing).
Long recharge timers are more frustrating than reduced effect, especially when we can modify the power later.
Strip all other effects off of AM, and let us buff the Endurance regeneration of our party, all the time (at low levels).
Dont make powers, even really good powers, dependant on 6 of the best enhancements that game can offer just to use them frequently.
I was beginning to worry the DEVs were going to ignore AM in the hopes it would fade away.
Forgive us Geko, many of us still have scars from one or two SOE games where things like this happened, and we were told to toughen up, or walk it off.
Other than the fact you guys said Hasten was working as intended, I have no serious beef with Hasten getting the big nerf in timer recharge. Honestly I only ever used it on my Defenders, to get heals off faster, and reduce the timer on AM. It should be made the level 20 power, as it is the holy grail of the Speed set. Most people never take tornado; youd make the Speed freaks happier if you put a defense toggle in the line instead, like many other movement powers give.
I think I can explain to you why people abhor long recharge times Geko. It seems to be the only aspect of the game you have a hard time understanding from a player standpoint.
It like getting the nice computer for Christmas that you had been wanting for so long and then finding out that you can only play with it on Wednesday's. You can earn the right to play with it more often, but still it sits there, taunting you to use it.
Hasten lets you use the computer (used to) Sunday through Wednesday, and with recharge reducing enhancements, let you use the Computer all the time.
The end result being you could use what you had, simple as that.
It is something you have had a hard time understanding from the point I joined the game and saw the recharge timer on Temp. Invulnerability (pre-toggle). You guys had good reasons for what you did, but the power still didn't work often enough to be depended upon. The same arguments apply for any buffing power in this game.
Endurance in a group is by far and away the most important thing in the game, absolutely no argument from me.
Most Rad AM users will agree you could strip every other recovery component from the power if you wished, as long as we could provide this one, extremely important service to the community. Personally, I would even be ok with it not affecting me anymore, as long as it could affect my group.
You've seen allot of panic posts up recently, some have been from me. It's because many of us grew up with some old war-horse MMO's and quite frankly they hid behind the users agreement, and just did whatever they wanted, as long as the beaten, addicted players would play just a little longer, or TAKE longer, to play the game.
When we got here, Utopia. DEVs talked to us, and responded to our data. This in and of itself almost frightened me: It just seemed too good to be true (the level of interaction).
I was stoked. Two weeks into live play I had figured out the best way to help just about any team. I focused on the line (Tankers and Scrappers) because they have it the hardest in the beginning from my perception.
I even made a guide so others could use my base template.
24 hours later, the character's main purpose in life had been removed from the game, until I hit level 22, and could slot 6 SO enhancements into the power, just for timer recharges.
No DEV explanation, and a lot of quiet air on the subject from the DEV team, and suddenly I'm getting SOE flashbacks. I'm hearing ugly, ghostly words like, "Vision."
Hopefully this will explain some of the panic you may have seen in the last few days.
As for AM, take out every other effect, and give us an Endo regen we can keep up on our party. Make it single target like early FF powers if you need to. That way FF defenders keep a team up, RAD keeps them kicking, and Empathy keeps them alive.