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Posts
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Joined
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Now that I've posted again, does that mean everything is cool again?
WW
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I Feel Fine. -
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regarding the pillboxes and recall, Heroes did not do this- it is a bug; currently, when someone controlling the pillbox dies the turrets sometimes follow them to the reclamator.
We have fixed this, and it will be uploaded soon.
A_V
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Hey, That was ME!
I was in a Pillbox minding my own business when a swarm of Villians came down on me. I died and when I went to the hospital one of the Turrets came with me. Now that's a Loyal Defense Turret!! -
Wow.
I am completely dissappointed by all those powers.
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I can't think of a reason why the devs would want to "avoid" having level 50's generate extra prestige. It sounds like a perfect reward for maxing out your character, to me.
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Why would you want anything other than level 50's in your SG then?
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Why would you want 50's in you SG?
A low level guy will contribute more to the SG as they level up. than the 50 who has run out of content to explore. -
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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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Whooopty Friggen DOOO!
It still doesnt help the fact that Im doing 50% less damage.
I'm holding for 50% Less Duration
I'm healing for 50% Less
I'm taking 40% more Damage.
I will be recovering 50% less Endurance.
Slotting Options I had previously are Eliminated.
I'll feel more Diverse because I will be moving to a new game. -
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no you wouldn't. You wouldn't have known any better and you'd be loving it.
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Great, another one who thinks he knows what kind of "Fun" I'm having.
Just because Jack assumes I'm Stupid doesnt mean you get to assume the same.
You don't have to be a rocket scientist to understand a power that only provides 7.5% resist isn't worth slotting. Add in another power that provides 7.5% resist all and Status Protection, but also lets me get hit 5% more?
Take Rooted, it's regen rate eaisly matches a measly 7.5% resist.
But I expect to see Stone Tanks on the Chopping Block soon.
"Granite Armor was always intended to be situational. We never envisioned players using Granite Armor all the time." -
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While I also am not a big fan of I5 and share some of your concerns, your comment is incorrect. The CoH subscription base has held steady or increased each month since early 2005 (post WoW release).
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Numbers please?
Where did you get those Numbers?
Im glad Jack is concerned with Tie In Products. If Issue5 is still unpalatable when it hits the Live servers I plan on writing a letter and sending it Registered Mail to NCSoft and their Business partners (AEG, Eden Studios, ect) explaining why I will not be purchasing any of their products.
If any of you plan leaving because of Issue5 I suggest you do the same. Jack may ignore the Ice Tankers and IH Scrappers, but he wont ignore the money men.
If Issue 5 is how the game was always intended to be played, I would have stopped paying after the 2nd Month. -
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Gang,
Decided to give Permafrost a protection against Slow instead of Toxic...
And we've tweaked Hibernate so that your toggles won't drop anymore!
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Why does Ice need More Slow Protection? Sheesh might as well give it more Cold Resistance.
Tweaked Hibernate: You mean you finaly fixed a Bug?
Yay, I guess. -
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You're 100% correct about assuming 14 mobs in EA AND Invincibility - though something else isn't taken into account. Invincibility works only while mobs are in melee. So as the number of mobs decrease, Invincibility decreases. If a Tanker leaves melee range for 1 second, the buff from Invincibility fades...This isn't the case with EA; it's a click that lasts 45 seconds. The calculation of mobs is done at the moment it's used - and that buff carries throughout the 45 seconds. It doesn't decrease like Invincibility.
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A few other things you forgot to take into account: If you do not have alot of mobs around you when you trigger EA you are woefully unprepared when more Mobs arrive.
A single mob provides more of a Buff to someone using Invinceibilty than that same mob provides to someone using Energy Absorbtion.
Tough Hide Fully slotted with ++ Defense SO's Provide more of a benifit than the same slotting of Energy Absorbtion untill you get over 9 guys in range.
I thought the power progression was: Click Powers better than Toggle Powers. Toggle Powers Better than Auto Powers.
This does not seem to be the case anymore.
The same goes for Instant Healing Issue 4 and Issue 5. Since Clicks are supposed to be better than Toggles how much will you Increase its Healing Rate? -
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Wet Ice
0.5% base
1.265% Defence from Wet Ice with ++ SO's.
17.71% Max Defence from Energy Absorbtion (not what I had earlier).
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Sounds like a Bad case of Cranium Rectum Inversion.
33% DEF Smash/Lethal
33% DEF Energy/Negative
Wet Ice: negligible DEF
Energy Absorption: negligible DEF
Wow an Entire Defensive set that can be eliminated with just one fully slotted power: Tactics, Vengeance, Targeting Drone, Aim, Build Up, Fortitude, Radiation Infection, Neutron Bomb, or Irradiate. Take your Pick.
Of course its not just limited to Ice Tanks. The same goes for Super Reflexes, Force Field and Stone Armor.
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Something I forgot
Tough Hide (AN AUTO POWER)at 5% Defense 6 slotted with ++SO's provides 11.9% Defense
So you have to hit 9 guys with Energy Absorbtion to equal the effects of an Auto Power. YAY!!
C.R.I.
But it gives you End now??
Wake UP!!
Dead Tanks Don't Use Endurance.
Forgive me if I dont open a Bottle to Celebrate! -
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Reduced Accuracy of Archvillains from 90% to 75%.
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Yay in PvP all players hit like ArchVillains!
Nerfing defense is a silly way to go about things.
I saw # like these:
Frozen Armor: 15% DEF Smash/Lethal, 30% RES Cold, 10% RES Fire
Wet Ice: negligible DEF, 30% RES Cold
Glacial Armor: 15% DEF Energy/Negative, 30% RES Cold
Energy Absorption: negligible DEF
Max slotted for DEF/RES as appropriate that leaves us at:
33% DEF Smash/Lethal
33% DEF Energy/Negative
Ive seen similar Numbers for the other Defensive powersets.
Consider a Defender who takes Tactics and Fully Slots it. One Toggle running goes a long way to Negating the Entire Defensive Values of a Powerset. Super Reflexes, Ice Armor, Stone Armor and Force Field, entire defensive lines, all wasted by a single power. Of course its not just tactics. Plenty of other villains have +Acc Powers.
All this so we can be forced into playing as the "Vision" Requires. 3 White Minions. 3 White Minions from level 1 to Level 50. It sounds pretty fricken boring to me.
As I play now on the Live Servers I get a feeling of advancement as I play my Hero and as I continue to level my Hero. I get a feeling of accomplisment and power as my character achieves certain milestones while I level up to 50. The game does get easier to fight 3 white minons after 25+. I like it. It gives me that sense of my Hero is powerfull and has accomplished something other than to get another flashy effect that pops up on the screen. I can remember when Killing 3 white minions was tedious and could hurt me.
3 White Minions from 1 to 50 is just boring. -
I dislike the Trick Arrow powerset. Its a poor mans controller. The majority of its powers are Controller powers. When you need a Defender on your team you need one, not a Controller Blaster wanna-be.
It seems that the Devs were stuck for Ideas and decided to take the easy way out and grab a few controller powers. Maybe they thought an Immobilize as a 100% Speed Debuff and a Hold as a 100% Damage Debuff.
The first 4 powers are Controller powers.
Entangling Arrow - Immobilize 1st lvl Controller power
Ice Arrow - Hold 1st lvl Controller power
Glue Arrow - 6th lvl Controller Power (Quicksand)
Flash Arrow - 6th lvl Controller Power (Smoke)
Finaly when you reach 8th Lvl you recieve your first Defender Power.
Poison Gas Arrow - Nifty
Acid Arrow - Nifty again
Disruption Arrow - Nifty, but Im concerned with self Stacking Acid Arrow and Disruption Arrow for a Massive -Resistance Debuff.
At 26 you get another Controller power. Ho Hum.
Oil Slick Arrow - 6th/18th lvl Controller Power (Ice Slick/Earthquake)
and an extra effect that it can be set on fire, Yay!
Emp Arrow - a 4th Defender Power yay! -
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Currently, if you set up a match with the "No Travel Powers" ground rule then:
Your ground speed is capped at Sprint speed.
Your jump height is capped at slightly above normal jump height.
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A Stern Kick in the Pants to the Kinetics Powerset.