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Posts
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Joined
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Thank you for the great guide. I've been having trouble getting into my MA/SR scrapper since day one.
Specifically, I've always had a hard time with multiple foes: five or more- like soloing in the Hollows for instance.
I'm going to try again.
As if my Alt-istis wasn't bad enough! -
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Although you didn't mention it, pistols would be a unique set: all "short range" attacks.
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I would hate for pistols to be restricted to too short of a range. In other words, I wouldn't want to keep getting a "your target is too far away" message all the time. I'd rather they design it so that there is a severe accuracy penalty at medium range and an almost zero possibility to hit at long range; I still want to be able to point my gun and shoot at my target.
In any case, here's hoping we see them someday. -
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The difference between pre-ED and post-ED is that we cannot take ALL the damage. This is consistent with a number of changes they have made in the past few months. Controllers can no longer control ALL of a large group, Blasters can no longer blast ALL of a large group, Defenders can no longer debuff ALL of a large group, and Tankers can no longer tank ALL of a large group.
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My sentiments exactly. it also happens to match my post I6 experience. I've run missions from Rikti, Council, CoT, DE, Carnies, and Nemesis.
My role is to take A LOT of the agro, especially when initiating combat, but not ALL agro. During the fight I MANAGE some agro, focusing mostly on any enemies that are beating on my friends, but I cannot grab it all away like I used to be able to do.
My blaster friend has to use her energy puch that throws the enemies back. My other blaster friend has to use the fire cage thingy. My defender friend doesn't throw attacks around and garner too much agro.
My scrapper friends still try to go in before I do, like always. They just love to fight it seems. Good thing is they can take it a little.
I have had no problems except when I'm fighting purple mobs (and then only if there are a ton of them).
My mind tells me we're screwed, but my experience tells me that we need to shift our expectations away from being able to tank massive amounts of higher level mobs like we used to. -
Give Frozen Armor some minor, unenhanceable resistance to smashing and leathal. I mean, they're covered in a think sheet of ice! Come on! I know we're all playing Superheroes here, but aim for a fraction of realism.
Having armor on doesn't make you get hit less, it makes you get hurt less when you get hit.
It's nothing that would make Ice lose its distinctivness from the other sets, but please give it a little mindful thought.
I'm not going to suggest a % value of resistance. Make it minor if you want, but do this in addition to everything else, not instead of. -
Like build up, simply give rage a shorter duration, and a very long recharge, maybe?
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Essentially, each hit (if successful) will give you a short term damage buff. Different powers would have different buffs; but if you could string enough hits together you can "peak" your damage.
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Ah ha! So Accuracy will become a more important buff?
No problem there... -
Very well put. Disagreement with the developers is not necessarily a bad thing. Valid, intelligent input that could possibly help them is probably always welcome.
They've "tossed" out a pretty good game here. Hopefully they understand that the root of all the whinng and complaining is that people really like CoH and it's concept so much.