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Posts
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Ah you see this is the kind of thing i like to see and a reason i have some faith in this development team. This is a benefical alteration of our powers and DOES promote enhancment diversification.
whereas ED itself takes something away instead of giving something, this change will improve our potential instead. -
i must say that defiance is an absolutly great idea, heros get stronger when they need to pull out of a bad situation.
that being said this does almost nothing to really help blasters survive, because by the time defiance becomes a real boon you hiting pavement soon there after. blasters need a boost to their surviavbility, and while defiance makes sense in comics it doesnt work as well in a game when it comes to actually saving the hero.
Now if defiance some how allowed the blaster to have the option of clicking a pop up that appears by the defiance bar to grant the blaster an ability similar to unstopabble for say 30 seconds instead of 3 minutes then that might help them survive. now thsi would turn you into a tank mage for 30 seconds but after that you hit 1 hp and 0 end recovery for another 90 seconds seconds perhaps and defiance would require say a 15 minute recharge that is unenhancable. -
mmrrr ill chim in and say that yes nrgy and neg nrgy are more common than fire/cold usually. as for tough i am going to be getting it until i have granite armor at 32. ill be running tough stone skin rooted health, rock armor plus EE all 6 slotted( maybe not EE) for a solid defensive plan til i get granite at which point id probably drop stone skin and tough for 3 more attacks.
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ummm when i downloaded it and tried to run it it wouldnt open and instead i got the windows sound for when a message box pops up . nothing i try to view in windows media player works now...im really lost.
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blasters have the alrgest base damage scrappers have about 80% of that for a base damage i believe, controllers and defenders have 65% blaster base damage with tanks having 80% of a scrappers base damage. the buff cap is 500% for scrappers and 400% for blasters sooo lets take a level 1 attack for example and say it does 12 damage a scrapper with that attack would do 9.6. if damaged is capped scrappers and blasters would both do 48 damage with said attack.
with that said blasters attacks generally seem to have a higher base but not by much, and the range isnt as good as it should be to be considered a defensive option, mainly because if you shoot soem oen from afar they dont automatically know where you are esp if you hide after shootin ( ie guerilla tactics). mobs need to have a function that allows them to search for a ranged target instead of instantly aggroing and finding the hero.
melee attacks on a ranged AT is some what silly aside from the fact you would want to use melee once a villan closes on you, for which one or two good attacks is fine but not a whole secondary filled with them.
also the mez resistance is nonexistant when it really needs to be, but it should be a click ability that has a down time and cant be reduced in recharge rate by slots or hasten ( perhaps by defender buffs however), this way we can start a fight and have maybe 20-35(perhaps this can be increased with leveling) seconds of mez resistance with like 2 mins down time on the power, allowing us to kill things and if we dont in that window then we are vunerable . the main issue with blasters getting mez protection is that the support ATs are meant to fix that weakness, but its not always certain that we will team with a person that can do that. worse case solution is to allow stimulant in the medicine line to be used on yourself. -
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Couple this with the hit points that bosses have in the late game. That snipe attack that can one shot minions? Forget about it as it barely dents a boss. (And don't even begin to think that boss is going to let you get another snipe off -- no way.)
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actually if my 50 fire/dev can take bosses just fine, i hit ss and CD lay a trip mine snipe em air supeiority them and finish with a second trip mine -
or simply remove the level = content equation and allow all content to scale to the persons level so for example the first misson we ever get can be played at level 50 if we keep it that long and still be as challenging comapritive to the level 1 setting for the misson. Basically if we can go to any contact in the game that we have and start playing their content(missons) no matter our level, we can then not have to worry about out leveling anything. perhaps the flashback functionality will be sufficent in fixing this issue.
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honestly forget about the whole xp range issue and just make more content that is high quality and people will play the game because it has fun things to do. PLing isnt an issue people ill always try to find a way to level faster if leveling is not intrinsic to story progression, which it should be but isnt in this game.
in a good RPG you dont have to grind per se because leveling happens as you progress the story and works better than gain xp for hours to move story ahead (in COH's case leveing to get more missons with new contacts or do new TFs that have level requirements). Perhaps 1-3 levels in 10 might need to be grinded to move story along but having content that levels players as they move through the game story is better. this would mean greater exp for TFs and story arcs. hmmm look an alternative to powerleveling...playing through the games supposed "lack of content" -
Soooo who is up for making a SG with me to farm hami to get masses of these enhancments and make a black market for them
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Down on Guardian as well.
Any clue when it'll be back up? -
Actually its my fault i misread the thing and htought it was using dark armor as the example defense power which confused me because i dark embrace is a resist. i was simply reading too fast and confused things, it makes sense now.
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"Defense bonuses no longer stack against attacks with more than one damage type. For example, Dark Melee/Shadow Punch does both Smashing and Dark damage. If the attack is used against an opponent with defense bonuses that apply to both damage types, only the largest single defense bonus will be used. This change also applies to villains that do more than one type of damage to heroes. "
now according to this some one running fire shield and that is being hit by a fire melee attack that does smashing and fire damage will be able to resist the smashing damage but the fire damage will not be resisted? im confused as to how this works and also confused about the usefulness of these kinds of defense powers now.
My level 48 blaster with fire master taken for fire shield's defense against fire damage seems useless now because of this i now have wasted 2 powers? -
Some AOE like fireball or ball lightning needs to have a damage gradient over its area of effect diameter, villians farther from the center take less damage. AOE like rain of fire or cone AOEs dont need to be changed. The only attacks i see as problems are things like the already mentioned fireball, that deal the same damage to all the targets, where realalistically they would not.
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the file setup is the way it is so they can add patches easliy, simply over write the old with the new and the game loads it with ease. Diablo 2 is the same way but it uses large MPQ files instead of .pigg. The loading structure is meant to aid developement.
as a aisde note only people with the same "modded" files can see what you see with them, and thusly meaning the whole modding setup is cosmetic. If they are trying to shut down mods then it is possible that if you alter the client in some way it could become exploitable.
this seems to make sense if enemy statistics are held somewhere on our computers , we could make the game harder or easier ourselves. this is doubtful but a possible reason why they would try and stop mods from happening.